When it comes to the Monster Hunter series, I have to admit, I’m a bit of a newcomer. For years, I resisted diving into it mainly because the games were confined to handheld consoles that didn’t pique my interest—plus, let’s be honest, they seemed to run terribly.
Everything changed with Monster Hunter World. It was my introduction to the franchise and the experience that ultimately made me a fan. I’ve dedicated over twenty hours into Wilds so far, focusing on the main storyline before dabbling in sidequests. Unfortunately, that decision left me feeling a bit shortchanged.
Typically, Monster Hunter campaigns don’t get much attention for their storytelling prowess. Their main purpose is to guide players through the game’s myriad systems and mechanics, setting the stage for what inevitably becomes hundreds of hours of gameplay. They usually serve as comprehensive tours of each game’s ecosystem.
Here’s the usual drill: your hunting party sets off after an elusive monster that’s wreaking havoc across different regions. Along the way, you keep stumbling over other beasts until you unravel the mystery behind your primary target. Finally, you confront this formidable foe, marking the end of the campaign, then you’re ushered into High Rank where the true Monster Hunter experience begins.
Wilds’ campaign follows this familiar framework, sharing broad similarities with that of World, but the devil is in the details. It’s these nuances that differentiate an enthralling journey from one that barely makes an impact.
The campaign in World was impressive because of its centerpiece—Zorah Magdaros, a colossal monster that sparked our curiosity. This leviathan was so gigantic that it required an entire community to even slow it down. The spectacle of battling multiple creatures on its back was awe-inspiring and innovative for the series. Despite mixed opinions, I appreciated these unique encounters because they offered a refreshing break from the routine monster battles and propelled the storyline forward.
Every time Zorah advanced, new areas unlocked, revealing the profound impact it had on the local ecosystem. The game cleverly kept players in suspense, gradually uncovering the true purpose behind Zorah’s migration, which added a layer of mystery and urgency.
In stark contrast, the Wilds campaign lacked that overarching, enigmatic threat. Arkveld, the flagship monster, made sporadic appearances, doing things the characters couldn’t quite explain before disappearing again. Ultimately, it’s not even the final battle—that’s reserved for a slumbering giant revealed just a mission earlier.
There’s no unifying force rallying diverse groups to face a shared menace. In fact, at times it felt like monsters were awkwardly introduced into missions as if there was no better way to integrate them into the story.
Somewhere in those jumbled narratives, it feels like there once was a cohesive element connecting different character groups that was later omitted. NPC dialogues and cinematic lines hint at deeper complexities, but they never fully materialize.
Additionally, the subplot concerning an ancient civilization and its disastrous weather-manipulating tech feels more suited to a backstory book than to intermittent cutscenes.
The campaign in Wilds seems to embody the core issues with the game itself. In an attempt to broaden its appeal, some of its charm has been sacrificed, yet I’m skeptical if the right areas were addressed.
As time progresses, I suspect the main campaign of Wilds will fade into the background as the game’s successes and shortcomings become more apparent. However, I can’t shake the curiosity of what a true World sequel could have been like.