I’ve got to admit, when it comes to the Monster Hunter series, I’m somewhat of a newcomer. For years, I dodged these games because they were stuck on handheld consoles that didn’t interest me—and to be honest, they looked like they ran terribly.
“Monster Hunter: World” was my gateway into this universe, sparking an unexpected love for the series that hasn’t waned since. As I pen this, I’ve already sunk over 24 hours into the latest installment, “Monster Hunter: Wilds,” focusing mainly on the main campaign before dabbling in sidequests. Boy, did that prove to be a letdown.
Let’s face it: the campaigns in Monster Hunter games are not exactly celebrated for their gripping narratives or inventive scenarios. They’re mostly a way to gently guide you through the plethora of systems and mechanics you’ll become dependent on over the next hundred hours or more. They basically act as a guided tour of the game’s exotic creatures and settings.
Typically, here’s how it unfolds: your group is in pursuit of an enigmatic beast that’s wreaking havoc across various regions. Along the way, other monsters interrupt your pursuit, and once you’ve figured out the mystery behind your initial quarry, you face off in an epic showdown. Concluding the campaign unlocks High Rank content, and that’s where the real Monster Hunter experience begins.
In a broad sense, this framework fits “Wilds” just as well as it did “World.” But the devil, as they say, is in the details—and it’s these specifics that distinguish an enthralling campaign from one that’s barely memorable.
What made “World”‘s campaign remarkable was its driving force. The introduction of Zorah Magdaros—a monster so huge it essentially required a village to slow it down—was a game-changer. You could engage multiple monsters on its back with space to spare.
This was clearly a bold move by the development team, trying to add a novel layer to Monster Hunter. While the reception was mixed—many didn’t enjoy fighting Zorah due to its unconventional tactics involving cannons and ramparts—such encounters broke the monotony and propelled the narrative forward.
Each time Zorah moved to a new map area, it unlocked zones for you to explore and witness its impact on the ecosystem. The story kept you guessing about Zorah’s true purpose, adding a layer of mystery and urgency.
Now, let’s talk about “Wilds.” There’s no Zorah here, no overarching menace to unite forces against. Arkveld, the marquee monster, appears sporadically to create inexplicable havoc before disappearing for hours. It’s not even the final boss; that spot is reserved for a mysterious sleeping giant introduced just before your last mission.
Gone is the sense of camaraderie and unified purpose. The monster introductions feel like random occurrences, with some monsters awkwardly shoehorned into missions without much setup.
The game hints at deeper connections among characters—a tapestry of narratives that feel cut or unfinished. NPC dialogues and certain cinematic lines suggest something more, yet it remains elusive.
As for the story of an ancient civilization doomed by its own weather-altering tech, it feels more like lore than a plot worth investing in.
The “Wilds” campaign encapsulates some core issues the game struggles with. While it drops much of the series’ charm in a quest to become more inclusive, it’s questionable whether those were the best aspects to refine.
As “Wilds” develops, we’ll likely forget its main campaign amid the game’s successes and failings. Yet, I can’t help but wonder what a true sequel to “World”‘s campaign could have achieved.