GamesRPGMonster Hunter WildsMonster Hunter Wilds looks like exactly the evolution of World I hoped forWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.

GamesRPGMonster Hunter WildsMonster Hunter Wilds looks like exactly the evolution of World I hoped forWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.

When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.

(Image credit: Capcom)

Monster Hunter Wilds

“Living, breathing world” is a 100% an overused cliche when it comes to games, and I’m not going to tell you that you’ll be so immersed in Capcom’s ambitious Monster Hunter sequel that you’ll feel like you’rereally there. But in a hands-off demo of Wilds at Summer Game Fest, most of what Capcom shared that’s new in this iteration stemmed from a more deeply simulated world, with each detail getting me more excited than the last. The presentation seemed laser-targeted on addressing what I thought were Monster Hunter’s biggest weaknesses, or at least opportunities: making thehuntpart of Monster Hunter as involved and varied as the parts where you smash a creature in the face with a giant sword.

Here’s a smattering of things from the presentation that immediately got me psyched:

A sandstorm lowers visibility, sends herbivores fleeing the area, and causes lightning strikes that can hit the player and monsters.

A sandstorm lowers visibility, sends herbivores fleeing the area, and causes lightning strikes that can hit the player and monsters.

To give you some perspective on where I sit as a Monster Hunter player: I loved World, my first experience with the series, and played it religiously for months. But I bounced off Rise, because I found it simultaneously a bit too front-loaded with systems I didn’t care aboutandtoo streamlined at the same time. The fighting was great, of course, but I care a lot about the rest of the game surrounding that experience.

Monster Hunter has long since nailed the feel and complexity of its combat, with a frankly absurd number of weapons that all play differently, have roles and techniques to master and match-ups against different monsters that completely change their utility. I’m sure Capcom has changes and additions to the arsenal in Wilds it isn’t talking about yet, but I think it’s a good sign that those aren’t its main promotional focus with this iteration. Wilds is going to be the capital-N Nature Monster Hunter.

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(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

Monster Hunter Wilds

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

Monster Hunter Wilds

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

Monster Hunter Wilds

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

Monster Hunter Wilds

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

Monster Hunter Wilds

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

Monster Hunter Wilds

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

(Image credit: Capcom)

Monster Hunter Wilds

Monster Hunter Wilds weapons: Open the arsenalMonster Hunter Wilds monsters: Which beasties are backMonster Hunter Wilds preview: Our early impressionsMonster Hunter Wilds new features: What we’re psyched for2025 games: All the other releases coming this year

Monster Hunter Wilds weapons: Open the arsenalMonster Hunter Wilds monsters: Which beasties are backMonster Hunter Wilds preview: Our early impressionsMonster Hunter Wilds new features: What we’re psyched for2025 games: All the other releases coming this year

Monster Hunter Wilds weapons: Open the arsenalMonster Hunter Wilds monsters: Which beasties are backMonster Hunter Wilds preview: Our early impressionsMonster Hunter Wilds new features: What we’re psyched for2025 games: All the other releases coming this year

Monster Hunter Wilds weapons: Open the arsenalMonster Hunter Wilds monsters: Which beasties are backMonster Hunter Wilds preview: Our early impressionsMonster Hunter Wilds new features: What we’re psyched for2025 games: All the other releases coming this year

Monster Hunter Wilds weaponsMonster Hunter Wilds monstersMonster Hunter Wilds previewMonster Hunter Wilds new features2025 games

Monster Hunter Wilds weapons: Open the arsenalMonster Hunter Wilds monsters: Which beasties are backMonster Hunter Wilds preview: Our early impressionsMonster Hunter Wilds new features: What we’re psyched for2025 games: All the other releases coming this year

Monster Hunter Wilds weapons: Open the arsenalMonster Hunter Wilds monsters: Which beasties are backMonster Hunter Wilds preview: Our early impressionsMonster Hunter Wilds new features: What we’re psyched for2025 games: All the other releases coming this year

“There’s a relationship between the herbivores and carnivores that’s going to be interesting,” said game director Yuya Tokuda. “It’s not just, the carnivorous monsters go to a certain spot on the map to eat. They need to find a herbivore to eat if that’s their prey, so you’ll find an interesting domino effect. If a carnivorous monster has become hungry and wants to get food it’ll go attack and eat a herbivore, maybe attack it out of its herd. That’ll cause its herd to scatter or move to a different place for safety. The fact they’ve moved now means that any monster that preys on them is going to be looking to a different location for their food.

“Those monster movements around the map are going to have a great effect on the player’s actions. As you watch this all play out it’ll change how you need to respond and where you go on the map.”

According to Tokuda, the ripple effects of your actions will remain in the field environments even after you leave and return; it doesn’t default back to some generic world state. Though you can’t hunt a monster type to extinction—and preset world states will still exist for quests to ensure the monster you need is available—the world state is persistent. This sounds amazing, even immersive simmy to me, but the demo I saw was far too short to indicate how meaningful those changes persisting will be long-term.

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But if you were sick of following scoutflies in Monster Hunter World every single quest, don’t worry: you won’t be doing that again.

(Image credit: Capcom)

Monster Hunter Wilds

I asked how this focus on the whole ecosystem will carry over to the gear and crafting system. Tokuda said that the proportion of small animal parts in the tech tree will stay roughly the same as in World, so there’s no big change there. But Capcom is finding new ways to make them more significant.

“Endemic life and small monsters play a role beyond just parts to craft with. You may spot this sort of alligator-looking smaller monster; you can actually use your hook slinger to grab the front of its snout off where its teeth are. Rather than that being something that goes into creating a weapon, that can remain attached to your hook slinger and be used to do better attacks with it. So it’s not always strictly feeding into the gear system.”

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