
Monster Hunter Wilds review
Much has been made of the simulation in Monster Hunter Wilds during the beta-filled run-up to its release. The ecosystem is teeming with beetles, fish and geckos. Seasons change.
Carnivores go out hunting herbivores, and the herbivores wander around in a way that would make Sam Neill sit down in shock and exclaim that they really do move in herds. But those impressive details haven't had much impact on how I play this beast-whacking action game, or any effect on how my brain operates in the midst of a thoughtless crafting splurge. Pare back the vigorwasps and rockslides and sizzling steaks and what you find is a loot-the-loop straight out of an MMO, complemented with chunky combat that remains satisfying to those with the acquired taste for it and overwrought to those who crave simplicity.
For many, it's exactly what you'd expect and want of Monster Hunter. But if the buzz of bashing beasts for stat-bumps quickly wanes for you, the final hours of its 20-25 hour campaign will pass with diminishing interest. When Monster Hunter Wilds finally lets go of your hand and says "okay, go do your own thing!" I felt like handing in my notice to the guild.
I've seen enough of this monster to know that it's beautiful, swole, and not for me.