aFeathered horses, dust and rain, whisk around you, arrive on a mountain path where purple crystals cover the walls with frost. The weather is still outside, but calm inside the cave at the end of the road. The environment allows you to see what kind of creatures live here. Reidau is a horned wyvern that commands the elements.
You’ve seen it before, but when you unexpectedly appear while you were on another expedition, you descended from the lightning striped sky and sunk its claws into an unfortunate pack of hairy lion-like creatures. You weren’t strong enough to face it, but you’re now. Hopefully.
The next battle is to bite the nail. To try to jump out of the corners and teeth paths of powerful electric bolts and Wyvern, you have to pull out all the tricks you know to wear it out. Fire a grappling hook at a rocky outcrop hanging from the ceiling and bring it over the creature. You blow your mouth while for your mount, leaps back to the dragon’s head, clinging and stabbing with a dagger trying to smash against the wall. You will be flung by, fried, stomped, but you will cling to fight and chew on repair potions at every opportunity.
Then an even bigger predator appears from anywhere, taking the monster you fought desperately for 25 minutes with just that jaw and throw it like a rag doll. Take a closer look at it: it’s what you fight next.
The 15-hour story of Monster Hunter Wilds is a series of escalating and escalating epic battles with bigger, more ferocious creatures. I didn’t do it for a moment. Within hours, you’d fought against awful giant spiders, supple sand dragons, and a disgusting, overgrown oil chick child. After that, you will face a nasty and dangerous version of the beasts of monster hunter games, especially the last 20 years, in addition to the fierce fire drawings and dragons shooting lightning from their faces. It’s literally all the killers, no fillers, a long way from the old game of slow and heavy. There, they had to collect mushrooms and fight raptors before they could go near the Wyvern.
The fight is relentlessly wonderful. When the monster fell I let out a breath that I didn’t notice that I was holding. With the exception of Dark Souls and their siblings, no game made me feel like Monster Hunter. The adrenaline of these battles, the peerless, perfectly balanced feel of oversized weapons, and the pure malice and dignity of the creatures make this game feel unparalleled thrilling despite having played it in some way since I was a teenager. And it’s far better than it was back then. Not only monsters, but their huge natural habitats also ripple overflowing into life.
Towards the end of the Wild story, I have to admit that I felt some disappointment creep up. I enjoyed almost all of these creatures’ clashes. But I wasn’t trying much. Certainly, I have had a lot of experience with these games, but I’m used to being eaten or torn apart to bite by a new monster several times before conquering it. During the entire Wilds campaign, I was knocked out only twice.
But Wilds’ story turned out to be a 15-hour interactive tutorial on what makes Monster Hunter great. This is a roller coaster of combat thrills designed to sell newcomers on the concept and acquire the taste of scale and visual splendor that Capcom’s modern game engine brings to his favorite series. The real fun begins afterwards.
After taking on the worst creature I’ve ever seen, in the final quest of the story, I was dumped into a base camp in the jungle and sent to capture a small, sparked bird of prey. I was humbled quickly. Embarrassingly, I became lazy and it knocked me out.
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Monster Hunter isn’t just about swinging giant spears. It is also about studying quarries, learning their weaknesses and delving into the environment for useful plants and materials used to make coatings of potions, tools and arrows that give you the advantage in battle. Experienced players will help the rookie, so it’s about working with other hunters to complement each other’s playstyle. Being a friend’s Monster Hunter mentor is one of the most rewarding multiplayer gaming experiences out there.
This game cannot be reduced to a series of battles. It’s a community of the world, the ecosystem, and the players. You are some hunters, some nature researchers. Wild goes too far towards frictionless fun in the story, but once I was free to explore, I began to feel more connected to my habitat. From battle to battle, instead of being led by a nose or by my Dascho horse, I climbed up the canopy, scouted for the creatures, took out binoculars, discovered an underwater cave full of hidden corners and useful materials from the campsite. I found myself having to switch weapons more frequently, upgrade armor, and re-recognize myself with a nasty array of gems and doodads that gave hunters useful additional skills.
You can spend a lot of time picking up Wild as a rookie and playing through the story. You can stop there, but it will still be worth the price of admission. But I’ll play it length It’s still time.
Source: www.theguardian.com