From an outsider’s perspective, I came into the Monster Hunter series relatively recently. For years, the games lingered beyond my reach, tethered to handhelds that simply didn’t catch my interest—and to be honest, they seemed to operate rather poorly. But then came Monster Hunter World, my gateway into this fantastic universe. It was this particular installment that ensnared my attention and converted me into a fan for life. Now, with over 24 hours poured into Monster Hunter Wilds, I’ve committed to following the main storyline before dabbling in side quests. Unfortunately, that choice left me disappointed.
Historically speaking, campaigns in Monster Hunter games aren’t celebrated for their storytelling or inventive plots. Their primary role is to ease players into the intricate layers of game mechanics and systems that will occupy them for the subsequent 100-plus hours. Think of them as guided tours through the game’s diverse creature roster.
The typical storyline unfolds somewhat predictably: your party investigates a strange monster, disrupting the world’s balance, and in your pursuit, you’re consistently sidetracked by various other beasts. Eventually, you uncover the secrets of your initial quarry, leading to an epic showdown, which signals the campaign’s conclusion. It’s at this juncture that the High Rank challenges begin, marking the true start of your Monster Hunter journey.
When considering the Wilds campaign in broad strokes, it echoes the format found in World. However, it’s the nuances and omitted details that decide whether a campaign is gripping or barely impactful. The allure of World’s narrative was its foundation—a truly memorable experience. Zorah Magdaros, a gargantuan beast unlike any other, captured our imagination as a unique antagonist that required a village’s collective effort just to slow its progress. The creature was so immense that battles could unfold upon its back, with space to spare.
This attempt by the development team to introduce an unprecedented style of encounter was an audacious move. Opinions were split; not everyone appreciated the change. Engaging Zorah required constructing defenses, loading cannons, and performing tasks atypical for Monster Hunter. Yet, that divergence is why it captivated me. Zorah’s distinct gameplay segments warded off the potential repetitiveness of consecutive monster battles and creatively propelled the narrative forward.
As Zorah roamed, new regions of the map unlocked, letting players explore and observe the profound impact of its presence on local ecosystems. The true mystery behind Zorah’s migration remained hidden for most of the campaign, providing an underlying tension and intrigue to the unfolding drama.
Now, step into the Wilds campaign. It lacks the overarching threat represented by Zorah Magdaros. Instead, we have Arkveld, the game’s prominent monster, appearing intermittently to perform inexplicable actions before disappearing, only to resurface much later. Surprisingly, it’s not the final adversary—the campaign wraps up with a different colossal foe, introduced merely one mission in advance.
The campaign is missing the grand unity of diverse factions banding together against a common enemy. Monster introductions can feel jarring; it’s as if Capcom struggled to find seamless entrances, forcing some beasts into missions abruptly.
There’s a lingering sensation that connective tissue meant to unify the game’s various elements was once present but has been removed. Occasionally, NPC dialogues and cinematic moments suggest a deeper narrative at play, though it remains elusive. Additionally, the tale of an ancient civilization’s self-inflicted doom due to weather technology emerges more as sporadic lore than a driving force in the story.
What we see in the Wilds campaign mirrors larger issues plaguing the game. In trying to widen its appeal by smoothing out the edges, it loses some of its inherent charm. As the game evolves and its successes and shortcomings become more apparent, we may soon forget the core Wilds campaign. Yet, I can’t help but speculate what a genuine sequel to World’s campaign might have achieved.