Monster Hunter Wilds basic mechanic overview trailer

Oh man I didn't think they would reveal anything about the mount so soon.

I assumed it would be a... Seikret.
 
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Oh man I didn't think they would reveal anything about the mount so soon.

I assumed it would be a... Seikret.


Try Not To Laugh 90 Day Fiance GIF by TLC Europe
 
I thought it'd show more, like game structure and stuff, not minor system/detail changes. Edit: guess the lack of discussion here and elsewhere says most people wanted to see something more than snippets too...

Looks alright, nothing too special compared to previous reveals (like having two weapons along with you). I guess as in Rise you don't have to discover the quest target monster if the mount can simply lead you to it, or is that only after discovering it and having its scent (well, they would most likely mention it if it was like the latter). I'm not sure of the focus mode, will it trump normal fighting since it only seems to have advantages? It perhaps diminishes the need to risk and commit to a move or combo if you can adjust its direction/target midway by moving the camera, almost like Zelda combat focused to the monster but aimed manually and not with a lock on? Or it's kind of applying the "normal" fps style "bring gun up to aim then shoot" mechanics they introduced with World (vs just shooting in the direction you move like all melee weapons previously) to melee...
 
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focused to the monster but aimed manually and not with a lock on? Or it's kind of applying the "normal" third person shooter style movement/aiming mechanics they introduced with World (vs just shooting to the direction you move same as the melee weapons previously) to the melee weapons...
I don't think there is actual lock on like Zelda or Souls games, it gives you target indicator so will help you aim so you can hit same place twice since there is mechanic that let you do more damage if you hit same place multiple times.
 
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This game will be disgusting in a good way. Can't even imagine how many hours I'll sink into this like I did with World. I liked Rise but it wasn't the same thing with the faster combat.
 
looks fun but must admit after seeing the one showing off the mini map the world isnt as nearly as expansive as i expected. oh well, maybe its just that section of map.
 
one of a few games that I would pre-order. love that they're putting in the slingshot and grapple again. the great sword special attack dragging the blade across the monster is so cool. as expected for the franchise's "cover girl". but as a hammer main, I can't wait to see what the Focus Mode special attack would be for hammers.
 
Damn, out of nowhere.

My initial thoughts:

+ Slinger is back baybee! Fucking loved that thing in World, so I'm hyped that it's back.
+ Mounted sharpening was one of the better recent modern QoL. Nice while switching areas and even a safer way to sharpen vs. aggressive enemies mid-fight.
? Weapon switching. I don't know how this is supposed to work with Armor skills under consideration. They keep showing the demo hunter having a greatsword and a bowgun, but there is almost no good build that would allow them both to function, outside of just pumping generic Attack/Critical Eye. I remain skeptical that this is going to be a good thing for the series.
? Focus mode could allow for some advanced strategy for slower weapons with the ability to free-aim easily and more accurately. I can see Greatsword users liking it a lot. The "Batman" vision weakspot scanning is a little much for me, I hope you can turn it off.
? Wounds sound just like 'softening' from Iceborne. Hopefully it's not weapon limited and hopefully it doesn't prevent bounce so that it becomes a mandatory chore you have to do before you can properly fight something.
- I wanted Wilds to be more dynamic and impulsive, not "do the same thing in the exact same way 2000 times" like Rise. I'm a little concerned that the MH 'feel' is becoming less and less in the name of QoL and "accessibility". Of course, MH purists have been saying this for like 3 generations of the games already, but Rise was where I personally drew the line for myself that it was too arcadey and cut out too many tertiary activities and prep work.
- Really don't like that the mounts auto GPS on your hunt quarry. It's gonna have the same problem as Rise where the game just turns into a constant boss rush with no "hunting" going on at all. This really sucks, to me. I didn't love the scoutflies and footprints gathering from World, but they could have tried something else instead of just giving you a skip button to finding the monster. I was hopeful that with the open world, there would be advanced and interesting tracking mechanics or baiting traps etc.

I was hoping the weapon overviews would show a little more than generic purposes for the weapons. I want to see what (if any) new moves have been added to the movesets and what their wound attacks are. I wonder if "wound attack" is just a generic attack that has the same animation for all weapons, or if it's weapon dependent and have different effects.
 
Damn, out of nowhere.

My initial thoughts:

- Really don't like that the mounts auto GPS on your hunt quarry. It's gonna have the same problem as Rise where the game just turns into a constant boss rush with no "hunting" going on at all. This really sucks, to me. I didn't love the scoutflies and footprints gathering from World, but they could have tried something else instead of just giving you a skip button to finding the monster. I was hopeful that with the open world, there would be advanced and interesting tracking mechanics or baiting traps etc.

I was hoping the weapon overviews would show a little more than generic purposes for the weapons. I want to see what (if any) new moves have been added to the movesets and what their wound attacks are. I wonder if "wound attack" is just a generic attack that has the same animation for all weapons, or if it's weapon dependent and have different effects.
But you can do the exact same thing in world. They didn't say that tracking mechanics are removed. In World, you still have to build up that "knowledge" to get your mount to lead you to the monster after you can see it on the map. I personally don't think with the huge focus on immersion that they are going to just completely remove one of the most immersive aspects - tracking.

I think Capcom knows they can rely on the gaijinhunters and arekkzs' of the world to get into the minutia of it. Assuming they allow gamescom demo enjoyers to film their play, they will no doubt do deep dives immediately on all that stuff.

The game is still a good six months out and we have only seen one tiny little slice of the game so far, and that's very much intentional. I couldn't be more excited. The strategy of drip feeding info is a masterstroke in marketing.
 
I did Charge Blade in 4, Bow in World, and Heavy Bowgun in Rise.

Need to try and pick a new weapon on this one. Not sure what honestly. Considering Sword and Shield.
 
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But you can do the exact same thing in world. They didn't say that tracking mechanics are removed. In World, you still have to build up that "knowledge" to get your mount to lead you to the monster after you can see it on the map. I personally don't think with the huge focus on immersion that they are going to just completely remove one of the most immersive aspects - tracking.
I certainly hope you're right. I enjoyed the hot air balloon mechanic where if you waved at them when you saw them, they pointed out where the monster was. That was random and clever and fun. Just clicking R3 and having the mount run to the monster while you smoke a bowl or whatever would definitely be immersion breaking.

It'd be fun if you had to tame the chocobo Seikret in the map, similar to how open world Zelda horse taming works. Have it jerk around and act against you while you're at low taming level with it, maybe have it run away if it gets scared by monster, make it so if you act foolishly, it could get killed by a monster and you'd have to tame a new one.

Looks like we're just gonna have one assigned to us when we start the game, kinda boring.
I think Capcom knows they can rely on the gaijinhunters and arekkzs' of the world to get into the minutia of it. Assuming they allow gamescom demo enjoyers to film their play, they will no doubt do deep dives immediately on all that stuff.
Yea I'm just excited to find out what is replacing Hunter Arts or Switch Skills or whatever they're calling it this time. I'd also like to see them add a few new weapons finally, too. It's been a long time if you don't count the Frontier games.
 
Yea I'm just excited to find out what is replacing Hunter Arts or Switch Skills or whatever they're calling it this time. I'd also like to see them add a few new weapons finally, too. It's been a long time if you don't count the Frontier games.
What do you mean? World didn't have anything like that.
 
I will raise my hammer once again.

Here's hoping they have better weapon designs, as that's one area that World was lacking in.
 
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I stumbled upon an interview PC Gamer had with the director, Yuya Tokuda. Here's an interesting snippet from it.

"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.

***

"Before you've met a monster for the first time you'll do something along the lines of World, gathering traces, but once you discover that particular monster type in that area, you already know it and your map becomes your guide to where it's going to be," Tokuda said. "It's similar gameplay for the initial discovery, but I think you'll find it a lot more streamlined on a quest-by-quest basis."

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."



A persistent world state sounds really interesting. And it looks like tracking is still in, though it's much easier than before, Pejo Pejo
 
Have been watching them all as they come out. Wondering when there'd be a thread here.

So nice to have easy access to source videos and not hear some YouTuber talking over it the whole time.
 
Capcom doing what they do best.
Looks great!
Everyone has their own favourite Monster Hunter but NONE of the games ever been bad, so when comes to this series Capcom will deliver.
Have been watching them all as they come out. Wondering when there'd be a thread here.

So nice to have easy access to source videos and not hear some YouTuber talking over it the whole time.
I made separate thread just for the weapons, so when they release new weapon trailer I will post it there.

 
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I really like the focus mode. That's going to be a lot of fun hitting weak spots. Also like how you can gather items from afar. It's looking excellent. This is looking good. I really enjoyed Rise, so this is great. I just hope there's lots of different environments to explore.
 
I just hope there's lots of different environments to explore.
Every single Monster Hunter had different biomes to explore and Wilds will be no different.

Will have our forest area, snow area and volcano area, the difference is we will be dealing with different weather effect which will effect our hunt.
 
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