Monster Hunter: Wilds – First Impressions: Stunning Monsters, But Can I Play Already?
Monster Hunter: Wilds is a beautiful, thrilling addition to the Monster Hunter series that delivers on its promise of epic monster battles and stunning visuals. However, while the heart of the game—the monster hunting—is as fun as ever, there are some pacing issues that really hold it back. Here’s my first impression of Monster Hunter: Wilds, where the monsters are great, but the story and forced sequences may make you want to scream, “Let me play already!”
Weapons and Combat: The Heart of the Game
Let’s kick things off with the best part of Monster Hunter: Wilds—the combat. As always, the weapons feel fantastic. Whether you're swinging the hammer or wielding a great sword, the weapons feel responsive, heavy, and satisfying. The core combat remains exactly what you expect from the series, and when I’m in the middle of a monster fight, it’s an absolute blast.
Monster Hunter excels at making you feel like a skilled hunter, and this game does it wonderfully. The monsters are diverse, the encounters are tense, and there's a real thrill in tracking and taking down massive beasts. Honestly, when I’m in the heat of battle, this game shines. Especially with the offset attacks which act as a counter to render the monster vulnerable if you’ve timed it correctly.
But—and here’s the catch—the game often pulls you out of that excitement.
Cutscenes, Slow Walking, and Forced Sequences
After a few hours in, it became clear that the game is heavily invested in its story. And that’s fine—every Monster Hunter game has a plot of some sort, but Wilds insists on overloading you with it. While the voice acting is solid and the animations are great, the cutscenes quickly become overwhelming. The pacing grinds to a halt with a never-ending stream of exposition, especially when you just want to grab your weapon and jump into battle.
The forced slow-walking sequences are particularly painful. Monster Hunter has always been about exploration and freedom, but in Wilds, you're often locked into a slow-paced walk with NPCs, forced to follow them around. I can't tell you how many times I thought, “I just want to fight monsters”. As much as I appreciate the beautiful world they’ve created, I really don’t need to walk behind someone for 10 minutes to get to the next monster. I came here to hunt, not to be stuck in another escort mission. The world should reward you for being curious, not rope you back onto the railroad when you’ve seen something interesting.
The Characters: Some Shine, Others... Not So Much
As far as characters go, Monster Hunter: Wilds introduces a few memorable ones. Gemma, in particular, stands out. She’s no-nonsense, smart, and the kind of character who doesn’t waste time with endless dialogue..
Unfortunately, besides a ‘Wudwud’ named Rove (think a more gruff Palico), the rest of the characters don’t do much for me. Nata, the kid, is particularly frustrating, and I found myself constantly hoping the game dropped him, or made the character more interesting.
Monsters: Where Monster Hunter Truly Shines
When the game actually lets you hunt monsters, it’s exactly what you expect from Monster Hunter. The monster designs are spectacular, and the battles are as intense as ever. The “Lala Barina” fight is one of the best moments I’ve had so far, and there are some incredible creatures to take down, like the “Uth Duna.” These fights remind me why I love the series so much—there’s nothing quite like the thrill of facing off against a massive beast and a ridiculously big weapon.
It’s just a shame that the pacing consistently pulls you away from the action. After an epic monster fight, I often find myself dragged back into another slow-walk sequence or forced to follow an NPC on an incredibly drawn-out investigation. It feels like the game knows how good the combat is but keeps putting roadblocks in the way of just letting me enjoy it.
Final Thoughts: A Beautiful, Frustrating Experience
At the end of the day, I do enjoy Monster Hunter: Wilds—when I’m allowed to play. The combat is fantastic, the monsters are thrilling, and there’s a lot of potential in the world they’ve built. However, the constant interruptions from slow-walking, forced NPC interactions, and overwhelming cutscenes really hold the game back.
If you’re a Monster Hunter fan and can push through the pacing issues, there’s still a lot of fun to be had. The monster hunts are incredible, and when the game lets you off the leash, it’s everything you love about the series. But if you're someone who values freedom from the start and doesn’t want to be dragged through endless story sequences, you may find yourself frustrated by how much the game slows you down.
Our advice for this one? The monsters start off pretty easy, but once you get to the Rey Dau, you’ve made it through most of the swamp. Truck through the story, skip any cutscene that doesn’t have a monster, and when you’re forced to “ride the train you can’t get off” (riding the Seikret while folks talk) on the forced walking sequences, you can use your aim button to gather things!