I really enjoy Monster Hunter. Massive beasts, massive weapons, and massive moments; it’s abided by the ‘rule of cool’ ever since the very first game on PS2. None of it has to make sense. You’re a monster hunter, and there are monsters to hunt. Go get ‘em, tiger.
When I played World and Rise in the same room as my husband, I’d have an annoying voice in my ear telling me that the game “seems cruel”, I “didn’t have to kill those herbivores”, and “oh no that poor spider!” With these games, there was a token attempt to twist a narrative around the hunting gameplay, but it felt flimsy. Needless to say, this wasn’t a big problem – Monster Hunter has always been about the jaw-dropping theatrics of it all, the satisfaction you get from felling ferocious beasties. Monster Hunter Wilds, on the other hand, bucks the trend and puts its narrative at the forefront. Needless to say, my husband has less quips about me being an ecosystem destroyer this time around.
Mild spoilers for the Low Rank story of Monster Hunter Wilds below.
Wilds Makes An Effort
Monster Hunter Wilds has a lengthy opening sequence, with as much time spent on exposition as would usually be devoted to action in past games. We meet quite a few important cast members here, but none more so than Nata. A child who escaped a life-threatening situation which seems to have destroyed his entire tribe, he’s a lone survivor who provides an emotional impetus for us to explore the Forbidden Lands in which the game takes place.
Of course, we didn’t need an emotional impetus – exploration is its own reward for plenty of people, both characters and players. But travelling with Nata and getting to know him is a fine way to add depth to the storytelling. Instead of combating a big monster that very loosely ‘threatens the ecosystem’, one of our overarching tasks is to find Nata’s family, retrace his steps, and deal with the beast that ruined his life and almost ended it: the White Wraith. This time, we have a slightly different reason to take down the flagship monster, one with pathos and drive.
People online seem to take issue with this. Nata is disregarded often on Reddit and in Steam forums (two of the best places to find reasoned discussion, I’m sure) as an annoying child who does stupid things. I’m not sure I agree with this. It’s true that Nata does things that aren’t clever, like trying to throw a rock at his hated White Wraith or freezing in a dangerous situation.
If you hate him because he’s a child character who shouldn’t even be in these dangerous situations… fair enough. It is a bit weird, right?
Unlike Most Of Monster Hunter, Nata Feels Real
But to me, Nata’s actions and reactions are a surprisingly decent depiction of trauma and survivor’s guilt. His whole essence, to begin with, is devoted to returning to his previous life, finding out what actually happened on that fateful day, and exacting revenge upon the White Wraith. He’s one note, yes, and annoying about it, double yes. But he also changes and grows with time. It’s a disservice to disregard him from the first impression he makes.
What could have been a very simple story emulating a basic hunting quest ends up a thoughtful journey, with Nata (and as long as they’re paying attention, the player) learning about ecology and conservation and the balance of nature; you know, the entire theme of the franchise. He listens to and learns from the Guild members about how their work preserved balance, how even minor changes can threaten entire species, and how to empathise with those we cannot communicate with so easily.
Nata’s growth from an irritating, impatient child into someone with understanding who wants to make a positive change in the world is precious. His hatred becomes understanding and his fear becomes curiosity, and it’s through his relationships with the principal members of the Guild that he’s able to make progress with his trauma. It’s a thoughtful, complete narrative arc that I’ve not seen before in a Monster Hunter, and it’s a better game for its inclusion. Nata, the youngest character of the bunch, is ironically a symbol that the franchise is growing up.

- Released
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February 28, 2025
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