Summary
- Seikrets are overpowered in Monster Hunter Wilds, remaining immortal and unaffected by environmental conditions.
- Invisible walls hinder exploration in the open world of Monster Hunter Wilds, contradicting its promised freedom.
- Wound destruction as a combat mechanic in Monster Hunter Wilds benefits the player rather than the monster, seeming illogical.
Monster Hunter Wilds spent years in production; it was being developed even while Monster Hunter Rise was making waves worldwide. Capcom strove to make this the most substantial, and most accessible, title in the series yet. The story mode was emphasized, gameplay features were streamlined, and new mechanics were introduced to make Wilds the definitive Monster Hunter title.
Yet at its core, it’s a game about a hunter with an oversized weapon taking down giant beasts. Cats walk around on two legs and communicate through meows and purrs; it’s meant to be a little silly. Here are eight things that make no sense in Monster Hunter Wilds, though they won’t stop you from having fun with it.
There are minor spoilers for the story of Monster Hunter Wilds below.
8
The Immortal Seikret
Your Seikret is your trusty steed, second only to your Palico in competing for your affection. Seikrets carry your supply pouches, secondary weapons and can swoop in to save you if you get burned too badly by a boss. Just whistle and they’ll come running.
Seikrets are downright immortal. They aren’t affected by environmental conditions and can run circles around monsters without taking any damage from their thrashing limbs. There were times when we let a monster hit us on purpose while riding a Seikret, just to make sure it could be knocked down. If they’re so overpowered, why not just stick a blade in their beak and let them do the monster hunting?
7
Invisible Walls
Much was made of Monster Hunter Wilds’ open world; though it takes some time to get to as the story is quite linear, it’s worth going through the campaign for. Even during the campaign, however, you can explore a fair bit of the villages and regions you come across. Yet it seems that for no particular reason, there are invisible walls set up in places that it really looks like you should be able to access.
Invisible walls aren’t all that common in video games now, and their placement in Monster Hunter Wilds makes no sense because of the promise of an open world. The areas they cut off are so small it would change nothing by letting you walk there. Your movement is even registered in physics effects, and NPCs go in and out, taunting you about what you can’t have.
6
Wound Destruction
One of the most satisfying combat mechanics in Monster Hunter Wilds is wound destruction. When you destroy wounds, you deal massive damage and may topple a boss. If you’re using a weapon like the Insect Glaive, you’ll receive an instant harvest of essence too, letting you do cooler attacks.
But reasonably, wound destruction shouldn’t help you – it should help the monster. Which sounds more damaging – keeping a wound open and slashing away at it constantly, or cauterizing it? Because that’s what wounds look like after you destroy them.
5
The Hunter’s Eating Habits
The Hunter in Monster Hunter Wilds is a commendably proactive hero in a medium where most silent protagonists do little more than grunt. They have a definite personality of their own and interact with the other characters in ways that make them seem more than an avatar.
But when they get cooking, their dark side comes out. For no apparent reason, the Hunter insists on eating with their knife while alone, with the blade always at an angle that looks terrible for their teeth. It’s a little disturbing despite how delicious the food itself looks.
The hunter eats with their hands or regular cutlery in dining cutscenes, so they must know how strange their eating habits are when alone.
4
The People Of Kunafa Haven’t Seen Weapons
One of the most memorable early-game regions is Kunafa – and not just because of its mouthwatering food in cutscenes. The people of this village don’t seem to know what weapons are. It’s a little charming and gives rise to some cute interactions, especially between your Palico and the village children.
But in a world where giant monsters walk around literally a few hundred feet outside each village, does it make sense that the Kunafans managed to survive while not knowing what a sword or lance is? If it was the Insect Glaive alone that puzzled them, we’d cut them some slack – but anyone can tell what a hammer does.
3
Erick’s Plot Armour
Among your guildmates, Erick is one of the most enigmatic ones. Knowledgable and helpful, he is nevertheless not a combative person. Erick gets captured fairly early into the game, leading to a tense – and visually spectacular – boss battle.
Here’s why he gets captured: Erick has no sense of self-preservation. Every sign points to him being in danger. Someone with his knowledge of flora and fauna should know exactly what kind of danger he’s in. And yet he wanders off anyway – according to Olivia, it’s something of a habit with him. We imagine she has a hard time keeping him alive.
2
Nata Doesn’t Stay At Camp
Nata is the central character of Monster Hunter Wilds: he gets more narrative screentime than the hunter. The story starts with him walking across a desert and managing to survive. He is part of an ancient legacy of Keepers and his pendant holds a mystical power. It’s all very well-explained, we’re sure, as we wait for the gameplay to get going again.
If you think, ‘What? He’s still here?’ after Nata appears in post-fight cutscenes, we can’t blame you. Nata should not be allowed outside of camp. He is a child with no combat experience and is one sweeping monster tail away from death. Your party keeps saying he’s very brave, and he is, but what they really should be saying is, ‘Stay at camp, little brother. We’ve got this.’
1
Olivia’s Memory Loss
In one of the later Low Rank chapters of Monster Hunter Wilds, you’re encouraged to talk to your guildmates before setting off for a climactic battle. This is soon after another battle, and Olivia congratulates you and says you look like you’re used to slaying giant monsters.
Olivia, yes. You were there. You accompanied us for the last 15 hours of storytelling. You fought with us. Why are you complimenting us like we’re some kind of dark horse? We are the titular Monster Hunter. It’s in the name of the game. If Olivia said this near the start of the campaign, it would make sense. At the end of the main story, it leaves us wondering.
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