Nestled beneath Capcom’s headquarters in Osaka, Japan, is a tiny sound studio filled with numerous pairs of shoes waiting outside, hinting at the bustling creativity within. Inside, the place resembles an old curiosity shop more than a cutting-edge recording studio, with walls lined with various household items and tools. The foley artist greets us, holding a peculiar instrument called Murmurs of a King, crafted specifically for the creature Rey Dau in Monster Hunter Wilds.
This strange instrument doesn’t produce harmonious sounds at first. Its deep, screechy noises eventually transform into the fierce roar of a monster after some editing magic. For Wilds, Capcom shifted from using real animal sounds to crafting more intimidating and unfamiliar ones for their monsters.
I didn’t face the Rey Dau during my playtime, but the game’s changes were clear. Monster Hunter Wilds still lets you defeat monsters to gather parts for new gear, and classic weapons like the Switch-Axe are back. What stands out is how the game feels easier to dive into without losing its depth.
The most significant change is the seamless open world, where everything is interconnected. No more returning to a hub after each hunt; you can just set off on your adventures, tracking monsters on your map and deciding when to head back.
Fans sometimes just want to explore without limits.
To help traverse this vast world, players have a trusty steed called Seikret. Similar to the Palamute from Monster Hunter Rise, Seikrets are your main mode of travel, even letting you heal and sharpen your weapons on the go. Although the auto-pathing feature was a bit glitchy during my preview, it’s expected to be smoothed out by launch. Wilds promises a much larger world than its predecessors, with areas like the Windward Plains offering vast landscapes to explore.
Hunts flow naturally, and if you’re hunting a specific beast, you simply mark its location and pursue it. This fluidity extends to the game’s new seasons: Fallow, Plenty, and Inclemency. Each season affects the environment and monster behavior differently, adding variety to your hunts. I got a taste of this during a stormy quest that was both thrilling and challenging.
Capcom also streamlined gameplay with features like carrying a backup weapon in the field, as noted by game director Yuya Tokuda, making it easier to continue hunting without always returning to camp. I found myself enjoying bopping monsters too much to try this, though.
Another handy addition is a portable grill to cook meals anywhere, maintaining your buffs without returning to base. While the hunts are shorter, Capcom didn’t make them easier. The new focus mode allows targeting monster injuries for extra damage, adding a strategic layer to battles.
Previously, I’d attack from safe spots, but now, focus mode has me moving around to find weak points. It makes battles more exciting but riskier. During my session, I faced seven monsters, including the Lala Barina, a tricky spider-like foe whose injuries were hard to spot due to its speed.
The animations bring these monsters to life. We saw actors in black suits reenacting battles in a motion-capture studio, creating realistic animations that developers then refine for gameplay. This attention to detail ensures each monster feels unique and challenging.
Capcom is also improving multiplayer with the Link Party system, keeping groups together across hunts. Players can call for help using an SOS flare or get assistance from NPC hunters. While not as strong as player-controlled allies, NPCs offer decent support.
Monster Hunter Wilds seems like a step forward for the series, streamlining systems while keeping the core experience intact. It’s set to release on PC, PS5, and Xbox Series X|S on February 24, 2025, and could attract new players with its refined mechanics.