As someone who has spent a few thousand hours in Monster Hunter: World, I can say with some confidence that Monster Hunter Wilds feels less like an evolution and more like a regression in almost every meaningful way.
The biggest difference is that World respected the hunt. You had to learn maps, track monsters, follow footprints and environmental clues, and gradually master each locale. In Wilds, your Seikret automatically takes you wherever you need to go, monsters are marked immediately, and gathering materials has been reduced to scrolling through a menu and pressing a button while riding. Exploration has become little more than a loading screen you can control.
Combat has undergone a similar simplification. World rewarded positioning, commitment, and knowing when to attack or back off. Every swing mattered because overcommitting could get you punished. In Wilds, attacks are far more forgiving, weapons can correct their direction mid combo, and perfect guard trivialises attacks that previously required proper preparation or skill investment. It feels like the game constantly tries to save you from making mistakes instead of asking you to improve. And the Seikret? It ends up feeling like a safety net rather than a meaningful gameplay mechanic, being able to instantly mount up and ride away from danger makes avoiding attacks far too simple.
Another step backwards is the decoration system. Splitting decorations into weapon-only offensive slots and armor only defensive slots sounds like it should encourage build variety, but in practice it does the opposite. It makes min maxing far more restrictive and limits player creativity. In World, you could fine tune your build however you wanted depending on the slots your armor provided. In Wilds, the game decides where entire categories of skills are allowed to go, making builds feel more rigid and less rewarding to optimise. One of the most satisfying parts of World was squeezing every last bit of efficiency out of a build and that feeling is largely gone here.
The new Wound system only makes this worse. It's satisfying the first few times, but it quickly becomes repetitive as monsters spend huge portions of hunts staggered or knocked down. Rather than learning a monster's moveset, you're often just waiting to pop the next wound and continue the chain of free damage.
Then there's the atmosphere.
World had Astera and later Selina, hubs full of personality that felt truly alive. NPCs had memorable dialogue, quest descriptions added charm, and the world itself encouraged you to slow down and appreciate it. Wilds replaces much of that with long, unskippable story sequences filled with constant dialogue that rarely says anything interesting. Instead of feeling like a hunter carving out your own adventure, you often feel like you're being dragged through someone else's movie.
The maps themselves are also a step down. Beyond their visual appeal, the environments lack the layered design that made World's locales so memorable. Areas don't feel like interconnected ecosystems with unique landmarks and routes to learn. Instead, they feel like big, simplified rooms. The maps may be larger on paper, but they play shallower, making exploration far less rewarding.
Instead of feeling like the hunter guiding the story, Wilds often has you feeling like a bystander following NPCs from one cutscene to the next. Major plot points happen around you rather than because of your actions, leaving the overall narrative feeling disconnected and surprisingly forgettable, despite the amount of time it demands from the player.
To be fair, Wilds isn't a bad game. The core Monster Hunter combat is still enjoyable, the monsters are well designed, and the visuals can be impressive. The problem is that Monster Hunter: World already exists and it does almost everything better.
World asks more of the player, rewards mastery, and gives every hunt a stronger sense of purpose. It has more personality, more memorable locations, and a gameplay loop that’s satisfying even after hundreds of hours. Wilds feels streamlined in nearly every aspect, but in doing so it also strips away a lot of what made Monster Hunter special. It’s smoother, more accessible, more cinematic, but less rewarding.
If you have never played either then I would recommend Monster Hunter: World + Iceborne first without hesitation. In my opinion, it is the better Monster Hunter experience and is cheaper.
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