Jumping into the Monster Hunter series has been a bit of a journey for me. Initially, the games were confined to handheld devices that didn’t quite pique my interest, mainly because they looked like they performed poorly. But everything changed with Monster Hunter World. It hooked me instantly, turning me into a die-hard fan. Now, having clocked in over 24 hours with Monster Hunter Wilds, I took the plunge into the main campaign first, putting side quests on the back burner. However, that choice left me feeling a bit disappointed.
In the realm of Monster Hunter, campaigns aren’t exactly celebrated for their riveting stories or innovative plots. They primarily function as extensive guides, walking you through the myriad of systems and mechanics that form the backbone of the game, preparing you for endless hours of monster hunting. Essentially, they’re a guided tour through the game’s wide array of monsters.
Typically, these campaigns unfold with your team chasing down a mysterious creature whose mere presence wreaks havoc on the different regions you explore. Along the way, you’re constantly sidetracked by other monstrous foes until finally discovering the real cause of the turmoil. You then face off against the big beast, bringing the campaign to a close and unlocking High Rank, where the real Monster Hunter experience begins.
This formula might sound similar to both Wilds and World, but it’s in the campaign’s nuances where one can shine with thrilling adventure while the other barely leaves an impression. What made World’s campaign distinctive was its focus on Zorah Magdaros, a massive creature requiring an entire village to slow it down. Fighting atop its colossal back against multiple foes was an ambitious and intriguing shift for the series.
Despite the mixed reactions from players, I found those encounters exhilarating. They broke the monotony of back-to-back monster battles and tied into the narrative progression. The game’s world expanded as you followed Zorah across different areas, each new location revealing its impact on the local ecosystem. The looming question of Zorah’s journey added a sense of urgency and mystery that kept the story engaging.
On the other side, Wilds’ campaign lacks a Zorah-equivalent—a monumental threat driving everything forward. The central monster, Arkveld, struts in occasionally, causing unexplained chaos before disappearing, never building up to the final showdown you’d expect. Surprisingly, the ultimate villain is a sleeping giant you only find out about a mission before the finale.
There’s a noticeable absence of unity among various factions. It seems like there might have been a grander narrative thread trying to tie everything together, but it never materialized in the game. Some NPC conversations hint at deeper stories, but these are never fully realized.
Even the subplot about an ancient civilization and their weather-controlling technology spiraling into disaster feels underdeveloped, like lore that should have remained in a history book. Wilds’ campaign seems to reflect the base game’s broader issues, sacrificing charm and distinctive features in favor of accessibility. Whether those changes hit the mark is up for debate.
It won’t be long before Wilds’ main campaign will fade into the background, as we delve deeper into its highs and lows. Yet, I can’t help but wonder how a true successor to World’s thoughtful campaign might have played out.