View: https://youtu.be/E8YQpA1oTVc
Monster Part Breaks and Rewards
There's a new feature where breaking a monster's part immediately grants the rewards the material that you looking for.
Armor Set and Skill Changes
You can swap to a second weapon out in the field by stashing it in the pouch of your Seikret mount. It can be any two weapons even two of the same kind.
New Skills/Features For Swapping
Armor sets can't be switched out while moving, but skills have been changed up to better suit the ability to switch between 2 weapons while on the move.
From Gamesradar Intreview Tokuda says
"I can't go into too much detail just yet because we have a campaign ahead of us to reveal more gameplay details," he said, "but I would say that as the story progresses, players will be able to gain access to skills or features that will tie into this new system of using two different weapons at the same time. As to what exactly that means, watch this space. We've just started revealing information."
World Level Difficulty
Often mentioned across various previewers that the difficulty and time it takes to defeat a monster is more similar to World than Rise.
Focus and Wound System Expanded
Focus Mode isn't a replacement for combat overall, but more so a means of giving new players a more directed means of directly targeting weakpoints and guards against attacks with the cursor
Wounds appear as you accumulate damage on a body part, and Focus Mode causes Scoutflies to highlight them in red, and dealing enough damage to these wounds will destroy them and deal massive damage
Some special moves are designed to destroy wounds more quickly
Weak Point Focus Attack With R1
You can execute a weak point Focus attack in game by pressing the R1 button
Barrel Bombs Thrown and Refund
You can re-position Barrel Bombs that you've placed on the ground
No Live Action Cooking
Cooking has also been confirmed that it will not be live action it will be CG.
Weapon Rework Philosophy
Each of the weapons that were shown in the demo have changed as well as some overall gameplay changes.
It sounds like the philosophy for the weapon reworks in Monster Wilds is all about taking a step back from the highly Dynamic and often flashy combat mechanics seen in Monster Hunter Rise, and instead they're focusing on making the weapons feel more substantial rounded and true to their original forms this involves simplifying certain animations and then emphasizing the weight and impact of each attack.
Light Bowgun and Heavy Bowgun have the biggest reworks compared to other weapons
Hunting Horn will return to a more MH World-style of play, but will still have plenty of new additions
While wielding 2 weapons, their gauges/abilities like Spirit Gauge or Charged Shield don't go away from switching between them on the move but still naturally deplete over time like normal
Weapons that are switched out at regular and temporary camps still lose their various amps/gauges
New Swarming System
The new swarming mechanic being possible and we kind of saw this in the trailer where a monster was swarmed by smaller monsters.
But it seems like the player will also get swarmed when attacking a pack of monsters, hence the focus on luring monsters away from one another it definitely adds a layer of strategy to hunting where you now need to account for the fact that monsters when in a pack essentially have backup if they are grouped together.
Mounted Combat Explained
Mounted combat while it is confirmed it is not fully implemented in the sense of it being used as a way to actually hunt monsters, instead it is simply used as a way to lure monsters or do special actions.
Hunters can perform attacks while riding their mounts. This includes basic attacks as well as potentially more complex moves, depending on the mount and weapon combination. Mounted combat enables quick repositioning, allowing hunters to avoid damage, close distances rapidly, and maintain pressure on the monster.
Special dismounting attacks provide additional opportunities to damage monsters as hunters transition from mounted to ground combat. This feature enhances the fluidity and dynamism of hunts, offering new strategic options.
Completely seamless transitions from the village to the locale
The settlements were integrated directly into the maps themselves which meant no loading screens
Hunts were also seamless, as you could start them straight in the field by attacking a Monster and could stick around after finishing a hunt on the map
Cooking meals could be done on the move instead of just at settlements or regular base camps, albeit you need to have purchased/found and have on hand the right ingredients for these meals, like when the player bought some cheese from the Cheesemonger before heading out
Temporary camps can be set up out in the field that function just like other base camps in specific places, and they can be destroyed by Monsters
Some cutscenes and sequences will still be solo only
Similar to World, and need to be seen first before other players can join, but they can join much more smoothly as soon as these story sequences are finished, and active matchmaking and parties will remain in the background even as these cutscenes are happening to either notify players when they can join up or get them joined up right away
Push Hardware "to the max" To Bring The World To Life
"To be honest, it was always clear in my mind that was the direction I wanted to take it," he told me. "Any Monster Hunter game where I'm director is always going to be focusing on the ecosystem element. As the hardware generations we're working on get more and more powerful, I want to use the specs of the hardware to the max in order to depict as convincing a living, breathing world as I possibly can."
Maps are said to be over twice the size of the ones from MH World
There is much greater environmental interactivity and fluid interactions out in the field
Weather changes are dynamic during the hunt and can actively change elements of the hunt like the Sandtide storms causing certain Monsters to clear out or others (like the mystery Apex Monster of the Windward Plains or Great Thunderbugs) to come out, as well as changing what kind of items are found on the map
There are far more Monster-on-Monster interactions like the Small Monster raptors dogpiling on a low HP target Monster, Balahara sandtraps taking care of the Alpha Doshaguma's pack, etc.
You can see Endemic Life live out their life-cycles like hatching from eggs and being fed by their parents
There are far more environmental traps and environmental effects, such as stalactites galore, lightning strikes creating brush fires, etc.
Some weapons changes
The Great Sword specifically has been changed to reduce any unnecessary flourishes and make it feel like every swing really counts, so each weapons feels heavier and more targeted.
The Heavy Bowgun recall has apparently been made more realistic and they've made adjustments to it which sounds like they've reduced the amount of ammo types available in an effort to balance its power and its versatility
The Dual Blade is getting a new blue demon mode that focuses on evasion making sticking to a monster much easier, the attack animations have also been altered to be more precise and agile.
The Long Sword has been altered to feel more deliberate and impactful. The helm breaker is making a return with an additional finisher.
And there might even be a new stance offering an alternative way to build key levels.
Some sources used
![www.gamesradar.com](https://cdn.mos.cms.futurecdn.net/Wj7z7Vibb3EbqUt7Z3Sofi-1200-80.jpg)
I played Monster Hunter World for 500 hours – now that I've seen Monster Hunter Wilds up close, here are the 13 changes I'm most excited about
Hands-off preview | Monster Hunter Wilds looks like World, but better
![www.4gamer.net](https://www.4gamer.net/games/759/G075952/20240612049/TN/002.jpg)
[インタビュー]「モンスターハンターワイルズ」は新世代機の最高峰を目指す。さまざまな疑問に開発スタッフが答えた
「モンスターハンターワイルズ」では,狩りのシームレス化をはじめ,季節や天候が移り変わる環境を利用する狩猟,狩猟中にその場でできる武器交換など,新たな試みがなされている。本作を手がける辻本良三氏,徳田優也氏,藤岡 要氏への合同インタビューが行われたので,その内容をお伝えしていこう。
www.4gamer.net
![www.pcgamer.com](https://cdn.mos.cms.futurecdn.net/kUS6f2u5Kd8knbBQ9tFwkH-1200-80.jpg)
Monster Hunter Wilds director aims to push hardware 'to the max' to bring the world to life: 'Any Monster Hunter game where I'm director is always going to be focusing on the ecosystem'
The World and Wilds director is all about nature.
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