MapleMerchant
30 Reviews liked by MapleMerchant
Persona 5
2016
Might be the most overhyped game of all time, the beginning is the best part of the game and it's all downhill after that. Not even the interesting side characters can save you from the boredom that is the middle of this game, and the end doesn't even get any better. Unless you're a young teenager, or if you dislike JRPGs, steer clear of this game.
The most positive aspect of this game is the music and that's nothing special because Shoji Meguro has been behind plenty of great soundtracks in the past, also demon negotiation is actually pretty cool to bring back to Persona since it wasn't present for 3 or 4, however there's weird mistranslations and errors that just make it confusing. It just feels like content creep, the game. Way too much going on with no real focus. Anyone saying the main plot is compelling or engaging is straight up lying because the main characters forget important shit all the time and have to remind the player Oh Yeah That Happened even though you would know if you paid the smallest amount of attention. Not to mention the main motive for each dungeon past the first is just redundant Adults Bad reasoning, which continues all the way until the ending.
The most positive aspect of this game is the music and that's nothing special because Shoji Meguro has been behind plenty of great soundtracks in the past, also demon negotiation is actually pretty cool to bring back to Persona since it wasn't present for 3 or 4, however there's weird mistranslations and errors that just make it confusing. It just feels like content creep, the game. Way too much going on with no real focus. Anyone saying the main plot is compelling or engaging is straight up lying because the main characters forget important shit all the time and have to remind the player Oh Yeah That Happened even though you would know if you paid the smallest amount of attention. Not to mention the main motive for each dungeon past the first is just redundant Adults Bad reasoning, which continues all the way until the ending.
Final Fantasy XVI
2023
This review contains spoilers
left me emotionally damaged and numb for a week straight (i wish i was joking). idc what haters say, this is such a beautiful game with beautiful visuals and story telling. all the main characters, especially clive, have such good character development and you grow so attached to each and every single one. the ending broke me and i had to take a break for a monthđđ joshua and clive u mean so much to me <3
En Garde!
2023
Alan Wake II
2023
Holy shit Remedy does it again!
This might be the most impressively detailed and good looking game I've ever seen. I think on the environment details only Rockstar might be able to top this. The only negative-ish think i have to say about this game is that the gameplay feels a bit slow. Itâs not even a complain i just feel like the characters could run a bit faster thatâs it.
Everything else is perfect in my opinion, the voice acting, the story, the soundtrack are all 10/10. Without a doubt my GOTY.
This might be the most impressively detailed and good looking game I've ever seen. I think on the environment details only Rockstar might be able to top this. The only negative-ish think i have to say about this game is that the gameplay feels a bit slow. Itâs not even a complain i just feel like the characters could run a bit faster thatâs it.
Everything else is perfect in my opinion, the voice acting, the story, the soundtrack are all 10/10. Without a doubt my GOTY.
Alan Wake II
2023
Disney Speedstorm
2023
Disney Speedstorm
2023
Lies of P
2023
Final Fantasy XVI
2023
Wild Hearts
2023
Most folk with a lot of life experience will tell you that, when your gut says something, you should heed that biological advice. Iâm one of those folk, and yet with Wild Hearts I found myself defying my own advice.
Prior to taking the plunge on this game, it threw up every red flag imaginable:
Published by EA, a company whose output errs on the miss side for me personally.
Developed by Omega Force, whose output I enjoy yet would not trust with anything other than a musou (after Bladestorm, anyway)
Poor launch rife with tech issues.
Relatively no impact; Wild Hearts was not spoken of by anyone after its release period passed.
Quiet subreddit, alarming for a 2023 release pushed by EA of all companies.
Total lack of a comprehensive wiki and not even Fextralife hopped on it.
Difficulty finding gameplay videos that arenât either ânewbie struggles with the first hourâ or âovertuned endgame build stomps enemies in 3-4 minutesâ.
And more. So many more. There was not a single piece of reassuring evidence in Wild Heartsâ favour on the entire internet.
But I bought it anyway.
At heart, I am a Koei Tecmo shill. They are possibly the last company that I would say I have blind faith in. I hold some (or a lot of) love for the majority of their output, they hold as many of my favourite games/franchises as Capcom do, and of everything theyâve released in the last decade Iâve only really hated one title.
I also used to be a Capcom shill, for much the same reasons, but alas many of my favourite Capcom IPs succumbed to rot over time. Megaman fell to sequelitis, Resident Evil kowtowed to popular backlash and released two awful titles (7 and 8) back to back alongside two soulless remakes, Dead Rising was farmed out to a worse team who fundamentally misunderstood the series, Lost Planet tried to chase mainstream trends and forsook its identity, and Monster Hunter⌠God, Monster Hunter.
My relationship with Monster Hunter is akin to a marriage which has gone on too long, beyond the reconciliatory aid of counselling. I fell in love with the idea of Monster Hunter; of a game primarily comprised of boss fights and resource gathering. Where fights required preparation, map knowledge, familiarity with your weapon and knowledge of a monsterâs behaviours.
It was a good idea, though⌠It didnât really exist as Iâd imagined it. Like all idealized daydreams, reality tends to be much more difficult to contest with. Much of what Iâd wanted from Monster Hunter actually proved to be detrimental. The resource gathering simply slowed the experience down, often at the most annoying of times and sometimes even acting as a progress gate if I got unlucky. âPreparationâ soon became extraneous thanks to personal skill transferring between games, and I was eventually starved of fights that demanded I knuckle down and prepare accordingly. To say nothing of my loathing for nigh-mandatory pre-hunt rituals such as the Canteen, the entire sharpness mechanic, turf wars/monster invasions and the relative lack of skills making weapon-based decision making a relative nonfactor.
There are, of course, MH games that touch on things I want, but near the end of my time with the franchise I just wished theyâd cut out all the shit and make it a series of straightforward boss fights.
Capcom then proceeded to do this with MH Rise, a game I rather distinctly hate on most counts. I came away from Sunbreak dejected and confused, unsure of what I really wanted from this genre. Iâd been given what I allegedly wanted with Rise/Sunbreak, but it just wasnât enough. MH just wasnâ enjoyable anymore.
Just under a year later, I spy Wild Hearts on sale for 40% off and decide to take a blind leap of faith.
âWhatâs the worst that could happen?â I ask myself.
I wonât spoil the whole answer, but I will tell you that I donât think I need MH anymore.
Wild Heartsâ opening does not inspire faith, if Iâm honest. It is a long slog through a mostly unremarkable environment with little in the way of combat, accentuated by cryptic dialogue which wonât make sense for 20~ hours and an unwinnable fight before you even get a tutorial. This I expect from most mediocre 6/10 AAA games, but not Koei Tecmo.
Fortunately it picks up almost immediately, and keeps going up and up. A brief mechanical tutorial gives way to a fight with a Ragetail - a large monster, no small fodder this time - and the absolutely game changing mechanic that is Karakuri, which really deserves its own section.
Every Monster Hunter clone has to contend with the question of:
âHow do we separate ourselves from our influence?â
God Eater had transforming weapons and a decent emphasis on ranged, Soul Sacrifice let you⌠sacrifice souls, Toukiden had super abilities, and Dauntless was bad.
Wild Heartsâ answer is Karakuri.
Taking a leaf out of Fortniteâs book (trust me), WH saddles you with a resource named Karakuri Thread and offers you various buildable gadgets to summon during a hunt. There are ânormalâ Karakuri such as boxes, springs, gliders and torches which are typically used as offensive/mobility tools. âDragonâ Karakuri are semi-permanent map fixtures with a variety of functions. Some automatically harvest resources, some allow you to quickly traverse the map, some are merely cosmetic and some let you build fast travel points. Iâll talk about Dragon Karakuri later, because itâd be remiss of me to mention them without talking about maps and traversal.
At its core, Wild Heartsâ approach to MH gameplay is âless is moreâ. Weapon movesets are significantly less complex and their button assignment always boils down to âquick poke attacksâ, âdamage dealerâ and âspecial functionâ. While the different weapons feel unique, even the more braindead Monster Hunter weapons have a beefier movelist. This may make some of you scoff, but in truth the regular Karakuri exist to serve as a set of special moves.
When you first go through WHâs tutorial, it kindly points out that you can do a special plunging attack when vaulting from a crate Karakuri. What it does not tell you is that nearly every subsequent normal Karakuri has a special attack associated with it, each with their own function from weapon to weapon. The end result is a smaller core moveset, but a much larger conditional moveset. It helps to patch up weaknesses certain weapons might have against certain monsters - especially with slower weapons that lack gap closers.
Sure, the core movesets are enough to win fights, but choosing which normal Karakuri to bring really adds an extra layer to fight prep. Especially when one factors in Fusion Karakuri - combinations of multiple Karakuri that merge into something new. Sure a glider and stake may be more useful than a torch, but in forsaking the torch one also loses out on the incredible utility of on-demand flashbang grenades and actual cannons.
That said, there are only 6 normal Karakuri, so the system is not bogged down with overcomplexity or too many options. Regardless of what you take, you will always have some extra offensive options and will always have a bevy of utility Fusion Karakuri. While there are likely going to be a few âFuck, I wish I brought [Karakuri]â moments, not once did I ever feel stuck because I brought a certain combination.
As for the actual monsters⌠I donât look too kindly on most other MH clonesâ rosters, primarily because they lack visual cohesiveness and tend to just be âwhat looks cool?â as opposed to âwhat looks cool and fits the world?â This isnât inherently bad but when your progenitor game manages about 20 visually striking + fitting designs per entry, it's a bit disappointing.
Wild Heartsâ angle on this front is âstandard animals, but if they were elemental demigodsâ. It stays consistent until the credits roll (barring one major exception) and well into the post-release additions. While Monster Hunter favours a biological explanation for its monsters, in Wild Hearts the Kemono often used just straight up elemental magic and the fights are exceptional for it.
Actually the fights are exceptional all around. On top of being visual spectacles, Wild Hearts takes off the kid gloves relatively early and tends to avoid jobber monsters. Even Ragetail, the starting boss which is quite literally just an angry rat, has a handful of moves meant to catch careless players off guard (like that FUCKING double tailspin). Nioh mightâve been Team Ninja as opposed to Omega Force, but the general premise of âshit gets hard early, better use all your toolsâ is still here. Later fights escalate from âelemental spiritsâ to âactual divine beingsâ and with it, the spectacle and difficulty increase. Wild Hearts never felt like it plateauâd on that front, there were no sudden dips or spikes in difficulty. It was smooth sailing till the end, baby.
âŚMost of the time. Towards the end of the game, the Golden Tempest (Byakko) appears as a mandatory fight and itâs⌠Not great. Monster Hunter players will probably be familiar with Barioth, a hyper aggressive and irritating monster that becomes trivial once you break its parts - assuming you live long enough. Golden Tempest is that gameâs equivalent, being absurdly fast and capable of comboing in ways that no other basegame monster is able to. Add on ludicrous range from its house-sized tail and it was a nightmare to fight. It has the negligible honour of being the only monster I switched to a ranged weapon for.
Combat only makes up 2/3rds of the game, though. Like Monster Hunter before it, non-combat stuff is a whole beast unto itself. At first, it might not seem that way given how many Monster Hunter staples have been executed entirely: Consumables are gone almost completely (more on that later), resources are simply either crafting materials or ingredients, sharpness as a mechanic does not exist and thus neither do whetstones, there is no Canteen, traps/deployables/etc are Fusion Karakuri and thus both innate & infinite, ranged weapons do not require ammo whatsoever and even crafting has been reduced to simply weapon/armor crafting.
Instead, Wild Hearts introduces some curveballs to keep things fresh.
In place of an automated canteen, there is a manual one. Across your hunts/exploration, you will run into ingredients - fish, vegetables, grain, etc - and can eat them raw for benefits (at least until your food gauge hits 100). These are your consumables.
However⌠Several Dragon Karakuri aid in food preparation via drying/fermenting/pickling/smoking ingredients. Taking a leaf out of BOTWâs book, albeit more complicated, the creation of fulfilling and buff-heavy food is a process of refinement.
Throw fish on a drying rack, toss vegetables in the fermenting cask for vinegar, pickle them both in a jar and then smoke them to bring out the flavour (and enhance the buffs).
At first it can be kind of monotonous, but later Dragon Karakuri automates the acquisition process. Combined with the later game allowing you to place more Dragon Karakuri overall, simply having more racks/jars/casks removes much of the tedium. It helps that food processes no matter where you are, and thus can safely be left while you go out hunting.
As for the other major component to pre-fight prep⌠The thing about Dragon Karakuri is that they can be placed pretty much anywhere on the map. You may think âsurely there are some limitsâ and I did too but⌠No. Aside from minor proximity exclusions to prevent overlap, you can drop fast travel points or ziplines anywhere. While one does have to upgrade Dragon Pits with resources to get more Karakuri capacity, this ultimately adds to the experience. Starting off, your only options are to travel on foot, climb walls using crate Karakuri (which have a height cap), or wasting valuable wood energy on a zipline that might not even be much of a time saver.
Later, you not only have ideal routes plotted out, but built. Even normal Karakuri stick around - unless destroyed by Kemono - which allows for even brief spring hops over broken bridges. Like something borrowed from a Factory/Automation game, by the end of your time with Wild Hearts youâll most likely have sculpted the map to suit your needs and preferences, and formed a relationship with it through said sculpting.
Ultimately, though, it does cut a lot and those craving the more intimate prep of Monster Hunter will find themselves wanting. Like World and Rise, this game is focused more on getting you into the hunt immediately.
Which is to your benefit, because weapons are a serious investment in this game. As opposed to a standard videogame âtech treeâ where you ascend branches but always go up, Wild Hearts allows your weapon tree to move down, sideways, diagonally and even upwards. Unlike Monster Hunter, weapons are blessed with skills which can be inherited when you make a move along the tree. The end result is that the most powerful of weapon builds require a full Mario Kart course rotation around the tree to acquire the ideal skills. And, of course, lots of builds mean lots of materials needed. It is a small blessing that even the G-Rank equivalent monsters do not succumb to HP bloat.
Armor is less of an investment, but not by much. In place of jamming armor orbs in for more defence, Wild Heartsâ upgrades manifest as âpathâ upgrades. Choosing to spec into either Human or Kemono alignments, you can sink extra parts into a piece of armor to change the appearance, raise the defense and of course unlock certain path perks - which replace set bonuses outright. Itâs not quite as in depth as weapons, but it is a nice added layer that helps set construction have a bit more thought in it.
Helping both of these is the absolute stellar visual design. Yes, it is another Koei Tecmo game set in Sengoku Japan, but theyâve taken the mythological influences to heart and created a treasure trove of designs thatâre unique blends of samurai/ninja/onmyoji outfits and monster parts. Gone are sets which are overdesigned, too, so mix sets are much easier to assemble.
Itâs not all sunshine and roses though, even if this is my new favourite hunting game.
Wild Hearts has a story, and while itâs not a bad story, it does have an awful habit of getting in the way. It never becomes as handholdy and intrusive as MH Worldâs, but it does often take up an uncomfortable amount of screenspace right after a particularly grand hunt. That you lose the ability to free hunt in a region if thereâs a story quest to be started there only compounds how irritating it can be, and the post-game âmain storyâ objective simply being âhunt freelyâ betrays a certain degree of self-awareness.
And the hub⌠man. Even with fast travel points, it still feels akin to a Sengoku version of MH Worldâs Astera. Being a portside city, the center of Minato is taken up by a large expanse of water. Not to mention itâs built into a cliffside, so it is annoyingly vertical - so vertical that ziplines need to be daisy chained to allow swift access to higher areas without taking the stairs⌠Except thereâs some difficulty in finding a spot for them, as the distance between walkable terrain and a suitable zipline location is often too long for a zipline to reach.
Further compounding this is the gameâs numerous sidequests, which are often handed out by NPCs in the most annoying of places. This is obviously a temporary issue that goes away once you run out of sidequests, but there are a decent amount and turning them in quickly becomes tedious. Especially given their middling rewards. I was frankly relieved to be able to dismantle most of my ziplines and retain only the direct line to the player house.
Speaking of dodgy things, actually, I feel a need to bring up this gameâs myriad technical issues. I normally steer clear of them, as oftentimes they can be patched out (either officially or by fans) or theyâre so minor that they have no tangible effect on the experience but⌠I don't know. Wild Hearts has a lot of them.
Collision is either buggy or nonexistent on a lot of terrain that should be walkable, and on the flip side there are several gaping holes in the Fort map that can be traversed as usual.
What the game considers âacceptableâ for Karakuri placement sometimes gets muddled, and this is especially prevalent with ziplines which will often throw up a big red âNuh uhâ circle on what should be a fine location for one.
This gameâs implementation of adaptive exposure (a technique used to replicate how humans get blinded by bright light and then adjust, plus how they adjust to darkness) is really really buggy. Manytimes did I exit a cave only for the screen to be entirely white for a few seconds - long enough for Amaterasu to kill me. The same goes for chromatic aberration.
And hundreds of other minor bugs. This is a wonderful game, but it is not well put together even four months and several patches after release.
Lastly⌠This isnât something Iâd usually bring up, and itâs sort of nullified due to how much mobility the player has, butâŚ
The hitboxes are just straight up dogshit. Way too many Kemono have forward-lunging attacks with tank sized hitboxes, often hitting BEHIND them (which makes dodgerolls dangerous) or straight above. This is especially prominent with the Lavaback line, bipedal gorillas whose hitbox size can be measured in square miles, which only gets worse with enrage. Again, you can often iframe through these with springs or go over them with gliders, but it gets really annoying when some weapons beg for Lavaback materials and I fear a less experienced player will get massacred by them.
All in all though, if Monster Hunter is the peak of the hunting genre then Wild Hearts is the zenith. Karakuri alone are a game changer, to say nothing of all the omissions that make the overall experience much more enjoyable. This is, by far and away with no contest, my favourite hunting game and then some.
As of writing, the game isnât done yet and is currently releasing the G-Rank equivalent expansion for free patch-by-patch, so I hope that by the gameâs end of service itâs even better.
Prior to taking the plunge on this game, it threw up every red flag imaginable:
Published by EA, a company whose output errs on the miss side for me personally.
Developed by Omega Force, whose output I enjoy yet would not trust with anything other than a musou (after Bladestorm, anyway)
Poor launch rife with tech issues.
Relatively no impact; Wild Hearts was not spoken of by anyone after its release period passed.
Quiet subreddit, alarming for a 2023 release pushed by EA of all companies.
Total lack of a comprehensive wiki and not even Fextralife hopped on it.
Difficulty finding gameplay videos that arenât either ânewbie struggles with the first hourâ or âovertuned endgame build stomps enemies in 3-4 minutesâ.
And more. So many more. There was not a single piece of reassuring evidence in Wild Heartsâ favour on the entire internet.
But I bought it anyway.
At heart, I am a Koei Tecmo shill. They are possibly the last company that I would say I have blind faith in. I hold some (or a lot of) love for the majority of their output, they hold as many of my favourite games/franchises as Capcom do, and of everything theyâve released in the last decade Iâve only really hated one title.
I also used to be a Capcom shill, for much the same reasons, but alas many of my favourite Capcom IPs succumbed to rot over time. Megaman fell to sequelitis, Resident Evil kowtowed to popular backlash and released two awful titles (7 and 8) back to back alongside two soulless remakes, Dead Rising was farmed out to a worse team who fundamentally misunderstood the series, Lost Planet tried to chase mainstream trends and forsook its identity, and Monster Hunter⌠God, Monster Hunter.
My relationship with Monster Hunter is akin to a marriage which has gone on too long, beyond the reconciliatory aid of counselling. I fell in love with the idea of Monster Hunter; of a game primarily comprised of boss fights and resource gathering. Where fights required preparation, map knowledge, familiarity with your weapon and knowledge of a monsterâs behaviours.
It was a good idea, though⌠It didnât really exist as Iâd imagined it. Like all idealized daydreams, reality tends to be much more difficult to contest with. Much of what Iâd wanted from Monster Hunter actually proved to be detrimental. The resource gathering simply slowed the experience down, often at the most annoying of times and sometimes even acting as a progress gate if I got unlucky. âPreparationâ soon became extraneous thanks to personal skill transferring between games, and I was eventually starved of fights that demanded I knuckle down and prepare accordingly. To say nothing of my loathing for nigh-mandatory pre-hunt rituals such as the Canteen, the entire sharpness mechanic, turf wars/monster invasions and the relative lack of skills making weapon-based decision making a relative nonfactor.
There are, of course, MH games that touch on things I want, but near the end of my time with the franchise I just wished theyâd cut out all the shit and make it a series of straightforward boss fights.
Capcom then proceeded to do this with MH Rise, a game I rather distinctly hate on most counts. I came away from Sunbreak dejected and confused, unsure of what I really wanted from this genre. Iâd been given what I allegedly wanted with Rise/Sunbreak, but it just wasnât enough. MH just wasnâ enjoyable anymore.
Just under a year later, I spy Wild Hearts on sale for 40% off and decide to take a blind leap of faith.
âWhatâs the worst that could happen?â I ask myself.
I wonât spoil the whole answer, but I will tell you that I donât think I need MH anymore.
Wild Heartsâ opening does not inspire faith, if Iâm honest. It is a long slog through a mostly unremarkable environment with little in the way of combat, accentuated by cryptic dialogue which wonât make sense for 20~ hours and an unwinnable fight before you even get a tutorial. This I expect from most mediocre 6/10 AAA games, but not Koei Tecmo.
Fortunately it picks up almost immediately, and keeps going up and up. A brief mechanical tutorial gives way to a fight with a Ragetail - a large monster, no small fodder this time - and the absolutely game changing mechanic that is Karakuri, which really deserves its own section.
Every Monster Hunter clone has to contend with the question of:
âHow do we separate ourselves from our influence?â
God Eater had transforming weapons and a decent emphasis on ranged, Soul Sacrifice let you⌠sacrifice souls, Toukiden had super abilities, and Dauntless was bad.
Wild Heartsâ answer is Karakuri.
Taking a leaf out of Fortniteâs book (trust me), WH saddles you with a resource named Karakuri Thread and offers you various buildable gadgets to summon during a hunt. There are ânormalâ Karakuri such as boxes, springs, gliders and torches which are typically used as offensive/mobility tools. âDragonâ Karakuri are semi-permanent map fixtures with a variety of functions. Some automatically harvest resources, some allow you to quickly traverse the map, some are merely cosmetic and some let you build fast travel points. Iâll talk about Dragon Karakuri later, because itâd be remiss of me to mention them without talking about maps and traversal.
At its core, Wild Heartsâ approach to MH gameplay is âless is moreâ. Weapon movesets are significantly less complex and their button assignment always boils down to âquick poke attacksâ, âdamage dealerâ and âspecial functionâ. While the different weapons feel unique, even the more braindead Monster Hunter weapons have a beefier movelist. This may make some of you scoff, but in truth the regular Karakuri exist to serve as a set of special moves.
When you first go through WHâs tutorial, it kindly points out that you can do a special plunging attack when vaulting from a crate Karakuri. What it does not tell you is that nearly every subsequent normal Karakuri has a special attack associated with it, each with their own function from weapon to weapon. The end result is a smaller core moveset, but a much larger conditional moveset. It helps to patch up weaknesses certain weapons might have against certain monsters - especially with slower weapons that lack gap closers.
Sure, the core movesets are enough to win fights, but choosing which normal Karakuri to bring really adds an extra layer to fight prep. Especially when one factors in Fusion Karakuri - combinations of multiple Karakuri that merge into something new. Sure a glider and stake may be more useful than a torch, but in forsaking the torch one also loses out on the incredible utility of on-demand flashbang grenades and actual cannons.
That said, there are only 6 normal Karakuri, so the system is not bogged down with overcomplexity or too many options. Regardless of what you take, you will always have some extra offensive options and will always have a bevy of utility Fusion Karakuri. While there are likely going to be a few âFuck, I wish I brought [Karakuri]â moments, not once did I ever feel stuck because I brought a certain combination.
As for the actual monsters⌠I donât look too kindly on most other MH clonesâ rosters, primarily because they lack visual cohesiveness and tend to just be âwhat looks cool?â as opposed to âwhat looks cool and fits the world?â This isnât inherently bad but when your progenitor game manages about 20 visually striking + fitting designs per entry, it's a bit disappointing.
Wild Heartsâ angle on this front is âstandard animals, but if they were elemental demigodsâ. It stays consistent until the credits roll (barring one major exception) and well into the post-release additions. While Monster Hunter favours a biological explanation for its monsters, in Wild Hearts the Kemono often used just straight up elemental magic and the fights are exceptional for it.
Actually the fights are exceptional all around. On top of being visual spectacles, Wild Hearts takes off the kid gloves relatively early and tends to avoid jobber monsters. Even Ragetail, the starting boss which is quite literally just an angry rat, has a handful of moves meant to catch careless players off guard (like that FUCKING double tailspin). Nioh mightâve been Team Ninja as opposed to Omega Force, but the general premise of âshit gets hard early, better use all your toolsâ is still here. Later fights escalate from âelemental spiritsâ to âactual divine beingsâ and with it, the spectacle and difficulty increase. Wild Hearts never felt like it plateauâd on that front, there were no sudden dips or spikes in difficulty. It was smooth sailing till the end, baby.
âŚMost of the time. Towards the end of the game, the Golden Tempest (Byakko) appears as a mandatory fight and itâs⌠Not great. Monster Hunter players will probably be familiar with Barioth, a hyper aggressive and irritating monster that becomes trivial once you break its parts - assuming you live long enough. Golden Tempest is that gameâs equivalent, being absurdly fast and capable of comboing in ways that no other basegame monster is able to. Add on ludicrous range from its house-sized tail and it was a nightmare to fight. It has the negligible honour of being the only monster I switched to a ranged weapon for.
Combat only makes up 2/3rds of the game, though. Like Monster Hunter before it, non-combat stuff is a whole beast unto itself. At first, it might not seem that way given how many Monster Hunter staples have been executed entirely: Consumables are gone almost completely (more on that later), resources are simply either crafting materials or ingredients, sharpness as a mechanic does not exist and thus neither do whetstones, there is no Canteen, traps/deployables/etc are Fusion Karakuri and thus both innate & infinite, ranged weapons do not require ammo whatsoever and even crafting has been reduced to simply weapon/armor crafting.
Instead, Wild Hearts introduces some curveballs to keep things fresh.
In place of an automated canteen, there is a manual one. Across your hunts/exploration, you will run into ingredients - fish, vegetables, grain, etc - and can eat them raw for benefits (at least until your food gauge hits 100). These are your consumables.
However⌠Several Dragon Karakuri aid in food preparation via drying/fermenting/pickling/smoking ingredients. Taking a leaf out of BOTWâs book, albeit more complicated, the creation of fulfilling and buff-heavy food is a process of refinement.
Throw fish on a drying rack, toss vegetables in the fermenting cask for vinegar, pickle them both in a jar and then smoke them to bring out the flavour (and enhance the buffs).
At first it can be kind of monotonous, but later Dragon Karakuri automates the acquisition process. Combined with the later game allowing you to place more Dragon Karakuri overall, simply having more racks/jars/casks removes much of the tedium. It helps that food processes no matter where you are, and thus can safely be left while you go out hunting.
As for the other major component to pre-fight prep⌠The thing about Dragon Karakuri is that they can be placed pretty much anywhere on the map. You may think âsurely there are some limitsâ and I did too but⌠No. Aside from minor proximity exclusions to prevent overlap, you can drop fast travel points or ziplines anywhere. While one does have to upgrade Dragon Pits with resources to get more Karakuri capacity, this ultimately adds to the experience. Starting off, your only options are to travel on foot, climb walls using crate Karakuri (which have a height cap), or wasting valuable wood energy on a zipline that might not even be much of a time saver.
Later, you not only have ideal routes plotted out, but built. Even normal Karakuri stick around - unless destroyed by Kemono - which allows for even brief spring hops over broken bridges. Like something borrowed from a Factory/Automation game, by the end of your time with Wild Hearts youâll most likely have sculpted the map to suit your needs and preferences, and formed a relationship with it through said sculpting.
Ultimately, though, it does cut a lot and those craving the more intimate prep of Monster Hunter will find themselves wanting. Like World and Rise, this game is focused more on getting you into the hunt immediately.
Which is to your benefit, because weapons are a serious investment in this game. As opposed to a standard videogame âtech treeâ where you ascend branches but always go up, Wild Hearts allows your weapon tree to move down, sideways, diagonally and even upwards. Unlike Monster Hunter, weapons are blessed with skills which can be inherited when you make a move along the tree. The end result is that the most powerful of weapon builds require a full Mario Kart course rotation around the tree to acquire the ideal skills. And, of course, lots of builds mean lots of materials needed. It is a small blessing that even the G-Rank equivalent monsters do not succumb to HP bloat.
Armor is less of an investment, but not by much. In place of jamming armor orbs in for more defence, Wild Heartsâ upgrades manifest as âpathâ upgrades. Choosing to spec into either Human or Kemono alignments, you can sink extra parts into a piece of armor to change the appearance, raise the defense and of course unlock certain path perks - which replace set bonuses outright. Itâs not quite as in depth as weapons, but it is a nice added layer that helps set construction have a bit more thought in it.
Helping both of these is the absolute stellar visual design. Yes, it is another Koei Tecmo game set in Sengoku Japan, but theyâve taken the mythological influences to heart and created a treasure trove of designs thatâre unique blends of samurai/ninja/onmyoji outfits and monster parts. Gone are sets which are overdesigned, too, so mix sets are much easier to assemble.
Itâs not all sunshine and roses though, even if this is my new favourite hunting game.
Wild Hearts has a story, and while itâs not a bad story, it does have an awful habit of getting in the way. It never becomes as handholdy and intrusive as MH Worldâs, but it does often take up an uncomfortable amount of screenspace right after a particularly grand hunt. That you lose the ability to free hunt in a region if thereâs a story quest to be started there only compounds how irritating it can be, and the post-game âmain storyâ objective simply being âhunt freelyâ betrays a certain degree of self-awareness.
And the hub⌠man. Even with fast travel points, it still feels akin to a Sengoku version of MH Worldâs Astera. Being a portside city, the center of Minato is taken up by a large expanse of water. Not to mention itâs built into a cliffside, so it is annoyingly vertical - so vertical that ziplines need to be daisy chained to allow swift access to higher areas without taking the stairs⌠Except thereâs some difficulty in finding a spot for them, as the distance between walkable terrain and a suitable zipline location is often too long for a zipline to reach.
Further compounding this is the gameâs numerous sidequests, which are often handed out by NPCs in the most annoying of places. This is obviously a temporary issue that goes away once you run out of sidequests, but there are a decent amount and turning them in quickly becomes tedious. Especially given their middling rewards. I was frankly relieved to be able to dismantle most of my ziplines and retain only the direct line to the player house.
Speaking of dodgy things, actually, I feel a need to bring up this gameâs myriad technical issues. I normally steer clear of them, as oftentimes they can be patched out (either officially or by fans) or theyâre so minor that they have no tangible effect on the experience but⌠I don't know. Wild Hearts has a lot of them.
Collision is either buggy or nonexistent on a lot of terrain that should be walkable, and on the flip side there are several gaping holes in the Fort map that can be traversed as usual.
What the game considers âacceptableâ for Karakuri placement sometimes gets muddled, and this is especially prevalent with ziplines which will often throw up a big red âNuh uhâ circle on what should be a fine location for one.
This gameâs implementation of adaptive exposure (a technique used to replicate how humans get blinded by bright light and then adjust, plus how they adjust to darkness) is really really buggy. Manytimes did I exit a cave only for the screen to be entirely white for a few seconds - long enough for Amaterasu to kill me. The same goes for chromatic aberration.
And hundreds of other minor bugs. This is a wonderful game, but it is not well put together even four months and several patches after release.
Lastly⌠This isnât something Iâd usually bring up, and itâs sort of nullified due to how much mobility the player has, butâŚ
The hitboxes are just straight up dogshit. Way too many Kemono have forward-lunging attacks with tank sized hitboxes, often hitting BEHIND them (which makes dodgerolls dangerous) or straight above. This is especially prominent with the Lavaback line, bipedal gorillas whose hitbox size can be measured in square miles, which only gets worse with enrage. Again, you can often iframe through these with springs or go over them with gliders, but it gets really annoying when some weapons beg for Lavaback materials and I fear a less experienced player will get massacred by them.
All in all though, if Monster Hunter is the peak of the hunting genre then Wild Hearts is the zenith. Karakuri alone are a game changer, to say nothing of all the omissions that make the overall experience much more enjoyable. This is, by far and away with no contest, my favourite hunting game and then some.
As of writing, the game isnât done yet and is currently releasing the G-Rank equivalent expansion for free patch-by-patch, so I hope that by the gameâs end of service itâs even better.