30 Reviews liked by MapleMerchant


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.

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 month😭😭 joshua and clive u mean so much to me <3

Satisfying combat and witty banter, what’s not to love?

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. It’s not even a complain i just feel like the characters could run a bit faster that’s it.

Everything else is perfect in my opinion, the voice acting, the story, the soundtrack are all 10/10. Without a doubt my GOTY.

Amazing from start to finish. I've never felt this tense playing a video game before this. I'm not into horror, but I'm very into this.

Michael Fuck-Your-Wallet Mouse strikes again

I wasn't even a full hour into the game and I was full blasted with "for you" pages of bundles to spend money on. Its a damn shame this game is microtransaction hell because the core gameplay is actually very fun but this is a scummy game that wants you to spend a lot of money.

Very good, I only think that legion arms could be more enforced (barely used cause I forget it even existed), enemy design could definetly be better and more creative, and last area is too long for its own good.

Most folk with a lot of life experience will tell you that, when your gut says something, you should heed that biological advice. I’m 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 aren’t either ‘newbie struggles with the first hour’ or ‘overtuned endgame build stomps enemies in 3-4 minutes’.

And more. So many more. There was not a single piece of reassuring evidence in Wild Hearts’ 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 they’ve released in the last decade I’ve 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 monster’s behaviours.

It was a good idea, though… It didn’t really exist as I’d imagined it. Like all idealized daydreams, reality tends to be much more difficult to contest with. Much of what I’d 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. ‘Preparation’ 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 they’d 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. I’d been given what I allegedly wanted with Rise/Sunbreak, but it just wasn’t enough. MH just wasn’ 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.

“What’s the worst that could happen?” I ask myself.

I won’t spoil the whole answer, but I will tell you that I don’t think I need MH anymore.

Wild Hearts’ opening does not inspire faith, if I’m honest. It is a long slog through a mostly unremarkable environment with little in the way of combat, accentuated by cryptic dialogue which won’t 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:
“How do we separate ourselves from our influence?”
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 Hearts’ answer is Karakuri.

Taking a leaf out of Fortnite’s 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 ‘normal’ Karakuri such as boxes, springs, gliders and torches which are typically used as offensive/mobility tools. ‘Dragon’ 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. I’ll talk about Dragon Karakuri later, because it’d be remiss of me to mention them without talking about maps and traversal.

At its core, Wild Hearts’ approach to MH gameplay is “less is more”. Weapon movesets are significantly less complex and their button assignment always boils down to ‘quick poke attacks’, ‘damage dealer’ and ‘special function’. 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 WH’s 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 ‘Fuck, I wish I brought [Karakuri]’ moments, not once did I ever feel stuck because I brought a certain combination.

As for the actual monsters… I don’t look too kindly on most other MH clones’ rosters, primarily because they lack visual cohesiveness and tend to just be ‘what looks cool?’ as opposed to ‘what looks cool and fits the world?’ This isn’t inherently bad but when your progenitor game manages about 20 visually striking + fitting designs per entry, it's a bit disappointing.
Wild Hearts’ angle on this front is ‘standard animals, but if they were elemental demigods’. 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 might’ve been Team Ninja as opposed to Omega Force, but the general premise of ‘shit gets hard early, better use all your tools’ is still here. Later fights escalate from ‘elemental spirits’ to ‘actual divine beings’ and with it, the spectacle and difficulty increase. Wild Hearts never felt like it plateau’d on that front, there were no sudden dips or spikes in difficulty. It was smooth sailing till the end, baby.

…Most of the time. Towards the end of the game, the Golden Tempest (Byakko) appears as a mandatory fight and it’s… 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 game’s 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 BOTW’s 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 ‘surely there are some limits’ 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 you’ll 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 ‘tech tree’ 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 Hearts’ upgrades manifest as ‘path’ 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. It’s 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 they’ve taken the mythological influences to heart and created a treasure trove of designs that’re 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.

It’s not all sunshine and roses though, even if this is my new favourite hunting game.

Wild Hearts has a story, and while it’s not a bad story, it does have an awful habit of getting in the way. It never becomes as handholdy and intrusive as MH World’s, 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 there’s a story quest to be started there only compounds how irritating it can be, and the post-game ‘main story’ objective simply being “hunt freely” 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 World’s Astera. Being a portside city, the center of Minato is taken up by a large expanse of water. Not to mention it’s 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 there’s 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 game’s 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 game’s myriad technical issues. I normally steer clear of them, as oftentimes they can be patched out (either officially or by fans) or they’re 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 ‘acceptable’ for Karakuri placement sometimes gets muddled, and this is especially prevalent with ziplines which will often throw up a big red “Nuh uh” circle on what should be a fine location for one.

This game’s 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 isn’t something I’d usually bring up, and it’s sort of nullified due to how much mobility the player has, but…

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 isn’t done yet and is currently releasing the G-Rank equivalent expansion for free patch-by-patch, so I hope that by the game’s end of service it’s even better.




Still plagued by performance issues and lacking variety. There is a solid core here, but it is no Monster Hunter. Yet.

Fantastic game that will never get the attention it deserves due to poor performance.

Backloggd reviewers somehow have better material than this

pretty decent monster hunter clone. wish there was more monsters