Then there's the other little similarities, like being able to cook meals to bolster your stats before you hunt (these are far easier to understand, though) and tackle fights with co-op pals if you'd like. Of course, you can free roam around a map and hunt monsters without any particular objective or accept a quest from the campfire and begin a bespoke assassination mission. Not that Wild Hearts is all that different from Monster Hunter, really, because when the Kulu-Yak-Kus come home to roost, it's a third person action-RPG where you must hunt monsters, harvest them for resources, and make increasingly nice pants from them. The umbrella was heaps of fun! It had this stance that parried an attack if you fanned it out at the right time, which also charged up a heat meter for deadlier attacks. There were a few weapons in the demo: A katana, a big sword, a hammer, dual-swords, a bow, and a razor-umbrella. You're less a gigantic gecko in the headlights and more of a gigantic gecko who begins to understand that the road is a reliable source of meals on wheels. So long as you've got enough resources in your Lodestone, you'll be able to pop down stuff that lets you auto-target monsters on the map, rather than having to search for their location yourself, or even drying racks to, errr, dry your veg.Īnd because you're the one who slowly builds things and crafts camps, it makes for a far less overwhelming experience from the get-go. These act as fast-travel points, as well as spots to build huts to house your trusty blacksmith and other contraptions that'll make your life as a Kemono-killer easier and more efficient. There are magical nodes scattered around the map called Dragon Lodestones that act like upgradeable resource pools, as well as areas to set up camp. So, rather than being plopped into an overwhelming hub space like Monster Hunter, you're the one who builds the community from scratch. ![]() Instead, I was guided through a story-driven tutorial that largely equated to "There are Kemono (monsters) knocking about the gaff and that's bad, so please knock them out of the gaff, cheers." It introduced me to the basics of combat, which felt suitably weighty (you know me, it has to be weighty) and eased me gently into making a camp, which, it turned out, was at the centre of the game's rhythm. And I think that's down to how it wasn't structured around a bustling town already filled with merchants and blacksmiths, cat-chefs and multiple quest-givers. I could upgrade their offensive and defensive capabilities at camp, too.įrom the early build I played, Wild Hearts was much easier to get to grips with than Monster Hunter. ![]() They acted a bit like Palico companions from Monster Hunter, in the way they followed me around and helped distract enemies if I was in a pinch. ![]() WILD HEARTS | 7 Minutes of Gameplay I found these little contraptions called Tsukumo hidden about the demo. This depth is what makes Monster Hunter brilliant, but it's an obstacle that many players – like me, for many years – just couldn't scramble over. And while it's not necessarily a bad thing, a huge part of successful monster hunting lies in understanding and navigating the game's menus, before you even begin to customise them to your liking. You're hit with hundreds, if not thousands, of tooltips worded like official documentation, all to explain its many intricate systems. One of my biggest gripes with Monster Hunter is its onboarding process: it's exactly like a real life onboarding process. I was lucky enough to go hands-on with an early build of the Wild Hearts's opening hours to see how it stacks up against its age-old competitor, and whether it has any chance of melting down Monster Hunter's trophy cabinet and forging itself a golden crown. Wild Hearts is Koei Tecmo and EA Original's effort to muscle in on Monster Hunter's monopoly on video games where your primary goal is to make nice pants from gigantic fire geckos.
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