![]() You can only equip four of the six basic karakuri at a time, which gave me a real choice to make between the utility of an object itself versus what it could combine into, which ends up feeling like a mini combo system of its own to customize and master. It’s an interesting mechanic, but it really shines when you start unlocking fusion karakuri, which let you stack these basic objects in specific patterns to make special constructs like huge bombs or chain traps. You can summon simple blocks to jump off of or build walls, springs to launch you in any direction, or torches to give you a fast fire attack. It turns the wonderfully detailed maps into little puzzles to be solved in whatever way you see fit, rather than simply arenas to fight in.ĭuring those fights, your karakuri play the role of quick-use support items – though everything you place sticks around until it’s destroyed (either by you or a monster), so battlefields can often be strewn with the remnants of past encounters in a pretty neat way, especially when you join someone else online and see what they’ve been up to. This system is excellent, with the number of structures you can build being limited enough to make me really consider where best to build a custom base camp or a convenient shortcut while still being flexible and open enough that I never had to overthink it, either. Karakuri allow you to create tactical objects like walls or springboards in the middle of combat, as well as place structures like fast-travel tents or ziplines anywhere across its four hunting maps. The biggest way Wild Hearts truly sets itself apart is in its karakuri building system, which definitely helps fill in for a chunk of that complexity gap. But the ground-up approach Wild Hearts has taken does mean it’s simpler to pick up, making it easier for me to recommend to brand-new hunters than even Rise was. At the same time, Wild Hearts does lose a little bit of the complexity I enjoy about Monster Hunter along with those clunkier parts – for example, you can’t choose to capture monsters, they don’t get tired or go to sleep, and their “rage mode” simply seems to trigger when they hit a certain damage threshold, which makes fights play out more similarly from hunt to hunt. I didn’t miss things like weapon sharpening or cluttered inventory management, and the simplified nature of stat-boosting food and support items meant I always felt like I was spending more time out in the field and less on pre-hunt prep. And it’s even true of its campaign structure, which continuously escalates and remixes previous encounters alongside a fine but largely ignorable story about a town struggling against local creatures that have unexpectedly started attacking outside of their usual territory.īut because Wild Hearts is not actually a Monster Hunter game, it gets to unburden itself from certain mechanics that have started to feel a little dated as Monster Hunter World and Monster Hunter Rise continue to streamline and modernize that two-decade-old series. It’s true of its crafting-based equipment progression, which has you turning those fearsome beasts into cool pairs of pants with your choice of eight drastically different weapon types. That’s true of its giant monster-slaying missions, which have you whittling down your opponent and breaking their body parts as you pick up materials while chasing them from arena to arena. But in pretty much every way that counts, Wild Hearts is so fundamentally Monster Hunter that you could very easily mistake it for the newest game in Capcom’s series if it weren’t for the name. ![]() That’s not to put it down as a “clone” or anything, as developer Koei Tecmo provides plenty of interesting additions and fun little twists to the formula. Let me be perfectly blunt: it’s nearly impossible to talk about Wild Hearts without bringing up Monster Hunter.
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