The team behind Capcom’s hit series was known for its extensive grounding in real-world adventures. The latest chapter, developed during Covid, required a different kind of daring
My favourite thing about Monster Hunter is that despite the name, you often feel more like the prey than the predator. Even armed with a sword several times your own size and weight, you are often outmatched by the incredible creatures in this action game. In Monster Hunter Wilds, out next week, you are also frequently outmatched by the weather. A routine hunt for some relatively unthreatening creature can go awry as storm clouds gather, bringing with them some terrifying lightning-dragon that will eat you for breakfast. Monsters entangle with each other, tearing with teeth and claws as you turn tail and head for the hills.
Over the past couple of weekends, players have been able to get hands-on with Wilds in beta tests, trying out the exquisite character creator and a couple of hunts against a horrid lion (Doshaguma) and an overgrown poisonous chicken (Gypceros). As someone old enough to have played these games on the PlayStation 2, and then later with my fingers contorted uncomfortably around a PlayStation Portable during a student year abroad in Japan, I am amazed and delighted by what Monster Hunter has become. What was once a stiff and densely complex game that hid all its thrills behind a barricade of mushroom-gathering quests is now a fluid, inviting and globally popular spectacle of a thing. Monster Hunter World, 2018’s entry, broke Capcom records and reached 23m sales.
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