Capcom is adding a number of new features to the series with , the biggest of which is arguably the title's open world. titles usually have reasonably large environments that tend to be more famous for their density, but these environments are put in separate instances behind loading screens. requires no loading screen to enter hunting areas, and I could venture right out of camp into the Windward Plains in the game's latest beta to get a feel for a portion of the world.
It seems that all the areas will be connected together (the beta currently only has the Windward Plains) and allow players to visit multiple environments at once, similar to a massive version of 's Guiding Lands. This shift initially presented me with some concerns, particularly because hasn't had an open world before, and there wasn't much wrong with the old formula of having players load into a specific area. The beta alleviated my fears, however, giving me an understanding of what Capcom has been cooking in the lead-up to ' full release.
Whenever a game series announces that it will be turning to an open world, there's always some cause for concern. Switching to an open-world formulaa can feel like a forced gimmick to get in a buzzword and appeal to the masses, which was something of a fear of mine going into the first open beta for back in August. I felt like there wasn't anything wrong with the way that did its environments, and I would have been happy with a larger and denser version of 's hunting areas.
Monster Hunter Wilds will have some of the series' most varied customization options and seems to be learning from Iceborne specifically.
Back in the first beta, I didn't get to formulate as strong an opinion on the open world, instead ending up flabbergasted by ' 100-person lobbies and spending most of my time trying to work out what changes were made to my beloved Charge Blade while gawking at the muscle physics of the monsters. After the second beta, I got to run around the Windward Plains
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