Wccftech recently had the opportunity to get an intimate behind-closed-doors look at Monster Hunter Wilds with a 30-minute gameplay demonstration from the Director of the title himself, Yuya Tokuda. During this hands-off demo, Capcom showcased a selection of early game content, from departing the main village and venturing out into the wilds with a map size that they’re already touting as over two times larger than previous titles and featuring a seamless transition with no loading from camp to quest.
As the player Hunter ventures out from the base camp riding on a Seikret, the new pack animal and mount for Monster Hunter Wilds, both his Palico and the Handler, Alma, tag along as well. Before getting into any combat or hunts proper, Capcom took us to one of the smaller satellite villages where the townsfolk were preparing for an imminent sandstorm. The dialogue is dynamic to inform the player of world events in real-time and they won’t be static in one place either, as villagers will wander around with their own tasks to do. Once again, the localization team is peppering in puns and comedic dialogue to help set the tone of Monster Hunter Wilds. “Cheese and thank you,” so says the local Cheesemonger, thanking the Hunter for their custom.
By being accompanied by a Handler for the first time in Monster Hunter Wilds, players can get a taste for emergent quest design that was introduced in a way through Monster Hunter World’s Investigations. Map markers can lead the players to quest points, but they are just as likely to discover a quest by coming across a monster in the Wilds. The enhanced map is modeled in 3D to showcase different levels of elevation and can also be freely rotated. On the map, players can see the local Upsurges where rare materials or subspecies might be more prevalent. Time of day is also a major focus of the exploration and timelines can be broken down into colored
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