Have you ever wondered what a Monster Hunter game would be like if the developers of Dynasty Warriors tried to make one? Yeah, me neither. Yet that’s precisely what Omega Force and Koei Tecmo sought out to do in the unabashed-imitation that is WILD HEARTS. Published as an EA Originals title, WILD HEARTS tries to emulate the success of Monster Hunter by putting their own spin on things. But unlike the spinning claws of Zhang He amidst hundreds of Yellow Turbans, it never quite managed to hook me during the 38 hours I spent with it. Here is our review of WILD HEARTS.
WILD HEARTS copies the Monster Hunter formulae to a T. It offers interesting monster designs, mission-based hunting quests, an elaborate weapon upgrade system, and resplendent outfits resembling the selfsame monsters they’re crafted from. Its story is based in a fantasy land called Azuma, which largely resembles Feudal-era Japan. What really sets WILD HEARTS apart from its Monster Hunter inspiration is the ability to construct on-the-go mechanisms, or karakuri, during hunts that can help navigate the environment or even set-up devastating attacks when utilized. It’s not entirely unlike constructing ramps in Fortnite to gain an elevation advantage. Unfortunately, the karakuri isn’t enough to elevate WILD HEARTS to the heights of success that it strives for.
When you’re not out in one of the four season-themed zones hunting the kemono , or monsters , you’ll spend a lot of time in the hub town Minato. Like the kemono and karakuri – everything in Minato is rife with Japanese influence. The people in this town also frequently interject Japanese into the conversation, which would be a fantastic way to learn a new language if it wasn’t for the
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