In the 30 years I’ve been playing games, I’ve seen titles that essentially create and dominate an entire genre. Games like DOTA, Grand Theft Auto, and Monster Hunter have done this. These titles have carved out a genre that spawned innumerous clones, all desperate to take the established formula and carve out a niche for themselves. At its worst, a game can take that formula and copy it shamelessly, which usually reminds me of the game it’s drawing inspiration from in the first place. At its best, a game can take those inspirations and stand alongside them. It’s rare for the latter to happen, but Wild Hearts takes the essence of Monster Hunter and grows it with enough innovations to create a compelling experience that confidently stands on its own.
Wild Hearts features a tagline in their advertising that states: “Tame a world gone wild.” Besides being a catchy line, it’s a rare example of truth in advertising. After 50 hours of playtime, I could quickly summarize the entire game with it. On the surface, it has all the Monster Hunter trappings — features such as varied environments, cooperative play, and hunting beasts to wear as armor and wield as weapons. Once I properly got into Wild Hearts, it immediately started to separate itself from these simple comparisons with its narrative focus and innovative Karakuri building mechanic.
A feudal fantasyWild Hearts takes place in a fantasy land called Azuma, a world that is inspired heavily by feudal Japan, with a heavy dose of Japanese mythology mixed in. After an introduction to a mysterious character named Mujina, the game seamlessly transitions into a robust character creator. It features a create-a-character suite that lets you choose your pronouns, a large variety of
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