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Monster Hunter Wilds review – prepare for the most epic fight of your life

Monster Hunter Wilds review – prepare for the most epic fight of your life

The Guardian27-02-2025

After riding through a desert storm on a feathered steed, dust and rain whipping around you, you arrive at a mountain pass where purple crystals frost the walls. The weather still rages outside, but it's calm within the cavern that lies at the end of the path. You can tell, from the environment, what kind of creature lives here: the Rey Dau, a horned wyvern that commands the elements.
You've seen it before, when it appeared unexpectedly while you were out on another expedition, descending from lightning-streaked skies to sink its claws into an unfortunate pack of shaggy, lion-like creatures. You weren't strong enough to face it then, but you are now. Hopefully.
The fight that ensues is nail-biting. You have to pull out every trick you know to wear it down, trying to dive out of the path of powerful bolts of electricity, as well as the wyvern's horns and teeth. You fire your grappling hook at a rocky outcrop hanging from the ceiling, bringing it down on the creature. You whistle for your mount, leaping from its back on to the dragon's head, clinging on and stabbing with a dagger as it tries to smash you against the walls. You are sent flying, you are fried, you are stomped upon, but you cling on and keep fighting, chugging restorative potions at every opportunity.
Then an even bigger predator appears from nowhere, takes the monster you've just fought desperately for 25 minutes in its jaws and tosses it around like a rag doll. Take a good look at it: that's what you'll be fighting next.
Monster Hunter Wilds' 15-hour story is a series of escalating epic battles against ever bigger and more ferocious creatures. It does not let up for a second. Within a few hours, you will have fought an awful giant spider, a sinuous sand-dragon and a disgusting, overgrown oil-chicken. Later, you will face a furious fire-ape and a dragon that shoots lightning from its face, plus particularly nasty and dangerous versions of beasts from the previous 20 years' worth of Monster Hunter games. It's quite literally all killer, no filler, a far cry from the slow and ponderous older games, in which you had to spend hours gathering mushrooms and fighting raptors before you got anywhere near a wyvern.
The battles are relentlessly awesome; when a monster fell, I would let out a breath that I didn't even realise I had be holding in. No game has ever made me feel like Monster Hunter does, with the possible exception of Dark Souls and its brethren. The adrenaline of these fights, the peerless, perfectly balanced feel of the oversized weapons and the sheer viciousness and majesty of the creatures makes this game feel incomparably thrilling, even though I have been playing it in some form since I was a teenager. And it is just so much better-looking than it was back then: not just the monsters, but also their huge natural habitats, which ripple and teem with life.
I must admit that towards the end of Wilds' story I felt some disappointment start to creep in. I had enjoyed nearly every one of these creature clashes, which are wrapped in dramatic, beautifully rendered cutscenes that spin a cool-looking if rather insubstantial story. But I hadn't had much of a challenge. Admittedly, I have a lot of experience with these games, but I am used to getting eaten or torn to bits a few times by a new monster before I conquer it; in the entirety of Wilds' campaign, I was knocked out only twice.
It turns out, however, that Wilds' story is essentially a 15-hour interactive tutorial on what makes Monster Hunter awesome, a rollercoaster of fighting thrills presumably designed to sell newcomers on the concept and give veterans a taste of the scale and visual splendour that Capcom's modern game engine has brought to their favourite series. The real fun starts afterwards.
After taking on the biggest, baddest creature I had ever seen, in the final quest of the story, I was dumped back into a base camp in the jungle and sent out to capture a small, fire-spitting raptor. I was immediately humbled; embarrassingly, it knocked me out, because I had become lazy.
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Monster Hunter isn't just about waving an enormous lance around; it's also about studying your quarry, learning its weaknesses, scouring its environment for useful plants and materials used to make potions, tools and arrow-coatings that will give you an edge in a fight. It's about teaming up with other hunters, complementing each other's play styles, as more experienced players help the rookies through. Being a friend's Monster Hunter mentor is one of the most rewarding multiplayer gaming experiences out there.
This game can't be reduced to a series of fights. It is a world, an ecosystem, a community of players. You are part hunter, part nature researcher. Wilds leans too far towards frictionless fun in its story, but once I was free to explore more I started to feel more connected to the habitat. Instead of being guided by the nose – or by my ostrich-dino steed – from battle to battle I was climbing up into the canopy and scouting for creatures, getting my binoculars out, discovering hidden corners for campsites and underwater caves full of useful materials. I found I had to switch weapons more frequently, upgrade my armour, reacquaint myself with the baffling array of jewels and doodads that gave my hunter useful extra skills.
You could pick Wilds up as a newcomer and have a tremendous time playing through the story. You could stop there and it would still be worth the price of admission. But I will be playing it for a long time yet.
Monster Hunter Wilds is out on 28 February; £59.99

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Blades of Fire review – forging a new style of hack-and-slash combat
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MercurySteam have created a deep and intriguing fantasy world where creative melee combat is unequivocally the main attraction. Providing you don't mind getting turned around every so often, Blades of Fire delivers a worthy twist on the Soulslike template thanks to its unique combat and weapon-crafting system. Don't be fooled by the protagonist's broad shoulders and burly beard. There's far more thought given to Blades of Fire than what its Xbox 360 era aesthetic and character designs may initially suggest. It's a third-person action-adventure about going on a quest to protect a fantasy kingdom from the forces of evil, yes, but beneath this relatively ho-hum premise is a new kind of combat system that quite literally puts out the more you put in – thanks to the ability to create and modify your own weapons. ‌ As such, taking on enemies is always stuffed with a lot more meaning and risk than you'd find in other typical hack-and-slash fare. And while the systems outside this core hook aren't quite as exciting, it's hard to deny the thrill that comes from repairing, recycling, and creating your own spin on the game's namesake whenever heading back to the forge. ‌ At the centre of this fiery tale is Aran De Lira, part-time reluctant hero and full-time master forger, who finds himself in the rather unique position of being one of very few still able to craft steel following Queen Nerea's spell that has since turned everyone else's weapons into stone. His determination to do something about this properly begins after being gifted with a magical hammer by a young squire, Adso, that inspires the pair to fight their way to the queen's royal palace. It results in a road trip of sorts that challenges Aran to fight and forge through all kinds of interlocking dungeons and areas. From here Blades of Fire falls into a structure that is very Dark Souls in style, although in a way that reshapes your expectation due to the nature of weapons that will over time become blunt and degrade. Knowing that the weapons you've hammered into shape and spent time gathering better materials to make will eventually wear might sound disheartening. And yet, it's a core part of the Blades of Fire experience, one that forced me to think better about my actions both in and outside of combat. See, specific weapons are more and less susceptible to different enemy types, to the extent that, say, a polearm won't do as much damage to someone in full body armour. From here you can either switch weapons from the four Aran can carry at any one time, or you have two other options: change the stance with your equipped weapon or try to target a part of the enemy's body that is vulnerable to a certain directional swipe. As you can probably already tell, developer MercurySteam has placed a lot of depth into the way you not only can – but should – approach combat scenarios; a fact that quickly prevents you from being able to just continually button mash your way through crowded areas. The god of war Aran De Lira is not, and therefore it always pays to seek out the green outline on enemy limbs, being the best way of quickly telling whether your crafted weapon will deal out the most damage it's capable of. ‌ From Twin Axes to Greatswords to Spears, there are seven different weapon types you craft at the forge in total. The better you hammer the metal into each one's shape at the forge, the more damage they'll do when swung – not to mention the more times you'll be able to quickly repair it so as to avoid the need to start forging entirely from scratch. Forged in fire Once you get past how to swap weapons in and out on the fly and how to switch stances to slash, thrust, or otherwise, facing down goblins, spirit creatures, and bosses becomes a delicate dance of knowing not just when to attack, but how. The result is a genuinely unique and refreshing mode of third-person hack-and-slashing that is more meaningful than it is mindless, and something totally different to the usual combat language of 'attack, parry, block' that most modern action games can sometimes use as a crutch these days. Outside of combat is where the light that usually burns bright within Blades of Fire tends to dim somewhat, since story-wise there's not a whole lot going on here surprisingly. I spent a good ten hours, for example, barrelling my way through zones before I was reminded about Aran and Adso's mission, and it's still a while longer before Queen Nerea makes a full appearance. ‌ Sure, this makes the extent of her evil and power all-encompassing. 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There's a compass on screen at all times that points to the closest forge or previously dropped weapon, but they weren't enough to keep me set on the correct path. Thankfully, some areas like The Doyen Graves are better laid out than others. So often, however, did I find myself turned around due to some inconsistencies in layouts more than I'd like, which led to me being occasionally frustrated with traversal and exploration. Shallow narrative hooks in the early game and the odd annoying biome aside, Blades of Fire excels in presenting an alluring and brand-new fantasy world I couldn't wait to dive into and chip away at further. Even in instances where I was bashing my head at a wall unable to find the next best route forward, I knew that persevering would be worth it since it meant getting to test out my newly forged, more powerful weapon at the next gaggle of enemy soldiers who lined up for slaughter. I can't say I ever truly invested in Aran's personal plight, but I very much enjoyed the way he goes about resolving it, all thanks to one of the most unique and thoughtful melee combat systems I've experienced in the past few years. Blades of Fire borrows from the past, but when it comes to combat and creativity it also forges its own way forward.

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