'Wild Hearts' Fixes the Big Problem 'Monster Hunter' Never Could

The kemono I am hunting, an apartment-sized boar called a Kingtusk, rears its impossible mass into the air, and, in its wake, a root system blooms. The tendrils of wood interweave with one another and, spearlike, obliterate the walls and springs I had been dancing between moments before, other trees, too, are turned to splinters when faced with the hungry roots. My body, though, is already high in the air, connected to the Kingtusk by a tightly woven steel cable embedded in the spirit’s rootskin hide.


This is a companion discussion topic for the original entry at https://www.vice.com/en_us/article/wxnv9w/wild-hearts-review
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It was somewhat addressed in the article but could anyone speak to how the building aspect fits into the feeling of preparing strategically for a hunt.

Coming into MH with Rise this was the biggest disappointment. It didn’t feel like I was hunting these big creatures in big world where preparation, gathering, and strategic thinking mattered. Instead I grabbed ingredients from the environment passively, ran to the known spawn points for whatever the helper animals were called, and then chased around a creature to a series of arenas that didn’t impact the flow of the fight in any real way that I could detect.

It sounds like Wild Hearts is working to make the environment a more active part of the hunt by giving the player agency to shape it prior to the fight. Does that bear out in the gameplay?