Monster Hunter Wilds shoots past 1.1 million players on Steam alone in its first 7 hours, making it Capcom's most successful PC drop by over 500,000 hunters and climbing
Monster Hunter Wilds shoots past 1.1 million players on Steam alone in its first 7 hours, making it Capcom's most successful PC drop by over 500,000 hunters and climbing
Is it played in MMORPG style in that it doesn’t have a pause feature? If so then it may as well be played online. If you can’t walk away from the game until you’re in a safe spot, then there’s no functional difference between an MMO and this game except you don’t get randos teabagging your corpse. This is why I stopped playing MH games.
I played MMOs for years and they’re great in some ways, but I got tired of always having to arrange myself safely before stepping away for a bio break or a snack.
It has a pause option, at least in a solo session. From what I understand it also can be played offline after the initial denuvo activation (but haven’t confirmed it myself). I’m not extremely far into the game yet but so far, the pacing of the game has been really quick and I’ve never once had to grind anything, but that may be in part due to my experience with monster hunter making it relatively easy to get by with lower tier equipment.
I definitely wouldn’t say it’s anything like an mmo or live service game besides the fact that it will get free content updates for a little while, and has the option of playing with friends.
So far, yeah. If it’s like World, eventually there’s a quest that is just too damn hard to carry alone (Extremoth in Vanilla, I’m looking at you), but if you are not a completionist, sure you can be offline and single player for most of the story line. Actually it looks like offline support is slightly better in this one.
I’m not a total solo hunter, but I am 90% of the time, don’t really play with randoms.
I think we’re taking about the same thing, actually. When the maps were small 2D areas that connected at set points, I was able to learn them well without any special effort. With experience one could bypass the paintball system by having learned a monster’s likely behaviors, which was extremely satisfying.
Now we have the auto-tracking features which render navigation mindless, along with maps existing in 3D and on much larger scales and interconnecting in more complex ways. When I’ve attempted to ignore the navigation system and do things manually I find it very difficult, which I have to assume is why they added the navigation in the first place.
My memory isn’t as clear as I’d like for this kind of discussion, but I remember something like a single button being both start climbing and also jump off the thing you’re climbing or something like that? And then if I wanted to jump off a cliff it was a different button from what I’d been lead to expect in other contexts? So I’d just constantly be accidentally using the wrong inputs because they were too context-reliant, and it made it extra difficult to navigate and gather. The controls used to be a lot simpler, and we didn’t have any of this hookshotting around with bugs or super dogs. Saying the controls used to be simpler and 100% meaning it is hilarious coming from someone who played on PSP. How did you make me prefer the claw, Capcom? Maybe I was just used to the old way and can’t adapt; I just remember things being more straight-forward in terms of actual gameplay.
I could also really do without action games bogging themselves down with lengthy dialogs and cutscenes. If I wanted to watch a movie or read a book or play an RPG I would just do those things. I don’t need an epic lore motivation for stabbing dinosaurs. This series barely had dialog when it started out, and the voice lines were delightfully world-buildy and flavorful by not being any real-world language. Less was more in terms of immersion.