![]() ![]() In Rise, even the series’ most terrifying monsters like Rajang, Gore Magala, Bezelgeuse and Teostra struggle to keep up with my hunter’s Wirebug-enhanced reflexes. That freedom of movement can be a joy in itself, but for me, I prefer my Monster Hunter when my back’s against the wall. But with the series’ survival and foraging elements streamlined in comparison to prior entries, and with the sheer amount of ludicrous mobility afforded by Palamutes and Wirebugs, Rise drifts dangerously close to becoming a power fantasy. Monster Hunter Rise is certainly an excellent game, there’s no denying that. Healing time is just lengthy enough to have you grimacing, and without Rise’s canine Palamutes to whisk you off to safety, Wild Hearts’ enormous kemono are keen to remind you that you’re in their territory and not the other way around. A single thump from the towering Lavaback, or a well-timed stampede from a colossal Kingtusk is all it takes to shift the encounter firmly in the monster’s favor. Very few monsters (or kemono) in Wild Hearts are pushovers with the exception of the initial tutorial-esque creatures. Yet even as you gradually unlock more Karakuri devices as your main quest progresses, Wild Hearts features something that Monster Hunter Rise lacks until you’re deep into the endgame: consistently challenging gameplay. It’s to Wild Hearts what the Clutch Claw or Wirebugs are to Monster Hunter World: Iceborne and Monster Hunter Rise respectively ancillary mobility tools that makes the game’s combat trenches deeper. With Karakuri, you’re able to instantaneously build gadgets such as boxes, springboards, gliders, and all manner of quick-use tools to supplement your playstyle.
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