GamesAction RpgMonster HunterMonster Hunter WildsCapcom wants to know what Monster Hunter Wilds players thought of the beta – Here are 11 things I want fixed before launchWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
GamesAction RpgMonster HunterMonster Hunter WildsCapcom wants to know what Monster Hunter Wilds players thought of the beta – Here are 11 things I want fixed before launchWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
(Image credit: Capcom)

(Image credit: Capcom)

Performance, obviously
Let’s get the big one out of the way. TheMonster Hunter Wildsbeta did not run very well on most PCs. I wasn’t over-the-moon with the PS5 version either, and I’ve heard horror stories about the Xbox Series S. On PS5, performance mode was noticeably smudged, and graphics mode didn’t have the frame rate that an action game like this really needs. This is probably the biggest problem facing Wilds right now, but it’s also the one with the most obvious fix: just optimize it better. Easy for me to say! The devs haveassured players that the full game is already in better shape, so here’s hoping the inevitable second beta looks and runs much better.
Monsters running away all the time
(Image credit: Capcom)

Too many monsters at once
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I should not have to pull out dung pods several times in a single hunt just to tell unwelcome invaders to go away. Multiple large monsters appear in the same area too often and hang around each other too long. If I didn’t come here to hunt it, it can get in the aforementioned big ol' dumpster. It doesn’t even make sense; surely everything would flee from the apex predator of an environment. And if another monster is going to crash my Rey Dau hunt, it could at least have the common decency to deal some damage to the thing before I quite literally tell it to eat shit. Instead, they have the nerve to attackme, as if I just killed 17 of their closest friends and am now wearing their skin. That doesn’t sound a thing like me.
Too many buttons at once
More than once, Monster Hunter Wilds reminded me of the PlayStation 6 meme controller mockups with 20 buttons and four analog sticks. It feels like Wilds might be overcomplicating some weapons, or at least mapping commands poorly. Multiple attacks rely on three simultaneous inputs. It’s just plain uncomfortable to hit triangle and circle while also aiming with L2 and the right stickandguarding with R2, but it honestly wouldn’t be that big of an issue if the game’s input buffering didn’t consistently misread commands.
Clunky item pouch
After the item loadouts in World and Rise basically solved Monster Hunter’s restocking issues and streamlined the inventory UI, Wilds seems to have gone back to fiddly, multi-step processes for replenishing your potions and ammo. What we need is a one- or two-button solution that refills our inventory with all the stuff we need, preferably paired with an interface that doesn’t have more steps than a charge blade.
(Image credit: Capcom)

Constant UI disruptions
In a similar vein, I cannot begin to express how little I care about the notifications that regularly pop up on the right side of Wilds. I’ve turned off all the blurbs and boxes I can but they keep coming back like invasive web ads. Did you know that your flash bomb was effective? Yes, Capcom, because I saw the monster fall out of the sky. Did you know these other monsters are having a turf warsomewhere? No, and why do I need to? What about this environmental update that we’re going to put over the button that opens the map? Could I just have my map, please?
Weather instantly changing all the time
Environments update a littletoofrequently, as it happens, and probably too quickly at that. Dynamic weather is all well and good, but the storm conditions in the beta absolutely tank visibility and framerate, and it’s blatantly unnatural the way an eclipse-like storm just consumes the entire desert in two seconds. And then, bam, it’s right back to sunshine and rainbows minutes later. This makes even Georgia weather look tame, and it feels like a classic case of aesthetics conflicting with gameplay.
Uneven level design hurts combat
(Image credit: Capcom)

Limp-wristed weapon hit stop
Focus Mode jank
Focus Mode, which lets you land wound-destroying special attacks and aim normal attacks with greater precision, actually feels like a healthy addition to Monster Hunter combat overall, but it makes some weapons feel downright unwieldy. How am I supposed to move my character and the reticle while holding the charge button on my insect glaive? I only have so many digits, Capcom, and that’s coming from someone who used a claw grip on a Nintendo 3DS for 500 hours of Monster Hunter 4 Ultimate. And afteranother500 hours in Monster Hunter World, mostly spent maining lance, why does it suddenly feel impossible to land some attackswithoutusing Focus Mode?
Weapon imbalance
Hello, this is me officially ditching the thin disguise and getting on my soapbox to summon my 11 fellow lance mains. Why does the perfect guard counterattack, which absolutely slapped in Monster Hunter Rise and Generations, deal roughly 20% more damage than a normal poke? This is a travesty, and it cannot stand.
In seriousness, it’s not just lance. A lot of motion values feel bizarrely skewed, hurting the competitiveness of some weapons and warping their playstyle in un-fun ways. Sure, you control the buttons you press and the weapons you use, but feeling powerful is fun. This shouldn’t be as bad in the full game when we have access to more weapons and armor skills, but some numbers definitely need to be tweaked. There will always be a worst weapon, but the gap should not be as big as Monster Hunter’s speedrunning community has come to believe after the Wilds beta.
Monster Hunter Wilds players use the beta character creator to recreate their hunters from Monster Hunter World, aged for good measure, and also their real cats.
CATEGORIESPS5Xbox Series XPC GamingPlatformsPlayStationXbox
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1Nemesis review: “A magical sense of tension”
1Nemesis review: “A magical sense of tension”
1
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2Arcs review: “A whole lot of game in a small package”
2Arcs review: “A whole lot of game in a small package”
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3Path of Exile 2 review: “A stellar start to a thrilling and brutal dark adventure”
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5Marvel Rivals review: “So preoccupied with trying to be like Overwatch that it forgets to play to its own strengths”
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Marvel Rivals review: “So preoccupied with trying to be like Overwatch that it forgets to play to its own strengths”
1Sonic the Hedgehog 3 review: “Keanu Reeves as Shadow is wasted whilst Jim Carrey steals the show”
1Sonic the Hedgehog 3 review: “Keanu Reeves as Shadow is wasted whilst Jim Carrey steals the show”
1
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2Mufasa: The Lion King review – “It’s no Hakuna Matata but this Disney origin story is a class above the 2019 movie”
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3Kraven the Hunter review: “The insistence on an R-rating helps save this, with a decent helping of bloodthirsty action”
3Kraven the Hunter review: “The insistence on an R-rating helps save this, with a decent helping of bloodthirsty action”
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4The Lord of the Rings: The War of the Rohirrim review – “An uninspired expansion of the most iconic screen take on Tolkien”
4The Lord of the Rings: The War of the Rohirrim review – “An uninspired expansion of the most iconic screen take on Tolkien”
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5Nightbitch review: “Amy Adams' disappointing dark comedy is all bark and no bite”
5Nightbitch review: “Amy Adams' disappointing dark comedy is all bark and no bite”
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2Secret Level review: “An uneven experience with serious highlights that ultimately make up for the misses”
2
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3Skeleton Crew review: “Perfectly captures the vibes of classic Star Wars with a swashbuckling twist”
3Skeleton Crew review: “Perfectly captures the vibes of classic Star Wars with a swashbuckling twist”
3
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4Creature Commandos review: “James Gunn’s heartwarming, R-rated tale about super-monsters proves that the DCU is in good hands”
4Creature Commandos review: “James Gunn’s heartwarming, R-rated tale about super-monsters proves that the DCU is in good hands”
4
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