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That said, a few things are looking not-so-good.
Compared to Monster Hunter World and Rise, some details are looking quite bad, actually.
Here are 11 issues that stood out to me in my 15 hours of beta testing.
Performance, obviously
Let’s get the big one out of the way.
TheMonster Hunter Wildsbeta did not run very well on most PCs.
Easy for me to say!
Monsters running away all the time
I lied.
This is the biggest problem in Wilds right now.
I wantCapcomto leash these things to an area for at least four or five minutes at a time.
Multiple large monsters appear in the same area too often and hang around each other too long.
It doesn’t even make sense; surely everything would flee from the apex predator of an environment.
That doesn’t sound a thing like me.
It feels like Wilds might be overcomplicating some weapons, or at least mapping commands poorly.
Multiple attacks rely on three simultaneous inputs.
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, yo?
And then, bam, it’s right back to sunshine and rainbows minutes later.
Big hits just don’t feel big in Wilds, and I miss my juicy critical attacks.
I’ve gotten more satisfaction from chopping pork loin with a chef knife.
The lack of hit stop on meaty blows is not offset by those shiny, one-decimal damage numbers.
Crank the hit stop back up a little, c’mon.
Give me a few frames of pain.
This is a travesty, and it cannot stand.
In seriousness, it’s not just lance.
Sure, you control the buttons you press and the weapons you use, but feeling powerful is fun.