Wild Hearts is the new license from Omega Force (the studio behind the Dynasty Warriors) and published by EA under their Originals label. In this game of hunting giant monsters, whose universe seems freely inspired by feudal Japan, we advance from contract to contract in order to be able to improve our weapons and attack even stronger critters. A bit of déjà vu? This is normal since Wild Hearts largely takes up the basics of Monster Hunter, by embellishing the formula with a few original subtleties in order to appropriate it. Many have tried it, but few have succeeded. So, simple clone or relevant proofreading?

monster hunter bis

Difficult to avoid the comparison as some mechanics are simply taken line for line with the Monster Hunter license. Thus, each biome is divided into different semi-open game areas, where monsters, called Kemono, frolic relatively peacefully until you decide to fry them. We will then have to pound on our controller in order to weaken our enemies by cutting off parts of their bodies (claws, teeth, tails) until they decide to escape. The time to track them, we find them a little further to continue the fight. Monsters, once defeated, drop unique rewards that allow us to craft weapons and armor related to that loot.

A central hub is also present, the city of Minato, which hosts many non-player characters with multiple roles: blacksmith, merchant, quest giver, etc. These are also unbearable and we systematically inflict monologues (our protagonist being silent) of several minutes. In addition to our nerves, the NPCs strain the ‘A’ key on our controller to pass the words. On the assistance side, we are accompanied by a Tsukumo, a small robot capable of treating us and distracting the enemy, acting as a replacement for the Palico.

The comparison does not stop there since the scenario (if we can speak of a scenario…) puts us face to face with the threat of a gigantic Kemono heading straight for our village, which we must stop during scripted phases with cannon shots giants.

In short, the winks are numerous, to the point that the feeling of having already played the title is felt during the first grips. Fortunately, Wild Hearts manages to reverse this feeling and offers original content that brings something new to this kind of game.

Fortnite monster hunt version

A construction aspect is very quickly introduced into the game. Called Karakuri, these modules build instantly and have a variety of uses.

First, we have the Draconic Karakuri, which is akin to basic crafting/survival camp. This allows us to create a whole bunch of practical tools to prepare for our hunt, such as a forge to improve our weapons, a campfire to go online, a control tower that scans the surroundings, etc. Their nature is varied and customizable according to our needs.

Important point, it is possible to install a fast travel point, which allows us to return directly to a specific place in case of defeat, very practical not to retype all the way.

The Draconic Karakuri draw on limited resources associated with each area, limiting their access. You have to explore the map and activate the various dragon wells, via objects picked up here and there, to be able to claim a higher number of crafts. This equipment construction mechanic, although basic, remains quite effective and allows us to modulate the areas according to our style of play, while emphasizing the exploration of places.

The second use of Karakuri is to build structures, via a quick action menu that can remind Fortnite. These so-called Basic Karakuri draw on another resource than the Draconic models, called the construction thread.

This one is picked up in nature by breaking stones, by cutting trees or regenerates by hitting enemies. Mainly offensive and/or intended for movement, these structures take the form of horizontal thrusters, propellers to cross precipices, braziers to ignite our weapon, etc. They are created in a fraction of a second once the mechanics have been mastered and become one of our main tools in combat.

And finally, there is also the possibility of merging the Basic Karakuri by adding them, making way for formidable tools for our hunts. Giant traps capturing the too fast Kemono, mortar pinning the flying beasts to the ground, impassable barrier to stop the monster’s charge; the possibilities are as numerous as they are costly in yarn. We must therefore save them as much as possible and use them at the right time, because they can reverse the course of a confrontation on their own.

These three types of construction bring a breath of fresh air to the typical Monster Hunter canvas, whether to shape the areas according to our needs or directly in combat, giving them a creative and unique side. Especially since the Karakuri persist in our universe, even after many hours have passed, thus shaping our part with our previously laid structures.

The Dark Souls of hunting games?

These tools will not be too much in the face of the threat posed by the Kemono, which literally burst the screen during each encounter. These big beasties draw their inspiration from wildlife, coupled with an elemental twist, like some kind of Pokemon on steroids. Whether we’re talking about a lava gorilla or a celestial wolf throwing ice, the small twenty monsters that make up the bestiary are very successful, both in terms of design and their movements. Calling these encounters epic is no understatement.

Especially since the Kemono enter a second phase once sufficiently injured, returning to Souls-like bosses, and unleash in a torrent of attacks as devastating as they are spectacular. All coupled by musical flights that almost give chills. Clearly, Wild Hearts doesn’t disappoint when compared to its headliners Kemono.

Wild Hearts also draws inspiration from Zelda: Breath of the Wild. Our character can thus climb on different surfaces, even vertical walls, with a flowing stamina gauge. It also has the possibility of using a propeller, acting as a glider to make long jumps. Tsukumo (our little robot ally) hide in the scenery, under the stones or behind trees, and we spot them with the help of a little noise that mingles with the melody of clashing bamboos.

It is also by collecting them that we can improve our own robot, boosting its healing or damage capacities, among other things.

This melting pot of influences could have become indigestible, but it is clear that the sauce takes. The addition of these different sources of inspiration leads to a homogeneous mixture, pleasant to play.

Small problem despite everything, our opponents are as lively as they are imposing, often leaving the camera in difficulty, whether it is stuck in invisible walls or completely off axis, which brings confusion depending on the situation. As long as we’re still blaming the title, it looks like the resolution is dynamic. This drops drastically in certain very nervous passages, to the point where the images become pixelated, even on an Xbox Series X, being clearly below 1080p. We’re curious about the outcome of an extensive test at Digital Foundry, but as it stands we can’t help but be disappointed with the game’s overall performance.

Armed to the teeth

Faced with the Kemono, several weapons are at our disposal. The great classics of the genre are present, such as the katana, the giant sword, the bow or even the hammer. Add to that more original equipment, such as claws that allow us to cling to our prey and then move us through the air, creating a lot of space while taking advantage of the speed to assign decisive blows.

Or the Karakuri stick, an ultra versatile weapon that transforms into different combinations depending on the timing of the combos. This is also a common element to most of the solutions offered, this desire to create rhythm in the sequences, often devastating once our arsenal has been mastered. Coupled with the movement constructions of our Karakuri, the fights become exhilarating and much more action-oriented than in other titles of the genre, almost approaching the tenors of beat’em all. We regret the impossibility of changing weapons during the fight, forcing us to go through the camp to do so. As such, the preparation for the hunt remains an important element, especially with regard to the optimization of our skills (each weapon has its own skilltree) and our armor.

Because the difficulty is there. Each end of chapter ends with a summit clash with an enraged Kemono, which often marks a sharp peak in difficulty compared to the rest of the adventure. To the point where it will be necessary to return to farm several contracts to be able to improve its weapons / armor before being ready to continue.

Note that the game seems particularly greedy in terms of resources to improve our equipment, we had to redo the same contract up to seven times before being able to upgrade our katana to level three, out of the fifty or so proposed upgrades.

Several is better

What about the online part? The game can be played solo or in online cooperation, in teams of three. This function, although easy to access, nevertheless has its limits. The player can either join a session, specifying the type of tag desired (a specific monster or a quest, for example) or create a room, which allows them to be joined with or without a validation code. So certainly, it remains functional, but the interface suffers from a generation delay; we remain far from current standards.

Likewise, progress will only be shared by all players if the entire party is on the same quest.

Updates already seem to be planned for the next few weeks/months, including the arrival of new monsters and equipment variants, which will allow us to dive back into it once the adventure is over. Let’s hope that the support will continue in this way and that the game will find its audience, because the qualities are present, despite a perhaps dissuasive entry price for a new license which will suffer from the comparison with the Monster Hunters.

Test conducted on Xbox Series X.

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