Monster Hunter Wilds screenshot
Monster Hunter Wilds – hunting with friends (Capcom)

Capcom has hosted a hands-off preview of the new Monster Hunter sequel, at Summer Game Fest in L.A., but is it enough to send fans wild?

After closing out last year’s Summer Game Fest, Monster Hunter Wilds was also the penultimate act at this year’s showcase, as Capcom get ready for the next instalment in the popular action role-playing series. I recently got to see around 30 minutes of hands-off gameplay footage at the Play Days event in L.A. and came away very impressed by the new sequel.

It was the dynamic, living, breathing ecosystem that look centre stage during Capcom’s latest preview, with a level of detail to the graphics that captured every ripple on the pelt of the new shaggy dog monster Doshaguma.

Wilds’ map is supposed to be twice as large as any of its predecessors, offering a seamless open world experience. And when I say seamless, that’s what the Capcom representatives impressed upon us constantly. There’s no need to pick up a hunt at a village, now the hunt starts as soon as you engage in combat with a monster. There’s not a loading screen in sight, underpinning the shift towards a more immersive open world gameplay environment, which allows a level of freedom and discovery that fans of the series have longed for.

Hunters navigate this huge map on the back of a trusty new mount, the Seikret, who can also carry a weapon for the hunter, allowing you to switch primary weapons without having to head all the way back to base camp. Seikret can also auto dodge to avoid monster damage, which is great for cinematic action moments but seems to mean a slight lack of control during combat.

The live gameplay we saw included a visit to the new Kumafa Village, where the Seikret are raised and their milk is fermented into Kumafa Cheese – strong and smelly enough to fortify any hunter heading out on a hunt.

Along with Alma, the new guild appointed handler, the player character took on a pack of Doshaguma that caused a stampede and managed to aggro a Chatacabra. Looking like a cross between a toad and a gherkin, this new monster attaches rocks to itself as armour with its glue-like saliva and huge tongue.

Watching the hunters battle through rocky crevasses, I was struck at the compelling verticality of this new environment. Just as I thought things couldn’t get any more chaotic, a thunderstorm squalled in. Suddenly the sky darkened and there’s lighting everywhere, and the dynamic environment completely changes as animals scatter and seek shelter and a huge lighting covered Storm Wyvern appears in the background.

By this point, the Doshaguma is covered in wounds and is trying to escape for a rest, but the hunters are in hot pursuit. Wounds are a new mechanic to Monster Hunter and allow players to target them for higher damage, but they do close up over time. Finding it asleep in its lair, it was time to wake the slumbering Doshaguma up with a couple of bombs before leading it into a sandpit trap to finish it off.

With the hunt over we were straight back into the wilds again – no loading screen – making this a completely seamless and immersive experience. Now the storm and the hunt were over, it was time for some bird watching, with the Capcom reps pointing out how the animals have returned and the birds are back at their nests, feeding their chicks and reenforcing, on an extremely subtle level, how interconnected and dynamic the virtual world.

From a technical standpoint, Monster Hunter Wilds is a visual masterpiece. The game effortlessly leverages the power of current gen tech to deliver deep shadows and stunning graphics, with lifelike animations and breathtaking vistas that made my eyes pop. The attention to detail is remarkable, from the realistic weather effects to the intricate designs of the monsters and environments.

From the live gameplay I saw, performance-wise, the game runs smooth as silk, even when taking on a pack of Doshaguma while a Storm Wyvren spits lighting at you from a distance, with no noticeable frame rate drops. I’ve had issues with lag with Monster Hunter Rise and I’m hoping Capcom’s commitment to optimising the game ensures that players can enjoy a seamless experience in Wilds, whether they’re playing solo or in multiplayer mode.

Sending up a flare for support has never been easier, as Wilds supports up to four players in a hunt, which can be either AI-controlled or human players using the new, and apparently improved, matchmaking system.

If the early build I watched is any indication, Monster Hunter Wilds is destined to be a huge success when it launches next year. The graphics are fantastic and the more dynamic nature of the gameplay, and the multiplayer options, should ensure it has at least as much impact as the groundbreaking Monster Hunter: World. Capcom has already proven the series’ Western success wasn’t a one-off with Monster Hunter Rise but it’s Wilds that looks set to open up the franchise for even more players.

Monster Hunter Wilds screenshot
Monster Hunter Wilds – that’s a Balahara, it’s pretty tough (Capcom)

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