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Six hours with Monster Hunter Wilds: tons of great evolutions for long-time fans, but newcomers be wary
Eurogamer has played the first six hours of Monster Hunter Wilds, and here are our in-depth first impressions.
Coveting a new audience risks alienating the existing one, and so Monster Hunter always seems to find itself in a place where it wants to try new things and borrow ideas from its contemporaries, all while retaining every painstaking beat of the core loop, lest it cop that most withering of accusations: 'dumbing down'. I'm happy to say that this is the first major change that's evident in Wilds – right from the start, it throws you into an astonishing action set-piece: a tense arcade dash across desert wastes on the back of a big mad ostrich thing set upon by mini-sandworms, in some sort of deranged blend of Frank Herbert's Dune and Road Rash on the Sega Mega Drive. Existing Monster Hunter fans have been cursed with a long pre-release cycle for Wilds that has included many previews and first-looks, two public betas of which the second is currently underway, and a steady stream of information from a publisher that is historically more open than most about its upcoming releases.
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