I also can’t help but blame my own inexperience with Wild Hearts at that point, and that frustrating (near) failure made figuring out what did work all the more rewarding. I got knocked around an embarrassing amount before finally claiming victory.ĭespite the difficulty I described in this instance, I did only “die” one time, and I never failed a quest. Unable to build, avoiding the monstrous beast’s attacks became very difficult, especially with the katana’s kit. You can climb any Kemono and attack weak points to replenish these materials, but I frustratingly failed to reach the only remaining spots. See, building Karakuri requires thread, which is usually overabundant, but it had run scarce in the area we fought in. I’ll eventually develop the skill to do this under pressure, but the loss of six-plus Karakuri at once with no payoff can be a ruinous setback. This large wall stopped the Kingtusk in its tracks and hilariously flinged it away - if I built it correctly. If I built six crates in a rectangle formation, it would create a Bulwark. The third “basic” Karakuri I unlocked is the torch, which, once erected, allowed me to coat my weapon in flames or deal a satisfying fire attack to the vulnerable, plant-based Kemono.īuilding Karakuri in certain ways leads to entirely new structures. (No, Fortnite is not in this genre.) With Karakuri, I could do things like build crates in an instant to leap off of and deal devastating attacks, or build springs to dash away in place of a dodge when my stamina was low. This Karakuri mechanic really sets Wild Hearts apart from anything else in the genre, to my knowledge. There’s more to Wild Hearts than just wielding huge weapons against giant animals so you can make new pants, though – you can build stuff on the fly mid-combat. It tends to come with fighting big, agile creatures in games in general, and there’s some feedback I’d like to be a bit more “crunchy” and obvious, but learning the systems and how to out-maneuver the bit of jank is just part of the genre at this point. There was a bit of jank in the build I played, especially with the camera and targeting. Generally, Wild Hearts’ combat feels good and leads to plenty of hype moments. There’s a mechanical bear friend to help you learn the ropes, but these tutorials are pretty bare bones and left me to put two-and-two together to discover how to best use the weapon. There are eight totally different weapon types to master ranging in technical difficulty from very easy to grasp, like the Karakuri Katana to simple yet demanding of skill, like the parasol-like Wagasa to requiring both understanding and skill, like the bow. This might also change as the game progresses – I was only able to fight three monsters and unlock four different upgrades, after all. This has me worried about the longevity of Wild Hearts, but may be music to others’ ears who prefer less grindy, less min-maxy experiences. In the middle of this, you can take “breaks” to hunt specific monsters you’ve already encountered in the story by starting optional quests from any campfire or the map.Ĭompleting these unlocks more optional quests, grants points to unlock new building abilities, and rewards those sweet sweet mats to upgrade your equipment, which is an easy-to-understand, streamlined process. These main quests may range from hunting a specific Kemono – the huge beasts that have fused with nature itself – to reaching a new point on the map. This could change down the line, but it seems like you’ll have main story quests that are active in the world, shown in the top left of the screen, separate from optional quests you need to manually trigger. The hunt-craft-hunt loop of Wild Hearts isn’t so unfamiliar to me, but the presentation and seamless storytelling were unexpected. I just wanted to play more, and ended up completing every optional quest there was. It sounds like I must have progressed in Wild Hearts a lot, but I got to the “end” of the story content available in this early build fairly quickly.
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