
These are more long-term constructs that help you with tasks like locating a Kemono, or cooking ingredients and gathering materials. They’re also further supported by Dragon Karakuri. It’s not bad per se, but figuring out what it does is way more convoluted than the simplicity of just making a wall or a bomb. Some of them are very obtuse in nature, like an Elemental Lantern that’s supposed to weaken incoming monster attacks. My one gripe would be that they’re definitely not all made equal. It helps that the constructs you make are genuinely cool- the Pounder is a massive Looney Tunes style hammer that allows for huge damage, something that’s invaluable to many of the smaller rushdown weapons in the game when you just need to get a big hit in and stagger the Kemono. You can shoot the zipline into Kemono to stop them from running away, or make walls to stop yourself from being pulled into vacuums. It can’t be understated how much Wild Hearts respects player creativity. Monster Hunter’s downtime is one of its biggest weaknesses when it comes to appealing to mainstream audiences, so Wild Hearts finding a way around it that also happens to be a very fun mechanic is a huge win.

Rather than spend time collecting all manner of resources to make all manner of gadgets, Wild Hearts does away with this so you can focus more on hunting. Every meaningful non-weapon action consumes Karakuri string- from putting up walls to block charging Kemono (the game’s monsters), to creating fireworks cannons to flashbang them out of the sky. While Monster Hunter might put a lot of stock into prep work, Wild Hearts instead streamlines it with the game’s Karakuri constructs.

Follow us on Twitter Follow and Tweet us Tweet to Hearts brings an interesting spin to this.
