Wild Hearts Review: EA kicks off a promising hunting season

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Wild Hearts Recensione: EA inaugura una promettente stagione di caccia     
wild hearts recensione: ea inaugura una promettente stagione di caccia     

The hunting game by Omega Force and Electronic Arts has great ambitions, but also the brute force and the ideas to carry them out successfully. 

When it comes to fantasy hunting video games, the first name that comes to mind is Monster Hunter, the famous Capcom hunting saga. Its formula perfected over years of iterations has rightly allowed it to carve out a special place in the hearts of fans, who have increased exponentially with the latest incarnations of the series (here the review of Monster Hunter Rise Sunbreak).

Omega Force and Koei Tecmo, under the banner of EA Originals, therefore had to bring out the heavy artillery with Wild Hearts (here our test of Wild Hearts), a title that in one way or another is impossible not to approach the brand by Capcom. Pad in hand, however, the flavor of this experience is enhanced by small and decisive new mechanics, specially designed for the monsters that threaten the village of Minato: the Kemono.

Engineer or hunter?

In the lands of Azuma, inspired by feudal Japan, it is hunt or be hunted . The inhabitants of the village of Minato know this well, since generations of individuals dedicated to this activity have followed one another defending the common people from the gigantic Kemono. These majestic yet deadly monsters were born from the fusion of ordinary wild animals with powerful natural energies. We find it important to remember that in Azuma the hunting and killing of these creatures has a significant specific weight, an almost religious value. The unequal fight against the magic of the beasts is balanced only by the equally mystical abilities of the strongest hunters in the area: by exploiting the seeds of a now lost plant, they are able to summon traps, defense or offense systems and entire support structures. In a word, the karakuri .

The choice is wide: trampolines to dodge the charge of a huge boar, watchtowers with which to track the position of an elusive creature, spring-loaded hammers that knock down flying opponents. In fact, in Wild Hearts the player plays a hunter casually invested by the power of Azuma’s magical mechanisms, as well as the last bulwark placed to rescue Minato . Since the Kemono, following a period of peaceful coexistence with humans, have begun to attack anyone who crosses their path.

As we become familiar with the many characters in the game, it will be impossible not to get emotionally involved in their stories: the defense of the village will soon become a priority, fuel for our fighting determination. Even those who will role-play “tough guy” and always select the toughest dialogue options will not remain indifferent. It’s just a pity that the various answers have no effect on the development of the plot (they only produce slightly different reactions from the NPCs).

As soon as we set foot in Wild Hearts we realized that we already had a pleasant familiarity with movements, attacks and dodges. Therefore, if you come from a different hunting ecosystem, you won’t have major problems when settling in Minato, as long as you get used to using karakuri early , which represent one of the first and notable differences from the Capcom series. The magical mechanisms are unlocked both by exploring and through a special menu, advancing in the plot or remaining “inspired” during the fight with a Kemono. The latter modality was conceived by Omega Force as a fantasy reenactment of the traps invented by humans to overcome the gap in physical prowess with the animal world. It is therefore normal that the idea of ​​combining several simple karakuri comes to our hunter’s mind while observing a specific creature at work: for example, a wall made up of 6 crates arranged in front of us is proposed to us only after having witnessed the run of a monster that throws itself head down at breakneck speed; or, a time bomb “glows” like the classic light bulb of good ideas while we are surrounded by the annoying minions of a giant rat.

Specific needs are therefore followed by contextual inspirations, which once unlocked we will be able to replicate at will. There are dozens of possible combos to build from individual elements such as boxes, springs, mini-helicopters and torches, each with various uses and different interactions. A harpoon can be used both to reach high places and to leap onto the back of a creature and hit its weak points until detaching horns, armor or excrescences that conceal rare drops .

Nothing really new, yet Omega Force – using the karakuri – has effectively reinterpreted some of the most popular mechanics in Monster Hunter. The side effect of the importance attributed to the building system could invalidate the experience of those who strenuously decide to give it up. Although it is possible to advance in the early stages – almost – without using the karakuri, the moment will come when you will realize that they make your life much easier, as well as adding a layer of pleasant complexity to the playful mix.

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Exploring Azuma

In the open maps reachable via instant travel from the hub (Minato), the lush nature has reconquered human vestiges such as temples, bridges, roads or entire villages. The resulting framework offers evocative panoramas, moreover structured vertically to favor the use of support mechanisms, outside of the gigantomachie with the Kemono. Omega Force has foreseen a simple but effective system to manage the karakuri during explorations, in fact in each area the ” fountains of the dragon ” are distributed: geysers from which the energy that moves the magic objects gushes. Only by upgrading many of them can you increase the number and type of buildings that can be placed on the ground.

We really like the sources, because they represent both elements related to the progression and “level up” of the character, and targets that guide the exploration without limiting it to pre-established paths . They are also an excellent brake on the abuse of tools such as ziplines. To be clear, the camps that act as respawn points if a Kemono lands on it while we are fighting it are also considered karakuri.

Thus, the gradual improvement of the sources, with consequent increase in the refreshment areas designed by the player, respects the increase in difficulty of the missions and allows hunters to move more and more fluidly, reach enemies faster, and create their own shortcuts personal. The same path from point A to point B can be adapted at will, to the point that the practicability of the areas changes radically from the beginning to the end of the experience , or from user to user.

Whether hunting alone or online, what is built remains usable if we do not destroy it to make room for something else, or until a monster knocks it down. We almost forgot about it: it’s a karakuri, but we don’t have to summon it and it always accompanies us when we’re on a mission. It is a small but very tough self-propelled gear , which performs the same functions as the Monster Hunter Palicos.

He can attract the attention of monsters to move them away from us, hit them with explosives or summon cures when needed, also awakening us from torpor and various stun effects. Finally, if it is true that most hunters will limit themselves to optimizing camps by equipping them with the bare essentials, there is no shortage of tools with limited practical usability, but with a very high decorative potential.

Stone torches that mark the way to a kemono’s usual lair. Benches to recover lost energy, cogwheels that fish out precious food automatically. Once we got carried away with hunting, we entertained ourselves for a long time with all the furnishing karakuri , giving a genuinely personal touch to the maps. Always acting within the limits allowed by the dragon’s sources: nature is and remains the only mistress in Wild Hearts. We can bend some aspects in our favour, but not divert its course or distort its panoramas.

The bigger they are…

The bigger they are, the more they will challenge us, right? Not always. We were very pleased to find varied movesets, based on the type of animal at the root of the Kemono idea. We have found effective, in their own way, all the monsters that have put us to the test from time to time , reiterating how karakuri are the key to everything. By using even just a few of the simple ones in the right way, certain mistakes of timing or inexperience will be forgiven and many losses saved. However, at the same time the developers were able to take more liberties by devising the attack pools available to the Kemono, raising the bar of “punishment” in some of their offensive sequences. In short, if you don’t take hunting planning seriously, you won’t go far.

There are elemental weaknesses and resistances to deal with, altered statuses that can be avoided with minimal precautions: a routine that those who have been playing titles of the hunting genre for the longest time know well. Wild Hearts will never tell you what to do and doesn’t deprive the player of the thrill of a healthy trial and error . At most, some pop ups will suggest you visit certain NPCs, or eat to temporarily boost stats.

There are dozens of Kemono in the game world and even their variants with different attributes, attacks, elements to face. The bestiary that can be consulted in the menu will become your best friend, rich as it is in artwork, details, weaknesses, useful gimmicks both for understanding how to shoot down creatures,and to study which parts to cut in struggle to obtain the desired loot.

You can’t capture monsters in Wild Hearts: the only way we can put an end to their ruinous raids is to kill them. We believe, however, that the lore based on Japanese history and customs manages to remedy this with great elegance. The sanctity of life and the importance of nature are never questioned in Wild Hearts. When you hunt out of necessity, you respond to the laws that have governed ecosystems and animals for centuries. Being human, however, the animistic sphere intervenes: you will give thanks for the sacrifice of the Kemono with dances and rituals, you will apologize – literally – to themat the time of the killing. Not to wash your hands of the responsibility for the act, but to recognize its weight. Thus, a small animation at the end of each session, an “excuse me” pronounced by the character with sincerity and gravitas, supports the intentions of the whole game.

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Armed, dangerous and fashionable

The combat system works well even without “buildables”: after a few hours you will perform almost in a dance, different depending on the weapon, made up of light or heavy combos and dodges . The responsiveness to commands is always perfect, moreover differentiated on the basis of the weight we are carrying. Wielding a light bow or a broadsword “à la Gatsu” results in the possibility of evasion at the antipodes. A separate discussion for the more particular equipables, such as the karakuri stick or the claw , which in a sensible way can only be unlocked after having had a little experience.

Going from swinging a katana on the ground to flying around the monster hooked with a chain so as not to get unseated requires different skills. Also, always keep in mind that the experience was built with the karakuri in mind. Dwelling on the beasts, the artificial intelligence does its duty and from the very first hunts it is advisable not to underestimate the maximum attack range: practically every Kemono can reach us even if we are at a great distance from him, whether by leaping against us or by shooting a bullet at us. Also interesting is the fact that the variants of each animal always have distinctive elements in addition to the pool shared with the base one. For example, the rodent Verno’s Tail moves and strikes like its fungal variant, but in addition controls a herd of small creatures with its spores. The “enraged” form that monsters unlock after taking enough damage also adds unique moves. The dangerousness of the furious state, however, lies more in a reduced stalemate time between one assault and the next, as well as in a higher damage output.

Once you get fully into the hunting mentality, the routine is classic: hunt a Kemono, use the obtained parts to forge new weapons and stronger armor, and so on. The designs of the wearables once again follow the restraint described for the models of the monsters. As per tradition for the genre, we do not have all the weapons right away. At first, of the eight types of simple tools, only five were selectable: katana, nodachi, bow, hammer and wagasa (an umbrella with attached blades). After passing a certain rock, we were then able to juggle a cannon, the karakuri staff and the claw.

The instruments of death that we appreciated most of all are the bow, the wagasa and the cannon . The first has two fire modes and can shoot arrows that pierce the flesh of enemies and then explode when we hit them with a second type of loaded ammunition. The wagasa is fast, scenic and can parry fairly generously both on the ground and in the air. The cannon… is a cannon: it shoots, hard, always . Understandable, given the high damage output, that the cannon moves a lot when shouldered.

After all, the same balance is applied to all heavy equipment in Wild Hearts. Furthermore, its power has been limited in two ways, with overheating and overloading. The first is inevitable, even if the best weapons will heat up less quickly and will almost never lock, for example. The second can be remedied by fixing special gear on the ground: being in the circular area affected by them, the overload regenerates and allows us to shoot repeatedly.

Ultimately, the weapons are varied in terms of effects and methods of use and are one of the most successful components of the experience. The accessories that we can craft to customize the basic armor with bows, chains and more are interesting, but overlooked . For all you fashion hunters out there, it is more important to know that you will be able to choose the look of the armor while maintaining the stats of the pieces you prefer. But not immediately: only in Endgame. Meanwhile, defeating each Kemono unlocks new elemental branches based on the slayed creatures at the blacksmith. Their customization is total, both on the aesthetic and practical fronts. Do you think that almost all the equipment items are available in three different versions both in appearance and in statistics. There are armors forged following ” the way of humans “, ” the way of Kemono ” or more balanced configurations; the cost of each “way” is different and the monster parts to take to the blacksmith to get them as well. The variety of builds, however, is guaranteed and giving them a shape is exciting to say the least, also thanks to the talismans that add modifiers capable of fully influencing the hunter.

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“To be continued”

Having reached the end of the plot, not too complex but enhanced by the excellent dubbing and the charismatic characters that animate it, it is the Endgame that represents the greatest challenge of Wild Hearts. We mean not only for the player, but for the title itself and its developers . Post-launch updates are already planned with new variants of monsters already present, changes to the weapons and karakuri supplied; but also, further on, real load-bearing updates with unpublished Kemono, additional plot portions and more.

This promise from Omega Force and EA is not surprising: it is with continuous support that the experience will be able to attract new solitary hunters or teams (up to 3 members in total). Just like in Monster Hunter, freedom of action on the multiplayer front is a must. There is also crossplay between different platforms, and you can join hunting sessions that have already started in response to a team’s request for help (we will be able to invoke the support of other warriors ourselves). The first updates to a multiplayer component that already works quite well should, first of all, improve the stability of the experience .

On a purely graphic front, textures and models are taken care of both in the human world and in that of the beautiful Kemono. The animations that move the latter do not fail to surprise by their naturalness or choreography. Still, Wild Hearts only partially satisfies those looking for a more fantasy-oriented design. The beasts are roughly animals made stronger by the natural energy that flows from the dragon’s sources and the bestiary behind the design – made up of crows, hedgehogs and squirrels, to name a few – is always evident. Certainly the adventure does not dare on this front, and has some visual imbalances.

The overall glance is pleasant but it is the detail of the individual elements that is missing . Like when you notice some interpenetration between very different pieces of armor or a more or less marked pop-in depending on the machine used or the settings activated. These are defects that are not paid much attention in the excitement of the hunt, yet they are there. Finally, there have been moments – few – in which the build in our possession has wavered conspicuously in terms of frame rate, for no specific reason. Given the high-end PC hardware we were playing on, this shouldn’t have happened.

The soundtrack and the sound design in its entirety contribute to increasing the pleasantness of the experience. The music vehemently underlines the beginning of the battle and the various phases that compose it. The compositions are, inevitably, all in Japanese style , perfectly in line with the setting. The verses of the monsters are diversified enough and always scary and imposing, only one auditory note comes to mind: at times it seemed to us that there was a lack of environmental “background noise”, useful for increasing immersion in the exploration of biomes .

 

Wild Hearts
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Wild Hearts fits into a genre landscape dominated by an extraordinary contender. The “tested” elements are many and evident, but the game still finds its dimension thanks to the introduction and management of the karakuri. Mechanism after mechanism, the gameplay gears turn ever faster and more oily, revealing Wild Hearts’ identity, both playful and narrative and artistic. Still, a rocket start won’t be enough if development doesn’t continue with updates and DLC. Precisely because the initial experience is capable of challenging, involving and entertaining the player, it needs to be further supported with news, bugfixes and impactful content, to ensure that the hunt does not prove fruitless.