Wild Hearts Hands-on Preview

Wild Hearts Hands-on Preview
Wild Hearts Hands-on Preview
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When EA and KOEI TECMO announced a partnership to create a hunting game called Wild Hearts, I was a bit skeptical. First, what type of hunting game was this going to be? Didn’t Cabela corner that market with its deer hunting ventures? Why would these companies have any interest in going this route?

Second, what could both publishers possibly offer each other in this type of partnership? KOEI TECMO was known for its Dynasty Warriors series, a hack-and-slash-and-hack-and-slash-and-hack-and-slash game type. EA was an odd partner as their fingers have been in several different genre puddings, some panning out well, while others did not.

Lastly, why hunting? That just seemed like an odd choice for two giant companies to collaborate on. Initially, the early idea of a hunting game didn’t excite me. I mean, what in the world was this ‘need’ for a hunting game business about? And then we were invited to a preview event to see exactly what this business was about.

And oh, boy. Yeah. I’m excited to see this in full bloom now.

The Business

Wild Hearts has little to do with anything Cabela has done with its deer games. It does have the hunting feature, but that is about as far as it goes. There is no plastic shotgun-wielding Ron Swanson included in this game. So, PETA, don’t worry, breathe a bit.

In all seriousness, the core of Wild Hearts is the spirit of the Monster Hunter series. You go out with friends (co-op and crossplay) to hunt down gigantic and ridiculous monsters in a multiplayer experience. You play side quests, and main quests, and build up your character and party to your liking. That essence alone is an easy sale for anyone who is looking to try out a new MH-type game. Honestly, that’s where the MH comparison ends because it gets a bit more complicated than what Capcom has delivered with their hit series.

The story: You play as a Hunter. You wield technology called karakuri. This specific technology allows you to craft and build weaponry to take down gigantic beasts called kemonos. The reason you’re hunting them? The world has become unbalanced and you either take down some kemonos or you risk watching the world ruined and destroyed. Nothing huge at stake, right? Also, very Shinto-themed. Also, maybe with a hint of Miyazaki. Looking at you Princess Mononoke.

Anyway, the small hands-on demo that we were able to play really gave us a taste of what all that means. Imagine crafting a weapon that does damage to a monster, while you attack in your hack-and-slash fashion. Then imagine your partners creating their own version of weapons and letting them loose in a strategic fashion. There is so much potential here and it all depends on a few things – the length of the game and the amount of complication in crafting. Those are two attributes that have yet to be fully realized or defined. I’m hopeful that both will work out, but cautious at the same time.

While my time with this game was short in comparison to what I would have liked to experience (my own fault – my schedule has been hell), I can see the potential of how big this game is going to be if the rest of it plays out right. In my experience, gamers love being creative, and they love action. If you can do both well, how much fun would that be? Yeah, you can see it, too. As people took to crafting ways to get around or dispose of enemies in Legenda of Zelda: Breath of the Wild, which is still one of the biggest reasons to play that game, the possibilities of crafting particular items that will uniquely take down a beast while you’re streaming online and showing off to the world how awesome you can be could be endless. It’s going to be absolutely nuts if this game works the way it is advertised. And believe me, folks, I hate crafting sh*t in games, but the crafting ideas that could spring forth for a hunting game of this nature is exciting as hell. I will play this game long-term if it ends up being as fun as it felt and looked.

Speaking of looks…

GORGEOUS
Granted, I was playing Wild Hearts on an RTX beast during the demo (3080…maybe 3090 – I can’t see in the case), but it made Monster Hunter look like an early PlayStation 4 title (I mean this with respect – it was just that leaps/bounds ahead of the MH series). I was surprised about how much detail was put into WH and how positively visually mesmerizing the game was once it got going. The environmental details were extraordinarily complicated. For example, when I first was dropped into the game, there was plant life everywhere and creatures hiding and moving within it (actual creatures that could get you, not just background noise). The lighting was also out of this world accurate, as it fell on the flora like it should have, piercing through cracks and crevices, while adjusting as my player adjusted with their destination. There was so much life to the game visually and it was one of the prettiest experiences I have had on my PC. Even if it was brief.

Visually pulling in players to get them engaged with environments and put them in the game is important. I know that is a big reason why games like Monster Hunter succeed, as well as games like Elden Ring. Exploration, engagement, and selling the player on the idea that they’re a part of a world is a big draw for getting an audience to stay with your game long-term. I think Wild Hearts has a shot if it can maintain what it has alluded to promise. Long run-on sentences aside, it’s a pretty damn good-looking game.

Early Verdict
This preview, while certainly early in its form and function, served as an exciting notice to the gaming world that EA and KOEI TECMO look to make a considerable mark in the monster-hunting genre that Capcom has perfected so well. Their ideas seem exciting and sound, while their current execution is a work in progress. I’m very hopeful that the game will bring what it promised for its February release.

We will keep you in the loop.