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Capcom Monster Hunter Wilds (aka MH6) - Release Thread

Turn_BASED

Educated
Joined
Jul 2, 2022
Messages
313
The IGN preview was legitimately good, I'm now excited. The new mechanics don't look nearly as gimmicky as the clutch claw or wirebugs, which is good, and it was nice to see that the girl playing (who has way more hours than I do) carted on the octopus. The environments look fantastic and they apparently kept the fun part of hunt prep (I need these items for this monster) without the shitty slew of gathering quests.

We're never going back to old MH, where gitting gud felt like being able to see the matrix for the first time after hours of carting, but I like what I see from the game.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,501
They released benchmarking tool. I also noticed that they added raytracing to options (it seems to be only for reflections, lighting is still poor in many places). REframework guys should unlock path tracing on release but i doubt it will look great as game doesn't have much lights in camps etc. which means it would look just black.

no framegen used. With framegen it's 120fps (duh)
everything on max at 4k.

This is new build with optimizations that won't be in incoming beta.

3G04sSr.png
 

S.H.O.D.A.N.

Learned
Joined
Dec 16, 2020
Messages
520
The game is CPU bound to a point where DLSS gives me an uplift of less than 10% in the zone traversal segment of the bench. A lot of people with older gen CPUs are going to have a rough time.
 

Cheesedragon117

Educated
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Sep 13, 2023
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Florida
70997173DC8EE055FD27746216917045826DCB14


No framegen, no upscaling, no AI garbage that causes more problems than it fixes. I put the important stuff on High and brought everything else down to around Medium. What specific settings you pick really depends on what you notice and what you don't. I noticed the pop-in and the low-res textures of World on console. Everything else is just negotiable. In a series carried by superb art direction, there's really no point with finagling with the graphics for 10 hours. For example, with ray-tracing off, you're given the option for screen space reflections on water, which looks just as good for something you're only going to briefly glance at once or twice in 100 hours of gameplay.


GOTY. Possibly even Game Of The Decade.

I'm thinking Game Of The Century personally. We can finally put a worldwide, indefinite moratorium of all game development going forward, effective immediately. We've peaked as a species, and thus there's no reason to make any more video games, as most of them were going to be shit anyway. I have it on good authority that Trump is going to declare world peace a week after release.
 

Crayll

Liturgist
Joined
Sep 5, 2014
Messages
199
Tested the benchmark on Linux, Proton Experimental, Intel i7-14700KF, AMD 7900 XT. Everything ran surprisingly fine on High, solid 60 FPS.

With Frame Generation on it actually ran insanely well, was getting 140~ FPS on Ultra. That setting was consistently causing crashes though, hope they get that worked out.
 

Turn_BASED

Educated
Joined
Jul 2, 2022
Messages
313
After playing the beta the game kind of feels like shit, I can’t really explain why. The changes to movement and attacks may have something to do with it, I always seem to be out of position compared to the other titles.

That being said I had a similar adjustment going from GU to World so it’s probably just me. The offset moves are awesome, to the point where I would not want to play without one. This game is going to make me switch from SnS to GS or Hammer just for the offsets.

SnS perfect rush got nerfed into the ground to the point where you may as well never use it over the regular combo. I’d imagine this will change in a title update.

Also, GL doesn’t lose sharpness when shelling, which is just great. This is old news of course but I missed the first beta so it’s new to me.

Not having a central village also feels completely wrong and this has the worst art direction I’ve seen for a MH title. Its like they saw an Indian guy in an affliction t shirt and said “yeah that’s the aesthetic we’re looking for.”
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,501
i would not judge game by old beta with some slight changes. Moreover i don't think there was any mh preview/beta whatever that gave you access to village.

Imho current system looks like just expanded field camps from mhworld so i think there will be villages as well.

Imho this looks like sequel to MH4 considering all returning characters and monsters. MH4 theme was the journey and you got to new village every once so often. So it would fit theme as well. First you get to this native village then probably use jungle village and then ice one and so on.

After all someone has to make armor and gear and there doesn't seem option to make it in your tent.
 

S.H.O.D.A.N.

Learned
Joined
Dec 16, 2020
Messages
520
The controls scheme for mouse and keyboard is shockingly good.

This might be the first Japanese action title I won't need AHK scripts for.
 
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Vorark

Erudite
Joined
Mar 2, 2017
Messages
1,477
Played the beta for a while, mostly tried my 'main' weapons.

- Charge Blade can't catch a break, can it? Every installment MH team tries to revamp what 4U had already perfected.

Not a fan of how Savage Axe playstyle is being pushed. Perfect Guard in sword mode? You get put in Savage Axe. Pop a wound? Savage Axe. I was never a fan of this mode in Iceborne but at least it was optional. I just wanna play classic, guard point focused CB in peace.

For some god forsaken reason they also thought it was a good idea to add a little pause after Element Discharge 1. I don't get its purpose because all it does is slow down the ED1 -> ED2 -> Rising Slash loop. Pointless.

Then there's the baffling need to pull an AED before a stationary SAED. Why are they messing with this again? It's like they learned little from how bad CB was in Generations; you do not disturb the AED/SAED mechanic because it is a key part of the weapon. If they wanted to curb the SAED-spam, removing red shield after the attack would be enough, like it was in 4U. In that game you needed to weight your options: deliver a devastating blow in the form of SAED and lose shield charge in exchange or stick to AED and keep you shield powered up to do more guard points and wait for a better opportunity to deliver a SAED. Good grief, why change what was working fine?

On the positive, being able to freely aim AEDs and SAEDs in focus mode is fine, there was nothing worse than whiffing an attack because the monster was twitching and moved 2mm to the side. The controls feel a bit unwieldy though.


- Insect Glaive, another weapon that had its moveset needlessly changed. It was so elegant in World and Rise, with its fluid movements, decent aerial capabilities (mostly in Rise) and excellent control scheme. Here it seems you need to gather all the 3 extracts to access the better moves whereas red extract used to be enough in previous entries. Feels sluggish to play too. I've read Capcom is changing the weapon for release, remains to be seen if they can salvage it.

- SnS seems to be mostly unscathed besides the nerfed perfect rush. I'm digging the charged X+A attack.

- Hammer, old but gold. The 'Keep Sway' wirebug move was wisely incorporated to its moveset, making the weapon even more mobile. Nothing like dodging in the nick of time and then delivering a charged attack to the face. Cathartic.

I didn't play Rise until Sunbreak and all its updates were done, and it ended up a much better game than on release day. Probably gonna do the same here or at least wait for the inevitable expansion. I know it's a beta but the game feels a bit disjointed right now, many rough edges to be smoothed off.
 

Cheesedragon117

Educated
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- Insect Glaive, another weapon that had its moveset needlessly changed. It was so elegant in World and Rise, with its fluid movements, decent aerial capabilities (mostly in Rise) and excellent control scheme. Here it seems you need to gather all the 3 extracts to access the better moves whereas red extract used to be enough in previous entries. Feels sluggish to play too. I've read Capcom is changing the weapon for release, remains to be seen if they can salvage it.
I've warmed up to the IG changes after testing it a bit more. Strong moves are more powerful in exchange for having to fully power up to access them, there are better ways of getting extracts, and you can now tag while vaulting. When you have red extract, you can hold circle to get a new finisher move called Descending Slash, while vaulting it's pretty much exactly the same as the old Descending Thrust from Iceborne. Afterwards you can spend your triple buff to use Rising Spiral Slash, an even more powerful finisher that restores your buffs if it lands cleanly. As far as I know the only things changing in the full release are the return of Vaulting Dance (bounce off the monster) and orange buff once again doing what it used to in prior games when combined with other buffs (earplugs/wind/tremor resist).

- SnS seems to be mostly unscathed besides the nerfed perfect rush. I'm digging the charged X+A attack.
I'm going to miss the old Perfect Rush ender, but this new X+A move makes up for it, as you can use it in place of the final attack. It seems like you can freely cancel any combo with it.



@H.P. Lovecraft's Cat Seems like PSN's back up, still got another day or so to enjoy the beta.
 

Melcar

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Oct 20, 2008
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Merida, again
Tested the benchmark on Linux, Proton Experimental, Intel i7-14700KF, AMD 7900 XT. Everything ran surprisingly fine on High, solid 60 FPS.

With Frame Generation on it actually ran insanely well, was getting 140~ FPS on Ultra. That setting was consistently causing crashes though, hope they get that worked out.

Ran it on my machine too because why not. Benchmark crashes the driver randomly, thought I did not try Proton Experimental. The times the benchmark does run it does fairly well on medium with my RX 6750XT and 5800X @ 1440p. Can technically run on high but some areas dip into the 30s. Maybe with FSR and frame gen, but I refuse to use those things. Highest texture settings eats up all my vram.
 

Cheesedragon117

Educated
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Florida
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That's it for the Beta. Got all of my Hunter and Palico customization tweaks in. Time to rock back and forth in a corner for 2 weeks. +M
 

SayMyName

Educated
Joined
Jan 21, 2025
Messages
149
Love that we finally got World 2 without the shitty clutchclaw
Absolutely hate how the game looks though, it's really offputting how colors seem terribly washed out especially compared to Dogma 2
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,501
This seems to be issue for first map. Rest of maps look better. They still have similar mechanic. So jungle floods instead of being taken over by sand.
 

H. P. Lovecraft's Cat

SumDrunkCat
Shitposter
Joined
Feb 7, 2024
Messages
3,205
Initial impressions are solid. Game looks stunning, greatsword combat feels as good as ever. Charged hits are really satisfying. Monster animations are best in class. The sections where the game turns into a interactive movie and plays itself are not good. Also coming directly off of MHRise which is a solid 60 fps this feels sluggish but I suppose I'll get used to it. Kinda wish I didn't pass on the PS5 Pro now.

Edit

It does have a 60 fps mode on base PS5 but the image quality is noticeably worse.
 
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Turn_BASED

Educated
Joined
Jul 2, 2022
Messages
313
- Charge Blade can't catch a break, can it? Every installment MH team tries to revamp what 4U had already perfected.
It really is criminal. They took my favorite shield weapon and changed it so many times I’ve given up on it. I was not a fan of the SAED spam but relying on savage axe is just lame. You’re right about 4U, axe mode was a situational tool in that game, which I thought captured the intended spirit of the weapon way better.
 

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