Monster Hunter Wilds DLC to Be Cosmetics Only and Nothing Pay-to-Win Confirms Capcom; Explains Why They Aren’t Revealing All Monsters
With how games these days are handled post-launch, it’s normal for gamers to feel a bit cautious on what kind of DLC will be slotted to make them pry their wallets open once more after buying the base game. In the case of Monster Hunter Wilds, some might be thinking that Capcom is looking to push the game’s DLC with the form of new weapons, crafting materials and the like, thus making the game essentially pay-to-win. Thankfully, that’s not the case.
In an video interview, Game Director Yuya Tokuda was asked about their plans for Monster Hunter Wilds DLC, to which the developer mentioned that they have premium armor pieces planned, and that’s about it. When prodded about gaming trends these days giving players advantages for paying, Tokuda confirmed that they won’t feature pay-to-win items.
(Note that the quotes below has gone through a translator present in the video interview)
The basic layered armor system so-called transmog will be unlocked at a certain point as you progress through the game and then once you unlock it you’ll freely be able to create any layered armor that you want and we do also have plans to make some extra special layered armor that will be made available as DLC.
When asked, “Because of the current trends in Western games, players are afraid that one day Monster Hunter DLC might include monster materials or pay- to-win items. So far Monster Hunter DLC has remained aesthetic only, can you confirm that is still going to be the case moving forward?” To which Tokuda replied with, ” yeah we’re sticking with the same direction we’ve always had.”
In the same interview Tokuda also explained why they haven’t revealed the complete monsters that will be available in the game.
I think our current style works for us; the monsters tie into to the rest of the elements of the game so closely that it isn’t just like revealing a character and that’s it. The monsters we choose to show you in advance as each trailer comes along, and we show you a new monster maybe the environment it lives in. they really give people an idea of what to expect from the game, so not just the monster design ball. I see that it lives in this area and that gives me a clue as to how the gameplay might feel, so we’re pretty happy with our current approach. The main reason we don’t show a monster in advance would be because it ties in with the storyline and the sort of final few maps you might discover, and the way the story develops towards the ending of the game and we don’t want to ruin that for people right up front, so of course you always have to h keep some things close to your chest, so that people will still enjoy discovering what happens as the story progresses. I think with Monster Hunter World we probably showed more monsters than usual, because it was something of a re-approach of the series to the West; it was a reintroduction ‘cos a lot of new players were getting on board at that time who hadn’t before, and we wanted to let you know this is what Monster Hunter is all about. This is the kind of lineup you can expect, so now that we’re where we are with our global fan base, I think that we can afford to reveal enough monsters to make you interested and excited, but to keep plenty in our pockets so that you can discover it once the game comes out.
As someone who really liked being surprised by the gargantuan monsters in MH World when I played it, I agree with Capcom’s decision not to reveal everything. I mean, almost every game and even movie these days reveal a little too much when it comes to the plot and even shock factor. Wouldn’t it be nice to be surprised by a giant horned monster charging at you without you knowing?
Monster Hunter Wilds is set to launch sometime in 2025 for the PS5, Xbox Series X|S and PC, and there’s even a demo out now as well which runs at 30fps.
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