Slaying Monsters With Swords and Sympathy

The detailed ecosystem and the emotive beasts in Monster Hunter Wilds add unusual tension to a video game franchise better known for spilling blood.

Gigantic reptiles are lounging on warm rocks as yellow grass sways in a gentle breeze.

You may be a monster hunter, feller of beasts with a razor-sharp sword, yet a companion has encouraged you to first stop and observe this flora and fauna. Press a button to gaze intensely at these lustrous creatures, learning that it is a gaggle of females gathered around a spiked, larger male. As the camera zooms in, tiny critters scuttle past your feet toward their next meal, a carcass in the distance.

The majestic scale and teeming ecological detail in Monster Hunter Wilds can make it feel as if you are playing a fantastical version of a David Attenborough documentary.

But there is no ignoring the title of this celebrated Japanese series: These are foremost monster-slaying games that have cultivated bloodlust for more than 20 years. The franchise’s inherent tension is that the allure of battling prehistoric behemoths and exploring their detailed, entwined habitats leaves a sour aftertaste when you are carving up the remaining cadavers for loot.

“There is a bizarre feeling at the center of Monster Hunter,” said Jacob Geller, a critic and YouTube video game essayist. “Unlike most other video games, it’s made pretty clear that the creatures you’re killing are not evil, and so it does feel undeniably bad hunting them.”

More than any other entry in the series, Monster Hunter Wilds, which was released for the PC, PlayStation 5 and the Xbox Series X|S on Friday, reckons with the interplay between the exceptional beauty of these animals, the ecosystems they are part of, and the player’s core task of dispatching them.

“Nature can be abundant and beautiful,” Yuya Tokuda, the game director, said through an interpreter. “Then, in a second, it can be wild, harsh and even violent.”

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