Few games have changed the trajectory of their respective series quite like Monster Hunter World, one of the biggest smash hits Capcom has ever created. Monster Hunter Outlanders, a new mobile spin-off, manages to cram the experience of World into a mobile game. While not reinventing the wheel, the game is proving to be a surprisingly competent package after six hours of play, though hesitations about the grind and encroaching gacha systems remain.
Unlike many mobile spinoffs that simplify their source material, Outlanders largely maintains the overall gameplay loop and structure of traditional Monster Hunter titles. Instead of simplification, progression is strung out to support the typical framework of a mobile game, complete with multiple currencies. The game still offers the story exposition expected from the series.
Outlanders begins with a cinematic opening, introducing adventurers venturing to an uncharted island called Aesoland, inhabited by Radiant species of monsters whose abilities are enhanced by a mineral called Radiantite. This premise justifies new monster designs and tweaked abilities, such as the Pukei-Pukei focusing more on head or tail attacks, which are easier to target with Outlanders' more streamlined lock-on system.
The game heavily banks on the formula established by Monster Hunter World. The initial area is a heavily forested region with verticality, serving to introduce players to the core gameplay loop: taking missions, tracking monsters on instanced maps, defeating them, harvesting materials, and crafting better equipment. A moderately-sized open world allows for exploration, gathering materials, and taking down smaller monsters.
Key elements from World are present, including scoutfly trails, buildable map objects like towers and ziplines, and interactive monsters. These mechanics combine effectively to create a compelling loop where players feel constantly engaged in meaningful progress. The presentation is also noteworthy, with environments that are visually stunning and a consistent framerate observed on an iPhone 14 Plus.
Differences begin to emerge in the game's minutiae and combat options. Certain combat aspects have been streamlined for mobile and touchscreen controls, though controller support is available. Movement and actions are less intricate, with two control methods offered: Adventure Mode and Classic Mode. Adventure Mode uses three buttons—Attack, React, and Burst—and contextually handles many actions, like dodging or blocking. Classic Mode offers full manual control and traditional button combos.
Classic Mode proves cumbersome with touch controls, making a controller the ideal input method. Adventure Mode, while generally functional, streamlines the experience significantly. This raises the question of why players wouldn't opt for a console Monster Hunter game if they have the means, though Outlanders offers an alternative for those without other consoles.
Progression and party building represent the other major shifts. Outlanders introduces a group of distinct characters who can be recruited as NPC companions through gacha pulls using a currency called Rutacoins. Each Adventurer possesses a unique moveset tied to a specific weapon type, offering a different playstyle than equipping various weapons on a player-created character. The ease of recruiting and upgrading Adventurers is crucial to this system, and initial currency earned allowed for building a full party without significant difficulty. The option to tackle quests solo with Adventurers is convenient, though the potential for duplicate pulls or difficulty acquiring desired characters is a concern.
The progression system is another area of contention. While most currency is earnable through gameplay or purchasable with real money, the classic Monster Hunter progression feels slower. Players must manage Zenny for upgrades and services, Rutacoins for gacha pulls, and Research Points for skill trees and building upgrades. Additional materials are required for character and equipment upgrades, weapon crafting, and more.
Monster Hunter games have always involved managing numerous elements, which can be a barrier to entry. Even after several hours, the sheer amount of systems and currencies in Outlanders can feel fatiguing. The opening hours have proven more of a slog than Monster Hunter World or Rise, and a primary concern is how this complexity will impact the experience during more challenging hunts, especially with the potential for resource walls common in gacha games.
Despite these concerns, the overall sentiment is one of surprise. The game successfully leans into the core combat timing and retains uncompromised visuals and world design. While insidious mobile elements are present, the hope is that the core experience can withstand them in the long run. More playtime will be dedicated to Outlanders for a full review.