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Monster Hunter Wilds' Recent Reviews Drop to Overwhelmingly Negative

The game's rating and player numbers suggest that the latest Monster Hunter may as well be the most successful fiasco of the year.

10 million sales in the first month, the best-performing game on Steam in 2025, the fifth-best performing Steam title of all time – no matter how you slice it, it's impossible to call Capcom's Monster Hunter Wilds a flop and a failure without arguing in bad faith. But while those accolades are no doubt important both reputationally and financially, they ultimately matter little to the actual players, and based on their recent feedback, MHW might as well be called the most successful, profitable, and acclaimed fiasco of the year.

Capcom

Over the past few weeks, Monster Hunter Wilds' rating – which was never particularly high, but that's besides the point – took an even deeper plunge, dropping from 62% in late May to 59% as of this writing, with recent Steam reviews marked as Overwhelmingly Negative and a positivity score of just 19%.

While it's not unusual or uncommon for video games to periodically get hit with waves of especially harsh negativity, those waves are typically caused by a developer or publisher engaging in some naughty and unpopular activities, with Take-Two and 2K's recent Terms of Service changes being the prime example.

Where MHW differs is that the negative feedback it's been receiving isn't tied to any specific new event, as most reviews continue to criticize the very same issues present since launch: a lack of content compared to Monster Hunter: World, dismal optimization and performance, and the inclusion of Denuvo DRM, despised within the gaming community.

Speaking of World, another publicly available metric of success – and a point of pride for Wilds and its fans – concurrent Steam players, has also seen better days, with the latter now averaging fewer players than the former. As of now, Wilds sits at a 24-hour peak of 16,900, while World holds a higher daily peak of 26,041.

In the comments, some users attribute Wilds' nearly 99% drop in user numbers to its $70 price tag, noting that World arguably offers more content, is better optimized, sells for $30, and regularly drops to just ten bucks during Steam sales.

And why do you think Monster Hunter Wilds now performs worse than its predecessor? Do you think Capcom will address the optimization issues players are unhappy about? Tell us what you think in the comments!

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Comments 3

  • Anonymous user

    Well, everything in the game is broken, and it can't be fixed. The funniest thing is that Capcom doesn't even try to fix what can be fixed. The 3 most important things that don't work: 1. This is the first game in the series that I play with one hand (the game is very easy, this couldn't be allowed). 2. This is the lack of content, again 5 locations, and 5 are not even locations but horror, again 10 monsters, the funniest thing is that there is not a single monster worth fighting, since endgame monsters are tier 3 monsters, there is not a single one here. 3. This is a broken open world system, which was advertised to us so much, but in the end it all comes down to taking quests that do not allow you to play in a living open world, everything is like before, you take a quest and a new location loads, after the fight we are transferred to the camp. Why an open world in which you can't even play with friends. And of course, the online is not working, you can't create your own room and invite friends. Have you been heading towards this fiasco for 20 years?

    2

    Anonymous user

    ·28 days ago·
  • Anonymous user

    I was generally bored with the game with hour 2 or 3 of playing. Navigating camp to talk to people felt congested and confusing, the auto run kept aggravating me, lack of wire bugs from rise made movement without the mount slow and tiresome, and the story dragged on so long, holding my hand the entire time, it felt like i was being discouraged to explore. It was just an overall downgrade from world and rise,  and like the comment above me stated, they would have to do a complete overhaul of the game mechanics to appeal to the audience they had from either previous entry.

    0

    Anonymous user

    ·27 days ago·
  • Anonymous user

    It's even worse for those of us who play on Linux. The issues present on Nvidia systems are still there, and we have to spoof our GPUs in order to prevent vertices and textures from exploding all over the place. I'm on a 30 series, and a mod also has to be used to use FSR framegen, which shouldn't be necessary since FSR 3.1 decoupled framegen from the upscaler. Directstorage is still abysmal, and in order to avoid pop-in, you have to decompress the PAK file for the textures. Even installing the mod loader, Reframework, helps with performance issues since it disables Capcom's internal anti-tamper tech (yes, this game uses both Denuvo, and Capcom's own DRM). These are all hallmark signs of a bad PC port, and it just blows my mind that studios still do this. Modern consoles run on x86. They have the same CPU architecture as most PCs, so it makes no sense to still do ports. Develop them side-by-side, and if this means pushing back a release date, so be it. I'm so sick of shareholders ruining the consumer experience. They're why things are broken upon release, and they're why games are going up $10 to $20. They're gonna be the eventual death of AAA games.

    0

    Anonymous user

    ·27 days ago·

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