

It lacks the polish and precision of Monster Hunter, the series from which it openly borrows its basic gameplay loop of hunting monsters and turning them into gear to hunt other monsters. Wild Hearts, developed by Koei Tecmo and published by EA, is not always this graceful.

The Kingtusk reels, and, after a moment, our dance resumes. I hit the ground, and my steel cable does the rest of the work, cutting through root-bone and barkskin, severing the spirit’s tail. I pull the cable taught again, and hurtle earthward.

Then, I hurl myself back into the air, and hang there in the space above its tail. I travel the full length of its body like this. My body turns with the momentum until, whirling and fire kissed, my knife meets the Kingtusk’s side. I pull the cable taught, and fling myself past the weaving trunks and vines beneath me.
