
However, what’s really fun about the Karakuri function is how it works in combat. All of this is done via a quick-menu function that’s pretty painless to use, based largely around resources made available by uncovering locations called Dragon Pits and pouring necessary resources into those pits in order to upgrade them, allowing you to create more Karakuri throughout the world.

While roaming around the countryside of Azuma, you can create tents for fast-travel points, rope-vines that’ll propel you to out-of-reach locations, drying racks to cure food for consumption, and a large number of other useful items. Karakuri is what allows your hunter to conjure various objects from thin-air, useful both in and out of battle. While Monster Hunter clones aren’t necessarily unheard of nowadays, Wild Hearts does a pretty solid job of differentiating itself, largely due to its Karakuri mechanic. You’ll take on the role of a hunter who is chasing down various giant creatures called Kemono across different locales featuring a whole host of items to collect, craft, sell, and so on. If you can imagine that, then you’re on your way to understanding what Wild Hearts is all about.ĭeveloped by Omega Force, largely known for the Dynasty Warriors games, Wild Hearts is heavily inspired by Capcom’s Monster Hunter series. Now imagine stacking three of those boxes on top of each other, scrambling up them, and leaping off in order to smash a giant rat creature in the face with a humongous hammer. As a taller person I’ve never really known the plight of someone trying to grab something from the top shelf and not quite being able to make it, but I bet it’d be immensely useful if you could conjure a giant box from thin air in order to do so.
