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* SpringJump: One of the early basic karakuri you learn is a spring, which (by default) launches you horizontally and gives you a few invulnerability frames. They can be upgraded to launch you further. And since they're cheap and useful, it's easy to find your battlefields strewn with dozens of them that allow you to chain jumps together.

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* SpringJump: One of the early basic karakuri you learn is a spring, which (by default) launches you horizontally and gives you a few invulnerability frames. They can be upgraded to launch you further.further, and when charging the nodachi's ChargeAttack recovers stamina. And since they're cheap and useful, it's easy to find your battlefields strewn with dozens of them that allow you to chain jumps together.
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Trope was cut/disambiguated due to cleanup


* DropTheHammer: Called a "mallet" in this game. They're big and, surprisingly, rather bendy.
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The big difference between Wild Hearts and the ''Monster Hunter'' franchise is its building mechanics. With a system reminiscent of ''VideoGame/{{Fortnite}}'', players can bring up a simple submenu during gameplay to build stuff like crates and springs, which can then be combined into more complex structures to aid the player in/out of battle. For example, two pillars of three crates transforms into a wall that you can hide behind, leap off, or trick a kemono into attacking only for it to get knocked back. Building is collaborative, with one player's buildings being semi-permanent and usable by others.

to:

The big difference between Wild Hearts and the ''Monster Hunter'' franchise is its building mechanics. With a system reminiscent of ''VideoGame/{{Fortnite}}'', players can bring up a simple submenu during gameplay to build stuff like crates and springs, which can then be combined into more complex structures to aid the player in/out of battle. For example, two pillars of three crates transforms into a wall that you can hide behind, leap off, or trick a kemono into attacking only for it to get knocked back. Building is quick and collaborative, with one player's buildings being semi-permanent and usable by others.

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Game Gourmet was disambiguated. Moved example to Cooking Mechanics


* CookingMechanics: There are plenty of ingredients laying around and purchasable, from meats to plants to spices and herbs. With the drying rack and pickle jar karakuri, you can whip up little delicacies that [[PowerUpFood boost your stats during a hunt]].



* GameGourmet: There are plenty of ingredients laying around and purchasable, from meats to plants to spices and herbs. With the drying rack and pickle jar karakuri, you can whip up little delicacies that boost your stats during a hunt.
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* ArtificalBrilliance: If you place certain Karakuri in the village hub, particularly the vines that allow you to zipline across places, you may occasionally find [=NPC=]s using them for themselves.

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* ArtificalBrilliance: ArtificialBrilliance: If you place certain Karakuri in the village hub, particularly the vines that allow you to zipline across places, you may occasionally find [=NPC=]s using them for themselves.

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* ArtificalBrilliance: If you place certain Karakuri in the village hub, particularly the vines that allow you to zipline across places, you may occasionally find [=NPC=]s using them for themselves.



** There are also story changes that occur to the locales themselves: between chapters, one island goes from temperate to frozen-over over due to a powerful ice kemono's presence. When your main hub has several buildings destroyed during an attack, the destroyed sections remain so throughout the following hunts until rebuilding efforts are complete.

to:

** There are also story changes that occur to the locales themselves: between chapters, one island goes from temperate to frozen-over over due to a powerful ice kemono's presence. When your main hub has several buildings destroyed during an attack, the destroyed sections remain so throughout the following hunts until rebuilding efforts are complete.

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* BittersweetEnding: [[spoiler:By the end of the main campaign, the hunter has defeated the Celestial Dragon and ended the cycle of death in Azuma. However, the battle overtaxed the karakuri seed, killing them. [[TheEndOrIsIt Or so it would seem at first,]], as the hunter later wakes up in the middle of a forest, with their fate from there onwards and their connection to the karakuri seed left unclear.]]



* BotanicalAbomination: [[spoiler:The Celestial Dragon is a massive tree-like dragon that uses all the elements in the game capable of summoning a rainstorm that could flood all of Azuma. Mujina refers to it as "the source kemono". You don't even see its face for most of the battle until it "blooms" out of the bud that serves as its head for the majority of the fight.]]
* ButterflyOfDeathAndRebirth: When a kemono dies, its body turns into kochō butterflies.



* CuteMachines: Tsukomo are little robot orbs that may or may not be sentient. They follow you around, make cute *clunk* noises, help out in fights, do little dances, and generally try to tug at your heartstrings.

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* CuteMachines: Tsukomo Tsukumo are little robot orbs that may or may not be sentient. They follow you around, make cute *clunk* noises, help out in fights, do little dances, and generally try to tug at your heartstrings.heartstrings.
* DeadAllAlong: [[spoiler:Mujina is actually the ghost of a hunter who challenged the Celestial Dragon and failed.]]



* DuelBoss: [[spoiler:The Celestial Being, a humanoid configuration of kochō butterflies that the hunter must face after defeating the Celestial Dragon alone, not even aided by their tsukumo companion.]]
* ExpressiveMask: Mujina wears a karakuri mask that matches his tone.



* FinishingMove: When performing one last attack on a large kemono, the hunter will say "Gomen..."[[note]] Japanese for "I'm sorry..."[[/note]] in a somber tone and put it down in one final strike.



* GreenAroundTheGills: Suzuran has a bout of seasickness when she travels with you by boat to the second area. It's played for comedy.

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* GreenAroundTheGills: PlayedForLaughs. Suzuran has a bout of seasickness when she travels with you by boat to the second area. It's played for comedy.area.



* {{Planimal}}: Many kemono have plant-like elements thrown in as well as animalistic elements, sometimes veering more towards the former than the latter.



* SubsystemDamage: Like in MonsterHunter, attacking some body parts repeatedly will break them, which allows you to collect them and also reduces the monster's ability to attack with them.
* SupportPartyMember: Your Tsukomo, a little karakuri orb with sentience (?) that follows you around during single-player hunts and provides support. Their damage output isn't high, but they can distract monsters and spew out healing mist.
* UnbreakableWeapons: Unlike MonsterHunter, your weapons don't degrade, lose sharpness, or break. Any weapon you own will last you forever, regardless of how many monsters you plunge it into.

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* SubsystemDamage: Like in MonsterHunter, ''Videogame/MonsterHunter'', attacking some body parts repeatedly will break them, which allows you to collect them and also reduces the monster's ability to attack with them.
* SupportPartyMember: Your Tsukomo, Tsukumo, a little karakuri orb with sentience (?) that follows you around during single-player hunts and provides support. Their damage output isn't high, but they can distract monsters and spew out healing mist.
* UnbreakableWeapons: Unlike MonsterHunter, ''VideoGame/MonsterHunter'', your weapons don't degrade, lose sharpness, or break. Any weapon you own will last you forever, regardless of how many monsters kemono you plunge it into.



* WanderingMinstrel: Mujina appears to be this, a mysterious itinerant bard.

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* WanderingMinstrel: Mujina appears to be this, a mysterious itinerant bard. [[spoiler:He's actually the ghost of a hunter who died fighting the Celestial Dragon.]]
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The game takes inspiration from the MonsterHunter franchise and is structured in a similar way. Players can take missions to hunt particular kemono, collect their body parts, and use them to craft better weapons and armor, then rinse and repeat. There are five weapon classes to pick from at the start, with more unlocked later in the game.

The big difference between Wild Hearts and the ''Monster Hunter'' franchise is its building mechanics. With a system reminiscent of VideoGame/{{Fortnite}}, players can bring up a simple submenu during gameplay to build stuff like crates and springs, which can then be combined into more complex structures to aid the player in/out of battle. For example, two pillars of three crates transforms into a wall that you can hide behind, leap off, or trick a kemono into attacking only for it to get knocked back. Building is collaborative, with one player's buildings being semi-permanent and usable by others.

to:

The game takes inspiration from the MonsterHunter ''VideoGame/MonsterHunter'' franchise and is structured in a similar way. Players can take missions to hunt particular kemono, collect their body parts, and use them to craft better weapons and armor, then rinse and repeat. There are five weapon classes to pick from at the start, with more unlocked later in the game.

The big difference between Wild Hearts and the ''Monster Hunter'' franchise is its building mechanics. With a system reminiscent of VideoGame/{{Fortnite}}, ''VideoGame/{{Fortnite}}'', players can bring up a simple submenu during gameplay to build stuff like crates and springs, which can then be combined into more complex structures to aid the player in/out of battle. For example, two pillars of three crates transforms into a wall that you can hide behind, leap off, or trick a kemono into attacking only for it to get knocked back. Building is collaborative, with one player's buildings being semi-permanent and usable by others.



* Multishot: The bow's horizontal mode fires one, then two, then three arrows in sequence.

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* Multishot: {{Multishot}}: The bow's horizontal mode fires one, then two, then three arrows in sequence.
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Added DiffLines:

* GameplayAndStoryIntegration:
** It's stated that kemono have the power to alter the environment around them, and every hunt showcases that in a different manner. The most common are kemono making tree roots to try and impede you or make platforms for themselves, but there's quite a few who manipulate other elements as well.
** There are also story changes that occur to the locales themselves: between chapters, one island goes from temperate to frozen-over over due to a powerful ice kemono's presence. When your main hub has several buildings destroyed during an attack, the destroyed sections remain so throughout the following hunts until rebuilding efforts are complete.
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Per wiki rules, critical reception is not allowed to be mentioned on the work's main description.


Reception has been generally positive [[note]]not counting early review-bombings[[/note]], with most pointing out its derivative nature (whether in a good and/or bad manner), its fairly low monster count, and its numerous performance issues and bugs upon release, but also praising the building mechanic, the combat, and some Quality-of-Life features that [[MonsterHunter MonHun]] fans will appreciate.
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I forgot there no page exist for neither Omega Force nor Team Ninja. Instead, I placed as Koei Tecmo themselves.


''Wild Hearts'' is a video game for PC, Playstation 5, and Xbox Series X/S that released on February 17th of 2023. Developed by Omega Force (makers of the ''VideoGame/DynastyWarriors'' and ''VideoGame/{{Toukiden}}'' series) and published by Creator/ElectronicArts, it's a roleplaying/action/monster hunting game set in Sengoku-era Japan with a fantasy twist, and the kemono (ie monsters) follow the familiar "animal plus element" formula -- gorillas who shoot fire, ravens that drip poison, and so on.

to:

''Wild Hearts'' is a video game for PC, Playstation 5, and Xbox Series X/S that released on February 17th of 2023. Developed by [[Creator/KoeiTecmo Omega Force Force]] (makers of the ''VideoGame/DynastyWarriors'' and ''VideoGame/{{Toukiden}}'' series) and published by Creator/ElectronicArts, it's a roleplaying/action/monster hunting game set in Sengoku-era Japan with a fantasy twist, and the kemono (ie monsters) follow the familiar "animal plus element" formula -- gorillas who shoot fire, ravens that drip poison, and so on.
Is there an issue? Send a MessageReason:
None


The big difference between Wild Hearts and the ''Monster Hunter'' franchise is its building mechanics. With a system reminiscent of VideoGame/{{Fortnite}}, players can bring up a simple submenu during gameplay to build stuff like crates and springs, which can then be combined into more complex structures to aid in/out of battle. For example, two pillars of three crates transforms into a wall that you can hide behind, leap off, or trick a kemono into attacking only for it to get knocked back. Building is collaborative, with one player's buildings being semi-permanent and usable by others.

to:

The big difference between Wild Hearts and the ''Monster Hunter'' franchise is its building mechanics. With a system reminiscent of VideoGame/{{Fortnite}}, players can bring up a simple submenu during gameplay to build stuff like crates and springs, which can then be combined into more complex structures to aid the player in/out of battle. For example, two pillars of three crates transforms into a wall that you can hide behind, leap off, or trick a kemono into attacking only for it to get knocked back. Building is collaborative, with one player's buildings being semi-permanent and usable by others.
Is there an issue? Send a MessageReason:
None


Reception has been generally positive [[note]]outside of early review-bombings[[/note]], with most pointing out its derivative nature (good or bad), its fairly low monster count, and its numerous performance issues and bugs upon release, but also praising the building mechanic, the combat, and some Quality-of-Life features that [[MonsterHunter MonHun]] fans will appreciate.

to:

Reception has been generally positive [[note]]outside of [[note]]not counting early review-bombings[[/note]], with most pointing out its derivative nature (good or bad), (whether in a good and/or bad manner), its fairly low monster count, and its numerous performance issues and bugs upon release, but also praising the building mechanic, the combat, and some Quality-of-Life features that [[MonsterHunter MonHun]] fans will appreciate.
Is there an issue? Send a MessageReason:
None


''Wild Hearts'' is a video game for PC, Playstation 5, and Xbox Series X/S that released on February 17th of 2023. Developed by Omega Force (makers of the ''VideoGame/DynastyWarriors'' and ''VideoGame/{{Toukiden}}'' series) and published by Creator/ElectronicArts, it's a roleplaying/action/monster hunting game set in Sengoku-era Japan with a fantasy twist, and the ''kemono'' (what the game calls its monsters) follow the familiar "animal plus element" formula -- gorillas who shoot fire, ravens that drip poison, and so on.

The game takes obvious inspiration from the MonsterHunter franchise and is structured in a smilar way. Players can take missions to hunt particular kemono, collect their body parts, and use them to craft better weapons and armor. Rinse and repeat. There are five weapon classes to pick from at the start, with more unlocked later in the game.

The big difference between Wild Hearts and the ''Monster Hunter'' franchise is its building mechanics. With a system reminiscent of VideoGame/{{Fortnite}}, players can bring up a simple submenu during gameplay to build stuff like crates and springs, which can then be combined into more complex structures. For example, once the recipe is unlocked, two pillars of three crates transforms into a wall that you can hide behind, leap off, or trick a kemono into attacking. Building is collaborative, with one player's buildings being semi-permanent and usable by others.

More complex structures, called Dragon Karakuri, include tents, campfires, forges, zip lines, giant fans, and pickle jars, amd let you customize each map. The game encourages you to place tents in certain places by reducing their cost at those locations, but beyond that, buildings don't have to be placed at certain "nodes". Each zone has its own "budget" for these Dragon Karakuri, and enhancing your budget by is a key mechanic.

Reviews on release were mid-to-high amongst professional reviewers, with most pointing out its derivative nature, its fairly low monster count, and its numerous performance issues and bugs, but praised the building mechanic, the combat, and some Quality-of-Life features that [[MonsterHunter MonHun]] fans will appreciate. User reviews were much worse.

to:

''Wild Hearts'' is a video game for PC, Playstation 5, and Xbox Series X/S that released on February 17th of 2023. Developed by Omega Force (makers of the ''VideoGame/DynastyWarriors'' and ''VideoGame/{{Toukiden}}'' series) and published by Creator/ElectronicArts, it's a roleplaying/action/monster hunting game set in Sengoku-era Japan with a fantasy twist, and the ''kemono'' (what the game calls its kemono (ie monsters) follow the familiar "animal plus element" formula -- gorillas who shoot fire, ravens that drip poison, and so on.

The game takes obvious inspiration from the MonsterHunter franchise and is structured in a smilar similar way. Players can take missions to hunt particular kemono, collect their body parts, and use them to craft better weapons and armor. Rinse armor, then rinse and repeat. There are five weapon classes to pick from at the start, with more unlocked later in the game.

The big difference between Wild Hearts and the ''Monster Hunter'' franchise is its building mechanics. With a system reminiscent of VideoGame/{{Fortnite}}, players can bring up a simple submenu during gameplay to build stuff like crates and springs, which can then be combined into more complex structures. structures to aid in/out of battle. For example, once the recipe is unlocked, two pillars of three crates transforms into a wall that you can hide behind, leap off, or trick a kemono into attacking.attacking only for it to get knocked back. Building is collaborative, with one player's buildings being semi-permanent and usable by others.

More complex structures, called Dragon Karakuri, include tents, campfires, forges, zip lines, giant fans, and pickle jars, amd let you customize each map. The game encourages you to place tents in certain places by reducing their cost at those locations, but beyond that, buildings don't have to be placed at certain "nodes". Each zone has its own "budget" for these Dragon Karakuri, and enhancing your budget by is a key mechanic.

Reviews on release were mid-to-high amongst professional reviewers, Reception has been generally positive [[note]]outside of early review-bombings[[/note]], with most pointing out its derivative nature, nature (good or bad), its fairly low monster count, and its numerous performance issues and bugs, bugs upon release, but praised also praising the building mechanic, the combat, and some Quality-of-Life features that [[MonsterHunter MonHun]] fans will appreciate. User reviews were much worse.
appreciate.
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Nioh is actually developed by Team Ninja. You know Omega Force also for Toukiden (a monster hunting series).


''Wild Hearts'' is a video game for PC, Playstation 5, and Xbox Series X/S that released on February 17th of 2023. Developed by Omega Force (makers of the ''VideoGame/DynastyWarriors'' and ''VideoGame/{{Nioh}}'' series) and published by Creator/ElectronicArts, it's a roleplaying/action/monster hunting game set in Sengoku-era Japan with a fantasy twist, and the ''kemono'' (what the game calls its monsters) follow the familiar "animal plus element" formula -- gorillas who shoot fire, ravens that drip poison, and so on.

to:

''Wild Hearts'' is a video game for PC, Playstation 5, and Xbox Series X/S that released on February 17th of 2023. Developed by Omega Force (makers of the ''VideoGame/DynastyWarriors'' and ''VideoGame/{{Nioh}}'' ''VideoGame/{{Toukiden}}'' series) and published by Creator/ElectronicArts, it's a roleplaying/action/monster hunting game set in Sengoku-era Japan with a fantasy twist, and the ''kemono'' (what the game calls its monsters) follow the familiar "animal plus element" formula -- gorillas who shoot fire, ravens that drip poison, and so on.
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sp error


* DeathOfAThousandCuts: Some weapons, like the bladed wasaga and claw blad, work this way.

to:

* DeathOfAThousandCuts: Some weapons, like the bladed wasaga and claw blad, blade, work this way.
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a word


* NonMaliciousMonster: Are kemono bad, or is living alongside them simply difficult? Suzuran even acknowledges that an early major event ([[spoiler: the Earthbreaker's attack on Minoto]]) is just the result of kemono doing what comes naturally -- expanding its territory and looking for "food."

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* NonMaliciousMonster: Are kemono bad, or is living alongside them simply difficult? Suzuran even acknowledges that an early major event crisis ([[spoiler: the Earthbreaker's attack on Minoto]]) is just the result of kemono doing what comes naturally -- expanding its territory and looking for "food."
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added some tropes

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* AnInteriorDesignerIsYou: Some Dragon Karakuri are purely decorative and let you kit out your campsite. Visitors to your campsite will see them, too.


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* LikeFatherLikeSon: Natsume's [[spoiler:dad was also skilled with karakuri. When her mother died, all he had left was his forge, his daughter, and karakuri, and Natsume is just as focused on them as he was.]]


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* MorphWeapon: The katana and staff. The katana can switch to a whip for bonus damage (in the form of more hits per swing) and increased range. The staff has a few transformations, each with its own benefit.
* Multishot: The bow's horizontal mode fires one, then two, then three arrows in sequence.
* NonMaliciousMonster: Are kemono bad, or is living alongside them simply difficult? Suzuran even acknowledges that an early major event ([[spoiler: the Earthbreaker's attack on Minoto]]) is just the result of kemono doing what comes naturally -- expanding its territory and looking for "food."


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* PortTown: The main hub, Minato.


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* SpikeShooter: Goldshards are big porcupines and, yes, shoot their spikes, which persist on the battlefield for a moment or two. Some of these attacks spread out in such a way that a hunter holding perfectly still will be unharmed.
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* WrestlerInAllOfUs: Lavabacks perform a textbook dropkick in both its normal and enraged forms. It's as terrifying as it sounds.
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* AbnormalAmmo: One karakuri is a sort of launcher that launches small kemono. How useful it is to you depends on how much you're willing to try and heard the little guys.

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* AbnormalAmmo: One karakuri Dragon Karakuri is a sort of launcher that launches small kemono. basic karakuri. How useful it is to you depends on how much you're willing to try where its placed and heard the little guys.what basic karakuri you use as ammunition.
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* {{BFS}}: True to genre conventions and its inspiration, there are some very big swords in this game. They're called ''nodachi'' but don't look like real nodachi -- more like giant cleavers with some embellishment.

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* {{BFS}}: True to genre conventions and its inspiration, there are this game has some very big swords in this game.swords. They're called ''nodachi'' but don't look like real nodachi -- more like giant cleavers with some embellishment.



* CuteBruiser: You're welcome to use the game's rather detailed character creator to make a very small, very cute hunter who can go the distance with giant lava monkies.

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* CuteBruiser: You're welcome to use the game's rather detailed character creator to make a very small, very cute hunter who can go the distance with giant lava monkies.monkeys.



* FantasticVermin: Some of the very small, non-threatening critters are essentially just a vermin with extra bits, like a lizard whose tail is a plant, or a squirrel with flowers on its back.

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* FantasticVermin: Some of the very small, non-threatening critters are essentially just a vermin with extra bits, like a lizard whose tail is a plant, or a squirrel with flowers on its back.



* MasterOfThreads: Karakuri, when summoned, frequently look to have glowing green threads throughout, and pressing and holding the left shoulder button (on console controllers) show a path to the target monster that looks like long, waving threads. These are Divine Threads, which are identical to ''ki,'' and your character is implied to be a natural master of them, thanks to the little karakuri embedded just next to your hear. In gameplay, they're usually just called "thread."

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* MasterOfThreads: Karakuri, when summoned, frequently look appear to have glowing green threads throughout, and pressing and holding the left shoulder button (on console controllers) show a path to the target monster that looks like long, waving threads. These are Divine Threads, which are identical to ''ki,'' and your character is implied to be a natural master of them, thanks to the little karakuri embedded just next to your hear.heart. In gameplay, they're usually just called "thread."



* PowerUpFood: Like MonsterHunter, eating provides buffs that you'll want during your hunts. Most food seems to provide a bonus to your health, but other buffs include resistance to elements, more stamina, more damage, better dodges, etc.
* RainofArrows: The bow weapon has an option to fire a dozen or so arrows, all at once, in a nice high arc.

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* PowerUpFood: Like MonsterHunter, eating provides buffs that you'll want during your hunts. Most food seems to provide a bonus to your health, but other buffs include resistance to elements, more stamina, more damage, better dodges, etc.
* RainofArrows: RainOfArrows: The bow weapon has an option to fire a dozen or so arrows, all at once, in a nice high arc.



* RoyalsWhoActuallyDoSomething: The Steward of Minato ''wishes'' she could be this, and feels more than a little embarassed that her position is totally ceremonial and carries no real authority.
* SpringJump: One of the early basic karakuri you learn is a spring, which (by default) launches you horizontally and gives you a few invulnerability frames. They can be upgraded to launch you farther. And since they're cheap and useful, it's easy to find your battlefields strewn with dozens of them that allow you to chain jumps together.

to:

* RoyalsWhoActuallyDoSomething: The Steward of Minato ''wishes'' she could be this, and feels more than a little embarassed embarrassed that her position is totally ceremonial and carries no real authority.
* SpringJump: One of the early basic karakuri you learn is a spring, which (by default) launches you horizontally and gives you a few invulnerability frames. They can be upgraded to launch you farther.further. And since they're cheap and useful, it's easy to find your battlefields strewn with dozens of them that allow you to chain jumps together.
Is there an issue? Send a MessageReason:
None


''Wild Hearts'' is a video game for PC, Playstation 5, and Xbox Series X/S that released on February 17th of 2023. Developed by Omega Force (makers of the VideoGame/DynastyWarriors and VideoGame/{{Nioh}} series) and published by Electronic Arts, it's a roleplaying/action/monster hunting game set in Sengoku-era Japan with a fantasy twist, and the ''kemono'' (what the game calls its monsters) follow the familiar "animal plus element" formula -- gorillas who shoot fire, ravens that drip poison, and so on.

to:

''Wild Hearts'' is a video game for PC, Playstation 5, and Xbox Series X/S that released on February 17th of 2023. Developed by Omega Force (makers of the VideoGame/DynastyWarriors ''VideoGame/DynastyWarriors'' and VideoGame/{{Nioh}} ''VideoGame/{{Nioh}}'' series) and published by Electronic Arts, Creator/ElectronicArts, it's a roleplaying/action/monster hunting game set in Sengoku-era Japan with a fantasy twist, and the ''kemono'' (what the game calls its monsters) follow the familiar "animal plus element" formula -- gorillas who shoot fire, ravens that drip poison, and so on.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rliyuvgi2dynci2p7gyatjyn.jpg]]
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grammar fixes, educed wordiness, added a missing word.


The big selling-point for Wild Hearts is its building mechanics. Like VideoGame/{{Fortnite}}, players can bring up a simple submenu during gameplay to build items like crates and springs, which can then be combined into more complex structures. For example, once the recipe is unlocked, two pillars of three crates each creates a wall that you can hide behind, leap off, or trick a kemono into attacking. Building is also collaborative, with one player's buildings being semi-permanent and usable by others.

More complex structures, called Dragon Karakuri, include tents, campfires, forges, zip lines, giant fans, pickle jars, and lots of decorations, let you customize each map. The game encourages you to place tents in certain places by reducing their cost at those locations, but beyond that, buildings don't have to be placed at certain "nodes". Each zone has its own "budget" for these Dragon Karakuri, and enhancing your budget by spending materials is a key mechanic.

Reviews on release were moderate, with many reviews pointing out its derivative nature, it's fairly low monster count, and its numerous performance issues and bugs. Comparisons to the very well-liked and long-running MonsterHunter series weren't good. At the same time, reviews praised the building mechanic, the combat, and some Quality-of-Life features that [[MonsterHunter MonHun]] fans will appreciate.

to:

The big selling-point for difference between Wild Hearts and the ''Monster Hunter'' franchise is its building mechanics. Like With a system reminiscent of VideoGame/{{Fortnite}}, players can bring up a simple submenu during gameplay to build items stuff like crates and springs, which can then be combined into more complex structures. For example, once the recipe is unlocked, two pillars of three crates each creates transforms into a wall that you can hide behind, leap off, or trick a kemono into attacking. Building is also collaborative, with one player's buildings being semi-permanent and usable by others.

More complex structures, called Dragon Karakuri, include tents, campfires, forges, zip lines, giant fans, and pickle jars, and lots of decorations, amd let you customize each map. The game encourages you to place tents in certain places by reducing their cost at those locations, but beyond that, buildings don't have to be placed at certain "nodes". Each zone has its own "budget" for these Dragon Karakuri, and enhancing your budget by spending materials is a key mechanic.

Reviews on release were moderate, mid-to-high amongst professional reviewers, with many reviews most pointing out its derivative nature, it's its fairly low monster count, and its numerous performance issues and bugs. Comparisons to the very well-liked and long-running MonsterHunter series weren't good. At the same time, reviews bugs, but praised the building mechanic, the combat, and some Quality-of-Life features that [[MonsterHunter MonHun]] fans will appreciate.
appreciate. User reviews were much worse.
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Fixed Sayonara Wild Hearts link. Also fixed links for >2 word wikiwords.


Not to be confused with SayonaraWildHearts.

to:

Not to be confused with SayonaraWildHearts.
VideoGame/SayonaraWildHearts.



* AttackontheHeart: It's not explicitly stated, but your first confrontation with a kemono leaves you with a wound that damages your heart. That's why the little karakuri that Mujina gives you has more-or-less fused with it.

to:

* AttackontheHeart: AttackOnTheHeart: It's not explicitly stated, but your first confrontation with a kemono leaves you with a wound that damages your heart. That's why the little karakuri that Mujina gives you has more-or-less fused with it.



* DeathofaThousandCuts: Some weapons, like the bladed wasaga and claw blad, work this way.
* DroptheHammer: Called a "mallet" in this game. They're big and, surprisingly, rather bendy.

to:

* DeathofaThousandCuts: DeathOfAThousandCuts: Some weapons, like the bladed wasaga and claw blad, work this way.
* DroptheHammer: DropTheHammer: Called a "mallet" in this game. They're big and, surprisingly, rather bendy.



* GreenAroundtheGills: Suzuran has a bout of seasickness when she travels with you by boat to the second area. It's played for comedy.
* MasterofThreads: Karakuri, when summoned, frequently look to have glowing green threads throughout, and pressing and holding the left shoulder button (on console controllers) show a path to the target monster that looks like long, waving threads. These are Divine Threads, which are identical to ''ki,'' and your character is implied to be a natural master of them, thanks to the little karakuri embedded just next to your hear. In gameplay, they're usually just called "thread."
* ParasolofPain: One weapon option is essentially a battle umbrella.

to:

* GreenAroundtheGills: GreenAroundTheGills: Suzuran has a bout of seasickness when she travels with you by boat to the second area. It's played for comedy.
* MasterofThreads: MasterOfThreads: Karakuri, when summoned, frequently look to have glowing green threads throughout, and pressing and holding the left shoulder button (on console controllers) show a path to the target monster that looks like long, waving threads. These are Divine Threads, which are identical to ''ki,'' and your character is implied to be a natural master of them, thanks to the little karakuri embedded just next to your hear. In gameplay, they're usually just called "thread."
* ParasolofPain: ParasolOfPain: One weapon option is essentially a battle umbrella.
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fixed link to Fortnite page. I'll get the hang of it some day.


The big selling-point for Wild Hearts is its building mechanics. Like [[Fortnite]], players can bring up a simple submenu during gameplay to build items like crates and springs, which can then be combined into more complex structures. For example, once the recipe is unlocked, two pillars of three crates each creates a wall that you can hide behind, leap off, or trick a kemono into attacking. Building is also collaborative, with one player's buildings being semi-permanent and usable by others.

to:

The big selling-point for Wild Hearts is its building mechanics. Like [[Fortnite]], VideoGame/{{Fortnite}}, players can bring up a simple submenu during gameplay to build items like crates and springs, which can then be combined into more complex structures. For example, once the recipe is unlocked, two pillars of three crates each creates a wall that you can hide behind, leap off, or trick a kemono into attacking. Building is also collaborative, with one player's buildings being semi-permanent and usable by others.
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None

Added DiffLines:

->''"Recall, as you journey on: a hunter yields not."''
-->-- Mujina the Musician

''Wild Hearts'' is a video game for PC, Playstation 5, and Xbox Series X/S that released on February 17th of 2023. Developed by Omega Force (makers of the VideoGame/DynastyWarriors and VideoGame/{{Nioh}} series) and published by Electronic Arts, it's a roleplaying/action/monster hunting game set in Sengoku-era Japan with a fantasy twist, and the ''kemono'' (what the game calls its monsters) follow the familiar "animal plus element" formula -- gorillas who shoot fire, ravens that drip poison, and so on.

The game takes obvious inspiration from the MonsterHunter franchise and is structured in a smilar way. Players can take missions to hunt particular kemono, collect their body parts, and use them to craft better weapons and armor. Rinse and repeat. There are five weapon classes to pick from at the start, with more unlocked later in the game.

The big selling-point for Wild Hearts is its building mechanics. Like [[Fortnite]], players can bring up a simple submenu during gameplay to build items like crates and springs, which can then be combined into more complex structures. For example, once the recipe is unlocked, two pillars of three crates each creates a wall that you can hide behind, leap off, or trick a kemono into attacking. Building is also collaborative, with one player's buildings being semi-permanent and usable by others.

More complex structures, called Dragon Karakuri, include tents, campfires, forges, zip lines, giant fans, pickle jars, and lots of decorations, let you customize each map. The game encourages you to place tents in certain places by reducing their cost at those locations, but beyond that, buildings don't have to be placed at certain "nodes". Each zone has its own "budget" for these Dragon Karakuri, and enhancing your budget by spending materials is a key mechanic.

Reviews on release were moderate, with many reviews pointing out its derivative nature, it's fairly low monster count, and its numerous performance issues and bugs. Comparisons to the very well-liked and long-running MonsterHunter series weren't good. At the same time, reviews praised the building mechanic, the combat, and some Quality-of-Life features that [[MonsterHunter MonHun]] fans will appreciate.

Not to be confused with SayonaraWildHearts.

----
!!The game in general provides examples of:

* AbnormalAmmo: One karakuri is a sort of launcher that launches small kemono. How useful it is to you depends on how much you're willing to try and heard the little guys.
* AllMythsAreTrue: In a sense. Many of the kemono are modeled after mythical beasts from folklore, like the tanuki.
* AttackontheHeart: It's not explicitly stated, but your first confrontation with a kemono leaves you with a wound that damages your heart. That's why the little karakuri that Mujina gives you has more-or-less fused with it.
* {{BFS}}: True to genre conventions and its inspiration, there are some very big swords in this game. They're called ''nodachi'' but don't look like real nodachi -- more like giant cleavers with some embellishment.
* ColossusClimb: Players can jump on and cling to kemono. From there, they can hitch a ride, or navigate over a glowing weak spot and yank out some thread, which also stuns the monster. However, the clinging is a little finicky, and moving around the monster is equally tough, especially when the monster is moving, so players typically don't actually climb around the monster unless they really, really need to.
* CuteBruiser: You're welcome to use the game's rather detailed character creator to make a very small, very cute hunter who can go the distance with giant lava monkies.
* CuteMachines: Tsukomo are little robot orbs that may or may not be sentient. They follow you around, make cute *clunk* noises, help out in fights, do little dances, and generally try to tug at your heartstrings.
* DeathofaThousandCuts: Some weapons, like the bladed wasaga and claw blad, work this way.
* DroptheHammer: Called a "mallet" in this game. They're big and, surprisingly, rather bendy.
* FantasticVermin: Some of the very small, non-threatening critters are essentially just a vermin with extra bits, like a lizard whose tail is a plant, or a squirrel with flowers on its back.
* GameGourmet: There are plenty of ingredients laying around and purchasable, from meats to plants to spices and herbs. With the drying rack and pickle jar karakuri, you can whip up little delicacies that boost your stats during a hunt.
* GreatBow: It's hard to tell exactly how large the bow weapons really are, but they appear to be pretty sizable, likely based on the Japanese ''daikyu'', which were typically about the size of a standing adult.
* GreenAroundtheGills: Suzuran has a bout of seasickness when she travels with you by boat to the second area. It's played for comedy.
* MasterofThreads: Karakuri, when summoned, frequently look to have glowing green threads throughout, and pressing and holding the left shoulder button (on console controllers) show a path to the target monster that looks like long, waving threads. These are Divine Threads, which are identical to ''ki,'' and your character is implied to be a natural master of them, thanks to the little karakuri embedded just next to your hear. In gameplay, they're usually just called "thread."
* ParasolofPain: One weapon option is essentially a battle umbrella.
* PowerUpFood: Like MonsterHunter, eating provides buffs that you'll want during your hunts. Most food seems to provide a bonus to your health, but other buffs include resistance to elements, more stamina, more damage, better dodges, etc.
* RainofArrows: The bow weapon has an option to fire a dozen or so arrows, all at once, in a nice high arc.
* RidiculouslyFastConstruction: Karakuri, when built, appear rapidly. And fusion karakui assume their final forms seconds after the last basic karakuri is in place. Basically, you can make dozens of fairly complicated structures at a speed that would make a professional jealous.
* RingMenu: The quick chat options operate off of a ring menu, activated (on consoles) by holding right on the d-pad.
* RoyalsWhoActuallyDoSomething: The Steward of Minato ''wishes'' she could be this, and feels more than a little embarassed that her position is totally ceremonial and carries no real authority.
* SpringJump: One of the early basic karakuri you learn is a spring, which (by default) launches you horizontally and gives you a few invulnerability frames. They can be upgraded to launch you farther. And since they're cheap and useful, it's easy to find your battlefields strewn with dozens of them that allow you to chain jumps together.
* SubsystemDamage: Like in MonsterHunter, attacking some body parts repeatedly will break them, which allows you to collect them and also reduces the monster's ability to attack with them.
* SupportPartyMember: Your Tsukomo, a little karakuri orb with sentience (?) that follows you around during single-player hunts and provides support. Their damage output isn't high, but they can distract monsters and spew out healing mist.
* UnbreakableWeapons: Unlike MonsterHunter, your weapons don't degrade, lose sharpness, or break. Any weapon you own will last you forever, regardless of how many monsters you plunge it into.
* WanderingMinstrel: Mujina appears to be this, a mysterious itinerant bard.

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