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Monster Hunter Wilds Ascendance vs The Expanse: Osiris Reborn
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| shopping_cart Where to Buy | |
| info General Information | |
| Release Date | |
| Feb 28, 2025 | Mar 21, 2027 |
| Developer | |
| Capcom | Owlcat Games |
| Publisher | |
| Capcom | Owlcat Games / Alcon Interactive Group |
| Genre(s) | |
| Action Role-Playing | Action Role-Playing Game (ARPG), Third-Person Shooter |
| Engine | |
| RE Engine | Unreal Engine 5 |
| stars Ratings & Price | |
| Content Rating | |
| Teen | M for Mature |
| Avg. User Rating | |
| 4.0 / 5.0 | 4.8 / 5.0 |
| Current Price (USD) | |
| $39.99 | $59.99 |
| tune Key Specs | |
| Quick Highlights | |
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| sports_esports Gameplay & Mechanics | |
| Companions/Followers | |
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| colorize Combat & Gear | |
| Weapons Overview | |
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| Armor / Gear Sets | |
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| trending_up Progression & Upgrades | |
| Skills & Progression | |
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The mechanical progression in Wilds is deeply tied to mastering the Dual Weapon and Focus Mode systems. Focus Mode allows hunters to target specific anatomical weak points, progressively opening deep wounds on the monster's hide. Executing weapon-specific Focus Strikes on these wounds bypasses standard hitzone values for massive, staggering damage. In the Ascendance expansion, players unlock the Boost Bracer, a revolutionary kinetic technology. This bracer demands hyper-aggressive, sustained assaults to build Boost Energy. Activating the Boost State entirely overrides standard weapon movesets, unlocking devastating combo paths, advanced guard points, and cinematic ultimate attacks that drastically elevate the mechanical skill ceiling. |
The system is classless and fluid. Players invest in attributes like Science, Persuasion, and Tactical Combat. Skill checks are non-RNG; success is guaranteed if your point value meets the threshold. Combat upgrades involve weapon-specific proficiency and gadgets like tactical drones or high-fidelity visors. The 'Exploit System' allows players to upgrade companion-specific synergies, enabling massive environmental combo attacks based on the squad's composition. |
| public World & Exploration | |
| World & Level Design | |
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The geographic scope of the Forbidden Lands is unprecedented, encompassing several massive, interconnected biomes that transition seamlessly without loading screens. The Windward Plains feature sprawling arid dunes punctuated by lethal Sandtides, signaling the arrival of the apex predator Rey Dau. The Scarlet Forest offers intense verticality and dense jungle canopies flooded by torrential Downpours, serving as the domain for the leviathan Uth Duna. Moving deeper, players encounter the highly combustible Oilwell Basin, the freezing Iceshard Cliffs, and the culturally dense Ruins of Wyveria. The Ascendance expansion further massively expands this footprint by introducing the floating architecture of the Eastlands and a meticulously data-mined subterranean biome. |
The game utilizes a semi-open world 'Hub and Spoke' model. Major hubs include the Belter slums of Ceres, the militaristic citadels of Mars, and the luxury districts of Luna. Each hub contains multiple detailed mission sub-zones. Environmental diversity ranges from claustrophobic, dark asteroid tunnels to the vibrant agricultural domes of Ganymede. The 'Gemini' serves as the primary mobile hub connecting these distant solar system regions. |
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| book Story & Characters | |
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| people Multiplayer | |
| Multiplayer Details | |
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Multiplayer interactions have been deeply woven into the seamless open-world structure of the Forbidden Lands. The centralized Grand Hub supports massive lobbies where players can socialize, orchestrate complex siege strategies, and engage with the quest board. In the field, standard four-player co-op dynamically scales monster health and aggression based on party size. The introduction of the Wound system inherently encourages specialized cooperative roles; lightweight weapon users can focus on rapidly lacerating a monster's hide, while heavy weapon specialists like Great Sword users hold their devastating Focus Strikes until the vulnerability is fully exposed, creating a deeply rewarding, synergistic multiplayer feedback loop across all platforms. |
None. The game is designed exclusively as a single-player narrative experience to ensure maximum focus on player choices and the 'Mass Effect-style' cinematic story. |
| extension Editions & DLC | |
| Available Editions | |
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Capcom deployed a highly stratified release model to maximize revenue across different consumer segments. Following a price maturation strategy, the Standard Edition base game saw a permanent reduction to $39.99 in late 2026. Premium tiers include the Deluxe Edition, offering exclusive cosmetic packs and communication stickers. The Premium Deluxe Edition caters to high-investment fans with the Guild Knight Layered Armor, the Hope Charm Talisman, and unique Seikret mount decorations. Finally, the Gold Edition encompasses all aforementioned content alongside two massive post-launch cosmetic DLC packs, providing a comprehensive package for franchise completionists seeking the entirety of the Year 1 digital goods and character customization vouchers. |
Standard Pack ($49.99): Base game + Early Adopter item. Deluxe Pack ($59.99): Name in credits + Miller’s OPA Armor. Miller’s Pack ($79.99): All Deluxe content + Miller’s Revolver + 2026 Beta Access. Collector's Edition ($289.00): Includes all digital items plus a physical 8-inch Gemini spaceship model, faction patches, and a hardcover artbook. |
| Post-Launch Content / DLC | |
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Capcom delivered a monumental year of free post-launch support through four major Title Updates in 2025. These updates systematically injected fan-favorite monsters like the bubble-producing Mizutsune and the electric Lagiacrus into the ecosystem, alongside a massive crossover event with Final Fantasy XIV Online. The base game lifecycle culminated with the introduction of Arch-Tempered Arkveld in TU4. Moving forward, the massive paid expansion, Ascendance, launches in 2027. This expansion introduces the grueling Master Rank difficulty, returning Elder Dragons like Teostra and Gogmazios, and a brand-new atmospheric flagship threat known as Gundoraja, entirely transforming the endgame progression loop and armor crafting meta. |
Owlcat has confirmed significant post-launch support including story expansions ('The Gate' DLC) and additional companions. Cosmetic skin packs for the Gemini and crew are also planned. There are no plans for microtransactions or battle passes. |
| help_outline FAQ | |
| Frequently Asked Questions | |
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| build Technical Details | |
| Graphics & Visual Fidelity | |
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Stretching the proprietary RE Engine to its absolute limits, the visual fidelity of Wilds is staggering, though it demanded immense hardware resources. The game utilizes advanced volumetric rendering for dynamic storm clouds, fluid simulations for bubbling tar in the Oilwell Basin, and dense, ray-traced shadows. On the PlayStation 5 Pro, the game operates natively at 4K/30fps in Quality Mode or upscaled via PSSR to 1080p/60fps in Performance Mode. PC players initially faced severe DRM-related CPU bottlenecking, prompting the community to heavily rely on open-source FSR 3.1 frame generation modifications to achieve stable framerates before Capcom stabilized the engine thread allocation in Title Update 4. |
Powered by Unreal Engine 5. Highlights include Lumen for realistic space lighting (stark shadows/harsh sunlight) and Nanite for ultra-detailed asteroid surfaces. Environmental destruction allows cover to be chipped away during firefights. |
| Audio & Soundtrack | |
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The auditory landscape of Monster Hunter Wilds is as dynamic and reactive as its meteorological systems. The audio engine heavily leverages spatial sound and volumetric acoustics to reflect the shifting environment accurately. During Fallows, the soundtrack is sparse and desolate, emphasizing the harsh crunch of dry earth and the desperate calls of starving wildlife. When Inclemencies strike, such as the Scarlet Forest's Downpour, the music swells into bombastic, orchestral panic, accompanied by the deafening roar of torrential rain and the terrifying, localized roars of apex Guardians like Uth Duna. These adaptive audio cues are critical for alerting hunters to rapid ecological shifts off-screen. |
Features a realistic vacuum-audio mode where sound is muffled and vibrations travel through the suit/boots. The score is a blend of orchestral and electronic synth, matching the gritty tone of the show. Original series actors reprise their roles, including voice work for key canonical cameos. |
| User Interface (UI/UX) | |
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The heads-up display and user interface in Monster Hunter Wilds underwent significant iterative refinement to accommodate the game's complex new mechanics. Toggling Focus Mode fundamentally shifts the UI, overlaying distinct visual markers directly onto a monster's anatomical weak points to clearly indicate active Wounds and optimal strike angles. Furthermore, meticulous community data-mining of Patch 1.040 revealed that Capcom subtly adjusted the internal coordinate system of the in-game map interface, specifically shifting elements surrounding the Scarlet Forest to clear pixel real estate. UI analysts theorize this modification was implemented specifically to accommodate a massive new 'Underground Map' icon for the unannounced Ascendance subterranean biome. |
A diegetic 'augmented reality' HUD that projects ammo and health data through the protagonist's suit visor. In Zero-G, the UI includes a vector-alignment tool to help players maintain orientation. Menus are inspired by 24th-century tech terminals seen in the television series. |
| Accessibility Options | |
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Recognizing the immense complexity of its overlapping systems, Capcom integrated robust accessibility options into the main settings menu. The UI offers high-contrast rendering modes for the visually impaired, allowing hunters to distinctly separate the monster's silhouette from complex environmental backgrounds like the dense Scarlet Forest foliage. The Focus Mode naturally acts as an accessibility aid, providing explicit, hard-locked visual reticles for weak points, vastly reducing the cognitive load of memorizing invisible hitzone data. Additionally, the game features extensive controller remapping, toggle-to-hold options for sprinting and mounting, and scalable subtitle sizing to ensure the complex narrative and tutorials remain approachable for all demographics. |
Includes text-to-speech, colorblind modes for tactical visors, adjustable Zero-G motion sickness settings, and a 'Story Mode' difficulty. Combat can be paused for tactical planning (though it remains a real-time shooter). |
| video_library Media Links | |
| Gameplay Video | |
| launchWatch | launchWatch |
| Walkthrough/Guide | |
| launchView | launchView |
| settings_applications System Requirements | |
| 1080p (Full HD) - Recommended (Est.) (High / 60 FPS) CPU: X3D cache helps significantly with Zero-G movement calculations. CPU (Laptop): High-performance mobile chips. GPU: Optimal for high-fidelity lighting and particle effects. GPU (Laptop): Frame generation is recommended for high settings. RAM: Reduces stuttering in high-density areas like Ganymede. Storage: DirectStorage supported. | |
| — | memoryCPU: Intel i7-12700K / Ryzen 7 5800X3D developer_boardGPU: NVIDIA RTX 3070 Ti / AMD RX 6800 laptop_macCPU (L): Intel i7-13700H / Ryzen 7 7840HS laptop_windowsGPU (L): NVIDIA RTX 4070 Laptop (105W+) layersRAM: 32 GB saveStorage (Tier): 110 GB NVMe SSD |
| 1080p (Full HD) - Recommended (60 FPS, Native) (High Preset, Native 1080p or DLSS/FSR 'Quality') CPU: Adequate multi-threading to handle the AI routines of pack-hunting monsters and dynamic environmental destruction. CPU (Laptop): High core count ensures the game's logic threads are not starved during multiplayer network synching. GPU: 8GB VRAM is necessary to load high-resolution mud, snow, and tar displacement textures without stalling. GPU (Laptop): Access to DLSS 3 Frame Generation heavily bridges the gap between desktop and mobile performance at this tier. RAM: Sufficient for 1080p, though background applications should be closed to free up system page files. Storage: Provides optimal load times and completely eliminates traversal stutter between major biomes. | |
memoryCPU: Intel Core i5-11600K or AMD Ryzen 5 5600X developer_boardGPU: NVIDIA GeForce RTX 2070 Super or AMD Radeon RX 6700 XT (8GB VRAM) laptop_macCPU (L): Intel Core i7-12700H or AMD Ryzen 7 6800H laptop_windowsGPU (L): NVIDIA GeForce RTX 4060 Laptop (115W+ TGP) layersRAM: 16 GB saveStorage (Tier): 140 GB NVMe Gen 4 SSD | — |
| 1080p (Full HD) - Minimum (30 FPS, Upscaled) (Low Preset, FSR/DLSS set to 'Performance' (Upscaled from 720p)) CPU: The absolute baseline for the RE Engine's physics calculations. Expect heavy utilization during the chaotic Inclemencies weather events. CPU (Laptop): Mobile CPUs will struggle with the background DRM polling; expect frequent dips below 30 FPS if thermal throttling occurs. GPU: 6GB of VRAM is the hard floor. The engine will aggressively drop texture resolution to prevent crashing. GPU (Laptop): Requires DLSS upscaling on 'Ultra Performance' to maintain playable framerates during heavy alpha-particle attacks. RAM: Dual-channel memory is critical. 8GB will result in immediate hard crashing upon entering the Forbidden Lands. Storage: DirectStorage API is utilized. Fast read speeds are necessary to stream the interconnected open-world assets. | |
memoryCPU: Intel Core i5-10400 or AMD Ryzen 5 3600 developer_boardGPU: NVIDIA GeForce GTX 1660 or AMD Radeon RX 5600 XT (6GB VRAM) laptop_macCPU (L): Intel Core i5-11400H or AMD Ryzen 5 5600H laptop_windowsGPU (L): NVIDIA GeForce RTX 3050 Ti Laptop (75W+) layersRAM: 16 GB saveStorage (Tier): 140 GB NVMe Gen 3 SSD | — |
| 1080p (Full HD) - Minimum (Est.) (Low-Medium / 30 FPS) CPU: Required to handle real-time physics and squad AI. CPU (Laptop): Standard mid-range mobile silicon. GPU: Baseline for hardware Ray Tracing and UE5 features. GPU (Laptop): VRAM management is critical at this tier. RAM: Standard dual-channel requirement. Storage: Mandatory. | |
| — | memoryCPU: Intel i5-11600K / Ryzen 5 5600X developer_boardGPU: NVIDIA RTX 2060 (6GB) / AMD RX 5700 laptop_macCPU (L): Intel i5-12500H / Ryzen 5 6600H laptop_windowsGPU (L): NVIDIA RTX 3050 Ti Laptop (95W) layersRAM: 16 GB saveStorage (Tier): 110 GB SSD |
| 1440p (QHD/2K) - High (60+ FPS, Native/Quality) (Ultra Preset, DLSS/FSR set to 'Quality') CPU: The massive L3 cache on the 5800X3D specifically smooths out the severe 1% low frame drops caused by the game's DRM checks. CPU (Laptop): Desktop-class silicon in a mobile chassis is required to maintain the required physics IPC without dropping frames. GPU: 12GB of VRAM allows for maximum texture fidelity and full resolution volumetric fog rendering during Sandtides. GPU (Laptop): High wattage is critical to ensure the core clock remains elevated during extended, hour-long siege encounters. RAM: High bandwidth DDR5 significantly improves the game's ability to stream vast amounts of topographical data seamlessly. Storage: Mandatory to prevent high-resolution asset pop-in while traversing the map rapidly on the Seikret mount. | |
memoryCPU: Intel Core i7-12700K or AMD Ryzen 7 5800X3D developer_boardGPU: NVIDIA GeForce RTX 4070 or AMD Radeon RX 7800 XT (12GB+ VRAM) laptop_macCPU (L): Intel Core i9-13900HX or AMD Ryzen 9 7845HX laptop_windowsGPU (L): NVIDIA GeForce RTX 4080 Laptop (175W TGP) layersRAM: 32 GB saveStorage (Tier): 140 GB NVMe Gen 4 SSD | — |
| 1440p (QHD/2K) - Ultra (Est.) (Ultra / 60 FPS) CPU: Top-tier IPC performance for zero-latency tactical commands. CPU (Laptop): Desktop-replacement class CPU. GPU: Ample VRAM for 1440p high-res texture packs. GPU (Laptop): Highest TGP mobile GPU. RAM: Future-proofs for heavy environmental destruction. Storage: Optimal for 4K asset streaming. | |
| — | memoryCPU: Intel i7-14700K / Ryzen 9 7900X developer_boardGPU: NVIDIA RTX 4080 / AMD RX 7900 XT laptop_macCPU (L): Intel i9-13980HX laptop_windowsGPU (L): NVIDIA RTX 4080 Laptop (175W) layersRAM: 32 GB saveStorage (Tier): 110 GB Gen4 NVMe |
| 2160p (UHD/4K) - Ultra 4K (60+ FPS, Native/Quality) (Maximum Preset, Ray Tracing Enabled, DLSS/FSR 'Balanced') CPU: Provides absolute maximum overhead to ensure the GPU is fully saturated, handling massive AI calculations flawlessly. CPU (Laptop): Top-tier mobile processors with immense cache sizes are required to drive 4K asset streaming logic. GPU: Necessary raw rasterization power to push 8.2 million pixels while rendering advanced fluid simulations for the Oilwell Basin. GPU (Laptop): The only mobile GPU capable of brute-forcing the RE Engine at 4K resolution with active ray-traced shadows. RAM: Ensures absolutely no memory bottlenecks while processing high-fidelity 4K textures and uncompressed audio. Storage: Peak sequential read speeds guarantee instant loading of complex environmental geometry and lighting maps. | |
memoryCPU: Intel Core i9-13900K or AMD Ryzen 7 7800X3D developer_boardGPU: NVIDIA GeForce RTX 4080 Super or AMD Radeon RX 7900 XTX (16GB+ VRAM) laptop_macCPU (L): Intel Core i9-14900HX or AMD Ryzen 9 7945HX3D laptop_windowsGPU (L): NVIDIA GeForce RTX 4090 Laptop (175W TGP) layersRAM: 32 GB saveStorage (Tier): 140 GB NVMe Gen 4/Gen 5 SSD | — |
| 2160p (UHD/4K) - 4K Enthusiast (Est.) (Ultra / 60 FPS (DLSS Quality)) CPU: Peak performance for the ultimate cinematic experience. CPU (Laptop): Strongest available mobile processor. GPU: Native 4K is extremely heavy; upscaling is mandatory for consistent 60+ FPS. GPU (Laptop): Peak mobile graphics. RAM: Overhead for 4K framebuffers and background tasks. Storage: Fastest storage for instant transitions. | |
| — | memoryCPU: Intel i9-14900K / Ryzen 9 7950X3D developer_boardGPU: NVIDIA RTX 4090 / AMD RX 7900 XTX laptop_macCPU (L): Intel i9-14900HX laptop_windowsGPU (L): NVIDIA RTX 4090 Laptop (175W) layersRAM: 64 GB saveStorage (Tier): 110 GB Gen5 NVMe |
| save Overall Storage | |
| Spec: 140 GB NVMe SSD Note: SATA SSDs and traditional HDDs are not supported. NVMe Gen 3.0 or higher is required to load seamless biomes and handle dynamic weather texture swapping. Type: NVMe | Spec: 110 GB NVMe SSD Note: Mechanical HDDs will result in extreme texture pop-in and loading failures. Type: NVMe |
| desktop_windows Operating System | |
| Spec: Windows 10 / Windows 11 64-bit Explanation: Required to properly allocate system memory and fully utilize DirectX 12 Ultimate feature sets required by the RE Engine. | Spec: Windows 10/11 (64-bit) Explanation: DirectX 12 Agility SDK support is required. |
| gamepad DirectX Version | |
| Spec: DirectX 12 Ultimate (Feature Level 12_2) Explanation: Mandatory for ray-traced global illumination, advanced particle rendering during weather events, and variable rate shading. | Spec: DirectX 12 Ultimate Explanation: Required for hardware-accelerated ray tracing and mesh shaders. |
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info_outline Feature details based on available data. System requirements and performance estimates may vary.
laptop_chromebook Laptop Recommendations
Common Recommendations (Handles All Compared Games)
For Monster Hunter Wilds Ascendance Specifically
For The Expanse: Osiris Reborn Specifically
info_outline Laptop recommendations are estimates based on available component benchmarks and game requirements. Actual performance may vary depending on settings, drivers, cooling, power limits, etc. Prices and availability subject to change. As an Amazon Associate, we earn from qualifying purchases.