Monster Hunter World Can’t Envision That Maybe Hunters are the Baddies
Colonialism, Ecology and Monster Hunting
My hunter quickly carves up the corpse of a feathered dinosaur as the mission timer ticks down. In a few seconds, she’ll cheer triumphantly in armor made from her last dozen kills as she poses over the remains of this latest one.
I’d half-heartedly tracked the Kulu-Ya-Ku for a while. Along the way, I stopped to fight some Kestodons, examined old footprints, and got interrupted by a Great Jagras. I picked fistfuls of flowers and mined. I filled meters. It was another Expedition in Monster Hunter World, a free-form mode allowing me all the time I wanted to explore and extract from The New World. But my mission here was still clear—there was a nerdy-looking bird dinosaur digging up pottery in an area that the Hunter’s Guild had claimed as a camp, and that nerd bird had to die. And when I’m done, I’ll do this at least a half-dozen more times until I’ve made myself a fancy new set of bird beast armor.
The Hunter’s Guild would call it “restoring balance.” But if we’re honest it’s a quest that sticks deep in the confused and confusing colonial explorations at the heart of Monster Hunter World, and games like it.
If there’s one thing I’ve noticed in videogames over the years, it’s how willing they are to readily dive into colonialism. Whether they mine it for setting, narrative, or theme, or implementing systems and mechanics of exploitation and control, colonialism is often and unfortunately a natural fit for games, most often ones pumped out by bigger developers who don’t really consider for what these systems and games invoke.
Games are good at an “us” (the player) and a “them” (other players, or whatever non-player opposing force the game dictates). Games of the current generation, with their fondness for open worlds, have players laying claim to regions, scouting new ones, and extracting resources, often while waging violence to do so. Many of these games even pursue this with an extended goal of total dominion in mind, markers and achievements indicating when a player has exhausted the frontier—100%.
The more games gain in complexity, the more they borrow from systems of colonial expansion, control, and, ultimately, violence. And, in a way, the more games do so, the murkier the waters grow. It becomes harder to actually conceive of these systems and ideas. Games have gotten so good at them, they’ve become expected, even boring—we often just don’t notice them anymore. We come to accept colonialist power structures and actions as natural, normal, and acceptable—ignoring the centuries of continued violence and oppression that inform everything from our daily social interactions with the latest evolutions of those structures, to extinctions and climate change.
Monster Hunter World is absolutely a game about colonialism. And, to an extent, it has to know this. The frontier it presents is literally The New World, a vast, largely unknown continent to the west. There are indigenous tribes of sapient cat-like people, not unlike the player’s companion Palico; they draw primitive figures on walls and trees, and you can earn their trust and they’ll give you quests and grant you boons. There are resources to extract, for consumption (literally). And of course there are all sorts of flora, fauna, and their mega- equivalents to exert will and dominion over.
Like other AAA titles, it brings with it an open world full of wildlife to explore and dominate. Except, it deviates in a fairly sharp manner. The premise behind Monster Hunter is that the Hunter’s Guild actually has an ecological conservationist mission. Sure, it’s anthropocentric, but the general idea is these are the predators with enough sense, morality, and superego to maintain the balance of nature these other giant predators can’t. Meeting this game halfway means accepting that this is genuinely what the Hunter’s Guild believes, and in this world there is at least some truth to it. Monster Hunter World wants to be a game about research, cataloging, and understanding, as much as it is about, well, hunting.
Monster Hunter World tasks players with being Lewis, Clark, John Smith, and a monster-killing version of George Armstrong Custer—clearing a path through this previously-inhabited land at the barrel of a light bowgun, so that the teams of naturalists back at base can do important ecological research.
Yet, for all its pontificating about balance and selective culling, Monster Hunter World has to allow for players to determine how selective that culling needs to be. If you really want that particular armor set, and you’re getting unlucky with the material drops from your kills, the threshold for upsetting the natural world’s balance is as high as you need. The game only required me to kill one Great Jagras, for instance, but to complete the armor set, I killed nine. Which, for the game world and the Hunter’s Guild, was completely fine. Encouraged, even. It seemed no matter how many I hunted, there was always a need to cull more. Because as much as this is a game about the importance of balanced ecological systems, it’s also a game about hunting monsters.
The more I played, the more I wondered just how many of an individual species I’d have to hunt before extinction set in, before the balance of the New World’s ecology was devastated to the point where it would take centuries to repair. What is the American Bison tipping point of Monster Hunter World? Of course, there isn’t one. There can’t be. Where’s the fun in that?
-
Life Is Strange Endures a Decade Later Thanks To Its Music By Willa Rowe October 23, 2025 | 3:04pm
-
We Have No Objections to Ace Attorney's Action-Packed Music By Marc Normandin October 22, 2025 | 1:21pm
-
What Is Call of Duty Scared Of? By Moises Taveras October 21, 2025 | 2:43pm
-
The Strength of Super Metroid's Soundtrack Is in Its Silences By Maddy Myers October 21, 2025 | 1:30pm
-
Reunion Is A Great Post-Car Crash Game By Wallace Truesdale October 20, 2025 | 12:00pm
-
How Games Turn Us into Nature Photographers By Farouk Kannout October 20, 2025 | 11:00am
-
Silent Hill f Returns the Series To What It Always Should Have Been: An Anthology By Elijah Gonzalez October 17, 2025 | 2:00pm
-
Super Mario Galaxy 1+2 Is A New Template For HD Remasters By Madeline Blondeau October 17, 2025 | 12:00pm
-
Shorter Games with Worse Graphics Really Would Be Better For Everyone, Actually By Grace Benfell October 17, 2025 | 10:45am
-
Taylor Swift’s The Life of a Showgirl Songs as Video Games By Willa Rowe October 16, 2025 | 2:47pm
-
Whether 8-Bit, 16-Bit, or Battle Royale, It's Always Super Mario Bros. By Marc Normandin October 15, 2025 | 3:15pm
-
Lumines Arise's Hypnotic Block Dropping Is So Good That It Transcends Genre By Elijah Gonzalez October 15, 2025 | 1:00pm
-
I’ve Turned on Battlefield 6’s Senseless Destruction By Moises Taveras October 14, 2025 | 3:30pm
-
Ghost of Yotei Reminded Me of the Magic of the PS5 DualSense Controller By Maddy Myers October 14, 2025 | 12:15pm
-
Steam’s Wishlist Function Is Missing One Crucial Feature By Toussaint Egan October 13, 2025 | 3:30pm
-
The Future of Kid-Friendly Online Spaces By Bee Wertheimer October 13, 2025 | 2:30pm
-
In the End, Hades II Played Us All By Diego Nicolás Argüello October 10, 2025 | 2:00pm
-
Hades II's Ill-Defined, Unserious World Undermines the Depth and Power of Mythology By Grace Benfell October 9, 2025 | 1:00pm
-
2XKO’s $100 Arcane Skins Are the Latest Bummer for Fighting Game Fans By Elijah Gonzalez October 8, 2025 | 3:00pm
-
Nintendo's Baseball History: Why Ken Griffey Jr. and the Seattle Mariners Should Be Honorary Smash Bros. By Marc Normandin October 8, 2025 | 1:00pm
-
Don’t Stop, Girlypop! Channels Old School Shooter Fun Alongside Y2K ‘Tude By Elijah Gonzalez October 8, 2025 | 9:14am
-
Ghost of Yōtei and Assassin's Creed Shadows Have Refreshingly Different Heroines By Maddy Myers October 7, 2025 | 12:15pm
-
Yakuza Kiwami 3 and the Case Against Game Remakes By Moises Taveras October 7, 2025 | 11:00am
-
and Roger and Little Nightmares Understand Feeling Small Is More Than Just Being Small By Wallace Truesdale October 6, 2025 | 1:00pm
-
Daimon Blades Is A First Person Slasher Drenched In Blood And Cryptic Mysticism By Elijah Gonzalez October 6, 2025 | 12:00pm
-
The Erotic and Grotesque Roots of Silent Hill f By Madeline Blondeau October 3, 2025 | 3:10pm
-
Time and the Rush of the Tokyo Game Show By Diego Nicolás Argüello October 3, 2025 | 1:49pm
-
Upcoming Horror Game From Spec Ops: The Line Director, Sleep Awake, Is Sensory Overload By Elijah Gonzalez October 3, 2025 | 10:30am
-
Is It Accurate to Call Silent Hill f a "Soulslike"? By Grace Benfell October 2, 2025 | 2:45pm
-
Fire Emblem Shadows and Finding the Fun in “Bad” Games By Elijah Gonzalez October 2, 2025 | 1:22pm
-
30 Years Ago the Genesis Hit the Road with the Sega Nomad By Marc Normandin October 1, 2025 | 1:44pm
-
Blippo+ Stands Against the Enshittification of TV By Moises Taveras September 30, 2025 | 12:00pm
-
Our Love-Hate Relationship with Silksong's Compass By Maddy Myers September 30, 2025 | 10:15am
-
This Week Was Maps Week By Garrett Martin September 29, 2025 | 5:15pm
-
Unlearning Productivity with Baby Steps By Bee Wertheimer September 29, 2025 | 1:30pm
-
Ananta Wants to Be Marvel’s Spider-Man, And Just About Any Other Game Too By Diego Nicolás Argüello September 29, 2025 | 11:30am
-
We Haven’t Properly Mourned the Death of RPG Overworlds By Elijah Gonzalez September 26, 2025 | 3:45pm
-
No Map, No Problem - Hell Is Us Trusts Players To Discover Its Wartorn World By Madeline Blondeau September 26, 2025 | 1:15pm
-
Keep Driving Understands That Maps Can Be More Than Functional Accessories By Wallace Truesdale September 26, 2025 | 10:50am
-
Games Criticism Isn't Dead, But That Doesn't Mean It Can't Get Worse By Grace Benfell September 25, 2025 | 12:30pm