
Every monster you kill nets you a bunch of crafting materials like hides and feathers and scales that are used back in town to craft weapons and armor based on those very same monsters. It’s very focused.ĭauntless is all about constant progression. Instead of being a source of lore-heavy dialogue, every NPC in Dauntless is either a vendor or questgiver in the hub town, so when you’re not customizing things in menus you’re out in the wild chopping off tails, dodging fireballs, and slaying enormous beasts. Then again, storytelling has never been the selling point in other games in this genre (such as Monster Hunter itself or God Eater) so it’s hard to say I miss it very much.

The lack of a real story beyond inconsequential blocks of text at the beginning and end of missions that foster little empathy was a bummer at first, but I quickly forgot about it.

That’s it – slaying is basically all you do. The hook is simple: you’re a slayer, and you slay big, nasty monsters called behemoths. While it can lack the depth that arises from that complexity, Dauntless’s streamlined approach offers something else that more than makes up for it. It takes most of the best parts of Capcom's iconic franchise and redeploys them in a way that's accessible and fun with a whole lot less baggage.

If you stripped Monster Hunter down to its core components and redesigned it as a free-to-play (but not pay-to-win), online-only game, you'd get something very close to Dauntless.
