Thank you, Monster Hunter Wilds, for understanding that not everyone playing on PC is sitting at a desk
One of the very early screens you see in Monster Hunter Wilds when you load it up for the first time on PC is one that’ll save many of us a lot of digging through menus. Modern games have gotten really good at frontloading their accessibility options on first launch, and some even bundle together the most common under clear labels.
Capcom’s latest is surprisingly up-to-date in that regard, but it also offers a simple, yet often missed group of options for players on PC.
The screen I am talking about comes up pretty much as soon as Monster Hunter Wilds is done precompiling shaders on PC. The game asks whether you’re playing at your desk, or on your TV in the living room.
Like many of today’s games, you’re given two groups of options. The Desk option keeps the default HUD, menu text and subtitle text sizes. The Living Room group, however, pushes all those to Large. You can still adjust each setting individually later, but to see this right as you’re about to start playing is really worth highlighting, especially as it’s something many PC players struggle with.
The PC platform is versatile, and as someone who plays most controller games on my TV, I was ecstatic to see that option. There’s even a preview window to the right of the screen that shows the effect of each grouping.
Monster Hunter Wilds also comes with a suite of other, more granular accessibility options, such as a toggle to help players with arachnophobia, various colourblind settings, and even some ways to customise menu and item bar behaviour.
This is all great to see from Capcom, especially as the publisher’s games continue to expand their appeal into the mainstream