Game review
Monster Hunter Stories 2: Wings of Ruin
7 / 10
- Developer
- CAPCOM Co., Ltd.
- Publisher
- CAPCOM Co., Ltd.
- Released
- 9 July 2021
- Platforms
- Windows, Nintendo Switch
- Genre
- Monster-Collecting RPG
- Monetisation
- One-time purchase; a cosmetic Deluxe Kit add-on with outfits and in-game items, no recurring currency or gacha systems
- Players
- Two-player co-op expedition quests and drop-in Versus battles; no persistent server
The short version
Wings of Ruin takes the least combat-literal corner of the Monster Hunter universe and builds a genuinely thoughtful turn-based game around it: a rock-paper-scissors attack triangle, a gene system that lets you actually design a Monstie rather than just level one up, and Kinship Attacks that reward reading a fight rather than mashing through it.
The problem is everything wrapped around that combat. The game's core progression loop is diving into near-identical Monster Dens to steal eggs, over and over, for a sixty-plus hour campaign that reviewers consistently say doesn't find its narrative footing until you're twenty hours deep. It's a good battle system serving a long, repetitive errand list.
Biggest strengths
- The Power/Speed/Technical attack triangle plus Kinship Attacks gives turn-based combat real tactical texture instead of just bigger numbers beating smaller ones
- The Rite of Channelling gene system lets you deliberately breed a Monstie's skill set and elemental leanings rather than just grinding one up to a higher level
- Story ambition is a clear step up from the original 2016 Monster Hunter Stories, with more at stake than a typical spin-off plot
Biggest weaknesses
- The core progression loop — diving into cookie-cutter Monster Dens to steal eggs — repeats with little variation across a 60+ hour campaign
- Multiple reviews and player accounts describe a slow first act, with the story not really picking up until roughly 20-25 hours in
- Elemental and weapon-type theorycrafting rarely shows up in a visibly meaningful way during actual battles, so a lot of the equipment grind doesn't pay off the way it should
Who it's for: Monster Hunter fans curious about the softer, story-driven side of the franchise, and anyone who wants a monster-collecting RPG with real tactical depth in its fights rather than Pokémon-style stat comparisons.
Our recommendation: Worth playing if turn-based monster taming with a genuine breeding-and-battling system appeals to you, and worth buying at the $39.99 price Capcom settled on rather than the $59.99 it launched at. Go in expecting a long game with a slow first act, and expect to be diving into the same style of monster den dozens of times before the credits roll.
7 / 10
A gentler Monster Hunter, with real teeth in the fights
Monster Hunter Stories 2: Wings of Ruin is Capcom's second attempt at a turn-based, monster-taming spin-off of its brutal, real-time flagship series, and it's a much more confident one than the 2016 original. Where the mainline Monster Hunter games are about hunting wyverns for parts, the Stories games are about hatching them from stolen eggs, riding them, and fighting alongside them — a premise that could easily have produced a shallow Pokémon clone. It mostly doesn't.
The combat is the game's strongest argument for itself. Every attack in a fight is Power, Speed or Technical, in a straightforward rock-paper-scissors relationship — Power beats Technical, Technical beats Speed, Speed beats Power — and every monster on both sides of the fight telegraphs which type its next move will be. Reading the field correctly and countering it charges a shared Kinship Gauge between the player and their ridden Monstie, which unlocks Kinship Attacks: co-operative, high-damage moves that are the closest the game gets to a real spectacle. It's a simple system on paper, but it holds attention better than a lot of turn-based combat because the choice that matters — what attack type to throw — has to be made fresh every exchange rather than solved once and repeated.
Sitting underneath that is the genuinely clever part: the gene system. Monsties inherit skills and elemental affinities that can be transferred between each other at any stable, through what the game calls the Rite of Channelling. In practice this means a player who wants a Monstie built entirely around fire-elemental Technical skills, or one that's a jack-of-all-trades across all three attack types, can breed toward that directly instead of just hoping a random hatch rolls well. It's the rare monster-collecting system that rewards planning a build over grinding one number higher, and it's the feature longtime fans of the sub-series point to as the real reason to play.
The den-diving problem
Everything wrapped around that combat is where the game runs into trouble. The primary way Wings of Ruin delivers new Monsties, story beats and equipment materials is by sending the player into Monster Dens — procedurally-styled cave layouts built around a hunt for eggs, populated by monsters that will fight if provoked. It's a fine idea for the first ten hours. Across a campaign that regularly runs past sixty hours for a full playthrough, it stops being a fine idea, because the dens themselves don't meaningfully change: the visual dressing shifts by region, but the loop of exploring a den, cracking open nests, and fighting or avoiding the same handful of monster archetypes is the game's default activity for the entire runtime.
That repetition compounds with a pacing problem reviewers flagged consistently at launch and that holds up in the years of player feedback since: the story, for all its improved ambition over the first Stories game, takes a long time to justify the time investment. Multiple contemporary reviews and long-running Steam write-ups put the point where the plot actually grips somewhere around the twenty-to-twenty-five-hour mark — a genuinely difficult ask in a genre already known for slow burns. Players willing to push through that stretch generally report the back half earning it; players who bounce off the early game are bouncing off exactly the part the game front-loads its worst habits into.
There's a related disappointment in how little the equipment grind pays off in visible ways. The game asks for real investment in weapon and armor crafting, much of it tied to elemental matchups, but that investment rarely surfaces as something a player can feel mid-fight. The attack-type triangle does the actual tactical heavy lifting; the elemental layer sitting on top of it reads more like a spreadsheet exercise than a system that changes how a battle plays out.
Traversal, co-op, and the PC port
Where Wings of Ruin is at its best outside combat is in how it handles moving Monsties around the world. Ridden monsters can climb sheer walls, glide across gaps and swim through open water, depending on species, which turns exploration into an active decision about which Monstie to bring rather than a fixed walking speed between quest markers. It's a small thing that does a lot of work to keep a sixty-hour game from feeling like one long corridor.
Co-op is a genuine value-add rather than a bolted-on afterthought: two players can tackle Co-Op Expedition Quests together, drop into each other's fields mid-hunt to help finish a fight, or face off directly in Versus Battles, all without a subscription fee or persistent server to maintain. It's a modest multiplayer offering by modern standards, but it's an honest one — nothing here is designed to pressure a second purchase or a recurring payment.
The Windows port, three months behind the original Switch release in terms of Capcom's usual turnaround but launched day-and-date with Switch here, is competent without being polished. It runs well for most players, but a recurring thread in Steam's review corpus and community discussions describes camera-pan stuttering severe enough to be disorienting, with the community's own fixes generally pointing at disabling the Steam overlay or switching to native Steam controller input rather than anything Capcom has patched outright. It's not a broken port, but it's a basic one, closer to a straight conversion of the handheld build than a PC-native pass.
Value
Wings of Ruin launched at USD $59.99, a full-price ask for a game that is, mechanically and visually, built to console-and-handheld scale rather than to compete with full-budget PC RPGs of the same year. Capcom evidently agreed with that read eventually: in February 2023 it issued a permanent price cut to $39.99 on both Switch and Steam, rather than the usual pattern of time-limited discounts. At the lower price the value case is much easier to make — a sixty-plus hour campaign with a real combat system and a co-op mode, for less than most current full-price single-player releases. At the original launch price, it was a harder sell for exactly the reasons the repetition and pacing complaints above describe.
There's no ongoing monetisation to weigh against that one-time cost. The Deluxe Kit add-on bundles cosmetic outfits and a handful of convenience items, and that's the extent of Capcom's post-launch sales push — no premium currency, no gacha, nothing resembling a live-service layer. Whatever this game's flaws are, extracting more money after the sale isn't one of them.
Pros and cons
Pros
- The Power/Speed/Technical attack triangle plus Kinship Attacks gives turn-based combat real tactical texture instead of just bigger numbers beating smaller ones
- The Rite of Channelling gene system lets you deliberately breed a Monstie's skill set and elemental leanings rather than just grinding one up to a higher level
- Story ambition is a clear step up from the original 2016 Monster Hunter Stories, with more at stake than a typical spin-off plot
- Riding mechanics — wall climbing, gliding, swimming — make traversal an active part of exploring rather than a walk between markers
- Drop-in co-op expedition quests and Versus battles add real replay value without asking for a subscription or always-online connection
- A friendlier, more approachable entry point to the Monster Hunter setting for players put off by the real-time combat and gear-check difficulty of the mainline games
Cons
- The core progression loop — diving into cookie-cutter Monster Dens to steal eggs — repeats with little variation across a 60+ hour campaign
- Multiple reviews and player accounts describe a slow first act, with the story not really picking up until roughly 20-25 hours in
- Elemental and weapon-type theorycrafting rarely shows up in a visibly meaningful way during actual battles, so a lot of the equipment grind doesn't pay off the way it should
- The PC port is functional but basic — a meaningful slice of the Steam review corpus reports camera-pan stuttering, with community workarounds pointing at Steam overlay and input settings
- Navirou, the ever-present chatty companion, is one of the most consistently disliked elements across the review corpus
- Launching at USD $59.99 for a mechanically handheld-scaled JRPG was a hard sell — Capcom's own permanent cut to $39.99 less than two years later reads as a tacit admission of that