I recommend: Monster Hunter Rise (Review - PC)
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- Опубликовано: 28 янв 2022
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Monster Hunter Rise is an excellent game, but when played on PC it's hard to ignore some of the technical compromises it makes owing to its origin as a Switch title, as well as the design choices that feel like a step back from Monster Hunter World. I liked Monster Hunter Rise, but I liked it a lot less than World.
#MonsterHunterRise #Review #PC
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Edited by Austin @ausomehd
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Ummm STEM as sorcery, thaumaturgy, enchantment, and magic? I'm in
I know I felt super underwhelming compared to World and Iceborne especially after beating Alatreon and Fatalis solo ~
I mean Rise is like a Variation of the MH. so i don't compare this from that. coz i know these monsters aren't huge since it is for switch neither beautiful like how every monster in MHW and Iceborne are beautiful and menacing. So yea i agree with ur review 100% ~ Mitzu mangamalo and tht anaconda monster are awesome if they were in world i'd hunt them 100 times
Ps yesterday i beat Fatalis after uninstalling it when Rise came ~ and I installed it again to feel what its like to LOSE lol ~ beating Fatalis felt like I'm fuckking Kratos over there and man that level of satisfaction i don't think i'll find that in Rise ~
Also this game can run 4k max setting on a laptop 3060 while the VRAM is over the 6GB Ryzen 7 8 cores
Didn't you also recommend Far Cry New Dawn after Ubisoft paid you for that review?
There are actually two dev teams that work on Monster Hunter. The dev team for Rise, worked on Generations Ultimate. While the World team are working on a different Monster Hunter. There is some overlap though. And both teams take feedback and work on the dlc. Sunbreak will probably add a lot of cool monsters and challenging hunts.
hopefully, I love generation and the handheld MH games in general but the base game of rise kinda meh, hope the DLC do the game justice
@@zeromailss Its inevitable that the grank/master rank gets better content.
@@zeromailss i hope that generations ultimate comes to pc one day
@@genericyoutubeusername6462 Nope, they were never merged. only during the development of world and rise have the teams started to become a bit more mixed
Risebros...it's over
Soulschads are laughing at us
Fromsoft won
Miyazaki sama...I kneel
Just a point of reference for the difficulty. You aren't wrong, but MHR uses scaling for difficulty in every hunt based on a few factors.
The Hub MP quests will scale to the number of players currently in the hunt. So those elder dragons you were fighting, had their health scaled to just have one person there. The really silly thing in Rise however is the village quests. Almost all Village quests (and I do mean almost every single quest) have just over 50% of the monster health compared to their solo health in the Hub quests.
Basically, the village quests are tutorials where you fight monsters that have half the health that they're meant to. This can actually be worse even then that because hunts with multiple monsters scales their health down about another 20%. Then if you understand how monster part health damage works, you kind of understand why in the village quests the monsters are just flinching, being knocked over and having their parts broken constantly. Anyone who was put time into a MH game before will go absolutely beast mode on the village quests.
Everything else about the wirebug making the game too easy, hunts being too fast is still true even in the hub quests mind you. Just a bit of insight to why you felt those village quests were so easy.
So like every village quest once you have knowledge in mh?
@@marcusaaronliaogo9158 That's not true at all, the village quest in rise are just a joke. I finished every quest in less then 10 mins (just the special last one took longer) and that's with a lance. Sure Village quest allways were easier then the hub once but not to that extend like in rise here. (played all mh games, just saying)
Edit.: and im replaying mhgu right now, the village quest are like 5 times harder then in rise.
@@themadnes5413 Wirebugs make the game too easy. The only monsters that gave a somewhat decent challenge were emergency apexes but thats just because they almost
one-shot you when wearing a low defense meta set(though wirebug still made it easy cause if youre full health they dont one shot and surviving a hit means its 90% chance to wirefall into safety and use 1 of the 12 max potions in your inventory).
@@themadnes5413 I think a part of that difficulty is due to way less mobility than the newer games. Capcom should've accounted more for the new attack and movement options in Rise. Give more monsters ways to deal with hunters that are zipping around on the wirebug.
@@SolidSnake240 They have actually added moves to account for the wirebug, but there aren't enough of them to counter how strong it is. Many of the monsters now have two hit combo moves that require you to wirebug out of a knockdown animation or get hit.
These are actually what hit and carted me the most in Rise due to by normal MH rules, if you've been hit and in a knockdown animation you have full s till you're back on your feet.
When it comes to all the stuff you can do in the village you can just do it all in the gathering hub prepare area It has a housekeeper that does everything in one spot next 2 of blacksmith in an item Box
Except for some random nest that refills every few hunts, side mission progression unlocked by talking to people, and buddy tickets doled out at random by the dojo cat. The housekeeper in the gathering hub helps, but there's also melding and lottery systems that can be done with the store cat. So I get how it can be said that things are a bit split up around the village.
@@Archflip but you can fast travel there too
And 95% of stuff you can do you could (and had to) do in world as well. I really don't get that complaint lol.
Plus, the submarine replaces the garden from World and the buddy hunts were literally also a thing in World. Don't know how this can be a con for Rise when they were already present in World, and arguably much more tedious than in Rise.
@Dennis i mean none of that is near as bad as it was in previous gens what with fast travel now.
Wholeheartedly agree with the review, but I was surprised about the village activities complaints, since the argosy, tailriders, botanical research, melding etc. were also in World
I think what rise did here that was more annoying was make me hire an entire army of Buddies to do these things. I hate managing buddies and shifting around in the buddy menu. Tailriders were mostly one off pre-selected teams that were just a bit more streamlined than meowcenaries.
I didn't care for melding in either game.
and those where even worse because you had to run through the big ass Bases for it :P In MH:R you can do most of these while talking to youre Housekeeper
I agree, I felt this was way more of a chore in World than in MHR.
Especially because you had to refill fertilizer for that greedy tree every few quest, which could not be done from the gathering hub, unlike in Rise
@@C.hrisis it was possible in iceborne.
And in previous MH games after that
Just FYI, you can do almost all of the admin stuff in the gathering hub, go up the staircase. Only reason you really need to go to the village is to talk to some people to unlock more side quests or turning them in.
Capcom really has been on a roll these past few years. Really treating their franchises well. Now can we please have remakes of Dino Crisis 1 and 2?
Please God yes.
Capcom: Dinosaur left for dead, take it or leave it
FYI, its a Leadership change in CAPCOM plus MH's Leader / Producer (Ryozo Tsujimoto) is the son of CAPCOM's founder whos also now leading the Fighting games division so if you're noticing Street Fighter got better, its probably thanks to him in some parts.
@esteban ahahaha lmfao. King
That would be amazing
Despite the switch being powered by a potato battery, I think capcom did an amazing job optimising this game to run on it
Imagine developing a game that doesn't work properly on your hardware. Seems like the first thing any devs should consider.
“This wirebug move let’s me negate status effects” he says as said wirebug move being showcased on screen does not negate the poison effect being dealt by the monster.
Agree with most of the points made btw just think this was a pretty weird mistake to make.
Yeah that was funny. He has been super busy to be fair which is ironic for a January but I doubt it's that big of a deal to him anyways.
It actually removes the debuff from magnamalo ;)
That and saying how long world monsters took to kill, showing glaive gameplay with not all 3 glaive buffs on (usually only 1)
@@XenoByte tbf fights in world did feel like they took a lot longer
@@brinsk7151 world was a bit short, but iceborne stuff are very long because of clutch claw tenderizing balance.
Important caveat here is that there are two separate development teams working on mainline iterations like World and portable iterations like Rise.
The next apples to apples comparable sequel to World will come only after Rise's content cycle is done. That and comparing Rise's high rank and World's master rank is kind of a moot point right now.
Wasn't he comparing it to world and not iceborne? From the footage it look like base world
he didn't play iceborn as far as I know, not when it came out, and not when now since he dudn't compare the wirebug to the clutch claw
Yes but that's the thing, the review isn't making an apples to apples comparison, but is instead emphasising that it is a handheld game ported to a more powerful platform as opposed to being made for it originally and tries to show how people who e.g. enjoyed World on the PC should adjust their expectations for Rise because that game is not a true sequel.
And the clutch claw, one of the things that got tons of praise in Iceborne, was actually inspired by the work the second team was doing on wirebugs for Rise.
@@gizoginjr i have never heard of the clutch claw getting alot of praise
Just started playing mhw a few weeks back, game is just so fun with diverse weapon mechanics. Finished the story with Long sword, got bored switch to Insect Glaive then boom. Another hundred hours of gameplay.
I hope you stick with it bro. The last 2 monsters of the game (Alatreon and Fatalis) are just *chef's kiss.. One of those gaming experiences one never forgets.
@@xensho3561 true... This is the thing that i always.... Always had hope for new players. I really want them to see and experience the final two updates of the game
@@xensho3561 I don't know man... Alatreon is pretty controversial for the way they designed that fight, and i am talking about the Elemental DPS Check and Escaton Judgement, it felt unnecessary and over designed, and i tell you this after beating him a good couple of times.
@@alfredoamendez4299 nah it s cool. People need to embrace the pain more. Hm make me wonder how many will just try old mh games. Hey jay did and that made him appreciated even more the serie and like a bit more rise.
@@alfredoamendez4299 I get what you are saying, it's essentially a dps check, ya it's kind of shitty that it doesn't matter how well you do if you can't hit that dps threshold to topple him over. But I viewed it as a way of the game teaching me to fine tune my dmg more, which only comes as a result of better positioning and proper utilisation of alatreon opening. The fight ends up helping you mastering those core fundamentals. It will feel amazing when you will realise how much better at the game you got once you beat him. Its a wall that's for sure, but I bet you, once you are done, the dopamine rush you will feel is top notch.
As a Monster Hunter Vet I feel like I should point out that difficulty in Rise only goes up to High Rank Quests - the series truly tests your skills and abilities with G Rank (Master Rank) missions that are often released much later as DLC (Sunbreak DLC will feature these) … the initial release is always meant as a gateway into the latest iteration of the game
From your footage, it looked like you were doing the village grinding and activities after every hunt. That is truly madness and I can understand how that would make all those systems a chore, but I believe just coming back to them once or twice every 5-hour session is more than enough without that missing out feeling kicking in.
Still better than waiting for one minute to go down and fertilize your tree in base world
@@marcusaaronliaogo9158maybe you would prefer gathering it yourself like in the old days
@@ender_z4nd3r83 or no farm at all like in MH DOS.
I agree with almost everything but there aren't solo and group quests. The Hub quests scale with the player count.
I do still think it would have been better with *some* form of World's quest system, with some adjustments
The monster health scales for hub quests, yes, but hub quests are more difficult from the get go, because they are intended to be done with multiple people.
Fighting the same monster in a Village quest and a Hub quest is like fighting the LR version and the HR version.
@@CatatonicKiwi the village quests monsters are jokes, even for solo. hub quests scale for solo players too. village quests are pointless unless you are a beginner
I thought worlds was way to linear, so something in between might be the sweetspot
Are you sure Hub quests scale to solo? Did someone confirm it by seeing monster's hp data, Or are people just assuming.
When I first started the game I did a solo Aknosom Hub quest with full starter Kamura gear and it took 45m. Did it in the village and it took 10m.
@@NanzoGonzo They scale, but scale to hub amounts. If a hub quest for an Aknosom would range from 5k to 10k hp, based on number of players, village might have 3k.
I think my biggest gripe with Rise is that the flagship monster Magnamalo is underused.
To explain what I mean, back in the old gen until World, flagships often have surprises appearance DURING a quest. Tigrex caught you of guard while you were hunting popos, Zinogre literally came in the end of a Bulldrome hunt quest and beat the shit out of you, Gore Magala is basically your rival in MH4U and also evolve and became the final story boss, Glavenus appears in mushroom gathering quest and Nergigante appearing while you fighting Zorah Magdaros. All of this happens during real time gameplay and almost all of them were early on in the game.
The idea behind this is that the surprise appearances give you the impression that the monster is to strong for you to fight until you actually progress further and actually beat them later. It gives you the sense of progression.
Meanwhile Magnamalo appears once in a cutscene and you immediately hunt him afterwards.
I totally agree with this. I beat the game yesterday and was utterly surprised as to how quickly I got to Magnamalo, and how wasted it felt (especially as it has such a cool design). I was half expecting it to flee and come back later stronger or something, but instead it just dropped dead right there on the first try. (I actually even captured it, lol.) The "story" or narrative in this game is basically non-existent, imo, even though it's still a very good game and I've enjoyed it quite a bit.
Gore Magala is such a great and incredible monster, i am never tired of hunting him a lot. If he appears again in Sunbreak i will scream of joy and excitement.
Brachydios is a flagship without buildup
Really odd too that he would have been perfect to throw amongst the rampage monsters that back out on their own when hurt. In an event quest, Magnamalo even invades during a rampage quest and you drive him off. Giving him some special function in a rampage quest like gaining damage for every monster repelled would have been interesting in making him a huge bomb that would cart the unprepared and add to his identity.
@@marcusaaronliaogo9158 Brachydios is an expansion flagship, not base game flagship. The base game flagship for 3U is Lagiacrus and he does appears outside of his quest.
The only time an expansion flagship had a buildup is Seregios and Velkhana.
I find myself half-agreeing with Ralph's assessment of the Wirebug, as a fan of the series. It makes and breaks Rise in good and bad ways. The mobility's great, but it also makes hunts far easier.
That said... I much, MUCH prefer it to the Clutch Claw. Tenderising was such a central mechanic if you wanted to do good damage that it felt like a chore to upkeep.
Personally never found Clutch Claw and tenderising to be a chore, but that’s also because I think the Lance’s Clutch Claw mechanics were awesome.
I understand many people's complaints about clutch claw, but I actually grew fond of how it played into the game. For Iceborne, tenderising felt like a mechanic with some thought revolving around it, especially for the tougher fights. Tenderising Alatreon's head could only be done at specific times, same with Fatalis and many others. You could do it while a monster was flying to squeak out more damage for blademaster. The multi-hitting nature of it meant spamming clutch claw attacks was consistent but lost a lot of sharpness. It made me focus more on hitting soft spots, and emphasized it even on easier monsters. In Rise, I was shocked how generous the hitzones were for a lot of the monsters, whereas in Iceborne, I had to make those hitzones. I also found myself avoiding tenderizing lots of parts at once, since it costs sharpness, time, and mantles for little return.
In general Iceborne had a lot of mechanics to juggle. Many of them were simple, but stacked on each other to make the game. You had arena hazards that had to be used when they became active and timed right. You had to wallbang when enrage wore off. You had to use mantles and take them off. You had to grab pods and use them at the right time, with some aiming for some fights. You had to clutch claw at the right time, on the right part. You could call for palicos to use their abilities at certain helpful times. These along with the traditional MH mechanics(sharpening, meter, bombs+traps, healing items, body part targeting, buffing) felt very rewarding to master the loop of.
I should note that all of these are based on my opinion, which are almost entirely based on post Fatalis, since that's when I started playing. That means the boost deco was released, and the buff to tenderizing time was added, making it 3 minutes. It's also a factor that becomes even less annoying in multiplayer, since 1 person applies the debuff for everyone.
I think what happened was the they buffed the hunters with the wirebug much more so than they did the monsters. Silkbind moves are so strong and cover so many of the weapons' weaknesses that this game should have started in G-rank difficulty for it to feel like an even match.
Tenderizing was only really a problem because it tied into WEX which basically made it a absolutely required must-do.
Wall-bangs were fine-ish.
But wirebugs really hurt if you're an IG main since basically any weapon is IG now, and the buffs from triple-up was further nerfed and iceborne's spammable downward thrust was removed and replaced with a strictly worse move.
@@sauceinmyface9302 pre fatalis tenderzing is bad
I feel like it needs to be known if people don't already know that the maps of the game were based from the maps on 3ds iterations of MH. These maps have been expanded upon and stretched and given more layers where you would never have seen back then because you loaded into zones. I only realized this when i walked into Flooded Forest and my ptsd came back because i recognized the entire layout from MH3U when i fought the Gobul and Lagi underwater.
World's slow progression felt too grindy to me and I gave up after 40 hours. I think Rise has the right balance for me. I don't need to play a 5 hour session too feel any progression. I like that.
@@stardustdragonx3612 i got bored of world 50hrs in too and i played all monster hunter. I started on freedom unite and all of them are 500hrs+ its just the world slow on going to the monster but it could be the map that am not used tho
@@stardustdragonx3612Holy moly your comment is toxic. you are right but please don't represent the Mh community like that...
@@stardustdragonx3612 Yeah, you're a real man with a name like StardustDragon
I prefured MH World as well, but I've put 1000 hours into that game and needed something new. Rise has sold a lot more copies than capcom was expecting so I'm hoping they'll pull all the stops out with Sunbreak and give veterans some rewarding end game content.
Veterans? You mean MHW babies?
Same. I need master rank quest
Giving veterans a rewarding experience is the MH teams specialty, especially when it comes to expansions.
@@sedivh0 if you call MHW players "babies", then Rise players are "fetuses" lmao. the game coddles you with ridiculously forgiving mechanics and all those get-out-of-jail-free cards
@@sedivh0 Your PFP is pretty much what i imagine ANYONE who says "MHW babies" looks like. xD
Your MH world review was my favorite World review, and I'm really happy to see you staying with the franchise. I agree with you on most points, but as long as Capcom keep pushing the franchise with new ideas I am happy. I just don't want them to sit on their laurels like COD or pokemon, and hope they keep taking risks with their games.
Thats a really good point i didnt consider. TBH i dont like the new systems BUT i got the switch version and now with sunbreak will get the pc version then. The main reason I keep coming back ever since my first pick up on the WII with tri is that the game ALWAYS brings something new to the table. Love it or hate it, its new and worth a shot to try. The best way to kill a franchise is to become compliment and stale which mh never does and to this day, is the only games franchise I will pre-order.
So freaking true, I always enjoy picking up new weapons, to see how the game changes the movesets in each game.
That is true as long as they keep innovating and listening to feedback, they're going to maintain players happy
I'm not, Worthless game to me. But atleast some people find value in it.
@@ViolenVaymire for what reason? Genuinely asking cause it seems to me u got some strong hatred for the game. I do believe that mh is one of the few franchises that actually do something new generally for the player base.
Many of my friends who started playing MH during World share your opinions, which I completely disagree with as a long time MH fan. World is such a different game compared to old monster hunters, it can skew your perception quite a bit depending on if it is your first MH game or not.
And the hunt takes less time part... I think it is simply because you are getting better, or you are comparing high rank to master rank.
and also World had a lot of health bloat do there's that too
Just wondering but what are your thoughts on generations ultimate does it stray far from its previous entries like world & rise or is it considered old monster hunter? I plan on picking it up since rise didn't really do much for me
@@Swiftchao kinda both actually, but it's definitely an old world monster hunter with hunter styles and arts that are flashy like silkbinds. You can find those in-between if you want to play the old mh but with huge amounts of content and gameplay
Yeah this is similar to my situation. I'm not a long time MH fan though - I started in World, and then went into GU before Rise, had a blast (once I "understood" the older formula). Then comes Rise, and my friends who started in World had more negative takes on Rise than me. I kinda notice that on many other video comments as well - people who exclusively played World seems to complain about Rise the most.
That's why the World babies are the worst. They think they're experts that have been playing for over a decade
Thoughts:
I think the wirebug exploration on maps is fantastic. I really enjoy how much more dynamic and vertical a lot of the maps are as a result. Sandy Plains is just brilliant. I would love to see more environmental triggers like you describe though.
I absolutely agree that wirebugs in combat are too powerful. Players should have to land and/or take damage (much like Capcom fighting games) to build back their wirebug meter. Or, just slow the refill right down acriss the board. Tech roll when hit to the ground should either be a two bar spend or leave the player 2x vulberable to damage. There needs to be more risk to enjoy the reward. Similarly, wirebug weapon skills need to come with greater cooldowns
The mounting is totally overtuned. It sucks watching a mon go out of it's way to strike a nearby monster, only to immediately make it mountable and give the players a massive advantage at no cost. Similarly, being able to drive a monster all the way across the map to get a massive edge on the main target, is very silly and made far too easy. Affinity for mounting the non quest monster is cranked so stupidly high that you simply cannot ignore the free mount and damage/uptime it grants. Tune it all down. Put some respect on these mons, they're not Uber hires.
I think the Mons all need another attack or phase each, as for any experienced player of the old games, anything that rekindles that discovery phase is big plus.
These are my main gripes, sorry if it seems I'm ragging! I really do love Rise, I'm just hopeful Sunbreak brings a real asskicking.
Worth noting, on the visuals side, Kumura (the hub) looks completely gorgeous and they nailed the whole town. Also worth mentioning is the music, which is fantastic (though I'd love vocal-less variations of all the tracks when I customise the music with the Housekeeper.)
the complaint about all the systems later in the review makes honestly no sense to me. The submarines are just the botanist from world (I really don't get why you would want to delete those, they are timesavers so we don't get out getting honey all the time), the meowcenaries have an equal system in world as well.
Melding charms is definetly less of an rng grind fest than melding decorations was in world (some people spent 500 hours melding stuff and still didn't get an attack up deco). crafting charms instead of decos is actually a reduction in bloat.
The only thing really changing was that you have a second pet to craft gear for. Iceborne also had that coal minigame that you had to fuel all the time, which isn't in Rise.
On top of that, you can actually just fast travel to 1 or 2 spots in Rise to have everything you need. I loved the hub in world (fantastic music and feel), but it was a chore to navigate compared to Rise (or Iceborne for that matter).
Great review, but some of the points felt a bit misguided.
My biggest gripes with Rise's combat is the wirefall recovery being so strong and having nearly no cooldown, and that healing and sharpening during combat are trivialised by the palamutes. I still think Rise's combat mechanics are a step up over World though and I like the inclusion of silkbind attacks a lot even if they are a little overpowered.
Ultimately I hope the next mainline MonHun can find a healthy balance and retain some features from Rise. Games like Tri/MH3U, Gen, and Rise are really wild experiments that change up the formula maybe too much but they always leave us with some really great things that contribute to future installments
I’ve started watching your reviews on games I probably won’t even play just because I really enjoy the way you present your opinions. Very enriching journalism.
Great review! I agree with everything you said here, I love Rise but I can't really stop feeling like I'd rather play World instead.
So overall the review is right and I agree with many points. I do have to say the extra systems in town really come together later in the game. I got to a point where I would only really have to check in with them every 5 quests. The wind rider hunts last 5, training lasts 10, submarine lasts 10 (and you eventually get 3 subs not just one- it takes the place of the resource tree mechanic in world) and there's a cahoot nest in the buddy area that builds up to max at every 5 quests. Also, you can choose to take 2 cats or two dogs... and the stuff that isn't covered in the game tutorials you can either figure pretty easily or watch a RUclips video for a good tutorial.
Portable MH games have traditionally been designed so quests are short (your ~10 min time is normal). Also, the games without G Rank are always easy. I think World was uniquely challenging (or at least, seemed that way due to quests being designed for longer play sessions)
Yo Skillup, did you ever get to play Iceborne? It's honestly the best iteration of MH I've ever played. Highly recommend if you want to be properly tickled with the Monster Hunter experience!
Except for how busted the clutch claw is
@@wyattmilliken3320 Clutch claw is pretty op, but I'd argue wyvern riding is way worse.
@@Metranomix
It's not even OP, it's NEEDED for master rank hunts because of how high resistances are. Go try and cut a pink rathians tail without tenderizing
@@wyattmilliken3320 I mean, it ain't that hard. Went through iceborne rarely using the tenderize mechanic and finished hunts around 12-15 mins. If I needed to break certain parts off then sure but in no way was it as big of a problem as people made it out to be. Yes, it would've been better if I didn't have to do that but after actually playing iceborne it's honestly miniscule. If I can live through the old flexing animation, I can just as easily live with tenderizing.
Surprisingly, one thing I found myself missing whilst playing Rise was the tracking aspect from World. There was a sense of excitement and wonder I'd get upon seeing a brand new set of monster tracks and I'd eagerly follow them and wonderwhat the new monster would look like.
In Rise it's sort of just... spoiled immediately? World had a build up with a cutscene showing your hunter in the monsters habitat, dwarfing your character's size in comparison. These cutscenes added a layer of tension before a fight which is absent in Rise (in my opinion). Instead, there's just a poem that awkwardly sings about how dangerous the monster is, demonstrating what it's capable of and that ruined a bit of the mystique for me.
World has cutscenes that are like mh4u while rise has cutscenes like mh3u
i hated that
I guess that's the compromise for not having to wait for people to watch their cutscenes
"awkwardly" you say, ignoring that it's a haiku in the clearly Japanese-inspired game.
@@AzureRoxe I just think the singing itself is a bit awkward to listen to. I just don't like how the singer sounds. I personally think variation would be nice - rather than just hearing the one male singer, maybe switch it up and have a female singer too. I understand why they're there and I know they're Japanese poems but I think they could've been implemented better rather than slightly ruining monster reveals for me. The trade off isn't worth it in my opinion and I think the Japanese cultural identity is already very strong throughout the game anyways
I felt the same way about the clutch claw as the wirebug, I'm a hammer main and my friend does insect glaive. I gradually watched my Hammer build turn into a beyblade of death K.O mount build and I felt awful cause I could see/hear my friend's disappointment because I started robbing all the mounts with my cumulative mount damage with the clutch claw. It's a fine line for versatility and balance, hoping they get the right amount with the next multiplatform entry. Great review Ralph/editing Austin!
The wire bug honestly gets me to take far more damage than if I where not to use it. When you get knocked down in this game you take no damage unless it is from dots or a very specific finisher form a monster. Wire bug you can just screw your self. Using it to get out of situations is very situational I usually use it to just deal damage.
Friendly reminder that you can use the wirefall at any point during a Hunter's recovery animation. Meaning if you're knocked on the ground you can hold off on wirefall until right before you get up to make sure you're safe. Likewise you can wirefall out of a very small stagger
@@Kyfow yeah I know, im just saying its got me killed more. Meaning that it requires actual skill to use :) ty though
that's not the wire bugs fault. it has the potential to be broken with the right judgment and understanding how it can be used.. if you fire it off straight into an attacking monster... it's not exactly a design flaw. it's like saying hammers are useless because you keep hitting your fingers with them.
@@jmc2830 ik, I made this post with in the first day of playing the game :^)
I have not yet firuged out how to use it
This review is just pushing me to go play some MHW since I never finished it (played solo). I'm curious if the wirebug could have just been introduced at a much later stage once you've done some exploring. Though it seems there's not too much to get into.
There are switch skills and also rise is pretty good.
A few monsters like the apexes and vaalstrax actually punish you for using wirefalls. which i hope all mosters can do in G ranksince it is Op but i do love the new speed
Sort of cause you can just wait a second for the second swipe then wirefall out
Yeah it's still op as hell
@@Swiftchao but thats true in world as well, also you still have to learn when its safe, and where its not to safe to wirefall for multiple monsters. (its not that hard mind you, still get carted once in a while ofc still)
I find basically almost as easy to disengage in World as in Rise, so that argument of having to learn the monsters moves didnt really connect with me.
That could be attributed to me already knowing most of their moves from MHGU maybe.
nah, that's true for like the first three or four carts. but after that you learn to wait 1-2 seconds before using wirefall. never fails
The only thing that they brought in that BROKE the game was charged shot for HBG. If you hold the trigger you can charge the damage for shots and that applies for stickies. Now Imagine a HBG that has almost no recoil/deviation and uses the focus 3 skill to charge Sticky 3 shots. It makes most hunts an absolute joke.
Great video! Started with World about a year ago, beat Ishvalda this week. In between I've beaten Low Rank Village GU and a bit further, and am moving my way through Rise. MH is a fantastic series and one I am so grateful to have begun experiencing. Love watching your weekly news vids and admire your ability to express opinions that are somewhat subversive. I liked your breakdown of the wirebugs and look forward to the next vid. Good stuff Skill Up, and happy hunting everyone!
Did anyone else feel that the physical size of the monsters in Rise was substantially smaller? As an IG main I was constantly WAY above the height of my enemies in the air
The move back to singleplayer and multiplayer quests is the best change over World, surprised you complain about it.
The story integration with the way they did multiplayer in World made it a huge pain in the ass to progress through the game with friends.
Yes, they could have solved that problem other ways (like allowing multiple players to watch the cutscenes and be in the opening segments together), but it still means that multiplayer can be fun throughout, instead of a bunch of waiting around while one player escorts a bunch of researchers and their cart through a map.
I dunno kinda annoying you cant do village quests w friends during low rank and the story will feel weird if you do hub first then village
Question: Have you played the Iceborne expansion for World and what do you think about it?
he showed footage from iceborne with Barioth, so unless he has hacked the map and monster into world, then yeah
@@C.hrisis That…was Rise.
Long time series vet and skill up Stan, honestly I really liked the vid, rise is a great game but I hope it remains as an experiment much like some other games in the series. Your point about how it is very much designed for switch really explained why it is the way it is.
I really agree with what you said about how Monster Hunter World feeling better because of how slow everything was. Rise is a great game however every attack and movement had this wonderful kind of heft to it. Like I love how the Hunting Horn plays in World but when I tried it out in Rise I constantly found myself just wanting to go back. Also, World's environments just felt so much more alive and like actual living ecosystems. Rise at times just feels like lightly textured arenas.
I dont think he played against the solo apex monsters and allmother. Not sure, but some of the points he makes makes it feel like that
For me the dog and wire bug attacks and maneuvering were my favorite additions
Did you play Iceborn? That added pet riding and a grapple grab thing as well. Not to the degree that Rises did with the wirebug, but it was definitely something in the second half of World's life.
Great review. I disagree with most of the Wire bug and system critiques but your perspective on them are interesting
The wirefall is certainly OP, but there are also moves that are basically wirefall traps. If you wirefall after them you're 100% getting hit again since you don't have i-frames from being downed.
Let's not forget, Magnamalo actually has a move that outright punishes you for using wirebugs/wirefall.
@@Rui_Vuusen Arzuros, Goss Harag, Zinogre and Valstrax will combo the shit out you if try to wirefall after getting hit.
It's a misconception that games on handheld consoles are meant for shorter play sessions. The entire point of a handheld console like the Switch (and previously the PSP and PS Vita) is that you can play truly immersive, console/PC-like games, but on the go.
Please stop giving me mean comments. My mother reads the comments I get and she cries a lot because of it. Please be nice, dear kon
Actually, as a game design major who's worked on a few portable games, portable games _are_ designed with shorter play sessions in mind. It's actually a requirement of the dev process for these types of games, and a big consideration of most pre-production pipelines when considering how to structure and pace a handheld title, as most people who use handhelds do so in shorter sessions, and in more of a pick-n-play manner. There's also the fact that, because of hardware constraints, most devs cannot replicate the immersion one sees on a console game on portable, so the design angle needs to adjust to reflect that.
Use me as a "Skill Up should review the Titanfall 2 Northstar client" button
Lol
Let's goooo
I've been playing these games since the first and at the ages of like 12 or so, and I totally agree with so much you say about the difficulty and the wirebugs. The new ideas they make in especially these handheld versions of the games always seem to trivialize the experience overall, while feeling and looking cool initially. I really want to play multiplayer but when I look at it realistically, it ups the monster hp significantly depending how many hunters I have with me, and usually I will feel like I am doing more work than in solo play. I feel like when these games scale the monsters hp down for solo or reduced party play, it incentivizes me to play alone and that feels so sad for Monster Hunter. It doesn't help that as these games go on it feels like there's less room to feel everyone's performance and only our own. All these flashy "look at me" moves and damage numbers pumping up egos and expectations, it's certainly something. It sucks that not only this is felt on one hand, but on the other so many of my friends are petrified of Monster Hunter. They often feel useless and pointless to the hunt which is something I use to fear as a kid growing up but at least no one could contextualize how well they were doing exactly. I would assume it's due to having to learn everything at once, the fundamentals, the monsters, their weapons of choice, the side farming activities in the village, AND THEN whatever new stuff. Ultimately as I was finishing up the high rank of Rise, I couldn't help but think about jumping back to World constantly just cause it felt closer to being a more traditional and rewarding experience. Thanks again Skill Up, I always find your viewpoints very helpful. :)
I agree that this was the easiest MH game I’ve ever played (and I’ve played since Original on PS2), but also remember to compare this to base World and not Iceborne. World was the easiest MH before Rise came out, Iceborne made World truly challenging. Hopefully the expansion will do the same to Rise taking the wire bug mobility into account.
I wonder if the 10,000 hours you have in Monster Hunter is the reason each new game that comes out is easier to you
@@shadowzerg I played since 3U and rise was definitely the easiest
@@khailils446 Yep, thousands of hours in the series will definitely make any future Monster Hunter game you play, even easier
Do you think thousands of hours is supposed to make the game harder, or something?
@@shadowzerg i played the monster hunter games in reverse. yes, some skills are transferrable. like meta-game knowledge, some monster patterns etc. but the older games were definitely harder without a doubt when you compare it with Rise.
@@ashokrohan7232 I’ve gone back and played the older ones as well, and had a much easier time with them. Far more basic AI, monsters have less moves, weapons do ridiculous OP damage making for easily repeatable stun locks, etc
The main difficulty at all is literally just jank like funky controls and plesioth hip check level hit boxes
You’re fighting the ancient tech of the game moreso than the monsters
But anyway, start a new game on World and go through it and tell me it’s not easy af, if not easier. Hell, my gf just killed her first Odogaron today, all by herself and she’s not even a gamer (she did kill everything preceding by herself too, of course)
When I heared " often completing hunts in 10 minutes sometimes less..." I remembered my friend roasting me playing Monster Hunter Freedom United where I was able to optimize some hunts around 30 minutes. He told me that MHFU is a version for noobs and the real sht is MH2 or the original version where you often absolutely destroyed. Well, we come a long way since then.
A lot of the new monsters feel like they were made to adapt to wirebug agility, like Almudron’s wide walls of mud or Goss Harag’s general CQC sweeping blades. But old monsters don’t feel adapted to wirebug combat.
Volvidon kinda made me faint and seem to know how to roll into me everytime.
RIse expanded a lot but it never felt like it used everything it brought, theres no attacks that require you to use the wirebug jump or hover, theres no fight or attack in which you need to dodge with the palamute.
I think world pushed towards its systems, I knew how to exploit the map to my advantage, the traps, the pick ups, the climbable walls, the slopes (yes, hammer bros get me) and the escape routes for a quick healing session. And they massively dropped the difficulty, I went from being scared of fighting fatalis alone, to doing multiple apex challenge hunts while listening to a podcast.
There are attacks that help a lot to dodge with wirebug, such as Chameleos' donut poison and similarly Narwa's donut electric attack that spreads outwards, just to name a few but there's certainly more. I think the existence of a wirebug/clutch claw introduces a whole extra level of complexity that raises the skill ceiling too much for the game. So mechanics centered too much around the wirebug would be too frustrating especially for those inexperience with the franchise. It presents a problem where adding it to the game makes it too easy, but making it difficult to use yet necessary is also too frustrating. We even saw that somewhat with the clutch claw addition in Iceborne. So many people complained about the fact that it was necessary to apply weakspots to get the same benefit from tenderizer that you used to get in base World. That flinch-shotting was stupid or too difficult yet was considered necessary to pull off to get a smoother hunt going. But it's a divisive topic, some people definitely appreciated that extra level of difficulty, although a big chunk of the player base are still people who played the previous games and don't want that extra work in their hunts.
The problem with mechanics centered around your companions is that it should never be too punishing to have to have either a palico or palamute, which means that even if just one attack is only avoidable somehow with a palamute, that'd already be unfun for players that only use palicos. Vice versa for palico users and palico centered mechanics favoring palamute users.
Why are you comparing a grank fight to high rank lmao
I like the wirebug. Running through environments got annoying at times but the scout flies made it somewhat bareable.
You've given words to how I was feeling about Rise. I've never been more disconnected from a Monster Hunter game and I've been playing since the first one. The wirebug is just too strong. There's not a single hunt that's felt like overcoming a challenge. World was what felt like the closest to the perfect form of Monster Hunter for me personally. Even then I'd say the cluch claw's weakening ability was a bit too strong but here the wirebug trivializes all movement and removes pretty much any weakness a weapon set has. It feels like too many of the weapons now have no trade offs, everyone can do everything.
Its easy because of you skill as a hunter has become so good, that you can only fight monsters in grank lmao. And also world was easy.
Also rise is like mhgu in world style.
@@marcusaaronliaogo9158 Thats not true. That’s like saying every dark souls is easier after beating the first one.
@@fistybaby9489 yes, because I heard some people think dark souls 3 is easier than 1 and sekiro is easy after playing other souls games.
I miss the Clutchclaw. But I would like both of them if possible to return in future installments.
Maybe getting to choose the wirebug or the clutch claw.
The wirebug offers defensive mobility while the clutch claw aggressive actions.
I must just suck but I do the hunts without a pet and they feel challenging enough to me. I could live without the wire bug but the biggest thing that has me playing is switch skills. The variety of switch skills is really really cool
Many of the things you felt were unnecessary were in world too. I felt the same way as you when I played world honestly, but it's just to make things clear, those are not new features.
You didn't mention the exploration in the game. While the world isn't as dense as in MHW, the wirebug allowed for some extensive exploration, which Capcom encourages through collectables and resource pick ups in intricate locations. For the first 100 hours, I enjoyed that immensely.
Thanks for the great review!
One question:
In the MHR demo, the fighting feels somewhat more clunky, compared to World, less fluid in my opinion. Is that just how it is, or is it because of the movesets in the demo? Because compared to World I felt kind of restricted in my arsenal of moves, and a lot less precise.
If anything it should feel slightly less clunky due to having wiredash. As far as I know, the controls and animations are essentially the exact same.
To me, some weapons are improved (e.g. Long Sword) and some feel more clunky (e.g. Charge Blade). But hop in 10 hunts or practice range and it feel great again.
Can confirm, it feels more clunky to me, especially as a Lance user. MHW/IB Lance was so fluid and snappy and satisfying. It was perfect. MHR Lance feels so clunky and stiff and awkward, I hated it for about 200 hours and I've just now only come around to being okay with it
Thanks for the video bub,
Cheers to Austin,
Stay safe and take care x
P. S.
I played rise in the switch and fell off after the story quests. I enjoyed moving a lil faster with the greatsword but the game didn't grip me as prior games have.
The lack of cross save between switch and pc rise stopped me going back. I hope whatever they do next has cross save and or play ^^
On "fighting the environment" point and wirebug movement OUTSIDE of hunts, I agree that its fun but only for the first time. Having to chase and climb after legiana in world was a mild inconvenience at best, and now with wirebug movement OUTSIDE of hunts it alleviates the dread of having to climb that same vine for the 100th time.
Lmao you actually climbed the vines instead of just using your slinger to grapple hook up there? That was fun as fuck and got you to Legiana’s nest in like 7 seconds.
Or alternatively you could use a mantle to literally fly up an updraft and get there on 3 seconds.
@@BoJangles42 you still need to climb the vines after using the slinger.
Imagine using glider mantle when temporal and rocksteady are a thing.
Agreed, the worst part is hunting a monster and the damn thing flies around the map or is on a different level, its pure tedium when I just wanna kill it and make the next bow.
@@DogginsFroggins it is not tedium. It called immersion. You are hunting an animal, not fighting a person. Monster can take advantage of difference stages on a map when they run. Yeah you just want to kill the monsters, but the monsters wants to be killed?
I really hope this isn’t what MH removes next to please people and their Action DPS obsession
You only needed to climb a vine halfway and the rest could be climbed with Slinger. Also you could climb faster with the slinger.
You clearly didnt spend enough time with the game, didnt even figure out how hub/village systems work, complained about stuff that already were in world and called it a day. Thats not a quality of review people expect from skill up.
i will always watch your revies for games, by far the best vibes of any other reviewer out there. love your content keep it up
Love how you changed your name from Skill Up to Shill Up between games 👍🏼
The older monster hunter games weren't really that hard, they just seemed that way because you had to fight the systems they were made on. Tech runs better these days so you get a smoother experience. If they remastered the older MH games 1:1 they would be just as easy as MH:World
Umm… no. The truth is, whether you like it or not, the series was the way it was by design, not hardware limitations.
The original MH game out on the PS2, the same console with titles like God of War and Jak & Daxter. They chose to make it the way they did on purpose, and continued to do so for the next 14 years until World’s release.
It’s fine to prefer World, but don’t mistake that opinion for fact based on some misinformed technical superiority.
FACTS. God I'm sick of the idiots whining "Old early games were haaarder and thus better" when they were neither of those things. just shittier.
Super solid review. I think mh difficulty is extremely hard to judge after you've invested a significant amount of time into a prior installment. You understand the game and core systems significantly more after playing so much world, so rise is inherently going to feel a lot easier in comparison.
Regardless, I agree with pretty much all your points here. Great review friend :)
Not true, people who played gen 5 mh first and then playing the older title are most likely find those games still hard.
While the opposite will find the newer title generally easier.
The newer title especially rise designed to be as helpful as possible, no environmental hazard that's harmful to the player, wyvern ride, endemic life, turf wars, spirit bird, no tracking, etc.
@@m_riidi it's easier, it's just emphasised by understanding the games core mechanics more from your experience in prior titles.
Mh rewards legacy knowledge :)
I also disagree. Rise was a breeze for me but I went back to Tri recently and got my ass handed to me. And this is coming from someone who’s been playing for 7+ years.
@@m_riidiI played FU after playing world, It was more difficulty than world but not as much as people told me
@22:53 Nice Easter Egg, putting on that screenshot of Diablo III with the "Monster Hunter" legendary sword on
Anybody else notice the “shill up” in the top left corner? Love the videos, your awesome 🤩
"There is no such thin as a bad Monster Hunter Game" if you think of it, it's kinda mindblowing.
Honestly I can't go back to World after the introduction of the Wirebug, it's just so much fun to use and traverse the maps around, and yeah it does makes the game a little bit more fast paced, but I feel that's a welcoming addition, and I'm sure Sunbreak will take this into account when it comes to adjusting it's G-Rank difficulty
I respect that, but i don't quite agree, the combat system of MH, with it's flaws and shortcomings, it is amazing, it is about being commited to your attacks, being methodical and deliberate, and MHW perfectly did that, improve the combat system of the franchise but at the same time respecting it's identity, philosophy and rules. MH Rise in the other hand, with the wirebugs, it quite ruins it, changing a lot to it. I really hope that Sunbreak or the next mainline MH (MH6) recovers that.
P.S: Sorry if my english is poor, i am still learning it.
@@alfredoamendez4299 you clearly havent played any other game beside world if you think that
@@Darkneonflame13 really? Because he sounds like he played them considering he is mentioning about the rules and limitations that the series have preserved in every series. I swear you 5 gen fanboys are something else…
@@Gayhan- ah yes this obvious improvement on the game and world doin stuff “perfectly” sure sounds like someone who touched any other game in franchise, nevermind base world bein garbage and doin minimal work to improve the games gameplay and wirebug is an evolution of the absolute garbage clutch claw, waaaah mobility I can’t believe GS now can reliably stay in fight more reliably how dare they, world still bein the worse mainline MH game in terms of content and design
@@Darkneonflame13 bruh... Rise got rid of half the armor sets. You don't have Blademaster and Gunslinger anymore. Don't even have alpha and beta sets. Apex are half baked deviants with no armor sets. World gave you a gamma set for arch tempered. Rise gave you nothing for emergency apex. Tf you talking about content dude. Put down the crack pipe. Rise had a few extra monsters and a better variety that's it
sunbreak will not change you opinion given how a core mechanic (wirebugs) seems to have been your main gripe with the secondary gripe was village bloat (which i kinda agree with, but only on a complexity level.), and i'm sad that you only enjoyed it. i tip my hat and say, "love what you love."
Everything except for recruiting buddies, collecting Cohoot loot on the treetop, and accepting add-on content (also excluding Kamura/Guild/Buddy tickets) can be done in the Gathering Hub prep room.
I like a lot of things on rise, I just hope most of these new features don't bleed into future games
Yeah. I agree with you on the Wire Bug. As much as I like it & think it's fun... it definitely should just be a RISE thing. Wouldn't want it in the next one. The mobility really does feel OP sometimes... 😅
Also I REALLY dislike the Map in RISE. I get it.... but I'd rather actually hunt my Monsters, instead having them served in a Silver Platter! XD
MHWorld I always felt had too much clutter on screen. It's more realistic in having a lush forest, sure but visually I liked Rise more on Switch and now on PC. It allowed me to focus on the monsters and myself more. Didn't feel like my eyes were half wandering.
As for the Wirebug I love how much options in movement it gives, the only thing that breaks the game with them are the monster riding. That can make solo runs even easier.
Also some monsters in Rise do use terrain IIRC. A lot of them can use walls and I believe there were other interactions.
20:00 The only new thing you mentioned was armour for the dog lol
Playing this on Switch from day 1, this is an outstanding technical marvel. I load into a game session with randoms in 10 seconds, I get a near perfect 30 FPS through the entire mission, I even have barely any lag playing online with an internet that sucks.
MSR's game engine wasn't made by engineers an programmers, it was made by wizards and black magic.
I didn’t think we’d be applauding 30 FPS in 2022
“Outstanding technical marvel” proceeds to brag about 30 fps in 2022
@@cornpop838 On the Switch which have the hardware of a console from two generations ago, stable 30 FPS is impressive.
I disagree with the "bloat" of things you can do in the village, actually that's one of my favorite parts of monster hunter games, I'll never forget the palico farms of monster hunter 3rd and freedom unite for example, that village to-do list and the preparation for the next hunt are one of the core aspects of monster hunter and that's one of the reasons why I dislike endgames.
I can tell you that playing solo (I have no friends on switch) the rampage mode was my least favorite part. It was difficult, but annoying difficult. Like I wasn’t pumped up to go and try again for a higher score or anything I just wanted it to be over. Especially the final story rampage where the only good way of dealing damage to the monster was using a mounted gun, but as soon as I get on it I’m knocked off. I sincerely hope they walk the rampage mode back in sun break to something that’s optional
Monster Hunter Iceborne was my entry to the franchise. I know I've been a bit late to the party but with Rise being ported to PC I'm so excited to grind my way again with the Hunting Horn!
I played MH since Tri, World is still the best MH Game ever made. let the whiners cry about the earlier games being "harder" and "better" I don't have time for willfully ignorant trolls. I just hope more future MH Games are like world, and not rise or previous titles.
Skill Up is finally on Swag Axe gang, I can now rest well.
Great review! I always wanted to play world but could never get my squad to get into it with me but I managed to convince them for rise.
With rise I feel like it was a perfect game to introduce 4 new players into the series and I hope I can then sell them into world after when they are more familiar with the game series.
exactly, Rise is an experimental MonHun designed to onboard new players, and its beautiful for that
Something I was definitely upset about in Rise was that Room Customization was pretty barebones in comparison to World where we could display the endemic life that we caught.
Small details like that should've stayed in with Rise as you get more immersed with your hunter.
Idk, game's good but I rather play World like you said.
This is such a great review! Gave us the pros and cons without overdoing it! Excellent work as always Skill Up!
A lot of these complaints sound like the complaints of series veterans. I don't think the games have gotten significantly easier, it's just that we've gotten better as players and so going through early low rank quests again just feels like a breeze. Overall I think when you reach the endgame monsters are as hard if not harder than they were in world, but that's quite a walk through familiar , easy territory.
Rise is definitely the easiest game. Monsters have very low health in comparison to other games in the series. Most solo hunts are done in 5-10 minutes.
@@Raffze I think people have rose tinted glasses for world's content. most HR fights in world were over very fast too
The switch axe was never meant to be manually reloaded, as it refunded the gauge for using morph attacks, which was nerfed in Rise to balance the silkbind move. And the IG was changed such that you can play without ever touching the ground by perching on walls and using aerial recall. Also vaulting dance gives you an aerial buff whenever you jump off a monster, making glaive users even more dominant in the air than they ever were in World. Just as when they allowed all weapons to aim slinger with weapon drawn in Iceborne, SnS got much more functionality on the left trigger to keep its standout versatile quality. The team knows their weapons better than they know their children is what I believe.
I love your reviews, but I think a lot of the gripes missed the mark on this one.
Yea I'm not even a switch axe main but even I face palmed when he brought up the manual reloading part of the switch axe.
@@sethlight2784 From the footage it looks like Ralph is playing it like the World verstion SA which is all sword all the time... not how the Rise SA was designed to be used.
Though it's true that you can just play terribly and still barrel through the game. Hopefully G-rank helps in that regard.
It's funny to see you, an insect glaive user, have the same identity crisis over the wire bug in Rise, that I also had over "Aerial Style" in Monster Hunter Generations.
This review also kind of confirms a lot of the worries I have about getting into this game. Not that this wouldn't be an absolutely great game, just that I'd probably like it much less than previous entries. As someone who plays Monster Hunter not for the armor grind, but for that thrilling feeling of a hunt, the wirebug could be a pretty big detraction of the experience as a whole.
Loved the review I'm a huge fan of monster hunter I think I'd probably have over 20000 hours of game play between all the games but rise I only have like 500 maybe. It's fun but the wire bug I feel like takes away from the game. I think it's fun and I'd still give a high rating but I you put it so well " I don't think monster hunter is monster hunter unless your scared of the monster" - Skill up. I'm very much looking forward to the future tho
I'm on the opposite about one thing. I like rise being faster. Playing World felt like such a commitment to go hunt, when hunts could easly take 30-40 minutes for my unexperienced ass. But I didn't experience World to its fullest because I arrived late and felt like there was too much content to go through and didn';t play it for more than 20h.
I love World and Rise, but the movement mechanics of Rise alone make me prefer it, the palamute and grapple hook bug thingy are just so useful and a joy to use and traverse with. Making the hunts much more enjoyable (I just wish the difficulty was a bit higher, or maybe a difficulty setting for future MH is needed)
I find this review funny because what you said applied a lot to people who transitioned from 4U to Gen, like more arcade-y and streamlined, too fast and flashy, lighter weapons' mobility advantages getting invalidated by Styles, Hunter Arts trivializing stuff and clunkiness, environments are more empty and flat (except the areas ported from 4U), difficulty is too easy until endgame, etc. I guess that means we can hope Sunbreak will vastly improve Rise like what GU did to Gen.
Well downtime between fights is fine and all, but climbing up and down Coral Highlands for the umpteenth time chasing Paolumu or Legania really starts to get annoying.
The key thing that keeps me playing Rise instead of World is how drastically improved many of the weapon movesets are, either through mechanic tuning or new switch skills introduced in Rise. MHW's weapon MVs were awkwardly balanced and tended to favour one-dimensional playstyles for many weapons. SnS's Perfect Rush, for example, was overtuned to the point where even short openings were optimally punished with the first 3 hits of PR, meaning that once you got good with the weapon there was no reason to engage with the rest of the kit. Insect Glaive had exactly one reason to go airborne, and it was to immediately drop back down with Descending Thrust. Long Gunlance did better DPS than either Normal or Wide by the end of Iceborne, meaning that efficient hunting with that weapon was an endurance test between the monster's HP bar and your ability to stay awake!
In contrast, Rise's weapons can utilize a larger part of their moveset and still be effective. Take the Switch Axe you're using, for example. In World, your only good damage options were Sword XAX and Axe morph slash, the latter of which was a big animation commitment and quite restrictive. Axe form just didn't provide enough value, other than using AAAX every 30 seconds to maintain your Partbreaker buff. Rise added the Rapid Morph skill as well as very strong morph attacks from Sword -> Axe, as well as allowing Axe mode attacks to apply charged phial procs. This enables a playstyle for the weapon which revolves around rapidly switching between both forms to utilize strong attacks in both of them. Sword AZRZR is a deceptively simple quick combo that does good damage and is very versatile. Stopping after the first ZR leaves you in Axe mode, which allows you to better chase with the massively buffed Forward + X or a roll as opposed to a sidestep. Back + ZR allows you to reposition and set up for other Axe -> Sword morph combos like the Axe morph slash from World, or the new Forward + X morph followup. The fact that your combos now flow between stances both adds complexity to the weapon and also gives it a sense of situational flexibility that it lacked in older iterations.
Insect Glaive also got massive buffs to the weaker parts of its kit, although it only really comes together after unlocking its last switch skill. Assist Kinsects make essence gathering faster and more consistent, while providing a more reliable damage buff than World's dust kinsects. Aerial attack MVs were buffed through the roof and are competitive with your ground combo, so helicoptering through the air is no longer a massive damage decrease. Additionally, each consecutive aerial attack now does more damage, and further boosts your Diving Wyvern silkbind skill to the point where it can compete with Greatsword's damage numbers! This promotes a high-risk, high-reward aerial playstyle where you use your incredible aerial mobility (midair ZL+X resets your airdash, so you can generally airdash at least 3 times before an attack) to chain together three midair A hits before cashing in your damage bonus with a precise, hard-to-hit finisher. In Rise, you now need to make situational judgements about when to use your entire moveset which is a huge improvement over World's comparatively vanilla IG playstyle.
I'll spare the details for the SnS, Greatsword and the reworked Hunting Horn, which I think are the other big beneficiaries of Rise's changes, but the theme holds true for them as well: There's more buttons that feel good to press in different situations, and more judgement is required in Rise than in World to determine what those different situations are. That's a really good thing!
It's not all peaches and cream, though. A couple of weapons (Lance, and certain GL playstyles) were not improved and now feel worse than their World counterparts. Longsword and sticky LBG are overpowered. I agree the Wirefall is way too strong for how often it's up, and a lot of Silkbind skills are either overtuned or just degenerate to the weapon's gameplay. I will, however, die on the hill that it is still INFINITELY BETTER than the Clutch Claw shenanigans that Iceborne introduced and enforced in the meta, which is the other main reason I avoid World at the moment.
One last point regarding your lack of fear in Rise: I find that to be true for every player's 2nd completed Monster Hunter, especially a G-rank expansion. You've beaten it all already. You've smashed Ruiner Nergigante, beat the stuffing out of Alatreon and Fatalis, you've hunted Safi'Jiiva to extinction because it just won't fucking drop the blast Insect Glaive AAAAAAAAAAAAHHHHHWAEJHTKLSEJTKLESAHTKLSEAH-
Anyway.
You're no longer the rookie that ran screaming from an Anjanath the first time it showed up in the Ancient Forest. You've levelled up. Skilled Up, maybe. You're now used to fighting monsters with expanded movesets that hit harder and faster than anything Rise can offer, save perhaps the Emergency Apex quests. That tension and apprehension a new monster brings with it just cannot exist to the same extent anymore, because you KNOW you can beat it. You've overcome harder challenges.
It's a pretty common sentiment in the MH community to say that they wish they could experience MH for the first time again, and I think you know how that feels now.
I had much more fun with Rise than World, faster to play and cut to the chase, portability is a plus, wirebug made traversing much more fun too. I prefer to look at World but if I have to game, Rise is my choice.
I like the wirebug for navigating the environment. I am actually exploring far more than I normally would.
I do hate what it has done to combat though. Especially since combat is so much faster. I am only low rank so far, but its just been way easier than I was expecting, and from what I have heard from other fellow veterans, it isn't going to give me the highs that MHW gave me.
Looking forward to G-rank hunting this summer, really need more of a challenge now that I mastered my SNS :P
Rise is a fun game but I constantly miss Worlds. Each biome felt rich and made it more exciting to explore. But ultimately, Worlds always felt challenging no matter what stage you were at. And it’s that journey of getting better at mastering eye-frame to stamina management that makes victories feel rewarding. Worlds also does an excellent job making every monster feel like an epic boss battle.
I just hope the expansion to Rise will bring a lot more challenging monsters to fight 😎
It's i-frames not eye-frames my man. The I stands for invincibility or invulnerable.
"eye-frame" lol
i-frame is short for "invincibility frame"
And man... I wish stamina management was more of a thing in these games. If you aren't playing Dual Blades, Bow, or Lance, then it may as well not exist.
@@jakejutras5420 wow. I feel like a complete idiot. Totally thought it was. eyeframes 😂
He says: "I recommend Monster Hunter: Rise", and I hear: "Go play Monster Hunter: World"
Saw your clip in Diablo had the weapon “Monster Hunter”. Niiiice.
As someone who only tried monster hunter 3 (?) On the Wii at a friend's place as a kid, I felt kind of overwhelmed trying monster hunter world and never got into it. If this is a bit simpler that might make me get into it. It looks like so much fun but omg the amount of menus.