Monster Hunter : World VS Rise - It's Time to Settle This!

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  • Опубликовано: 4 фев 2025

Комментарии • 1 тыс.

  • @Lexgamer
    @Lexgamer Год назад +427

    Despite hundreds of hours in World, and knowing the primary hunting areas of the forest, I can STILL get lost in all the winding little pathways, which is a feeling of scale games haven't captured since I was a kid. Games now feel small and easy to wrap my head around. The "fuzzy" nature of getting lost in the forest is amazing and I love it so very much. Armor is great in World too. Rise does have the better weapons though. Both games are amazing and feel very unique.

    • @AscendantStoic
      @AscendantStoic Год назад +39

      Never stopped getting lost in Ancient Forest even after hundreds of hours XD

    • @illogik
      @illogik Год назад +17

      I’m still lost looking for this anjanath monster to this day

    • @dino-t243
      @dino-t243 Год назад +21

      I get what you're saying but personally I feel that's due to the complex vertical nature of the map rather than the size. Most areas in the forest are tight and claustrophobicand there are a lot of paths so it's easy to make it feel maze like

    • @voidgivenfocus
      @voidgivenfocus Год назад +18

      Just making something more mazelike does not equate to a more immersive experience lol

    • @timothyblinn9734
      @timothyblinn9734 Год назад +22

      ​@@voidgivenfocus True, which is why the devs didn't just stop there, and they added other aspects of immersion

  • @AkrabSouls
    @AkrabSouls Год назад +296

    As mainly a solo player, followers were a great addition/company to the hunts

    • @killerfugu2659
      @killerfugu2659 Год назад +40

      Yea and their damage is terrible to ensure they don't carry that side, though horn buffs/free heals are very nice.

    • @bellystraw
      @bellystraw Год назад +41

      I really hope this feature carries on in future titles because it followers were such a wonderful feature

    • @sonusmeister2325
      @sonusmeister2325 Год назад +17

      the main feature of followers is splitting aggro.

    • @killerfugu2659
      @killerfugu2659 Год назад +23

      @@sonusmeister2325 Yea like souls games npc summons/coop.

    • @HerEvilTwin
      @HerEvilTwin Год назад +12

      I genuinely hope this will become a feature of all future MH gamess

  • @MystiInferno
    @MystiInferno Год назад +411

    ​There is no OBJECTIVE answer to this question, it's entirely subjective, both are good in their own ways anyway, I dislike world for reasons, but I also dislike rise for reasons too, I love both though.

    • @paidninja1413
      @paidninja1413 Год назад +42

      World is objectively better because of the better graphics, better more dense maps with a proper ecology, a better story telling and much more challenging monsters than Rise (at least until anomaly investigations must hunts were easy in rise).
      You may or may not like world but it doesn't mean world was not objectively better game than rise.

    • @Markus1229
      @Markus1229 Год назад +12

      I think I like rise gameplay with the faster pacing but I loved the magnitude of world. I also prefer worlds grind. There were so many different layers from kulve, go Safi jiva, to deco hunting. Rise just came across as frustrating to me. But I love all monster hunter games!

    • @MystiInferno
      @MystiInferno Год назад +112

      @@paidninja1413 Nothing you've said is objective, if I like rise better, nothing there matters to ME, so it's Subjective. "Better" Graphics is also subjective, more realistic, yes, higher fidelity, yes, better, subjective, I like Rise's art style better

    • @paidninja1413
      @paidninja1413 Год назад +10

      @@MystiInferno if you don't think it is not objectively true that World is superior to rise when it comes to graphical fidelity it's time to relearn English dude.
      I've stated objectively world has better graphics, is consistently harder than rise in lower HR/MR and objectively has a much more flushed out story.
      Also if i was mentioning art style id say so, graphics doesn't mean art style.
      Objectively world is better. Despite that one can no doubt love rise over world no doubt.

    • @MystiInferno
      @MystiInferno Год назад +92

      @@paidninja1413 You're the one who needs to learn English as you don't seem to understand what the word SUBJECTIVE is. and I agreed World is better fidelity. You're reading comprehension could also use some work.

  • @kamer7687
    @kamer7687 Год назад +116

    One thing that was left out is build customization. World and Rise were both okay, but Sunbreak gives you nearly infinite effective options while Iceborne gives you full Fatalis for all weapons. As someone who started on PSP in Freedom Unite, I don't think I ever had that much fun with the RPG aspect of MH as I did in Sunbreak. Not saying what my overall pick is (or if I even have one), but this definitely feels like a notable topic outside of the very good Ruri discussion.

    • @Themasterjtg
      @Themasterjtg Год назад +3

      I feel this is more akin to how Augments altered the way weapons gain traction in the endgames, notably how one difference between SB and IBs augments make all the difference for how some weapons can still be serviceable in the post game's end game
      In Iceborne, every augmentation slot level unlocked only unlocked the next level, meaning you had some flexibility in your augmentation choices. Slap on designs had a bit better a boon with Custom Augments as they offered the small bonuses that stacked up if you committed to a single aspect (Affinity, Attack, Ele/Status, etc).
      Meanwhile in SB, when you unlock an Augment slot level, you actively upgrade your weapon as well as achieve greater flexibility in your weapon's augmentation capabilities. The progression of upgrades are set for varying types (All non-ranged weapons gain additional raw and sharpness, along with elemental weapons getting more element at certain stages. Can't recall if Status weapons gain more of their Status at those levels, but I don't think they did). This detail alone means that you have the option to upgrade a weapon to max augments and receive a massive power up off of those alone, prior to even applying stat specific augments to the slots (Attack, Affinity, Ele/Status, Sharpness, Rampage Deco lvl)
      In Sunbreak, theoretically every weapon can be used in endgame as they can all eventually become extremely powerful versions of their freshly crafted forms (Aug level 0 vs Max Augs), whereas in IB, it's moreso a solidification of the winners winning harder
      It is still a factor that's present within SB, however, it doesn't just simply leave every other option behind absolutely in the dust
      Then there's the armor casino which just says "Where the limits are made up and play styles don't matter". Qurios Crafting Armor just straight up enables someone to intrinsically change the play style of an armor set in of itself (personally an experience I know after having done a gimmick save where I locked myself to Goss armor and GS strictly. Once I got the Qurios Crafting unlocked, I was able to actually enable playing in an elemental play style as opposed to the strictly Crit Draw style Goss armor is meant to be for)

    • @Koitsuba
      @Koitsuba 11 месяцев назад +3

      I mean. What's there to do after Fatalis..? It's the endboss of MHW, the pinnacle of the game. You should be rewarded for beating the "final boss", since there isn't any challenge after that. Also, you're not forced to use it anyway. It's not like you're locked into it. I think it's good for the game to have a definitive "THIS is your reward for completing the game, congratulations!".

    • @ghoulishgoober3122
      @ghoulishgoober3122 9 месяцев назад

      ​​​@@Koitsubawhile this is true, it's more the fact that fatalis is the only set you need. It gives you constant +200 health and stamina, unlocks all the secrets for skills, and has the best decos. I guess it is a great reward for the nothing you have to do with it after, but borderline making any other build worthless? I would like to see that the final armor set is very good obviously, but also just as strong in a mixed set on top of being strong wearing the full set. Most of the fatalis armor's benefits come from wearing the full set, and if you want to wear fatalis it means you can't go rimeguard or any other special build like that. Going with these special builds isn't nearly as good as full fatalis though

    • @wanderssoon
      @wanderssoon 8 месяцев назад

      @@Themasterjtg also, I'd add the fact that World/IBs augments (maybe) unintentionally gave a very clear direction towards how'd you build. Almost all builds from lategame have health augment on them, which hindered some build potential from other set bonuses like Safi's, Nergi's and Vaal's which had built-in health regen as their main selling point, making every build draintank better than builds which were intended to play this role. Meanwhile, due to the more restrictive augments on SB, you really need to invest/commit with your playstyle, as some skills have negative synergies (with a few exceptions, such as dragon conversion + dragonheart, which ONLY synergise when you use a dragon weapons).

  • @invincaspartan
    @invincaspartan Год назад +170

    I enjoy Sunbreak over Iceborne and World over Rise. Both offer great experiences along the way and provide unique challenges.

    • @Lormingo16
      @Lormingo16 Год назад +32

      This is the comment that best describes my feelings

    • @Ocean5ix
      @Ocean5ix Год назад +6

      Yea.. this is both the greatest thing about MH but also the worst. Because it's awesome that you can go back to each game to get a slightly different experience, but at the same time it's insanely hard to decide which game to go back to because all of them have something you like.
      I would love to replay World's story with it's graphics and maps.... but I hate the Clutch Claw, I dislike how they went all in on Sieges focused on multiplayer and ignored the fact that the actual MH fans from the West spent almost a decade playing MH solo or on LAN. I also dislike how World's endgame pretty much unlocks the entire content for you at MR100. I actually liked how Sunbreak locked content behind higher and higher MR and AR because I need a reason to keep playing more than I need to kill or loot everything and get all the achievements.

    • @kamer7687
      @kamer7687 Год назад +8

      Hard agree. Endgame Sunbreak is a lot more fun and in depth than Iceborne, but base game World offers a lot more than base Rise.

    • @CloudWind0643
      @CloudWind0643 Год назад +2

      I feel the exact same way. Imo overall Sunbreak is a better expansion than iceborne and I enjoyed myself WAY more playing it. World is hands down better than Rise in almost everyway.

    • @ironwiredglasses
      @ironwiredglasses Год назад

      @@Lormingo16 fr. this is also me

  • @kevo300
    @kevo300 Год назад +98

    I have 1000 hours in world but to find rathalos at the top part of the ancient forest is like harder than fatalis.

    • @jordanneal8979
      @jordanneal8979 Год назад +22

      Yeah. I love world but anytime someone brings up World's "immersion" my mind goes to the Ancient forest's frustrating ass design.

    • @Nwaaah
      @Nwaaah Год назад +5

      Then you get up there, realise its a quest with both Rathian and Rathalos, and your reward for climbing to the nest is a gank fight whilst poisoned and on fire.
      I'm not speaking from experience, I swear.

    • @sebastianleiva9278
      @sebastianleiva9278 11 месяцев назад +14

      isnt there a camp like 10fts away from the nest

    • @zerozone5848
      @zerozone5848 10 месяцев назад +3

      camp named Ancient Forest Camp:

    • @shoobzy3431
      @shoobzy3431 10 месяцев назад

      ​@@NwaaahGives me flashbacks to that 1 event quest that wants u to hunt a pukei, rathian and rathalos and like u said it's just endless poison, stun lock and getting my ass lit on fire.

  • @CensorShtTube
    @CensorShtTube Год назад +30

    With quiros crafting and skill variety, Sunbreak is truly an endless MH game.

  • @hisdudeness1835
    @hisdudeness1835 Год назад +35

    I think a lot also has to do with what weapon you main. I mainly play Gunlance, Lance and Hammer. Gunlance made me really dislike the Clutch Claw while Rise felt weirdly limiting in playstyles before Sunbreak. But Sunbreak GL is probably my favourite Gunlance ever. Hammer and Lance are weapons that made me think the Clutch Claw was a great addition because to this day I believe these weapons had the mechanic worked into their core movesests the best (Clutch Claw counter with Lance and the Rolling Hammer into the monster follow up with Hammer). Weirdly enough Hammer and Lance felt really off to me in Rise. With every weapon being a counter beast I didn't even know why Lance was still a thing and Hammer felt like a One Trick Pony with Impact Crater. Sunbreak fixed the issues somewhat (and made Anchor Rage not being implemented in such a stupid way anymore) but I still feel that Iceborne perfected both weapons. Gunlance went up in Rise while Hammer and Lance were much better for me in World.

    • @KeyGameUniverse
      @KeyGameUniverse 6 месяцев назад +2

      While i agree on hammer clatch claw been fun i hated the lance one. It's just a slow counter that could not work in half of the monster moves. Also both hammer and lance have more variety to do and i m in love with the cross counter of lance. It's just so satisfying pulling it off

  • @AkantorCZ
    @AkantorCZ Год назад +26

    Didn't know the sharpening when riding palamute was such a big deal. I think Ruri never put this "OP feature" into the practice enough to realize how ennoying it gets after some time especially in Sunbreak where solving sharpness issues was so easy.

    • @naezjinra
      @naezjinra Год назад +5

      It's not that big of a deal, if you put in the kind of time that the game is designed for you'll have the fish scales that let you sharpen with one stroke. It's all just catching up to current day QoL.

    • @AkantorCZ
      @AkantorCZ Год назад

      @@naezjinra Well Speed Sharpening is usually what you use to fill in 1lvl deco slots. Whetfish fin+ has only 1 use in Sunbreak so I personally wouldn't bother using it.

    • @babulbi
      @babulbi Год назад +3

      It really isn't a big deal simply because Speed Sharpening outclasses it entirely.

    • @dranoelarios4788
      @dranoelarios4788 10 месяцев назад

      Heaven sent users: *heh*

  • @Ocean5ix
    @Ocean5ix Год назад +11

    I agree that both are awesome but I do think there's a bit of a "revisionist history" going on in the community as of late. The idea that Rise is "more arcade" and "world more like older MH" is a fallacy in my opinion. You can say World is a more immersive game and that Rise is a more arcade game but the truth is that before World, MH was A LOT more like an arcade game (like Rise) than a "hunting simulator" like World.
    In older MH there wasn't 20 minute "look for ??? tracks" quests to progress the story or overly complicated map layouts that makes you go around in circles looking for Rathalos because he skipped like 5 areas. The tracks system is a huge departure from the series origins, to the point it makes World stand out as a very different game. Dos was also a very different game in it's own way but after that MH followed a formula that World didn't really adhere to, but Rise did.
    That's all, I'm not here to say which one is better or worse, just that people refer to Rise as a "insanely different and unique take on MH" when in reality it's a lot closer to Generations Ultimate, which is a lot closer to older MH than World is.

  • @PokaDott
    @PokaDott Год назад +70

    Wirefall just let you get into the combat sooner and had its disadvantages too. When you get pinned in World you gotta just wait there for like 10 seconds while the monster stares at you in confusion and doesn't do anything to you. In Rise, if you use all your wirebugs and you get pinned by a monster, you ARE going to be hit again and for a lot more damage too, the monster just won't sit there for 10 seconds staring at you and then let you get your breath back and roll away, like they do in world.

    • @Amazingpatt
      @Amazingpatt Год назад +23

      and to add to this , some monster have counter to wirefall...or just built in move set to make sure your hit if you wirefall toward them !

    • @datsnaik6886
      @datsnaik6886 Год назад +3

      The disadvantages of being able to wirebug out of a knockdown are pretty non-existent since you can just either wirebug into the fight again or wirebug to safety and being auto unsheathed. I rarely ever run into a situation where I'm out of wirebugs

    • @roloa7391
      @roloa7391 Год назад +5

      I don't think that's an advantage of wirebugs (though I will agree geting out of pins with wirebugs is an interesting mechanic), I think that's an issue with the design of pins in world. Some monsters did the whole leave you alone thing, but the better designed ones actually punished you for getting pinned, like Jho, Rajang, and Fatalis. So that proves good pins actually are a thing even without the existence of wirebugs, they mostly just aren't designed in a good way in World.
      Also does the good old dung bomb trick not work anymore for pins? I remember that's a thing in the older gens where you can stop pins by throwing dung bombs. I don't actually have Rise so I can't test, but some peeps on reddit say that's apparently still a thing. In that case it's not like wirebugs are mandatory to deal with pins anyway.

  • @MrWhoDare
    @MrWhoDare Год назад +13

    Short version from me: they had their differences, and I love them both. I love Monster Hunter, been playing since Freedom Unite, and am so excited for what’s next.

  • @Pine2142
    @Pine2142 Год назад +84

    Both are awesome and great at encapsulating the dufferences between portable and mainline games. I prefer World in most aspects but I also love Rise, especially silkbind skills

    • @ve8547
      @ve8547 Год назад +7

      Same feeling, both are good. It's still monter hunter both are very good at different things

    • @justindowning3845
      @justindowning3845 Год назад +4

      Never had as much fun in monster hunter as yeeting myself towards the monster with a twin vine and then following that up with a spiral trust on the head. Its so much fun.

  • @banedeath
    @banedeath Год назад +48

    Wirefall became a crutch for me. Every time I get knocked across the map in older MH games I find myself constantly mashing the wirefall control even though I know I can't use it!

    • @Daigon95
      @Daigon95 Год назад +8

      Honestly its always been like tht for me in multiple entries.
      Doin certain things and next entry doesnt hav it or moved it somewhere else.
      Always throws me off. lol

    • @jackg6887
      @jackg6887 Год назад +1

      @@Daigon95 I still miss valor dodge so much

  • @grimdaggz
    @grimdaggz 6 месяцев назад +4

    This is such a mixed bag. Broken down:
    World = Graphics, Emersion, Size, Maps, Balance, Bosses, Activities, Hub, Presentation, Events.
    Rise = Faster, Funner, Moves, User-friendly, Options, Monsters, Colors, Story, Cast, Quests, Endgame.
    It's Clutch Claw vs Wirebug... Clutch Claw has my favorite move in all of Monster Hunter. However, I will always side with Wirebug cause it has 6 near favorite moves with NO negatives.

  • @Tazkar
    @Tazkar Год назад +14

    One thing I think people miss when comparing the tracking in world versus always knowing the monsters location in Rise. Is that after you play World for a while, even without seeing the monsters map position you tend to have a very good idea of where to find it. Like the Pukei Pukei tends to always start in the top right bottom level of the Ancient Forest. Rathian tends to start right outside that first extra camp you unlock in the Ancient forest. There isn't quite as much variance to where the monsters are that some people like to pretend their is.
    The exception and big pain are ones like Rathalos who can be harder to find because they just don't seem to stay in one spot for very long and they fly.

    • @felipeemanuel5790
      @felipeemanuel5790 Год назад +4

      in older MH games it was also like that, when you're new, you don't know nothing, but after playing a while, it's pretty clear where the monster is, and depending of the map, almost every monster is located in the same areas, also, you could just use a psychoserum to see the monster location, or waving to the baloon, the monsters also everytime move to the adjacent areas, with the exception of some flying monsters.

  • @sohgeki2701
    @sohgeki2701 Год назад +14

    I think one aspect that should've been mentioned as well is the monster realism (grounded designs) vs variety. MHW had a more "grounded" monster roster which helps with ecology immersion but MHR had more fantastical monsters with greater variety overall. Other than that great side by side comparison of the two games that I love.

  • @grimreefer213
    @grimreefer213 Год назад +29

    I like Rise more personally because I detest the clutch claw, I think the monster variety is better in Rise/Sunbreak, and a lot of weapons were massively improved and refined in Rise/Sunbreak, not just because they’re stronger, but their movesets are better for the most part. There are some exceptions like I agree with Ruri that the Charge Blade feels much better to play in World, and the Hunting Horn also got all of its complexity extracted out of it in Rise.
    However there are some things about Rise that i’m not a fan of, like wyvern riding I don’t like at all, and I have a couple mild grievances about it. MHW is more immersive and realistic, and they’re both amazing games in their own ways that are worth playing. It just comes down to personal preference.

    • @felipeemanuel5790
      @felipeemanuel5790 Год назад +2

      The thing with HH is that capcom tried to make the weapon popular, a lot of people complaning about the weapon never receaved love or attantion to become more popular, and one of the reasons was the complexity, capcom tried to make it simplier in Rise, even if they didn't reach a good result, at least they tried, I think HH is one of that things that was made to be nich, it's impossble to be popular and have the feeling of a true HH, they probably gonna bring back old HH in Wilds.

    • @mats6591
      @mats6591 Год назад +3

      They did increase hh popularity a little in world the percentage of people using it was like 1%and rise jumped it to 3.5 or 4% which would tell them their rework did do something to increase people using hh.

    • @PhoenicopterusR
      @PhoenicopterusR Год назад +1

      ​@felipeemanuel5790 it's definitely one of those things that you'll never be able to force without ruining. The niche is the appeal, next to the bombastic attitudes and solidarity of HH players obviously. Solid improvements, letting the HH mains do their thing, and time will do well enough.

  • @TehHuskeydood
    @TehHuskeydood Год назад +3

    This debate is fucking dumb. We've had this debate for MH since MH inception. Its sooo boring.

    • @mallow2902
      @mallow2902 Год назад

      Every single side of this debate is completely insufferable. New fans, old fans, World fans, Rise fans, doesn't matter. They're all completely unpleasant to interact with. One of the worst fanbases I've ever interacted with.

  • @OrangeBox93
    @OrangeBox93 Год назад +45

    World got me into the series, Rise cemented my love of the series. Rise is my personal winner.

    • @simonrockstream
      @simonrockstream 7 месяцев назад +3

      Rise is worse in every way. wtf bro

    • @s.d.m.g361
      @s.d.m.g361 7 месяцев назад +5

      @@simonrockstream are you seriously offended that someone else has different opinions than you?

    • @Warden0f.theHeide
      @Warden0f.theHeide 6 месяцев назад +4

      @@simonrockstream Ah, poor World baby got offended over a personal opinion.
      And no, your statement is wrong, Rise had a good amount of improvements over World or even Iceborne.

    • @macvadda2318
      @macvadda2318 5 месяцев назад +1

      @@Warden0f.theHeidetbh this is hella 50/50 it downgraded in many ways but also improved

  • @Mabujold
    @Mabujold Год назад +3

    I never want to go back to random decos.
    No charms were build-defining, while random decos mean that even after farming end-game for over 100+ hours I still did not have charge level deco for bow, which mean I had to equip that shitty arena helm for all of iceborn just so I could have access to charge level 4 for my bows. Never again.

  • @griever4519
    @griever4519 Год назад +21

    Combining Wirebugs with Clutchclaw might be a decent middle-ground. Give us a grappling hook that can pull the player towards monsters / 3d objects. No clutching onto the monster but also no cooldown or wirefall. Just more movement when the weapon is sheathed.

  • @RAMBOHTX713
    @RAMBOHTX713 Год назад +27

    Rise was fun but world was an experience I’ll remember for a long time

  • @funjukebox1324
    @funjukebox1324 Год назад +7

    When monsters are in the same area, I let them hash it out monster to monster! In arena quests I try to avoid using any type of gate provided in the arenas as well! The fun part of the arena quests are the chaos of having 2 monsters

  • @VenomPureEvil
    @VenomPureEvil Год назад +9

    For 80% of the game you have limited skills and have to make trade offs and once you get to the final monsters you accumulate as many skills as you can which extends that last 20% of of the game. If skills stayed "balanced" towards the end the game would have a much steeper drop off. The game would be hurt if the fatalist armor was like shara's armor set as people would lose interest after a single hunt.

    • @BadEnd98
      @BadEnd98 Год назад

      Nope, they could make it just good for the 2 set bonus "secret" skill with okay-ish armor skills but good weapons - this way it's more balanced but still rewarding for the endgame monster it is.

  • @Schizm1
    @Schizm1 Год назад +5

    This may be unpopular opinion but... As much as I LOVE Word (over 500h of gametime) Rise is truly special for me. I like how focused it is, I love it's QoL features, I love that it respects my time and as a solo player I LOVE companions and palamute.

    • @mikaelskalberg9591
      @mikaelskalberg9591 Год назад +2

      More combos thanks to silkbind and silkwall to get away instead to lie on the ground and die. I love rise!

  • @CidMaik
    @CidMaik Год назад +4

    What I want for Gen 6 is a combination of the mechanics of both.
    So many times in World (pre Rise) I always used the clutch claw and shot it to climbable vines in an attempt to hook myself up with it.
    In Rise you use the Wirebugs to yeet yourself up, giving yourself that little boost.
    I hope that Wilds then uses a hookshot that lets you attach yourself to many different surfaces and from there jump into the monster.
    I hope World's monster riding comes back, that you and it fights so you get to tumble it. Rise's mounting was fun but not what I would like seeing returning.
    I want silkbind arts to return, but not neccessarily the swap mechanic (althought it did help me a lot as a SnS, in one scroll I had the shield bash and in the other the move that lets you yeet up and reach flying monsters).
    So more a middle ground of both with its added gen 6 gimmick.
    And please just make the matchmaking and activities of World but bigger. Big lobbies. Better matchmaking to find specific monsters. Raids and so on.
    Kill the hub area of World, make the first area THE HUB area, where you see everyone running around and doing their things before going out instead of going into an entire other area for that.
    8 player raids and so on.

  • @TheBagManGamer
    @TheBagManGamer Год назад +3

    I rate them both equally. They're both 9.5/10 for me. When it comes to immersion, World obviously takes the cake. But when it comes to combat and builds, I had more fun with Rise. It's crazy how a majority of community members feel like they need to pick a side.

  • @jasonmillington7806
    @jasonmillington7806 Год назад +6

    I have enjoyed both games. Each has their own charm. I love the immersive level design and atmosphere in World. I love the mobility and agility in Rise with the wirebug mechanics. Rise def feels more "anime".

  • @Danil_JRK
    @Danil_JRK Год назад +1

    Rise/sunbreak is what i like to call a game that has fun gameplay and gets boring the more you play it.
    Rise/sunbreak is the Destiny 2 of the monster hunter franchise, great gameplay yet nothing to do, no challenge, no real reason to farm other than looks and being overpowered from the start.

  • @StayNightGaming
    @StayNightGaming Год назад +15

    I have done everything there is to do in both games, even maxed ranks and a couple thousand hours in each.
    However, world, as amazing as it was fell out of even my top 3 monster hunter games because of the RNG decorations alone. It completely removed one of the most fundamental aspects baked into the core of monster hunter - the deliberate, goal oriented, intentional progression found in target farming monsters for materials. Your builds are no longer a result of your directed efforts, instead a product of multiple consecutive dice rolls, which can see you doing 100 random hunts completely aimlessly and still technically be no closer to completing your build than before. This was made even worse by Kulve taroth and to a lesser extent safiJiiva.
    In sunbreak, and every other monster hunter game before world, you can intentionally make all your builds. Everything is a product of your goal oriented progression. Not to mention in the end game with cyclus melding you can literally choose the skills that go on your talismans, and those talismans can be extremely strong.

    • @tarrickmerdev2324
      @tarrickmerdev2324 Год назад

      RNG charms, especially pre-MHW, was exactly the same way. People try to ignore this but it's true. If you didn't get a charm with a bunch of points in the the skill that you wanted, then you simply weren't making that build. Sure, MAYBE you could mix in more of one armor set or another, but doing that generally meant going to a less useful set, that may have the first skill you wanted, but not the second, or doesn't have enough deco slots. There's a reason why you pick the armor that you pick and, if you don't have the perfect charm, you're likely going to just end up with Handicraft +10 instead of the Handicraft +15 that you wanted and you may not even be able to get purple sharpness. You absolutely still needed specific charms for specific builds in the old games.
      This was even worse in the old games because if you didn't get all of the points you needed then you didn't get the skill AT ALL. in MHW, you can still run with Attack Boost 6 instead of Attack Boost 7 if that's all you can hit with your current armor/decos. That is not build-defining. There are only a handful of builds in the entire game that are TRULY affected by not having the right deco, where in the old games with RNG charms, it was literally every build. This is less the case in Rise since, like World, it has partially-bonused skills, but people act like RNG loot affecting your build in MHW was brand new and never happened before in the series.
      And that ignoring the literal thousands of absolutely garbage charms that come out of juju melding in MHGU. I didn't play 4U to the end so I don't know exactly how acquiring charms was done in that game and 3U was just too long ago, but in GU you literally had to sort through 2-3 dozen charms every few quests to pick out the good ones so that you could re-meld the rest. It took quite a lot of time every time the melding was done to sit and go through them so that you could pick out the bad ones to re-meld. Most of those having the utter trash skills that the old MH games were chock full of. It was atrocious and Rise was no better, especially since you couldn't even view the charms in list format, so you had to cursor over each individual one to see what skills it had. I didn't play Sunbreak so maybe they improved it in the expansion, but in base Rise it was just as bad, if not worse than MHGU.
      One thing Ruri has mentioned in one of his streams, and I completely agree, is I would prefer to see both be craftable. They could even do some sort of more detailed crafting system for charms since there is more to them. I think this would be a better way than either of these, but I hate this constant MHW bashing simply because it did something a different way but the ultimate effect on gameplay was exactly the same.

    • @StayNightGaming
      @StayNightGaming Год назад +4

      @@tarrickmerdev2324 I agree 100% that craftable charms and decorations is the way to go moving forward, but I think it's intellectually dishonest to claim that rng charms and decorations are the same thing when they occupy vastly different percentages of the total skill point value in comparison.
      In the old games, under the old skill point system, that argument holds a little bit more weight, but assuming they use the same system moving forward, let's roll with the current system. A really, really good talisman in sunbreak will have maybe 5 desired skill points on it+ slots.
      I have an excellent talisman, it's Agitator 4, with 3 lv2 slots. Meaning those 3 slots can be for whatever I want.
      On my current mixset/build , across all my equipment I have:
      7lv4 decoration slots, which already vastly outweighs any amount of points a talisman could ever have
      2lv 3 slots
      3 lv2 slots
      3 lv1 slots
      When you completely fill out those slots with the minimum possible value per slot level, the talisman accounts for 7 lv2 points and the decorations count for 24 lv2 skill points.
      Now if you translated that to world with rng decorations, that means the number of points that are pure rng are over 3x the amount of points that I'd actually have any level of control over. Not to mention I specifically chose to craft that Agitator talisman , so it removed an even further level of rng. Since you said you didn't play sunbreak, I'll excuse you not being aware of that, but you can literally pick from a full list of skills exactly what you want to meld for talisman, and most of them are extremely high skillpoint value.
      People say they aren't the same thing, because they aren't. I apologise, but its nonsense to pretend they are. Decorations make up a significantly higher percentage of your total skillpoint value, and it isn't even remotely close.

    • @tarrickmerdev2324
      @tarrickmerdev2324 Год назад

      @@StayNightGaming It's not intellectually dishonest at all. It's differentiating between expectations for the two different games. You are willing to accept that you would have less than perfect charms in the old games, but somehow you are not willing to accept less than perfect decorations in MHW. Now THAT is intellectually dishonest.
      The total number of skills points doesn't matter one bit and I don't understand why you would even consider that. Yes, more of your skill point total is in decorations than charms but, just through normal hunting and the melding that is available, you will never, ever have zero decorations, so the skill point total is completely moot. You will have most of the decorations that you need, and only be missing the one or two especially rare decorations that you need to PERFECT your build.
      In base World, there were only 2 decorations that were problematic for RNG, one for Bow (Mighty Bow I think it was?) and Guard Up. Attack Boost, despite the much complaining, is not build-defining, and was not incredibly rare. Most people did not get very many, or at all, because they were just running T3 investigations thinking that gave the best decos when it did not, T2 gave the best decos while T3 were farmed for streamstones. Gaijinhunter had even made a video pointing this out to people during base World and yet I still see people today talking about how long they farmed T3 investigations.
      In Iceborne, you may not have PERFECT decorations, but you will never be at a loss for creating a build for 99% of builds in the game. Sure, maybe you have challenger 4/5 or Attack Boost 6/7 because you don't have the one particular combination L4 decoration that you need, but that is NOT build-defining and that EXACT SAME scenario was true with charms. You would never have the perfect charm in the old games, which literally meant that there were builds with certain skill combinations that you would not be able to create at all, since there were no partial skills.

    • @StayNightGaming
      @StayNightGaming Год назад +5

      @@tarrickmerdev2324 I covered this in a video after reading many comments like yours.
      Long and short of it.
      12-18% of your set is made up by RNG talismans in Rise/Sunbreak.
      Up to 60% of your mixset is made up of rng decorations in worldborne.
      Theres no argument to be made, it's completely clear, and what you're doing is mental gymnastics.
      The total skillpoints are a metric to measure - the point is what portion of your build is effort, intentional, deliberate, and what is luck.
      How much of it can you make because you want to vs how much can you make because luck said so.
      I can I intentionally choose to create 88% of my mixset.
      Vs I can maybe pull half a mixset together and maybe one day finish it if rng allows it.

  • @KenseiShiro
    @KenseiShiro Год назад +2

    Its actually no question for me, its rise, although i looked negatively on the art design in the beginning its actually well executed. Map design is arguably better for what im looking for, fuck immersion if i get lost on the forest map. Travelling between the zones is much easier especially with the dog and you can even free move between the zones which makes me more immersed. Yeah and ganeplay clears

  • @Colton42-d7b
    @Colton42-d7b Год назад +9

    I prefer rise over World but world does have its merits in its immersion and simple but fun play style. But on a lot of your negatives about rise I think were done without think what if the game didn’t have it like wire fall is necessary in rise because without it the game would be nearly impossible. Wyvern riding worked in rise because of how much Ariel attacks we were doing it wouldn’t make sense for worlds or old gen mounting as that would be even more op so they had an option of no mounting system or wyvern ridding and they gave us both in sunbreak so you can play how you want to and about the multiple monsters in a zone it is still extremely hard to deal with in rise especially if you already used the monsters wyvern rides then it’s brutal. And the anomaly grind only got tuff past 220. quiro crafting is easy to do if you have patience. But good video and I agree with your ending statement they are both awesome

  • @Sevritz
    @Sevritz Год назад +1

    I don't understand why people use rises bad graphics as a reason why the game is bad. Bro, the game was made for a toaster of a console. Of course it couldn't have 'good' graphics cmon.

  • @OskarHurd
    @OskarHurd Год назад +6

    I agree that its entirely subjective really when i look at these two games i think of them as entirely different entities. World being a more standard monster hunter experience and rise is more akin to frontiers.

  • @supermintsoda743
    @supermintsoda743 Год назад +2

    Every gunlance user likes switch skills. Every. Single. One. And the reason why rhymes with "Socket roost".

  • @StruffyTheClown
    @StruffyTheClown Год назад +5

    First of all, love the analysis of both games, being fair to both. My 2 cents, if anyone cares :D
    1. Wirebug, I hope it does not return unless they bring it back against a Athal'Ka in a siege-like quest and ONLY for that quest. Having wirebugs and not using athal'ka was a mistake rise made imo.
    2. Slinger is already confirmed back, I just hope they keep the improvements they made to it in the Iceborne expansion, namely using it with an unseathed weapon as well as integration into the moveset.
    3. Skill Bloat and Charm vs Deco, I really hope they reduce the bloat, while making armor pieces more important and reduce that of decos and charms. Being locked out of an entire build because you couldnt please the RNG Gods really hurt, in both games :(

  • @BigRheno
    @BigRheno 2 месяца назад +1

    I wouldn’t even say World is hyper realistic, it just looks realistic because of the stylizations and art direction. A close up of any of the meshes and models shows that they aren’t extremely detailed, it’s how they’re used that makes them look detailed

  • @TNTspaz
    @TNTspaz Год назад +4

    I think when we say more complex combat in Rise. We really just mean more fluid combat. They added in a lot of connecting abilities that fleshed out the more rigged combos in World. They share essentially the same combos except a few new additions or changes. For example, switch axe can now cancel out of Wild Swing. This actually was just probably applied to many weapons in Rise. What used to be a animation lock is now cancelable. In some ways they even took away mobility with Lance no longer being able to redirect with pokes. Which rise significantly altered the evade window to compensate for all this. To the point where the difference is barely noticeable due to the extra mobility. Personally I thought your examples were bad cause Chargeblade and Gunlance are exceptions. The majority of weapons in Rise are just World+.
    A lot of the "complexity" comes from the higher amount of mobility of nearly all the same combos with maybe or two new additions. Then the added skills on top of that creates a new experience so the game doesn't just feel like an expansion to World. Arguable they went a little overboard with this in Sunbreak but it helped the game in the end cause it allowed them to add a lot of really good difficulty encounters at the end endgame.
    Counters are probably the biggest thing added to Rise that hurts the games flow even more than Claggering did to World. Both mechanics have their place but I hope neither of them return. The clutch claw is fine. Counter abilities are fine. Having those abilities and tools affect the monsters behavior to the detriment of the encounter is not fine. They both created weird openings on the monsters that didn't really need to exist. Clutch Claw and Counter abilities can easily stand on their own without it.

    • @cedrove7513
      @cedrove7513 Год назад

      What a long way of saying that Rise has more complex combat. Added a bunch of new moves, allows you to switch the moves and even have two sets of moves. Even if 'only world+', that is still more complex. It isn't more complex if combat is stiffer, it's just stiffer. Like MH1 has awful controls compared to now. It wasn't more complex, it's just harder to play. Even if the game is easier, it doesn't mean it is less complex. It just means it's easier. Try mixing it up maybe.
      Like Greatsword in World is a good weapon for speed. I hate playing it because it's a one move wonder basically. There is almost no complexity to greatsword's moveset and it's only monster knowledge which isn't harder in World, it's harder in Rise. More monsters with changing weaknesses. Faster and more aggressive monsters and a lot more huge AoEs to compensate for wirefall. Monsters have more attacks than previous games. Like what about Rise isn't more complex? Is it just that you feel it's just an easier game? Have you not considered both games can be beaten in the most simplest form of, draw from sheathe attack? So going from there adding more moves just makes it more complex.
      Taking that last idea, MH is actually one of the least complex games ever. You just run around and look for attacks of opportunity. Sure it might to 49 minutes to finish the hunt. But it works.

    • @darkdusty1937
      @darkdusty1937 8 месяцев назад

      world is just mh5+, the fuxk are you bitching at

    • @darkdusty1937
      @darkdusty1937 8 месяцев назад

      world is just mh5+ such a dumb arguement

    • @TNTspaz
      @TNTspaz 8 месяцев назад +1

      @@darkdusty1937 Ngl. I hate the monster hunter community at this point. I've tried to have nuanced discussion about this stuff but no one is willing to do it.
      Most people are like you guys. Just looking for reasons to be dismissive or throw in a gotcha. Or try and turn it into a discussion about which game is better. It's so frustrating.

    • @darkdusty1937
      @darkdusty1937 8 месяцев назад

      @@TNTspazI mean, sure, mate, I only have played both games at high rank, nothing more, nothing less, but just calling Rise Weapons World Plus is dumb. It's like calling mhw just mh5+, while technically true, it's also isn't.

  • @john_titor1
    @john_titor1 4 месяца назад +1

    I really like your take on keeping the cyclical contrast between main MH games and spin-offs. I think doing a recent rise playthrough before wilds is actually going to increase my enjoyment of the game when it comes out, because you are right, doing another world playthrough beforehand would be doubling down on a very similar style of gameplay, and would likely lead to earlier boredom or burnout. Rise's arcade-style gameplay was the perfect contrast, so i keep getting to enjoy MH without burning out or getting bored because it plays just different enough that it doesn't just feel like im playing the same game twice in a row.
    I, for the life of me, however, will never figure out why you dislike skill bloat. To me, the skill bloat stuff is only a positive. It just adds more complexity and playstyle variation to the game versus older monster hunter games. That being said, i think Worlds is actually a poor example of skill bloat, because most of the skills were actually just raw stat buffs, and didn't really affect how you played the game. I like that in rise, even end game weapon sets had like 3 or 4 different builds/playstyles that you could do, and they all changed how you approach your fights. It's not just the same exact fight every time but this time, you need fewer hits because you deal more damage. Previous monster hunter games felt like the only purpose to upgrading your gear was for comfort and damage. Armor was so you don't die in one hit, and weapon upgrades for damage, so hunts took less time. If you really grinded charms and stuff, you could get fun little comfort skills added on too, but that's all. Kinda bland. In rise, you literally could change your entire playstyle with skills like berserk, bloodlust, dragonheart, etc.

  • @twglenn9636
    @twglenn9636 Год назад +21

    I enjoy games like GU and rise/sunbreak because each weapon had multiple styles so I could change my fight style without changing weapons. I like the extra freedom and options that gave each weapon.

  • @chasedavis36
    @chasedavis36 3 месяца назад +2

    i like world better as a game, but rise has so many nice quality of life stuff that i wish world had...anytime i play world i miss having my dog mount to zip around the map

  • @Segundachanceemgames
    @Segundachanceemgames Год назад +3

    Just a reminder on tracking in world (cause I'm hunting crowns now so I'm going through it)...
    If you go a few hunts without hunting an specific monster (which will happen) you'll loose its tracks and will have to gather them again to find the monster.
    So it won't be there forever once you reached max level.

  • @Wicknology
    @Wicknology 3 месяца назад

    It is fascinating that the that the main thing you would want to change for wirebugs in Rise was wirefall. I just went back to World for the first time since 2018 after putting 500ish hours into Rise, and the wirefall recovery is easily the thing I miss the most. I don't get hit anymore than the average player, but just from a gameplay/engagment standpoint, giving the player something to do when then take a hit instead of just spending half a second rolling on the ground and getting up is valuable. Also, im not convinced that having that punishment of the slower recovery is particularly skill testing or interesting, where making a decision about using a wirefall and what direction to go and how best to either use it defensively or use it to strike back. Its a high floor of usefulness for newer players and a decent skill ceiling for better players to make the best use of it. It feels like a win-win.

  • @Peldor-ns8ff
    @Peldor-ns8ff Год назад +9

    I seriously don't think we need another one of these videos. Or to spark this discussion again. We've already gone through this song and dance, and frankly its annoying at this point. Every monster hunter game has hits merits and is worth it, there is not objective right awnser. And now people are going to try and use this as evidence for that their side is "objectively better".
    Edit: Rurikan you smart bastard. You did just say the OBJECTIVELY right awnser.

  • @PersnapsPartDeux
    @PersnapsPartDeux Год назад +1

    The clutch claw completely ruins world for me. The fact that you have to tenderize or your damage is ass pisses me off especially when the monster youre fighting has no opening large enough to get off a tenderize. Clagger and wallbangs are also horrible additions in my opinion since they fucking juiced the monsters health pools to compensate

  • @corprall
    @corprall Год назад +8

    The scoutfly mechanic is really well designed, it starts as an interesting mechanic that you'll probably like leveling up but it also gets out of your way before it becomes tedious.

  • @shiznitts
    @shiznitts 3 месяца назад +1

    I prefer Rise for everything besides graphical fidelity. I like WOrld's worlds but because the story and general linear gameplay loop exploration to explore is a sidenote at best so to me it's great to be in until I want to fight which in MH, I want to fight.

    • @denji3397
      @denji3397 2 месяца назад

      Graphics are subjective. I like it. Its simple and does the job Really. Plus side is that you can run this game at good fps in any rig

  • @authorjgamber
    @authorjgamber 6 месяцев назад +4

    Idk why no one mentions this, but... Rise respects your time. World does not AT ALL, especially campaign-wise. The characters were so hatably tiresome, and didn't even have names (they didn't deserve them), and Handler... I mean I know I couldn't Handler, that's for sure. Not saying Rise is an auto win, but for me it's the much more well structured game, and the combat and customization is just off-the-charts cool. Such a blast to play, at all times. The endgame is amazing too (though Iceborne was a well).

    • @johnathanrhoades7751
      @johnathanrhoades7751 5 месяцев назад

      Tell me you never played an older MH game without telling me you never played an older MH game.
      MH generally is not meant to “respect your time”. It’s meant to be something that requires a time investment. You don’t see strategy gamers saying that “Civ VI doesn’t respect your time”. It’s just a feature of the type of games. The “portable” games (FU, 3 portable, GU, and Rise) tend to have that consideration a little bit in their design. Dos, 3U, 4U and World prioritize immersion over immediacy.
      The characters had never had names for 17 years and many people found that to be part of the charm. Happy to have named characters or no, I don’t care much either way, but it was an intentional feature for a long time.

    • @authorjgamber
      @authorjgamber 5 месяцев назад

      @@johnathanrhoades7751 I hear you. My problems story/character-wise in World arose from how much they TRIED to cinematize it despite the cringey characters, and how much it made many missions just laaaag on. I've played a bit of Tri back in the day and a good chunk of Gen Ult now, and have not experienced this same problem. Loving MHGU so far, btw! Despite being criticized for having huge content bloat, imo it gets you into things and through menus quite fast, looks beautiful, and is very chill and fun.

    • @johnathanrhoades7751
      @johnathanrhoades7751 5 месяцев назад +1

      @@authorjgamber I see, that makes a lot of sense and I do agree. The cutscenes are neither compelling nor skippable and are rather lengthy 😅

  • @jacobtridef48
    @jacobtridef48 10 месяцев назад +1

    i prefer world in most ways. but i do like Rise having faster hunts, and im not a clutch claw fan. other than that, i like world more though

  • @leviosdraekion6993
    @leviosdraekion6993 Год назад +4

    Honestly, I would be fine with either random decos or random charms/talismans so long as they removed the more undesirable skills from the pool. As for silkbinds, I would live to see some return but as a moveset change rather than art/skill. For example spiral slash replacing demon dance on dual blades. Also, you didn't cover armor set bonuses. In Rise it just gave you bonus element resistances while in World it gave skills such as critical element and artillery secret. Personally prefer how World did it.

  • @1kili2
    @1kili2 Год назад +2

    Coming from a pure PC player perspective i've put 240+ hours into rise and i love it and think it would be really enjoyable if i had it on a portable console, but i struggle picking it back up on pc, now lately ive been getting back into world again and i think ive figured it out, playing rise on the pc has never left me feeling satisfied after a hunt, and i dont know what exactly causes it, probably a bunch of things combined but from a pc perspective i think world is better, however if i were to game on the go you could never enjoy world you would always feel rushed to do the next thing or finish your current stuff and world is a game to be taken slow and given time. so in the end i agree with rurikhan they each have their nieche and role to fill making them both great options

  • @SpecLeader101
    @SpecLeader101 Год назад +5

    World made me feel like a hunter/explorer
    Rise made me feel like a ninja/warrior

  • @Ar0474
    @Ar0474 Год назад +5

    I love both games to pieces! They're a part of the same franchise and as long as im hunting large monsters in order to craft gear to hunt bigger monsters, im happy. My only complaint at all is that World brought in such a toxic community of people who will literally call all the previous MH games trash because it isnt World.

    • @mateusgreenwood1096
      @mateusgreenwood1096 28 дней назад

      They also call rise trash because there isn't enough busy work, they need to click on a scoutfly every 5 seconds or they aren't "immersed".

  • @CStelTV
    @CStelTV Год назад +11

    Just bought World 10 mins ago, first Monster Hunter game, let’s go!

    • @Choom89
      @Choom89 Год назад +2

      Those first steps into Astera... Enjoy it, hunter!

    • @Remonade-
      @Remonade- 4 месяца назад

      @@CStelTV how was it?

  • @Narlgoth
    @Narlgoth Год назад +1

    I love both.. But Rise was better for me. I am going to miss switch skills soooo much. Quick reload, blast dash and full barrage on GL will make any future game that doesn't have it nearly unplayable!
    World has more casual player appeal- all non-franchise MH fans I know prefer World.. But for me Rise feels more MH then World does.

  • @riemaennchen
    @riemaennchen Год назад +6

    I recently started a new Playthrough in Both Rise and World because I REALLY wanted to finally learn how to use the Charge Blade properly.
    And having now played both of them again I just vastly prefer World.
    The weapons just have so more weight to them. It feels so much more satisfying. And I also just like traversing the Maps a lot more. The Palamute and Wirebugs make every map feel kinda samey since you just ruch through them every single time.

    • @Anima18911
      @Anima18911 Год назад +2

      I couldn't agree more when you smack the monster in world you feel it and the monster feels it. In rise it is not the case.

  • @ericcrone8768
    @ericcrone8768 Год назад +2

    I definitely prefer World, despite enjoying both games quite a bit. The more deliberate combat is much more my style, and I remember thinking initially that random charms would be infinitely better than random decos, but in practice I actually preferred the random decos. It took a long time, but I eventually got every deco that was useful in end game basically, while in Rise I feel like my charms were holding back my builds, even 150 hours into the game. I think the sheer amount of possibilities for charms leads to more randomness than farming for the decos you needed, and I prefer less randomness in my games in general.

  • @olddekrepitexile7842
    @olddekrepitexile7842 Год назад +10

    Loved this break down on these 2 great games. I think this video should be watched by anyone who is trying to make up their mind on which game would be best for them, if they do not own either. Your answer on which one is objectively better is spot on.

  • @loneshooter7286
    @loneshooter7286 8 месяцев назад +1

    Thank you. I'm noobing both games and I love both of them the art styles and hunting in both. There is room for both. 5th fleet forever!!!!

  • @arliss35
    @arliss35 Год назад +3

    I've been playing very consistently since freedom 2 on psp, and i have to say switch skills are the best thing about rise. Most of the weapons got fun moves, and anything that can make greatsword not entirely based on charge is a top tier feature. The combo greatsword is the first time I've had fun with greatsword since the beginning of the series.

  • @dippking4638
    @dippking4638 2 месяца назад +2

    Risebreak for me,it gave me more old gen feel, world was boring.

  • @Neco3376
    @Neco3376 Год назад +12

    I think the rng charms in rise would've felt a lot better if they were given at the end of the quest like in world, making it feel like an active reward rather than a passive. Especially before all the QoL that sunbreak introduced, rise charm grind was just going on 10 quests and then checking a wall of disappointment worth of charms... Deco's to some extent were also rng sibce some of them require mantles/gems so i felt more at home in worldborne system. I think worldborne should've added in some more QoL that allowed you to buy/craft decorations like they did in the end where you could turn in a bunch of deco's to then meld something like charge shot for bow. I share a lot of the frustration with rng deco's since i grinded like hell to get attack boost+ and never got it, while getting a bunch of copies of other deco's of the same rarity. A perfect system for me would be rng deco's, with the option to exchange for example 10 rarity 12 deco's for a specific rarity 12 deco.

  • @benjammin1943
    @benjammin1943 Год назад +3

    im so glad this massive resurgence back to world has started, some of my friends are just now getting into it. ive got 900 hours on xbox and now im starting over on pc. Im also glad that this means your doing world vids again. you Arrekz and RageGaming were my gospel according to MHW for a minute!

    • @expat8460
      @expat8460 Год назад

      Why are people getting back to the game? New dlc coming?

  • @jnjuice1690
    @jnjuice1690 Год назад +5

    I prefer Rise.
    1. I prefer the Rise maps over the World maps, and I think the investigation mechanic was undercooked. Rise simplified things by autotracking monsters, which seems like a dumber experience, but I'd take dumber over needlessly finnicky.
    2. I prefer the events in Rise because even if Igo on hiatus for a while, I can do the event quests when I get back. There were event quests in World that I felt pressured to particiapte for fear of missing out. That didn't happen in Rise.
    3. Rampages and Followers - the best part of Rise is that the NPCs you encounter are not useless yahoos and actually do participate in the fight.
    4. Wirebugs over Clutch Claw any day and every day of the week.
    5. World tries to immerse you with "realism." Rise tries to immerse you by being mroe conducive to fighting monsters. I prefer the latter.

  • @Sketch_XR
    @Sketch_XR Год назад +2

    I don't think either World or Rise are bad games. One of the things that kept me invested in Monster Hunter since Tri was the replay-ability and, probably more importantly, the level of quality in the gameplay loop. And I personally think both games have provided that immensely for returning players and for newcomers to the series.
    The biggest distinction between the two in my opinion, is the fact that Rise's wirefall mechanic inherently makes the game faster paced since you're spending less time away from the action.

  • @AkantorCZ
    @AkantorCZ Год назад +4

    And the winner is... Monster Hunter Now :D

    • @invincaspartan
      @invincaspartan Год назад

      Yes sir! Why add the ability to craft health potions when you can sell them for Real Money!!

  • @nonenoninomae
    @nonenoninomae Год назад +2

    15:55 not always good tho- If you do the Wirebug Fall Recovery, you can GET hurt again.

  • @Radintoriov
    @Radintoriov Год назад +3

    I agree with the conclusion. Both are great games in their respect, each doing something better than the other (and previous titles), and this variety is a very good thing.
    I like the approach to world-building with their level design in World, and the idea of focusing on research with mechanics like examining tracks and the Investigation system to help with gathering materials. I like the design of the new monsters in Rise and its expansion as well as how certain returning monsters for Sunbreak had their fights updated to be more fun.
    I'm glad both games and their expansions exist and I could play them.

  • @scullyy
    @scullyy Год назад +1

    Rise was just disappointing to me. My fault for not doing research, though I did look it up on wikipedia where it was listed as a mainline game. Now I understand that it's a portable game and has been dumbed down significantly as a result. Anyway, I ended up buying Iceborne and enjoyed that instead 🙂

  • @NautilusXO
    @NautilusXO Год назад +9

    Started Monster Hunter with World, but only for a dozen hours or so while visiting my brother, hardly got halfway through low rank. My short experience with World primed me for Rise's release where I spent nearly 500hrs. Mastering each of the weapons and the flash and style of wirebug moves was addicting. Playing World from the beginning now on PS5 has been far less satisfying than I remember. I'll try to stick it out at least to mess around in master rank, but World is feeling like a slog in comparison. I'm hoping it wins me over, but Rise was magic to me.

    • @beyondthelol
      @beyondthelol Год назад

      cause rise is way easier

    • @brycea33
      @brycea33 Год назад

      @@beyondthelolFor me, World feels easy and lacks complexity in combat. There weapons I prefer in World but very few. The immersion is amazing but having so many different abilities and moves in Sunbreak allows for more aggressive and fast monsters. Obviously personal preference. I have more hours in World but I rebought Rise/Sunbreak for PS5 after hundreds of hours on Switch. I couldn’t imagine doing that for World. To each their own, however.

  • @MrHellgate82
    @MrHellgate82 Год назад +2

    Speaking of restocking. I was on your side when I was playing melee weapons, but now after returning to World (60 hours already) I decided to play Light Bowgun and it's the pain in the ass in long fights. You are out of your best ammo and shoot with your basic one.

    • @convergence1point
      @convergence1point Год назад

      Ironically, thats why I never took to the ranged weapons as much in world. Its only in the mid to end game that ranged weapons are actually disgusting as you had to build around it. Early game world, ranged weapons struggle a little.

    • @rurikhan
      @rurikhan  Год назад

      Maybe LBG and HBG need to a nerf to compensate infinite ammo then.

    • @MrHellgate82
      @MrHellgate82 Год назад

      @@rurikhan well like I said I'm not expert, just finished main story of World yesterday, and don't know how it is later, but I hope for the guns with at least one more type of ammo with unlimited amount. If something like that doesn't exist, there must be a restocking

  • @leukocyte6100
    @leukocyte6100 Год назад +6

    After experiencing wirefall i thought I could never get back to MHW. Turns out I was wrong. I did however by reflex try to do a wirefall at the beginnning when i got back to MHW. Slowly remembering in MHW sometimes you're best off just staying low and not get back immediately because getting back on your feet immediately could just mean getting killed by raging monsters. i feel like for MHW the map is just as important that give the game it's personal charm. Re-entering the Ancient Forest again after so long felt magical.

  • @LimeNox
    @LimeNox Год назад +1

    After i played Rise demo on switch i could never return to World again. HH is my favourite weapon and in Rise it is better in every way. Wirebugs are also a great addition, finally i feel mobile enough. Yes, graphics are worse but it is a switch game after all. On the positive side, because of simpler graphics Rise performs really well on xbox sx and ps5.

  • @Lormingo16
    @Lormingo16 Год назад +6

    If Iceborne didn’t have the clutch claw it would’ve been perfect

    • @Andrew-hz5zc
      @Andrew-hz5zc Год назад +3

      Hot take: If it didn't have Temporal and Rocksteady mantles, then it would be perfect.
      Abandoning those things was the single greatest decision I ever made. Made clutch claw more fun to use too, since it wasn't just a game of "throw on an ugly trash bag and get a free tenderize or wallbang."

    • @Lormingo16
      @Lormingo16 Год назад +1

      @@Andrew-hz5zctenderizing monster parts sucks imo

    • @davidjohnstone3846
      @davidjohnstone3846 Год назад +1

      I dislike tenderising but I like wall banging. So overall I like the clutch claw but it has drawbacks.

    • @Lormingo16
      @Lormingo16 Год назад

      @@davidjohnstone3846 the spider bug in rise was perfect for that

    • @Andrew-hz5zc
      @Andrew-hz5zc Год назад

      ​@lormingo5259 I know I'm in the minority, but I honestly think that Tenderizing is fine, and even is outright fun. I won't pretend that it was perfect. As someone who plays all weapons besides bowguns, I'd say that tenderizing only really hurt LS, GS, and CB. If you notice, those 3 weapons have absolutely no synergy with clutch claw whatsoever. No special claw combo move, no 1 step tenderize for LS (outside of the claw boost deco), no nothing. Heck, even gunlance got its claw move to act as a full reload and stock its wyrmstake blast. But these 3 weapons get nothing, and their tenderize moves are highly sharpness consuming.
      What clutch claw needed wasn't removal, it was for them to actually go further. Look how much people love it on Hammer, Lance, and Swaxe. They had awesome claw moves that flowed well. Other weapons could've used that as well. I greatly enjoy using SnS claw uppercut to tenderize and wallbang at the same time. I also enjoy IG aerial claw, and Bow's amazing claw attack into aerial shot. Even DB spinny combo into its 1 step tenderize move is really fun.
      But yes, I can see how unfun tenderizing is when it's a matter of using a mantle as soon as the tenderize wears off. There's no skill in that. No looking for openings during monster attacks or anything. THAT'S half the issue of tenderizing right there. It's made trivial with certain tools and gives a huge benefit, so it's just a chore for the best dps. If it isn't trival and actually requires skill, then it's a lot of fun in my opinion.

  • @pyrrhos8175
    @pyrrhos8175 Год назад +1

    Overall do agree with the premise of the video overall that this is subjective and people are arguing over nothing. I do think a vast majority of these takes given by the community are a deluge of old gen hunts upset at modernization as well as new gen hunters unfamiliar to what MH has been for its lifetime with a splash of console zealots still salty at these two games for not being initially (if at all) released on their company's hardware, and I'll let you come to your own conclusion on which ones are the louder of those parties.
    Will critique 3 things however in this video when drawing comparisons as well as consolidate a few points into one bigger point that to what draws most away from Sunbreak and to Iceborne despite imo Sunbreak having the better endgame loop:
    Follower Scaling - While it is undisputed fact that having uncartable allies helps you in a hunt, the followers have been tested by content creators and number crunchers alike to have found that their damage is very *very* low, as in if you don't attack the monsters outside of initiating combat your followers may get a part break or two but won't kill even a standard MR hunt, let alone anomaly. I do agree there needs to be some lever to pull to adjust for having more with you on a hunt, but not scaling 1 to 1 monster HP like you do by hunting with real people. Followers mostly benefit the same way your buddies do: aggro management and utility, hence why outside of npc favorites being high choices, commonly they were thrown on things that make you better: healers, hunting horns, status ammos, or Fugen's toad barrages.
    Anomaly System vs ___ - I think comparing the Anomaly system to Tempereds Tiers is bad faith I'm not going to lie. I know it's likely not intentional due to not fully partaking in the grind of your own volition (totally valid by the way), but there's another part or Iceborne that is more addressed to the idea of endgame commitment. Both hold your end game augments, both are meant to be replayable endgame variety to join friends and have fun, and both had secrets to be found within for your dedication. the real comparison should be the Guiding Lands which is its own shitshow, locking a large chunk of Iceborne's endgame to one map that doesn't even have every nonboss monster in it where in reality the vast majority of players only want maybe 12 monsters from there total, being the ones whose parts are needed for their augments and the secret unlocks. Compare this to Anomaly investigations where it could be any monster on any map they spawn in, where every monster is a valid target due to all of their parts being needed, with the addition of HuntAThons that even included the base game's endgame fights as Melding boosts and you have a much better system: a system that sadly is ruined by Quiros Crafting's shitty RNG as well as something else I'll get to at the end. And if you really want to achieve the end akin to Anomaly lvl 300 investigations: the Guiding Lands is faaaaar worse needing over seven thousand hunts in that zone to get every region to level 7, which even on a heroics HBG build takes over 300 hours alone. It is by far a worse design for an endgame loop, but the rest of Iceborne is so good people forget or outright ignore the Guiding Lands' current issues, not to mention the near full year of work put into that zone in the first place just to make it playable. To top it off you had this en tandem with Deco farming which for the vast majority of players consisted of targeting only Greatest Jagras, Lavasioth, Zinogre, Teostra, and Furious Rajang (with a bonus splash of Ode to Destruction) endlessly in a game with a giant roster to experience.
    Arch Tempered vs Apex/Anomaly300/EX - This topic is talked on very briefly and I think it's just wrong. Firstly I don't find Anomaly Special Investigations to be a viable comparison to ATs: they're more akin to overachiever fodder much like say crown hunting or the endemic life collection in Worldborne that give basically no reward other than bragging rights. The ATs are much more comparable to the EX fights yes, but in particular the Risen Elders, which I'm going to be honest: are all better fights than the ATs but three exceptions. Many don't remember or never experienced it but the AT system in base World was extremely critiqued between multiple layers of frustrating BS be it Kushala being near immune to Flash Pods on top of nearly never landing to the point where people dedicated headlock strats against it, Lunastra's god awful hitzones and Flash nova baiting, Zorah's massive DPS check + time constraint, and especially AT Nergigante's very fast, spammable Pepega Slam. These fights as well as a few others stayed in High Rank and Master only brought two, one being Namielle which was also a tremor spamming terrible hitzone fight. The Arch Tempereds are absolutely hard carried by Xeno, Kulve, and Velkhana being excellent fights while the core of the system in Worldborne was lukewarm at best and needed more refining. Meanwhile the Risen Elders, especially their Hazard versions, are all considered really good fights and to some possibly their best iterations ever, even if RCGV and RSM can get very spammy in Sunbreak's combat flow.
    Lastly in regards to what I think the main reason why Sunbreak is looked down upon and compared to Iceborne constantly, and that's simply the multiplayer experience. You talked on it briefly with the 16 vs 4 player lobbies, but there's more to it than just the joy of seeing other Hunters around. Sunbreak lobbies essentially don't exist outside of mutuals joining each other and by proxy it makes the playerbase rely on Join Request/SoS flares extensively which creates a massive problem in terms of matchmaking. Finding players doing the hunt you want is hard to come by, farming a specific rank of Anomaly be it for parts or Bahari even more so, you have to deal with the terrible hidden region lock even further crushing your options, and on top of all that even if you do find a match, you still have to be delayed by Spiribirds or risk a careless cart even if mid hunt which all goes against SunRise's concept of portable go fast experience. In addition as someone who played the endgame a ton on launch past the caps then got burnt out as they kept adding more to the ranks, I couldn't help my friends who were not interested in the grind speed ahead like I did post story giving them a fight with CGV in base Rise or Scorned Magnamalo/Furious etc in Sunbreak. I was not allowed to post higher ranked Anomaly quests for them to join to speed the grind despite the fact that they were in full endgame viable gear since the MR10 TU monsters all had incredibly powerful sets. It was an arbitrary hamper that really killed motivation for people to play together which is what MH is all about and imo a huge reason why people got burnt with a bad taste on what on paper is one of if not the best endgame loops MH has ever had being the combination of 4U's apexes, World's generated Tempereds/Investigations, and GenU's Hyper/Deviants.

  • @ainklaus9814
    @ainklaus9814 Год назад +3

    Idk why tf ppl comparing this. Its like comparing sekiro vs darksoul..

  • @followthewolves1991
    @followthewolves1991 Год назад +1

    I prefer world over rise, any day. I didn't like the spirit bugs or wirebugs.
    Rise is still a great game. It's a MH game, so imma probably like it, lol. I just want more MH.
    I liked the mount in rise, just wish you could have both the dog and palico. Rise also had some bad ass weapon design when compared to World, tho i think World had some better looking armor

  • @Breza125
    @Breza125 Год назад +3

    Q crafting in sunbreak is better because you can use materials from any monster where safi/kulve, you had to fight those 2 same monsters over and over.

  • @SomeGamerGG
    @SomeGamerGG Год назад +1

    02:30 Doesnt matter its a Switch port game looks shit on pc aswell.

  • @kevlar218
    @kevlar218 Год назад +6

    The base MHW experience was one of the best games I have ever played. I was new to the series and had no clue what I was doing while playing with friends but we had so much fun. Then we got to Nergi and wiped on him for a few days which caused my friends to quit. That is how I found your channel because I was determined to beat him and wanted to understand the game better. After finally grasping the concept of mixing sets and making a specific build to fit my playstyle, I spent the next couple of days grinding quests to build the set I wanted and beat him in a few tries. I had never felt better after dismantling him and barely taking a scratch. I went on to play the game for hundreds of more hours, even purchasing it on every platform to play with all of my friends before finally putting it down.
    With all of that said I didn't like a lot of the later additions to the game which added more of an rng grind and even the clutch claw added more tedium. For that reason I put the game down shortly after beating Iceborne and never went back.
    I tried Rise when it came out but it never clicked with me. Being that I have a disability which limits my hand function, the faster paced combat and arcade feel was ultimately my downfall. I much preferred the slower deliberate combat that World had to offer.

    • @Lockhart791
      @Lockhart791 Год назад +3

      You ever try monster hunter generations ultimate on switch? Its a slower paced game too. And theres so much content. I wonder if you would like it.

    • @kevlar218
      @kevlar218 Год назад

      @@Lockhart791 Thanks for the suggestion. I'll give it a shot whenever it's on sale!

  • @quasilyte
    @quasilyte 11 месяцев назад

    One of the things that is very easy to overlook: Rise minimal hardware requirements are lower. Meaning that you can use your potatoe laptop with an integrated video card to play with a stable framerate. I can also confirm that it runs well on Linux (I'm using Mint). Combining these two: lower hardware requirements and the ability to run in on Linux (with Proton on, ofc), it gives a good experience on Steam Deck. I haven't tried World on Steam Deck, but I would assume that higher hardware requirements would make your batteries discharge faster.
    So for me, it's not even a choice of World or Rise. Rise was a fun thing I discovered recently thinking: hey, that thing can actually run on my laptop (which I'm using for the work mostly, I don't have a gaming laptop).
    The last entry I played was Monster Hunter Freedom Unite and there are tons of things that feel differently now. Just look how they massacred ma boi, the Hunting Horn... I need to spend a couple of hundreds hours before making a proper judgment though. As for now, having an ability to run the game with a comfortable frame rate is a huge plus for me.

  • @lilfuzzballa
    @lilfuzzballa Год назад +6

    The way I've always differentiated between the 2 games is that World's attention to detail, production value, impact of weapons, animations, the effort that went into seasonal events, (even the production behind developer diaries), and of course graphics are all things that give us more of a positive emotional response. We are emotional beings, so all these things end up making a game feel way more impactful, allowing you to be immersed and more invested. We cant deny that everything that went into World triggered a deeper emotional response than most MH games.
    Rise doesn't beat World in any of those categories, but what it does do well is focusing on being a video gamey ass video game, if that makes any sense. It's all about mechanics, features, play styles, variety, content, and progression. None of those are really emotionally impactful, but it sure as hell is all about keeping you engaged through traditional video game means.
    I very much enjoy the engaging and constantly evolving video game elements of Rise, but the emotional impact that World achieves makes it more of a memorable of a game if I'm being honest. That's just my human nature. But when you ask the question "which is a better game," you have to be transparent about the emotional impact World has and how that will influence your answer. But the issue is, how do you measure and compare a game's emotional impact to another game's strength in features, variety, and mechanics?

    • @Zero0mtk
      @Zero0mtk Год назад +3

      I think this is why I describe World as the better experience, and Rise as the better video game. World is much more memorable, but revisiting it feels way less impactful than the first time around, and all the annoying mechanics quickly rubs me the wrong way. Rise on the other hand is much more consistent in providing the fun I expect out of it, but never "tops" it either. Both definitely are among the top of my "favorite game of all time" list though!

  • @OldManInternet
    @OldManInternet Год назад +1

    Rise definitely had features I really enjoyed, such as switch skills and followers. And while I ultimately got sick of the grind, I appreciated them trying to make a deeper end game. Rise overall was a great game that I had fun with, despite it's faults.
    That said, in almost every metric that matters to me, I prefer World/IB. For me, it was a once-in-a-lifetime game experience, and ranks top 2 all time for me with Elden Ring. So in my mind it's no contest, but I also wouldn't fault someone who disagreed.

  • @MrMisterMisterMr
    @MrMisterMisterMr Год назад +4

    Great comparison, love both games to death, and MH is the only franchise that can consistently pull hundreds of hours of my life with each installment.
    However, my biggest issue is the comparison of Arch Tempered EDs vs EX Monsters. I think you should have compared ATEDs with Risen EDs, of which I (personally) find the latter to be superior. Better designs, cooler mechanics, and armor that's more than just the basic ED armor with a shiny effect over it.
    Also, as a side note, World event quests were on a weekly cycle, where only a select few quests were available each week; it was during seasonal festivals that all event quests were available during the season. In that regard, I prefer having the traditional events; nothing stung more than wanting to do an event for that cool layered armor that just wasn't available during that week's rotation. But man, I loved the lobby atmospheres of the seasonal fests. Nothing beats the Seliana gathering hub during the Winter Star Fest.

    • @pyrrhos8175
      @pyrrhos8175 Год назад +3

      I really do think many players have forgot about how rough the ATs were in base World.

    • @tubadude07
      @tubadude07 Год назад

      I definitely don't miss AT hunts in base world.@@pyrrhos8175

  • @dadity9142
    @dadity9142 Год назад

    Glad to see that was your answer lmao. I love both games and have spent hundreds of hours in both and each game shines in its own way.

  • @Rincewind-Wizzard
    @Rincewind-Wizzard Год назад +10

    In Worlds I liked that hunting ground at the end of the game. I can't remember what it was called. The reason I liked it is because the hunts were whatever happened to be present. Trying to choose what to fight sometimes makes me not fight but in there it was just fight whatever was present. I liked that.

  • @Patdcbops
    @Patdcbops 3 месяца назад

    Just wanted to say thanks for this great video. Captures a lot of stuff I have been thinking about. Due to Wilds excitement, I have been going back and played a lot of MHGU, Rise Break and now really getting into World. I picked up World at launch and as my first MH experience it was fun but I don't think I really got it at the time. And now going back to World after playing so much of the other games with more experience and knowledge has been so much fun and been having a blast. Probably my fav MH experience so far. Such a great series and love your content!

  • @randomdude4505
    @randomdude4505 Год назад +8

    World: Oversized monster hitboxes (Tigrex I'm looking at you), vs Rise: tighter hitboxes (unless you are playing IG)
    World: Monsters that never land vs. Rise: Improved Ratholos and Kushala Dora move sets.

    • @macvadda2318
      @macvadda2318 5 месяцев назад +1

      I think you might be a bit bias😂😂

  • @njmontano1625
    @njmontano1625 Год назад +1

    One's a spin-off. One's a mainline title. Each bring different things to the table. Like different flavors from the same brand of Ice Cream. Classic vanilla is always good. But other flavors are good too.
    Clutch Claw is fine. Wire Bugs are fine. Don't like them? Don't use them. "But...maximum damage output..." If we all truly care about absolute maximum damage output, then we'd all be playing HBGs all the time. IN. EVERY. SINGLE. DAMN. MONSTER. HUNTER. TITLE.
    Progression and end game never really bothered me however it was designed. I just want to hunt monsters. Non-large monster hunt missions annoy me more. Because, I just want to hunt monsters. What can I do, I'm a boss fight junkie. Monster Hunter Freedom Unite made me this way. And it ruined a lot of other games and genres for me. Even IPs and genres I used to love and play extensively. Yeah, Monster Hunter is awesome.

  • @TheDragonshunter
    @TheDragonshunter Год назад +5

    I don't care if they go for a more realistic approach for Wields like in World, but ffs lets hope they don't go with realistic designs for the weapons again...

    • @Bug_Muncher_8
      @Bug_Muncher_8 Год назад

      Yes, please let me put every head on a stick, let me sharpen a wing and put it on a stick and use it as a GS, GIVE US SILLY WEAPONS!

    • @xhere14
      @xhere14 Год назад

      That’s interesting 🤔 Why not realistic design ?

    • @Andrew-hz5zc
      @Andrew-hz5zc Год назад +2

      ​@xhere14 He's talking about the weapon designs where it's just a bone or metal weapon with monster parts slapped on, instead of actually unique weapon designs. People often call them the "slap-on designs." They were all over in World, and most agree that they looked ugly and made lots of weapons look same-y.

    • @xhere14
      @xhere14 Год назад

      @@Andrew-hz5zc ohh I get it! Yeah I’ve been thinking about this too -like every upgrade looks similar or lazy design. And then code of elements and call it a day

  • @Choom89
    @Choom89 Год назад +2

    Rise was really hampered by the pandemic, the Affliction Investigations needed to be explained much more clearly because it's actually great but most players won't invest enough time to fight those end game monsters where the hunts get quite challenging.
    That being said, I loved and prefer the heft and importance placed on studying monsters and their environment. That heavy feeling extended across all of World and Iceborne and made it feel much more immersive and realistic which while hard to take in on a handheld console is perfect for home console/PC.
    There are things to love about both and I'm thankful that they can experiment on the handheld version, making it fast and easy to play with friends(online or off).
    I agree that some weapons feel better depending on the version of the game, I too thought CB felt better in World meanwhile DB felt better in Rise. Luckily I can play IG and GL in either without much issue. Also agree that wire fall was way too strong, it should have cost 2 wirebugs if not 3.

    • @getsinged7631
      @getsinged7631 Год назад +1

      How was Rise hampered by the pandemic...? The one thing that had EVERYONE staying home and playing games all the time? The pandemic boosted play rates of all games across the board, Rise was helped tremendously by the pandemic.

    • @Choom89
      @Choom89 Год назад

      @@getsinged7631 it's post game was severely delayed, many people complained about it not being a complete game at release.

  • @TheIncredibleMacho
    @TheIncredibleMacho Год назад +3

    It's too bad that the player count for Rise is so much lower than World on PC right now, because as I play them side by side I prefer the way Rise handles multiplayer and just jumping into a hunt with other people. World seems obtuse and overly complicated in comparison, and this was a pet peeve of mine even on World's release.

  • @yopejjepi
    @yopejjepi Год назад

    what I want to bring back for Wilds from a Fiver. These are personal opinions, please feel free to add yours.
    1. Wall bang, only to non-rage monsters. the wall bang mechanic in Rise is so awesome to do
    2. normal mounting mechanic
    3. switch skills (you can almost build your custom gameplay)
    4. environmental traps
    5. tracking mechanic (either paintball or scoutflies) at least this makes you "investigate" how the monster behaves
    6. make deviljho or bazelgeuse scary/annoying again. I can't forget the 1st time a bazel or deviljho interrupted a hunt
    7. turf wars, so enjoyable to watch
    8. QoL improvements (need to just gather once, etc)
    9. 16 man lobbies with siege quests
    what I don't want to bring back
    1. Wirebug / wirefall - too OP. I kinda missed the punish when you get cornered by a monster.
    2. All weapons having counters / s - it feels like a fighting game for me. When I picked up the hammer, I knew I needed to be meticulous on my positioning because the punish is so heavy
    3. the OWL radar - please, no.
    4. monster mounting in Rise - again, too OP
    5. Clutch claw - I think everyone hates it.
    6. Mantles - too op
    7. Grinding Lands (hope they come up of a new grinding mechanic)
    And I hope they make the monsters big again.

  • @wasabilai9405
    @wasabilai9405 Год назад +4

    Felt like Ruri just shit on Rise in every aspect and said they are both great in the end. I know he isnt doing it sarcastically, but it does feel odd to do
    I lean way more towards Rise and i wanted to love world. I recently rebought world and wanted to get into it but i just couldnt
    I really cant stand the confusing map design and tediousness of searching for monster or their footprints
    Every quest i have to roam aimlessly throughout the whole map, getting lost and hoping to find something.
    It takes like 20min before even seeing the monster once, not to mention it often just runs away and time to get lost again
    I got very frustrated about it every time i boot up the game..
    I feel like im the odd one out and everybody seemed to enjoy doing this, so am i missing something?

    • @Bug_Muncher_8
      @Bug_Muncher_8 Год назад +3

      Some people like to immerse themselves, others just wanna have a cool fight, tastes differ.
      Its not a crime to have a different opinion than others.

    • @camil3545
      @camil3545 Год назад +1

      ​@@Bug_Muncher_8 that sentiment always feels odd to me, why does only one games features count as immersive?
      I personally have no issues immersing myself while doing cool combat. While the areas arent as detailed, running through the off-road sections of Rise's maps feels quite immersive compared to what is essentially beautifully detailed corridors.

    • @asura_dharama
      @asura_dharama Год назад +1

      I mean you could find monster much easier if you have high research points on that monster. So yeah you should give it a bit more time.

    • @wasabilai9405
      @wasabilai9405 Год назад +1

      @@asura_dharama I get you, but isnt it a bit backwards imo, that i have to suffer through this a few times for every single monster, so that i wont have to search for 20min each quest.
      Does most of the people enjoy this process? Or is it still tedious for them, just that they have stronger willpower than me lol

    • @taranstones1798
      @taranstones1798 Год назад +2

      As you continue to play the game you will get a feel for where monsters like to hang out which will either 1: be where they are, or 2: give you tracks so you can find them. If you figure out where to begin your search, it will never take you 20 mins to find the monster you are looking to hunt.
      For example, Pukei likes to hang out in the forested part of the Wildspire, same with Rathian. Diablos is basically always at his nest. Jyuratodus is only going to hang out in the swampy areas. Rathalos is almost always at the top of the tree in the Ancient Forest. Radobaan will never go to the lower depths of the Rotten Vale. Legiana is only seen in the upper portions of the Coral Highlands.
      Every monster in the entire game has areas they will never ever go to, areas they always hang around, and areas they sometimes pass through. As you get more familiar with the monster you will eventually automatically know where to look for them. An easy trick for future hunts is that once a monster goes back to their nest to sleep because they are about to die, you know that is almost always a place you can look for tracks when you hunt it again. Getting to know where the monsters prefer to be is a part of the skillset that MH players develop, and while it could be seen as tediousness, many others view it as being smart and an expert at the game.

  • @lasselen9448
    @lasselen9448 Год назад +1

    Thanks for the video, I'll share it with friends to see if they might be interested in Rise after World.
    I agree with you on almost everything. I prefer decoeation rng to charm rng, because with decos I never had to think about it; I had the deco, or I didn't. With charms I had to go through rng hell. On that note, qurio rng is the one thing making me want to stay away from Rise... Not that again... As for followers, I love the feature, but the hunts do need to scale accordingly. I'd also love to be able to use them to fill up slots in multiplayer (my group in World is only 3 people). I also love wall slamming but it needs to become a tactical option rather than a mandatory optimisation step (like environmental traps) if it ever comes back.
    Slinger and switch skills in Wilds, 100% for it though.
    ...anyone else worried there's no palico in the trailer, by the way? Not having them is inconceivable but still...

  • @0485kmon
    @0485kmon Год назад +10

    I'm coming to the understanding that "arcadey" is just a buzzword used for Rise by people who can't think quickly. Your confession to just bailing when a monster is enraged instead of learning how to dance that dance kinda sold my impression. And you're really not putting forth a lot of your arguments in good faith when you're comparing solo hunting from world with a full group in rise. of course you're going to feel like you can brute force a monster in a 4 stack. The same has been true for every single monster hunter.

  • @cor657
    @cor657 Год назад +1

    I hate the level design in world. I feel I’m always surrounded by walls. You have to fight monsters in tiny little areas. Then a second monster will enter the area. Rise gives more space to fight. Carting because you have no room to even play the game is extremely frustrating. Sure all the junk on the map you can use is cool. What’s more cool is being able to fight the monster. Even more when you don’t have to tenderize the monster. Rise has it flaws too. Running around for birds to get full buffs is exhausting. The tracking flies are junk. They jerk your around. They are hard to follow. You wonder if you are going the right way. Flawed. World weapons are copy paste. The online process is so much smoother on rise. Weapon trees on rise are better. The x mog is better on rise. The combat is more fun on rise. The training are is better on rise. Mantles and clutch claw are dumb. Follower hunts are cool. I like rise a lot more than world. Oh I like the monster roaster on rise more too. I still love world. I haven’t played a monster hunter game I haven’t loved yet.

  • @kyril98741
    @kyril98741 Год назад +19

    I really like qurio crafting a lot since I only treat it as a supplement and not min maxing everything. If I got something cool, I craft a new armor and try to get different ones next time.
    The way I see it, you try to do one weapon at a time and only want specific qurio crafting on specific armor. That was not fun, I try it by following a guide and it is not really that enjoyable exp.

    • @WhiteRaito
      @WhiteRaito Год назад +4

      Isnt having the certain set up on certain armor the biggest reason people grind?
      If you treat it as supplement then it cuts your playtime since there is no reason to grind ya?
      No reason to keep playing. Like once per month just to scratch the mh itch is enough kind of thing?

    • @akediostentacle9642
      @akediostentacle9642 Год назад

      Kurios = charms

    • @toxicitzi357
      @toxicitzi357 Год назад +1

      same.. I'll take this over deco grind every day of the week, no questions asked..
      in world I either have decos or I don't, there's no in between and lots of decos would be missing, where as with charms, I can get any skills without a problem, but they're at 70 or 80% power usually.. That's a way better trade off than that big fat 0 I got from hundreds of hours of, me not even caring anymore about what decos I got.

  • @NapoMMC
    @NapoMMC Год назад +1

    Monster Hunter World was my first Monster Hunter game. I play both on my PC and on PS4/5 and I still enjoy the game even now. When Monster Hunter Rise first came to Nintendo Switch I instantly bought it and I fell in love with it the first time and still love it now. The reason that I started loving Monster Hunter games is Monster Hunter World and I felt really confortable with the weapons and the monsters. I like bigger and slower weapons and I take my time during the hunts. For me, the games are more about the hunts than the farming and I don't use too much the gimmicks. It's just me, my weapon and the monster. The two games feel much more similar than they are different, at least for me and probably because of the way I play them.