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#Monster hunter rise portable
Monster Hunter has always had that just-one-more-quest impulse for series fans, and with its breezy new design and portable form factor, Rise should see a lot more converted to the cause. One of the joys of the Switch is that it allows you to slot in game time when you otherwise wouldn’t be able to, even if it’s as basic a situation as your living room being occupied. You don’t need to have a lengthy commute to appreciate how Monster Hunter benefits from a portable format. The series started on the PS2, sure, but it only really became a cult phenomenon when it moved to portables, and that’s where it’s now returned after World brought it to an even bigger global audience.
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It feels like Monster Hunter is coming full circle with Rise.
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If you do (and I do, too), there’s a PC version coming next year. Almost everything that was great about World is also true of Rise, unless you want to run it at 4K / 60fps. But Capcom absolutely has the bones of a classic here already. I’m not willing to call that just yet, because a lot will depend on how its post-launch support turns out. Monster Hunter Rise is the most accessible game in the series to date, and it might well prove to be the best. It’s certainly not lacking in monsters, and the variety is broader than what World offered, with several old favorites and some imaginative new designs. Rise’s longevity will largely be down to its endgame design and how Capcom handles future updates, neither of which can be known at this point.Īt least for now, Rise looks like a more solid package in terms of content than World was at launch before its major Iceborne expansion.
But it’s hard to review any Monster Hunter game ahead of its launch because I’ve had very little time to test it online, let alone see how the player base takes to its most challenging content. There’s also a series of more challenging “hub” quests available from the start, and those should dispel the notion that Rise isn’t focusing on existing fans.
The village quests are never the true meat of any Monster Hunter game, so I think it’s fine for them to serve as a fun campaign that anyone can blast through. I’m experienced with the series, but by no means an incredible player, yet I dispatched most new monsters much faster than usual on my first try. I found the “village” quests that progress the story and get you to the endgame unusually easy - it’s like they’re the actual tutorial. What will help, though, is that Monster Hunter Rise just isn’t very difficult compared to other games in the series, even World. The game is certainly an acquired taste, and I’m not sure the constant barrage of tutorial pop-ups explaining obscure mechanics will be as helpful for newcomers as Capcom seems to think they will. It’s a fairly complex action RPG where you’re choosing one of several weapon classes with which to hunt increasingly dangerous beasts, harvesting them for materials that you can use to craft new weapons and armor to take on even more dangerous beasts. Otherwise, Rise is a typical Monster Hunter game. The game’s longevity will largely be down to its endgame design Other alterations save seconds that will add up over hundreds of hours - you now exhaust the supply of resources from a mining outcrop or a bonepile with a single button tap, for example. Rise feels even better suited for portable play than the earlier games, since you’ll never find yourself wandering around aimlessly in search of a monster.
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What Rise’s stages lack in complexity they add in verticality, and while your targets are marked on the map from the start this time around, you’ll often find yourself figuring out how to meet them on their level.
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Traversing around the environments is faster than ever thanks to two new elements: a pet dog called a Palamute that joins you in battle and lets you ride on its back, and a tool called the Wirebug that can be used to zip up walls and hop onto monsters, occasionally even controlling them in large-scale confrontations with other beasts. In fact, Rise goes even further in that regard. Unlike the older games, though, the subsections aren’t broken up by loading screens, which helps Rise play similarly to World’s more free-flowing style.
The stages feel more like old-school Monster Hunter games than they did in World, with less elaborate designs and fewer graphical flourishes like dense foliage. The biggest concessions are the environments.