My favorit monster is still the Barroth, first monster i ever beat where i truly felt the rush of beating the monster and the flow of the battle was amazing.. I also love the design of it 😁
Actually funny thing about not being able to change decorations in World at camp: When World first launched you *could* actually swap them in and out of your armor at camp, which is how people found out about duplicating their Attack decoration. For some reason, instead of fixing the bug itself, Capcom opted to just remove that feature entirely 😐
So glad you brought attention to slopes and ledges. I often joke with my friends that the ledge boss is true villain of monster hunter. Drives me mad every time I cart because I rolled up or off a ledge and lost my s.
I know this comment was at least a year ago by literally every time when I was playing rise and Sun break i would always hit it cuz I just loved seeing them bounce around the place as they exploded
Rise is good, it's the only MH game that made me enjoy moving around the map instead of making it more of a chore and a waste of time. I really appreciate how they made gathering faster too, even faster than World, which was already way faster than all the previous gens But I miss the 5000 calorie meals from the previous games ngl, dangos don't look that nutritious The dango song is a certified hood classic tho Good video as always Heavy 🗿
Tbh I prefer getting to high places being a chore. I, personally, really enjoy the trip to the monsters, especially in mhgu. The maps are just beautiful, and not being able to maneuver around wherever you want really makes me feel like a small person in a big, natural, beautiful map. Not to shit on rise, but some of its maps are just.... eh. Some of the maps look weirdly blue, especially when it comes to distant trees and mountains, and for some reason they brought back the flooded forest and made it... less flooded, which was like, the entire gimmick of the place. Out of all the maps they could bring back, why did they bring back the map that was like, 50% underwater and dry it up? Is the flooded forest canonically drying up or something? I would've taken the tundra over this adaptation of the flooded forest... Still gonna buy sunbreak tho
Its a fun version of the MH for sure. No Side Filler Mission, Not too much grind needed only if you are getting the 1% drop material. Compare to the old game its a good thing. Its more to straight to the action rather than wasting 30 min in walking simulator. And the whole story and rampage is fun and a npc that actually join and help in defending their home is a huge plus for me. But their story ending was very lacking of impact and relatable to the prior MH saga. But most of the Veteran will say the game is about Fight the monster not story telling. And when MH dev actually made game focusing in the fighting part and actually made it fun rather than a chore. Those elitist wanna be crying rn for no reason at all.
@@thepowah4734 is MHGU the one from switch before rise? I picked that up in a sale, but haven't played it much due to not playing my switch very often... it's dying for a PC port.
I really appreciate how you are able to both look at the game in a critical and in a appreciating way, it's hard to get these kinds of opinions about games. Also yes Magnamolo is a fucking chad of a monster
Wouldn't it be great if people could do that more often? A balanced, sensible, well-adjusted opinion instead of thoughtless biased baby-rage. Especially in politics.
I don't really liked magnamalo, but because the fight is bad, but because it's doesn't feel like living creature like many of the MH cast, but an actual "monster".
I get genuinely happy whenever I see people who are able to give genuine criticism, but are also able to give praise where praise is due. Reasonable, logical people who you can have genuine arguments with are hard to come by these days
What I like the most about Rise is that you no longer lose your heath and stamina food increases when you faint. The most annoying thing about the previous games was when you fainted, you lose ALL of your food buffs, even the heath/stamina increase. This meant that you either had to chug down a lot of nutrients and rations/steaks or sacrifice an ancient potion.
The main reason we don't lose the HP and stamina boost after fainting is due to Spiribirds acting as true gates, while you could easily top up to max in previous games while sacrificing a very valuable resource: an item pouch slot. I have no idea how impactful they are in Worldborne but a single item slot in old gen can be the difference between a TPK, a dragged out hunt, or a quest failure, with High Rank throwing you into random areas in the map and the item box not containing anything at all except for a map.
@The Stonefish I mean, most of the health and stamina buffs are from spiribirds. Do you really want people to do all the running to get bird stuff again lol.
@@Y0G0FU i miss being an actual hunter and not an anime protagonist. I used to respect these beautiful and dangerous beasts, even when i have mastered them, they always gave me hard times if i were to drop my concentration. Now they're my bitches and i dmc5 styled all over them.
As a greatsword main who’s been using long sword for most of rise, I can’t wait for swap scrolls. Surge slash combo looks like a great way to catch up with rise’s speedier monsters, and being able to switch between rage and true charge slashes should let me fully capitalize on the sword’s potential for meaty chops
While I agree about the fun part, I don't like a greatsword move looking indistinguishable from something a lance or longsword would be able to do. Kind of merges their visual- aswell as gameplay identities to me. Sure, I guess it elevates status or elemental GS to be somewhat viable, but at what cost?
@@niklasmitfussl2639 I agree but at the same time accepting because how distinct can the moves or animations be when both of them are essentially really "long swords"
@@manbat4582 Good point, and I contemplated about that aswell. The difference to me is the weight they should have (in theory, I realize it's all fantasy and the weapons are all way too big) and that feeling of weight just gets lost, which again, merges their gameplay identities.
@@niklasmitfussl2639 well now that sunbreak is out, has your opinion changed? To me it seems like surge basically uses the weight the charged based attacks had to allow the attacks to come out faster, so instead of the weight adding power, it adds speed
For me personally, Rise has mastered the core combat and flow. Its such a blast to play. The roster is like you said, the best in the series for a base game. Sunbreak roster is looking crazy too. Both Magnamalo and Malzeno are amazing flagships too, crazy monsters, advanced movement and beautiful OSTs
@The Stonefish I don't mind magnamalo's design, and he's the single best fight for me in rise. Don't really care about the story or his involvement. Never really cared about story in mh tbh. So yea. A fantastic monster in by books
@The Stonefish Magnamalo does tread the line of fantasy, I agree, and his story integration is a little dumb? But it's monster hunter so who cares. Monsters should aim to uphold 3 main elements if you ask me, that being gameplay, immersion and ecology. Magna does all 3. Banging OST to boot and Hellfire Is a very interesting status which punishes mindless gameplay. You could argue that its design is overkill but otherwise it's a good monster.
the one thing i agree with you the most is the experimentation. did i like the rampages? no, not really. did i respect it tho? absolutely. games are becoming more and more safe so to not lose *any* money, while the monster hunter team just goes "ye fuck that boring shit, wanna do [insert random idea]?"
Almudron has really grown on me as a monster, and is genuinely one of my favourite fights in the game now. I like how unique he is, and I'm really interested in what they are going to do with his magma version in Sunbreak. I also really like the relic system in rise, I crawled over what felt like the entirety of every map for actual hours, and only found about two thirds of them before resorting to a guide. They really made me appreciate the maps a lot more than I would have otherwise, by encouraging me to explore more. I have my own little list of things I feel could have been done better/differently, but there are so many things that were done well, that I really like about rise. Great video :)
Rise has brought a great new appreciation for old monsters I didn't care for, such as Diablos and basarios, while it has also brought about a fiery hatred for Volvidon.
For me the biggest thing rise did well was movement, before rise I spent years on and off trying to get into the series starting by playing 4U and Generations followed by GU when it came on switch. Every time I couldn’t get more than a few hours into the game without giving up and I didn’t know what wasn’t clicking with me. It took until playing the rise demo that I figured out it was the movement. In those other games I hated how it felt to move around and as a result I didn’t like actually playing the game. the increased speed of rise and the option to wirebug around made moving and traversal fun so I was actually able to stick around and learn weapons and actually play the game. Now I have a little over 1200 hours into rise and I plan to put just as much into Sunbreak. And after this maybe go back to the older games and give them a chance again now that I at least have some weapon experience and some knowledge of monsters act
That feeling when a monster hunter clicks is amazing I was able to click with the older games since 3U I started on tri but I fumbled my way thou that game 3U was when everything clicked and I'm glad you were able to finally click with the series
@@djmack6474 I’m hopeful that when I go back because I don’t now have to completely learn mechanics of weapons from the ground up that I’ll have an easier time getting into it. A lot less daunting compared to starting and needing to learn everything at once
Just so you know. Rise sunbreak IS a mainline game. Its just directed by the portable team. But yeah switch skills have to be brought back AKA hunting styles or arts
@The Stonefish Silkbinds are arise thing only, but I would really like the posibility the change a weapon's moveset to my liking. Also why so tilted? I also prefer slower paced combat but I can enjoy Rise too
This is a fantastic video. I see a lot of people in the community bashing Rise. There are some points I agree on, but for the most part I think Rise gets more hate than it deserves. Thank you for bringing up some points I didn't even consider, like how the maps are the perfect mix of explorable and not a huge pain in the ass to fight in *cough World cough* I've been a Monster Hunter fan since I first started with 3U. 4U is still one of my favorites while Gen really disappointed me. World reignited my passion for the series (and made me a bow main), although it has its own issues and flaws. But Rise made me fall in love all over again, the Dodgebolt made the game more fun than I could even imagine.
For me it was the opposite, World really disappointed me but Generations Ultimate reignited my love for the series and pushed me to at least try Iceborne
@The Stonefish you don't like Rise? So why you are wasting your time in Rise related videos? Well just for the sake of complaining because Rise is actually very damn well received and you can't stand it. Everything better in older games my ass, you just bash to newer games and like many others, for sure you did say stuff like this to World. You don't like the faster combat? Well that is you, and for me and many is better in many ways than before. Rathalos and Kushala fights for example were better in older games? Very much dubt about it lol
I quite disagree with few points. While I love both games, and admittedly, Rise is more fun interms of combat, I wouldnt say it is a refinment of the cpre combat in Monster Hunter and more so changing it to be more accesible, easier and to some degree, less appealing to me. I think it comea down to preference but design wise, World is more closer to the older games than Rise interms of combat, map design and ecology. With Rise, ecology is just none existent, the map is fun to traverse but not as immersive as the older games, specifically with World if we want to compare, and the combat as well as difficulty being easier and faster, for Sunbreak, it imprpved a lot from Rise yet it still kind of maintain few of its problems but it improved up9n difficulty in the later parts of the game, Rise kinda didnt have that challenge or at least, walls to overcome like Anjanath, Nergigante and to some degree, Vaal Hazak. Again, it come down to preference as I prefer World's design approach to combat and such which I really hope the next entry could have a mix between the older games philosophy of design and world's since I think Sunbreak succeed at what it wants to acheive. For maps, Im uncertain why you complained about it while in combat, I had no issues at all maybe except with the Ancient Forest, other than that, it is not bad actually, infact, I would say it is better since you can have the enviroment at your advantage against the monster as well as an impressive and masterful storytelling enviroment and ecology. Interms of design, World's map design by far is better, however, Rise's map design is also excellent and quite frankly, does its own thing rather than doing the same thing with World but builda upon its foundation. For the roster, I kinda disagree, yes, Kushala and Lunastra were terrorising the Hunters but other than that, most fights in World is fantastic. Nergigante, Vaal Hazak, Legiana, Paolumu, Velkhana, Safii Jiiva, Great Jagras and so on. As for returning Monsters, I dont get why in his video said that Narcacuga and Zinogre werent as fun as before? I mean, it is not an argument for World's and I would say it is more of a preference than actual critique, and I really love their fight in World as much as they were in the older games. Rise/Sunbreak and World/Iceborne to me are equally and masterpieces at theit own right, it all comes down to preference since each of those two does have a whole different design philosophy to it. One focuses souly in combat and fast paced combat as well as being more arcady than any other, and the other tries to acheive an experience like no other as well as making the most immersive yet great combat for Monster Hunter. At the end of the day, it all comes down to preference.
I loved this video a lot and agreed with pretty much all of your points! Rise has a lot of great aspects like its roster, the wirebug, and switch skills. I think it’s important to be critical of games but it feels like a large majority of Monster Hunter content on UA-cam is criticism which gets exhausting, it’s nice to have positive videos like this to balance that out. Also I know a lot of people find Almudron’s fight annoying and idk if it’s just because I fought it so much to grind it’s weapons and armor but it’s one of my favorite monsters and I think its fight is great
I mean, criticism is fair game tho, if its actually helpful. Most people just vent like "boo-hoo Rise aint like 4U" and others are like "Rise is not like World" and they both are just annoying. There are good things to say about rise, but it screws up in alot of places.
When World launched you could change decorations at your base camp. Players found a way to dupe decorations with this however, so the functionality was patched out.
World was gorgeous and I found a lot of its monsters to be really enjoyable (even the bomber) but the weapons were pathetic a lot of the times. Going from that to world I'm really happy about how distinct the majority of the gear is. And silkbinds make the game much easier to get friends into the series.
The one thing I absolutely fucking *loathe* about spiribirds is the fact that it shows you your _possible_ max health at all times. I hate seeing that unfinished, half-baked health bar at the top so much. Just... why?
Great video, I completely agree with everything you said about Rise, these are the reasons why I love Rise and I like it even more than World. I also like that we can craft decorations instead them being RNG based like in World. I also like that there are more unique skills in Rise through Rampage skills and armor sets, and that skills like razor sharp etc.. are a decoration. I cannot wait for Sunbreak.
Yea the switch skills were such a good idea. I went from never using the dual blades in world, to using them fairly often in rise. I do miss the way you found random hunts in world tho. Joining people who shot off sos flares was fun as well as joining into a big group of ppl online and seeing what quests they had up and helping them out.
I prefer how DB's work in World. However they nerfed ground combo's in Rise making them not as good. Also Switch Skills are just Arts from Generations and GU with a different name.
Switch Skills > Styles, yes. But Weapon Arts > Silkbinds. Earning your super moves is so much more satisfying than simply waiting on a cooldown, and each art having an independent meter means that using one doesn't lock out the use of others. Also, I find it odd that you would compare wirebugs to the clutch claw, but not to the slinger. Good on you for remembering to offer positive critique! It can be so easy to focus on the negative.
I mean, you still have to actually hit those super moves. If you don't, you're shit out of luck. Plus, increasing your SP level was pretty obtuse, if you weren't using Striker or Alchemy. I understand what you're saying though. Hunter arts really did seem like these big, strong anime moves that made you feel like an utter boss if you landed it.
The deco problem at camp its so true, sometimes you forget to change something or change the decos to be more tankier or hit harder but you can't in World
@The Stonefish I've looked at your other comments and you seem to be quite negative and to be honest a bit of an asshole. Is everything ok? Or are you playing a character or something?
there is 1 thing that World had that was guaranteed BETTER than Rise, and that was how you could slide into attacks and keep a good flow going from there in World i could slide down a hill, charge up an uppercut slash then follow into either a stab down or a charged air slash meanwhile in Rise i slide down a hill, and instead of doing a cool jump slash i instead stop all my forward momentum (ALL of it) and do a standard slash instead, why remove such a cool thing that actually gave Affinity Slide a reason to exist? plus it's not like it would harm the games experience, just gives more options is all also plot wise i felt world did it better, it felt like i was solving the mystery of the Elder crossigng bit by bit, meanwhile in Rise i would just get told by Hojo "oh that thing is Ibushi the male counterpart to Narwa, now if you don't mid, kill another 3 Rathalos for me before you even consider fighting them" i wanted to solve the mystery for the rampage myself, not just get told what the answer was 1/2 way in
25:50 on the subject of food, does anyone else feel like 4 had the one of best food systems? I'm probably a bit biased since that was my first game, but I feel like it hit the perfect spot between simplicity and complexity. In it you picked 2 foods out of 6 food groups with the skills you get depends on those food groups. You essentially had 36 options, and because of that I remember it actually being really cool to pick up on patterns and learn exactly what each combination did.
I like the Dango system because it's reliable. I pick 3 skills I want and toss in an extremely easily acquired ticket and 9 times put of 10 have all 3 of those skills.
agree to almost everything, i dislike the spritbird system, i would rather not waste time hunting them to have full health, and the wyvern riding should be triggered only by the player, maybe that would bring dung bombs and invaders back again...i hope SB improves this issues, but besides that, i agree that is a great game
The SB demo has you get spiribirds occasionally without catching them on the map. Maybe it's a new petalace thing. A good fix could be a late game petalace that has lower stat maximums but just gives you a rainbow one so you are instantly ready without devaluing the petalaces that need to be slowly charged.
On Sunbreak, they said that you can now assign a specific button for wyvern riding in settings. Giving you the option on whether or not you want to ride a monster or not
Another great video and it’s nice to see how far you’ve grown as a monster hunter content creator! Rise is definitely one of my favorite titles in terms of combat and definitely has its own charms in certain aspects as well, like the characters and setting and is placed as my third or maybe fourth favorite title in the series (1)4U, (2)WorldBorne, and (3/4)GenU. However, other than that, I personally don’t find myself or see much of my friends going back to this game as much as we did back then after the release and throughout each of the title updates until it finally gave us the full rise experience and was slowly building up to the release of Sunbreak because there just wasn’t a whole lot of things to do in this game for us. Some of the things I liked about Rise was the yokai theme for some of the original monsters, some of the new endemic life introduced in rise and how they can be used in some way, and the introduction of palamutes. Some of the things I disliked in rise is the wyvern riding system, the spirit bird system, the Apex monsters (cool fights and some are definitely better than their predecessors, but there’s very little reason to hunt them) Rise Rajang (please help him sunbreak), Magnamalo (at least from a design perspective because he definitely has a cool and fun fight, just not a huge fan of his overall design), and that god forsaken UAV of an owl (I would be fine with the owl if it was only able to identify where the quest monster was, while leaving the other two monsters as question marks). SunRise definitely has the potential to be one of the best or one of the top three monster hunter titles in the series, but we’ll have to wait and see what Sunbreak has to offer upon release and once it reaches it lifespan. Also, mud-based monster slander will not be tolerated, so let thy mud be cast upon you and your slander against the monster of mud my good sir.
Ill have to reaffirm but I recall reading somewhere that World is what the teams vision is for a later MH in terms of visualizing the world building ( Ecology wise) so it would be amazing if they take whats good from both rise and world and combine it once more. As an example, I prefer the cooking visually and variety from world but agree that Rise made it straight forward to understand for builds, so a fusion of the two would probably be pretty neat.
Honestly, this put my thoughts into words. I often struggled when getting into discussions about Rise when comparing it to other games in the series such as World an Iceborne but this could not have been more perfect for conveying my points. All in all an amazing video!
after all the videos over the entire YT about the bad things of RISE (wich most of us agree), is good to see from time to time someone that actually highlight the good things and not only the bad things
I heavily agree on the World roster compared to Rise roster. Whenever I play Iceborne I can't help but notice pretty much all of the most interesting monsters and most fun fights are from monsters not introduced in World or Iceborne, and even then most of the returning Monsters with those good things going for them were all reintroduced with Iceborne, not base world. Alatreon, Raging Brachy, Stygian Zinogre, Glavenus, Yian Garuga, Brute Tigrex; those are most of my favorite hunts in Iceborne and none of those are new monsters and all of them were introduced with Iceborne and not the base game. I have some top-tier favorites from World/Iceborne in Odogaron, both forms of Bazelgeuse, and Namielle; but after those World's roster drops substantially to monsters I like but not a ton such as Nergigante and Legiana and then from there things fall off hard. It doesn't surprise me that Iceborne introduced some of my favorite subspecies in the series in Fulgur Anjanath and Coral Pukei considering how bottom-tier bland their base forms are. And yes, not a single returning monster reintroduced in base World is one I enjoyed in that game. Meanwhile in Rise I enjoy fighting pretty much all of the new Monsters except for Almudron, but at least Almudron still has a far more interesting design than anything from World. Goss Harag, Allmother, Magnamalo, Rakna, Somnacanth and even the raptor Great Izuchi are all fantastic fights from new monsters, and all of the new Monsters have incredible & interesting designs. Even amongst the returning roster, the returning old Monsters that had been in World were improved across the board, especially Rathalos and Kushala of course, and the returning Monsters that hadn't been in World are all fantastic; especially Chameleos, Mizutsune, and the legend that is CG Valstrax. Honestly the worst members of Rise's roster are the World monsters (besides Bazel) that bring almost nothing to the table beyond Anjanath buffing out the Brute Wyvern roster and Jyuratodus getting improved and giving us a piscene wyvern (though I still think Plesioth would have been a better choice); they picked some of the blandest choices from a pool of bland options; and beyond Tobi getting a new Lance and Pukei getting a new Gulance, they KEPT SLAP-ON DESIGNS for World introduced Monsters where they had them, which for poor Kulu and Jyuratodus is literally all of their weapons! So yeah, super hyped for Sunbreak not just because it has a good roster, but because I don't need that roster to literally save the entire game for me
One of the first things I noticed in Rise was how absolutely expansive the maps felt. There's so much verticality there that's there purely for the sake of being there, and it made traversing the map not only something that's fun, but something you actively want to do.
I've gotten into rise recently and to be honest this is my favorite so far. Its like world without the stuff i hate about world such as random decoration farming,grinding lands,clutch claw, unskippable cutscenes, and while I do not consider it an objective negative I also did not like the complexity of some of the maps in world. I also love the mobility, palamutes, and switch skills. Ofc the game is not perfect but so far this has been my favorite and i have been playing since 4U.
@@Rhaegar19 I personally don't worry about it, since that was pretty much the case in previous monster hunters, decorations were created and talismans were just random stuff, that being said I consider talismans to be more of a bonus rather than necessary. Sure you can spend thousands of hours farming that talisman with the skill you want and perfect slots, but that point its just not worth it, as you would spend too much time for a very minor increase in power, for talismans I just look for a skill and 1 or 2 lvl 2 slots and call it a day XD. I also want to mention that as a charge blade main, which requires tons of different skills, all of them rare decorations in world, it was truly a pain :(
Speaking on the Story and Characters section: I remember when I got to Sunbreak, I was genuinely excited when I heard the Kamura Twins were going to show up in Elgado. Rise did a great job getting me actually caring about their characters.
Magnamalo is easily my favorite flagship. Wasn't sure about him at first, but after experiencing him and getting a better view on his design, I adore him
@@yurei4414 Lol well for me magnamalo is hands down the best fight in rise for me. Such a great dance once you understand it. His demo fight really tempered me and made me appreciate his fight so I could beat him. Honestly one of my favourite monsters. 10/10 for me :)
Every MH bring things to the table so whether we like it or hate it. Fifth gen MHW took a huge leap, experimented things and sky rocketed. Rise taking inspiration from MHW went on furthermore. I think that the portable team also did an amazing job. There will always be things that we won't like, it's okay to say that 5th gen was amazing and i can't wait for the 6th gen, i would love it if they slowed things down a bit so we will see how it goes.
i liked the palamute/canine adition it helps You not only to move faster around the map but also it can help You to heal or prevent the monster from scaping
The Monsters: Agreed, base roster is the best one IMO. Wirebugs and Silkbinds: Disagreed, to me it feels like Capcom made the maps too big for no reason to make Wirebugs and Palamutes feel necessary, kinda like creating a problem and selling the solution. Switch Skills: Agreed, they should become a mainline feature but some of the balancing should be refined. Location and Map Design: Disagreed, for the same reasons as the Wirebugs and Silkbinds, personally I preffer more immersive zones but flat and basic maps for endgame challenges only. The Story and Characters: Agreed, I dont really give a damn about story or characters in a Monster Hunter game but cutscenes should always be skippable, period. Misc Improvements: Agreed, the hunter's notes are amazing, downloadable event quests are great too. Half agreed on the food, the simplified system is better but dangos are boring af, I wanna eat a whole cow goddamnit. Awesome video man, I'm not a huge Rise fan but I'm excited about some of the improvements it will bring to future games.
Mangnamalo is one of the few monsters that knows it can't win certain fights, but it doesnt care. I really hope we see a Subspecies or Variant Magnamalo with pure white flames, based on purifying souls, in this case the souls of Ibushi and Narwa. Would be a sick way to give the Chad Magnamalo in that fight a reward lmao. Edit: For my first proper game, I'm glad I started one with such a great flagship
Iv played since Portable 3rd and Magnamalo for me is easily the best flagship alongside Gore Magala. We will have both in Sunbreak. And your idea for a Magnamalo subspecies is dope and fits his lore.
Bishaten has to be among my top 5 monsters, what made me appreciate it more than most other monsters has to be the way it covers its mouth/nose when throwing a poison berry, just shows the amount of effort the designers put into the designs
I'm really thankful you posted this. Your Rise content, as you acknowledged, has mostly been super negative and it's nice to see some appreciation for some of the great changes and decisions that were made. Rise is a fantastic game with some really strange problems, but fantastic nonetheless. Here's hoping Sunbreak takes care of a few of those. Also, I think I heard you call Iori Lori, that's an I rather than an L just so you know.
@The Stonefish you really took the time to make a negative comment under a video appreciating some positive aspects of rise. Just don’t play it and wait for MH6
I will do a slight defense of MHW's story in that I eventually did care about the characters, and would love to do another game with them. Most of the reason is because of how much time I spent with them though, and not because of the actual story. It also usually does well at building hype for some monsters, especially elders and the patch big ones. That game, I would love so much to have a skip cutscene button, I'd replay it a lot more.
A full year later, and the debate about rise versus world is in full swing. Going back and watching this now, I couldn't have said it better myself. I adore rise now that we have sunbreak as well, and it is second only to four ultimate in my opinion. ... And even there, I am willing to admit it's probably some degree of nostalgia on my part.
I do love the treatment of the human characters in Rise, but I feel like I felt more majesty and awe with the World monster intros, least on more cases than the Rise ecologies from base game to dlc. World feels more strongly like you stepped into the wilderness and land of the monsters. Which is apt cause new continent. So i hope in the next game they can somehow take the most beloved traits found in World and Rise to make a truely powerful experience. Rumors that its titled Monster Hunter Paradise really hypes me up.
Base Rise while easy, is also very fun to play for me. Base World was kinda boring imo if you have been playing MH since 2nd gen. Only reason I liked World at the moment is bcs Iceborne fixed a LOT of my problem with Base World, but I can see Sunbreak potentially take Iceborne spot for me.
As a hunter from the first gen MH i think base World did an amazing job, exception made for the retarded temporal mantle, good thing is that we didn't have to use, we could just not equip it and finish the hunts without it aside from that, for the first time a mainline game experimented, took a huge leap and nailed it right on the spot. Rise is also amazing because it took inspiration from World and went further on the same direction. There's only one thing i didn't like about MHWI and that's clutch claw. I know it's an unpopular take but i am honestly convinced that MH doesn't need clutch claw or wirebugs to be interesting. Those things in my humble opinion, belong to Batman and Spiderman games.
World was my first MH game, and Rise is now one of my favorite games. Say what you will about the 5th generation in general, they're the reason my friend group and I plan on going back and trying the older games once we're done with Sunbreak
I’m actually curious on what you mean when you say Nargacuga fought differently. Out of all the monsters, Nargacuga is always the monster I hear people say is the most consistent across games and it seemed to be received that way in Iceborne too. I’m also a little bias because Iceborne is my favorite overall but i usually like the next MH game more than the last 😂 One thing I disagree with is that the silk bind moves glow with every weapon. Maybe my opinion is skewed due to recent gameplay and speculation of movesets. I don’t think weapons like Lance, and Bowguns really glow from them. They feel…the same imo. Especially the gunning weapons.
Nargacuga tends to run around a lot in Iceborne, and he doesn't chain pounces together like he does with Rise and GU. He's not bad there at all but I love the GU version, and Rise Narga is GU Narga but slowed down for High Rank.
I feel like if wirebugs do return, i can see them being reused for just mobility reasons as lot's of people hate wyvern Ride and some switch skills for some weapons *cough lance, gunlance and Insect Glaive in base rise cough*, and by keeping wirebug mobility we can keep the awesome open maps and monsters like Ibushi and Narwa
I find changing decos during hunts are unnecessary change in rise. Having loadouts with all your possible deco combos for a single set is far superior and faster you just have to be prepared with mix sets ahead of time. And as for the map design, I just want more vegetation if possible. The layout is okay but it looks flat like a low graphic game from early 2000. I agree that World had a lot of ledges that interrupts with the action but the vegetation in that game was really good.
This game is and will always be a love letter to veterans who missed the old style of the games during World's blowup It's such a great mix of old and new mechanics
As a player that started in freedom unite as a lot of "veterans" have i would disagree world felt a lot closer to the old monster hunter than rise or Gen/Gen U the combat flow in rise feels completely different than old monster hunter due to switch skills and silkbinds changin the move lists of all weapons drastically and personally i often feel that the new faster pace combat with more jumping around and other fancy movement skills lowered my enjoyment becuase it didn't feel like the original monster hunter anymore
Hard disagree, played every generation except 1st. This is not a love letter to the veterans, this is a love letter to portable design philosophy, and more importantly, GU. While yes, it doesn’t have styles, it does have the same mechanic when you get down to its core.
Hard disagree too, rise feels the furthest away from old Gen it has ever been, rise is good in its own regard, but not at all for me I keep going back and enjoy old Gen for hours on end while I can only enjoy rise for 1 to 2 hunts max
@@bigbaz4632 if it's a loveletter to gu it feels like a rather bad one, it just scratched the surface for me with the switch skills since those are meant to be like styles but for me they aren't and especially they cannot replace all 6 styles with 3 and now 5 switch skills. I prefer gu so much more over rise and even sunbreak now. I beat sunbreak and immediately went back to gu. But I see your point, if you had to compare it to something it would be more gu
A couple things I dislike about Rise, after playing several hours of Sunbreak: - It actually begun in MHW, but Longsword is mostly a counter-oriented weapon now with close to no way to play how it used to. It is possible, but the hunter is left with several moves unused if opted for that play style. Maybe a similar critique could be made for the hunting horn, but I never played it in previous generations, so I can't say much. - Wyvern riding is a bit too powerful. Previously, having several monster on screen was the best recipe for mayhem and despair. Now, it is actually desirable since it's free damage and more materials collected. Also, if wyvern riding is not possible for the monsters in the area, one of them simply leaves - even if brought with the squirrel or the bird hunting helpers. While this does help focusing on the current target, it takes away the stress (and even a bit of fun) of trying to fight, hoping for one of them to leave soon or the very existence of dung bombs (why do I still collect poop whenever I pass by one?) - Apex monsters are fun to fight, but disappointing in many other ways and afflicteds aren't much better. They are harder because of bloated stats, but they don't have new moves. They don't have new armors for them, but that is compensated by the fact that there is an afflicted version of every single one (hopefully in the future actually, since, by the time this comment was written, not every one actually has an afflicted version) of them and they can all be hunted to improve existing equipment. I have to say afflicteds do make the current endgame much more fun than Iceborne's though. - Dangos are indeed much easier to handle and understand, but, damn, I miss the meals from the mainline games :( they look so freaking delicious. At least this does not interfere with gameplay. - Rise/Sunbreak is much more about combat. While I like it a lot more than World, the latter is much more alive and beautiful, with more turf wars, monster reacting and interacting with the environment (they can't spot you through walls for example) and not overly aggressive (most elder dragons just chill if you don't attack them).
To me, Rise did well with adding both old(remake) and new locations cuz my god was it annoying to play the same maps in Master rank (excluding the snow location) in MHW and games before (MH4U especially for me). I remember playing MHFU and hitting G-rank to be greeted with the old maps frm MH1 which makes sense cuz these maps are where the "older" monsters resides
Idk why but for me mhr has a sense of nostalgia from the older games like the sfx and for sum reason the graphics/artstyle itself it's like modern but at the same time has that feel of the old gen monhun atmosphere
I can understand where you're coming from with the monsters but you have to take into account That monster hunter world/iceborne is a much more realistic game than monster hunter rise and has more restrictions. Think of world/iceborne as a animal documentary and rise as an anime like demon slayer, one has beautifully crafted landscapes and equally as Majestic monsters the act more like animals then Cynthient fantasy creatures, while the other has flashy and powerful attacks not just you but the monsters as well. The best example of this is the flagship of sunbreak Malzeno, It has an attack where it uses its wings and arms to make a small vortex under itself and launches it at you tearing apart the ground and the process, It's also able to move so fast that it looks like a teleport, If anything moves that fast in real life it will quite literally break the sound barrier in seconds.
Great MHRise appreciation video! One feature that I want to be changed has to be that you get sent back all the way to base camp when you cart. World had you return to the camp nearest to the target. Wonder why it is not a thing in Rise. Other than that the quality of life changes are awesome
I enjoy Monster Hunter Rise a lot! It's my first game into the series ! After playing all of rise, I backtracked to Worldborne and Mhgu! There's things about the past games that I actually miss! I like the open world maps of World!! The environment, getting the tracks and stuff! Rise is very simplistic in regards to looking at the map and going straight to the monster! While in turn made it extremely easy to crown hunt, it doesn't quite feel as immersive but I love all 3 of the games for different reasons! They should combine aspects of all 3!
14:34 i gotta disagree with the "long path zones that if replaced by loading screens wouldn't change" Like, they're all fighting areas, anywhere in World, so this kinda doesn't make a lot of sense.
i've played every MH since 3U, and Rise is the only game i haven't come back to, i need to seek out things i like about the game, that's unlike any other MH game i've played.
Maybe oot but something I didn't expect but turn out to really love from sunbreak's switch skill swap system is that at least from the few weapons that I've used, the game's balanced in a way that encourages you to utilize the swaps effectively to do optimal damage and not stick to just one set. Definitely made me appreciate thr switch skills system much more
The things it did wrong though do majorly hold it back from the top rankings for me It's below Iceborne, 4U, GU, and 3U for me, but above 3 and Gen. So third to the bottom for me since that's all I played in the series
@@peco595 so basically what you are saying is out of all the MH games you've played, Rise is the best base base game you've played. In your ranking, all the ones above it are expansions
@@idrees25 Yup, so we'll see how Sunbreak fairs. Rise simply has the best gameplay of the base games I've played, though I've played it far less than either 3 or Gen despite that.
It's great that each new game, while still being recognizably Monster Hunter, tries a bunch of different stuff. Some good, some bad, but in the end aggregating to the experience.
Cant wait for sunbreak, not only seeing some of the returning monsters that have been announced but others in the expansion and cant wait to see post launch content for the game. And eventually can't wait to see what they do with MH6 with these current gen Consoles/PC
Whatever it is, I hope we're to s more grounded, slower paced combat. Rise is good and I'm looking forward to Sunbreak, but I do want to expand and improve what World did, because I think this the direction the franchise needs to take.
Hammer, Gunlance and similar weapons that try to evoke the feeling of being a hard hitting, devastating werckingball are my prime examples of where the wirebugs have failed. They are too fast, too nimble and last but not least without any weight in their moves. On the other hand weapons like the Insect Glaive or Dual Blades are feeling way better with the silkbind stuff. I switched from Gunlance in GU and MHW to Insect Glaive in MHR for this reason alone. And it is this feeling, why I prefer the combat in MHW over MHR. Don't get me wrong MHR is the right game for a quick fix while I'm on a break or comuting to work. But the way Gunlance plays in MHW is so much more satisfying. I really hope, for the next MH game they return to a slower paced more hunting sim like gameplay. I have the feeling that both gameplay styles could coexist next to each other.
One thing I like about the open world is that when I fall down large holes I actually experience the feeling in real life. Also, Rise was my first experience with Monster Hunter. The first time I ever fainted was my fight with barroth, you may hate him, but he holds an annoying but special place in my journey.
Amazing video! The one thing I wanna point out is that you could've used the mention of Switch Skills to plug Skillshare, but I guess you didn't want to mess with the flow
In a vacuum most of this ideas seem cool. But in combination I think they tendt to make the monsters less threatening. In previous games (gen 1, 2 and the begining of 3) Hunters felt like just like normal people brave enough to challenge larger than life monsters. Now you are a goddam super hero. the slippery slope stared with 4 with mounting which was mild. I mean, I always wanted to go all shadow of the colossus on monsters. But now after world and rise you fly around, ride monsters like puppets, throw them into anything with little effort, latch to their faces and slap them around, and worse of all, the weapons have super powers. The super powers started on X. They never felt like they belong in the game. They are not well integrated, its just a parasitic system bolted on to do an overpowered action. Its not part of the simple elegant X+A+zR (Triangle, Circle, R2 for PS) button combos. No. Its an extra button that more of then than not can override animation sequences. They are just a cool gimmick that is there because they need to push the series forward somehow, but I don't think it the right direction. Sunbreak seems to have a focus on counter moves. Yes for some this is a possitive because it speeds up the combat even further. But I think it eroding weapons identities a bit. Counter used to be a lance thing in Tri. Then we got guardpoints > SEAD for the CB in 4. These moves require very tight timing, and where tied to the rules of block mechanics, such us making use of the guard/guard up skills, chip damage, stamina, pushback, etc. New we have the Iai slash on the LS that is a BS move with no drawbacks at all especially paried with Quick sheath. In sunbreak, everyone gets a counter move! Again this is all cool on paper, but it just makes monsters less threatening. Forcing them to make silly designs like Magno that rocket jumps, and Valstrax with is a rocket powered dragon. I miss when monsters felt grounded. Unnatural History channel has a great breakdown of this concept. Side note: We have a game in which you use string to puppet monsters around, but atal ka is not present in it???? Really Capcom? (It'll probably be back in Sunbreak as DLC or hidden end boss)
I enjoy watching your video because they are honest and not afraid to discuss the glaring issues some of the titles have. You are at a level of critique that is constructive and your praise is not overbearing like…some other youtube monster hunter peoples…
i like rise too but the wirebugs are too immersion breaking, it feels too flashy and looks dumb. the weapon moves are cool . the maps are dont feel so real like worlds are, just looking at the monsterns in theyre habitats is sooo amazing in world, rise dont have this its just speedrunning through maps and monsters. the best thing rise did in my opinion are the switchskill moves and bringing back most of the unique weapon designs. i honestly hated those pregnant looking snake dragons (narwa and the other)
The Lava Caverns are actually the Volcano from 3 Ultimate. It’s probably changed the most out of the three returning maps, but the starting islet, one of the river mouths, and the volcanic cavern with the low ceiling give it away.
Monster hunter is a hunting game, if you want to fly around with strings play Spider men. If we talk about gameplay, Monster hunter improved over every Generation, especially in the quality of life department.
I know Jyuratodus was mentioned, but Anjanath got a massive upgrade in rise. In world, he was a chump and down with the 3* village tier monsters barely past tutorial which was a shock since he was shown off similar to how rathalos would have been in the old days. Rise moved him up several tiers, refined his movesets, and made him actually feel like a threat. I was very surprised when I realized I had to use more than 0 effort to take it down. I hated it at first, but wirebugs are such a good mechanic. My only real complaint about them is, as a longsword player, having the helm breaker tied to a different wirebug skill which is more a weapon moveset nitpick than anything. Food systems have never been my thing. I used to just eat for the health and stamina or attack up in other games and they could remove it entirely as far as I'm concerned. The spiribug and petalace systems can also be scrapped. I personally loved charm farming in older games and a few people might remember the ancient weapons you could dig up. Would love to see that return and maybe add some randomness to the weapons similar to how it was done in (i think?) MH4 with the randomized gear. It was always a nice change of pace to go gathering which isn't really needed at all in rise. It would give some more incentive to go explore and find the collectables on maps. This could also be a great time to cook meat which I know a lot of players hate, but it's such a staple part of Monster Hunter, I'd like interesting ways to integrate it back in to normal gameplay.
Great video. I agree with a lot of your comments, although in the end, Rise landed well below 4U, World, and Iceborne for me. As an oldhead, World really was a realization of my initial vision of what MH could be, way back in the PS2 era. It brought the world of Monster Hunter to life in a way I really felt was special. I found the combat and map design to be much more enjoyable than Rise's as well. Wirebug Arts are a much better system than Hunter Arts, but I really don't feel either are positive additions to the MH formula. I much prefer each weapon being an intricate system unto itself, rather than having these externally-resourced super moves tacked on. That being said, I think you are spot on otherwise. Rise's aesthetic and general design is only rivaled by 4U in the series, for my money. As for quality of life? Rise blows everything else out of the water. The only critique I have of Rise is weapon layering being limited to Rampage weapons. Everything else? Near perfect. Rise also has an excellent roster and a truly delightful original cast of monsters. The redesigns are also impeccable, by and large, although the game does suffer the modern base-game curse of not posing much challenge once you get rolling. But that's been an issue since at least Tri. And Wirebug Arts aside, Rise does have what could be my favorite combat system in the series. I love the move towards more dynamic and reactive play, I love the expanded movesets, and I LOVE the skill swap concept. I also hope that it's something they build on and continue to refine in future installments. Next job? Better balancing weapons, both against each other, and within their own classes. And let's open up gear a bit, give us more unique effects such as Seregios and Chaos Gore weapons in 4U, and for heaven's sake, make blunt greatswords and slash hammers a thing! The Great Demon Rod deserves to be a blunt weapon! Rant over! Great video and I really am looking forward to Sunbreak. Rise missed the mark for me, but in large part that was driven by the fact that baseline MH games just aren't really for me anymore. There's so many other great games to play, I just end up feeling like I'd rather invest in the inevitable more-complete, dynamic, and interesting G-Rank expansion. And for Rise, it's almost here!
I think Rise should get a Seige quest in Sunbreak, although obviously not a limited time one like in World, simply because I find large, teamwork based hunts fun. Maybe Lao Shan Lung, or even Shen Gaoren could make a reappearance. Maybe they'll be more similar to the Zorah Magdaros quest where it's a one and done thing, while a new monster is introduced, with all the stages and weakening stuff Kulve Taroth and Safi'jiiva had.
I agree. If there is one thing most people like about rampages, it's the smoother siege weapons (or installations as they are called in Rise). A big critisism for older fights is the constant reloading which has ceased to exist. This could make big fights like Lao or Mohrans very fun.
I like the idea of siege monsters I just wish they made it focus on a 4 man party rather than a "16 player" hunt. It would make hunts like kulve a drag unless you had a full lobby focused on it
@@chrisbarrera7202 That's true. It's probably not too hard to get a whole 16 player lobby to go after the Seige monster, but I imagine it'll be difficult once the popularity dies down and all you have is you and 3 other friends to play with.
The first 1,000 people to use the link will get a 1 month free trial of Skillshare: skl.sh/heavywings06221
@The Stonefish you are the king of comedy, rocky piscine.
My favorit monster is still the Barroth, first monster i ever beat where i truly felt the rush of beating the monster and the flow of the battle was amazing..
I also love the design of it 😁
Actually funny thing about not being able to change decorations in World at camp: When World first launched you *could* actually swap them in and out of your armor at camp, which is how people found out about duplicating their Attack decoration. For some reason, instead of fixing the bug itself, Capcom opted to just remove that feature entirely 😐
Maybe with the way they code their skills new bugs could arise, so they opted to cut it out completely.
Cant fix it? Scrap it
So glad you brought attention to slopes and ledges. I often joke with my friends that the ledge boss is true villain of monster hunter. Drives me mad every time I cart because I rolled up or off a ledge and lost my s.
You know what else rise did well? Bombadgy, a small monster you can attack… to attack another monster. Bombadgy are the hand grenade of monster hunter
I know this comment was at least a year ago by literally every time when I was playing rise and Sun break i would always hit it cuz I just loved seeing them bounce around the place as they exploded
Rise is good, it's the only MH game that made me enjoy moving around the map instead of making it more of a chore and a waste of time.
I really appreciate how they made gathering faster too, even faster than World, which was already way faster than all the previous gens
But I miss the 5000 calorie meals from the previous games ngl, dangos don't look that nutritious
The dango song is a certified hood classic tho
Good video as always Heavy
🗿
Tbh I prefer getting to high places being a chore. I, personally, really enjoy the trip to the monsters, especially in mhgu. The maps are just beautiful, and not being able to maneuver around wherever you want really makes me feel like a small person in a big, natural, beautiful map.
Not to shit on rise, but some of its maps are just.... eh. Some of the maps look weirdly blue, especially when it comes to distant trees and mountains, and for some reason they brought back the flooded forest and made it... less flooded, which was like, the entire gimmick of the place. Out of all the maps they could bring back, why did they bring back the map that was like, 50% underwater and dry it up? Is the flooded forest canonically drying up or something? I would've taken the tundra over this adaptation of the flooded forest...
Still gonna buy sunbreak tho
dango are actually super nutritious. it is all rice and tofu, pretty much nothing but protein and carbs with some added flavor.
@@thepowah4734 try look at the citadel and jungle in sunbreak, those ones are beautiful.
Its a fun version of the MH for sure. No Side Filler Mission, Not too much grind needed only if you are getting the 1% drop material. Compare to the old game its a good thing. Its more to straight to the action rather than wasting 30 min in walking simulator. And the whole story and rampage is fun and a npc that actually join and help in defending their home is a huge plus for me. But their story ending was very lacking of impact and relatable to the prior MH saga.
But most of the Veteran will say the game is about Fight the monster not story telling. And when MH dev actually made game focusing in the fighting part and actually made it fun rather than a chore. Those elitist wanna be crying rn for no reason at all.
@@thepowah4734 is MHGU the one from switch before rise? I picked that up in a sale, but haven't played it much due to not playing my switch very often... it's dying for a PC port.
I really appreciate how you are able to both look at the game in a critical and in a appreciating way, it's hard to get these kinds of opinions about games.
Also yes Magnamolo is a fucking chad of a monster
Wouldn't it be great if people could do that more often? A balanced, sensible, well-adjusted opinion instead of thoughtless biased baby-rage. Especially in politics.
yeah that would really fix a lot of problems
I don't really liked magnamalo, but because the fight is bad, but because it's doesn't feel like living creature like many of the MH cast, but an actual "monster".
@The Stonefish Here's that biased baby rage I mentioned.
I get genuinely happy whenever I see people who are able to give genuine criticism, but are also able to give praise where praise is due.
Reasonable, logical people who you can have genuine arguments with are hard to come by these days
What I like the most about Rise is that you no longer lose your heath and stamina food increases when you faint.
The most annoying thing about the previous games was when you fainted, you lose ALL of your food buffs, even the heath/stamina increase. This meant that you either had to chug down a lot of nutrients and rations/steaks or sacrifice an ancient potion.
The main reason we don't lose the HP and stamina boost after fainting is due to Spiribirds acting as true gates, while you could easily top up to max in previous games while sacrificing a very valuable resource: an item pouch slot. I have no idea how impactful they are in Worldborne but a single item slot in old gen can be the difference between a TPK, a dragged out hunt, or a quest failure, with High Rank throwing you into random areas in the map and the item box not containing anything at all except for a map.
@The Stonefish I mean, most of the health and stamina buffs are from spiribirds. Do you really want people to do all the running to get bird stuff again lol.
@The Stonefish i miss this. While i appreciate the Itembox... i really miss being a "prepared" Hunter.
@@Y0G0FU i miss being an actual hunter and not an anime protagonist. I used to respect these beautiful and dangerous beasts, even when i have mastered them, they always gave me hard times if i were to drop my concentration. Now they're my bitches and i dmc5 styled all over them.
@@its_sisha_not_chair505 This.
As a greatsword main who’s been using long sword for most of rise, I can’t wait for swap scrolls. Surge slash combo looks like a great way to catch up with rise’s speedier monsters, and being able to switch between rage and true charge slashes should let me fully capitalize on the sword’s potential for meaty chops
I really wanna try the surge slash style, it looks really fun
While I agree about the fun part, I don't like a greatsword move looking indistinguishable from something a lance or longsword would be able to do. Kind of merges their visual- aswell as gameplay identities to me. Sure, I guess it elevates status or elemental GS to be somewhat viable, but at what cost?
@@niklasmitfussl2639 I agree but at the same time accepting because how distinct can the moves or animations be when both of them are essentially really "long swords"
@@manbat4582 Good point, and I contemplated about that aswell. The difference to me is the weight they should have (in theory, I realize it's all fantasy and the weapons are all way too big) and that feeling of weight just gets lost, which again, merges their gameplay identities.
@@niklasmitfussl2639 well now that sunbreak is out, has your opinion changed? To me it seems like surge basically uses the weight the charged based attacks had to allow the attacks to come out faster, so instead of the weight adding power, it adds speed
For me personally, Rise has mastered the core combat and flow. Its such a blast to play. The roster is like you said, the best in the series for a base game. Sunbreak roster is looking crazy too. Both Magnamalo and Malzeno are amazing flagships too, crazy monsters, advanced movement and beautiful OSTs
@The Stonefish Subjective?
@The Stonefish I don't mind magnamalo's design, and he's the single best fight for me in rise. Don't really care about the story or his involvement. Never really cared about story in mh tbh. So yea. A fantastic monster in by books
@The Stonefish Magnamalo does tread the line of fantasy, I agree, and his story integration is a little dumb? But it's monster hunter so who cares.
Monsters should aim to uphold 3 main elements if you ask me, that being gameplay, immersion and ecology. Magna does all 3.
Banging OST to boot and Hellfire Is a very interesting status which punishes mindless gameplay. You could argue that its design is overkill but otherwise it's a good monster.
The core combat and flow is different from how MH used to be. It's not mastering it. It completely changed it.
@@nuke2099 I mean, its more like mhgu.
the one thing i agree with you the most is the experimentation. did i like the rampages? no, not really. did i respect it tho? absolutely. games are becoming more and more safe so to not lose *any* money, while the monster hunter team just goes "ye fuck that boring shit, wanna do [insert random idea]?"
Almudron has really grown on me as a monster, and is genuinely one of my favourite fights in the game now. I like how unique he is, and I'm really interested in what they are going to do with his magma version in Sunbreak.
I also really like the relic system in rise, I crawled over what felt like the entirety of every map for actual hours, and only found about two thirds of them before resorting to a guide. They really made me appreciate the maps a lot more than I would have otherwise, by encouraging me to explore more.
I have my own little list of things I feel could have been done better/differently, but there are so many things that were done well, that I really like about rise. Great video :)
Rise has brought a great new appreciation for old monsters I didn't care for, such as Diablos and basarios, while it has also brought about a fiery hatred for Volvidon.
Volvidon is way more difficult than he has any right to be as a low-level roly-poly armadillo thing.
Fuck Volvidon :D
For me the biggest thing rise did well was movement, before rise I spent years on and off trying to get into the series starting by playing 4U and Generations followed by GU when it came on switch. Every time I couldn’t get more than a few hours into the game without giving up and I didn’t know what wasn’t clicking with me. It took until playing the rise demo that I figured out it was the movement. In those other games I hated how it felt to move around and as a result I didn’t like actually playing the game. the increased speed of rise and the option to wirebug around made moving and traversal fun so I was actually able to stick around and learn weapons and actually play the game. Now I have a little over 1200 hours into rise and I plan to put just as much into Sunbreak. And after this maybe go back to the older games and give them a chance again now that I at least have some weapon experience and some knowledge of monsters act
That feeling when a monster hunter clicks is amazing I was able to click with the older games since 3U I started on tri but I fumbled my way thou that game 3U was when everything clicked and I'm glad you were able to finally click with the series
@@djmack6474 I’m hopeful that when I go back because I don’t now have to completely learn mechanics of weapons from the ground up that I’ll have an easier time getting into it. A lot less daunting compared to starting and needing to learn everything at once
You can actually see the monsters in this game, there are very few times were an oversized monster is so large you can't see the startup
Daaamn a 30 min video!! I'll get my popcorn
Enjoy both!
Switch Skills MUST become a permanent, mainline addition for future Monster Hunter games. That feature is amazing
*_(Anxiously side-eyes Hunter Styles from Generations Ultimate)_*
Just so you know. Rise sunbreak IS a mainline game. Its just directed by the portable team. But yeah switch skills have to be brought back AKA hunting styles or arts
@The Stonefish Silkbinds are arise thing only, but I would really like the posibility the change a weapon's moveset to my liking.
Also why so tilted? I also prefer slower paced combat but I can enjoy Rise too
@The Stonefish Bruh, you are gonna get triggered by mhgu lol.
@The Stonefish Seems like You played MHW only, don't you?
You don't know shit about MH franchise bruh
This is a fantastic video. I see a lot of people in the community bashing Rise. There are some points I agree on, but for the most part I think Rise gets more hate than it deserves.
Thank you for bringing up some points I didn't even consider, like how the maps are the perfect mix of explorable and not a huge pain in the ass to fight in *cough World cough*
I've been a Monster Hunter fan since I first started with 3U. 4U is still one of my favorites while Gen really disappointed me.
World reignited my passion for the series (and made me a bow main), although it has its own issues and flaws.
But Rise made me fall in love all over again, the Dodgebolt made the game more fun than I could even imagine.
@The Stonefish ???
Unfortunately there are people like The Stonefish over here who make it their duty to shit on Rise at every opportunity
For me it was the opposite, World really disappointed me but Generations Ultimate reignited my love for the series and pushed me to at least try Iceborne
@The Stonefish you don't like Rise? So why you are wasting your time in Rise related videos? Well just for the sake of complaining because Rise is actually very damn well received and you can't stand it.
Everything better in older games my ass, you just bash to newer games and like many others, for sure you did say stuff like this to World.
You don't like the faster combat? Well that is you, and for me and many is better in many ways than before. Rathalos and Kushala fights for example were better in older games? Very much dubt about it lol
I quite disagree with few points. While I love both games, and admittedly, Rise is more fun interms of combat, I wouldnt say it is a refinment of the cpre combat in Monster Hunter and more so changing it to be more accesible, easier and to some degree, less appealing to me. I think it comea down to preference but design wise, World is more closer to the older games than Rise interms of combat, map design and ecology. With Rise, ecology is just none existent, the map is fun to traverse but not as immersive as the older games, specifically with World if we want to compare, and the combat as well as difficulty being easier and faster, for Sunbreak, it imprpved a lot from Rise yet it still kind of maintain few of its problems but it improved up9n difficulty in the later parts of the game, Rise kinda didnt have that challenge or at least, walls to overcome like Anjanath, Nergigante and to some degree, Vaal Hazak. Again, it come down to preference as I prefer World's design approach to combat and such which I really hope the next entry could have a mix between the older games philosophy of design and world's since I think Sunbreak succeed at what it wants to acheive.
For maps, Im uncertain why you complained about it while in combat, I had no issues at all maybe except with the Ancient Forest, other than that, it is not bad actually, infact, I would say it is better since you can have the enviroment at your advantage against the monster as well as an impressive and masterful storytelling enviroment and ecology. Interms of design, World's map design by far is better, however, Rise's map design is also excellent and quite frankly, does its own thing rather than doing the same thing with World but builda upon its foundation.
For the roster, I kinda disagree, yes, Kushala and Lunastra were terrorising the Hunters but other than that, most fights in World is fantastic. Nergigante, Vaal Hazak, Legiana, Paolumu, Velkhana, Safii Jiiva, Great Jagras and so on. As for returning Monsters, I dont get why in his video said that Narcacuga and Zinogre werent as fun as before? I mean, it is not an argument for World's and I would say it is more of a preference than actual critique, and I really love their fight in World as much as they were in the older games.
Rise/Sunbreak and World/Iceborne to me are equally and masterpieces at theit own right, it all comes down to preference since each of those two does have a whole different design philosophy to it. One focuses souly in combat and fast paced combat as well as being more arcady than any other, and the other tries to acheive an experience like no other as well as making the most immersive yet great combat for Monster Hunter. At the end of the day, it all comes down to preference.
I loved this video a lot and agreed with pretty much all of your points! Rise has a lot of great aspects like its roster, the wirebug, and switch skills. I think it’s important to be critical of games but it feels like a large majority of Monster Hunter content on UA-cam is criticism which gets exhausting, it’s nice to have positive videos like this to balance that out.
Also I know a lot of people find Almudron’s fight annoying and idk if it’s just because I fought it so much to grind it’s weapons and armor but it’s one of my favorite monsters and I think its fight is great
Lets rise together Almudron fans !
i will join the almudron fanclub :P one of my favorite fights, but i'm the only person in my circle of friends that seems to enjoy it lol
I mean, criticism is fair game tho, if its actually helpful. Most people just vent like "boo-hoo Rise aint like 4U" and others are like "Rise is not like World" and they both are just annoying.
There are good things to say about rise, but it screws up in alot of places.
@@VenariMyDream I'm late but I'll join the Almudron fanclub
When World launched you could change decorations at your base camp. Players found a way to dupe decorations with this however, so the functionality was patched out.
World was gorgeous and I found a lot of its monsters to be really enjoyable (even the bomber) but the weapons were pathetic a lot of the times. Going from that to world I'm really happy about how distinct the majority of the gear is. And silkbinds make the game much easier to get friends into the series.
Finally a video that doesn't completely bash rise
The one thing I absolutely fucking *loathe* about spiribirds is the fact that it shows you your _possible_ max health at all times.
I hate seeing that unfinished, half-baked health bar at the top so much. Just... why?
Great video, I completely agree with everything you said about Rise, these are the reasons why I love Rise and I like it even more than World. I also like that we can craft decorations instead them being RNG based like in World. I also like that there are more unique skills in Rise through Rampage skills and armor sets, and that skills like razor sharp etc.. are a decoration. I cannot wait for Sunbreak.
Yea the switch skills were such a good idea. I went from never using the dual blades in world, to using them fairly often in rise. I do miss the way you found random hunts in world tho. Joining people who shot off sos flares was fun as well as joining into a big group of ppl online and seeing what quests they had up and helping them out.
I prefer how DB's work in World. However they nerfed ground combo's in Rise making them not as good. Also Switch Skills are just Arts from Generations and GU with a different name.
I mean, especially that you can join a literally random quest is super fun tho
Switch Skills > Styles, yes. But Weapon Arts > Silkbinds. Earning your super moves is so much more satisfying than simply waiting on a cooldown, and each art having an independent meter means that using one doesn't lock out the use of others.
Also, I find it odd that you would compare wirebugs to the clutch claw, but not to the slinger.
Good on you for remembering to offer positive critique! It can be so easy to focus on the negative.
I mean, you still have to actually hit those super moves.
If you don't, you're shit out of luck. Plus, increasing your SP level was pretty obtuse, if you weren't using Striker or Alchemy.
I understand what you're saying though. Hunter arts really did seem like these big, strong anime moves that made you feel like an utter boss if you landed it.
The deco problem at camp its so true, sometimes you forget to change something or change the decos to be more tankier or hit harder but you can't in World
@The Stonefish I've looked at your other comments and you seem to be quite negative and to be honest a bit of an asshole. Is everything ok? Or are you playing a character or something?
A video praising Rise is significantly harder to make than one critiscizing it, good job!
@The Stonefish because drama gets clicks.
If this does not get popular, then society really has always been dirty.
Society has been dirty from the start, but we keep ourselves blind by trying to stay in the rare clean areas until they become dirty as well.
@@charlieflight6124 Dark Souls is harder
@@brojakmate9872 you could have added 'Fun fact' before telling us that fun fact.
@@brojakmate9872 and you are the reasons why we can never have nice things.
@@marcusaaronliaogo9158 Fun fact: Dark Souls is harder
Basically MHRise straight up put Kiranico out of business LOL
Rise is actually my second favorite game. I only ever played 3 games and a bit of world, but I been enjoying the series with the ones I played.
there is 1 thing that World had that was guaranteed BETTER than Rise, and that was how you could slide into attacks and keep a good flow going from there
in World i could slide down a hill, charge up an uppercut slash then follow into either a stab down or a charged air slash
meanwhile in Rise i slide down a hill, and instead of doing a cool jump slash i instead stop all my forward momentum (ALL of it) and do a standard slash instead, why remove such a cool thing that actually gave Affinity Slide a reason to exist?
plus it's not like it would harm the games experience, just gives more options is all
also plot wise i felt world did it better, it felt like i was solving the mystery of the Elder crossigng bit by bit, meanwhile in Rise i would just get told by Hojo "oh that thing is Ibushi the male counterpart to Narwa, now if you don't mid, kill another 3 Rathalos for me before you even consider fighting them" i wanted to solve the mystery for the rampage myself, not just get told what the answer was 1/2 way in
25:50 on the subject of food, does anyone else feel like 4 had the one of best food systems? I'm probably a bit biased since that was my first game, but I feel like it hit the perfect spot between simplicity and complexity. In it you picked 2 foods out of 6 food groups with the skills you get depends on those food groups. You essentially had 36 options, and because of that I remember it actually being really cool to pick up on patterns and learn exactly what each combination did.
I like the Dango system because it's reliable. I pick 3 skills I want and toss in an extremely easily acquired ticket and 9 times put of 10 have all 3 of those skills.
agree to almost everything, i dislike the spritbird system, i would rather not waste time hunting them to have full health, and the wyvern riding should be triggered only by the player, maybe that would bring dung bombs and invaders back again...i hope SB improves this issues, but besides that, i agree that is a great game
The SB demo has you get spiribirds occasionally without catching them on the map. Maybe it's a new petalace thing. A good fix could be a late game petalace that has lower stat maximums but just gives you a rainbow one so you are instantly ready without devaluing the petalaces that need to be slowly charged.
On Sunbreak, they said that you can now assign a specific button for wyvern riding in settings. Giving you the option on whether or not you want to ride a monster or not
Another great video and it’s nice to see how far you’ve grown as a monster hunter content creator!
Rise is definitely one of my favorite titles in terms of combat and definitely has its own charms in certain aspects as well, like the characters and setting and is placed as my third or maybe fourth favorite title in the series (1)4U, (2)WorldBorne, and (3/4)GenU. However, other than that, I personally don’t find myself or see much of my friends going back to this game as much as we did back then after the release and throughout each of the title updates until it finally gave us the full rise experience and was slowly building up to the release of Sunbreak because there just wasn’t a whole lot of things to do in this game for us. Some of the things I liked about Rise was the yokai theme for some of the original monsters, some of the new endemic life introduced in rise and how they can be used in some way, and the introduction of palamutes. Some of the things I disliked in rise is the wyvern riding system, the spirit bird system, the Apex monsters (cool fights and some are definitely better than their predecessors, but there’s very little reason to hunt them) Rise Rajang (please help him sunbreak), Magnamalo (at least from a design perspective because he definitely has a cool and fun fight, just not a huge fan of his overall design), and that god forsaken UAV of an owl (I would be fine with the owl if it was only able to identify where the quest monster was, while leaving the other two monsters as question marks). SunRise definitely has the potential to be one of the best or one of the top three monster hunter titles in the series, but we’ll have to wait and see what Sunbreak has to offer upon release and once it reaches it lifespan.
Also, mud-based monster slander will not be tolerated, so let thy mud be cast upon you and your slander against the monster of mud my good sir.
Ill have to reaffirm but I recall reading somewhere that World is what the teams vision is for a later MH in terms of visualizing the world building ( Ecology wise) so it would be amazing if they take whats good from both rise and world and combine it once more. As an example, I prefer the cooking visually and variety from world but agree that Rise made it straight forward to understand for builds, so a fusion of the two would probably be pretty neat.
Honestly, this put my thoughts into words. I often struggled when getting into discussions about Rise when comparing it to other games in the series such as World an Iceborne but this could not have been more perfect for conveying my points. All in all an amazing video!
after all the videos over the entire YT about the bad things of RISE (wich most of us agree), is good to see from time to time someone that actually highlight the good things and not only the bad things
I swear I can watch these videos all day. Keep it up, I love the way your videos are structured!
I heavily agree on the World roster compared to Rise roster. Whenever I play Iceborne I can't help but notice pretty much all of the most interesting monsters and most fun fights are from monsters not introduced in World or Iceborne, and even then most of the returning Monsters with those good things going for them were all reintroduced with Iceborne, not base world. Alatreon, Raging Brachy, Stygian Zinogre, Glavenus, Yian Garuga, Brute Tigrex; those are most of my favorite hunts in Iceborne and none of those are new monsters and all of them were introduced with Iceborne and not the base game. I have some top-tier favorites from World/Iceborne in Odogaron, both forms of Bazelgeuse, and Namielle; but after those World's roster drops substantially to monsters I like but not a ton such as Nergigante and Legiana and then from there things fall off hard. It doesn't surprise me that Iceborne introduced some of my favorite subspecies in the series in Fulgur Anjanath and Coral Pukei considering how bottom-tier bland their base forms are. And yes, not a single returning monster reintroduced in base World is one I enjoyed in that game.
Meanwhile in Rise I enjoy fighting pretty much all of the new Monsters except for Almudron, but at least Almudron still has a far more interesting design than anything from World. Goss Harag, Allmother, Magnamalo, Rakna, Somnacanth and even the raptor Great Izuchi are all fantastic fights from new monsters, and all of the new Monsters have incredible & interesting designs. Even amongst the returning roster, the returning old Monsters that had been in World were improved across the board, especially Rathalos and Kushala of course, and the returning Monsters that hadn't been in World are all fantastic; especially Chameleos, Mizutsune, and the legend that is CG Valstrax. Honestly the worst members of Rise's roster are the World monsters (besides Bazel) that bring almost nothing to the table beyond Anjanath buffing out the Brute Wyvern roster and Jyuratodus getting improved and giving us a piscene wyvern (though I still think Plesioth would have been a better choice); they picked some of the blandest choices from a pool of bland options; and beyond Tobi getting a new Lance and Pukei getting a new Gulance, they KEPT SLAP-ON DESIGNS for World introduced Monsters where they had them, which for poor Kulu and Jyuratodus is literally all of their weapons!
So yeah, super hyped for Sunbreak not just because it has a good roster, but because I don't need that roster to literally save the entire game for me
One of the first things I noticed in Rise was how absolutely expansive the maps felt. There's so much verticality there that's there purely for the sake of being there, and it made traversing the map not only something that's fun, but something you actively want to do.
I've gotten into rise recently and to be honest this is my favorite so far.
Its like world without the stuff i hate about world such as random decoration farming,grinding lands,clutch claw, unskippable cutscenes, and while I do not consider it an objective negative I also did not like the complexity of some of the maps in world.
I also love the mobility, palamutes, and switch skills.
Ofc the game is not perfect but so far this has been my favorite and i have been playing since 4U.
But now they have random talisman farming
@@Rhaegar19 I personally don't worry about it, since that was pretty much the case in previous monster hunters, decorations were created and talismans were just random stuff, that being said I consider talismans to be more of a bonus rather than necessary.
Sure you can spend thousands of hours farming that talisman with the skill you want and perfect slots, but that point its just not worth it, as you would spend too much time for a very minor increase in power, for talismans I just look for a skill and 1 or 2 lvl 2 slots and call it a day XD.
I also want to mention that as a charge blade main, which requires tons of different skills, all of them rare decorations in world, it was truly a pain :(
Hey, leave baroth alone. My mud boy is best boy
Speaking on the Story and Characters section:
I remember when I got to Sunbreak, I was genuinely excited when I heard the Kamura Twins were going to show up in Elgado. Rise did a great job getting me actually caring about their characters.
The best quality of life in rise was ability to see crafting/upgrading weapons on the same weapon tree.
Wasn't that in World already?
@@skeletonwar4445 Nope
@@makkre2563 it was though.
Magnamalo is easily my favorite flagship. Wasn't sure about him at first, but after experiencing him and getting a better view on his design, I adore him
The best thing of Rise is defentally the new roster.
Magnamalo aside, all the others are 10/10
What's wrong with Magnamalo?
@@simpleryoma
He looks weird and the explosion boosts make it hard to follow.
He's still good, just not a 10/10 like the other 10.
@@yurei4414 Lol well for me magnamalo is hands down the best fight in rise for me. Such a great dance once you understand it. His demo fight really tempered me and made me appreciate his fight so I could beat him. Honestly one of my favourite monsters. 10/10 for me :)
Every MH bring things to the table so whether we like it or hate it. Fifth gen MHW took a huge leap, experimented things and sky rocketed. Rise taking inspiration from MHW went on furthermore. I think that the portable team also did an amazing job. There will always be things that we won't like, it's okay to say that 5th gen was amazing and i can't wait for the 6th gen, i would love it if they slowed things down a bit so we will see how it goes.
i liked the palamute/canine adition it helps You not only to move faster around the map but also it can help You to heal or prevent the monster from scaping
"Time for one bigger project before Rise"
And bigger it was!
The Monsters: Agreed, base roster is the best one IMO.
Wirebugs and Silkbinds: Disagreed, to me it feels like Capcom made the maps too big for no reason to make Wirebugs and Palamutes feel necessary, kinda like creating a problem and selling the solution.
Switch Skills: Agreed, they should become a mainline feature but some of the balancing should be refined.
Location and Map Design: Disagreed, for the same reasons as the Wirebugs and Silkbinds, personally I preffer more
immersive zones but flat and basic maps for endgame challenges only.
The Story and Characters: Agreed, I dont really give a damn about story or characters in a Monster Hunter game but cutscenes should always be skippable, period.
Misc Improvements: Agreed, the hunter's notes are amazing, downloadable event quests are great too.
Half agreed on the food, the simplified system is better but dangos are boring af, I wanna eat a whole cow goddamnit.
Awesome video man, I'm not a huge Rise fan but I'm excited about some of the improvements it will bring to future games.
one cannot thoroughly criticize something without affection. I would say you're channel always reflected your liking of rise despite being critical
Wow we have the same top 3 MH. FU, GU, and Rise
almurdron is one of my favorite fights with insect glaive but i’ll admit is kind of annoying when you can’t just pole vault over all of his mud waves
I find Rise's maps too empty for my liking. Worlds maps felt like a living, breathing world. So to me, world will always have the best maps.
Mangnamalo is one of the few monsters that knows it can't win certain fights, but it doesnt care. I really hope we see a Subspecies or Variant Magnamalo with pure white flames, based on purifying souls, in this case the souls of Ibushi and Narwa. Would be a sick way to give the Chad Magnamalo in that fight a reward lmao.
Edit:
For my first proper game, I'm glad I started one with such a great flagship
Iv played since Portable 3rd and Magnamalo for me is easily the best flagship alongside Gore Magala. We will have both in Sunbreak. And your idea for a Magnamalo subspecies is dope and fits his lore.
Bishaten has to be among my top 5 monsters, what made me appreciate it more than most other monsters has to be the way it covers its mouth/nose when throwing a poison berry, just shows the amount of effort the designers put into the designs
One thing I hope sticks around for future monster hunter games are the palamutes, I hope they become as important to the series as the palicos
I'm really thankful you posted this. Your Rise content, as you acknowledged, has mostly been super negative and it's nice to see some appreciation for some of the great changes and decisions that were made. Rise is a fantastic game with some really strange problems, but fantastic nonetheless. Here's hoping Sunbreak takes care of a few of those.
Also, I think I heard you call Iori Lori, that's an I rather than an L just so you know.
@The Stonefish 🤓
@The Stonefish awe, did the big bad video game hurt you?
@The Stonefish ok 🤓
@The Stonefish you really took the time to make a negative comment under a video appreciating some positive aspects of rise. Just don’t play it and wait for MH6
@The Stonefish imagine being so miserable you had to post negativity on a positive video
I will do a slight defense of MHW's story in that I eventually did care about the characters, and would love to do another game with them. Most of the reason is because of how much time I spent with them though, and not because of the actual story. It also usually does well at building hype for some monsters, especially elders and the patch big ones. That game, I would love so much to have a skip cutscene button, I'd replay it a lot more.
If you're on PC, there is a mod that ket you skips cutscene. Though it would be better to have this feature built into the game in the first place.
A full year later, and the debate about rise versus world is in full swing. Going back and watching this now, I couldn't have said it better myself. I adore rise now that we have sunbreak as well, and it is second only to four ultimate in my opinion. ... And even there, I am willing to admit it's probably some degree of nostalgia on my part.
2:08 LMAO nice little nod to your Jyuratodus Video!
Only true fans got the reference
wirebug is a fantastic addition
I do love the treatment of the human characters in Rise, but I feel like I felt more majesty and awe with the World monster intros, least on more cases than the Rise ecologies from base game to dlc.
World feels more strongly like you stepped into the wilderness and land of the monsters. Which is apt cause new continent. So i hope in the next game they can somehow take the most beloved traits found in World and Rise to make a truely powerful experience.
Rumors that its titled Monster Hunter Paradise really hypes me up.
Most important reason: Malzeno. Damn if he isn't one of the coolest and most original designs of the franchise
Base Rise while easy, is also very fun to play for me. Base World was kinda boring imo if you have been playing MH since 2nd gen. Only reason I liked World at the moment is bcs Iceborne fixed a LOT of my problem with Base World, but I can see Sunbreak potentially take Iceborne spot for me.
As a hunter from the first gen MH i think base World did an amazing job, exception made for the retarded temporal mantle, good thing is that we didn't have to use, we could just not equip it and finish the hunts without it aside from that, for the first time a mainline game experimented, took a huge leap and nailed it right on the spot. Rise is also amazing because it took inspiration from World and went further on the same direction. There's only one thing i didn't like about MHWI and that's clutch claw. I know it's an unpopular take but i am honestly convinced that MH doesn't need clutch claw or wirebugs to be interesting. Those things in my humble opinion, belong to Batman and Spiderman games.
World was my first MH game, and Rise is now one of my favorite games. Say what you will about the 5th generation in general, they're the reason my friend group and I plan on going back and trying the older games once we're done with Sunbreak
I still would love a universal Switch skill that switches out Wyvern riding with old world mounting, I loved those moments.
I’m actually curious on what you mean when you say Nargacuga fought differently. Out of all the monsters, Nargacuga is always the monster I hear people say is the most consistent across games and it seemed to be received that way in Iceborne too.
I’m also a little bias because Iceborne is my favorite overall but i usually like the next MH game more than the last 😂
One thing I disagree with is that the silk bind moves glow with every weapon. Maybe my opinion is skewed due to recent gameplay and speculation of movesets. I don’t think weapons like Lance, and Bowguns really glow from them. They feel…the same imo. Especially the gunning weapons.
Nargacuga tends to run around a lot in Iceborne, and he doesn't chain pounces together like he does with Rise and GU. He's not bad there at all but I love the GU version, and Rise Narga is GU Narga but slowed down for High Rank.
"I'm gonna eat this, but I am highly offended by it"
- The Lorax, 2012
I feel like if wirebugs do return, i can see them being reused for just mobility reasons as lot's of people hate wyvern Ride and some switch skills for some weapons *cough lance, gunlance and Insect Glaive in base rise cough*, and by keeping wirebug mobility we can keep the awesome open maps and monsters like Ibushi and Narwa
I find changing decos during hunts are unnecessary change in rise. Having loadouts with all your possible deco combos for a single set is far superior and faster you just have to be prepared with mix sets ahead of time. And as for the map design, I just want more vegetation if possible. The layout is okay but it looks flat like a low graphic game from early 2000. I agree that World had a lot of ledges that interrupts with the action but the vegetation in that game was really good.
The mhr roster for base game is amazing. There's so many different types of monsters now
This game is and will always be a love letter to veterans who missed the old style of the games during World's blowup
It's such a great mix of old and new mechanics
What are you talking about. Most vets seems to like world over rise. World even wins 80% of polls with 4U coming second.
As a player that started in freedom unite as a lot of "veterans" have i would disagree world felt a lot closer to the old monster hunter than rise or Gen/Gen U the combat flow in rise feels completely different than old monster hunter due to switch skills and silkbinds changin the move lists of all weapons drastically and personally i often feel that the new faster pace combat with more jumping around and other fancy movement skills lowered my enjoyment becuase it didn't feel like the original monster hunter anymore
Hard disagree, played every generation except 1st. This is not a love letter to the veterans, this is a love letter to portable design philosophy, and more importantly, GU. While yes, it doesn’t have styles, it does have the same mechanic when you get down to its core.
Hard disagree too, rise feels the furthest away from old Gen it has ever been, rise is good in its own regard, but not at all for me I keep going back and enjoy old Gen for hours on end while I can only enjoy rise for 1 to 2 hunts max
@@bigbaz4632 if it's a loveletter to gu it feels like a rather bad one, it just scratched the surface for me with the switch skills since those are meant to be like styles but for me they aren't and especially they cannot replace all 6 styles with 3 and now 5 switch skills. I prefer gu so much more over rise and even sunbreak now. I beat sunbreak and immediately went back to gu. But I see your point, if you had to compare it to something it would be more gu
A couple things I dislike about Rise, after playing several hours of Sunbreak:
- It actually begun in MHW, but Longsword is mostly a counter-oriented weapon now with close to no way to play how it used to. It is possible, but the hunter is left with several moves unused if opted for that play style. Maybe a similar critique could be made for the hunting horn, but I never played it in previous generations, so I can't say much.
- Wyvern riding is a bit too powerful. Previously, having several monster on screen was the best recipe for mayhem and despair. Now, it is actually desirable since it's free damage and more materials collected. Also, if wyvern riding is not possible for the monsters in the area, one of them simply leaves - even if brought with the squirrel or the bird hunting helpers. While this does help focusing on the current target, it takes away the stress (and even a bit of fun) of trying to fight, hoping for one of them to leave soon or the very existence of dung bombs (why do I still collect poop whenever I pass by one?)
- Apex monsters are fun to fight, but disappointing in many other ways and afflicteds aren't much better. They are harder because of bloated stats, but they don't have new moves. They don't have new armors for them, but that is compensated by the fact that there is an afflicted version of every single one (hopefully in the future actually, since, by the time this comment was written, not every one actually has an afflicted version) of them and they can all be hunted to improve existing equipment. I have to say afflicteds do make the current endgame much more fun than Iceborne's though.
- Dangos are indeed much easier to handle and understand, but, damn, I miss the meals from the mainline games :( they look so freaking delicious. At least this does not interfere with gameplay.
- Rise/Sunbreak is much more about combat. While I like it a lot more than World, the latter is much more alive and beautiful, with more turf wars, monster reacting and interacting with the environment (they can't spot you through walls for example) and not overly aggressive (most elder dragons just chill if you don't attack them).
I'm so excited to see gore Magala return in sunbreak, it is my favorite monster, so it is gonna be so cool to fight it in the new play style
To me, Rise did well with adding both old(remake) and new locations cuz my god was it annoying to play the same maps in Master rank (excluding the snow location) in MHW and games before (MH4U especially for me). I remember playing MHFU and hitting G-rank to be greeted with the old maps frm MH1 which makes sense cuz these maps are where the "older" monsters resides
Idk why but for me mhr has a sense of nostalgia from the older games like the sfx and for sum reason the graphics/artstyle itself it's like modern but at the same time has that feel of the old gen monhun atmosphere
I can understand where you're coming from with the monsters but you have to take into account That monster hunter world/iceborne is a much more realistic game than monster hunter rise and has more restrictions. Think of world/iceborne as a animal documentary and rise as an anime like demon slayer, one has beautifully crafted landscapes and equally as Majestic monsters the act more like animals then Cynthient fantasy creatures, while the other has flashy and powerful attacks not just you but the monsters as well. The best example of this is the flagship of sunbreak Malzeno, It has an attack where it uses its wings and arms to make a small vortex under itself and launches it at you tearing apart the ground and the process, It's also able to move so fast that it looks like a teleport, If anything moves that fast in real life it will quite literally break the sound barrier in seconds.
If you want a realistic monster hunter game, play ark survival
@@Syahburei oh Jesus that horrifying game... Can't wait for ark 2 though
Great MHRise appreciation video!
One feature that I want to be changed has to be that you get sent back all the way to base camp when you cart. World had you return to the camp nearest to the target. Wonder why it is not a thing in Rise. Other than that the quality of life changes are awesome
I enjoy Monster Hunter Rise a lot! It's my first game into the series ! After playing all of rise, I backtracked to Worldborne and Mhgu! There's things about the past games that I actually miss! I like the open world maps of World!! The environment, getting the tracks and stuff! Rise is very simplistic in regards to looking at the map and going straight to the monster! While in turn made it extremely easy to crown hunt, it doesn't quite feel as immersive but I love all 3 of the games for different reasons! They should combine aspects of all 3!
14:34 i gotta disagree with the "long path zones that if replaced by loading screens wouldn't change"
Like, they're all fighting areas, anywhere in World, so this kinda doesn't make a lot of sense.
i've played every MH since 3U, and Rise is the only game i haven't come back to, i need to seek out things i like about the game, that's unlike any other MH game i've played.
Maybe oot but something I didn't expect but turn out to really love from sunbreak's switch skill swap system is that at least from the few weapons that I've used, the game's balanced in a way that encourages you to utilize the swaps effectively to do optimal damage and not stick to just one set. Definitely made me appreciate thr switch skills system much more
I really like how with LS I can swap between the Valour mode combo as well as the regular one depending on the situation.
A game that did more better than wrong, an amazing game in the series
The things it did wrong though do majorly hold it back from the top rankings for me
It's below Iceborne, 4U, GU, and 3U for me, but above 3 and Gen. So third to the bottom for me since that's all I played in the series
@@peco595 and thats fine you like what you like, but its undeniable its amazing game
@@peco595 so basically what you are saying is out of all the MH games you've played, Rise is the best base base game you've played. In your ranking, all the ones above it are expansions
@@idrees25 Yup, so we'll see how Sunbreak fairs. Rise simply has the best gameplay of the base games I've played, though I've played it far less than either 3 or Gen despite that.
Some of the wrongs though...
THEY NUKED MY HH
It's great that each new game, while still being recognizably Monster Hunter, tries a bunch of different stuff. Some good, some bad, but in the end aggregating to the experience.
Cant wait for sunbreak, not only seeing some of the returning monsters that have been announced but others in the expansion and cant wait to see post launch content for the game.
And eventually can't wait to see what they do with MH6 with these current gen Consoles/PC
Whatever it is, I hope we're to s more grounded, slower paced combat.
Rise is good and I'm looking forward to Sunbreak, but I do want to expand and improve what World did, because I think this the direction the franchise needs to take.
Hammer, Gunlance and similar weapons that try to evoke the feeling of being a hard hitting, devastating werckingball are my prime examples of where the wirebugs have failed. They are too fast, too nimble and last but not least without any weight in their moves. On the other hand weapons like the Insect Glaive or Dual Blades are feeling way better with the silkbind stuff. I switched from Gunlance in GU and MHW to Insect Glaive in MHR for this reason alone. And it is this feeling, why I prefer the combat in MHW over MHR. Don't get me wrong MHR is the right game for a quick fix while I'm on a break or comuting to work. But the way Gunlance plays in MHW is so much more satisfying. I really hope, for the next MH game they return to a slower paced more hunting sim like gameplay. I have the feeling that both gameplay styles could coexist next to each other.
Y hate on my man baroth, he's trying his best
one thing I really want they to fix is when you got carted pls spawn hunter at closest camp like World.
One thing I like about the open world is that when I fall down large holes I actually experience the feeling in real life.
Also, Rise was my first experience with Monster Hunter. The first time I ever fainted was my fight with barroth, you may hate him, but he holds an annoying but special place in my journey.
Amazing video! The one thing I wanna point out is that you could've used the mention of Switch Skills to plug Skillshare, but I guess you didn't want to mess with the flow
In a vacuum most of this ideas seem cool. But in combination I think they tendt to make the monsters less threatening.
In previous games (gen 1, 2 and the begining of 3) Hunters felt like just like normal people brave enough to challenge larger than life monsters.
Now you are a goddam super hero. the slippery slope stared with 4 with mounting which was mild. I mean, I always wanted to go all shadow of the colossus on monsters. But now after world and rise you fly around, ride monsters like puppets, throw them into anything with little effort, latch to their faces and slap them around, and worse of all, the weapons have super powers.
The super powers started on X. They never felt like they belong in the game. They are not well integrated, its just a parasitic system bolted on to do an overpowered action. Its not part of the simple elegant X+A+zR (Triangle, Circle, R2 for PS) button combos. No. Its an extra button that more of then than not can override animation sequences. They are just a cool gimmick that is there because they need to push the series forward somehow, but I don't think it the right direction.
Sunbreak seems to have a focus on counter moves. Yes for some this is a possitive because it speeds up the combat even further. But I think it eroding weapons identities a bit. Counter used to be a lance thing in Tri. Then we got guardpoints > SEAD for the CB in 4. These moves require very tight timing, and where tied to the rules of block mechanics, such us making use of the guard/guard up skills, chip damage, stamina, pushback, etc. New we have the Iai slash on the LS that is a BS move with no drawbacks at all especially paried with Quick sheath.
In sunbreak, everyone gets a counter move!
Again this is all cool on paper, but it just makes monsters less threatening. Forcing them to make silly designs like Magno that rocket jumps, and Valstrax with is a rocket powered dragon.
I miss when monsters felt grounded. Unnatural History channel has a great breakdown of this concept.
Side note: We have a game in which you use string to puppet monsters around, but atal ka is not present in it???? Really Capcom? (It'll probably be back in Sunbreak as DLC or hidden end boss)
I enjoy watching your video because they are honest and not afraid to discuss the glaring issues some of the titles have. You are at a level of critique that is constructive and your praise is not overbearing like…some other youtube monster hunter peoples…
i like rise too but the wirebugs are too immersion breaking, it feels too flashy and looks dumb. the weapon moves are cool . the maps are dont feel so real like worlds are, just looking at the monsterns in theyre habitats is sooo amazing in world, rise dont have this its just speedrunning through maps and monsters. the best thing rise did in my opinion are the switchskill moves and bringing back most of the unique weapon designs.
i honestly hated those pregnant looking snake dragons (narwa and the other)
The Lava Caverns are actually the Volcano from 3 Ultimate. It’s probably changed the most out of the three returning maps, but the starting islet, one of the river mouths, and the volcanic cavern with the low ceiling give it away.
Damn you got your first ad in your? You just hit the big leagues
Monster hunter is a hunting game, if you want to fly around with strings play Spider men. If we talk about gameplay, Monster hunter improved over every Generation, especially in the quality of life department.
I know Jyuratodus was mentioned, but Anjanath got a massive upgrade in rise. In world, he was a chump and down with the 3* village tier monsters barely past tutorial which was a shock since he was shown off similar to how rathalos would have been in the old days. Rise moved him up several tiers, refined his movesets, and made him actually feel like a threat. I was very surprised when I realized I had to use more than 0 effort to take it down.
I hated it at first, but wirebugs are such a good mechanic. My only real complaint about them is, as a longsword player, having the helm breaker tied to a different wirebug skill which is more a weapon moveset nitpick than anything.
Food systems have never been my thing. I used to just eat for the health and stamina or attack up in other games and they could remove it entirely as far as I'm concerned.
The spiribug and petalace systems can also be scrapped.
I personally loved charm farming in older games and a few people might remember the ancient weapons you could dig up. Would love to see that return and maybe add some randomness to the weapons similar to how it was done in (i think?) MH4 with the randomized gear. It was always a nice change of pace to go gathering which isn't really needed at all in rise. It would give some more incentive to go explore and find the collectables on maps. This could also be a great time to cook meat which I know a lot of players hate, but it's such a staple part of Monster Hunter, I'd like interesting ways to integrate it back in to normal gameplay.
Great video. I agree with a lot of your comments, although in the end, Rise landed well below 4U, World, and Iceborne for me. As an oldhead, World really was a realization of my initial vision of what MH could be, way back in the PS2 era. It brought the world of Monster Hunter to life in a way I really felt was special. I found the combat and map design to be much more enjoyable than Rise's as well. Wirebug Arts are a much better system than Hunter Arts, but I really don't feel either are positive additions to the MH formula. I much prefer each weapon being an intricate system unto itself, rather than having these externally-resourced super moves tacked on.
That being said, I think you are spot on otherwise. Rise's aesthetic and general design is only rivaled by 4U in the series, for my money. As for quality of life? Rise blows everything else out of the water. The only critique I have of Rise is weapon layering being limited to Rampage weapons. Everything else? Near perfect.
Rise also has an excellent roster and a truly delightful original cast of monsters. The redesigns are also impeccable, by and large, although the game does suffer the modern base-game curse of not posing much challenge once you get rolling. But that's been an issue since at least Tri.
And Wirebug Arts aside, Rise does have what could be my favorite combat system in the series. I love the move towards more dynamic and reactive play, I love the expanded movesets, and I LOVE the skill swap concept. I also hope that it's something they build on and continue to refine in future installments. Next job? Better balancing weapons, both against each other, and within their own classes. And let's open up gear a bit, give us more unique effects such as Seregios and Chaos Gore weapons in 4U, and for heaven's sake, make blunt greatswords and slash hammers a thing! The Great Demon Rod deserves to be a blunt weapon!
Rant over! Great video and I really am looking forward to Sunbreak. Rise missed the mark for me, but in large part that was driven by the fact that baseline MH games just aren't really for me anymore. There's so many other great games to play, I just end up feeling like I'd rather invest in the inevitable more-complete, dynamic, and interesting G-Rank expansion. And for Rise, it's almost here!
I think Rise should get a Seige quest in Sunbreak, although obviously not a limited time one like in World, simply because I find large, teamwork based hunts fun.
Maybe Lao Shan Lung, or even Shen Gaoren could make a reappearance. Maybe they'll be more similar to the Zorah Magdaros quest where it's a one and done thing, while a new monster is introduced, with all the stages and weakening stuff Kulve Taroth and Safi'jiiva had.
I agree. If there is one thing most people like about rampages, it's the smoother siege weapons (or installations as they are called in Rise). A big critisism for older fights is the constant reloading which has ceased to exist. This could make big fights like Lao or Mohrans very fun.
I like the idea of siege monsters I just wish they made it focus on a 4 man party rather than a "16 player" hunt. It would make hunts like kulve a drag unless you had a full lobby focused on it
@@chrisbarrera7202 That's true. It's probably not too hard to get a whole 16 player lobby to go after the Seige monster, but I imagine it'll be difficult once the popularity dies down and all you have is you and 3 other friends to play with.