There's been a significant streamlining to the series gameplay that veterans will appreciate. It's a bit of a mixed reaction this would seem to encourage exploration of these bigger areas, yet it can quickly become an annoyance if starting a mission over multiple times. One interesting tweak is the addition of Spiribirds, discoverable critters in the wild that provide stat buffs during a mission-not unlike cooking recipes in past games. monster clashes that would unfold in World. The drawback seems to be a less dangerous, wild feeling to them, though, plus a lack of those epic, random monster vs. Riding those is now an option, which can be a fun time. Taming non-friendly monsters is on the menu, too. Palicoes return and can again heal, set traps or offer tips out in the wild, and players even have an owl companion they can call down to their arm and send on tasks. The Palamute is a rideable friendly who can throw an assist during the course of adventures. The game also leans heavily into the animal-companion side of things. That doesn't sound like much, but veterans will be intrigued by that idea-taking a hit and instantly popping back up instead of remaining downed like in the past opens the door for a ton of new opportunities. It has different interactions with all of the weapon types, adding another layer to the depth of combat.Īlso on the combat front, it lets the player pop back up after a hit. It feels like any wall is scaleable now, which opens things up.Īnd the Wirebug innovation to the formula hardly stops there, as it has refreshing roles in combat, too. It's even useable in the village itself, helping to get the player where they want to go faster. This new device lets players grapple and swing vertically or across gaps. The new Wirebug, similar to the Clutch Claw introduced in the Iceborne expansion, is a persistent part of the gameplay now that has a cooldown. It won't take long for players to figure out the "Rise" portion of the game's title-the new explorable areas are all about verticality. That's just not where the series chose to evolve this time. Combat is just as snappy and responsive as what the series offered in World-if it ain't broke, don't fix it. It feels like there is more depth to each one, further changing up the feeling between the choices. Starting with the basics, the 14 weapon types return with some new features. The impressive presentation and technical package is a welcome upgrade alongside what largely feels like a tried-and-true Monster Hunter experience. That plus what seems like lip-syncing that didn't bother trying to match the English voicelines. If there's a drawback in the presentation department, it's little things like some up-and-down voice acting, repetitive dialogue and sounds, and things going from voiceover to just reading lines of text. This is the apex of what a Monster Hunter handheld game could have ever looked and felt like, yet it holds up strong on bigger screens in docked mode, too. It's certainly smaller to fit the console's capabilities, but that's not readily apparent unless blatantly looking for it. That said, this isn't the same immense, broad and dense-feeling environments of World. It's presenting a big world and bigger monsters in solid detail while not losing much in the way of performance, even in handheld mode. On a technical level, Rise might be the most impressive Switch game to date. But it's worth noting just how impressive it is that each biome appears to have its own ecosystem and details littered throughout each, such as ruins, which flesh out some background story lore for the observant players. It wouldn't be a shock to series veterans to find out that each biome of the map has a distinct feel. A colorful overall palette and whimsical soundtrack give it all that distinct Monster Hunter feel. The monsters look just as good as those offered up in World, if not better, and the same cutesy vibes of the village and its furry inhabitants is much of the same. The superb character models and fidelity of the world will have players thinking they're playing a first-party Nintendo game, which is usually the only time Switch graphics look this good. It's not World or Iceborne on a specced-out PC by any means, but the game being a Switch exclusive for the time being hasn't hurt it at all thanks to Capcom's powerful RE Engine. Rise will surprise many with its visuals.
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