this post was submitted on 02 Jan 2024
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[–] [email protected] 4 points 10 months ago (1 children)

For me my issues with Rise are two-fold.

One, it's because it was designed for the Switch and based off the handheld version of the game, so they were working under stricter hardware limitations and could afford to sacrifice fidelity. This felt like a step backwards after we were spoiled by how detailed and vibrant World felt. The environments just felt more artificial and "gamey" where World felt like an actual place with real creatures interacting with each other in believable ways.

Two, it's because I don't much like the wire-bugs. They feel out of place in Monster Hunter because they're just a bit too OP and magical. I'm not a fan of the more fantastical elements MH has been introducing. I like the series being more grounded, and I felt World hit the balance nicely with the weapons and tools being fun and "anime" without being so over the top they break verisimilitude.

Both are minor complaints. Rise is still a great game and I did play it for a good while on the Switch, it's just not scratching the MH itch like World does.

[–] [email protected] 1 points 10 months ago (1 children)

You don’t like fantastical elements in a world full of magical fantastical monsters? What?

[–] [email protected] 1 points 10 months ago (1 children)

Right. It's a silly argument, I know, but I've been playing Monster Hunter since the original on the PS2. It had a particular vibe back then which has been slowly eroding away over the years as power creep and new, more flashy weapons and moves take the stage.

It's not all bad change, but I am one of the curmudgeons that still thinks the insect glaive is a bit over the top for the series and that the newer entries are making the game a bit too easy with too much in-combat QoL improvements.

[–] [email protected] 2 points 10 months ago* (last edited 10 months ago)

Interesting. I see where you’re coming from, as I played MH on PS2 and loved it. However I find all the QoL changes refreshing. New ways to play offer more flexibility and options to new people, and the game only works if others are playing it. I hated how clunky most weapons were, how hard it was just to find the damn monster, how clunky the inventory system was and it was practically impossible to figure out what I needed for upgrades without a spreadsheet. Just a different perspective I guess. More verticality and more movement options is always better, that’s why I love Rise’s formula.