This review will mostly focus on comparing Monster Hunter Rise Sunbreak to Monster Hunter World Iceborne. Pro: - Enemy variety. Rise Sunbreak and World Iceborne both have a lot of different monsters. They share several too, but many of Rise's monsters have gotten updates to their movesets, mostly positive changes. For example, Rise's Kushala Daora is a lot less annoying to fight and Rise's Master Rank Nargacuga isn't a pushover like World's. - The "Anomaly Investigations" give Sunbreak a solid endgame, on top of Rise+Sunbreak offering a lot of content to begin with. Those "Anomaly Investigations" are randomized quests that scale to a high difficulty, harder than World's tempered investigations, and with more variation too. Also, unlike with World's investigation quests, you can "lock" an Anomaly Investigation so that it never expires. Meaning if the randomizer hands you something that becomes your favorite quest, you can do it as often as you like. - The Sunbreak DLC establishes its NPCs as actual characters and gives them their own quests. You can have them join you on most hunts as AI "Followers". It is a major improvement over the sitting duck NPCs of World. However, these Follower NPCs are Master Rank (= DLC) exclusive. - Sunbreak is challanging. Sunbreak's hardest fixed quests (at MR☆6) probably aren't as difficult as World's "Fade to Black" or "The Place Where Winter Sleeps", but the Anomaly Investigations surpass them. Imagine AT Velkhana but with only 1 faint. - Hitboxes are more precise than in World, which is not setting the bar high, but still. - Wirebugs simultaneously reward skillful play and provide a crutch for beginners. - The mobility you get from Wirebugs while exploring is fun. - Palico recruitment makes a return from the old Monster Hunter games. You can have multiple cats and dogs with different specializations and choose two to join you on quests. - Weapon variety. It is the same 14 weapon types as in World. - You can modify weapon movesets ("Switch Skills"). - You can swap between two different weapon moveset loadouts mid-quest (in Sunbreak only). - Equipment Skill variety. Rise gives you more unique skills for customization than World. - Both World and Rise have excellent coop combat. In Rise, playing the main quest together with a friend is simpler than in World, where as World has a much better matchmaking system for playing coop with strangers than Rise. - Great appearance customization & a ton of unlockable cosmetics. Debatable if Rise+Sunbreak did it better than World+Iceborne. I'd give the edge to Rise, because it doesn't make you farm in any "Guiding Lands". - The "Rampage" tower defense siege quests are alright, better than World's Zorah Magdaros siege at least. They're purely Low & High Rank content. It's a neat gimmick that doesn't overstay its welcome. - Rise doesn't have any invasive mechanic like the Clutch Claw of World, not even Wyvern Riding or Wirebugs change the Monster Hunter formula as much as the claw did. - The english voice acting is decent. - All cutscenes can be skipped. - Good soundtrack. - You can switch between mouse&keyboard and controller on the fly, just like in World. - Monster Hunter nostalgia. Sunbreak has you return to one of the old maps from previous games. Neutral: - Rise has crossplay between PC and XBox (but not from PC to PS4/PS5 or Switch. MHWorld has no crossplay at all). - The controls are overall similar to World, you can switch between Rise and World without much trouble. - The game is much easier in coop, just like MHW. - Rise nerfed the player character in exchange for the new tools. The dodge roll has less invulnerability, you start most quests with reduced HP, parry timings are stricter, your own attack hitboxes are less generous and some weapons were made harder to use (like how Sword and Shield no longer has full 1-button-combos). - Decoration jewels have to be made with High Rank monster materials (while being free RNG quest rewards in World). Upside is that you don't have to deal with those 1% chance drop rates anymore, downside is that you have to spend extra time farming High Rank monsters for materials. - The player character talks now. For example, your hunter will yell something like "Incoming!" when a monster is about to do a big attack. Rise's monsters are faster and have crazier attacks than in World, so I understand why. Downside is that it feels backseaty when your character yells instructions all the time and in multiplayer you have characters constantly shouting things. At least you can turn the player characters' voice volume down separately. - The graphics of Rise aren't bad, but World's are on another level. The maps are also smaller than World's and there is less wildlife to look at. You still have a lot of interactables, like mining spots and "Endemic Life" (toads, wasps, etc.), they're just not as well integrated into the environment. Con: - Information overload, the game introduces too many features and mechanics at the start, a player new to the series will likely feel overwhelmed (same in World probably). - You have to join other players' online sessions to play coop, because Rise's online matchmaking is nonfunctional (the way it is designed makes it extremely unlikely for strangers to find each other). In the Sunbreak DLC they introduced a few more matchmaking options that slightly help, but overall I don't see why they abandoned World's SOS coop system, it was perfectly fine. - Rise's online sessions can't hold more than 4 players. In World you had 16 player sessions. - Mandatory filler quests in base game Rise. It took me 10 hours to reach High Rank. In World you can get there in 5 hours and that's without being able to skip cutscenes. It's a moment of relief when you're finally in Master Rank, because Sunbreak's progression is so much smoother than base Rise's. - "Spirit Birds". To get max HP and Stamina, you are supposed to collect glowing birds scattered across the map (for all quests except arena & siege quests). Players generally prioritize not wasting their time, so they ignore most of the birds and fight the monsters without max HP. I don't know why Capcop bothered making this mechanic at all. - Wyvern Riding is a nice spectacle, but becomes repetitive due to how often it happens. - More grinding than in World. You can't meld rare monster materials until you unlock the "Anomaly Research Lab" at the end of Sunbreak. The Anomaly Investigations are also just a semi-infinite grind for new challenges and incidental upgrades. - Talismans are now RNG gear. It's only at the end of Sunbreak that you get a method that at least guarantees that you get a good Talisman with the skill you want ("Qurious Melding"). - Despite Sunbreak's investment in npc character building, the overarching story is still rather forgettable, just like World's. Having servicable characters is a step forward, but I wouldn't recommend buying either game just for the story content. Conclusion: When comparing base game Rise to base game World, then World wins and it is not even close. I imagine people who played World were very disappointed with Rise when it first released. However, the Sunbreak DLC is a massive upgrade, pushing Rise far up, arguably even to the levels of World+Iceborne. Sunbreak is what you buy Rise for. Having to chew through base game Rise is not a good introduction, so if you are new to Monster Hunter, then M.H. World is the better starting point. In general, World is the safer pick. For me personally, I'm having a great time with Sunbreak, but I liked Iceborne a lot too. I don't know yet which I will prefer in the long run. Still a long time until Wilds comes out after all.
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