Monster Hunter Rise Demo impressions
5 years ago
General
Using my previous journal on this topic as a springboard:
https://www.furaffinity.net/journal/9633461/
Now what do I think since I've had my hands on Rise?
Well, all my previous positives are still present, though there is one I want to address:
+No wild bugs that give mega potion health boosts:
I was incorrect, there ARE bugs that restore about a Mega Potion's worth of health. HOWEVER, there are a couple things about them. Namely that there is no telling where they are, they can only be grabbed when you have your weapon sheathed, and they don't respawn in the mission.
Now, to address my main Negative marks on the previous journal before discussing new topics.
-Damage numbers return:
Despite being able to turn them off, they are on by default and many tutorials push you to have the numbers on. This is lazy design when all a player needed before to determine specific damage effects was either a sound effect or a color flash.
-Can heal/eat while moving:
It's extremely slow movement, but still movement and does not properly encourage the player to not spam healing items whenever they want.
-The perk of the Palamute is almost null because of that last negative:
Palamutes have no purpose. Their entire purpose is to be something you ride that allows you to eat or heal while in motion. However, you're able to be in motion while eating or healing anyway, so there is no point and you're better off having two felyne partners since they can use much more elaborate skills on par with a hunter AND deliver dialogue giving you info on things happening around you.
Now to judge some of the other content I wasn't sure of yet:
?Weapons can be traded out at camp:
Answer: They can. However, even though there are "infinite farcaster" back to camp, because there is only one camp, it's more trouble than it's worth. Maps are HUGE in this game and even the starting map in the demo can eat 5 minutes of your 50 minute time limit to get from your camp to where the monster is. If you mess up and feel you are not equipped to deal with the monster in your current gear, so you go back to camp to re-equip, you're going to likely eat close to 1/5th your available time to actually win, likely resulting in a long, drawn out fail state.
?Item Box at camp:
Anwer: There is. Just like with swapping armor, it's more trouble than it's worth since you would only want to go back to camp to either deliver items or because you got your butt kicked and carted.
?Large monster roar = shockwave?
Answer: Oh Yes. Large monster roars give a well defined screen distorting ripple and the sound balancing is much better so said roar dominates everything and leaves you no question as to why your hunter is not moving.
Now, onto the new things:
Wyvern Ride:
By using Silkbind attacks or certain items enough, a monster gets covered in enough wirebug silk that you can both ride it AND control it's movements, allowing you to use the monster to attack other monsters or trick it into hurting it's self on the environment. There is a time limit that is rendered shorter as the monster you are on is hit by incoming attacks.
Opinion: What began as "pinning" the monster in Monster Hunter 4 has turned into this. One of the themes of this game is dealing with many monsters in an area at once and so a viable tactic is to use one monster against another. Now, what is significant about this is that while it looks cool, it's severely limited. Silkbind attacks are very situational in the first place as they have long windups and specific distance requirements to perform. You also need to hit the monster several times within a specific time span for the bind to even take effect, so the monster has to already be compromised to even start the mechanic. Doesn't seem intrusive or OP to me mainly due to...
Lack of "turf battles":
Monster Hunter World was a joke due to turf battles; two monsters entering the same area would ignore the hunter and go after each other, doing large amounts of damage. While turf battles CAN happen here, it generally doesn't and leads to both monsters wanting to kick YOUR ass. Oh, by the way, after the wyvern ride runs out? Get ready to run, because you can bet your ass BOTH monsters want to kick it now.
Overall Opinion: I'm actually pretty fond of it. It FEELS like Monster Hunter, which is more than I can say for world.
https://www.furaffinity.net/journal/9633461/
Now what do I think since I've had my hands on Rise?
Well, all my previous positives are still present, though there is one I want to address:
+No wild bugs that give mega potion health boosts:
I was incorrect, there ARE bugs that restore about a Mega Potion's worth of health. HOWEVER, there are a couple things about them. Namely that there is no telling where they are, they can only be grabbed when you have your weapon sheathed, and they don't respawn in the mission.
Now, to address my main Negative marks on the previous journal before discussing new topics.
-Damage numbers return:
Despite being able to turn them off, they are on by default and many tutorials push you to have the numbers on. This is lazy design when all a player needed before to determine specific damage effects was either a sound effect or a color flash.
-Can heal/eat while moving:
It's extremely slow movement, but still movement and does not properly encourage the player to not spam healing items whenever they want.
-The perk of the Palamute is almost null because of that last negative:
Palamutes have no purpose. Their entire purpose is to be something you ride that allows you to eat or heal while in motion. However, you're able to be in motion while eating or healing anyway, so there is no point and you're better off having two felyne partners since they can use much more elaborate skills on par with a hunter AND deliver dialogue giving you info on things happening around you.
Now to judge some of the other content I wasn't sure of yet:
?Weapons can be traded out at camp:
Answer: They can. However, even though there are "infinite farcaster" back to camp, because there is only one camp, it's more trouble than it's worth. Maps are HUGE in this game and even the starting map in the demo can eat 5 minutes of your 50 minute time limit to get from your camp to where the monster is. If you mess up and feel you are not equipped to deal with the monster in your current gear, so you go back to camp to re-equip, you're going to likely eat close to 1/5th your available time to actually win, likely resulting in a long, drawn out fail state.
?Item Box at camp:
Anwer: There is. Just like with swapping armor, it's more trouble than it's worth since you would only want to go back to camp to either deliver items or because you got your butt kicked and carted.
?Large monster roar = shockwave?
Answer: Oh Yes. Large monster roars give a well defined screen distorting ripple and the sound balancing is much better so said roar dominates everything and leaves you no question as to why your hunter is not moving.
Now, onto the new things:
Wyvern Ride:
By using Silkbind attacks or certain items enough, a monster gets covered in enough wirebug silk that you can both ride it AND control it's movements, allowing you to use the monster to attack other monsters or trick it into hurting it's self on the environment. There is a time limit that is rendered shorter as the monster you are on is hit by incoming attacks.
Opinion: What began as "pinning" the monster in Monster Hunter 4 has turned into this. One of the themes of this game is dealing with many monsters in an area at once and so a viable tactic is to use one monster against another. Now, what is significant about this is that while it looks cool, it's severely limited. Silkbind attacks are very situational in the first place as they have long windups and specific distance requirements to perform. You also need to hit the monster several times within a specific time span for the bind to even take effect, so the monster has to already be compromised to even start the mechanic. Doesn't seem intrusive or OP to me mainly due to...
Lack of "turf battles":
Monster Hunter World was a joke due to turf battles; two monsters entering the same area would ignore the hunter and go after each other, doing large amounts of damage. While turf battles CAN happen here, it generally doesn't and leads to both monsters wanting to kick YOUR ass. Oh, by the way, after the wyvern ride runs out? Get ready to run, because you can bet your ass BOTH monsters want to kick it now.
Overall Opinion: I'm actually pretty fond of it. It FEELS like Monster Hunter, which is more than I can say for world.
FA+

World was a very bad thing because it brought in a lot of casual options that were never in monster hunter, and now that they removed several of those casual things and returned closer to monster hunter roots, people who started on world think the game is broken or doesn't work right ,when in reality, this is what monster hunter always has been.
Part of monster hunter has actually been about losing track of where the monster is.