Monster Hunter Rise: Sunbreak (REVIEW)
It’s no secret that I am a die hard Monster Hunter fan. I’ve logged thousands of hours in this franchise since I first picked it on the Wii way back when Monster Hunter Tri was released. So maybe I might not be bias… but Monster Hunter runs through my veins. With that said, I do need to point out that I was let down by the base game a bit. Sure, I played the crap out of Monster Hunter Rise, but the key component that keeps me coming back is the endgame loop, something I can’t say was very satisfying here in Rise. Aside from the fact that the TRUE ended was locked behind (very late) title updates, the initial ending felt bland and weak. There was no real challenge to keep me going, so I just made builds and played on stream. One thing I did notice, is that I rarely played MHR offstream, and even I was beginning to get burnt out. I am pleased to say though, that is not the case with Sunbreak.
Sunbreak had my attention from the start, several new locales, new monsters, and some of the most interesting new mechanics. The scroll swap was a godsend for me, I found myself limiting what I could use when it came to the silkbind maneuvers, powerful moves that are pulled off with the help of your wirebug pal. Now, I could tailor a loadout for my switch skills that can meld two distinct playstyles. I have never felt more powerful in a Monster Hunter game… it’s an amazing feeling, but it does also leave me a bit wary. Even in base Rise, Rajang was pushover, a monster that is long held the title of making many a hunter ragequit, I found myself handling him easier than I ever have, same with other threatening beasts like Diablos. There has to be a balance set between the hunter and the monster, and while they do go out of their way to be more aggressive, some janky AI with monster tracking and the fact I can wirefall out of danger, has made this G rank grind honestly the easiest G rank experience I have ever had.
I’m a bit torn, and while I am not at the true endgame yet,. I just beat the final boss mon (holy crap was it a spectacle!). I hope that with the endgame grind and the forthcoming Lucent Nargacuga, we can get some semblance of a difficulty spike. Just something to keep me coming back, as cool as it is to be all powerful, please just come and cart me mons!
VERDICT: While the base Rise experience felt lacking, Sunbreak has already remedied that experience. Great new monsters, interesting new mechanics, and what seems like a compelling endgame. I’m looking forward to what the rest of the year will hold for Sunbreak.