Followers is a must have feature in future Monster Hunter, they are the best thing asides from the awesome high octane fuel monster fights. It also very good in World Building, you get to know the NPC there, no need to super complex dialogue but to keep the multiplayer feel there despite being solo hunts. Is optional and additional content for us to play with. Sunbreak also makes wirebug a life or death mechanic, failed to master it or misused it and watch urself getting clapped by Garangolm back to camp. I got a friend getting clapped by it cause he didn't save up a wirebug for emergency escape, got greedy with the hits and paid dearly for it.
@@Juwce_86 Im guessing they started the concept with Dragons Dogma's pawn system and greatly improved it. The AI is chef's 😘, and really based on the backstory of the character you pick.
@@Juwce_86 Honestly. the few of them I have done. The AI is Very solid. Setting traps. Flashing rathians out the air. Cutting off tails. Charging an anjantath into the target. There like a real player. If not even better sometimes
Im really surprised at how GOOD the AI is though. They really do feel helpful in hunts, even more so than some of the typical online hunters. They provide heals and supports while still doing good damage AND they even wyvern ride monsters.
Honestly, Sunbreak has had some of the best hunts I've had the pleasure of playing, and I can't wait to see what's to come. The one thing I personally found not really annoying but perhaps a bit trying, was that sometimes monsters feel like the track _too_ well, and make sharp almost unnatural turns even when it looks like they shouldn't be able to move, after they've already 'launched' their attack, so to speak. The most egregious example I can think of is Zinogre, who has a number of fast paw slam combos that feel like at least one will always catch you, no matter where you are or how ready you are for it.
Malzeno too has some attacks that will just hit you no matter what, feels like you need a counter or have to do the superman dive, hated that fight as a bow
they do cheat, they leap the furthest possible within the limit to reach you or extend their body to hit you. Shogun Ceanataur claws have a LONG hit box plus it can leap longer to reach you. It can hit a insect glaive user despite the IG user should not have being touched by it. I got one shot despite having 75% health, encourage me to get a Master Rank armor for a change. But once you learn the monster, is not that hard. Still have to heal if you're being careless.
Unless i'm relying heavily on counters or shields, i've found like evade window 3-5 to be basically mandatory for my skill level. Makes stuff like the Zinogre punches significantly easier for me to dodge.
You can't keep reading my mind and turning my thoughts into videos, Ratatoskr. Also, Followers MUST return as a feature in all Monster Hunter games to come, not just because of what they do well in Sunbreak, but so that I may beg for a Dragon's Dogma collaboration quest featuring "Pawns", perhaps with the choice of SnS, GS, DB, and Bow to represent Fighter, Warrior, Strider, and Ranger respectively. Voice lines mandatory. (How else is our hunter going to learn that wolves hunt in packs?)
One of my favorite lines from Terminal Montage's Iceborne video was at the very end when one of the main characters just flatly says to all the NPCs "why didn't any of you help us" after Shar Ishvalda was killed. It was the absolute funniest shit ever and now I'm constantly saying "they're actually helping! They're actually helping!" when doing the follower quests
I can see it now. A double lunagaron quest, the client being 'informative pawn'. The description being nothing but; "Wolves hunt in packs, hunter!" It only works SO WELL.
Umm, I'd be careful there. Tokiden 2 had that and the scaling of the oni was super skewed. It is a thorny path to tread and may not always work out. Would be neat if they could manage it though.
What I like from Sunbreak is that the NPCs feel like our hunting companions rather than "operator". We hunt together, grew strong together, and celebrate together. That moment when Fio got sick made me rush the story to cure her asap.😅
True. Whenever I get in a rampage quest, I always had a "I just wanna got this over with" feeling. I had to grind tickets to get the rampage weapons and It was tedious.
I just hope they do a regular siege that implements some of the changes rampages brang to the table, i think they could make it really fun. Like, imagine a faster Gogmazios with the fully aimable canons, the gatlings the bombs and all that jazz. The old one is my favorite siege, because it lets you the choice wether or not to engage with the siege mechanics, and both are kinda fun in their own way. Now that with modernized mechanics would be so great.
It would have been nice if they gave you the option repair broken walls in-between waves because right now once the walls they stay gone. If you had the option to fortify the place in-between waves it would have made it feal like a proper struggle to hold back the monsters.
Regarding the difficulty of the game, I don't think the higher damage was the change that fixed combat but the much higher speed the monsters attack you. In base Rise I always felt like I was so much faster than the monsters and when I played the event quests where the monster damage was so buffed to oneshot you with a fart it felt unfair, promoting perfection in combat rather than strategy. Coming from gen ultimate I really felt like I was playing a Monster Hunter game again.
The way I see Sunbreak is like GU but balanced for single player, The monsters don't have the huge HP pools that they did in GU but they do have a bunch of options that can cart you if you make a mistake or don't have the right setup. Espinas for example can take like 60 or 70 percent health from you with no way to avoid it if your armor doesn't have para resist and poison resist. You as a hunter are also stupidly strong and have a bunch of options that allow you to fight most monsters with almost any weapon.
@@emanuelecalo6679 no spoiler, I just want to say it's probably one of the most amazing final boss in all MH game, and it took GS speedrunner almost 8 minutes while GS dps is so insane they do most monsters in 1-3 minutes
Great review. Only thing I disagree is that World isn't the standard when it comes to difficulty to be honest, it was actually the second "easier" MH released in a row after Generations. Rise is just following the same trend. That is if we're excluding post game and post launch updates. But I personally don't mind, I was satisfied with Rise and I'm even more satisfied with Sunbreak. If I really want to feel the difficulty again I'll just dust off the 3DS and play some G Rank or 140GQs in MH4U.
Agreed...for the most part. I never thought of World as a difficult MH game overall, at least in comparison to the old ones. Especially when compared the lv 140 Guild quests with Apex Rajang. That said, I would argue that some of the MH: World DLC are still some of the hardest (maybe cheapest) boss fights in the franchise. Let's not forget about Extreme Behemoth, The Ancient Leshen fight, and the Arch tempered Elder Dragon fights in base World which were considered really challenging fights at the time. Fatalis and Alatreon fights triple carted many hunters for months after Iceborne came out to the point where people started a petition to lower the difficulty of the Alatreon fight in particular. So yeah, World is more challenging than us vets like to give it credit for, if you factor in the DLC at least. Without DLC, the game is super easy, I agree.
@@AngelicRequiemX yea I'd say the wystone mechanic is artificial difficulty. That said even non Apex 140 and G Rank difficulty on 4U was peak MH for me. I'll never forget that Raging Brachy + Stygian Zinigre quest in G3 if I remember correctly. And it's not nostalgia either because I frequently pick up my 3DS to play a bit of 3U and 4U and feel like it's a mix of slower, more limited gameplay with high damage and multiplayer scaling (even though that's not really "natural" difficulty). The lack of any kind of dodge aside from actually dodging and evade window really makes a ridiculous difference. For that reason I'd say CB guard point and mounting in 4U were simultaneously amazing additions and THE mechanics that spawned current MH gameplay. Like I said, not complaining, I'm happy to enjoy both. I see it the same way I see Dark Souls and Nioh, both are amazing for different reasons.
@@AngelicRequiemX yea why does proper "difficulty" always center around apexes? How is alatreon's threshold even a problem, just switch to elemental and you'll be fine(the fight doesnt take too long either). Iceborne's fatalis was honestly really good i feel. If you carted, you definitely would know you made a mistake somewhere.
I was hunting with my friends and our reception was generally lukewarm when we started Sunbreak, but the game got really exciting the moment we faced Blood Orange Bishaten. Like holy shit, this is exactly what we wanted Rise to be! From then on, Sunbreak kept on giving bangers after bangers. Existing monsters were faster and had new moves, while new/returning monsters were generally slower but had a lot of interesting moves and were all fun to hunt. I liked MHR. Now, I fucking love it.
I'm glad to see that you were more satisfied with Sunbreak and I agree with basically all the details pointed out during this preliminary review. Looking forward to a second video once we have received several updates and hopefully a decent amount of new monsters and meaningful events (Looking at you stupid titles rewards).
I was playing Sunbreak as I watched this video, and one of my followers put down bombs next to a sleeping monster’s head. That was the exact moment I fell in love with the system
Are we not gonna talk about how Luchika just casually threw a bomb at MC in this video Hildebrand quest style!? No wonder her hommies are intimidated, they gotta lookout for more than the monster!!!
3:50 I noticed one interesting thing about Wyvern Riding, you see in base Rise; aside from Axe Hopper, the Charge Blade had no reliable way to trigger a Wyvern Ride, then comes Air Dash which specifically says "It is likely to make a monster ridable" I was like "Did Capcom just fix one of Charge Blades most annoying properties in base Rise with one simple addition?" needless to say, I've been spamming that move like crazy and not just for mounting monsters!
Air dash is ridiculously spammable considering both the hyper armor and the short cool down, and it feels like there's very few monsters that can do anything about it. Conflicting feelings but I for sure had fun using it.
i think someone of you guys already mentioned that in the last stream but the followers would be a really good opportunity in future games with a guild hall to not have the player scaling again and instead let you play with up to 3 npc hunters if you have no internet connection or simply don't want to play with real people. maybe you could even customize these NPCs to a degree where you could help them get better weapons and armor etc. and upgrade them alongside your own hunter.
I'm all for that, but funnily enough, the followers in Sunbreak already usually have some ridiculous amount of armor skills! Luchika almost has 2 full pages of maxed skills!
I just wish the Sos system was better implemented. I had this issue with base rise as well. You can't browse available sos signals and just gotta take a dice roll. That being said, I also wish for more Japanese mythological monsters but eh it is what it is. I love rise and sunbreak. Thanks for the review.
Great review. I think you nailed it with your final point on Sunbreak being exactly what it wants to be, and that's something I haven't seen other reviewers mention. Sunbreak is my first Master Rank experience, and I've found the difficulty to be just right so far. Harder than base, but not ball-bustingly difficult. Really excited for endgame, but seriously enjoying the story progression experience right now
"Harder than base, but not ball-bustingly difficult" yeah, the latter will come in future updates, we could get anything; from Gogmazios, to Ahtal Ka, to any of the Frontier Elders seriously, there is nothing that they can't add now!
The way I see it, the follower system opens possibilities for future collaborations or crossovers with characters from other games. There's already skins than let you play as characters from other games so to speak, it's kinda like the natural progression. Just imagine: A full hunting party of your favorite waifus/husbandos.
Ohhhh I want mhw2 and sunbreak just isn't gonna cut it for me I'm sure. Nice review I think I would probably feel same as you about this game if I played it and might as well wait for mhw 2.
2:13 this section here was not the case for me... I crafted literally every single decoration and specifically I crafted enough to reach the max level of all of them... so my Charge Blade set did change, but it by no means weakened!
Just beat the story boss and made my first afflicted quests today. I'm just gonna say I'm more than happy with Sunbreak. I even daresay Capcom outdid itself by doin an excellent job fixing soooo many issues.
I can't believe you got a early copy! it's amazing to see devs that understand that any criticism is not just for hating, but for improvement of the franchise.
I really appreciate your final point, sometimes a game isn't bad, it's just not for you. I absolutely ADORE the followers, I hope that's something they carry forward into other games.
Seriously though, I'm just taking my time working through every hunt as it becomes available. I'm only in MR 3 so far. I was pretty unimpressed with Garangola when they showed him off but his fight is actually pretty good and I will no longer refer to him as ratchet Brachydios. I still only like his design when he's powered up though. I only play Charge Blade (it is my only tru waifu) and I gotta say, about early sets, the Barroth armor alone is better than end game sets from base Rise. I've adjusted it with two other pieces as they became available. But so far, a couple of Barroth hunts were all I needed to have a very good MR build. I've seen a few people talk about their gearing experience and hanging onto their HR sets through most of MR. Are other weapons not blessed to have insane stat allocations this early on? Or are people just being picky about having to change things up a tiny bit? My current setup is insane already for only being in MR3 and it's only really missing Load Shells. If later armor pieces allow me to keep my current setup and add Load Shells then that would be euphoria inducing. Everything else everybody is saying about Sunbreak I mostly agree with. Old fights have been improved. New fights are just as interesting. The switch skill is really cool (even if I keep screwing it up). The new locations are very cool, to the point that I kinda hate having to fight anywhere else. Sunbreak is exactly what Rise needed to come into its own. I'm still not at end game and can't really speak to the longevity at this point. But even if I don't end up spending a bajillion hours with it, I still think it's one of the best entries in the series. Maybe top 3. Definitely top 5. Depends on how nostalgic I'm feeling for my first time playing 3U and being scared shitless encountering Lagiacrus underwater for the first time. Never been so scared in a video game in my life. It is the singular emotional hook I can point to where I could say "this is when I learned to love Monster Hunter".
@@AscendantStoic Ya know, I'd do an iron man MH play through. I practically never cart. Let alone 3 times in the same hunt. If there was some achievement for it or something, I don't think going for it would be too tough. That said, as far as ultra rare achievements go, I just got an achievement for hiring 50 buddies and the completion rate on that is in the low single digits. Given that people like a challenge and would be attracted to an iron man mode, hiring 50 buddies might end up being the more uncommon achievement simply because there's no real reason to do it.
I've put in at least 60 hours into Sunbreak now and i didn't even realize you could teleport around Elgado until you mentioned it. it is unreal how cozy and welcoming that place feels
I was very curious what the review for Sunbreak was going to to be like. Rise was my first MH game so I was a little confused as to why people were so hard on it, seeing as Rise’s difficulty was the only difficulty I’d known. Now after playing Sunbreak I think I understand a little bit more. It WAS too easy. I think the biggest way I was told that is because Sunbreak gave me my first wall. Seregios destroyed me a couple times, & because I wasn’t used to the speed yet I opted to use the auto-target camera just to try & see what he was doing half the time. Though I definitely won’t understand fully till I’m able to play another MH game, I now think I have a little traction to get me started on that path.
I really hope they keep Follower quests and switch skills going forwards. I am shocked by how fun the followers are and how they add to my immersion into the setting and characters. More than any other Monster Hunter game, the hun and the characters within feel like a part of the world and active contributors to the narrative. Switch skills are a great addition that allow for a feeling if uniqueness and customization for the weapons. It gives them a ton of options I thought trying to cram to much into a singular move-set. Although slight, it gives this feeling of “this is how I play Sword and Shield, as opposed to how you play it” I don’t want silkbinds again, but I do like these custom move sets. I liked Rise, quite a bit. But I am loving Sunbreak. I’m not even that far. I’m just enjoying the long trudge through all the quests, relearning my weapons, stockpiling resources, and being immersed. This is a damn good success built in a somewhat shaky foundation
I wholeheartedly agree on switch skills especially. Especially the ones that really impact how you play the weapon, like the GS Surge combo or the charge blade's spinning axe, are really really good. Whenever I see people wishing for a new weapon type, I think "but they have so many already". With switch skills, however, I think they found a way to create new movesets without bloating the weapon roster too fast.
the thing I would love to see in the next monster hunter is the blurring of lines between follower quests and multiplayer. what I mean by this is I would like to see the ability to bring followers with you on every quest, and firing off a signal flare would allow people to replace followers in your quest. This would allow people to pley the entire hub solo with a bit of backup as well as making the world feel more alive.
In Sunbreak you can have 4 human players + 1 NPC Follower (plus a dog/cat for all 5 hunters), but it seems to limit the monster count per map to 2? It's honestly pretty awesome.
I knew that Sunbreak would be hard and a lot more fun was when I entered the first Urgent quest to unlock Master Rank, and I was genuinely surprised by how fast the monster was, and the damage it was doing. Maybe it was due to the expectations I had when fighting other iterations of this monster on past games. The movesets of even low-tier monsters are fast and varied enough that some of them can potentially feel as completely new fights. Even at the begginning it was hard. Not heavily, but you know that it is going to be an interesting experience when you are on risk of getting One-shotted by a Tetratandon of all things if you are not putting attention on what you and the monster are doing. That was my experience on GU and that's what I love about Sunbreak. No matter how simple the monster is, if you get hit, you get decently damaged, and you are ON RISK of carting.
The story difficulty in rise pretty nice, I never failed a story/main key quests since MHXX to MHW:I as at that point I had became so used to the series, but I got my first fail in MR4 Sunbreak
I resonate a lot with the idea that Sunbreak's remaining "flaws" might not be flaws at all. I'm still one of the people who like slower and more methodical Monster Hunter, as I think I've made clear a lot of times, but Sunbreak is just really really fun regardless. It's a different flavor and it works. Also, something interesting I noticed for myself: In Rise, one of the things I lamented was how effortless it all feels - you move fast, you can parry, you prepare for a quest at the drop of a hat and you gather insanely quickly and everything felt designed to be a dopamine rush and thus, less impactful than in earlier games, ESPECIALLY completing quests. I'm not a super skilled player and I get hit a lot, but I still managed to beat most monsters in base Rise rather handily. In Sunbreak, the added monster moves and higher damage that I initially feared because I'm bad with the fast pace, actually improved the game for me, because my quest completions are now really impactful. I realize I'm fliplflopping on this quite a lot, but it's interesting to me how I like Sunbreak a lot more now *because* it's harder. My biggest problem with the fast pace is really only the camera at this point and that's really cool.
I have camera speed almost maxed out and I use a combination of gyro, target cam and manual stick aiming to keep up with monsters jumping into blindspots. I'm generally bad with right stick controls due to various personal reasons (I also don't play ego shooters) which becomes a bigger problem the faster a game becomes. It's a big reason why I've been wanting a return to slower gameplay. So it's less a game problem and more a me problem. But, I adjusted to it in base Rise (to the point I played aerial IG) so I'm confident it'll be the same here, with time.
@The Stonefish Lol. It's way, _way_ more complicated than people make it seem. Only people who dont actually know game design think it's not complex. Playing video games for fun teaches you absolutely nothing about game design. That's like saying that driving a car on public roads teaches you the physics of suspension geometry. It's ridiculous. Game design is as complex as any other field of engineering. Maybe even moreso because it is heavily intertwined with the concept of skill and human behavior, which is an enormously complex and multi-faceted psychological and behavioral element.
I was so happy when I did my first follower quest and the sword girl mounted her palamute when I did, posed when I did, did a dismount jump attack when I did... and they can puppeteer! I hate that part of the game and not only can I choose not to do it anymore, but the AI can do it for me! Such a nice addition that they didn't NEED to do but so glad they did. It shows they cared.
The follower is almost better than a real player. They heal, trap and even ride non quest monsters so we get free knockdown and dmg. Plus, we can have 5 person hunt now 😂
Honestly if they want to continue with the hub vs village type quest system ever again, I'd say followers being an optional 'scaling' so to speak for single player while doing hub quests could be very interesting. Ignoring that entirely though, it's honestly probably the best mechanic in Rise in general really, and the only one I would be disappointed if they weren't in future games. (Well the only one other than Palamutes, but I'd prefer the followers honestly). I'd love to see the system expanded upon as well in future games. Even if we don't get the strongest narratives, I do know capcom can make fun and strong characters, game's like Devil May Cry and some Resident Evils show that alone. Problem is normally we only see characters in cutscenes, while any time else they are literally in the way or not there at all like in World. It's fun to be a one man army at times, but it really destroys the atmosphere sometimes as well.
This is a review that echoed nearly all of my sentiments, especially the remarks on the increase of difficulty. The difficulty increase was definitely needed and throughly satisfying. The tension and relief when I beat Malzeno was something I never experienced in base rise and reminded me of why MH expansions such as iceborne are that much more remarkable. Though, there is one complaint that almost ended sunbreak on a GOT level *Spoilers Ahead* About the only real complaint I had was the final boss. Hopefully you’ll be able to talk about it in the future, but his attacks were far too easy to read and easier to recover from. I suspect this is due to the Hunter’s speed and wirebug getaways and the final boss’s large and slow attacks. Sunbreak should’ve had a final boss designed to contend with your speed like Malzeno. Otherwise the boss is cinematically impressive with his apocalyptic aura. Maybe capcom will fix this in the future, but in terms of waiting for MH6, I’m still waiting for a final boss to take the difficulty alongside Shara and Atal
One thing I felt like both World and base Rise did was ease the transition from Low Rank to High Rank. While I think that is a net positive, I wonder if that contributes to the need for Tempered monsters in World for it to feel challenging. And without them we needed Sunbreak to add that challenge.
I've heard someone say that the base game for rise and world is more inviting for new players, allowing them to get through the game and see the monsters and then ramping difficulty in the end, which I've heard there's a big difficulty boost after the final boss
Glad to be back in the MH swing of things. Happy to be watching your vids again, also. Has been playing Lost Ark and an MMO basically will takes all of your time if you are end game raiding but even after skipping Elden Ring, I still have to set sometime aside for MHR Sunbreak. Nothing makes me feel good like a MH game. Best action combat and build making in Videogames. Gonna slowly enjoy this one. Cheers.
I love the idea of followers and I hope they make a comeback in future titles. Sometimes my friends don't have/want MH games and I don't really enjoy hunting with randos, but having NPC allies is just down my alley.
Followers is by far the best feature that was added, its so fun doing n the rewards are worth it, I like the world building it give n actually have an actual personality to the characters
When going through sunbreak, I was deciding on what armor I wanted to go for, and as a greatsword user, I ended up going with Anjanath armor and it carried me all the way to the end, it had decent defense and great skills but I still had a lot of challenging moments.
What he said about the wirebugs is so true. In base rise they just felt like they were there just to be there. Now it feels like you want to use them so a monster doesn't combo/juggle you. There are even times when you DON'T want to use a wirebug right away to depending on the attack/combo some monsters use. Overall I feel like this expansion fixed a lot of the things I had issues with the base game of Rise as I feel the base game was lacking a lot and I am a long time Monster Hunter player who has been around since the second game.I highly recommend giving the game another try, especially if you are curious about the expansion.
The things I’d like to see mh6 take from the past: follower quests, switch skills/styles, 4u mounting, environmental traps, vertical focus, swimming, climbing and traversal like rise/sunbreak, endemic life and small monster cycles like world, but with the more visually coherent and fun to travel in maps of rise/sunbreak, bring pins back and make them hard to get out of…. And bring paintballs back. Also maybe slow fights down just a bit I don’t think we need something like the super moves of rise or gu just the customization of the moves, I dont mind expanding the move sets of weapons to build complexity, but I think every weapon having a counter option available is a little over kill. Finally I just want to see them innovate in a way that doesn’t feel like a one game gimmick, such as the clutch claw, wire bugs, or super moves, but something like the mounting and pinning mechanics of 4 that have only been improved and riffed on in future games.
4u mounting? [laughs in je suis monte] Memes aside, I want the next game to move away from counter focused play. I can't land counters and prefer blocking or dodging.
@@AscendantStoic I know. I just want the next game to not focus on it and give weapons alternate moves that don't involve parrying, so I don't have to ignore content as often.
@@AscendantStoic I disagree with the sentiment: if you don’t like it ignore it. This doesn’t fix the issue. Whether or not you think it’s an issue however is another conversation entirely. Personally I like the use of counters in sunbreak due to how crazy everything is. But I’d prefer to see them go back to a bit more toned back of a game, and if they do this the counters will have to either be removed, or heavily retooled.
@@caravaneerkhed That argument might have been valid in MH World where each weapon had only one moveset and static skills, but it makes no sense at all in Sunbreak (or even Rise) since the entire point of this new skills system in Rise/Sunbreak is to give people multiple play styles and multiple moveset options for each weapon, and from the achievements percentages and player streams it's clear to me most MH players don't use all weapons and most stick to one or two and within it one specific style or even one specific skill (literally only 2.3% players got the Black Belt achievement in Rise on PC which is given to you if you unlock all weapon Skills in the base game, only 2.3%!!!) You literally don't have to use any counter skills with any weapon and there are pretty much alternative skills for all of them (insta-guard vs guard on Lance) and decorations to match not to mention a very wide range of Dodge skills like the one the Light Bowgun has or Jumping skills like the aerial axe elemental discharge for the Charge Blade, neither of which require you to counter anything, so your argument is basically "I don't like other people having more choices that I won't use".. Which is frankly a very terrible argument.
I think superRAD summed up why the new area is better, at least its how I felt, you feel more like an actual hunting GROUP and part of a community there, I really like it so much more, felt more akin to old MH. I especially love going on quests with arlow, hes amazing.
MR 1-3 star quests really show just how busted the Valstrax set was in base Rise HR. I would just switch back to it the few times I tried forging new armor for mixed sets before getting to MR 4 because both the defense and damage potential were reduced relative to Valstrax. First MR set I committed to was Rathalos because it actually gave a significant defense boost and the damage potential was relative, and I rarely felt consistently threatened before then. Suppose you could see it as a reward for grinding to HR 100 before the expansion.
I like your last point! the first few Mr quests felt like I was using defender gear with valstrax, but none of the armor sets are particularly interesting until you get a little deeper in. I personally made my first MR set at astalos and quite enjoy that for now.
I love the fights in Sunbreak, my issue with the game comes from things that cannot be changed. They've halved the amount of armour sets in the game by removing Gunner/Beta armours, and Palico/Palamute MR armour is identical to Low/High rank from what I've seen (MR5). Same goes for weapons, it might be different later but all the base game monsters weapons so far are the same as their high rank equivalents. Collecting Mixed sets is a huge part of the endgame of Monster Hunter for me, with half of the armour sets removed thats half as much time I can spend making these sets, in addition to collecting layered sets. The fights are so much better in sunbreak but nothing will change this issue, I'm already spending less time prepping for hunts with the removal of a lot of items, it just hurts to be missing all these armours for absolutely no reason and it seems no one is interested in talking about the issue without accusing you of hating Rise or new players. We all love Monster Hunter, I just don't want there to be less content. It's not like they removed half the armours and focused that time on putting way more monsters in, so Idk what they did with that time.
I think COVID and development schedule may have to do with that. It is sad to hear that mr armor is the same as hr. Fashion is the true end game and it seems we've already reached it in high rank.
@@willyjum There are absolutely some great armors in MR, but its just such a shame we're missing so many. I think you're right about the COVID situation having a hand in it, I really hope they dont decide to follow the same plan with the next one though. It could set a very bad precedent, especially with how well received Sunbreak has been and no one voicing their issues about the armour sets. The game is phenomenal, but the armour issue is a massive dealbreaker for me, I'll complete it and just move back to the previous games
follower quests are a god send. Since MHFU I've been wonder what it's like to hunt with the handful of hunters that like to hang around the town or the hub.
I got juggled by “the shogun” for like 2 minutes straight. I didnt cart, but by god it humiliated me in ways i cant quite fathom. This ai lobster with sword hands punished me so much i literally felt bullied and thats weird
Honestly I found this to be one of the hardest fights! Magma Almudron will always have a special place for my resentment though! Like I have no idea how I'm supposed to engage him as everything he does seems to connect and he's so hard to predict! Managed to beat him, but I swear I'm not fighting him again!
The well made cut scenes , follower quest and weapon balancing is top notch in sunbreak. The only thing they did wrong is revealing every monster except the end boss, which took all the surprises out of window.
still, the reveal of the final boss was amazing! I actually recorded my first run through it... and I made sure not to show it in the thumbnail or mention it's name anywhere
How long does it take to go to endgame? I have rise still untouched. To be perfectly honest i am stuck at monster hunter world because i cant keep up with skill requirements of my ranged weapon. I should really start that over with easier to use melee weapon. I propably pick sunrise in a year when my back catalogue looks better.
I totally agree about the characters in sunbreak being much better compared to base Rise. The Kamura characters go on and on about how you're family and you should stick together or how Utsuki is your master who taught you everything you know so you BETTER be grateful. Fugen hands you down a longsword that I immediately tried to sell and then was disappointed that I couldn't. So I don't really care about them. Meanwhile you get to get along with all the Knights in sunbreak and you get a chance to like them instead of being told that you're family or friends. Also a small sidenote, one thing they didn't "fix" from base Rise was that a small little cutscene would play at the end of quests. A LOT of people would instead try to wire hang from the air to entirely avoid that so I thought they would implement an option to turn those little scenes off.
Im just baffled by the fact we dont have giant Monsters yet when we actually (and finally) have the gameplay to make the fights work, where the hell is Lao, Dalamadur, Jhen Mohran, Laviente, Zorah… makes no sense to miss such an opportunity.
I'd be down.. except giant monsters in mh games tend to take the hitbox problems and turn them to 11. 50% of the time I was 'hit' by Shara in iceborne I was hit by thin air lmao.
My all time favorite thing in sunbreak is the the followers don’t just interact in their dedicated quest. Some follower pairs still have interactions in support surveys. My personal favorite is Jae and luchika. Luchika is super pumped and loud while you’re hunting, but the moment the monster is slayed/captured, Jae starts shouting and luchika says “please lower your voice. You’re hurting my ears” and Jae is just confused. It really adds a lot of charm to the characters. Even if their story writing is still pretty bad, the character writing in these games has gotten a good bit better. Still not excellent, but good enough to where I actually care about the characters now
The only thing I'm disappointed in is the lack of sub species, they were always my favorite. Like not even having pink/gold rathian etc is such a bummer.
Yeah it’s kinda weird that they only have 4 subs total when there’s so many monsters in the game that already had an existing subspecies. This would have been a perfect opportunity to reintroduce some subs we haven’t seen in a long time like Jade Barroth or Green Nargacuga. Oh well, maybe the updates will add in some subs.
What? Subspecies of rathian and rathalos can go die, time we stopped having 6 different shades of the same monsters taking up space that could be taken by better more original monsters.
I love sunbreak atm playing threw it tho i didn't lose one hunt even with high rank max level gear till after the final boss. Then i needed to get a grank gear. Veterans may still find it not as hard till the special end game
I'm a veteran with thousands of hours in the series and I already started failing quests at MR3, with tobi Kadachi and khezu. That's when I decided I needed to start using MR gear. So maybe you're just insanely good at this game. I'm not great at it but not horrible either, it took me a week to get my first solo Fatalis kill in Iceborne but I did it nonetheless.
I don't think early master rank gear (up to near mr4 where 500 def is fine) are not good enough compare to endgame HR, especially for some weapon don't require too many utility skill like IG, Teostra helm probably the piece I keep using for longest time, other than that all can be replace with master rank gear with better slots like Barroth/Ingot armor give you 2 attack or crit + big slot lvl4, anjanath/knight squire belt are so good, ingot leg too
Maybe I should give this game a chance. I've only played MH World before Rise and I love that game. I'm probably in the minority because the things I dislike about Rise are things people love. The wirebug, the faster gameplay and the palamutes to mention some. I loved the maps of World and wanted to explore them and keep fighting monsters before leaving the quest. In Rise it was a chore and I just wanted to get to the monster as fast as possible. I loved the mounting mechanic in World. It felt so good to jump a ledge at the exact right time to mount a monster and then barely hanging on. The Monster was in control, not me like in Rise. The world felt much more like a tool in World. You had to use ledges or slide down hills to do special attacks. In Rise I can just use the wirebug it use my special attacks instead of using the environment. The riding mechanic in Rise was very monotonous to me. I don't have to time anything, just hit the monster. Banging the monesters head against a wall was also more satisfying for me in World/Iceborne because you had to position the monster and fire your slinger. Same reason here, the monster was mostly in control which made it more engaging. I understand that people don't mind the things I've listed and they're probably improvements to them, so it's more of a personal preference thing than an objective critique. I'm just sad if World will be the only Monster Hunter game I'll play. Edit: I actually wrote this message before finishing your video so I'm glad you added the last thing about the game being what it wants to be and if you don't like it you probably want Monster Hunter World 2 instead, which is more or less the point of my post. I'm concerned that the World-team sees how popular Rise is and makes World 2 (or whatever it will be called) more like Rise.
Enjoyed the video and i think Lots of points that were made, are valid. However, I *love* the conclusion at 10:44. After one minute of describing old-style Monster Hunter, he says "sike who's hungry for more World, hey"? I know it's probably just an oversight in the script of the video, but that was just so funny to me
I disagree on the followers; I think the future games should include them as an option for every hunt, just choose if you want them or not. It does add a lot to the world and the experience, and it helps out with some of the tedious farming that inevitably comes with these games. I love that you can even choose from a handful of weapons they know, how you can go in with a bunch of ranged support as a melee, or get tanks if you're ranged. So long as it's an option on the table, I don't think it harms the game at all, Monster Hunter already has so many ways of dialing-up or down the difficulty.
For me, one of the biggest improvements of sunbreak is quest progress. In rise, it’s “complete 5 key quests”. In sunbreak, that amount is changed to 2. This greatly reduces the feeling of emptiness between important story moments.
Well technically it’s 4, it’s just broken up so you do a mid MR urgent to unlock the rest of the quests after 2 of them, and then the actual next MR urgent after 2 more. Either way though, quest progression still feels really good in sunbreak
I find Sunbreak easy and I appreciate it for being so. MHGU is still my go to MH game but Rise and now Sunbreak is like my go to game for chill hunts. Its just no stress fun.
Sunbreak became the opposite for me, the increased difficulty turned my stress free game to a stress inducing one and I found I played it less over time. This is my first time experiencing g-rank and honestly I don't think it's for me, I found high rank challenging enough
I kept hearing “monster hunter 6” but I thought Rise was technically monster hunter 7? 4 was obviously 4 but then the numbers disappeared with Generations (iirc that was the name) and World and now Rise right?
Both incorrect. Generations was a celebratory title for the anniversary, still a part of the fourth generation and could probably be consider "Portable 4th". If they kept numbers, World would be MH 5 and Rise would be MH Portable 5th.
>dog named Repede Vesperia? >LQ84i Revengeance? Between this, the Dragon's Dogma videos, Fata Morgana music, and probably more I can't remember; you've really gotten around lmao. If you're not averse to hardcore dungeon crawlers, give Etrian Odyssey a shot (if you haven't already). Lots of depth and some of the best turn-based combat to exist, imo.
Had the same thoughts as you on difficulty. I feel like they did a great job on increasing the difficulty. I love how in Sunbreak, it felt exciting getting endemic life and it also felt exciting getting those wyvern rides for the free damage. In base Rise, I always skipped grabbing endemic life and wyvern riding felt like a chore because of how easy the game was. The only time in base Rise I even bothered with endemic life was the emergency apex missions.
Having that Followers system in a future Monster Hunter game is the closest thing Capcom has to a potentially great story, through characters rather than an overarching plot about killing monsters only. It would give extra context and motives both in and out of hunts. I mean, can you imagine playing Monster Hunter with World + Sunbreak gameplay and Mass Effect character interactions?
Playing alongside followers as they rise the ranks with you could actually be a good story. They could go the Final Fantasy route and just have all your friends have unique personalities and backgrounds. Hell, they could all be from different places. Imagine a character from Val Habar or born in Astera, inspired by the hunters they looked up to. Maybe a hint towards the previous player characters here and there. There’s a lot of potential