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Monster Hunter Rise

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Monster Hunter Rise – Usually, when an entertainment product is successful, it is not uncommon for a series of legacy versions such as sequels, prequels, side stories … to be born one after another to “take advantage of” value what strange.

However, this approach in the gaming world proved to be much less effective in the past decade or so, the main reason being that today players have too many choices leading to the formation of standards more rigorous.

Simply put, when a famous game comes out later, it will be judged on many more difficult criteria, with the argument “the latter must be better than the former”.

This makes the trend of “milking” the game gradually become less and less used, is it possible that only major Japanese studios with many years of “recycling” experience are still able to cope with today’s demand?

CAPCOM is such a studio, when under its hands the company also owns a lot of big “long-term” game lines such as Resident Evil, Megaman, Street Fighter… and of course, it is impossible not to mention Monster Hunter.

Originally a series of games of the type high difficulty, Monster Hunter began to prosper when joining Nintendo handheld systems such as 3DS (Monster Hunter 3 Ultimate, Monster Hunter 4 Ultimate), and Monster Hunter Generations…) in 2013.

To “reboot” the game series to attract more mainstream players, a version called Monster Hunter: World was released in 2018 on PS4/PC with outstanding graphics, and different gameplay new “breathable” has created a huge resonance.

However, World with its relatively easy gameplay could not satisfy the “old” gamers who have been attached to this game series since the beginning.

Therefore, the version of Monster Hunter Generations Ultimate on the Nintendo Switch system launched by CAPCOM soon after has the effect of “regulating” the market, and also distinguishing between old and new players more clearly.

On March 26, 2021, the latest version of this unique game series with the “codename” Monster Hunter Rise was officially launched on the Nintendo Switch, after two short but enough demo versions to “burn” ” ignited the passion and expectations of many fans.

In just the first week of its release, Monster Hunter Rise has sold more than 4 million copies of the game – a figure that is far behind World, but considering that Monster Hunter Rise is currently only released exclusively on the Switch system, This is an unprecedented feat!

Monster Hunter Rise quickly received countless “winged” compliments from both the old and new community – who have always “refused” each other on the two categories of “beautiful-easy” and “difficult-but-very good”. of the New World and the Old World.

So why did Monster Hunter Rise do this miracle?

From the past until now, the Monster Hunter game series has focused on the “monster hunting” gameplay, and the flow is encapsulated in receiving the task > defeating the monster (or being “harmed”) > dissecting the body for raw materials > using it that material to make weapons/armor > go fight monsters again.

So far, most of the world of Monster Hunter versions has brought the flavor of primeval lands, with monsters that have the appearance of dinosaurs/reptiles.

There are also many times when CAPCOM wants to “blow” into this world new spices, but most of them are very few and only “breakthroughs”, such as “bubble princess” Mizutsune, insect couple Seltas Queen or “Songoku barbarian” Rajang.

So when Monster Hunter Rise brings an extremely consistent and novel design direction, most of the Monster Hunter community is very excited and expects interesting things to come from here.

The plot of Monster Hunter Rise revolves around Kamura, a remote village deep in the mountains with one side facing the river.

Although the people here are not crowded, they are extremely friendly and supportive. However, this small village is often harassed by the surrounding monsters, and the situation becomes more and more serious as they act in groups with more ferocious personalities than usual.

According to legend, this phenomenon is called Rampage and it happened once 50 years ago, with great loss of life and property in Kamura village.

Players will play the role of a “rookie” hunter who grew up here, going through many missions and challenges, big and small, to find the source of the Rampage disaster, as well as destroy the evil Magnamalo to protect everyone.

The story of a Japanese company making a game with a Japanese style seems a “generic”, but it is easier said than done – because a game that is very close in terms of gameplay to Monster Hunter, Toukiden, once chose this direction went here and had little success.

With Monster Hunter – the series of games that have always followed the prehistoric way with Western shaping, this is an even bigger challenge.

However, the production team at CAPCOM has accomplished this mission beyond all expectations.

At first sight, players will immediately recognize the unmistakable “Japanese” style, from the layout and architecture of both Kamura village and the costumes and equipment of the NPCs here.

From the architecture of the house on stilts, the high platform, the kitchen on the sand… to the yukata, the long katana with the magic stones tied with ropes, and the bright red divine bird gates… no need to be a “wibu” nor see what this place simulates.

However, Monster Hunter Rise not only “inserted” all the old Japanese-style designs into the game, but it has unique features and designs, to still preserve the fantastical and extraordinary nature of the game.

Anyway, this is still Monster Hunter, so everything must still exist to be used so that both old and new players are not too strange and surprised: still, the girl who assigned the task, the owner of the shop food, the blacksmith’s uncle, the grocer… it’s just that they now have a much deeper, more detailed shape and personality.

Like the “predecessor” versions, in addition to the old monsters, Monster Hunter Rise also brings its own new “cast” – and of course, their shapes are also “thick” with Japanese qualities, at first seen.

For example, Great Izuchi and two “juniors” were inspired by the trio of wind demons Kamaitachi, or Tetranadon is a hybrid combination between a platypus and “ma da” Kappa – or the “final boss” duo Narwa /Ibushi is an extremely close simulation with the pair of Wind God Fuijin and Thunder God Raijin in Japanese legend.

In terms of gameplay, Monster Hunter Rise is not much different from the “predecessor” versions, perhaps the game’s combat system is closer to “Old World” than “New World”.

That said, the hunters of “New World” will probably feel a bit “bouncy”, when the animations and combat movements of “Old World” always seem quite slow.

But with Monster Hunter Rise, CAPCOM introduced a new core feature that completely changed the combat experience – making it easy for both old and new player files to absorb: the Wire Bug.

Monster Hunter Rise describes this as a special insect that by default each hunter can carry two, when launched it will “release” a long rope tied to the hunter’s hand, forming an “anchor point” allowing them to freely fly in the air or control monsters by tying them up.

So far, the Monster Hunter series has no “jump” button for the character.

To leave the ground, the player must use extra features such as the Insect Glaive weapon (debuted in Monster Hunter 4), use the Aerial Style (in Monster Hunter Generations), or… show the monster its face/teammates use Hammer to knock up.

This is understandable because with the very realistic combat mechanism of the old Monster Hunter series, adding the default dance moves will make the gameplay like any other (ARPG) series.

However, everything needs to be renewed, and in Monster Hunter Rise, CAPCOM chooses to do a pretty good indirect: they don’t add a jump button, but give the player a mechanism to “swing and jump” just like It’s like Spider-Man shoots spiderweb in the air and flies back and forth.

The existence of the Wire Bug becomes a core part of the gameplay of Monster Hunter Rise, such as moving and climbing between different heights, approaching/away from a monster, or manipulating other monsters Unique “skill” (Silkbind Attack) of each weapon.

In a word, the determination of the “newbie” or “pro” level of Monster Hunter Rise players lies in how well they manipulate the Wire Bug.

Once you have mastered how to use Wire Bug, the movement in the game screen becomes extremely “smooth” and stimulating, when the player can fly from mountain top to wall, run on walls, and perform steps wall – throw rope skillfully.

Not to mention the fighting phases in Monster Hunter Rise become even more beautiful and attractive when flying up and down techniques like Soaring Kick (Longsword), and Diving Wyvern (Insect Glaive)… are always the “highlights” in the game level demonstrations.

Similar to World, the map of each level in Monster Hunter Rise is no longer divided into small pieces that need to be reloaded every time “scenes change”, but a large whole.

Players can freely move back and forth between Sub/Main Camps when not in combat to save travel time, as well as freely explore new terrains with many elevations and countless designed caves.

If in the old versions, “picking flowers to catch butterflies” was sometimes torture when the map had too few things to interact with and had to switch scenes for a long time – then with Monster Hunter Rise this is an extremely good experience. The period is so new and fascinating, that sometimes the writer simply enters a certain Expedition stage, swings “like a madman” to the top of a high mountain, and watches the sun go down!

Monster Hunter Rise can be considered a perfect version when it blends all the best of World and Generations Ultimate.

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These include the mechanism of drinking blood, moving (instead of drinking, raising your hand as a superman), the mechanism of transforming Bowgun bullets (walking and shooting), and special “cool” finishing skills that players can customize according to their style, or a simple and easy to understand armor/Decorations system.

The new types of monsters that Monster Hunter Rise brings are also very unique and interesting, with extremely different fighting styles between each one.

The “icon” monster Magnamalo with a brute-force attack and an extremely wide range of bows, the “ice demon” Goss Harag, which is slow but slashes to death, “the mermaid” Somnacanth with a series of unpleasant control skills such as causing pain sleep, stun, detonate … until the monster that the writer is especially interested in Almudron, a snake with a centipede tail, and an “unprecedented” terrain manipulation skillset.

One of the most “major” issues that have always raised controversy between the “Old World” and “New World” player lines has always been the quality of the graphics in the game.

Monster Hunter World was created to attract new players, so with the extremely powerful configuration of PS4 and PC, it is extremely understandable that it possesses extremely glittering and glossy graphics.

As for Monster Hunter Generations Ultimate, which is designed to serve a group of veteran players, who are familiar with the “painful” graphics configuration from the PS2 – 3DS era, the graphics quality of that size is too stable!

The question is, with Monster Hunter Rise – a version released exclusively for the Nintendo Switch system, a “hybrid” system between handheld/console with a configuration is not impressive, how much better it is than Monster Hunter Generations Ultimate?

The answer is released by CAPCOM and Nintendo to players through each introductory video, as well as two demos before the game is officially launched.

It is true that compared to World, Monster Hunter Rise has not reached that level, but considering the configuration of the Switch, this is another miracle that CAPCOM can create this year.

Using the same RE Engine as World, but the version for Monster Hunter Rise has been specially tweaked by CAPCOM at Nintendo’s request.

This allows Monster Hunter Rise to have superior graphics quality compared to the old versions, with some details that have been refined to let the Switch “load”.

However, the results still make players very surprised!

The first impression that “fascinates” players is that the village of Kamura, although small, is so delicate and familiar that it is hard to imagine.

Each paving brick, the details on the column, and the pattern on the NPC’s clothes… all are shown in an extremely detailed and meticulous manner.

CAPCOM has been extremely observant when incorporating specific details of ancient Japanese culture into the designs of houses and costumes in Monster Hunter Rise, to create an atmosphere that is both familiar and strange, and hard to confuse.

When entering their room, for the first time, Monster Hunter players will have a cozy, intimate feeling of a home for themselves – instead of a “makeshift house” like previous versions.

The Palamute/Palico training area is located completely separate and is designed with large green areas to create a feeling of coolness, and friendly with nature, especially when the other side opens to the harbor with a clear sky.

The new map areas are not many, but each one leaves a deep impression in the hearts of players.

With new freedom of movement thanks to Wire Bug and Palamite, players have a reason to explore every level of the game, and there’s always a reward waiting for them at the end of the path.

The writer especially loves the game screen “Shrine Ruins”, when it can be likened to an artistic masterpiece of the natural landscape, cleverly harmonized between ancient buildings and majestic, intertwined forests. Streams are flowing around so clear that you can see each stone at the bottom.

With significantly upgraded graphics quality, familiar monsters like Zinogre, Mizutsune, and Barioth… now appear with new, more beautiful, more detailed, and more vivid looks.

In return 9 years ago, heaven knows after “Santo” flipped, what was the electric ball that Zinogre fired (it was Thunderbug).

The effect effects are also much more refined, such as Magnamalo’s soul fire which is more eye-catching than Brachydios’ Slime, or Teostra’s Blast dust (though the essence is the same).

The basic character animations will be more familiar to players on the Old World side, but the World’s combat mechanics, coupled with Monster Hunter Rise’s Silkbind Attacks, keep the pace of combat not only slow but also a lot faster and “gliding” part.

Longsword’s melancholy Spirit Counters, Charge Blade’s infinity chainsaws, or Dual Blades’ “blenders” always bring a sense of extreme satisfaction to players when performing.

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