Corrections: 1. I've had a few comments mention that Rampage weapons are fairly useful for some weapon types. However, this doesn't stop the layered weapon mechanic from being needlessly exclusionary. 2. I mentioned the village thought Magnamalo was the source of the rampages. This was incorrect. They didn't know the source until Narwa and Ibushi showed up. Magnamalo was just a threat they couldn't repel during the Rampage. 3. Lottery system was inaccurate. It actually becomes available during sales, and the amiibo version was simply exclusive to PC 4. I said Jyuratodus gets you into high rank, but I meant he's an urgent in HR which is weird to me .
I really wish they'd just go back to them being Deviants. Like have some reveal in Sunbreak where the Kamura people are like "omg is that an Apex???" And the Elgado people are like "nah that's a Deviant, they're worse lol."
Gameplay wise and lore wise, Apex Zinogre seems to be more of a threat then Thunderlord for example, besides I enjoy the apex designs and roars much better.
@@gojigiante Deviants were extremely cartoony and over the top in terms of design, apexes look a lot more down to earth (aside from ykno, being huge fantasy beasts). However, in terms of functionality, they were just much more important and useful simply because they had actual gear
Rise has some of my favorite monsters as a whole, and the design methodology is amazing. Obviously they can’t do themes for all monster designs all the time but it’s nice to see once in a while imo.
@@andri7037 bro you can literally pause every game except world. Plus you should only be able to go under 10 minutes for endgame fights if youre good at them. Of course early mid stuff is gonna take less than 10, i meant endgame stuff should be between 10-20
47:48 there is a lore explanation on why you can see the monsters on the map without trakcing them, the owl pet, at the start of the mision you make your owl fly so it can see where they are
I’m gonna say that this MH is my first MH. I started playing it last year due to a friend of mine convincing me to give it a shot. And man I totally missed out. Games like this are right up my alley, young little kid me would’ve absolutely love to have a copy of MH on a 3DS or something. So far my experience of Rise has been fun and I enjoy the mechanics, how agile our hunter is along with fighting a whole variety of different monsters from gorilla’s to wyverns. But I do see the faults Rise has. Honestly I wish there was an option to not have the monster end up in a wyvern riding state when doing multi player, just to make sure the mechanic can’t be easily free and cheesing quests. It also sucks that we don’t get new armor and weapons with each new event quest but we have Sunbreak for that. And maybe change up the rampage quests a bit. Overall I’m glad I gave Rise a shot and I’m now a certified fan of this series. Hell after playing this i bought GU, 4U, Stories 2 and World: Iceborne Edition. Anyways for those who got this far in this long comment of mine I hope y’all have a good day or night and see you fellow hunters when Sunbreak drops! 🤘🏻😁
I started my journey from MH stories 2 of all games and got totally hooked by how lively, unique the creatures are, and decided to try Rise after a long time of research And boy what a game, it’s not the simple game of hitting monsters with a greatsword(the only thing I know about MH before entering) for 15 minutes, it’s so, so much more A solo IG main, and I’m still grinding
I really feel like rise wouldve been better off if they brought back less of the older monsters and created more fights tailored to this games speed and style. Imo the best fights in the game are the ones exclusive to rise. Thats not to say i dont like the older monsters, but more new content wouldve been refreshing instead of trying to speed up old monsters for a game they dont always suit.
This has the most fun version of Rathalos I’ve ever played against, same with Basarios. I mean yeah they’re easy but I love Rathalos’ moveset and Basarios doesn’t make me want to tear my hair out anymore
Huh kinda figured Magnamalo was based on haunted samurai armor given the hellfire looks like Will-o-Wisp or lingering souls of dead warriors seen in Japanese media. The spikes that do appear on its back when enrage does remind me of old swords that would have been stabbed through the "haunted" armor trying to fight it
I disagree with the comment about rampage weapons having no point. At least Gunlance, GS, swaxe and hunting horn all have very strong rampage options and probably more that im not as familiar with. some of them are the best for a lot of matchups. I do get the criticism of layering being limited to them and there are weapons with far weaker rampage options but I don't think it's fair when rampage weapons are written off as pointless. Overall great video though, really love your content and looking forward to more videos!
Counterpoint: it feels bad when the rampage weapon is the optimal choice for a particular weapon, rampage weapons are fairly easy to make and fully customizable to any set, if it’s better than any other option it defeats the point of making any other weapons. It should fill holes in your set, not be what you design your set around.
I honestly like the slow combat of the old titles. That’s why mhw mh3 mhgen are my favorites. They have a lot of content and each have interesting mechanics with classic combat (world is a bit different though). I hope I’m able to try out the others soon.
I loved getting to have a fully upgraded rampage GL that looks like the Cornpopper but has long shelling instead of wide, plus it's 5 shells with Load Shells if I remember correctly
You can back up the difficulty argument, if you just look at the HP data, it's crazy. It made me reflect even more on those design decisions in older games too. The factor between solo and hub quest HP for old games is roughly the factor between village and hub (1p) in rise. Making rise hub almost as difficult in comparison to rise village in terms of HP in comparison to older titles. However hub (1p) hunts in rise are already relatively short and therefore "easy" in comparison to what you'd expect to see from village quests in older titles. And now remember that rise village is "easier" by that factor i mentioned earlier, that is without even considering the length of the village mode, monster damage balancing and gameplay mechanics or the difference in time that you spend obtaining equipment and items to prepare for hunts. In my opinion, hunt length is the most objective metric we look to for difficulty. Of course if a particular fight requires no interaction whatsoever but has an absurd amount of HP still, this wouldn't hold true. But most of the time hunts are long when openings are difficult to identify, difficult to capitalize on or monster attacks are difficult to avoid and opportunities to recover HP are difficult to find. For older titles, the solo mode would present a comfortable difficulty, starting off slow and reaching some fairly hard fights, with additional challenging "Advanced" quests after the story's conclusion. While the multiplayer mode, for a single player is a respectable challenge and in the additional ranks, the most difficult trial the games have to offer. This is also part of a compromise that was made for these games when there was no HP scaling to adjust for the amount of players: Solo is can become incredibly challenging, 2-player most of the time and 3-player sometimes have fair difficulty while 4 players don't totally bully monsters out of existence, if they have rank appropriate gear at least. It is often recommened to players who are new to the older titles to either play the solo mode first or play through multiplayer with at least one other person. It was wild to me, to see those decisions for monster HP in rise especially after Iceborne had ramped up the difficulty a lot, from base world. You'd expect some sort of middle ground because there will also be a lot of new players, considering rise was first released for switch.
It'd be awesome if they did a Super Mario 3D All-Stars style pack of MHFU, MH3U, and MH4U, especially if there's online multiplayer. Though, I would still pay full-price for any of those games alone.
@@adhdasdfroflxd123 because of the portable nature of them, in designing a Video game is one of the aspects they have to consider, a portable game and a home console game have different feeling and planning, they where by design as portable games, and by nature the switch is the only portable console in the market, I will love it on all platforms, I want everyone to experience the old games before is impossible to play them unless piracy.
@@arkanain0 I understand if the controls and mechanics are tied to features exclusive to their portable platforms, but if not, I don't think I see the issue. Wasn't Rise originally a portable also? It feels fine on PC and I'm happy it's there, but I don't know what's different in design compared to earlier titles
With the adition of Valstrax and taking in consideration the focus on climbing and exploring, I would LOVE to see the Ruined Pinnacle, the actual home of Valstrax, reworked and Included on Sunbreak.
@@loading2463 yeah but they did eventually finish it after several months. The fact that they still managed to complete the game despite the massive rise(pun unintended) in covid cases at the time is quite impressive.
This was another great analysis, I haven't been watching this channel for super long but you have a tendency to cover those little details a lot of reviews/reviewers or even other analysis channels might miss or not include and I appreciate when every little detail is squeezed out of a topic like this. One thing I wanted to point out in regards to rampage weapons being the only layer-able weapons is that the developers probably assumed that rampage weapons would be the best weapons for every weapon type by their final stage, as a developer you see these high power highly customizable weapons and think "Every player is going to use this, why would they not use a weapon this customizable?" but may not check the other weapon balance to realize: 1. The rampage weapons are heavily customizable but don't allow complete customization such as having no decoration slots or any way to add them; the rampage weapons may allow customization of affinity and sharpness but often with drawbacks; and having the elemental options be very middling makes rampage weapons useless for something like dual-blades 2. Maybe don't make the Nargacuga weapons incredibly and unbelievably broken for some reason??? Also super happy Rise returned to unique weapon designs, though it pains me how all of the World Monsters kept their slap-on weapons in the categories that had them, implying slap-on weapons for World Monsters may be stuck that way permanently; which is really disheartening, especially for an invader like Bazelgeuse, a gorgeous monster like Namielle, or people who play lance and like Odogaron. Also Barioth's Hammer being the singular slap-on weapon for a monster not introduced in World in the entire game????? But yeah, great video, great game, can't wait for Sunbreak!
Well I'm now caught up on your entire weapon and series histories. Much as I love 5th Gen, especially since World was my first MH game, there are a lot of mechanics in Rise that I wish were different. Sunbreak is helping, I think Master Rank has been a lot more enjoyable in terms of properly dealing with aggressive monsters and movesets, and many monsters make you think twice about when to wirebug out. It's no longer a 100% guaranteed get out of jail free card, and many monsters (like Royal Ludroth, for example) got a huge facelift and are actually fun to fight because the require more than 1 brain cell now. But my biggest complaint in general is that old monsters FEEL like old monsters in Rise. They aren't equipped to deal with how fast we are. Monsters that were made for this game sometimes get out of this problem much more easily, I think Tetranadon, Goss Harag, and Magnamalo are the most fun base game monsters to fight because they were specifically made for the new mechanics. Narwa, too, the bullet hell segments are meant to be avoided by wirebugging. And that's neat, and fun. But when a massive portion of the roster includes returning monsters, unlike World, you NEED to update those monster movesets accordingly if you're going to include something as drastic as wirebugging, and they didn't. Unfortunately, I've tried going back to oldschool, and many of the mechanics there are also just not for me. Rise isn't as fun as World, but 4U and GU are also not very fun to me due to the absence of many QoL features, and mechanics that feel, at least to me, extremely outdated and archaic like the sip and flex. I still appreciate them for what they are, and I loved learning about the history of the series, but I just can't enjoy playing them. I guess I'll just have to see where Monster Hunter goes from here. I'd love a game in the same vein as the old games, just with the QoL that 5th Gen brought. And I hope we get that with the next mainline game.
Great video. Love the History series. Something minor I noticed in regards to the lottery system at 21:40; The switch version was a currency/ticket based drawing that was available (randomly?) after hunts when the shop is stated to be having a 'sale' and this is what is also present in the PC version. The Amiibo lottery interaction was a separate lottery drawing once per day per Amiibo which gave items from different loot tables depending on the Amiibo used, IIRC these did not include trinkets. From the video it can be understood as being stated that the Amiibos were the only lottery option in switch and the currency option was added for PC. Again, super minor, love your content.
I'm so glad you decided to do this one, I was really hoping for it! I've watched all your history videos so damn many times and I'm still amazed at how much care you put into these. You've created an amazing resource for the community and I love the hell outta you for that, thank you for working so hard to help us all understand this series we love so much!
First off, great video as always. Just one detail I think you have missed when talking about the Buddy Plaza is the Buddy Dojo. You can access it via "Buddy Expert Shirubei", who also gives you Buddy Tickets from time to time in between hunts. When putting Buddies in the Dojo, they will gain experience for up to 10 hunts at a time in return for 100 Kamura Points per Training Round. The gained experience can be boosted by using a Lagniapple, which will also make the Buddy Dojo "free" (you don't have to use Kamura Points). Buddies actively training in the Buddy Dojo will be displayed running around the Buddy Plaza and performing various training activities. Also, one more thing you could have mentioned when discussing the player's house. When talking to the housekeeper, you can access most of the Buddy Plaza's features (i.e. the Argosy, the Meowcenaries and the Buddy Dojo).
I'm consistently impressed by these videos. I watched through the Mainline and Frontier History series and loved learning about the previous entries. Despite starting in World and mostly playing Rise now, I was inspired to hunt for a copy of GU and 3U for my future hunts! Keep up the good work, SuperRAD!
I am pretty new to watching you, but it is fantastic how much hard work you put into this content. There are other youtubers with similar sub counts talking about MH that feel like the bare minimum and the juxtaposition here is apparent.
I'm currently only at the team segment, but man I love the teams for MH so much. Only people I'm really excited to see tell us about games they're making
Overall a very good overview of Rise. I think it would have been beneficial to include positive criticism of the more controversial design decisions as well as the negative that you tellingly did include. For example, spiribirds I enjoy quite a bit because they encourage me to do a bit of fun exploration/parkour before a hunt, which feels like a form of hunter preparation and also let's you just have fun with Rise's enhanced movement via the wirebug. Just one suggestion
Just a small detail about the story, the village didn't think magnamalo was the source of the rampage, it's that 50 years ago they failed to stop the rampage because out of all the monsters magnamalo was the only one they couldn't repel, which caused a breach and let all the other monsters go through the gates, and that resulted in great casualties.
32:00 The 2 major exceptions to Rampage weapon usefulness are the Rampage Hunting Horn and the Dual Blades. HH is super comfy with damage, healing, and sharpness. DB can be tailored to exploit multiple element and ailment weaknesses at once. Still agree that I'd love to use Layered Weapon on anything. It would be a godsend for Fashion Hunting. I want to swap the Rath GS for the Anjanath GS.
Just recently started Rise and its been awesome so far. Ive been interested in the Monster Hunter series for years but never really had ways to play the games until now and Im definitely going to play the older games after I finish Rise and Sunbreak.
Great comprehensive breakdown of Rise as a game and an installment in the Monster Hunter series! Looking forward to seeing the Sunbreak version after we've all played the title for cumulative months!
Pls continue this videos in the future rad, they are god send and I love them . Great work and watched the whole history of monster hunter already like 3 times haha 😂
I am really thankful for your content. I tanked 5000 thousands hours into HMP2ndG/Unite, some hundreds into MHP3rd and came back to a weirdly feeling World and Rise annoys me so much.
What I love the most about Rise is treating monsters with respect, even treating the World newcomers better than World ever did. I remember fighting Tobi Kadachi in Rise with a friend and my friend didn't even know Tobi could power up and charge like Zinogre, because you never see him do it in World and when it does in World his model doesn't change as drastically. Also because base World monsters died faster than base Rise monsters in general (excluding village missions in rise). Also Rathalos is finally showed respect with an awesome moveset!
Well for poor Tobi, he’s an early game monster whose later master rank alternative is both more difficult and more interesting so the team agrees with you. It’s probably why he got a boost by essentially combining regular kadachi and viper kadachi together to make him a more interesting overall fight.
A great way to document the series, I will say with rise even though it is quicker hunts and easier in a bunch of ways the benefit of this has been I have had an easier time getting my friends into the series that have been hesitant in the past which I think is one of the things that rise should be praised for. Love the videos :)
I like the shorter gameplay because I feel like I'm getting stuff done more. Rather than spending so much time on a hunt to potentially fail or not get what you need. It kinda makes it feel like less time wasted.
Amazing how much effort you seem to put in your videos. They are all great and have a lot of intresting content in them. I hope you reach 100k soon, you deffenitly deserve it!!!
Wanted point out first great job on the video; definitely got to play together sometime. Second can we agree, just like any other Monster Hunter inclusions, the soundtrack for Rise is unearthly.
Mean my friend played rise straight through until high rank. We didn't realize that we hadn't died throughout the entire series until we got to the final boss. The game is fun! But very easy.
Rise was my first MH i finished. I tried to get into this series with Tri on the Wii (Dropped it because my hunter group kicked me out because i was too bad and replaced me. That killed the motivation for me), after that i tried World and was not able to get into it. Idk know why but i just couldn't for some reason. So my best friend convinced me to give it a third try. Our friend group all bought it and we were able to play it in person with 4 players, TV's and switches (it was awesome). #1 played it since Tri, the second started with World and me and the fourth started with this one. I love this game, it's honestly game of the year (2021) for me. It has to be the player friendliest game out of this series. It does feel very easy at the most part but i honestly feel like that's going to be default for a lot of games moving forward. Making it main stream and player friendly i guess. I liked the tower defense mode, it was a great break point if we wanted to switch the farming up. BUT it got pretty boring very fast. I was waiting for a bigger update with the rampage as the focus, like having new layouts or even maps, or new gadgets to use. Why not give your Palico a bit more stuff to do there. Like give them commands to repair gadgets or even the fences, dig some holes and lay traps. Like use those types of Palicos in a unique way. But they never did something like that. Apex monsters outside that mode to hunt was very lame to me. They just did more damage and felt very copy and paste. There was also no real reason to hunt them (no cool armor or apex versions of their weapons). We only hunted them because they gave you that ticket that had a bunch of value for the points system. That's pretty much it... To finish this comment, i really enjoyed my time. Playing 250 hours of a MH game was something i would've never believed before. Honestly i can't wait to play Sunbreak in summer :) And thank you for all that awesome content you make!
so something neat about cohoots is they are the reason you know where the monsters are at all times, i forget if it was an npc or a twitter post from the official account that said this, also i really like the pseudo pokemon snap feature where you can take pictures of the monsters and endemic life and use them instead of their standard icons in the hunters notes
Just a small thing Dangos don’t rotate just the one witch can only be eaten in Kamura and not in the tent on the quest. Also u can post and accept quest from anywhere by just opening the questboard through radial or action menu. Keep up ur work, love the content.
Man, always enjoy your content. Love how passionate you are about monster hunter and yet stay as objective as subjectively possible. Can't wait to see what you bring for sunbreak.
you missed out mentioning the petalace (or you did and i just slept through it), its supposed to be a new type of equipment but its so underutilized i keep forgetting it even exists
Another bit of anecdotal evidence for why the game felt incomplete is the list of quests and how long they took to complete. I'm a pretty firm believer that Rise was incredibly barebones compared to almost every other entry in the series, especially World. World was essentially built from the ground up, and still managed to crank the roster count, visual detail, and myriad of features to the next level. One thing I also appreciated about World compared to other games is its staggering roster of new monsters, only rivaled by Gen 3, I believe. Rise, even with the addition of Sunbreak, just barely squeaks by with what non-Iceborne World had for new content, and the lack of quests in Rise was frankly pathetic. There were six Stars of village quests, all with I think 1-2 pages. The same thing applied to the hub as well with maybe an additional page, and I completed all of the Hub and Village quests in about 80 hours. Granted, I only use one weapon throughout my entire experience with the series, which cut down on the need to grind for many different sets and weapons, but this is the first time in any monster hunter game I was completely left without content for months on end. By the time Rise DID release its event quests, I felt utterly insulted by the prospect of fighting the same monsters I'd fought for the last 80 hours with no variation, and it was only until the end of Rise's life cycle that we saw Apex monsters - a fitting challenge and arguably one of the most brutal ones ever thrown at us, but I had long since dropped the game. For whatever reason, Sunbreak feels a lot better than base Rise, but this entire game as a whole was a major step down for capcom.
From the stories I heard from people who were and are in the industry when it comes to "teams" of people working in a large video game companies it is not really a rock solid arrangement and people moving between teams and projects is very common. It all depends how the producers and directors choose to allocate their employees duties, due dates and how well or bad the project/s are moving down the production pipe line. For example with Naughty Dog a lot of the people who were working on Ratchet and Clank games were called to work on to work on Uncharted.
Watching this really makes me realize how much of Rise feels like worse versions of features from Generations Ultimate: Switch Skills are like Hunting Styles, except without cohesive themes to tie them together. Silkbind Skills are like Hunter Arts, except you can spam them way more, and in some cases they end up a bit too prominent for the weapon. The Palico systems are very similar, except you can no longer customize your Palico like you could in GU. Apex Monsters are basically Deviants, but instead of each having unique armor and weapons, you have to hunt all of them just to get a weapon that, while sometimes one of the better options, honestly always felt really boring even when they were good. That said, I do agree with your conclusion. Rise feels a bit more in touch with the classic series than World did, and while there's a lot of changes I dislike... Well, it's still a Monster Hunter game, and I love Monster Hunter. Also, while I'd ideally want something in the middle, I prefer Rise's shorter hunts to World's often extremely long slogs.
31:56 Wrong. Some rampage weapons are actually really strong and even Meta in certain cases. Most remarckably Hunting Horn, Bow, Bowguns and arguably Switch Axe or Greatsword. And I wouldn't say the layered system for rampage weapons is meaningless. It offers players the option to craft a fully customizable weapon, both statistically and aesthetically, which I find pretty cool. The only caveat being that for most weapon types its DPS cap is slightly lower than some other options. If you only care about DPS and your weapon type doesn't have a META rampage option then yeah, it's not that usefull. But that isn't the case for every player
@@SuperRADLemon No, due to the video's length I can't afford to watch it in one go and I've only seen the first half so far. If you added a correction about this topic towards the end then all good 👍
To be honest I'm actually a big fan of rise. I'm pretty excited about the console release post sunbreak. The movement in this game feels smooth like it did in world. I have mixed feelings about going full 3 dimensions with the wirebug but I'm always open to change. But I will say, wirebugs did not turn out how I imagined! I originally pictured spider man not Mr. Fantastic.
As my first Monster Hunter game, I like Rise a lot, though I was miffed that it took 2 months for the game to be complete. I suppose that Steam players wouldn't be affected by this problem. I bought Rise for Switch at first but has now moved on to PC. Currently playing Sunbreak on PC.
I really hope that Capcom takes a step back to look at where the series has come from, we are at a point where the fanbase is split between Classic and 5th gen. There is also groupings of players frequenting different games so I would really like for the game to stop "streamlining and adding QOL", I would love for MH6 to have both seasons and underwater. If they want to continue being portable and fast the game needs to be very difficulty from the start, I don't like waiting months to get higher tuned monster and then needing to buy a whole new game just for the average difficulty of the game to be raised just a little bit. Hunting is supposed to be about tracking and preparing to kill a target quickly, so monsters need to be big threats so that we are pushed to planning the entire encounter. Having every monster already tuned to be above the hunter would be so nice as I would actually pay attention when playing the game, I zone out when playing MH as the beasts we fight are not actual "Monsters". IF they are called monsters I expect horrible or terrible creatures that are greater than ourselves.
@@mysterygamers3603 Yeah I know, but there is the common argument that they could do it better in MH6 or the next game. My own reasons for wanting it back is that it helps to make each monster and quest stand out. Having more places for engagement with monsters lets us get more experience without getting bored. As they say variety is the spice of life, underwater would build immersion as well as take the player deeper into the game. More mechanics and complexity would help to keep people from just shredding the monster, leviathans and other aquatic monster should have the upper hand in water. I would like for monsters to once again look down upon the player. Another big thing is that the game needs to stop being so accommodating, I like hard limits/boundaries. If it pisses people off that water combat isn't a walk in the park than maybe people will have stronger emotions and will try to work around it. The challenge of a less forgiving game would be so nice and reintroducing seasons as well as underwater combat will prevent the games from being so shallow. If the game keeps going the direction that Rise is then in about 5 years it will be just another hack and slash game, only it is easy as pie. I don't want to play that, and being stuck to only playing the old games would not keep me as a fan. I would need fan games and mods if Capcom never made another game I liked.
@@thebuddhasmiles Yeah I got carried away in the moment. I still stand with the split being between fast paced action and the deliberate methodical ways the series has moved between.
I hate the outfit tickets for the layer armor. For the normal person is not that bad, but for someone that trying to get ever single thing in the game you realize. You don't get enough of this tikets.
I don't really care with how much other people said that Rise is the ”worst” MH, easier than old series, not ”WorldBorne” enough, etc, i love this game. Yeah, the high hunter mobility can be a hit and miss for some people but it doesn't mean it's easier than previous title. Heck, i still see people carted here and there, including myself, even with the added mobility. The addition of Rampage, for me personally, is a fun hunt. I hope Sunbreak wll add a new gamemode like it. Maybe Rampage in the castle or citadel setting? Maybe we can get the return of Lao-Shan Lung, Shen Gaoren or even Yama Tsukami. And i wonder if the ”final boss” will really be Malzeno. Maybe they will follow how in Iceborne, Velkhana is the flagship and in the logo but the "final boss” is Ishvalda and Safi'jiva *kinda*. Whatever happened, i hope Sunbreak will surprise us with another old returning and new monster. Last, if you all, the people who like complaining, prefer the old game, rather than comparing it witj Rise and hating it, just play the old game and shut up.
The Yokai that Izuchi is based on aren't rodent-like they're weasels. Odogaron also had this theme. Should also be noted that in Japanese the "Apex" are called Nushi. Only in English do they reuse a term and they should have just called them Nushi in English. My own opinion on Rise is that they took out all the meat and the "old school" parts were overshadowed by it basically being MHW made thinner. The game itself even if you take your time makes a point to rush you through everything into nothing. Not saying there has to be some endless grind because there doesn't and it doesn't help if the game is just speed and that's it. Everything about it seems to be really fast food and as for the combat I think MH6 has to slow things down. Along with Wirebugs and Apex the game feels like Generations rebranded+MHW but not in a good way.
I've finished your whole series just now and I have to say it is one of the best informative videos I've ever watched. You've got yourself a new fan, and I can't wait to see what other videos you'll be working on!
I find it odd that Odogaron, Ebony Odogaron, and Stygian Zinogre are absent from the Rise roster. Their armor sets have clearly Japanese themes, and their movesets are perfect for wirebug evasion.
Honestly I hope they keep rampages in sunbreak because of how unique it is to the series, that said…it needs to improve. Regardless what they decide I’ve already preordered sunbreak and I know I will enjoy it for countless hours on end.
I really like rise's speed. But man, sometimes i miss the slow and methodical fights of the older games. And i really dislike how short the hunts are. Its like, 10 minutes in and a fuckin rajang is down. Like, huh???
I've been playing mhgu for the last couple days and man coming back from rise and even world. You gotta really pick and choose your moments and make your shots count. I feel like in rise I am throwing all caution to the wind and just going in. Mhgu I'm waiting until the monster misses them going in for my slams or narrowly moving in between their hitbox and hurtbox to get some combos while they're swinging. And getting hit HURTS sometimes you get hit like 3 times, stunned and die. It feels really fun lol
I don't know where you got your info on the lottery for the switch version, it's the exact same as the PC version and it's been like that since launch. Using Amiibos daily might be something EXCLUSIVE to the switch version (i don't know I never used them), but the method you said was a rework for the PC version was how it always was.
Partypooper here to tell you that there are two rampage maps and not just one (I mean two different two segment maps) Most obvious difference is that on one you start with splitting wyvernshot as "uber siege weapon" in the first arena and have the dragonator in the second arena and on the other map it's switched around Great video tho, really enjoyed it
rad: im gonna do a history vid on rise me: wouldnt it be better to wait till sunbreaks been released or finished and do online st somepoint also rad: no me: well thats stupid good vid tho
it's better that way. more content for us to enjoy. also we get to see the difference between base game and expansion in a (relatively) analytical format
It might outright be better to do it now than after Sunbreak depending on how they might change weapons/gameplay stuff that might bleed into base rise with the big updates.
To me clutch claw is like using the potion with flex in the old games. You use heal right after a missed monster attack so after you flex you can still get away when it goes to you, then its the same with clutch claw. You use the clutch right after the monsters attack animation finished, then you can interrupt it by rotating and lead to wall bang. Apply the same method you can wound the monster without having to enter tenderize state, and not getting any damage or just chip damage.
Please consider liking, commenting and subscribing so I can bless you all with my MH rng luck
Corrections:
1. I've had a few comments mention that Rampage weapons are fairly useful for some weapon types. However, this doesn't stop the layered weapon mechanic from being needlessly exclusionary.
2. I mentioned the village thought Magnamalo was the source of the rampages. This was incorrect. They didn't know the source until Narwa and Ibushi showed up. Magnamalo was just a threat they couldn't repel during the Rampage.
3. Lottery system was inaccurate. It actually becomes available during sales, and the amiibo version was simply exclusive to PC
4. I said Jyuratodus gets you into high rank, but I meant he's an urgent in HR which is weird to me .
Great video. Always enjoy your well researched vids
@@SuperRADLemon what happened to monster hunter online?
I watched the entire 3 hours but no mh online
@@jhsrt985cuz it was a flopped game 😂
@@TitusMH wild statement
I really wish they'd just go back to them being Deviants. Like have some reveal in Sunbreak where the Kamura people are like "omg is that an Apex???" And the Elgado people are like "nah that's a Deviant, they're worse lol."
Gameplay wise and lore wise, Apex Zinogre seems to be more of a threat then Thunderlord for example, besides I enjoy the apex designs and roars much better.
@@gojigiante Deviants were extremely cartoony and over the top in terms of design, apexes look a lot more down to earth (aside from ykno, being huge fantasy beasts). However, in terms of functionality, they were just much more important and useful simply because they had actual gear
@@luckyhydra7597 monster hunter should be cartoonuly and stupid
Rise has some of my favorite monsters as a whole, and the design methodology is amazing. Obviously they can’t do themes for all monster designs all the time but it’s nice to see once in a while imo.
I actually think the sweetspot for hunts is between 10 and 20 minutes, excluding like giant monsters or sieges
naaah max 10 minutes, 20 minutes is an absurdity for people who don’t have much free time
@@andri7037 bro you can literally pause every game except world. Plus you should only be able to go under 10 minutes for endgame fights if youre good at them. Of course early mid stuff is gonna take less than 10, i meant endgame stuff should be between 10-20
How long do you think the sieges/giant monster fights should be?
@@Slendysis that depends cause theres single player sieges and sieges made for mult like kulve and safi
My sweetspot: 2 hours at the very least, 8 hours at the very most. Average is 3-4 hours
47:48 there is a lore explanation on why you can see the monsters on the map without trakcing them, the owl pet, at the start of the mision you make your owl fly so it can see where they are
I’m gonna say that this MH is my first MH. I started playing it last year due to a friend of mine convincing me to give it a shot. And man I totally missed out. Games like this are right up my alley, young little kid me would’ve absolutely love to have a copy of MH on a 3DS or something. So far my experience of Rise has been fun and I enjoy the mechanics, how agile our hunter is along with fighting a whole variety of different monsters from gorilla’s to wyverns. But I do see the faults Rise has. Honestly I wish there was an option to not have the monster end up in a wyvern riding state when doing multi player, just to make sure the mechanic can’t be easily free and cheesing quests. It also sucks that we don’t get new armor and weapons with each new event quest but we have Sunbreak for that. And maybe change up the rampage quests a bit. Overall I’m glad I gave Rise a shot and I’m now a certified fan of this series. Hell after playing this i bought GU, 4U, Stories 2 and World: Iceborne Edition. Anyways for those who got this far in this long comment of mine I hope y’all have a good day or night and see you fellow hunters when Sunbreak drops! 🤘🏻😁
happy hunting mate, try the old games . also worth to play . especially monster hunter generations ultimate on the switch
Generations Ultimate is definitely one of the best games in the series. Highly recommend checking it out!
It was my first too. Now I’m true fan of MH
I started my journey from MH stories 2 of all games and got totally hooked by how lively, unique the creatures are, and decided to try Rise after a long time of research
And boy what a game, it’s not the simple game of hitting monsters with a greatsword(the only thing I know about MH before entering) for 15 minutes, it’s so, so much more
A solo IG main, and I’m still grinding
If you still have your 3DS, pleeease play Monster Hunter 4 Ultimate
I really feel like rise wouldve been better off if they brought back less of the older monsters and created more fights tailored to this games speed and style. Imo the best fights in the game are the ones exclusive to rise. Thats not to say i dont like the older monsters, but more new content wouldve been refreshing instead of trying to speed up old monsters for a game they dont always suit.
This has the most fun version of Rathalos I’ve ever played against, same with Basarios. I mean yeah they’re easy but I love Rathalos’ moveset and Basarios doesn’t make me want to tear my hair out anymore
*laughs at Basarios in gunlance*
Raths in Rise are meh. In World I loved fighting Raths because they were a challenge and flew around in combat
Bringing Poogie back would be cool
but i want to see Moofy
Gigachad Galaxy brained transcendent TAKE.
*I WANT MY BABY MOOFY.*
Wtf no poogz? :(
Why not both?
Huh kinda figured Magnamalo was based on haunted samurai armor given the hellfire looks like Will-o-Wisp or lingering souls of dead warriors seen in Japanese media. The spikes that do appear on its back when enrage does remind me of old swords that would have been stabbed through the "haunted" armor trying to fight it
I disagree with the comment about rampage weapons having no point. At least Gunlance, GS, swaxe and hunting horn all have very strong rampage options and probably more that im not as familiar with. some of them are the best for a lot of matchups. I do get the criticism of layering being limited to them and there are weapons with far weaker rampage options but I don't think it's fair when rampage weapons are written off as pointless. Overall great video though, really love your content and looking forward to more videos!
Added the correction
Counterpoint: it feels bad when the rampage weapon is the optimal choice for a particular weapon, rampage weapons are fairly easy to make and fully customizable to any set, if it’s better than any other option it defeats the point of making any other weapons.
It should fill holes in your set, not be what you design your set around.
@@maxspecs that's true for literally every weapon in the game. If it wasn't Rampage it was gonna be another version
I honestly like the slow combat of the old titles. That’s why mhw mh3 mhgen are my favorites. They have a lot of content and each have interesting mechanics with classic combat (world is a bit different though). I hope I’m able to try out the others soon.
When the cahoot nest has two gold eggs, that when you received max items. It also takes five quest before it get to that state again. 29:15
The rampage gunlance is actually pretty decent when fully upgraded
I loved getting to have a fully upgraded rampage GL that looks like the Cornpopper but has long shelling instead of wide, plus it's 5 shells with Load Shells if I remember correctly
Same with rampage SnS and SA in my experience
You can back up the difficulty argument, if you just look at the HP data, it's crazy. It made me reflect even more on those design decisions in older games too.
The factor between solo and hub quest HP for old games is roughly the factor between village and hub (1p) in rise. Making rise hub almost as difficult in comparison to rise village in terms of HP in comparison to older titles. However hub (1p) hunts in rise are already relatively short and therefore "easy" in comparison to what you'd expect to see from village quests in older titles. And now remember that rise village is "easier" by that factor i mentioned earlier, that is without even considering the length of the village mode, monster damage balancing and gameplay mechanics or the difference in time that you spend obtaining equipment and items to prepare for hunts.
In my opinion, hunt length is the most objective metric we look to for difficulty. Of course if a particular fight requires no interaction whatsoever but has an absurd amount of HP still, this wouldn't hold true. But most of the time hunts are long when openings are difficult to identify, difficult to capitalize on or monster attacks are difficult to avoid and opportunities to recover HP are difficult to find.
For older titles, the solo mode would present a comfortable difficulty, starting off slow and reaching some fairly hard fights, with additional challenging "Advanced" quests after the story's conclusion. While the multiplayer mode, for a single player is a respectable challenge and in the additional ranks, the most difficult trial the games have to offer. This is also part of a compromise that was made for these games when there was no HP scaling to adjust for the amount of players: Solo is can become incredibly challenging, 2-player most of the time and 3-player sometimes have fair difficulty while 4 players don't totally bully monsters out of existence, if they have rank appropriate gear at least. It is often recommened to players who are new to the older titles to either play the solo mode first or play through multiplayer with at least one other person.
It was wild to me, to see those decisions for monster HP in rise especially after Iceborne had ramped up the difficulty a lot, from base world. You'd expect some sort of middle ground because there will also be a lot of new players, considering rise was first released for switch.
We need MHFU, MH3U, MH4U ports for the switch! don't let the classic die, we need to preserve this games in modern hardware
Why not multiplatform?
It'd be awesome if they did a Super Mario 3D All-Stars style pack of MHFU, MH3U, and MH4U, especially if there's online multiplayer. Though, I would still pay full-price for any of those games alone.
@@adhdasdfroflxd123 because of the portable nature of them, in designing a Video game is one of the aspects they have to consider, a portable game and a home console game have different feeling and planning, they where by design as portable games, and by nature the switch is the only portable console in the market, I will love it on all platforms, I want everyone to experience the old games before is impossible to play them unless piracy.
@@arkanain0 I understand if the controls and mechanics are tied to features exclusive to their portable platforms, but if not, I don't think I see the issue. Wasn't Rise originally a portable also? It feels fine on PC and I'm happy it's there, but I don't know what's different in design compared to earlier titles
Why do you post this same comment on basically every new MH video?
With the adition of Valstrax and taking in consideration the focus on climbing and exploring, I would LOVE to see the Ruined Pinnacle, the actual home of Valstrax, reworked and Included on Sunbreak.
one of the funnest game serieses, no joke.
Even during Pandemic, CapCom manage to finish MH:Rise and did it well indeed, I can’t wait for SunBreak for sure.
It wasn't finish on launch
@@loading2463 yeah but they did eventually finish it after several months. The fact that they still managed to complete the game despite the massive rise(pun unintended) in covid cases at the time is quite impressive.
This was another great analysis, I haven't been watching this channel for super long but you have a tendency to cover those little details a lot of reviews/reviewers or even other analysis channels might miss or not include and I appreciate when every little detail is squeezed out of a topic like this.
One thing I wanted to point out in regards to rampage weapons being the only layer-able weapons is that the developers probably assumed that rampage weapons would be the best weapons for every weapon type by their final stage, as a developer you see these high power highly customizable weapons and think "Every player is going to use this, why would they not use a weapon this customizable?" but may not check the other weapon balance to realize:
1. The rampage weapons are heavily customizable but don't allow complete customization such as having no decoration slots or any way to add them; the rampage weapons may allow customization of affinity and sharpness but often with drawbacks; and having the elemental options be very middling makes rampage weapons useless for something like dual-blades
2. Maybe don't make the Nargacuga weapons incredibly and unbelievably broken for some reason???
Also super happy Rise returned to unique weapon designs, though it pains me how all of the World Monsters kept their slap-on weapons in the categories that had them, implying slap-on weapons for World Monsters may be stuck that way permanently; which is really disheartening, especially for an invader like Bazelgeuse, a gorgeous monster like Namielle, or people who play lance and like Odogaron. Also Barioth's Hammer being the singular slap-on weapon for a monster not introduced in World in the entire game?????
But yeah, great video, great game, can't wait for Sunbreak!
when sunbreak comes out you should call it 5.8 final mix
Well I'm now caught up on your entire weapon and series histories.
Much as I love 5th Gen, especially since World was my first MH game, there are a lot of mechanics in Rise that I wish were different. Sunbreak is helping, I think Master Rank has been a lot more enjoyable in terms of properly dealing with aggressive monsters and movesets, and many monsters make you think twice about when to wirebug out. It's no longer a 100% guaranteed get out of jail free card, and many monsters (like Royal Ludroth, for example) got a huge facelift and are actually fun to fight because the require more than 1 brain cell now.
But my biggest complaint in general is that old monsters FEEL like old monsters in Rise. They aren't equipped to deal with how fast we are. Monsters that were made for this game sometimes get out of this problem much more easily, I think Tetranadon, Goss Harag, and Magnamalo are the most fun base game monsters to fight because they were specifically made for the new mechanics. Narwa, too, the bullet hell segments are meant to be avoided by wirebugging. And that's neat, and fun. But when a massive portion of the roster includes returning monsters, unlike World, you NEED to update those monster movesets accordingly if you're going to include something as drastic as wirebugging, and they didn't.
Unfortunately, I've tried going back to oldschool, and many of the mechanics there are also just not for me. Rise isn't as fun as World, but 4U and GU are also not very fun to me due to the absence of many QoL features, and mechanics that feel, at least to me, extremely outdated and archaic like the sip and flex. I still appreciate them for what they are, and I loved learning about the history of the series, but I just can't enjoy playing them. I guess I'll just have to see where Monster Hunter goes from here. I'd love a game in the same vein as the old games, just with the QoL that 5th Gen brought. And I hope we get that with the next mainline game.
Great video. Love the History series.
Something minor I noticed in regards to the lottery system at 21:40; The switch version was a currency/ticket based drawing that was available (randomly?) after hunts when the shop is stated to be having a 'sale' and this is what is also present in the PC version. The Amiibo lottery interaction was a separate lottery drawing once per day per Amiibo which gave items from different loot tables depending on the Amiibo used, IIRC these did not include trinkets. From the video it can be understood as being stated that the Amiibos were the only lottery option in switch and the currency option was added for PC.
Again, super minor, love your content.
I'm so glad you decided to do this one, I was really hoping for it! I've watched all your history videos so damn many times and I'm still amazed at how much care you put into these. You've created an amazing resource for the community and I love the hell outta you for that, thank you for working so hard to help us all understand this series we love so much!
First off, great video as always.
Just one detail I think you have missed when talking about the Buddy Plaza is the Buddy Dojo. You can access it via "Buddy Expert Shirubei", who also gives you Buddy Tickets from time to time in between hunts. When putting Buddies in the Dojo, they will gain experience for up to 10 hunts at a time in return for 100 Kamura Points per Training Round. The gained experience can be boosted by using a Lagniapple, which will also make the Buddy Dojo "free" (you don't have to use Kamura Points). Buddies actively training in the Buddy Dojo will be displayed running around the Buddy Plaza and performing various training activities.
Also, one more thing you could have mentioned when discussing the player's house. When talking to the housekeeper, you can access most of the Buddy Plaza's features (i.e. the Argosy, the Meowcenaries and the Buddy Dojo).
I did mention the housekeeper, but didn't go into specifics, good point about the dojo though.
I'm consistently impressed by these videos. I watched through the Mainline and Frontier History series and loved learning about the previous entries. Despite starting in World and mostly playing Rise now, I was inspired to hunt for a copy of GU and 3U for my future hunts! Keep up the good work, SuperRAD!
I am pretty new to watching you, but it is fantastic how much hard work you put into this content. There are other youtubers with similar sub counts talking about MH that feel like the bare minimum and the juxtaposition here is apparent.
I really appreciate it! I try to do my due diligence
Thanks for doing so much work on this. This is a huge endeavor and much appreciated.
A lot of the rampage weapons are actually really good and at least a decent general option for most weapon types.
I'm currently only at the team segment, but man I love the teams for MH so much. Only people I'm really excited to see tell us about games they're making
Overall a very good overview of Rise. I think it would have been beneficial to include positive criticism of the more controversial design decisions as well as the negative that you tellingly did include. For example, spiribirds I enjoy quite a bit because they encourage me to do a bit of fun exploration/parkour before a hunt, which feels like a form of hunter preparation and also let's you just have fun with Rise's enhanced movement via the wirebug. Just one suggestion
Just a small detail about the story, the village didn't think magnamalo was the source of the rampage, it's that 50 years ago they failed to stop the rampage because out of all the monsters magnamalo was the only one they couldn't repel, which caused a breach and let all the other monsters go through the gates, and that resulted in great casualties.
Ahh you're right I'll make a correction thank you
32:00 The 2 major exceptions to Rampage weapon usefulness are the Rampage Hunting Horn and the Dual Blades. HH is super comfy with damage, healing, and sharpness. DB can be tailored to exploit multiple element and ailment weaknesses at once.
Still agree that I'd love to use Layered Weapon on anything. It would be a godsend for Fashion Hunting. I want to swap the Rath GS for the Anjanath GS.
Just recently started Rise and its been awesome so far. Ive been interested in the Monster Hunter series for years but never really had ways to play the games until now and Im definitely going to play the older games after I finish Rise and Sunbreak.
Great comprehensive breakdown of Rise as a game and an installment in the Monster Hunter series! Looking forward to seeing the Sunbreak version after we've all played the title for cumulative months!
Pls continue this videos in the future rad, they are god send and I love them . Great work and watched the whole history of monster hunter already like 3 times haha 😂
I am really thankful for your content. I tanked 5000 thousands hours into HMP2ndG/Unite, some hundreds into MHP3rd and came back to a weirdly feeling World and Rise annoys me so much.
Me: Sees SuperRAD upload another 1 hour monster hunter analysis video
Me: "Oh yeah, we eating good tonight"
What I love the most about Rise is treating monsters with respect, even treating the World newcomers better than World ever did.
I remember fighting Tobi Kadachi in Rise with a friend and my friend didn't even know Tobi could power up and charge like Zinogre, because you never see him do it in World and when it does in World his model doesn't change as drastically. Also because base World monsters died faster than base Rise monsters in general (excluding village missions in rise).
Also Rathalos is finally showed respect with an awesome moveset!
Rathalos is finally the king of the skys
Well for poor Tobi, he’s an early game monster whose later master rank alternative is both more difficult and more interesting so the team agrees with you. It’s probably why he got a boost by essentially combining regular kadachi and viper kadachi together to make him a more interesting overall fight.
Always so Nice to listen to your rewinds and retrospectives.
I appreciate that!
I'm glad to hear the history of the hardest Monster Hunter ever 😇
Rise is the hardest game?
@@ethan_c it's just poking fun at him, we do it in streams sometimes lol
A great way to document the series, I will say with rise even though it is quicker hunts and easier in a bunch of ways the benefit of this has been I have had an easier time getting my friends into the series that have been hesitant in the past which I think is one of the things that rise should be praised for. Love the videos :)
I like the shorter gameplay because I feel like I'm getting stuff done more. Rather than spending so much time on a hunt to potentially fail or not get what you need. It kinda makes it feel like less time wasted.
Amazing how much effort you seem to put in your videos. They are all great and have a lot of intresting content in them. I hope you reach 100k soon, you deffenitly deserve it!!!
Thank you very much!
Wanted point out first great job on the video; definitely got to play together sometime.
Second can we agree, just like any other Monster Hunter inclusions, the soundtrack for Rise is unearthly.
This turned out better than expected. Good work!
I TOLD YOU
Mean my friend played rise straight through until high rank. We didn't realize that we hadn't died throughout the entire series until we got to the final boss. The game is fun! But very easy.
Rise was my first MH i finished. I tried to get into this series with Tri on the Wii (Dropped it because my hunter group kicked me out because i was too bad and replaced me. That killed the motivation for me), after that i tried World and was not able to get into it. Idk know why but i just couldn't for some reason.
So my best friend convinced me to give it a third try. Our friend group all bought it and we were able to play it in person with 4 players, TV's and switches (it was awesome).
#1 played it since Tri, the second started with World and me and the fourth started with this one.
I love this game, it's honestly game of the year (2021) for me. It has to be the player friendliest game out of this series. It does feel very easy at the most part but i honestly feel like that's going to be default for a lot of games moving forward. Making it main stream and player friendly i guess.
I liked the tower defense mode, it was a great break point if we wanted to switch the farming up. BUT it got pretty boring very fast. I was waiting for a bigger update with the rampage as the focus, like having new layouts or even maps, or new gadgets to use. Why not give your Palico a bit more stuff to do there. Like give them commands to repair gadgets or even the fences, dig some holes and lay traps. Like use those types of Palicos in a unique way.
But they never did something like that.
Apex monsters outside that mode to hunt was very lame to me. They just did more damage and felt very copy and paste. There was also no real reason to hunt them (no cool armor or apex versions of their weapons). We only hunted them because they gave you that ticket that had a bunch of value for the points system. That's pretty much it...
To finish this comment, i really enjoyed my time. Playing 250 hours of a MH game was something i would've never believed before. Honestly i can't wait to play Sunbreak in summer :)
And thank you for all that awesome content you make!
so something neat about cohoots is they are the reason you know where the monsters are at all times, i forget if it was an npc or a twitter post from the official account that said this, also i really like the pseudo pokemon snap feature where you can take pictures of the monsters and endemic life and use them instead of their standard icons in the hunters notes
Just a small thing Dangos don’t rotate just the one witch can only be eaten in Kamura and not in the tent on the quest. Also u can post and accept quest from anywhere by just opening the questboard through radial or action menu. Keep up ur work, love the content.
LET'S GO NEW VIDEO !! I enjoy your content very much thank you for your work 🙏
Thank you too!
Man, always enjoy your content. Love how passionate you are about monster hunter and yet stay as objective as subjectively possible. Can't wait to see what you bring for sunbreak.
You can gauge the quality of a monster hunter game by the funitude (level of fun) of hunting horn
Nothing you havent heard before, but we love these history videos a lot
I'd argue the development section has a lot of new information pertaining to capcom
love these, man. really enjoy listening to them while doing light college work, basado
Glad you enjoy it!
Two days in a row now this has been my Meridianum distraction, great to have on hand :)
31:55 rampage bows are amazing and 90% of the time better than anything else
The benefit of monster riding are 6 monster materials. Sometime they could be rare ones. I surely got my Valstrax and magna orbs that way
you missed out mentioning the petalace (or you did and i just slept through it), its supposed to be a new type of equipment but its so underutilized i keep forgetting it even exists
Oh my god I forgot too lmao
WOOOO SUPERAD VID ILY
Isn't High Rank unlocked by beating Apex Arzuros? I think Jyuratodus takes you into HR5.
Ah you're right, I think this was just a slip up during script writing as I meant to say that it was an urgent, which is surprising
Another bit of anecdotal evidence for why the game felt incomplete is the list of quests and how long they took to complete. I'm a pretty firm believer that Rise was incredibly barebones compared to almost every other entry in the series, especially World. World was essentially built from the ground up, and still managed to crank the roster count, visual detail, and myriad of features to the next level. One thing I also appreciated about World compared to other games is its staggering roster of new monsters, only rivaled by Gen 3, I believe. Rise, even with the addition of Sunbreak, just barely squeaks by with what non-Iceborne World had for new content, and the lack of quests in Rise was frankly pathetic. There were six Stars of village quests, all with I think 1-2 pages. The same thing applied to the hub as well with maybe an additional page, and I completed all of the Hub and Village quests in about 80 hours. Granted, I only use one weapon throughout my entire experience with the series, which cut down on the need to grind for many different sets and weapons, but this is the first time in any monster hunter game I was completely left without content for months on end. By the time Rise DID release its event quests, I felt utterly insulted by the prospect of fighting the same monsters I'd fought for the last 80 hours with no variation, and it was only until the end of Rise's life cycle that we saw Apex monsters - a fitting challenge and arguably one of the most brutal ones ever thrown at us, but I had long since dropped the game. For whatever reason, Sunbreak feels a lot better than base Rise, but this entire game as a whole was a major step down for capcom.
From the stories I heard from people who were and are in the industry when it comes to "teams" of people working in a large video game companies it is not really a rock solid arrangement and people moving between teams and projects is very common.
It all depends how the producers and directors choose to allocate their employees duties, due dates and how well or bad the project/s are moving down the production pipe line.
For example with Naughty Dog a lot of the people who were working on Ratchet and Clank games were called to work on to work on Uncharted.
I always thought the "team" structure more referred to expectations/goals for a project, essentially.
Are you sure you don't mean Jak and Daxter? Ratchet and Clank is from Insomniac, not Naughty Dog
"hunts take 5 minutes" my brother in christ you main long sword
other than that great video
And hunting horn but they buffed that too
babe wake up new superrad video
Amazing work like always rad!
Thanks!
Watching this really makes me realize how much of Rise feels like worse versions of features from Generations Ultimate:
Switch Skills are like Hunting Styles, except without cohesive themes to tie them together.
Silkbind Skills are like Hunter Arts, except you can spam them way more, and in some cases they end up a bit too prominent for the weapon.
The Palico systems are very similar, except you can no longer customize your Palico like you could in GU.
Apex Monsters are basically Deviants, but instead of each having unique armor and weapons, you have to hunt all of them just to get a weapon that, while sometimes one of the better options, honestly always felt really boring even when they were good.
That said, I do agree with your conclusion. Rise feels a bit more in touch with the classic series than World did, and while there's a lot of changes I dislike... Well, it's still a Monster Hunter game, and I love Monster Hunter.
Also, while I'd ideally want something in the middle, I prefer Rise's shorter hunts to World's often extremely long slogs.
the rampage tower defense definitely the weakness point in this game...miss the defend the town from massive boss monsters instead
31:56 Wrong. Some rampage weapons are actually really strong and even Meta in certain cases. Most remarckably Hunting Horn, Bow, Bowguns and arguably Switch Axe or Greatsword.
And I wouldn't say the layered system for rampage weapons is meaningless. It offers players the option to craft a fully customizable weapon, both statistically and aesthetically, which I find pretty cool. The only caveat being that for most weapon types its DPS cap is slightly lower than some other options. If you only care about DPS and your weapon type doesn't have a META rampage option then yeah, it's not that usefull. But that isn't the case for every player
Did you hear the part where I said to check the corrections?
@@SuperRADLemon No, due to the video's length I can't afford to watch it in one go and I've only seen the first half so far. If you added a correction about this topic towards the end then all good 👍
Been waiting for this one!!
The Trade thing is also present in MH3U with Neko means cat.
To be honest I'm actually a big fan of rise. I'm pretty excited about the console release post sunbreak. The movement in this game feels smooth like it did in world. I have mixed feelings about going full 3 dimensions with the wirebug but I'm always open to change. But I will say, wirebugs did not turn out how I imagined! I originally pictured spider man not Mr. Fantastic.
As my first Monster Hunter game, I like Rise a lot, though I was miffed that it took 2 months for the game to be complete. I suppose that Steam players wouldn't be affected by this problem.
I bought Rise for Switch at first but has now moved on to PC. Currently playing Sunbreak on PC.
And one funny side fact for my Gunlance homies the layered weapon from Kushala for the rampage Gunlance has the longest wyrmstake range.
Yomogi is the true Princess and the receptionist in the trailer is a stand in.
I really hope that Capcom takes a step back to look at where the series has come from, we are at a point where the fanbase is split between Classic and 5th gen. There is also groupings of players frequenting different games so I would really like for the game to stop "streamlining and adding QOL", I would love for MH6 to have both seasons and underwater. If they want to continue being portable and fast the game needs to be very difficulty from the start, I don't like waiting months to get higher tuned monster and then needing to buy a whole new game just for the average difficulty of the game to be raised just a little bit.
Hunting is supposed to be about tracking and preparing to kill a target quickly, so monsters need to be big threats so that we are pushed to planning the entire encounter. Having every monster already tuned to be above the hunter would be so nice as I would actually pay attention when playing the game, I zone out when playing MH as the beasts we fight are not actual "Monsters". IF they are called monsters I expect horrible or terrible creatures that are greater than ourselves.
Underwater is not gonna unite the fanbase, infact it’s the opposite.
@@mysterygamers3603 Yeah I know, but there is the common argument that they could do it better in MH6 or the next game.
My own reasons for wanting it back is that it helps to make each monster and quest stand out. Having more places for engagement with monsters lets us get more experience without getting bored. As they say variety is the spice of life, underwater would build immersion as well as take the player deeper into the game. More mechanics and complexity would help to keep people from just shredding the monster, leviathans and other aquatic monster should have the upper hand in water. I would like for monsters to once again look down upon the player.
Another big thing is that the game needs to stop being so accommodating, I like hard limits/boundaries. If it pisses people off that water combat isn't a walk in the park than maybe people will have stronger emotions and will try to work around it. The challenge of a less forgiving game would be so nice and reintroducing seasons as well as underwater combat will prevent the games from being so shallow. If the game keeps going the direction that Rise is then in about 5 years it will be just another hack and slash game, only it is easy as pie. I don't want to play that, and being stuck to only playing the old games would not keep me as a fan. I would need fan games and mods if Capcom never made another game I liked.
Bwahahahaha what the fuck are you talking about go play SMT 3
@@thebuddhasmiles Yeah I got carried away in the moment. I still stand with the split being between fast paced action and the deliberate methodical ways the series has moved between.
I'VE BEEN WAITING FOR THIS!
New history video? LET'S GO!
I didn’t like what I played of the demo so I never ended up picking this up. I’m loving your deep dive into this regardless
I hate the outfit tickets for the layer armor. For the normal person is not that bad, but for someone that trying to get ever single thing in the game you realize. You don't get enough of this tikets.
I don't really care with how much other people said that Rise is the ”worst” MH, easier than old series, not ”WorldBorne” enough, etc, i love this game. Yeah, the high hunter mobility can be a hit and miss for some people but it doesn't mean it's easier than previous title. Heck, i still see people carted here and there, including myself, even with the added mobility. The addition of Rampage, for me personally, is a fun hunt. I hope Sunbreak wll add a new gamemode like it. Maybe Rampage in the castle or citadel setting? Maybe we can get the return of Lao-Shan Lung, Shen Gaoren or even Yama Tsukami. And i wonder if the ”final boss” will really be Malzeno. Maybe they will follow how in Iceborne, Velkhana is the flagship and in the logo but the "final boss” is Ishvalda and Safi'jiva *kinda*. Whatever happened, i hope Sunbreak will surprise us with another old returning and new monster. Last, if you all, the people who like complaining, prefer the old game, rather than comparing it witj Rise and hating it, just play the old game and shut up.
The Yokai that Izuchi is based on aren't rodent-like they're weasels. Odogaron also had this theme. Should also be noted that in Japanese the "Apex" are called Nushi. Only in English do they reuse a term and they should have just called them Nushi in English. My own opinion on Rise is that they took out all the meat and the "old school" parts were overshadowed by it basically being MHW made thinner. The game itself even if you take your time makes a point to rush you through everything into nothing. Not saying there has to be some endless grind because there doesn't and it doesn't help if the game is just speed and that's it. Everything about it seems to be really fast food and as for the combat I think MH6 has to slow things down. Along with Wirebugs and Apex the game feels like Generations rebranded+MHW but not in a good way.
I've finished your whole series just now and I have to say it is one of the best informative videos I've ever watched. You've got yourself a new fan, and I can't wait to see what other videos you'll be working on!
I find it odd that Odogaron, Ebony Odogaron, and Stygian Zinogre are absent from the Rise roster. Their armor sets have clearly Japanese themes, and their movesets are perfect for wirebug evasion.
I personally liked that you could join random hunter mid quest
This was a good video u wu thank you for making it
I never knew about the cohoot nest in over a hundred hours of playing...
Rise is the only MH game I’ve been able to get into. I know it irks you, but I really the next title focuses on what Rise does.
Honestly I hope they keep rampages in sunbreak because of how unique it is to the series, that said…it needs to improve. Regardless what they decide I’ve already preordered sunbreak and I know I will enjoy it for countless hours on end.
MH Rise, also known as "that one time MH became Toukiden for some reason.
I really like rise's speed. But man, sometimes i miss the slow and methodical fights of the older games. And i really dislike how short the hunts are. Its like, 10 minutes in and a fuckin rajang is down. Like, huh???
If you're that skilled that is. For many folks this is they're first mh game. Despite the easiness of this game, many folks will take longer.
I've been playing mhgu for the last couple days and man coming back from rise and even world. You gotta really pick and choose your moments and make your shots count. I feel like in rise I am throwing all caution to the wind and just going in. Mhgu I'm waiting until the monster misses them going in for my slams or narrowly moving in between their hitbox and hurtbox to get some combos while they're swinging. And getting hit HURTS sometimes you get hit like 3 times, stunned and die. It feels really fun lol
I don't know where you got your info on the lottery for the switch version, it's the exact same as the PC version and it's been like that since launch. Using Amiibos daily might be something EXCLUSIVE to the switch version (i don't know I never used them), but the method you said was a rework for the PC version was how it always was.
corrected
This video was done really well and thank you for your hard work on a dying pc to make this happen
This title... it takes me back
I bet Malzeno is going to pull a Gore/Shagaru Magala on us
Partypooper here to tell you that there are two rampage maps and not just one (I mean two different two segment maps)
Most obvious difference is that on one you start with splitting wyvernshot as "uber siege weapon" in the first arena and have the dragonator in the second arena and on the other map it's switched around
Great video tho, really enjoyed it
Is it not the stronghold with a different layout or is there a brand new map? Couldn't find a cutscene or details on it
@@SuperRADLemon I think you're right and it's just the layout
I think I got hung up on the dragonator and splitting wyvernshot alternating
Scared me for a sec
Yess let's go! 💖 ✨ Love these videos 🤓
Glad you like them!
I love monster hunter rise! I hope they add more monsters in sunbreak for future updates! I absollutely love beating them up!
rad: im gonna do a history vid on rise
me: wouldnt it be better to wait till sunbreaks been released or finished and do online st somepoint
also rad: no
me: well thats stupid
good vid tho
Did the same for world and icebborne
@@SuperRADLemon i know just kinda suprised me there would be one already
it's better that way. more content for us to enjoy. also we get to see the difference between base game and expansion in a (relatively) analytical format
It might outright be better to do it now than after Sunbreak depending on how they might change weapons/gameplay stuff that might bleed into base rise with the big updates.
You know what else you are forced into using in older game? Clutch claw.
To me clutch claw is like using the potion with flex in the old games.
You use heal right after a missed monster attack so after you flex you can still get away when it goes to you, then its the same with clutch claw.
You use the clutch right after the monsters attack animation finished, then you can interrupt it by rotating and lead to wall bang.
Apply the same method you can wound the monster without having to enter tenderize state, and not getting any damage or just chip damage.