
Rise to the challenge and join the hunt! In Monster Hunter Rise, the latest installment in the award-winning and top-selling Monster Hunter series, you’ll become a hunter, explore brand new maps and use a variety of weapons to take down fearsome monsters as part of an all-new storyline.
Most likely between $37.2M and $105.5M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $39.99 | 83% | approximately $62M |
| PlayStation | $39.99 | 85% | — |
| Xbox | $39.99 | 74% | — |
| Nintendo | $4.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 2513 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1]Monster Hunter Arise[/h1] Monster Hunter Rise fait partie de la lignée console des Monster Hunter et est notamment la première édition depuis World, qui marque le début de la 5ième génération des Monster Hunter et surtout l'accès au grand public de la série. D'abord sorti sur Switch, il est ensuite devenu accessible sur PC. Contrairement à World et Wilds, j'ai joué à Rise très tardivement et donc n'ai pas découvert le contenu graduellement ce qui change mais rend l'expérience du grind vraiment différente. Cela étant dit, je vais essayer de me cantonner à Rise du mieux que je peux sans m'éparpiller sur son extension (et si je le fais c'est par méconnaissance). Très honnêtement, mon expérience avec Rise seulement est plutôt moyenne et mériterait probablement une évaluation négative si elle ne prenait pas en compte le fait que j'arrive tardivement et Sunbreak. Comme très souvent, le jeu de base pose les fondations et l'extension vient affermir la position du jeu et surenchérir sur les fonctionnalités données. Le truc c'est que Rise n'est pas arrivé fini et l'extension est venue corriger beaucoup de choses aussi. Concrètement Rise reste une expérience cool et accessible même pour les petites configs, néanmoins il se rapproche plus d'une expérience arcade que de son prédecesseur : Il n'y a pas besoin de traquer les monstres et la faune et la flore ne sont pas vraiment diversifiés pour ne citer que quelques exemples. L'endgame du jeu se termine qui plus est avec des anciens dragons qui sont vus et revus, on aurait apprécié un peu plus de prise de risque. Dans la même veine, le fait de devoir se promener sur la map pour pouvoir maxer sa vie n'est pas vraiment fun à mon goût. Cela dit, je n'ai jamais ressenti le besoin de le faire donc je reste neutre vis à vis de cela. Il y a deux points qui pèchent pour moi dans Rise, c'est le fait que des combos basiques soient complètemnt bloqués derrière des quêtes et la grosse redondance pour avancer dans l'histoire. En effet, pour certaines armes ce sont des combos propres à Rise et qu'on ne connait pas, mais pour d'autres ce sont des combos avec lesquels on est habitué de jouer et il faut alors les débloquer pour pouvoir les rejouer. Très honnêtement cela rend certaines armes extrêmement ennuyantes à jouer en début de jeu. Ensuite, j'avoue ne pas avoir été fan de la narration de World et encore moins du faite qu'on ne puisse pas skip les cinématiques mais dans le cas de Rise, pour chaque rang il faut x quêtes dans une masse de quêtes et honnêtement ça me donne justement l'impression de cocher une liste de corvées. Monster Hunter Rise reste néanmoins un Monster Hunter et il faut l'avouer, le roaster de monstres est vraiment bon dans sa majorité. Il y a aussi de bonnes idées qui sont mal ou sous exploitées vis à vis notamment du mode Tower Defence mais ce mode là n'est pas obligatoire et bien que je ne supporterais pas de le faire très souvent, j'avoue avoir apprécié cette tentative. Le système de "switch skill" qui vient certes bloquer les combos de manière arbitraire vient aussi rajouter une grosse profondeur à toutes les armes et un peu de theory craft donc c'est un mal pour un bien en quelque sorte. Le gros point fort de Rise, c'est aussi sa verticalité et tout ce qui est lié au 'silkbind' qui vient rajouter beaucoup de mobilité et de contrôle sur chacune des armes. Là où World est vraiment reconnu pour sa lourdeur et sa simplicité dans chacun des moveset, Rise est beaucoup plus dynamique. Au final, l'expérience MHRise reste appréciable mais je ne la recommanderais pas juste pour son jeu de base. [quote]Vous pouvez suivre la page curateur ici : [url=http://store.steampowered.com/curator/28282773/]Sacrez'Art[/url].[/quote]
좆병신 쓰레기게임
I'd rather just play like gen 4 or something Somehow it feels like im the slowest thing ever and the monsters just have no cooldown on attacks
[code]Rise offers a fast-paced, movement-focused Monster Hunter experience that, by prioritising the actual fighting above all else, foregoes the immersive aspects in order to deliver a subsequently much more arcade-y feeling game[/code] Nowadays, many people’s first contact with the 20+ years old [i]Monster Hunter[/i] franchise would’ve been 2018’s [i]Monster Hunter World[/i], which remains the [url=https://www.capcom.co.jp/ir/english/business/million.html#tab1]best-selling Capcom game of all time[/url] at the time of this review (22.10 million units sold). As such, the next mainline entry in the series, 2021’s [i]Monster Hunter Rise[/i], ended up as the second [i]Monster Hunter[/i] game for quite a few players, me included, which led to lots of comparisons between the different directions the two games ended up taking. While this review won’t be able to drop the comparison aspect entirely as well, it’s also attempting to take a newcomer’s perspective into account, due to MHR being my co-op partner’s first experience with the franchise. Probably due to it’s nature as a portable game – it first released on the Nintendo Switch in 2021 and only came to home consoles/PC a year later – [i]Rise[/i] is a game that’s designed to get you into actual fights as soon as possible; with smaller, simpler maps, UI elements indicating each monster’s position and a plethora of new movement options (rideable dogs called Palamutes, flying insects called Wirebugs that allow for web-slinging) that prove essential during combat as well. While [i]World[/i] prioritised immersion during hunts, with the need to track down monsters first and navigate more complex, lush environments, [i]Rise[/i] is all about getting your attacks in mere minutes after arriving at the (quite limited) selection of maps. That said, [i]Rise[/i] also introduces “Spiribirds” that are placed across the environments and boost the player’s stats (e.g. health, endurance) once collected during each quest – which feel quite at odds with the otherwise fast-paced nature of the game. Especially during the tougher endgame fights, players who want to maximize their stats beforehand thus need to travel through the entire map each time, which becomes tiring quickly. As such, my co-op partner and I never went out of our way to collect Spiribirds, which fortunately worked out just fine. As mentioned before, due to the new movement options – the Wirebugs and their associated Silkbind attacks/Switch Skills for each weapon type in particular – the actual combat of [i]Rise[/i] is much more fast-paced compared to [i]World[/i], which emphasised waiting for the right opportunity to strike. In [i]Rise[/i], fighting effectively means constantly moving around, as the new special skills may combine both attacking and evading simultaneously: For example, the “Fanning Vault” Switch Skill associated with the Light Bowgun allows the player to jump in a big arc with the option to fire an exploding mine directly underneath, possibly hitting a monster. Of course, monsters attack and move around much faster as well, which results in a fun but frenetic dance for melee-focused players in particular. Generally speaking, despite offering a change in pace compared to [i]World[/i], the fights in [i]Rise[/i] remain as fun as expected from the franchise. The many different monsters each offer a unique challenge and move-set, and the newly added option to ride them to use their attacks against each other is a great spectacle every time. However, the riding mechanics themselves are a little too simple – repeatedly using an evade action and a heavy attack right after continued to be effective every time. However, while I played throughout the entire base game and expansion “story”, my co-op partner eventually dropped out halfway through the expansion – the reason being that the grind for new gear simply became too much. While the almost “boss rush”-like gameplay focus of [i]Rise[/i] has its benefits, it just goes to show that the constant monster fighting without much in-between to change things up can also become too monotonous for some players, even if the fights themselves are designed well. It also doesn’t help that the narrative side of [i]Rise[/i] is quite lacking, with the plot and characters merely providing the basics to justify the continuous hunting of new monsters, rather than offering more interesting motivations for fighting specific foes. One may retort by pointing out that the mainline [i]Monster Hunter[/i] games always had a gameplay-focus and thus shouldn’t be played for their story – but while that may be true, the fact remains that an improved narrative could’ve made the game even better, especially in terms of distracting from the underlying grind. Speaking of lacking, one of the new features of [i]Rise[/i] that has been rightfully abandoned by its sole expansion, [i]Sunbreak[/i], are “Rampages” – essentially a tower defence-themed mode, where a constant onslaught of monsters have to be defeated in order to defend a main gate. Unfortunately, while Rampages may be fun in theory, in practice they’re a clunky, monotonous experience that differs greatly from the rest of the [i]Rise[/i] and works better in co-op than in solo mode – at least they’re only mandatory a few times. Overall though, if you’re looking for a faster [i]Monster Hunter[/i] experience that prioritises combat above all else, [i]Rise[/i] is the game for you. It offers the typical strength of the franchise – great fight design, lots of content and equipment to grind for, high build potential – although it does sacrifice the more immersive aspects of [i]World[/i] in order to get players into fights even faster. The expansion, [i]Sunbreak[/i], is an essential purchase if you plan on spending more time with the game, improving upon the base game in many aspects – such as introducing NPC followers for solo players – and offering higher challenges to tackle. Considering the experience of my co-op partner however, it should be emphasized that grinding plays a huge role in this [i]Monster Hunter[/i] entry as well, even if the base game offers catch-up gear for those who want to tackle the expansion as quickly as possible. Especially those who’ve never played a game from this franchise before should be aware that there will be a point at which grinding for new gear becomes a near necessity in order to continue. When this point arrives depends on many factors, but especially if planning on playing the [i]Sunbreak[/i] expansion content, beginners likely shouldn’t expect to get by without grinding – even when only going for the “story” quests. As such, be prepared to fight monsters more than just once or twice, even if the base game may not offer much of a challenge at first. If you’re fine with that, however, [i]Rise[/i] offers many hours of entertainment to get lost in, be it solo or with friends.
Um Hora levo lapada de bicho gigante e na outra tô no chão, quando levanto estou atordoado e morri. amo esse jogo 10000/10
I could play the game with 40-55ish fps on my laptop, and game was smooth. My friend gifted me this game XD, Actually this is my first monster hunter game. Played around with various weapons and then I found the hammer to be good, so I took it to be my main weapon. currently I am a 7 star hunter (at the time of writing the review), will see how long I can make it as a casual gamer lol.
DRM spyware included!
I'm a Hunter since I was kid, and my first Monster Hunter Game I've played was the 4U on my old nintendo 3ds, since that day I was a amazed by that game, and since then Monster Hunter was my ONLY FAVOURITE GAME in Life, and now that I have a Laptop, I was excited to buy Monster Hunter Rise: Subreak and then boom, I bought it finally.
Coming from Monster Hunter World, it’s not necessarily more of the same as the core concepts are different, favouring faster fights, more mobile enemies, smaller maps and a more streamlined experience with a more arcade-like direction. The game is better when you have the Sunbreak DLC, which really opens up the experience and keeps it fresh. Pros Some good changes to existing monsters, with a nice new roster of its own and relatively better hitboxes on new enemies. Wirebugs add some mobility and makes combat more dynamic. Palamutes are a nice addition and are fun to have around and use to explore maps. More customisation of individual skills through wirebug use and builds. World design, characters, NPCs and the soundtracks are great. NPCs are a great addition and probably the best part of Rise, as each character is unique, helpful and specialises in different weapons and aspects of combat. This keeps hunts fresh, allows for better single-player quest experiences and makes these NPCs feel alive. They each get mini quests/hunts to complete and then get recruited. Overall, the game feels cosy with its setting, your character origins and the hub areas, which are each distinct but have character. Cons Maps can feel dead compared to World; most of it is a blur because you are riding on your Palamute to hunts, which are all marked. No more tracking monsters and seeing their habitats and then coming face to face with them, or being ambushed – it’s all marked on the map, taking that sense of exploration and discovery away. Wyvern riding is cool the first few times, but it gets boring, and if using NPCs, it happens all the time, so there is no need for you to engage in the mechanic. Spirit birds are probably the worst mechanic ever, apart from Rampage fights, tedious and bloated for no reason. The grind can be felt, which is not a good thing because then you won’t want to boot the game up to fight the same handful of monsters. Gear and skills changes are questionable. Fights lack the dynamism of the world, and everything is tied to wirebugs. You are faster, monsters are faster and get even faster when you reach master rank and special variants, making combat a slog of always chasing the monster around, which gets even more frustrating when adding anomalies that require specific spots of monsters to be attacked. It lacks the spectacle that World offered with certain fights and main bosses, and only a few are really challenging your handling of the game's mechanics, rather than just using the wirebug or gimmick arenas. Multiplayer is a mess and convoluted for no reason, it's not as good as World, and that cuts down more of the play time you will get from hopping into quests to help others, or be helped yourself. It's unstable, and the lobby system is a downgrade with random disconnects still occurring. The game really needs Sunbreak to be good when most of the QoL and features would have been better in the base game, to focus on other things in the DLC. Overall, a great game to get all the way to the end of each rank, all fights and see the amazing monsters added in this instalment. I hope we see Goss Harag again, as that fight was amazing and captured the essence of a monster that actually wants to hurt you, like Raging Brachydios, Deviljho and Rajang. The game is only worth it with Sunbreak, and luckily its often bundled together at good prices. Try the demo and see if you like it!
Who the ♥♥♥♥ put Tower Defense into my Monster Hunting game!? (Also f*ck hub quests, since there's so few people it's impossible to find people for missions that's tailormade for multiplayer.)