It’s been a genuine pleasure over the years watching Monster Hunter go from a niche favorite to wild success in Japan, making inroads in the West, before smashing through and becoming a global hit. That’s perhaps over-simplifying the arc for Capcom’s beast-basher par excellence, but the series now has a huge fanbase and the kind of resource behind it that has resulted in years of better and better games, as well as a distinct split.
There’s the Monster Hunter: World take on the series, which has the fundamentals but is a seriously big-budget endeavor—a visual and aural spectacle with gorgeous, flowing animations and jaw-dropping monsters. Monster Hunter: Rise is the other branch, following in the footsteps of games like Generations and hewing closer to the series’ portable heritage: Smaller, more contained maps rather than larger more open-world style exploration. Rise was, of course, originally designed as a Nintendo Switch exclusive and, though this PC release is a good port with everything you’d expect, it has nowhere near that immediate visual ‘wow’ factor that World did. Nor can it compete on things like textures or the stunning bespoke animations for monsters fighting each other. Thing is, though, Rise is the better game.
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YELLOW CARD
Flawed deckbuilder DUNGEONS AND DEGENERATE GAMBLERS rarely plays a winning hand
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernizes a classic RTS with care
SPACED OUT
After a strong first impression, WARHAMMER 40K: SPACE MARINE 2 runs out of steam
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
DINER HARD
Rewriting the rules of horror in ALAN WAKE
"Kay Vess, galactic tomb raider"
Feeling like Lara Croft in STAR WARS OUTLAWS
LETHAL COMPANY
A return to some explosive post-launch patches.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
TRACK GPT
Al's teaching sim racers to improve-what about other games?
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a 'stay-busy' project by a small team at Black Isle Studios