Monster Hunter Rise
TEST: MONSTER HUNTER RISE, THE HUNTING RESUMES ITS PLACE
THE LITTLE PRINCE OF RISE
Can we talk about a favorable star alignment for Capcom? The good fairy seems to have leaned over the cradle of Monster Hunter Rise, who has everything in his pram to establish himself as one of the small phenomena of the moment. Not only has Monster Hunter World broken the bolts that prevented the series from gaining international recognition – a portable game technique,
|Monster Hunter Rise|
rudimentary online, archaisms of handling – but in addition this episode is released as a temporary exclusion on a Switch which has the wind in its sails, with the height of luxury not one but two demos to finish convincing the skeptics. No need for a hunting license to be issued, you can already trace at the bivouac without further delay.
Is it still necessary to introduce Monster Hunter at this point, seventeen years after its first appearance on PS2? Yes, otherwise this paragraph would have skipped correction, so you might as well keep it short. This time again, it will be about protecting a village from destruction by driving out predators lurking nearby, even though the threat to Kamura seems to be related to the twin priestesses
who predict its annihilation. Like Yukumo in Monster Hunter Portable 3rd, the franchise’s biggest success in Japan, the village of Kamura draws its inspiration from feudal Japan, with street vendors, gleaming pagodas and master ninjas to guarantee a change of scenery.
Not to mention little cats in the kitchen to simmer succulent dango, which will not be too much before launching the expedition in search of gold, loot and materials. The key to building ever more powerful gear, and spreading the gameplay loop over dozens of hours.