Entertainment

Video Game Re­view: Mon­ster Hunt Rise

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MISHAWAKA – Mon­ster Hunter Rise re­leased on March 26, and it pro­vides plenty of new con­tent for fans of the se­ries to en­joy. 

I will be the first to say I have not fol­lowed the Mon­ster Hunter se­ries with too much care. As far as I knew, it was a game for peo­ple who like weapons that are too large and who en­joy track­ing down vir­tual mon­sters, which sounds like Poké­mon, but with more blood and less Pikachu. How­ever, Mon­ster Hunter is a bit more than that, as I’ve learned. 

The core of the se­ries’ game­play is printed on the box. Hunt­ing dif­fer­ent types of beasts across a sprawl­ing land­scape with friends and com­pan­ion char­ac­ters sounds like peak JRPG, which, to be fair, is be­cause nu­mer­ous re­cent JRPG’s have fol­lowed that for­mula to a T: Fi­nal Fan­tasy XV, Xenoblade, Drag­onQuest, the list goes on. How­ever, those games re­ally only use it as a means to an end, whereas Mon­ster Hunter re­ally gets dug in on its com­bat, world-build­ing and mon­ster de­sign. 

First off, no game about hunt­ing would be any fun if the tools used were bor­ing. Mon­ster Hunter brings plenty of unique weapons and weapon classes into your hunt­ing jour­neys. Longswords, long­bows, great swords, ham­mers, axes, dual short swords and rapid fir­ing bows that are prac­ti­cally guns are only scratch­ing the sur­face of the ar­ma­ments avail­able to com­bat your foes. By hunt­ing mon­sters and col­lect­ing the ma­te­ri­als they pro­vide, play­ers will gain ac­cess to stronger, rarer weapons.  

In ad­di­tion, no Hunter will ever be alone, thanks to their Pala­mutes and Pal­i­cos. Though Pala­mutes are a new me­chanic to the se­ries, Pal­i­cos have been around for a while. Pala­mutes are wolf-like mounts that Hunters can use to ride around the world and gain ex­tra mo­bil­ity in a fight, or Hunters can turn them loose and have them fo­cus on their tar­get.  

Pal­i­cos are small, cat-like com­pan­ions that can grant a Hunter a num­ber of buffs, pro­vide as­sis­tance in bat­tle or scout around the en­vi­ron­ment and bring any ma­te­ri­als back to the Hunter. Both the Pal­i­cos and Pala­mutes are as cus­tomiz­able as the player char­ac­ter, but all three must be made be­fore the game proper can be­gin, so strap in for a hefty char­ac­ter cre­ation pe­riod. 

As fun as fight­ing mon­sters is, you will have to find them first, which means tra­vers­ing the beau­ti­fully crafted re­gion of Ka­mura Vil­lage. The vil­lage is nested in the moun­tains and is home to a num­ber of Hunters and Hunter-help­ful busi­nesses, like weapon and ar­mor-smiths. The area sur­round­ing Ka­mura Vil­lage is heav­ily wooded, but deep within the forests lie enor­mous and dan­ger­ous caves. Fur­ther out are plateaus and rocky moun­tain peaks, and those are nowhere near the ex­tent of dif­fer­ent bio­mes avail­able. 

Fi­nally, there are your quar­ries, them­selves: the mon­sters. All the dozens of unique mon­sters you’ll be hunt­ing are based off an­cient Japan­ese his­tory. Sev­eral of these kaiju-like crea­tures can be tracked across the re­gion, some small, some large, some too large, but all of them will yield a de­cent pay­out if you can han­dle them. Fore­most among these mon­sters, ac­cord­ing to com­mu­nity re­sponse, is the Goss Harag, a mas­sive yeti-type mon­ster that can trans­form its arms into gi­ant ice swords. The beast it­self hits like a truck at­tached to the arm of a gi­ant yeti, and it has more spikes than a vol­ley­ball court, not to men­tion its ab­solutely lethal frost-breath. The long and short of it is that the mon­sters of the game are not to be taken lightly and can turn you into a smear on the ground faster than you can fig­ure out which end of the thing is its head. 

To re­it­er­ate, I’ve not been too into Mon­ster Hunter in the past, but this in­stall­ment is one that I will be fol­low­ing and see­ing a lot of, even if I might not pur­chase the game for my­self. Mon­ster Hunter fans are a ded­i­cated bunch, and their games are in­fre­quently as main­line as this one has be­come, so I am happy for that com­mu­nity to have their time in the spot­light.