![]() ![]() Whilst keeping the hub world nice and small making interacting with all the systems that little bit easier. Simple things such as combining the upgrading and forging UI into one place makes it such much simpler to decide on my new weapons. Surprisingly though, it’s a lot of the quality of life improvements that I appreciated in Rise initially and have an even greater appreciation now. It’s addictive and can keep you absorbed for hours. Monster Hunter’s entire gameplay loop is battling monsters to gather resource for crafting awesome new weapons and armour. ![]() Which is a good thing because you will be fighting them…. For the most part, they are all incredibly fun as well and it never really gets old fighting them. Each of the game’s monsters are incredibly varied with different tactics, weaknesses and fighting styles that doe a great job of keeping the game fresh and exciting, even after a hundred literal hours. The level of gameplay variety is superb and this doesn’t just apply to the weapons either. but a bit underwhelming compared to the rest of the game. After spending much more time with the mode, I just don’t feel like tower-defense style mode fits in just yet. With that being said, I did mention in my original review that Rampage wasn’t my favourite addition to Rise and that pretty much still rings true here. From the standard long sword to the airborne insect glaive or heavy bloodborne-style switch-axe, there’s something that fits everyone’s favourite playstyle, and this is what Monster Hunter does best. Across the game’s 12 different weapon types there’s tons of variety and they can really change the feel of the game. In my initial review I pretty much had nothing but praise for the game, and as expected, this still rings true here. Widescreen support does improve the overall experience. ![]()
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