World vs Wilds vs Rise — Transcript
Full transcript
- 0:00After the launch of Monster Hunter
- 0:01World, Capcom found itself faced with
- 0:03one of the strangest problems you can
- 0:04encounter as a gaming company. Their old
- 0:06games were actively performing better
- 0:08than their newest release. So, in August
- 0:11of 2026, they made an unprecedented
- 0:13change. They split the price of their
- 0:15newest flagship AAA title in half. If
- 0:18you had asked me a year ago whether you
- 0:20should play Monster Hunter World, Rise,
- 0:21or World, I would have said Rise or
- 0:23World without a second thought. But,
- 0:24this price change, along with the
- 0:26upcoming expansion, makes this question
- 0:28far more complicated. So, let's take a
- 0:29look goals of each of these games, along
- 0:31with where they excel and where they
- 0:33fall short, to finally answer the
- 0:34question of which modern Monster Hunter
- 0:36game holds the title of the very best.
- 0:40Let's start with the game that brought
- 0:42this series into the mainstream, Monster
- 0:44Hunter World. Of the three, this one is
- 0:46the highest rated on both Steam and on
- 0:47most review sites. It's the easiest one
- 0:49to recommend. However, there is a major
- 0:52caveat here. And if you blindly ignore
- 0:54it and play this one without a second
- 0:55thought, you might not just ruin this
- 0:57game for yourself, but the entire
- 0:58series. Now, I recognize that's quite
- 1:00the claim to make. Yet, when you take a
- 1:02closer look at World, you'll quickly
- 1:04realize that while great, it is
- 1:05absolutely not for everyone. Let me
- 1:07explain. The main goal of Monster Hunter
- 1:09World is to create an authentic hunting
- 1:11experience. This isn't a boss rush, it's
- 1:14a hunting simulator. Everything here,
- 1:15from the environments to the abilities
- 1:17of the player character, to of course
- 1:19the monsters themselves, all exist to
- 1:20further this idea of hunting rather than
- 1:23fighting. There's a reason people get so
- 1:24upset when you refer to the monsters in
- 1:26these games as bosses. I mean, to be
- 1:28fair, that is kind of what they are, and
- 1:29it's an especially helpful
- 1:30generalization to people who haven't
- 1:32actually played Monster Hunter before,
- 1:33but I digress. There is a genuine
- 1:35distinction to be made, and nowhere is
- 1:37that distinction more apparent Hunter
- 1:39World. So, in a normal boss rush game
- 1:41like Fury, for example, you'd beat a
- 1:43boss, then just walk straight to the
- 1:44next one. There is no real in-between
- 1:46section here. On the opposite end of the
- 1:48spectrum is something like Hollow Knight
- 1:49Silksong. The bosses here are great, but
- 1:51they're only about 10 to 20% of the
- 1:53total game. For the vast majority of
- 1:55your time in Silksong, you'll be
- 1:56exploring, not fighting new bosses. Here
- 1:58are a few other games and where I'd
- 2:00place them so that you can get a better
- 2:01idea of how this scale [music] works. I
- 2:03want you to keep this spectrum in mind
- 2:05since you probably have your own
- 2:06personal preference for what an ideal
- 2:08ratio looks like. And crucially, none of
- 2:10the three Monster Hunter games we're
- 2:11going to talk about land in the same
- 2:13spot. For example, World is somewhere
- 2:15around here. While it's not a pure boss
- 2:17rush, the majority of your time in this
- 2:18game will be spent in combat. That
- 2:21authentic hunting experience from
- 2:22earlier is created in those in-between
- 2:24sections. I could keep describing it,
- 2:26but I think it would be easier to
- 2:27understand if we just went through an
- 2:28example. So, grab a weapon real quick
- 2:30and
- 2:31yeah, I get it. There are a lot of them.
- 2:33Don't worry. Here, write down weapons on
- 2:34this sheet of paper and throw it in the
- 2:36folder. We'll get to it later. For now,
- 2:37just pick one.
- 2:39Okay, got it? Great. Let's hunt a
- 2:40Rathalos. The quest begins and
- 2:42immediately you're faced with a problem.
- 2:44Open up the map and you'll notice that
- 2:45you're here, the subscribe button is
- 2:47here, and the boss you're supposed to be
- 2:48fighting is
- 2:50well, it's somewhere around here.
- 2:52Naturally, you've got no choice but to
- 2:54start hunting for it. You get it? Like
- 2:56the like the title of the This is done
- 2:58by searching the locale for evidence of
- 2:59the monster's whereabouts. You'll find
- 3:01scales that may have fallen off the
- 3:02monster or gashes on trees from its
- 3:04claws. This evidence will gradually lead
- 3:06you in the direction of the monster. And
- 3:07for newer fans of the series, it does
- 3:09something else particularly noteworthy.
- 3:11It allows you to create a mental image
- 3:13of what you may be faced with when you
- 3:14eventually encounter the boss. There's
- 3:16this slow intense build-up as you piece
- 3:18together what kind of creature you might
- 3:19be preparing to fight. Eventually, you
- 3:21collect enough evidence and either by
- 3:22coincidence or by your trusty scout
- 3:24flies pointing you in the right
- 3:25direction, you'll find yourself
- 3:27face-to-face with
- 3:30And now it's just a normal boss fight,
- 3:32right? Not quite. There are three things
- 3:34that make bosses in Monster Hunter
- 3:36different from a normal boss. While all
- 3:37three of these exist to some degree in
- 3:39all three of these games, the first two
- 3:41are heavily emphasized in World. So,
- 3:43we'll cover those first, too, and we'll
- 3:45get to the third a bit later. First are
- 3:46the environmental interactions. Dams
- 3:48will break causing a massive deluge of
- 3:50water to send both you and the monster
- 3:52flying off a cliff. Hanging crystal
- 3:53stalactites can be dislodged and dropped
- 3:55onto the monster's head. Even other
- 3:57monsters on the map can become a
- 3:58potential hazard as they might try to
- 4:00pick a fight with whatever you're
- 4:01currently hunting or you. This chaos
- 4:03defines Monster Hunter World though.
- 4:05There's an inherent lack of control and
- 4:07unpredictability in these encounters
- 4:09that make each one feel just a bit
- 4:10different from the last. I mean, in the
- 4:12Ancient Forest, the map that we're
- 4:13hunting Rathalos in, we can
- 4:17Don't worry, that's that's normal. This
- 4:19is the second thing that makes these
- 4:20[music] fights different from normal
- 4:21bosses. Duration. This obviously varies
- 4:24dramatically from game to game, but most
- 4:26boss fights in action games like this
- 4:28don't last that long. Monster Hunter is
- 4:30often compared to Dark Souls and that
- 4:31comparison makes the duration idea
- 4:33extremely clear. A fight in Dark Souls
- 4:35or other FromSoftware games lasts maybe
- 4:3790 seconds, after which either you or
- 4:39the boss has been folded like an omelet.
- 4:41In Monster Hunter, these encounters can
- 4:42last well over half an hour. Granted, if
- 4:44they do, you're probably doing something
- 4:46wrong, but on average, they're still
- 4:48around 10 to 15 minutes each, especially
- 4:50on your first few attempts. Part of this
- 4:52is because the fight doesn't take place
- 4:54in a single arena. As we saw earlier,
- 4:56monsters will run away from you, forcing
- 4:57you to chase them. They'll even get
- 4:59tired and leave the fight for a quick
- 5:00snack to restore their stamina. And when
- 5:02they're nearing the end of their HP
- 5:03pool, they'll retreat back to their nest
- 5:05to sleep and regain some health. And
- 5:07that's what an average hunt looks like
- 5:08in World. You enter an area, search for
- 5:10a monster, find it, fight it for a bit,
- 5:12chase it around, and eventually deplete
- 5:13its health down to zero. These two
- 5:15aspects really emphasize that feeling of
- 5:17hunting over fighting in the gameplay
- 5:19itself. Yet, World doesn't stop there.
- 5:21This goal of creating a hunting
- 5:22experience is the forefront of nearly
- 5:24every decision made in the game, for
- 5:26better and for worse. There are sections
- 5:28in this game where you're asked to
- 5:29search for a specific monster for hours.
- 5:32Mercifully, you don't have to do it all
- 5:33at once, but it is tied directly to
- 5:36story progression, and unfortunately,
- 5:38it's not a one-off thing. Multiple times
- 5:40throughout this game, you'll be forced
- 5:41to halt your progress and search for a
- 5:43new monster instead of fighting it.
- 5:45Furthermore, while the size of these
- 5:46maps was incredibly impressive back in
- 5:482018 when the game released, and
- 5:50honestly still is impressive today,
- 5:52traversing them is significantly less
- 5:54awe-inspiring. It can often take minutes
- 5:56from when you enter a quest to when you
- 5:57actually find the monster you're
- 5:59supposed to be fighting. And if you're
- 6:00particularly unlucky, the moment you do
- 6:02find them, they might simply run away to
- 6:05another area, forcing you to do even
- 6:06more cardio before you can start the
- 6:08boss fight. Other monsters interrupting
- 6:10you mid-fight is a cool spectacle the
- 6:11first few times, but after dozens of
- 6:13quests, it can get more annoying than
- 6:15exciting. Now, it is important [music]
- 6:16to note that this isn't all objective.
- 6:18There are countless people who find
- 6:20these turf wars to be just [music] as
- 6:21exciting a thousand hours in as they
- 6:23were the very first time they saw one.
- 6:25Yet, that isn't going to be everyone.
- 6:26This is why I mentioned that whole if
- 6:28you're not careful, it could ruin both
- 6:30this game and the series thing. I really
- 6:32can't stress this enough. Monster Hunter
- 6:33World is not a boss rush, and crucially,
- 6:36Rise and Wilds spend significantly less
- 6:39time on these in-between sections. If
- 6:41you tried World and thought, "Wow, the
- 6:42combat is great, but this tracking stuff
- 6:44is really annoying." Don't worry, that's
- 6:45exclusive to this game. Ultimately,
- 6:47while this heavy focus on the hunting
- 6:49experience isn't going to be for
- 6:50everyone, if it is for you, you're not
- 6:52going to find anything else quite like
- 6:55it. Now, in regards to the actual
- 6:56structure of the game and its story, all
- 6:58three of these games have a slightly
- 7:00different approach. World operates on
- 7:01the rule of tell, don't show. And no, I
- 7:03didn't say that backwards. World often
- 7:05wants to ensure that the player can
- 7:07clearly understand exactly what's
- 7:08happening at all times. And as a result,
- 7:11you'll often have these uninterrupted
- 7:12walking sections where you get the
- 7:13chance to appreciate the environments
- 7:15and sometimes the monsters as well. Most
- 7:17of the larger story sections of this
- 7:19game are handled like this, as is each
- 7:21introduction to new areas. Instead of
- 7:23tossing you in and asking you to explore
- 7:24yourself, they'll start by walking you
- 7:26through small parts and pointing things
- 7:28out to you. This approach, much like the
- 7:29hunting stuff from earlier, probably
- 7:31sounds like a nightmare to some, but I
- 7:32promise it's not that bad. I mean, it
- 7:35it's it's kind of bad. However, it acts
- 7:37as a solid contrast to the more intense
- 7:39and frantic combat. Speaking of the
- 7:40combat, that's the last big thing to
- 7:42cover here, and in my opinion, the most
- 7:44interesting aspect of the series. The
- 7:46combat in Monster Hunter is unlike any
- 7:48other game. Even within the series, each
- 7:50game has a distinct and clear style of
- 7:52combat. World is the slowest of the
- 7:54three, and that idea is reflected both
- 7:55in the player character and the
- 7:57monsters. There's a ton of commitment in
- 7:58this combat. You've got incredibly long
- 8:00windups and cool downs for your attacks,
- 8:02and while you can cancel most items,
- 8:04many of your combat animations force you
- 8:06to carefully and deliberately attack to
- 8:08ensure that you don't get caught in a
- 8:09bad spot way out. The dual blades are
- 8:11one of my favorite examples of this.
- 8:13It's by far the fastest weapon in the
- 8:14game, yet when you throw out your most
- 8:16powerful attack, you're locked in place
- 8:18for the entire duration of said attack.
- 8:20It's not just your strongest attacks,
- 8:21either. Practically every weapon in the
- 8:23game has this windup and cool down idea
- 8:25with their attacks. To really illustrate
- 8:27the difference between the level of
- 8:28commitment and speed in World, Rise, and
- 8:30Wilds, I'll use the exact same weapon as
- 8:32an example in all three games. This is
- 8:34the consensus, objective, and divinely
- 8:36mandated greatest weapon of all time,
- 8:38the switch axe. Hey, I don't make the
- 8:40rules. We, yes, all of us, heard the
- 8:42voice in the sky on October 13th, 2024,
- 8:44say that switch axe was the goat.
- 8:46Anyway, check this out. This is your
- 8:47sword gauge. It depletes when you use
- 8:49sword attacks. Don't worry too much
- 8:50about the details. If you're in axe mode
- 8:52and you try to use a sword attack while
- 8:54that gauge is below 50%, you'll be
- 8:56forced into this lengthy reload
- 8:57animation. Not only is this animation
- 8:59dangerously slow, but you can't cancel
- 9:01it. Once it starts, you have to stand
- 9:03there like a goofball until it's done.
- 9:05Because of this, if you swing wildly
- 9:06without a care in the world, you'll be
- 9:08heavily punished for it. Keep this in
- 9:10mind. We'll come back to it in the next
- 9:11two games. Due to growing up in a noisy
- 9:13environment, I struggle to sleep in
- 9:14complete and total silence. I've used my
- 9:16phone to play ambient noises in the
- 9:18past, but that drains the battery like
- 9:19crazy, the speaker isn't very good, and
- 9:21if you're not careful, you might get hit
- 9:23with a random YouTube ad while you're
- 9:24trying to sleep. All of this is why I
- 9:25use today's sponsor, the Mantra White
- 9:27Noise Machine, literally every night.
- 9:29I'd like to highlight three main
- 9:30benefits. First, the speakers are great.
- 9:32It's loud enough to drown out ambient
- 9:34noise from outside, but quiet enough
- 9:36that it doesn't keep you awake itself.
- 9:37Equally, it's got well over a dozen
- 9:39sounds that it can play along with
- 9:40volume that ranges from barely audible
- 9:42to drive your neighbors insane. Second
- 9:44is the size. It's super small, so I can
- 9:46easily throw it in my bag when I travel,
- 9:48and because you just plug it into the
- 9:50wall, I often forget it's even there
- 9:51with how low maintenance it is. Finally,
- 9:53my personal favorite part is the remote.
- 9:55The on off button is massive, taking up
- 9:57something like 50% of the entire thing.
- 9:59This makes it easy to press even when
- 10:00it's pitch black, and thanks to the
- 10:02design of the other buttons, you can
- 10:04easily operate this thing without having
- 10:05to see it. It's such a small design
- 10:07choice, but it's genuinely brilliant
- 10:08when you consider this thing is supposed
- 10:10to be used in the middle of the night.
- 10:11So, check out the Manta Sleep White
- 10:12Noise Machine by clicking on the link
- 10:14below and support the channel in the
- 10:15process. Much like the World section,
- 10:17we're going to begin by defining the
- 10:19goal of Monster Hunter Rise. To do so,
- 10:21however, we'll need a bit of context.
- 10:22You see, Rise was a game that was
- 10:24designed for the Nintendo Switch, a
- 10:25portable console. Because of this, Rise
- 10:27has a much more pick-up-and-play type of
- 10:29experience than World, similar to the
- 10:31older Monster Hunter games. No long
- 10:33cutscenes and no meticulous searching
- 10:35for the monster. Instead, this was a
- 10:36much more streamlined experience. The
- 10:38primary goal of Rise was to highlight
- 10:40and focus on the best parts of the game,
- 10:42the encounters with the monsters, and
- 10:43trim out basically everything else, for
- 10:45better and for worse. Now, Rise isn't a
- 10:48pure boss rush. You still have to
- 10:49traverse the maps, and the verticality
- 10:51in said maps, along with how fluid and
- 10:53intuitive the new movement system feels,
- 10:55makes doing so genuinely fun. But
- 10:57crucially, they also make it fast. Let's
- 10:59go through a quick hunt in this game so
- 11:01that you can see what it looks like when
- 11:02compared to World. This time, we'll
- 11:03fight an Agnaktor.
- 11:05Come on, boss. Just Just choose one. I I
- 11:07promise it doesn't matter right now. So,
- 11:09we enter the location, and right off the
- 11:10bat, you'll notice a simple yet
- 11:12fundamental difference to the hunt in
- 11:13World. Take a second and see if you can
- 11:15spot it.
- 11:19There are plenty of small changes. The
- 11:20UI is a bit different. There are these
- 11:22weird icons on the bottom of the screen
- 11:23that'll make sense later. There's a dog.
- 11:25The graphics are obviously completely
- 11:27different, but none of those are the
- 11:28change that I'm talking about. Remember
- 11:29how in World, the monster was missing?
- 11:31Well, here in Rise the monster is marked
- 11:33on your map from the very start of the
- 11:35hunt, every hunt. In fact, the entire
- 11:37tracking system as a whole has been
- 11:39removed. We simply take a look at our
- 11:40map, see that this is the guy we have to
- 11:42fight, and make our way over. Doing that
- 11:44last part is even quicker now, as well.
- 11:46Thanks to the Palamute, that
- 11:47aforementioned dog, you can zoom through
- 11:48these maps, quickly scale climbable
- 11:50walls, and even drift for some reason.
- 11:53On top of this, you've got access to
- 11:54great wirebugs that launch you across
- 11:56the map at blistering speeds, and normal
- 11:58wirebugs that you can use to easily
- 12:00ascend to the highest parts of the
- 12:01arena. All of this almost over-corrects
- 12:03that problem from World. In World,
- 12:05hunting for the monster could take so
- 12:06long that it might have ended up feeling
- 12:08tedious. Yet here, you can do it so fast
- 12:11that the in-between sections feel
- 12:12secondary to the rest of the experience.
- 12:14Remember that boss rush spectrum from
- 12:16earlier? Well, here's where I'd put
- 12:17Rise. Again, not a true boss rush, but
- 12:19it's getting close. I really can't
- 12:21stress this enough, though. Neither of
- 12:22these approaches are necessarily better
- 12:24than the other. It's just that they're
- 12:25so different that most people are going
- 12:27to have a clear preference towards one
- 12:29or the other. Ultimately, Rise is a game
- 12:31about getting to the best parts faster,
- 12:32and doing so with less commitment. That
- 12:34duration idea still exists here, and
- 12:36while bosses still take around 10
- 12:38minutes to defeat, hunts in Rise often
- 12:40end faster than those in World, purely
- 12:42because you spend less time doing this,
- 12:47and more time doing this.
- 12:56This trend of focusing on shorter, less
- 12:57committal sessions appears in the story
- 12:59as well. World focuses on a tell, don't
- 13:01show design, but Rise really leans into
- 13:03the opposite, show, don't tell. While
- 13:06World would stop you to explain [music]
- 13:07exactly what these ruins are and why you
- 13:09should care about them, Rise simply
- 13:11shows you and allows you to quietly
- 13:12contemplate what might have happened
- 13:14here, how, and why. There are no walking
- 13:16sections in this game. All of the
- 13:18exploration is done on your own. For a
- 13:19quick spoiler-free synopsis, the main
- 13:21antagonist in Rise is a horde of
- 13:23rampaging monsters that constantly try
- 13:25to attack the village that you call
- 13:26home. Your job is to stop this rampage
- 13:29both by hunting specific monsters in the
- 13:30normal maps and very occasionally
- 13:32participating in these more constricted
- 13:34intense rampage hunts. The latter sees
- 13:36you defend the village from the rampage
- 13:38directly, furthering that show don't
- 13:40tell idea. They don't explain how
- 13:41dangerous the rampage is. They instead
- 13:43throw a dozen monsters at you
- 13:45simultaneously and let you experience
- 13:46first hand just how important it is to
- 13:48stop them from reaching the village.
- 13:50Furthermore, there are ruins in the maps
- 13:52of Rise that stand as a constant
- 13:53reminder of what can and will happen to
- 13:55your own village if you fail in your
- 13:57quest. Now, everything that we've looked
- 13:59at so far has been relatively minor in
- 14:00the grand scheme of things. This last
- 14:02difference, however, is probably the
- 14:04single biggest reason why people prefer
- 14:06one of these games over the other. That
- 14:08difference is the combat. Rise has the
- 14:10fastest combat of the three games and
- 14:12it's not close. The wirebugs are the
- 14:13primary reason for this. These little
- 14:15guys are astonishingly versatile,
- 14:17allowing you to soar through the air,
- 14:18dash while on the ground, and execute
- 14:20countless different special moves called
- 14:22silkbind attacks with your weapons. That
- 14:24last one is especially important when
- 14:26comparing this game to the other two.
- 14:27The combat of Rise is by far the
- 14:29greatest strength of this game. Okay,
- 14:30grab that folder about weapons from
- 14:32earlier. We're finally going to go a bit
- 14:33in depth. So, a quick recap since I know
- 14:35there are going to be at least a few
- 14:36people who have never played a Monster
- 14:37Hunter game before. These are your 14
- 14:39weapon types. We're not going to go in
- 14:41depth on all of them since this video
- 14:42would probably have to be several hours
- 14:44long if we did. Instead, just know that
- 14:46each one of them is almost like a
- 14:47fighting game character. Check this out.
- 14:49This is a list of combo strings for just
- 14:51one of the weapons, the long sword.
- 14:53There are full multi-page long tutorials
- 14:55that you can find in game for this
- 14:56stuff. Equally, you can go on YouTube
- 14:58and see the tutorials for these
- 14:59individual weapons can be over half an
- 15:01hour long. This is great since it allows
- 15:03for near endless content. You can play
- 15:04something like the sword and shield for
- 15:06200 hours, feel as though you've
- 15:07mastered it, and then switch to the bow
- 15:09and get the very same feeling that you
- 15:11got 200 hours prior when you started the
- 15:13game. It really is an incredible system
- 15:15with a level of depth that I haven't
- 15:16really seen in any other game like this.
- 15:18Now, here's the key detail that I I want
- 15:20you to remember. Weapon complexity isn't
- 15:22exclusive to Rise. All three of these
- 15:24games have incredible depth with all 14
- 15:26weapons. Where Rise becomes borderline
- 15:28overwhelming lies in how this complexity
- 15:30increases exponentially with the
- 15:32introduction of those wirebugs from
- 15:33earlier and a new system called switch
- 15:35skills. The latter just lets you
- 15:37interchange attacks and combos. Now,
- 15:39these systems are truly outstanding,
- 15:40especially if you're a returning fan of
- 15:42the series. They allow for an insane
- 15:44amount of customization and personal
- 15:45expression that far surpasses what you
- 15:47can find in World and Wilds. Yet, at the
- 15:49same time, if you're a newer player and
- 15:51you don't even know what a charge blade
- 15:53is, then having the game toss this
- 15:54weapon in your hands and go, "Okay, do
- 15:56you want the axe hopper for an instant
- 15:57SAED, or would you rather use counter
- 15:59peak performance to fill your files?"
- 16:01You may rightfully respond with, "Files?
- 16:03I thought I already downloaded the
- 16:04game." Don't get me wrong.
- 16:06>> [laughter]
- 16:07>> That's one of the dumbest jokes I've
- 16:08ever written. Don't get me wrong, some
- 16:10new players are going to love this level
- 16:11of choice and customization, but plenty
- 16:13are going to look at a system this
- 16:14complicated and instead of going through
- 16:16the mental effort of learning
- 16:17everything, they'll just give up. That
- 16:19said, if you can manage to learn and
- 16:21master this combat and all of its ins
- 16:22and outs, it is, at least in my opinion,
- 16:25probably the best of the three. It's
- 16:26even got a level of verticality to the
- 16:28combat that's almost completely
- 16:29non-existent in the other two games.
- 16:31There are massive wave attacks that you
- 16:33have to jump over, and since plenty of
- 16:34monsters attack while on the ground, you
- 16:36can use wirebugs to avoid their swings
- 16:38and even quickly counter attack mid-air.
- 16:40On the topic of those monsters, after
- 16:42playing Rise, World almost feels like
- 16:44it's moving in slow motion. The monsters
- 16:46here are incredibly fast with countless
- 16:48follow-ups and combos that are meant to
- 16:49punish reckless counters and
- 16:50overextensions. As strong as the
- 16:52wirebugs and silkbind skills are,
- 16:54they're a limited resource. And because
- 16:56they can be used offensively for attacks
- 16:58and defensively for counters and
- 17:00evasions, you get this brilliant game of
- 17:02risk reward where you're forced to
- 17:03constantly ask yourself not merely if
- 17:05this attack will land and if you'll be
- 17:07safe during the cool down afterwards,
- 17:08but also whether or not you'll need that
- 17:10wirebug that you just used for whatever
- 17:12the monster does next. Okay, remember
- 17:14that commitment idea from earlier with
- 17:15the switch axe? Well, in Rise, similar
- 17:18happens when you try to use your sword
- 17:19while the gauge is under 50%. You get
- 17:21stuck in this lengthy reload animation.
- 17:23There's no real avoiding that. What you
- 17:24can do though is use wire bugs for a
- 17:26quick recharge skill that refills most
- 17:28of your gauge. You can't cancel out of
- 17:30this and it does cost one wire bug to
- 17:32use. So, there's still level of
- 17:33commitment and resource management.
- 17:35There's a balance here between giving
- 17:36the player more options and keeping that
- 17:38commitment based combat intact. The only
- 17:40caveat I'll give to all of this is that
- 17:42Rise's combat, while great, doesn't
- 17:44truly reach its peak until the Sunbreak
- 17:46expansion. But, that's well beyond the
- 17:48scope of this video. We've got to look
- 17:49at our third entry, the game that's
- 17:51getting its own expansion that we'll
- 17:52talk about later, the most recent
- 17:54Monster Hunter game, and perhaps the
- 17:56most divisive, Monster Hunter World.
- 17:58World is the most interesting entry here
- 18:00because on paper, it's easily the best
- 18:02one for newcomers and is arguably the
- 18:04best base game that we've ever seen.
- 18:06Yet, there are so many caveats and
- 18:08asterisks attached, making it nearly
- 18:09impossible to select this as my general
- 18:11recommendation. Even if, again, on
- 18:14paper, it should be. Much like the
- 18:15previous two games, we'll start with
- 18:17goals. What is World trying to do? Well,
- 18:20it's kind of like if World and Rise had
- 18:21a kid, but that kid didn't grow up in a
- 18:23challenging environment cuz its dad made
- 18:24so much money that it never really had
- 18:26to work hard. The kid looked up to both
- 18:27parents quite a lot and idolized them
- 18:28and wanted to be like both of them.
- 18:29Tragically, however, this idolization
- 18:31led to a failure to develop its own
- 18:32unique personality identity.
- 18:34Is that a weird analogy? World is the
- 18:35middle ground. In basically every way,
- 18:37this game aims to be a successor to both
- 18:39World and Rise at the same time while
- 18:42providing the most immersive and
- 18:43detailed environment of the three games.
- 18:45In my opinion, it does that pretty well.
- 18:47First, let's talk about the actual
- 18:49structure of the game. Unlike Rise,
- 18:51World brings hunting back. Yet, unlike
- 18:53World, that hunting is found more in the
- 18:55story than the gameplay. This might
- 18:56sound like they just show you a bunch of
- 18:58cutscenes, but that's not quite right.
- 19:00And what they choose to do instead is
- 19:01executed surprisingly well. There's this
- 19:03level of build-up and tension. Stakes
- 19:05feel higher than the previous two games
- 19:07and the monsters themselves feel far
- 19:08more threatening. While this may be a
- 19:10bit of a divisive statement, I think
- 19:11there's a pretty strong argument to be
- 19:13made that Wilds has the best story out
- 19:15of these three games. It's also the one
- 19:17that focuses on said story the most by
- 19:19far. Crucially though, the actual
- 19:21mechanics that create that feeling like
- 19:22you're tracking down some elusive
- 19:24supernatural creature do not exist in
- 19:26the gameplay here. Much like Rise,
- 19:28monsters are marked on your map, and
- 19:29taking that streamlining even further is
- 19:31the fact that your new mount, the
- 19:33Walmart brand Palimute, also known as a
- 19:34sacred, can instantly taxi you to every
- 19:36monster in the game with the press of a
- 19:38button. Going back to that boss rush
- 19:40spectrum one final time, we can see that
- 19:42Wilds is actually the closest to a pure
- 19:44boss rush. There's almost nothing in
- 19:46between you and the boss fights. This is
- 19:48why those story sections are so
- 19:49important. You see, while Wilds doesn't
- 19:51have the hunting mechanics of World, it
- 19:53does create these moments and sequences
- 19:55that are far better than nearly any of
- 19:57the scenes in World and Rise. For
- 19:58example, you'll start investigating a
- 20:00specific monster in the story, later
- 20:02find out that the one monster that you
- 20:03think you've been tracking is actually a
- 20:05horde of them. Said horde will destroy
- 20:07your camp, break into a nearby village,
- 20:09and cause untold destruction. Then the
- 20:10leader of that horde will effortlessly
- 20:12dispatch an early game monster that took
- 20:14you anywhere from five to 10 minutes to
- 20:15defeat in a single attack, toss its body
- 20:18at you, and begin the hunt in the middle
- 20:19of a thunderstorm so intense that you
- 20:21can barely see more than a dozen feet in
- 20:23front of you. Sequences like these are
- 20:24so impactful because unlike the previous
- 20:27two games, they clearly show us why
- 20:28these monsters are so dangerous in real
- 20:30time. In Rise, you knew you had to stop
- 20:32the rampages because one day it could
- 20:34destroy your home. In World, you had to
- 20:36stop Zorah Magdaros because it was going
- 20:38to ruin the ecosystem. Here though, the
- 20:40monsters do reach the village. Lives are
- 20:42in danger right [music] now. It creates
- 20:44a much greater sense of urgency than the
- 20:45previous two games. Naturally then, it
- 20:48makes sense that the story is a major
- 20:49focus in Wilds. The characters are
- 20:51orders of magnitude more complex than
- 20:53previous games. Now, to be clear, these
- 20:55are not the greatest written characters
- 20:57in fiction. They're anywhere from
- 20:58mediocre to slightly above average. But
- 21:00by Monster Hunter standards, they may as
- 21:02well be written by Pulitzer Prize
- 21:03winning authors. The narrative itself is
- 21:05solid, has reasonably meaningful themes
- 21:07and ideas, and is generally paced pretty
- 21:09well outside of the walking sections
- 21:11from World that returned because exactly
- 21:12zero people asked for them. Seriously,
- 21:14Capcom, please don't put these in the
- 21:15next game. The best part of the writing
- 21:17in the story in Wilds is the lore.
- 21:19Monster Hunter lore has always been
- 21:20fascinating, but Wilds is the only game
- 21:22of the three that really leans heavily
- 21:24into that lore, even in its main story.
- 21:26There are some shocking reveals here,
- 21:28especially later in the game.
- 21:29Furthermore, there are some concepts
- 21:31that I found myself thinking about for
- 21:32months after finishing the game. They
- 21:34were just that interesting.
- 21:35Paradoxically, however, a large part of
- 21:37why some of these lore reveals worked so
- 21:39well for me personally was because I had
- 21:41context from previous games in the
- 21:43series. That's something to consider if
- 21:45you're going in purely for the lore,
- 21:46which I recognize as an extremely small
- 21:48number of people. Most people who are
- 21:50interested in Monster Hunter are here
- 21:52for the combat. Continuing this
- 21:53middle-of-the-road trend, the combat in
- 21:55Wilds is faster than World, but slower
- 21:57than Rise. Wirebugs were removed,
- 21:59causing the combat to feel a fair bit
- 22:00slower and more grounded, literally.
- 22:02Switch skills as well also aren't
- 22:04included in this game, presumably to
- 22:06simplify things for newer players.
- 22:07However, a ton of those special wirebug
- 22:09attacks from Rise return here with
- 22:11slightly watered-down versions. Equally,
- 22:13most of the switch skills are back, too.
- 22:15Check this out. These are two switch
- 22:16skills for the switch axe in Rise, and
- 22:18here are the same attacks in Wilds. Now,
- 22:20instead of having to choose between the
- 22:22two each time you go out on a hunt, you
- 22:23can simply use either one at any time
- 22:25depending on the situation. Where this
- 22:27really gets interesting, though, is the
- 22:28fact that most silkbind attacks are just
- 22:31normal moves now. Both the spiral slash
- 22:33and demon flight skills are accessible
- 22:35through the new focus strike system.
- 22:36See, here's a side-by-side. The attacks
- 22:38are nearly identical, and the new
- 22:39perfect dodge is extremely similar to
- 22:41the shrouded vault silkbind attack.
- 22:43Crucially, these new watered-down
- 22:44silkbind attacks are exactly that, more
- 22:46grounded and weakened versions of their
- 22:48Rise iterations. Yet, this should give
- 22:50you a good idea of why I say that the
- 22:52combat feels like a mixture between
- 22:53World and Rise. It's far less vertical
- 22:55than Rise and a bit less over the top,
- 22:57but it does retain a lot of the things
- 22:59that made the combat in Rise so much fun
- 23:01without completely removing the more
- 23:03grounded combat that existed in World.
- 23:04This trend continues with the speed of
- 23:06the monsters as well. Much like the
- 23:07player character, the monsters are
- 23:09faster than World and slower than Rise,
- 23:11once again creating that middle ground.
- 23:13Yet, there does exist one key difference
- 23:15in the combat outside of this middle
- 23:17ground idea. It's something that I think
- 23:18is especially important for newer
- 23:20players. So, if you fall into that
- 23:21category, lock in. Wilds has more safety
- 23:24nets than any previous Monster Hunter
- 23:25game. How about we look at that Switch
- 23:27Axe example from the previous two games?
- 23:29What happens when you try to use a sword
- 23:30attack at less than 50% here? Well, you
- 23:32still get that same slow and clunky
- 23:34reload animation.
- 23:36Oh, I I guess you can just cancel it
- 23:39now. In fact, this is the case with most
- 23:40of the commitment in Wilds. Despite
- 23:42being slower than Rise, the level of
- 23:44commitment here is far lower than both
- 23:46Rise and World. Longer attacks that used
- 23:48to lock you into one specific animation
- 23:50can now be canceled early. The biggest
- 23:52change, of course, is focus mode, a new
- 23:54mechanic that allows you to freely and
- 23:55precisely aim all of your attacks. Now,
- 23:57remember way back in the World section
- 23:59when I said there were three things that
- 24:00make Monster Hunter bosses different
- 24:02from normal bosses in other games? This
- 24:04is the third. Targeting specific parts
- 24:06to alter the fight. My favorite example
- 24:08of this is an old gen monster called
- 24:09Tetsucabra. This monster can pull
- 24:11massive boulders out of the ground with
- 24:12its tusks, but if you break those tusks,
- 24:15the boulders will be significantly
- 24:16smaller and less dangerous. This is
- 24:18something that exists in plenty of
- 24:19monsters. You can cut tails to lower the
- 24:21range of tail swings. You can break
- 24:23harder parts of a monster's armor to
- 24:24expose it to more damage. And for a lot
- 24:26of the bigger fights in the late game,
- 24:28you'll need to target specific parts to
- 24:30prevent some kind of ultimate attack.
- 24:31This was a rather precise and careful
- 24:33task in games before Wilds. And while
- 24:35focus mode doesn't fully remove the
- 24:37importance of meticulous spacing and
- 24:38positioning, it heavily lessens their
- 24:40significance. This is an interesting
- 24:42change, since [music] whether or not it
- 24:43matters to you is going to be almost
- 24:45entirely subjective. This kind of design
- 24:47is great for newer players who struggled
- 24:49in previous games due to the more
- 24:50restrictive nature of the combat. Now,
- 24:52if you make a mistake and use an attack
- 24:54that's unsafe, you can cancel it before
- 24:55getting hit. You'll never have to worry
- 24:57about missing an attack either thanks to
- 24:59focus mode. Yet, at the same time, that
- 25:01commitment was a large part of what made
- 25:02Monster Hunter's combat so unique in the
- 25:04first place. There's way more to this,
- 25:06but honestly, you could make entire
- 25:08videos on this subject alone. In fact,
- 25:10plenty of people, including myself,
- 25:12already have. For players just looking
- 25:13to compare these three games though, the
- 25:15most important idea to take away is that
- 25:17in terms of speed from fastest to
- 25:19slowest, the games are Rise, Wilds,
- 25:22World. And from least commitment to
- 25:23most, it goes Wilds, Rise, World.
- 25:26Lastly, I'd like to include a topic that
- 25:28I'd call wildcard details. First, I want
- 25:30to briefly touch on the environments of
- 25:32Wilds. This is a smaller thing that's
- 25:33not really going to matter to a lot of
- 25:35core fans of the series, but the level
- 25:37of detail here is so high that it would
- 25:38feel strange to completely ignore it. If
- 25:40you're the type of player who enjoys
- 25:41games with a ton of detail where you can
- 25:43walk around and photograph different
- 25:45things or just observe the environment,
- 25:46then that might actually be something
- 25:48worth considering when comparing these
- 25:50three, since Wilds is by far the best at
- 25:52that, and it's really not close. Next,
- 25:55remember how I said on paper Wilds is
- 25:57probably the easiest game to recommend?
- 25:59Well, let's get to those asterisks. On
- 26:00the negative side of things, if you're
- 26:02on PC, Wilds might not run for you. The
- 26:05game has gotten plenty of performance
- 26:06patches, and the sentiment seems to be
- 26:08pretty positive at this point. Even
- 26:09still, please do your own research. I
- 26:12played the game on console, and I never
- 26:13had a serious problem with performance,
- 26:15but I can't personally speak on how the
- 26:17PC version performs right now. There are
- 26:19also the expansions. Wilds has one on
- 26:21the way. It'll get here sometime next
- 26:23year, and by the time this video is out,
- 26:25even have a release date. World and Rise
- 26:27already have expansions. This can be
- 26:28both a positive and negative. With an
- 26:30expansion likely comes a more active
- 26:32community, and considering these games
- 26:34can be well over 100 hours long if you
- 26:35aim to complete all of the content in
- 26:37them, now might be the perfect time to
- 26:39jump on Wilds depending on your schedule
- 26:41and how much time you have to play
- 26:42games. The negative for Wilds here is
- 26:44twofold. First, the expansion might be
- 26:46bad. Granted, this is the equivalent of
- 26:48going LeBron might fall off next season
- 26:50in 2016, but it's not totally
- 26:52impossible. Second and more importantly,
- 26:54Rise and World have more than twice as
- 26:56much content as Wilds [music] does if
- 26:58you include their expansions. This won't
- 27:00be true forever, yet it is true right
- 27:02now and it's something to keep in mind.
- 27:04Okay, so with all of the context out of
- 27:05the way and with a detailed explanation
- 27:07of the three options, which one is the
- 27:09best? Well, this is the easiest part
- 27:11since if you've been paying attention,
- 27:12you probably already have your answer.
- 27:14My personal answers are going to vary
- 27:16depending on who exactly I'm
- 27:17recommending the games to. So, I'll
- 27:19break them into groups along with my
- 27:20recommendations. Now, of course, you
- 27:22might fall into one of these groups and
- 27:24still find yourself leaning towards a
- 27:25different game than the one I recommend.
- 27:27That's totally fine. Don't just blindly
- 27:29listen to me. If I wanted you to do
- 27:30that, I would have just said Rise at the
- 27:32start and ended the video without giving
- 27:33any details or evidence. All right,
- 27:35here's the list. If you're totally new
- 27:36to the series and all three games are on
- 27:38sale, I'd recommend starting with World
- 27:40over Rise since I think World is a bit
- 27:42easier to get into due to its
- 27:43simplicity. If the games aren't on sale,
- 27:45I'd actually recommend starting with
- 27:47Wilds over World and Rise. The
- 27:49difference in price is relatively low
- 27:50and Wilds was literally designed with
- 27:52the idea of appealing to newer players.
- 27:54If you've played these games before, but
- 27:56stopped at some point before 2015, start
- 27:58with World. Maybe Rise if you think the
- 28:00over-the-top combat looks particularly
- 28:02fun. If you've only played Rise or
- 28:03World, you'll probably like Wilds. And
- 28:05if you've only played Wilds, choosing
- 28:07between World and Rise is like picking
- 28:08your favorite color. It's entirely
- 28:10personal preference. Regardless of which
- 28:12one you choose, I can't stress this
- 28:13enough. You really can't go wrong. All
- 28:15three of these games are fantastic and
- 28:17stand as paragons of what this medium is
- 28:19capable of when it comes to combat, boss
- 28:21fights, and just generally unique
- 28:22experiences. Really, these games are
- 28:24truly special and mean quite a lot to
- 28:26both myself and practically all of the
- 28:28fans of the series. [music] And
- 28:29hopefully, once you play them, you'll
- 28:31understand why. Speaking of things that
- 28:33would mean a [music] lot to me, you can
- 28:34purchase all three of these games
- 28:35through my affiliate program to help
- 28:37support the channel. Listen, I got to
- 28:38keep the lights on somehow.
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