Monster Hunter Rise

The Series Learns to Move

by CAPCOM Co., Ltd.

Action gameSteamSwitchPlayStationXbox$39.99

Reviewed by the Rankeno Action DeskUpdated Oct 2026

Monster Hunter Rise is an Action game for Steam, Nintendo Switch, PlayStation and Xbox. Buy it with Sunbreak, or don't bother. It scores 8.0 out of 10 — Great.

8.0Great#340 of 785 Action games

How it scored How we score

  • Design8.0
  • Innovation8.5
  • Value8.5
  • Utility7.5

Each of the four criteria is scored out of 10. The headline score is our editorial verdict across them — weighing all four rather than taking an arithmetic average — and every review publishes the breakdown so you can see where the verdict came from.

How this score compares with every review we publish — Score atlas.

In one line

Rise is the most fluid, least hostile Monster Hunter yet — a real mechanical reinvention wrapped around a base game that runs out of teeth early.

Released Jan 12, 2022

The verdict

Buy it with Sunbreak, or don’t bother.

What we liked

  • The Wirebug is a legitimate mechanical reinvention, not a gimmick
  • Palamute + streamlined prep eliminate decades of accumulated friction
  • All 14 weapon types meaningfully deepened by Silkbind moves
  • Best-in-class onboarding — finally approachable for newcomers
  • Exceptional art direction and monster design
  • A game of this scope running well on Switch is an achievement

What could be better

  • Base game's endgame is thin and too easy without Sunbreak
  • Rampage quests are a structural misfire
  • Story is perfunctory even by series standards
  • PC port launched feature-poor with no cross-save from Switch
  • Wyvern Riding becomes rote repetition after the first dozen hunts
  • Switch version's visual compromises are obvious on a TV

Pricier than 88% of the 732 Action games we price-check.

Is it for you?

Best for

  • Lapsed or curious hunters who bounced off the series' historical hostility — this is the friendliest door the franchise has ever built.
  • Combat-systems obsessives who want a movement-and-resource puzzle with 14 distinct solutions and a long mastery curve.
  • Commuters and handheld players — short, self-contained hunts on Switch is close to a perfect portable format.
  • World veterans looking for speed rather than spectacle, who can accept a smaller world in exchange for a faster one.

More reviewed in Action

Overview

Capcom has spent two decades making a game that actively resents you. That’s not an insult — it’s the design. Monster Hunter has always been about friction: the committed animation you can’t cancel, the long walk back to a monster that fled two zones over, the crafting economy that demands you kill the same Rathalos over and over because the tail carve rarely drops. The series’ devotees don’t tolerate that friction. They want it. It’s what makes the eventual mastery feel earned rather than granted.

Then Monster Hunter: World happened, reached a vast new audience, and permanently changed the calculus. Suddenly the audience wasn’t a few million Japanese PSP owners trading save data on trains. It was everyone. Rise is Capcom’s answer to the question of what comes next — and it’s a fascinating one, because Rise is not World’s sequel. It’s World’s counterargument.

Where World was a lavish, cinematic ecology simulator built to impress people watching over your shoulder, Rise is built for the Nintendo Switch and for the pocket. It’s faster, lighter, structurally simpler, and — this is the important part — it moves. The Wirebug system, a rechargeable grappling resource that grants aerial mobility, wall-running, and a suite of new attacks called Silkbind moves, is the most consequential mechanical addition the series has made since the transition to 3D. It doesn’t tweak the combat. It rewrites the vocabulary.

The setting reinforces the pivot. Kamura Village is a feudal-Japan-and-ninja fantasy — bright, warm, hand-crafted, aggressively charming — and the antagonist wyvern Magnamalo is a hellish purple-and-gold thing that looks like a samurai’s nightmare. It’s a deliberate retreat from World’s naturalistic dinosaur-documentary register into something closer to folklore.

Market positioning is straightforward: this is the accessible on-ramp. Critical consensus sits in the mid-80s on Metacritic, and the game has held its audience well in the years since its January 2022 release. The critique embedded in that reception is consistent and worth taking seriously: the base game is too easy, and it ends too soon.

Key features

  • The Wirebug: Two (later three) rechargeable grapple charges that fuel vertical traversal, wall-running, mid-air course correction, and Silkbind attacks — weapon-specific special moves bolted onto every one of the 14 weapon types. It functions as both a movement system and a combat resource, and the tension between spending charges on escape versus offense is the single best design decision in the game.
  • Wyvern Riding: Stagger a monster enough and you mount it, gaining direct control — including the ability to steer it into another monster and detonate the collision for massive damage. It converts the series’ chaotic turf wars from spectator events into player tools.
  • The Palamute: A rideable canine companion that eliminates the walk. You auto-path across the map, sharpen your blade in the saddle, and arrive at the fight in seconds. Alongside the returning Palico support cat, it’s the quality-of-life fix that makes the whole loop breathe.
  • All 14 Weapon Types: Every series weapon returns with its own moveset, skill tree, and Silkbind additions — from the Great Sword’s charged-commitment chess match to the Insect Glaive’s aerial kit, which the Wirebug turns genuinely absurd.
  • Rampage Quests: Tower-defense sieges where you install ballistae and cannons along a gate and repel waves of monsters. The most ambitious structural experiment in the package, and the least successful.
  • Sunbreak: The Master Rank expansion, adding new monsters, new locales, and the difficulty ceiling the base game never built.

Analysis

The Gameplay Loop

The core loop is unchanged and remains one of the finest in games: accept quest, track monster, study its telegraphs, punish its recovery frames, break its parts, kill it, carve it, wear it, repeat against something harder. What Rise changes is the tempo of every step around the fight.

Preparation used to be a ritual. Now it’s a menu. Loadouts persist, item radial menus are configurable, and Kamura’s supply of gathering hub NPCs collapses what was once a long stretch of prep into moments. Traversal used to be an exercise in patience. Now the Palamute sprints you across seamlessly connected maps while you sharpen mid-ride. Getting knocked down used to mean eating a full combo on the floor; Wirefall — a Wirebug-powered recovery — lets you cancel the stagger and reposition.

Every one of these is a subtraction of friction, and every one of them is defensible in isolation. Collectively, they change what the game is. Rise is a combat game with a light exploration layer. World was an exploration game with combat in it. Which you prefer is a matter of temperament, not correctness — but be clear-eyed that you’re picking a side.

The Wirebug Changes Everything

Here’s where Rise earns its place. The Wirebug isn’t a traversal gimmick with a combat mode attached. It’s an economy.

You have two charges on a staggered recharge timer. Spending one to close distance means you don’t have one to escape a Rathalos dive. Spending both on a big Silkbind opener means you’re grounded and committed for the next several seconds. The best hunters in Rise aren’t the ones with the tightest dodge timing — they’re the ones managing a resource curve in their head while a 40-foot monster tries to eat them.

The genius is how it interacts with the existing weapon design. The Long Sword already had a counter-centric identity; Silkbind Sakura Slash extends it into a full offensive parry loop. The Hunting Horn, historically the game’s most self-sacrificial support weapon, got its song system streamlined and a Silkbind move that turns it into an actual bruiser. The Wirebug doesn’t homogenize the roster. It gives each of the 14 weapons a new sentence in its own dialect.

Wyvern Riding is more of a mixed result. Slamming Magnamalo into a Tigrex is spectacular the first time — the second-best “did you see that” moment the series has produced. By hunt fifty, it’s a damage-optimization step you execute on autopilot, and its frequency means many High Rank hunts are punctuated by a mandatory minute of watching a monster you’re not really fighting.

Where It Runs Thin

Two failures, and they’re related.

The Rampage quests are the clearest misfire. Tower defense is a genre about denying enemies space and time. Monster Hunter is a genre about entering an enemy’s space on their timeline. Bolting them together produces something that satisfies neither: you spend the fight running to installations, mashing a cannon, and watching a health bar you barely influence. Capcom noticeably de-emphasized the mode in Sunbreak. Read that as the correction it is.

The bigger problem is the difficulty curve — or rather, the fact that at launch there wasn’t much of one. The base game’s High Rank endgame was thin, the story wrapped up abruptly, and the sheer power of Wirebug-enhanced movesets meant veteran hunters could tear through content designed to be a wall. Post-launch title updates helped. Sunbreak actually fixed it, introducing Master Rank monsters with the aggression and recovery-frame discipline required to make Wirefall a meaningful decision instead of a free escape.

This creates an unusually clean purchasing recommendation: the base game is a superb extended combat tutorial for the real game, which is the expansion. Buying Rise without Sunbreak today isn’t a mistake exactly, but it’s leaving the actual game on the shelf.

Onboarding

Rise is the first Monster Hunter you can hand to a friend without a two-hour verbal appendix. Tutorials are contextual, the Buddy system handles the parts of preparation that used to be homework, and the map no longer requires you to memorize zone connections. There’s still real depth in the skill-and-decoration system — Rise’s is cleaner than World’s, if slightly less expressive — but the wall at the front door is gone. That’s an achievement, not a compromise.

Visuals & performance

The art direction is the quiet triumph. Kamura’s woodblock-print palette, the lantern-lit night maps, the Shrine Ruins’ moss and stone — it’s a coherent aesthetic that doesn’t depend on polygon budgets to land. Monster design is exceptional across the roster; Magnamalo in particular is a great creature, all hellfire and armored menace.

Technically, the two versions tell different stories. On Switch, Rise is a small engineering marvel: a game of this scope running at all on the console is an achievement, and the RE Engine build is clearly tuned for stability over fidelity. That trade shows on a TV, where texture resolution and draw distance fall short. On PC, it’s uncapped, sharp, and light on hardware by the standards of its genre — but the launch port was bare. Limited graphics options, no cross-save with Switch, and a general air of minimum viable effort. Patches addressed much of it. The absence of Switch-to-PC save transfer at launch stranded hunters with deep existing files, and that stings more than any missing shader toggle.

The UI is functional and dense — improved over past entries, still guilty of burying important information three submenus deep. The item radial is excellent. The equipment crafting screens are not.

Platform nuances

Nintendo Switch is the version Rise was designed for, and it shows in the pacing. Hunts are engineered to be finished in a single sitting, which makes this an extraordinary commute or couch game. Local wireless multiplayer is a genuine advantage of the platform. The compromises are real, though: the Joy-Con stick is not a precision instrument for camera control, target-lock is doing more work than it should, and playing docked on a large display exposes texture work that reads fine on the small screen.

Steam is the enthusiast version. High framerates flatter Rise’s speed enormously — Wirebug combat is categorically better with headroom to spare. Mouse-and-keyboard is serviceable but not recommended; camera-plus-14-weapon-movesets is a controller design, full stop. Online co-op is more populated on PC, and mod support is a real advantage for anyone who wants to fix the UI themselves. The trade: no handheld play, and the Switch’s local-play social dimension is gone.

If you’re buying today with no existing save, buy it on Steam. If you already have a deep file on Switch, know that it doesn’t come with you.

Final verdict

Monster Hunter Rise is the rare sequel that argues with its predecessor and wins on points. The Wirebug is the most interesting thing to happen to this combat system in twenty years — a resource economy layered onto a game that was already about resource management, executed with enough weapon-specific care that all 14 movesets came out deeper rather than flatter. The friction Capcom removed was mostly friction that never needed to exist.

What it lacks is a ceiling. The base game gives you a magnificent instrument and then hands you sheet music that’s too easy to play. Rampage quests were the wrong answer to the right question about structural variety. The story is a shrug. The PC port arrived undercooked and only partly recovered.

Sunbreak resolves the central complaint so thoroughly that it changes the recommendation rather than merely improving it. Master Rank monsters hit hard enough and recover fast enough to make Wirebug management a genuine skill test, which is what the system deserved from the start.

We recommend the bundle without hesitation: play it on Steam if you’re starting fresh, on Switch if portability matters more than pixels. Then give it thirty hours before deciding whether it’s a step down from World — because it isn’t a step down. It’s a step sideways, and sideways turns out to be exactly where this series needed to go.

Reviewed by the Rankeno Action Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Quick facts

Developer
CAPCOM Co., Ltd.
Released
Jan 12, 2022
Price
$39.99
Genre
Action
Metacritic
86

Questions about Monster Hunter Rise

Is Monster Hunter Rise worth it?

Monster Hunter Rise is the rare sequel that argues with its predecessor and wins on points. Our editors scored Monster Hunter Rise 8.0 out of 10, which puts it in our Great band.

Why does Monster Hunter Rise score 8.0 out of 10?

With a score of 8.0 out of 10, Monster Hunter Rise lands in our Great band. Innovation is its strongest category at 8.5 out of 10. Utility is the weakest at 7.5.

What do our editors like most about Monster Hunter Rise?

The Wirebug is a legitimate mechanical reinvention, not a gimmick. Palamute + streamlined prep eliminate decades of accumulated friction.

What do our editors say is Monster Hunter Rise's biggest weakness?

Base game's endgame is thin and too easy without Sunbreak. Rampage quests are a structural misfire.

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