Monster Hunter Rise: Sunbreak Review
About three years ago, Capcom released the Iceborne expansion for Monster Hunter: World, which was a critical and commercial success for the Japanese company. Many fans found the Iceborne expansion to be the pinnacle of the series, adding in so much new content and mechanics that it felt more like a new entry instead of just more quests.
Fast forward three years later, and Capcom’s next Monster Hunter expansion, Sunbreak, is here, but this time for the Switch/PC exclusive Monster Hunter Rise. Comparing these two expansions might not be fair, as Rise and World are two very different games, but still, it’s hard not to, especially since Rise was built off of World’s quality of life features that make both games so approachable for newcomers.
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For anyone that’s played Iceborne, the contents of Sunbreak aren’t too different. There are returning monsters to hunt that come from classic Monster Hunter games, as well as brand-new monsters like Garangolm and the flagship monster, Malzeno.
There’s a new hub area called the Elgado Outpost, which is a bit smaller than Kamura Village, but still gives players plenty to do. And, of course, the new Master Rank quests are added, giving hunters a challenging array of missions to complete to see how the story plays out.
However, even with the dozens upon dozens (or even hundreds) of hours that players can spend with Sunbreak, it doesn’t feel as grand or purposeful as Iceborne. It doesn’t have as many new monsters as it should, and a lot of the quests, especially the early ones, involve hunting monsters players have already fought against in the base game.
Even when players roll credits and continue in the Endgame, there are a lot of repeated monsters on the hunting list. There are some quests later on that players can unlock called Anomaly Quests, and the target monsters are afflicted…