
No need to guess what kind of mission objectives you're after, as now they're simply marked on the map. There is no sudden realization that you forgot to pack your essentials or picked the wrong gear, radial menus from World give immediate access to any item at your fingertips and the inventory space doesn't need to be cluttered with pickaxes or nets. The game is leaning towards the convenience of game play rather than the tediousness of surviving in harsh lands. Quality of life improvements have been inherited from Monster Hunter World and are expanded upon. This way you can become more familiar with the map, learn routes that suit you best, and find some helpers that'll help you out! For arena type quests, you get a single permabuff bird that boosts all your stats to the max. On the other hand, if you like to explore and/or gather resources efficiently along the way, then this is a case of killing two birds with one stone. It's a polarizing mechanic, since some might see it as a waste of time, but I would say that considering the game is on the easier side, there's no need to gather them if you don't feel like it. To encourage area exploration a permabuff system was introduced: collect 4 types of different birds that reside throughout the map to permanently boost your character's stats for the rest of the current quest's duration, even after a K.O. On top of that, great wirebugs can be placed in preset locations as a way of faster ascension or travel. If it's not the edge of the map or an immediate hazard, then chances are you'll be able to climb it and explore it! The first area of the game demonstrates this well by having steep cliffs right in the center of the map.

The new wirebug system enables seamless wall climbing and quick jumping across large gaps. Within the first couple of hours, you'll likely see most of the maps the game has to offer, but so far these are the most vertical locales I've seen in an MH game. When it comes to area design, RISE goes for quality over quantity. Joining mid-quest is not problematic either!


Now the party organizing is made more simple and fast via the Hunter Connect system.

There are no asinine quest join restrictions like in World, where you had to see a cutscene before other players could join. Good StuffIf you're looking for a MONSTER HUNTER game that can be played in Co-Op from the get-go, then you've hit the jackpot! Aside from a couple of urgent Village quests, most of the game resides in the Hub area, which is available right from the start.
