Monster Hunter: World

Monster Hunter: World

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LoonyToons Dec 14, 2023 @ 6:34am
World or Rise??
So I'm a MH virgin/noob whatever you want to call me but I'v never played or heard of MH before last year (Yes saw the film looked great and i googled if there is a game it was based on). I noticed there is 2 "current" MH games and wondered which is better and for what reasons.

Which is better for a noob that has completely zero knowledge about the game and is looking for something different from the slowly stale market of rpg's, open world games?

Can I play this solo without any major limitations towards mid/end game stuff (Pre-Expansion)?


I have read that World gives people some OP Armour to start with but I wouldn't be using it as from what I have read it was added to help get players to the expansion (Similar to the Current WoW character boost).
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Showing 1-15 of 32 comments
Suzaku Dec 14, 2023 @ 6:42am 
Either game will work for a first-timer, though I consider World to be superior in almost every regard, and Rise to have its own share of problems so bad that I can't honestly recommend it.

Yes, you can play the entire game solo. In fact, I recommend it so that you can learn how to handle yourself in a hunt. Multiplayer is fun, but nobody wants to be the guy that dies 3 times in 5 minutes and ruins the hunt for everyone else.

Yes, avoid the guardian armor and defender weapons. You'll have a much fuller experience advancing through the game as was originally designed.
The author of this thread has indicated that this post answers the original topic.
Salok Dec 14, 2023 @ 6:56am 
Found this detailed guide here that could help with your decision making : https://steamcommunity.com/sharedfiles/filedetails/?id=2912359664
Pegarex Dec 14, 2023 @ 8:12am 
Both games play well solo, World has a few monsters designed around groups, but even they can be solo'd if your mad enough to try. IMO, without expansion, world wins in every level, but things get complicated when if you also want expansion, I think rise/sunbreak pulls ahead. As a fair warning, my favorite part of basically any game is the endgame, I know most gamers don't really have an interest in playing the same game for a few hundred hours, so if you don't really care about that, the next paragraph is probably the only one you'd care about.

World looks prettier with more interesting map locations. Rise (with sunbreak) is more forgiving at first, with what I personally believe has the harder/more satisfying end game. Both have a large list of monsters to fight, Rise probably has more variety but World has more cinematic fights. World and iceborne both have a story attached, which isn't super in depth and kinda just explains why we are killing monsters, but it's at least there. Rise doesn't have one, but sunbreak tries telling a story again, but with even more vague-ness.

~~Endgame comparison~~
Word's endgame are investigations, which are basically randomly generated quests, so randomized target, time conditions, other present large monsters, and the monsters eventually become "tempered" which means more powerful, but imo weren't enough of a power creep. Like, after fighting elder dragons, which are supposed to be the big cats of the game, you are asked to fight a super buff chipmunk... sure its harder than a normal chipmunk, but its still a chipmunk. Your rewards are weapon augments and decorations, weapon augments are randomly generated from faystones imo weren't that strong, and decorations are your bread and butter for build crafting.

The iceborne expansion adds the guiding lands as an end game system, and the base games investigation system gets grandfathered in with rewards changed. Guiding lands was a fun place to hang out, as its a zone where all monsters in the game can appear. Each zone can be leveled up which introduces more monsters into the roster, until tempered monsters start to appear, but once you reach a total 14 levels (which is enough to max out 2 zones), leveling a zone will start to de-level others, but leveling will be greater than the levels lost. The monsters in the guiding lands drop unique parts for weapon augmentation, removing a lot of the randomness from the system, and investigations are exclusively for decorations. IMO something that really hindered my experience was that the weapon and armor balance are a bit out of wack. There is a monster who have the defacto best in slot weapon who is available pretty shortly after the iceborne expansion's story concludes, and armor set bonuses made it so there was a few armor sets that are so much better than the rest. You basically make one build once endgame starts and it will serve you for the rest of your time playing, and you'll only slightly tweak it when you get new decorations. You won't even be in a situation where you can fully redesign and develop your build, when masters touch always requires 3 peaces of teostra armor.

Rise... doesn't really have an end game system. Decorations are crafted instead of found, while talismans are randomly generated instead of being crafted, and so some people call the talisman grind the end game? but imo this is kinda to generous. There is also a thing called the rampage system, but it feels more like an optional minigame than an expansion of game mechanics, so i am hesitant to call it an endgame.

Sunbreak has a hefty end game system. I personally think its a more realized version of world's investiagtions. The premise is basically the same, but the monsters also have a level value up to 300, which determines a power level. The higher this value, the more health they have, more damage they do, and more frequently they attack, and so they are constantly getting stronger. They drop one unique part that is used for weapon augmenting, which is largely the same as icebornes augmentation system, but unlocking augmentation slots also giving additional bonuses, and a new armor augmentation system that lets you add skills, change stats, and eventually remove skills to add more potent skills... This system is largely randomized and poorly explained, but if you seek an explanation for it, it really opens up build crafting to an unprecedented level... all of which comes in handy for high anomaly levels. This system still has its fair share of flaws, biggest being that while most monsters have anomaly variants, there are a handful that they decided to skip... which is kinda sad cause I would love a even stronger version of lucent nargacuga, the monsters get stronger at a pretty slow pace, to the point where you might not really feel it. I kinda wish there was breakpoints where they got super tough to act like a progression wall. They are still significantly stronger than their base variant, and you will feel that, but you might not notice the difference between a 150 and a 200 while you are slowly going up 3 levels per hunt. You would still probably tell the difference if you fight the two side by side, though. They also start stagnating pretty hard after A220. Before that point, you could probably get a few levels per hunt, but the remaining 80 levels you will only increase by one level per hunt... But hey, the point of end game is that it is optional and supposed to burn you out, and have you come back later, so...
Last edited by Pegarex; Dec 14, 2023 @ 8:15am
Zeoplez Dec 14, 2023 @ 8:31am 
I would highly suggest world over rise for a first game if you want to play other games in the series later on. This is mainly based on the 2 mechanics in rise called "wirebugs" and "spiritbirds" these 2 features alone could make you develop multiple bad hard to break habits that revolves around those 2 mechanics which are only in rise.

To further explain, mainly the ability to use wirefall to recover in ~90% of cases, dodge anything with wirebugs, and have a lot of increased mobility and air attacks wherever.

Also not understanding that fainting removes HP, stamina and food buffs in other titles and to raise max HP and stamina you need to use items/eating in other titles.

P.S also hot drinks and cool drinks are missing in rise which are in other titles.

Getting used to these mechanics as staple features for a first timer can make adjusting to other titles difficult and possibly very off putting.
Last edited by Zeoplez; Dec 14, 2023 @ 8:43am
]"] Dec 14, 2023 @ 8:36am 
If you ask this question in the World forum, the answer is World.

If you ask this question in the Rise forum, the answer is Rise.

So just pick the forum to ask based on the answer you already want in your heart.
Zeoplez Dec 14, 2023 @ 8:39am 
Originally posted by juko:
If you ask this question in the World forum, the answer is World.

If you ask this question in the Rise forum, the answer is Rise.

So just pick the forum to ask based on the answer you already want in your heart.

I would give the same answer in both threads. Not everyone is in teenage girl twilight drama mode
Suzaku Dec 14, 2023 @ 8:41am 
Or you can ask the 13k in Rise (almost 2-year old game) or the 43k in World (over 5-year old game). Some games just stick with the community more than others.
Pegarex Dec 14, 2023 @ 9:02am 
Originally posted by Zeoplez:
I would highly suggest world over rise for a first game if you want to play other games in the series later on. This is mainly based on the 2 mechanics in rise called "wirebugs" and "spiritbirds" these 2 features alone could make you develop multiple bad hard to break habits that revolves around those 2 mechanics which are only in rise.

To further explain mainly the ability to use wirefall to recover and dodge anything with wirebugs. Also not understanding that fainting removes HP, stamina and food buffs in other titles and to raise max HP and stamina you need to use items/eating in other titles.

P.S also hot drinks and cool drinks are missing in rise which are in other titles

I'd agree about wirefalls, but I don't think spirit birds change much of anything tbh. Most people only collect the ones on the way to the monster and let spirit bird call passively fill up the meters while the hunt goes on, so the only habit it really builds is slightly zig zaging around instead of b-lineing, but in world, I was still kinda zig zaging around to get to the monster to pick every single flower and mushroom I saw on the way. My pack rat instinct is to strong.

As for hot and cold drinks, there isn't really much here to talk about. Chillshrooms were basically always present at the entrance of lava caves and chilies were outside of every single camp on the ice map, and they both gave you 2 drinks that lasted 5 minutes, so you weren't ever at a risk of running out of their effect duration. Their removal from rise I'd put on the same boat as the mining changes, where in world you had to mine an ore 3 times and get 1 item each time, where rise you just mine it once and get 3 items, it's just a QOL thing.
JPM岩 Dec 14, 2023 @ 9:18am 
Originally posted by Pegarex:
Originally posted by Zeoplez:
I would highly suggest world over rise for a first game if you want to play other games in the series later on. This is mainly based on the 2 mechanics in rise called "wirebugs" and "spiritbirds" these 2 features alone could make you develop multiple bad hard to break habits that revolves around those 2 mechanics which are only in rise.

To further explain mainly the ability to use wirefall to recover and dodge anything with wirebugs. Also not understanding that fainting removes HP, stamina and food buffs in other titles and to raise max HP and stamina you need to use items/eating in other titles.

P.S also hot drinks and cool drinks are missing in rise which are in other titles

I'd agree about wirefalls, but I don't think spirit birds change much of anything tbh. Most people only collect the ones on the way to the monster and let spirit bird call passively fill up the meters while the hunt goes on, so the only habit it really builds is slightly zig zaging around instead of b-lineing, but in world, I was still kinda zig zaging around to get to the monster to pick every single flower and mushroom I saw on the way. My pack rat instinct is to strong.

As for hot and cold drinks, there isn't really much here to talk about. Chillshrooms were basically always present at the entrance of lava caves and chilies were outside of every single camp on the ice map, and they both gave you 2 drinks that lasted 5 minutes, so you weren't ever at a risk of running out of their effect duration. Their removal from rise I'd put on the same boat as the mining changes, where in world you had to mine an ore 3 times and get 1 item each time, where rise you just mine it once and get 3 items, it's just a QOL thing.
Spiribirds do not change anything, all they did was expose bad players who declared they need HP and Def boosts to stay alive.
Zeoplez Dec 14, 2023 @ 9:35am 
Originally posted by Pegarex:
Originally posted by Zeoplez:
I would highly suggest world over rise for a first game if you want to play other games in the series later on. This is mainly based on the 2 mechanics in rise called "wirebugs" and "spiritbirds" these 2 features alone could make you develop multiple bad hard to break habits that revolves around those 2 mechanics which are only in rise.

To further explain mainly the ability to use wirefall to recover and dodge anything with wirebugs. Also not understanding that fainting removes HP, stamina and food buffs in other titles and to raise max HP and stamina you need to use items/eating in other titles.

P.S also hot drinks and cool drinks are missing in rise which are in other titles

I'd agree about wirefalls, but I don't think spirit birds change much of anything tbh. Most people only collect the ones on the way to the monster and let spirit bird call passively fill up the meters while the hunt goes on, so the only habit it really builds is slightly zig zaging around instead of b-lineing, but in world, I was still kinda zig zaging around to get to the monster to pick every single flower and mushroom I saw on the way. My pack rat instinct is to strong.

As for hot and cold drinks, there isn't really much here to talk about. Chillshrooms were basically always present at the entrance of lava caves and chilies were outside of every single camp on the ice map, and they both gave you 2 drinks that lasted 5 minutes, so you weren't ever at a risk of running out of their effect duration. Their removal from rise I'd put on the same boat as the mining changes, where in world you had to mine an ore 3 times and get 1 item each time, where rise you just mine it once and get 3 items, it's just a QOL thing.

Well the aspect about fainting no longer removing buffs seems to be added because of the spirtbirds, I could be wrong but that's what it seems like they did.

I will say hot and cold drinks are less relevant and aren't as huge a factor in world, as they are usually abundant and near where they would be needed. However aren't as easy to gather at will in older titles so there they would be much more significant when it comes to needing to gather them in those games.
Last edited by Zeoplez; Dec 14, 2023 @ 9:38am
Zetheros Dec 14, 2023 @ 9:47am 
what is this Rise everyone is talking about? World is the only option here, clearly
Calorie Mate Dec 14, 2023 @ 10:13am 
Speaking as someone who's been playing MH games since the first one on PS2, i can honestly say: either one is fine.

Rise is closer to the classic MH games: more arcade, quicker, more of a bossrush game.
World is more "modern": slower pace, somewhat open world, more emphasis on exploration and environment.

Both are good, so why not check out both? Personally speaking tho: old style MH games are pretty much all the same. After Monster Hunter 4U I actually thought about dropping the franchise as I've been fighting the same monster, using the same weapon, utilizing the same tactics, I've been for about a decade at that point.
World is different enough to pull me back in tho. I've put 500hrs into World on PS4 and just bought it again on PC to co-op with a friend who wants to check it out.
But as a newcomer you don't have a franchise fatigue problem, so Rise might jsut be your thing.



Originally posted by Zeoplez:
I would highly suggest world over rise for a first game if you want to play other games in the series later on. This is mainly based on the 2 mechanics in rise called "wirebugs" and "spiritbirds" these 2 features alone could make you develop multiple bad hard to break habits that revolves around those 2 mechanics which are only in rise.

Unfortunately this is pretty much nonsense. Solely speaking from the bad habits pov. World breaks with a LOT of MH staples itself: mantles are basically easy mode, wirebug traversal, being able to move while consuming potions, etc. The list goes on.

If you strictly wanna exclude Rise due to potential bad habits, then you cannot overlook World in that regard. Rise is MUCH closer to classic style MH games than World, which is literally the main reason why the audience is split. Because a lot of old fans were dissatisfied with World.
Rise is a bit more like every other monster hunter game. It is focused heavily on the core gameplay loop - killing big monsters. The maps that these hunts take place in can be somewhat static by modern standards aside from turf wars (monsters beating each other up basically). It also has pretty crazy combat by monster hunter standards with the addition of wirebugs - they are cool but I think they go a bit too far from typical MH gameplay.

World puts a ton of effort into its ecosystems by comparison. The maps are huge and very detailed, and IMO has the best balance of flashiness and groundedness in its combat of the monster hunter games insofar that it's a modernized version of older generations with some extra on top.

I enjoy both games a lot. To start out, I would recommend world for a few reasons:

1) Wirebugs may teach bad habits - they are a new and very powerful gimmick to rise so it might be hard to play the older games if you learn monster hunter with wirebugs.

2) World is cheaper than rise to my knowledge, and also has more content.

3) World is the more "established" mainline game. You have more learning resources available than in rise because world is the more popular game, and it still has a large active playerbase on steam so you should be able to participate in multiplayer more easily if you're so inclinced.

This is not to say rise is a bad game, though. I just think world may be a better introduction for new players, and that was kind of the design philosophy of world to begin with because it was supposed to introduce monster hunter to a wider western audience.

Monster hunter is a great franchise so I also encourage you to check out the earlier installments if you think the gameplay is fun.
Cel Dec 14, 2023 @ 10:38am 
Guys, i quit World in 2020 because of moving on.
Does this game still have alot of new players?
Suzaku Dec 14, 2023 @ 10:40am 
Originally posted by Celanio:
Guys, i quit World in 2020 because of moving on.
Does this game still have alot of new players?
Hard to say how many of the playerbase are new players, but you can see the population for yourself here: https://steamdb.info/app/582010/charts/
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Date Posted: Dec 14, 2023 @ 6:34am
Posts: 32