Primordial Malzeno looks and fights so damn cool when it's in its normal state. I love the wings being used as swords, spears, and shields. Looking forward to the event quests coming soon, leaks confirmed the existence of a Hazard version of:
...so I'm really looking forward to that.
It's also described as more dangerous than Gaismagorm. Other than that, nothing in terms of VS stuff. I guess I should update Malzeno's page at some point.
Actually, there's something about Primordial Mal that I do want to mention. As someone approaching three thousand hours in the series, I have always loved fights with strong-feeling monsters, and Mal delivered 100% in the story quest. It was exhilarating and cinematic, like a real dance - even with the chaos of the last stage, there was a rhythm to the rampage.
But to my playgroup, in a four-player hunt, he was on the ground 80% of the time and couldn't even finish a single combo in Bloodlust state before he died. The same goes for the Hazard version. The others went out of it feeling just disappointed, which makes me sad that the effort gone into this amazing fight went unappreciated. Like, I don't know if it's just my group but in general, they don't really play monster hunter all that much.
I feel like this is a broader issue with Rise in general, and a tiny bit of World's endgame (though to a much lesser degree, plus Fatalis was able to overcome this due to having restraint on its fall-over conditions and much more threatening damage); four-player hunts feel broken due to how easy it is to just stun-lock monsters and murder them before they can do anything. Even many Anomaly quests with their massive health pool.
If I spend five minutes wailing on an elder dragon that's on the ground for most of that and then it's hunt's over, to me that's like wasted time, or just busywork if it's got necessary materials; I like when it feels like a fight.
Aside from hunters' insane damage output, I also chafe with how easy the general gameplay loop can be with the freedom wirebugs give you - counters and wirefall in particular - and there are a few other small things about how monsters behave that could only happen in this game but are still really annoying, like how they always instantly flee when another is in the zone making dung and dung pods completely useless, or how chase music is fundamentally broken and they've never fixed it. I was listening to the Nargacuga chase theme the other day and it surprised me to no end because I'd never heard it past five seconds! It slaps, by the way.
At least Special Investigations give an almost-acceptable challenge of fight endurance, since before this update I used mods to spend forty-five minutes whittling down a monster's 200k health pool whose damage is scaled to one-shot with certain attacks on a 1-faint quest, though most of my friends don't feel the same way, being more goal or build-oriented. And hey! For them, Sunbreak excelled in skill variety... although I've started to miss the pre-World games' restraint in how many skills it gave the hunter. Can't have everything I guess.
The only thing I'll say about the grind to get to them is "Please, never again." I say this as someone who has consistently logged, like, an average of fifteen hours a week since release since monster hunter is apparently the only hobby I do for myself. Please. Think of the people who dare play other games or not spend two-plus hours of their hard-earned free time every single day!
Now all of these gripes aside, I really do love the game.
Now that Sunbreak's over, I'm so very glad it happened. There are so many great monsters with fun move pools (Scorned Magnamalo and Risen Crimson Glow Valstrax are easily among my favorites in the series) and it's cool to see more pre-World monsters get updated to a modern finish, and the loop of jumping into a hunt and going for it
is rather addictive, given a certain degree of restraint in exercising the power of a hunter.
Much experimentation was done and the best part is, whatever the team does moving forward, either World or Rise will be unique moving forward as their own titles due to them being so different in so many ways.
In the future, I hope to see more focus on ecology, informational transparency, an actual storyline, or god forbid even legible character arcs the game spends time in - but regardless of any of that, the gameplay will be tight, that's for sure.