

You see, when you get knocked back, you can use a wirebug to propel yourself in a given direction to quickly recover. We’ve never quite had something with the same risk and reward ratio as in Rise. In the past, we’ve had skills that negate knockback from small attacks, and we’ve had whole gameplay styles revolving around skilfully dodging attacks for satisfying payoffs.


It’s a problem if you’re trying to beat down a monster. You see, after getting hit by an attack, you’d usually get staggered or knocked down. On top of these, you can use one charge for a quick burst of horizontal or vertical movement, but my favourite use has to be the fast recoveries wirebugs enable. Each weapon features two unique wirebug skills, requiring either one or two charged wirebugs to utilise. Of course, in the clutch claw’s place is something entirely new. It feels like World on the go, minus the clutch claw. Whetstones remain infinite, and you also have the handy radial menu for quick access to your most used items. You can still move while drinking a potion, which might be an odd thing to hear somebody celebrating if all you’ve experienced of the series is World. Many of World’s small quality of life changes still stand strong too. It’s not to say every weapon remains the same, with some standout changes really propelling a choice few weapons to newfound stardom, but there’s an appropriate degree of familiarity. Many combos will be familiar to you if you’ve spent any time with Iceborne, myself being able to pick up Long Sword again as if I’d played Rise for months. The basic controls are as they’ve been for generations, but most closely resemble that of World. While you do have a play limit of 30 total missions, these tutorials don’t count towards it. All 14 weapons are available for your idle choosing.Ĭoming into the demo with any monster hunting experience you’ll feel largely at home, but I do encourage you to try the tutorial missions all the same.
