Reviews from

in the past


I use a few websites for keeping track of upcoming games and their prices. As my main hobby keeping track of hundreds of games can be difficult and I like everything organized and efficient as much as possible within my life. Whilst looking through new releases on PSprices it has genuinely shocked me how many of them are just downloadable content for skins, emotes and above all battlepasses or real world money for fake world currency for some kind of bland looking games as a service gatcha. Monster Hunter itself isn't immune to these trends with cosmetic fluff for new haircuts and emotes abound on digital store fronts. When I was growing up though, additional content had substance in the form of expansion packs, which is much closer to what Monster Hunter Rise: Sunbreak is. It's actual value for money for those that want more of the base game.

I'm not going to talk about what Monster Hunter Rise is as a game, if you haven't played it you shouldn't be reading this. I'm going to discuss what Sunbreak adds, what content it brings to the aforementioned experience.

For a start it has a whole new story carrying on from the end of Rise with a new faction and new hub location the Elgado Outpost. Story isn't Monster Hunter's strong point but I do feel this was a slight improvement for an excuse for you to be slaughtering Monsters. The hub is full of new characters that give side quests and the way it ties some of them back to Kamura village is quite nice. It has all the details I really love about the series with Palico's riding little mining carts, hidden owls on roof tops and the animations and design are all great. There are two new maps to explore The Jungle and the Citadel. The Jungle is a remake of a classic Monster Hunter location with lush beaches and well...jungle. I really liked going back there in a more modern gameplay setting. The Citadel is a frozen crumbling ruin with a tiny bit of swamp attached. Both settings are fun new locations to fight with more great wirebugs, relics and secrets to find. In these locations (and the old) there are also new endemic life added. My personal favorite is the marionette spider that you can lasso a monster with and then pull it into a wall.

The biggest aspect of these new locations and characters though is how it improves the single player quests by allowing the knights there (and later former Kamura village characters) to go on hunts with you either through follower quests or survey quests. The way they improve the single player experience to make it feel more like a group hunt is outstanding and should be in all single player Monster Hunter games going forward. They set traps, heal, and sometimes go "I'll be back in a minute" and come back riding an Anjanath or something barreling attacking your target. It's hilarious and really adds to the experience.

Speaking of the Monsters, Sunbreak adds a variety of new ones, some from previous games (Astalos, Shogan Caenataur etc.) and some completely new. Around 10 in all plus a variety of subspecies like Furious Rajang. Previous Monsters from Rise all have master rank tougher variants with their own armor and weapon sets to boot. The new inclusions are all pretty intimidating initially and the art design is absolutely spot on. Malzeno the cover monster is especially cool, like some kind of vampire dragon.

I've mentioned quite a bit here already in broad strokes but the thing is about Sunbreak is I could keep talking about it, it's just more of what was in Rise and I don't mean that as an insult. I haven't even mentioned skill swapping, the Castlevania looking arena level, Risen Elders etc. My group and I haven't even finished all the quests ourselves and we have been playing it for many hours now.

To be blunt, if you like Rise, buy Sunbreak, it's almost a full second game.


When I hear people saying how Sunbreak isn't Monster Hunter I always check for two things, and usually at least one of them checks out:
1) They're World fans
2) They "used to play Freedom Unite back in the day with their good ol' PSP"

Don't fall for the common accusations, Sunbreak is the absolute pinnacle of Monster Hunter combat, paired with one of the best monster rosters in the series: you've got Astalos, Primalzeno, Gore Magala, Lucent Narga and many other stupid good fights to learn and get your new hat out of.

A thing I usually criticize about Iceborne is the sets balancing: you want to do GS? Fatalis. CB? Fatalis. DB which are literally elemental killing machines? Fatalis, elemental sucks ASS in that game. Pair those weapons with a full Fatalis armor (or one AT Velk piece if you fancy) and slot in the decos you just grinded 100+ tempered Teostra for and you're good to go!

Now here, things are different: any weapon has so many possibilities, in terms of both elemental and raw damage and skills you want to implement to your playstyle. Berserker, Strife, Blood Rite, Buildup Boost; you name them, they got them.

My very reasons for it not being 5 stars are bond to the fact the expansion starts VERY slowly, like 3 stars worth of missions are mostly boring fights you already did with a fire/blast variation of a newcomer you fought in base Rise BUT the second you slay that damn Astalos the game just starts to ramp up and it NEVER STOPS.
My other reason is the fact once you get to the endgame it gets a bit disorienting for all the stuff it introduces you, so it takes a while to understand that + it slows down quite a bit because the real juicy stuff starts after you reach MR100, with Scorned Magnamalo and the Risen fights which are just that good and challenging!

Man I love this game, what a wonderful life-ruining experience.

The live service content model solidifies an extreme bitterness in me for a game that I would otherwise love.

I'm not exactly coy about how much I love Monster Hunter. I love 4U, I love GU, I love World, I love the scatters of other old games I've played (Tri, P3rd, 3U, Frontier), and, I loved Rise. With both Rise and Sunbreak, I had a great time with them when they came out, and tapered off when the title updates came out. But Sunbreak taught me to dread the inevitable approach of Yet Another Update.

Float like a Bnahabra - Title Updates and the Gameplay Loop

Monster Hunter is a game about long, slow progression. Individual hunts are long, and you need to hunt the same monster a lot if you want a piece of its gear. Because of this, most monsters you come across won't be anything more than a stepping-stone to get to the next one - if you don't need any rewards from a monster, why fight it any more than you absolutely need to? Yet even if you barrel through only the mandatory quests and try to reach the 'endgame' as fast as possible, it's still a very substantial experience - there's a lot of monsters to get through, and the difficulty will ramp enough to where you'll likely have to stop and get some gear upgrades a few times per rank.

Title Updates (TUs) in Sunbreak added about 1-3 new monsters per update, alongside their respective gear and a few new decorations. TU content is detached from main progression if you reach the endgame of the previous TU before it releases, meaning each further TU is its own self-contained experience; this gives rise to a few issues. There’s no real reason to re-fight any of the monsters in the current TU apart from for the sake of it, as all the monsters in any TU hover around the same difficulty as each other - beat one and you can beat them all, and if you can beat them all already then why would you want any of their gear?* This, combined with the lack of monsters in each TU (which is understandable, especially considering their frequency), makes each TU feel more like a theme-park visit where I hop in once, beat them all once just to see them, and then turn the game off for another month.

Sting like a Dreadqueen - Monster Hunter Rise and Difficulty Creep

Two aspects of the combat I’ve always been critical of are Wirefall, and a heavy focus on counters; without going into great detail, two easy and extremely powerful defensive options that observably warp the monster design around themselves. Throughout the main game progression, you might notice some things here and there on some of the tougher monsters, but it’ll largely feel fine regardless of how you play or the weapon you use. But as the TU content is effectively Sunbreak’s postgame, it understandably feels the need to up the ante a bit, but how?

These monsters have an increasing focus on heavy tracking and huge sweeping or AoE attacks that aren’t *undodgeable*, but being stuck out of rhythm against them makes it incredibly hard to get back in - a problem mitigated by simply being able to counter them, of course. This new problem then needs to be solved by further creep - some of these attacks multi-hit fast enough to punish you for countering them, or doing so at the wrong time. This is all fine in the specific context of answering counters, but falls apart once you have to try to outposition these monsters throwing out hyperactive combos, huge AoEs and tracking so aggressive you can see the monsters visibly snap towards you. These factors also ostensibly help mitigate the effectiveness of Wirefalling - fast multihits and large AoEs are more likely to catch a bad fall - but all it really does in practice is make you wait on the floor a bit longer before sending it. It’s natural and expected that monsters would have to rise to match the new power of the hunters, but the end result is an unsatisfying arms race warped around the new, powerful tools and the monsters’ response to them.

Proof of a Villain - Musings and Conclusion

The months from the announcement of TU1 up until today have been a fight against a slow and crushing vortex - TU announced with information inescapably trickling through my Steam library and social circles, TU comes out, I play for an underwhelming hour or two, and then clear my mind for a couple of weeks until the cycle begins anew. While I spent most of this review pulling apart the gameplay problems with the TU cycles, the real culprit is the cycle itself - the ever-present marketing and conversation-driving to ensure my incapability of just uninstalling the game and burying it with my happy launch week memories. The cycle that wants you to keep playing their game until *they* decide you stop, not until you do.

Monster Hunter: Rise is a very good game, and Sunbreak is largely a great expansion, but I would only recommend it now that it’s over.


Postnote(s):
I got into world practically at the end of Iceborne's lifespan so even tho I would probably leverage the same sort of complaints against that if I was there for the ride I don't carry the disdain that I do for this. Also helps that I think it's more fun lol
* (TU monster difficulty) Ignoring the existence of investigations to make this point, but if you enjoy the investigation loop in any way at all then you are a freak of nature and I will never be able to associate with you

I had intended to leave my second run of Sunbreak until much later in the year to focus on my second run of world/iceborne but a friend of mine wanted to do his second run through so I joined in.

Big fuckin sexy zip and dip moves go wheeeee, bullet barrage is incredible, the title update monsters were absolutely fire and for the first time in 10 years I have played a MH game without using Hammer, I really miss it lmao

Simplesmente peak of fiction.


Some of the best fights in the series, best challenges in the series, best roster in the series, and incredibly customisable playstyles.

Sunbreak refines Rise's mechanics with some nice quality-of-life improvements, and swapping out Anime Feudal Japan for Anime Western Fantasy is a nice change-up. There's a bit more emphasis and effort put into the writing, which makes it disappointing that it ultimately takes no risks. Also disappointing that all of the new, interesting mechanics are basically all superfluous because of how damn easy the game is. Still, the monster designs are broadly fantastic, the new areas are fun to explore, and the slight extra emphasis on environmental interactions is sorely appreciated.

i cant believe they finally made me like a game as much as p3rd and 4g
iceborne in shambles

This game is so much better than MH World it's actually insane

take MH gen 4.5 and give it G rank and one of best new monsters in years. GARANGOLM and you get omega ultra peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak peak

While it takes longer to get going compared to Iceborne and the new areas are not as impactful, the new monsters added end up being really fun. The new skills for each weapon are incredible and some of these new armors are fantastic.

"yeah man what if we made a Monster Hunter game with insane movement, an all-star monster list and give switch axe a guard point"

I think this is probably the most feature-complete Monster Hunter game that doesn't feature Clutch Claw, and for that, I must give it 5 stars. Again, amazing subspecies/new monsters.

Subreak mejora al juego base si , pero sigue arrastrando los mismos problemas que el rise. Donde más destaca este dlc es el los monstruos nuevos que añade, el 90% tienen muy buen diseño y peleas muy interesantes. Lo malo es que siguen todos los del juego base, lo que hace que la primeras 10/15 horas sean algo aburridas, que luego mejoran cuando alcanzas el nuevo contenido.

En cuanto a nivel jugable está bastante bien, se juega igual que cualquier otro Monster Hunter pero con más movilidad y movimientos nuevos (es lo que sostiene a este título enteramente). Los diseños de los mapas me parecen bastante meh, demasiado centrados en aprovechar la movilidad y no en que sean chulos de estar. Además la mecánica de tener que recoger pájaros por el mapa para poder tener las stats necesarias para pelear es de coña malísima.

El post game ni siquiera lo he hecho, porque es de nuevo lo mismo sin intentar ser mínimamente entretenido. Y al no hacerlo no es posible enfrentar a muchos monstruos que van después en cuanto a nivel de dificultad, lo cual es un poco una decepción.

Tampoco esperaba nada ya que rise en si no me gusto, pero al menos sabe mejorar algunas cosas para hacer la experiencia más disfrutable

expansion adds astalos and removes rampage quests. the new silkbind skills are also really cool to add on top of the existing ones and the new hub and vanity options are also nice as well

As someone who considers Monster Hunter World: Iceborne to be among their favourite games of all time, I kinda regret that I never reviewed the base game and its expansion separately. That's because Iceborne was already out by the time I started this Backloggd account, and I didn't think I'd really be able to remember my thoughts on World separately from Iceborne enough to make a full-fledged review. Now THE TURNS HAVE TABLED however, as Sunbreak did release after the creation of this Backloggd account and - if you can believe it after I have reviewed base Monster Hunter Rise. I don't know why I didn't write a review at the time of finishing, maybe because I knew there was post-launch content to come? Maybe because I was feeling lazy or depressed or dealing with another case of old-man-back which made me wanna avoid sitting at my desk or hunching over my laptop and typing. (Realistically, it is the latter.)

Now that the dust has settled and my chiropractor has snapped me like a wishbone, I can confidently say that Monster Hunter Rise's expansion, Sunbreak is - good! Like Monster Hunter Rise itself, it's just kinda good! I like it! But it's not a patch on the combo that is World and Iceborne imo. It does all the stuff that's worth getting excited about for a Monster Hunter game's expansion. It adds a bunch of dope ass monsters, a new hub, some super tough endgame fights and a couple other little niceties here and there. That stuff alone is enough to make an expansion worth it, but it does feel like a noticeable step down from the way Iceborne transformed World. Iceborne's new hub was a significant improvement over the base game's, it added the Raider Ride to make traversal much easier, as well as the Guiding Lands and the Clutch Claw (the latter of which, don't get me wrong did not work out as intended and hugely fucked with the game's balance, but it was something significant.)

Maybe you could argue Sunbreak didn't need to bring such big changes because the Palamute which Rise introduced is already basically the Raider Ride and no one really had any problem with the hub world (except me, I do not like Kamura Village, lmao.) But what we get in these things' stead just feel super inconsequential. NPC followers? A bunch of drab, unlikable characters who talk too much to come along with you and trivialise fights even more? Sunbreak desperately needed to make Rise harder imo, not even easier. The new hub, Elgado is like...Nice, I guess? I prefer it over Kamura at least, I find its music less annoying and think it's more aesthetically pleasing, but as far as layout is concerned it's super uninspired. There's really not much to see here. When you see how little Sunbreak actually does to change or iterate on Rise fundamentally, I think you realise how much the Switch's hardware truly hampered them. Yes, the game eventually got ported to PC, Xbox & Playstation, but it started out as a Switch exclusive and what I would've liked to see from an expansion like Sunbreak is some of the nifty little details World has that Rise is missing. Seeing monsters you've captured in pens back at the hub, seeing the environment of the maps change when an Elder Dragon is present. None of that came, and I think it's clear to me that it's because the Switch just couldn't handle it. What we're left with is some pretty limp stuff like...New Silkbind moves, which I just don't think is something we really needed. Rise already gives you enough options as is, gameplay was never the problem.

I like Sunbreak, but it's not an evolution of Rise the way Iceborne is for World. It doesn't really bring anything new to the table, it's just more Rise. Which is fine! Rise is fun! And getting to play a version of Rise where I can fight Astalos and Seregios and fuckiiin' Espinas is fine by me. Including a Monster Hunter Frontier-exclusive monster like Espinas in a main series game for the first time might be the coolest thing Sunbreak does. The monster himself might be pretty whatever but it sets such an exciting precedent, I really hope we can expect some of the cooler Fronter-exclusive monsters like Lightenna and Akira Vashimu/Jebia down the line in main series games. That'd get me pogging in my fuckin pants

Anyway, it's more Rise! If you like Rise, good! If you were hoping for its difficulty to be ramped up at all, gotta wait for those Risen Elder Dragon fights! Which are good, don't get me wrong (Risen Shagaru Magala actually gave me like 6 heart attacks) - but you gotta wade through a lot of the same old boring characters and iffy presentation to get there. Thankfully, as was always the case, the gameplay might just make it worth it!

World babies will cry and hate that you don't have to temporal mantle clutch claw tenderize wallbang the monster repeatedly to have fun

Such a blast of an entry <3 many cherished moments online too with the great community!

It's hard to come off the coattails of MHW Iceborne, but this entry is really solid, and does a lot of things better than Iceborne too. My main issue with Rise is that while the combat is flashy and fun, I can't help but feel it makes fighting monsters a little less intimate than before. I've put far less effort into recognizing telegraphed attacks because I'll get by just fine through generous counter windows, wire bug attacks, and some beefy ass hits. I miss the environmental hazards and more grounded approach that previous entries had. Weapons are all extremely powerful, perhaps too powerful, with not a single one being notably outclassed.

That being said, I'm still very glad this exists on its own. It's nice to have a Monster Hunter game that's a bit more like Dynasty Warriors, especially with combat so buttery smooth. Many new creatures are so well designed and fit right in with the old, looking at you Magnamalo. World traversal and wirebug recovery moves also take a lot of the sluggishness away that exists in other games, and I think that's a great choice for this more amped up combat style.

While I prefer the approach earlier entries had to combat more, I still really respect this game because it knows exactly what it is. A fun, flashy, sometimes mindless ARPG with some great creatures and weapons to explore. This is a quality game, it's really a matter of preference between this game's approach and World's approach.

Arguably the greatest roster in MH history. Fantastic gameplay changes and swathes of fixes to improve upon the vanilla release.

I really think Rise made me decide I wasn't going to talk or put my thoughts on any of these games online until they're fully 100% truly done with updates and while this still has a few more event quests to go that I will gladly get to as it stands this shit is done with Primeval Malzeno.

Sunbreak (from this point on occasionally referred to as Sunrise keep up) is without a shadow of a doubt probably the first one of these I've really been as addicted to as I was to 4U way back on the 3DS. While with Worldborne it eventually became a game of endless deco/KT/Safi farming Sunrise is a game that while as of this moment I have less time put into it than Worldborne unlike that game I can see myself definitely making another character to do an all new playthrough with a year or two from now.

The fantastic and frenetic combat of Rise is back in full swing and as with most G rank titles the monsters are faster and meaner than ever before, but Sunbreak goes even further implementing features and mechanics thought to have been lost with Frontier. Monsters like the Espinas duo and P Malzeno go absolutely berserk and it fucking rules. You can tell this time around the devs and especially the director who has been really open about about his love of Frontier really wanted to bring all that shit back and while I can't speak as someone who has played Frontier the consensus from those who have is enough to tell me they basically got it right. To combat this new ferocious beastiary we get the new scroll swap and switch skill mechanic and while I can definitely see the scrolls being a Sunrise exclusive gameplay element I hope to god switch skills return going forward. Being able to switch out your weapons moves for different ones is a million times more interesting to me as someone who cares more about game feel than the maps feeling alive and like a real ecosystem that Worldborne pushed.

This is also the first MH since 4U where while still having the same nonsense and simple "What could be causing this? Oh, it's monster! Actually it's this monster!" story MH always has it truly gets the feeling across of being on an adventure with a ragtag group to investigate and slay a dragon. It's funny too cause like Worldborne has a similar thing as always going on but it feels dumber in that game than here or 4U or even 3U? I don't know why, but it does. All this eventually culminating with the launch versions dragon satan finale and now the final update's P Malzeno leave me with a feeling of satisfaction that neither Xeno nor Shara really left me with despite the latter's genuinely great fight. Love the characters in this one too. I know it sounds silly considering most of them are just trope characters you see in lots of Japanese media, but Monster Hunter has always had a weird sort of like Jurassic Park 1 likeability to (most of) its characters that I can't help but enjoy interacting with them. Capcom knows this too cause the follower system (another thing kind of taken from Frontier) implemented in this game is really just a dating system lets be real and it better come back. Also if you look like Minayle hmu.

Yeah most of this review sounds like rambling, but I've got a year of shit to say and I've had plenty of time to reflect on and honestly I really really really like this game. It's a feeling like I've mentioned I haven't felt towards a Monster Hunter since 4U around 8 years ago (Jesus Christ kill me). Sure I can criticize how the roster isn't as big as GU's (stupid). Hell I could criticize the super slow grind of the Anomaly system, but I personally don't mind it. It's a much more passive grind that I could play at whatever pace I wanted and all the post launch monsters don't really require all the shit you get from it to fight them. Afflicted monsters being a genuinely fun challenge and the THE best version of endgame powered monsters (this is not arguable don't even bother) only helps. Loved the secondary combat mechanic of hitting the glowing bits like hyper monsters, but unlike them it actually feels like it does something. Love the knockdowns leading to tired state for easy hits after doing enough damage, but unlike 4U Apexes it's not annoying as fuck to get there without some shitty extra item. Love that they actually get cool slight distinct visuals aspects (Khezu full on looks like Red Khezu, Luna looks like a super Odo), as opposed to the boring violet metallic tint of World's tempered monsters. Yeah I'm shilling hard and I'm not gonna sugarcoat it, this game is better than Worldborne. What it lacks in fidelity (made up for by better art direction here anyways) it more than makes up for in being actually fun to play and having creative combat scenarios that could never be done in that game's slower pacing or shitty attempts at MMO raid type battle.

Oh my lord the music of this game too. I am very vocal in my dislike of some of World's tracks (Iceborne is definitely a bit better about this), but Sunbreak like Rise before it goes all in with some of the coolest original tracks in the series alongside remaking older ones in a much closer fashion to their originals while still adding in new touches to make them feel fresh. The end result is just chefs kiss baby. Peak MH OST.

Sunbreak may not be perfect and it kind of like Generations Ultimate is hampered by a good as fuck but also kind of weaker first half (Gen portion in GU Rise portion here), but by the time you're dug in like a tick in Sunbreak that shit won't matter when Fiorayne leaps through the sky and slamshitfucks Pacific Rim back into the Earth. Yeah, I'm thinking I'll be playing this still a fuckton while waiting for MH6 and years away from now too.

happy Hunter Schafer birthday!!!

...oh yeah, Sunbreak is pretty good too I guess

just as long as the base game but still with a undeniable charm, i'm digging capcom basically making a new game and selling it as dlc of the base game, shoutouts to my buddy for carrying me through G-Rank or master rank as they say now, just like in the base game i still had i blast making builds and even grinding at times.
there is just something so satisfying about monster hunter's difficulty that feels right .
another shoutouts for the mexican community who's still keeping the game alive along with the korean peeps.
this was a Great DLC

at this point i've played this more than base game and its so fucking good but god why is this locked behind 80 hours of The Same Game But Not As Good

Yeah baby, MONSTER HUNTER!

Rise, depending on who you ask, was a pretty good experience, but didn't offer a lot for people wanting to sink time into a new monster hunter. There are many people that, at the time, wanted to jump back to world, and used the disparity in content between the games to herald their supremacy of world>rise (which, is a wholly unfair comparison at the time since rise didn't have an expansion). so, with sunbreak being announced, and now fully released, how does it stand up to the monster that was world + iceborne?

WOOOOOOO ITS SO GOOD LIKE HOLY SHIT, two new maps that were fantastic additions to rise's (admittedly) very average base map roster, a BOMBASTIC monster cast with honest to god NO horrible fights (yes, even magma almudron). All the weapons got fancy shmancy new wirebug moves, and i think sunbreak is the closest a game has ever been to have every weapon be strong and balanced at endgame (lance being the biggest exception, with some others im surely forgetting). The post-game update cycle also didnt have the issue that Iceborne's had where each update made the last one's builds irrelevant, but instead would bring either lots or no changes depending on what weapon you used. I'm mixed on this, as I think it's probably better for the game, but I also mained Gunlance for sunbreak and didn't see ANY build/meta changes until like... the second to last update.

Despite my rating, I still don't think sunbreak is perfect. backloggd doesnt have a 4.9/5 option so I just gotta round up. The endgame grind, while it's probably one of the better monster hunter ones, still really doesn't serve a purpose other than "fight bigger and badder versions of existing monsters" and hardcore min-maxxing your sets. It also feels like player power creep hit SERIOUS levels here, to a point where I feel like we need a refresh with MH Wilds so we don't hit god level powers. As much as I loved wirebugs they absolutely need to stay in this title.

The WORST thing sunbreak did, hands down, isnt an issue with the game itself: this game brought out the ugliest people from both sides of the monster hunter fandom, with World Defenders and Rise Defenders at eachothers throats 24/7 about which game is better. People claim to be super hardcore MH fans and then act VILE online anytime the game they don't like is brought up. I then challenge you to think, would a true fan not love every child, even the ugly ones? But still, online discussion of any monster hunter past GU is pretty much ruined due to how loud these people are and it's honestly pretty rough. I hark back to the days when the MH fandom was less toxic before World came out (i wont say it was all sunshine and rainbows lol) but, such is the burden of popularity.

I can't talk enough about how much fun I had with Sunbreak. If you thought base Rise was just okay, and that it could've been a bit better in some places, this expansion 100% fills those holes. If you're afraid to hop into Rise because of how used you are to World, get out of your comfort zone a little bit. You're missing some seriously good monsters here.

While Rise's base game felt lacking in a lot of areas. Sunbreak fixes a lot of what made Rise feel a bit boring. The ability to change your move set inside of a hunt really adds a level of strategy to the game


Otimo jogo, adiciona muito mais ao jogo base, não terminei por motivos de forças maiores chamada faculdade, mas pretendo terminar ate fevereiro do ano que vem, o paia é so o farming absurdo do end game (que vou ter que fazer em algum momento pq quero platinar, e é so por isso que dou 4 estrelas apenas)

Very good
Still has the base game's problems like the lack of detail and stuff like that, but the new skills, movesets and fights really make it way more fun. Fights like Amatsu and Primordial Malzeno are some of the best fights on the franchise imo, and skills like Bloodlust, Berserk, Heaven-Sent, Dereliction, etc. really change how you build your sets and change the game. The power creep is way too strong, just like iceborne, but there's a huge variety with what you can do.
The story is quite good (to compensate for Rise's), for MH standards of course. The war of attrition between Malzeno and Gaismagorm is really cool and holy shit that quest before Gaismagorm is easily the best quest story-wise in the entire series.
The Afflicted Investigations are a fun system with a few problems. They are way too grindy, it takes way too much to get fun quests (you start up with the lower tier monsters), the monsters are always in their 'delirious' state (but that's an issue with normal rise) and they're a pain to look at sometimes.
The Qurio Augmenting system is way too RNG for my liking. What you get on a charm (I've hated that system since base Rise) or on your armor can make or break your intended set, and the final result is completely out of your control.
Going back on that 'always enraged' issue, I've got to say that this is one of the most annoying things in the game. Rajang being gold stops being special if it's always on that state (really, I've had moments where I got it out of its gold mode, and it went right back into that mode literally 3 seconds after).
Another annoying thing is that the system to join a quest is horrible. Joining someone's quest or getting someone to join yours is harder than most of the fights (when they're not eating your whole health bar just for breathing the wrong way).
Inflation is a bitch, even in the world of Monster Hunter we're not safe from it. Everything robs your wallet and takes your kids. Crafting weapons, upgrading armor or the large number of paid layered armors and weapons that are better than the free ones (thank you capcom, very cool). It also affects the numbers in the fight. Monsters have a shit ton of health and deal way too much damage, and to compensate that, the hunters also started dealing insane amounts of damage and now have way more levels on their armor, but then monsters need to have more health and damage to keep up, but then... oh this is a cycle.
I shit talk a lot but I have a lot of fun, even after losing an account with 200+ hours, I started a new account, passing through the horrible early game to get to the part that i.. dislike less. Jokes aside, very good expansion, some faults but I can overlook those since the rest is just way too good.

So much better than base rise its absurd