In promoting Monster Hunter Rise: Sunbreak, Capcom calls it a "massive expansion."
While that just sounds like typical marketing hype, it's not only accurate,
but it’s really the best way to sum up Sunbreak on the whole.
There are new monsters, new quest types, new locations,
new Switch Skills, and a new mechanic.
If, like me, you felt a little hungry for more after finishing the base game,
Sunbreak is a lavish full course meal.
The quality of the content is extremely high, and the hunts can be genuinely thrilling
and have a larger than life aspect to them.
However, while the "more, more, more" attitude of Sunbreak is certainly appreciated,
it's not what makes the expansion exceptional.
I feel like the core components of Rise are enhanced here,
making them more important than ever before.
There’s plenty to dig into, but it makes sense to start with the stars of the show: the monsters.
It's wonderful to have additions from previous games like Daimyo Hermitaur
and Shogun Ceanataur,
two massive crab-like monstrosities with giant shells on their backs.
As someone who really values creative and straight-up weird monsters —
it's always nice to get away from wyverns and four-legged beasts —
these two crustaceans make the pool just that much more diverse.
The brand new monsters, those introduced for the first time in Sunbreak,
are as glorious and awesome as you would hope.
There's the gargantuan Garangolm,
a primate so fierce he could easily give King Kong a run for his money.
He digs each arm deep within the ground, covering one in molten rock
and the other in moss.
On top of his elemental arms, Garangolm can leap into the air to attack
or simply toss a huge chunk of earth like it's little more than a water balloon.
Lunagaron, another new monster, is equally fierce, although in a more agile and precise way.
The beast becomes practically a werewolf, standing on its hind legs
and rapidly slashing with its long, ice-coated claws.
It's probably the closest we're going to get to a crossover with Wolverine from X-Men.
Although less memorable than other major additions to the roster, subspecies of monsters
can prove to be surprising in their own ways.
The new Blood Orange Bishaten
throws explosive pinecones at hunters instead of persimmons,
and having constant explosions going off as this odd little creature jumps around is a blast
and shows off just how creative the developers can be.
It's truly impressive how many outstanding fights Sunbreak manages to pack in.
Such a statement also hints at one of the biggest problems with the expansion:
it can feel too drawn out at times.
While there are plenty of new things to fight, you also encounter a lot of monsters
that you've probably walloped plenty of times before.
Although the Master Rank versions of these monsters are certainly more difficult and that is appreciated,
it just isn't as exciting to fight something old as it is to take on the new additions.
It can feel like you're waiting for a big moment,
almost as if you're a kid and your parents are making you open up the less exciting presents
before letting you claw open the thing you really want.
The issue is never that serious since the hunts are still enjoyable,
but the expansion does hamper its own momentum more than it needs to.
One of my favorite things about going through the story in Sunbreak
versus going through the story in base Rise
is how much more it pushes me to lean into the mechanics of the game.
In the base game, I didn't pay a ton of attention to things like Spiribirds or hunting helpers.
I didn't go too far out of my way for them since these elements didn't feel mandatory.
Now, in Sunbreak, if I'm fighting a strong monster on my own,
they can be so dangerous that I want every little buff
the Spiribirds provide and specific hunting helpers in order to stun the target.
I often spend the first five to ten minutes of the later hunts running around collecting these resources
to give myself every possible edge.
Not only does gathering provide a quiet reprieve from constant hunting,
but I’ve also developed a deeper appreciation
for just how intricate and cool the environments are.
There are so many passages tucked away to dig into.
Since core elements have more weight and consequence in Sunbreak,
the game has an even greater sense of identity.
Speaking of having a deeper appreciation,
Sunbreak definitely makes me value Switch Skills more,
thanks to a move called Switch Skill Swap,
which allows you to swap between two entirely different sets of skills on the fly.
While doing the swap, you can perform an evasive maneuver if needed.
Since you're no longer locked into any one set of skills,
it's easier to try out new ways of playing and enjoying your weapon.
In the base game, once I found a set of skills that I preferred,
it was easy just to forget that the others existed.
Now, even if I don't exactly prefer a skill,
there isn't any reason not to experiment at least a little bit.
Admittedly, once the tougher monsters started rolling in,
I stuck to my tried and true way of playing with the great sword,
but even so, having more options is only a good thing in this instance.
Trying out different skills on both the great sword and gunlance
has made me stretch out of my comfort zone a little and feels rewarding as a result.
The new quest types introduced in Sunbreak seem… fine but not exactly captivating.
Follower Quests, of which I've done a couple of at this point,
have you hunting a monster with an AI companion.
There is little more to say about it than that.
It's neat having moments like when they ride a monster into the thick of a fight,
and there are times during the story when an AI companion is genuinely useful,
but there's nothing especially remarkable about the inclusion either.
After finishing the story and reaching Master Rank 10 you unlock Anomaly Quests
where you fight Afflicted Monsters.
By defeating Afflicted Monsters, you get access to special materials
used in forging gear.
Having only done one Anomaly Quest so far,
I can't say I'm eager to go back and do more.
The monster is so tanky that the fight becomes a slog.
Instead of having the pizzaz of some of the Sunbreak monsters,
the first quest is just an annoying and tedious Arzuros,
a relatively basic monster that's essentially powered up here.
Hopefully, the Anomaly Quests get more enjoyable later on.
In spite of any criticisms, however, it is undeniable
that Sunbreak is an exceedingly excellent expansion.
At their best, the battles with such incredible creatures
are really the sort of win by the skin of your teeth affairs that provide such magic and excitement.
Sunbreak also props up ideas that were introduced in the base game,
feeling like it's actually enriching what's already there.
If you've never played Monster Hunter or have always been scared to dive in,
you are truly missing out — a sentiment I cannot overemphasize.
The particular intricacy of the mechanics and how they all meld into something unique
is really quite unlike anything I've experienced.
Final score: 9.0 out of 10.
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