Monster Hunter Rise: Sunbreak Review

About three years ago, Capcom released the Iceborne expansion for Monster Hunter: World, which was a critical and commercial success for the Japanese company. Many fans found the Iceborne expansion to be the pinnacle of the series, adding in so much new content and mechanics that it felt more like a new entry instead of just more quests.

Fast forward three years later, and Capcom’s next Monster Hunter expansion, Sunbreak, is here, but this time for the Switch/PC exclusive Monster Hunter Rise. Comparing these two expansions might not be fair, as Rise and World are two very different games, but still, it’s hard not to, especially since Rise was built off of World’s quality of life features that make both games so approachable for newcomers.

For anyone that’s played Iceborne, the contents of Sunbreak aren’t too different. There are returning monsters to hunt that come from classic Monster Hunter games, as well as brand-new monsters like Garangolm and the flagship monster, Malzeno.

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There’s a new hub area called the Elgado Outpost, which is a bit smaller than Kamura Village, but still gives players plenty to do. And, of course, the new Master Rank quests are added, giving hunters a challenging array of missions to complete to see how the story plays out.

However, even with the dozens upon dozens (or even hundreds) of hours that players can spend with Sunbreak, it doesn’t feel as grand or purposeful as Iceborne. It doesn’t have as many new monsters as it should, and a lot of the quests, especially the early ones, involve hunting monsters players have already fought against in the base game.


Even when players roll credits and continue in the Endgame, there are a lot of repeated monsters on the hunting list. There are some quests later on that players can unlock called Anomaly Quests, and the target monsters are afflicted with a virus that makes them enraged, sometimes even performing new attacks.

These quests sound cool in theory, but they don’t feel that different from fighting the monster in a normal quest. It does add a bit more variety to the total package, especially since hunters can get unique materials from the afflicted monsters, but still, it’s not one of the most memorable parts of the Sunbreak expansion.

As a seasoned Monster Hunter fan, Sunbreak doesn’t check all the boxes to make it feel like a complete and well-put-together package. That being said, it’s still Monster Hunter Rise at the end of the day, which is a wonderful and well-executed experience that is worthy of praise. The Wirebug mechanics feel as good as ever with the quality of life updates added in Sunbreak, the new Switch Skill Swap adds more variety to a hunter’s moveset, and hunting down monsters for the new master rank armor sets and weapons never gets old.

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There are a lot of neat little touches here and there that make Sunbreak a fun all-around experience, even without the game-changer that was the Clutch Claw back in Iceborne. For Monster Hunter Rise fans still looking to grind out some armor for dozens of more hours, Sunbreak will definitely deliver on that front.

But for the die-hard Monster Hunter fans out there that are looking for something a little different than the base game, there’s not much new stuff to partake in this time around. Sunbreak feels like DLC for Monster Hunter Rise’s Endgame rather than being a proper full-blown expansion.

Monster Hunter Rise: Sunbreak is available for PC and Switch. Today Technology was provided with a Nintendo Switch code for this review.

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