Role-Playing Games of the 2020s, Part 3 Codexery

Monster Hunter Rise

A Monster Hunter title introducing Palamutes and Wirebug traversal.

Monster Hunter Rise

Jefferson Davis · Public domain

Monster Hunter Rise is a 2021 action role-playing game developed and published by Capcom for the Nintendo Switch. It follows many of the conventions established in Monster Hunter: World while introducing new features such as the Palamute companion and Wirebug traversal mechanics. The game received generally positive reviews and has sold more than 15 million copies worldwide, making it the second best-selling game in the series.

Quick Facts

Title
Monster Hunter Rise
Developer
Capcom
Director
Yasunori Ichinose
Producer
Ryozo Tsujimoto · Akihito Kadowaki
Designer
Katsuhiro Eguchi
Programmer
Kazunori Sawada
Artist
Hiroshi Sato
Writer
Hiroshi Yamashita
Composer
Satoshi Hori
Series
Monster Hunter
Engine
RE Engine
Platforms
Nintendo Switch · Windows · PlayStation 4 · PlayStation 5 · Xbox One · Xbox Series X/S

Facts from the source article.

Lore & Background

In Kamura Village, the player-character is promoted to Hunter and warned of the Rampage, a calamity where frenzied monsters attack the village. The Hunter repels attacks and slays Magnamalo, a tiger-like fanged wyvern that feeds on the horde. The Rampage is ultimately caused by the Elder Dragons Ibushi and Narwa, who mate every fifty years; their disturbances drive monsters berserk. The Hunter defeats Narwa the Allmother and is named Savior of Kamura.

In the Sunbreak arc, a knight from Elgado named Fiorayne recruits the Hunter to face the Three Lords, including the vampyric Elder Dragon Malzeno, which is making monsters more aggressive. The expansion adds the Switch Skills Swap feature and allows befriending non-player characters as companions.

Reader's Guide

Monster Hunter Rise refines the series' core loop of hunting monsters for loot to forge better gear, using seamless maps focused on vertical movement. The Wirebug enables grappling and Wyvern Riding, while Palamutes provide fast traversal and combat support. The Rampage mode introduces tower defense elements. The Sunbreak expansion adds Switch Skills Swap, letting players switch between two skill sets mid-hunt. The game's sales success—over 15 million copies—cements its position as a major entry in the franchise, second only to Monster Hunter: World in series sales. Its mechanics, particularly the Wirebug and Palamute, became defining features of the 2020s Monster Hunter era.

Did You Know?

Genre Identity: The Action RPG Framework

Monster Hunter Rise occupies the action role-playing genre, a category defined by the fusion of two traditionally distinct gaming pillars. At its core, the ARPG demands real-time combat that tests a player's physical coordination and reaction speed, drawing heavily on hack-and-slash or shooter-style mechanics rather than the turn-based or menu-driven encounters found in classic role-playing titles. What separates an ARPG from a straightforward action-adventure game is the inclusion of deep RPG systems: player-driven character creation, meaningful decisions about how a character develops, branching skill trees, and direct control over a customizable party of companions. A character's statistical profile governs their relative power and effectiveness, and those numbers grow as the character levels up. Even massively multiplayer online titles that employ real-time combat systems fall under this umbrella. Monster Hunter Rise, as a modern entry in this space, inherits all of these structural expectations while pushing them into its own design language.

Inheriting the 1984 Revolution

The action RPG genre was forged in 1984 by a cluster of Japanese developers who merged role-playing depth with arcade-style action. The Tower of Druaga, an arcade release from June 1984, was conceived as a fantasy reimagining of Pac-Man, blending puzzles, monster battles, and hidden treasure. Its commercial success in Japan directly inspired the creation of both Dragon Slayer and Hydlide that same year. Falcom's Dragon Slayer, crafted by Yoshio Kiya and shipped for the PC-8801 in September 1984, is widely cited as the very first action RPG ever produced. It discarded the command-based battles of earlier role-playing games in favor of real-time hack-and-slash combat demanding direct player input, all wrapped around traditional RPG mechanics and puzzle elements. T&E Soft's Hydlide, released in December 1984 by Tokihiro Naito, introduced the first overworld to the genre and went on to sell two million copies across platforms. Together with Courageous Perseus, these three titles vie for the position of genre precedent, and their overhead action formula became the blueprint that countless successors, including modern entries like Monster Hunter Rise, still follow.

The Combat Design Lineage

One of the most consequential shifts in action RPG history was the move away from turn-based or menu-driven encounters toward real-time, physically demanding combat. Dragon Slayer's 1984 debut on the PC-8801 marked a decisive break: instead of issuing commands from a menu, the player had to directly manipulate real-time hack-and-slash actions, a formula that would echo through decades of genre design. Yet even that early real-time system required the player to bump into enemies to land a hit. A further leap came with The Legend of Zelda in 1986, which, though not strictly an action RPG by later definitions, introduced a dedicated attack button that animated a sword swing or projectile on screen. It also pioneered open-world, nonlinear exploration and battery backup saving. These innovations became templates for subsequent action RPGs. The genre's combat philosophy thus evolved from simple collision-based engagement to button-driven, animated attacks, a trajectory that modern titles like Monster Hunter Rise carry forward in their emphasis on precise timing, physical coordination, and reaction speed.

Party Systems, Morality, and Episodic Design

Beyond combat, the 1980s laid the groundwork for several RPG systems that define modern action RPGs. Falcom's Dragon Slayer II: Xanadu (1985) introduced a side-scrolling exploration view paired with overhead battle, numerous character stats, and an early morality system: a Karma meter that rose when the player killed "good" enemies, causing temples to refuse level-ups. Hydlide II: Shine of Darkness followed with its own morality mechanic. In 1987, Sorcerian pushed the party concept further, letting the player simultaneously control four characters in a side-scrolling view, with character creation, class-based puzzles, and a choice among fifteen scenarios playable in any order. It was also episodic, with expansion disks adding new scenarios over time. Meanwhile, Euphory on the Sharp X1 computer offered what may be the only Metroidvania-style multiplayer action RPG, supporting two-player cooperative play. These experiments in party management, moral consequence, and episodic content release shaped the design vocabulary that contemporary action RPGs, including Monster Hunter Rise, continue to draw upon.

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