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Monster Hunter World: Iceborne is an expansion pack developed and published by Capcom for the 2018 action role-playing game Monster Hunter: World. It was released for PlayStation 4 and Xbox One in September 2019 and for Windows in January 2020. It introduces new monsters, improved gameplay mechanics and a new story set in Hoarfrost Reach, an arctic-themed region. The game was both a commercial and critical success, selling more than 8.5 million copies upon release.
When a mysterious song is suddenly heard across the New World and spurs a mass flock of Wyvern-like Legiana to suddenly migrate beyond the sea, the Research Commission investigates. They track the Legiana to a polar subcontinent and set up a base of operations there, which they dub the Hoarfrost Reach and Seliana respectively. As the Hunter and Handler explore the land, they discover evidence of unusual seismic activity which seemingly caused the ecological changes that prompted the Legiana migration. Meanwhile, the Tracker conducts her own investigation into her long-missing mentor. Her search proves fruitful, as she finds the wreckage of her mentor's ship and a scrap of cloth denoting the existence of a monster known as the "Old Everwyrm", which seemingly links the song and seismic action.
Back in Astera, the ecological disturbances have caused more powerful monsters to appear, including an ice Elder Dragon, Velkhana. As it freezes environments all over the New World, the Commission decides that, unless they fight back, the ecosystem will become too hostile to continue their expedition. The Hunter is sent to confront the Elder Dragon and is able to drive it back to its home in the Hoarfrost Reach. However, this causes it to begin encroaching on Seliana, forcing the Hunter to once again drive it back, before later tracking it down and finishing it off once and for all. Upon Velkhana's defeat, however, the song is heard once again and causes more seismic activity. The Commission finds a pattern in the places where the song appears and predicts where it will appear next. Traveling there with the Handler and Tracker, the Hunter finds the Old Everwyrm, a quartz skinned Elder Dragon named Shara Ishvalda. The fight between it and the commission is interrupted when a Ruiner Nergigante appears and kills the Elder Dragon. This act causes the Admiral to deduce the place of the Nergigante species in the food chain: Killing monsters that threaten the ecosystem.
Later, the Hunter and the Handler track the Ruiner Nergigante to a brand new subcontinental island, an amalgam of different habitats and ecosystems which they dub the Guiding Lands. The Commission elects to continue exploring this new land and uncover its mysteries as well.
As a disclaimer, I'm going to be copying and pasting my thoughts from my first impressions take on this expansion where my feelings are still the same after all of the planned additional content have rolled out and most glitches and bugs have been addressed (for the most part anyway) that I have had major issues with at launch. That being said, this review can be considered a continuation of my review on the baseline version of Monster Hunter: World.
Why did I wait so long to do this review? The answer is simple, really. At the time of release back in September 2019, it wasn't fair to completely judge the game as it was at launch when there were five title updates over the course of that following year post-launch and various fixes/patches to address the game before it could be considered a "complete" package deal. Plus, with Monster Hunter: Rise's Sunbreak expansion right around the corner set to release in June 2022, I felt now was a better time than ever than to come back and offer my thoughts on Monster Hunter's last big expansion to one of their mainline games in this series.
Similar to the base game, Iceborne the player takes the role of a Hunter, slaying or trapping large monsters solo or cooperatively with other players. Iceborne features a new arctic ecosystem named Hoarfrost Reach, said to be one of the largest maps created by the team, where players will encounter both new and returning creatures. As the player slowly progresses in the story, more areas in Hoarfrost Reach will be opened up for players to explore. As it is set in a cold environment, players need to consume hot drinks or visit hotsprings so that their stamina would not deplete. Snow would also slow down the player's movement. Seliana was Hoarfrost Reach's hub area, where players can visit weaponsmiths and chefs. The expansion features a new fast travel system called Raider Rides, allowing players to tame and ride on smaller creatures to either travel to a designed point on the map or to track a monster, with the player still gathering certain resources while in transit.
Capcom also introduced new combat options and gadgets in Iceborne, such as giving players the ability to grapple onto monsters with the new Clutch Claw gadget, and stun creatures using Flinch Shot. The Slinger can also now be used with the primary weapons drawn out. All weapons archetypes gained expanded upgrade paths, as well as additional combat moves to help improve their potency. Existing armor and weapon gear gained additional upgrade levels. Iceborne also introduced new layered armors, allowing players to equip additional armor pieces atop their existing armor sets to customize the outward appearance of the hunter, while keeping the same equipment skills. Iceborne introduces a new hunter rank named Master Rank. Upon reaching Master Rank, players would encounter more challenging enemies and creatures, though they would also gain better rewards such as receiving new armor sets.
If this is the equivalent of fabled “G rank” in previous Monster Hunter games then I’m not impressed as a newcomer. The way Monster Hunter series vets talk about it as if it’s the Devil May Cry series' equivalent of Dante Must Die difficulty tier of these games. Again - I repeat myself. I don't think it's hard or difficult, just frustrating in terms of AI behavior and/or mechanic design that could have been streamlined, such as Alatreon's elemental DPS mechanic (see below). The only monster that I thought that was flat out hard was Fatalis and that definitely lived up to the hype behind it and then some.
Master Rank as a whole felt like more of the same from High Rank in the base game, but with narrower margins for error. Most of that is alleviated with much better weapons and gear available in this expansion, but at the same time, this is a game that continues to reward its players for how they learn from their defeats and return with a better strategy of how to tackle that obstacle from a different angle.
Starting off, I love all of the new QoL (quality of life) changes in Iceborne, but at the same time, a lot of this shit that should have been available at the start. I get it - as a newcomer to this series, I haven't properly "earned my stripes" in terms of enduring the archaic (read: primitive) humble beginnings of this series, but when Capcom decided to bring this series to current-gen consoles, they knew they had to make this more user-friendly and optimized. Granted, they've listened to their player base FAR more than they have for anything fighting game related so I thank them highly for my enjoyment of the game during the base titles tenure.
To be fair though, I have had the chance to start playing Monster Hunter: Generations Ultimate on the Switch recently and I HIGHLY appreciate the QoL changes in World and Rise a lot more after starting that game. Boy, did this series come a long way in terms of accessibility...
What are my favorite QoL changes in this expansion? Saving Radial (shortcut) menu loadouts to your preset item loadouts, more room for stuff on the weapon/armor crafting Wishlist, and a few visual changes that were needed, especially for spotting dropped materials on the ground that were blending into the background/environments previously.
Being able to use communication stickers/gestures in Astera/Seliana is a plus too if you're in a session with international players. I made a habit to put a lot of gestures on my communication shortcuts for multiplayer in terms of callouts for "Let's capture this thing!", "Swords & Blades PLEASE cut the tail!", and "Outta my way, Hammer Bro here!" For the most part it's working to my benefit without having to resort to Flinch Free in my builds, but you still get twats playing this after all of this time who are all swarming around the head and not trying to damage other weak points or cut the tail. Capcom mentioned that the communication gestures are usually translated into those players native language, so that's an added plus.
I like to think that some of these problematic players (see the meme to the left) in multiplayer were the same twats who flake out of the game every few months and don't come back until something new gets added since they don't have a shred of courtesy that a lot of players who were grinding during the last festival in preparation for this expansion.
More slots for Harvesting and Weapon/Armor/Charm Crafting Wishlists were more than appreciated too. (Laughs) I still have stuff from the base game that I never finished acquiring crafting materials for. Master Rank added a TONS more stuff to that list too that I still haven't managed to craft all of even to this day.
Last but not least, who doesn't love the new Raider Ride fast travel mechanic? Your mount automatically pursues the monster across the map, allowing your hunter(s) to sharpen their weapons and reapply buffs or restore health as needed on the way.
The Clutch Claw is a welcome new tool in hunters' arsenals but it's far from perfect.
I, much like the majority of the player base, flat out hated this thing when it was first introduced, but after roughly 200+ hours of using it in hunts, I have come to appreciate it for what it is. A lot of weapons have a few great extensions from their normal attack combos/chains to follow-up into using it, such as the Hammer being able to latch onto a monster and immediately go into position for tenderizing a body part or landing a Flinch Shot.
My only gripe with the Clutch Claw is that it turned the entire hunting routine into a tiresome chore of tenderizing body parts (a necessity for some weapon classes, such as Gunlances) to deal considerable (read: optimum) damage to monsters. Most hunts have transformed into contests where players were fishing for small windows to latch onto monsters for flinch shots to send monsters crashing into the environment for bonus damage as you would be crazy to miss out on that free damage (in most cases, an easy, free 500 to up 5000 points of damage on a monster). Then you have some players who could strategically setup up bombs alongside the walls for even more damage. That's enough accumulated damage from one Flinch Shot that renders sleep bombing monsters essentially pointless in this expansion.
On one hand, I applaud Capcom's Monster Hunter team for their creativity and ingenuity with the Clutch Claw but at the same time, I think it disturbs how players want to hunt monsters how they see fit a little too much in terms of freedom. You're taking a lot of freedom in hunting styles away when you're forced to tenderize monster parts or stop being offensive/defensive for a moment just to line up a Flinch Shot before repositioning yourself into your weapon class' optimal range of combat. That gap in gameplay in terms of being forced to give up your openings for attack/landing in some damage is a detriment for a lot of weapon classes as some of them don't have many rooms for mistakes on their own and stopping to merely reapply those tenderizing marks to a monster tend to be much more of a hassle than they are worth anyway, especially when hunting alone/offline.
That being said, I don't flat out hate the Clutch Claw as the positives of it definitely outweigh the negatives, even though I wish that Capcom would have ironed out the hitbox/hurtbox of the animations for engaging it. Sometimes it's insanely accurate, others it feels like it goes right through monsters, even after all of the numerous patches and updates this game has gotten throughout its content roadmap.
I'm not even going to sugar coat this, but Guiding Lands was a painstakingly chore of an endgame grind when players first gained access to it in the post-game content of Iceborne after clearing the main story campaign for the expansion.
For what it was worth, it offered unique materials from slain monsters and mining minerals that you couldn't get anywhere else in the game that could be used for augmenting your weapons and armor, namely for health regenerative properties or adding elemental bonuses to your favorite weapons. It also gave players control of what they wanted to hunt (by acquiring monster lures) in this open expedition area that combined all of the individual regions into one map for players' enjoyment.
Plus, this was the only means in the game to unlock the remaining monsters in the game to show up in other areas of the game. Some players got around this grind by fighting these Guiding Lands exclusive monsters in the several provided event quests instead to craft their armor and weapons.
Taken from IGN's A Guide to the Guiding Lands - Monster Hunter: World - Iceborne's Endgame guide
How to Tell Which Monsters Increase Which Region Level
To tell which Region a monster is endemic to, and in turn, which region it will provide experience to, go to the following from anywhere:
Options > Info > Check Special Tracks
You can only see this once you've analyzed tracks for that monster.
Region Level Cap Master Rank Requirements
At first, your Guiding Lands Region Levels will be capped at 4. The Region Level Cap will rise as your Master Rank increases. You must complete new Assigned Quests to continue increasing your Master Rank Level.
MR Any - Up to Region Level 4
MR 49: Sleep Now in the Fire - Up to Region Level 5
MR 69: Big Burly Bash - Up to Region Level 6
MR 99: To the Very Ends With You - Up to Regional Level 7
Zinogre
Yian Garuda
Scarred Yian Garuda
How to Find New Monsters in the Guiding Lands
Zinogre isn't the only new monster found within the Guiding Lands. Leveling up the different regions can trigger quests to appear within the guiding lands to hunt different monsters. Here is the list of monsters you can find in the Guiding Lands and how to unlock them.
Zinogre - Zinogre will appear after completing the first set of Fanged Wyvern special tracks analysis.
Yian Garuga - Increase the Forest Region level to 3. Unlocks the Assigned Quest Return of the Crazy One.
Scarred Yian Garuga - Increase the Forest Region to Level 6. This requires Master Rank 69.
Brute Tigrex - Increase Rotted Region to Level 6. This requires Master Rank 69.
Gold Rathian - Increase Wildspire Region to Level 6. This requires you to reach Master Rank 69.
Silver Rathalos - Increase Coral Region to Level 6. This requires you to reach Master Rank 69.
Silver Rathalos
Brute Tigrex
Gold Rathian
The biggest knock I had had against the Guiding Lands at launch was the lack of players who you could find in matchmaking for this feature. This problem was magnified as the game's content rollout moved along as the player base divided up into several camps:
Those who grinded for whatever materials they needed early on and didn't need any more materials for augmentations or upgrades and moved on to other in-game content.
Those who have either tried this feature early on and didn't feel that they needed any augmentations for their weapons and armor since they didn't care for this endgame grind at all. By the time they came back to this feature and gave it a second chance, most of the player base had either already moved onto the region cap locked and higher ranked areas and quests that were exclusively tied to Master Rank progression (by completing hunts unlocked at MR49, M69, and MR99 respectively).
Those who skipped it entirely in favor for the Awakened Weapons from slaying Safi'jiiva instead. By the time they came back to this feature or gave it a fair chance, they didn't see any positive benefit of committing to this endgame grind when they have already acquired arguably the best weapons available for their desired weapon class. It didn't help that those weapons didn't have much room for augmentations either.
All of that being said though? I thought the Guiding Lands was pretty fun once you got a full squad together hunting a ton of monsters back to back without any loading screens and what not. You kept going until the host didn't see the need to continue or if the region "ran out" of monsters. Yeah, that can happen if the host leaves or periodically after everything on the map has been slain/captured.
Full Bloom Fest
Sizzling Summer Fest
Holiday Joy Fest
Festivals, or Fests for short, were part of the content rollout schedule for Iceborne, much like they were for the base game. They provided players with login bonuses of free rewards for just merely participating/playing the game, such as consumable items to assist with questing and armor spheres for upgrading along with adding additional event quests that offered unique free rewards that allowed players to craft layered armor that fit into the themes of these festivals for both their hunters and Palicos. Some of these festivals had rewards that allowed players to craft unique novelty weapons as well, so there was always something to look forward to. The NPCs in the Gathering Hub would get into the fun too and change their attires to match the themes with the Handler even getting a unique outfit for the duration of those festivals too. Unfortunately, if you wanted her to keep those costumes for the Handler, you would have to purchase them via PlayStation Network or Xbox Live.
The festivals always brought the bulk of the player base back into the game when the game was beginning to feel stagnant as everyone came back to partake into the festivities and grind for the rewards and layered armor. Let's not gloss over the fact that this was the times where a lot of the event quests that weren't into rotation were all available at once, so it made for a great time for "catching up" on content when life caused you to have less time with the game as you would have liked.
As of this posting of this review though, ALL of the festivals are constantly in rotation daily with all of the event quests and rewards available for whatever festival is currently active for that day. Also, you can meld tickets for the festivals at the Elder Melder as of the Dec. 2020 Ver. 15.10 update.
Appreciation Fest
Grand Appreciation Fest
Winter Star Fest
Rajang
Going into Iceborne, I had several of my friends who were veterans of the Monster Hunter series tell me about how much they wanted Rajang in the expansion. Lucky for them - they got their wish. Rajang proved to be a horror for a lot of players, myself included. The small hitboxes on his head and tail make for tough spots to hit when you're trying to deal damage, especially when he's powered up and your attacks bounce off of his armored arms. Not to mention that just about everything he does hits like a truck, whether he's powered up or not. This is definitely a monster that shouldn't EVER be taken lightly.
I dare say that he is the B-52 (Bazelguese) of Iceborne who just happens to show up on every other map ready for a fight against hunters and other monsters alike. That being said, he has the most amazing looking Turf Wars with other monsters in the game to me.
Stygian Zinogre
Stygian Zinogre arrives alongside the second Horizon: Zero Dawn collaboration (exclusive to PlayStation users) for Monster Hunter: World, this time bringing in elements from HZD's Frozen Wilds DLC expansion.
I can't say that I liked this variant more than the original Zinogre, despite that I fought that one countless times in the Guiding Lands and as an invader in numerous other quests. Outside of its design changes, I can't say that this was a very memorable fight, if at all.
Well maybe outside of his "Psycho Crusher"-like attack that was clearly inspired by Street Fighter's M.Bison/Dictator but that's a totally different conversation altogether.
Kulve Taroth (Master Rank Siege Event Quest)
When the Master Rank equivalent of Kulve Taroth was announced, the vast majority of the player base collectively groaned in frustration as the PTSD of grinding KT tirelessly for months on end in hopes of the rare weapons that were a godsend to a few weapon classes in the base version of the game reared its ugly head as a reminder of that grind. Fortunately, players would be able to craft the weapons they wanted from KT's materials this time around as Capcom addressed the players' gripes with this RNG induced hell of a grind that proved to be fruitless for a lot of players. Those same weapons could then be upgraded to compete with other Master Rank weapons, but a lot of players scoffed at this as they didn't think that those Elemental weapons would be worth the hassle... Boy, would they be wrong... We'll get back to that when we talk about Alatreon later.
Nothing major didn't change about the KT hunt outside of the fact that she would shed her coat faster and go into her final phase MUCH, MUCH faster this time around. Instead of breaking her horns, hunters are requested to slay her for good this time since the Research Commission has studied her enough to acquire the data that they needed. She has some new attacks just for this occasion that definitely makes this one of Iceborne's most memorable fights.
Arch-Tempered Namielle
I dare say this hunt is Iceborne's equivalent of Ancient Leshen in terms of obnoxiousness. Aquatic Mobility skills/decorations don't do shit to protect you against it's water drawing mechanic and boy does Namielle abuse the hell of that gimmick here to make hunters trip/stagger during this hunt, leaving you wide open for its deadly attacks. If that wasn't enough, you still have to worry about it's water cannon and lasers swiping the area with an insanely high damage output to boot. I thought the normal Namielle was already obnoxious enough, but this Arch-Tempered variant takes the cake. This is a VERY long battle with very few margins for error. I personally grinded the hell out of this hunt when it originally released on the rollout schedule and did it enough times to craft the armor set and layered armor and never came back to it. This was another quest/hunt that was notoriously bugged/glitched on some occasions with AT Namielle's hitboxes lingering onscreen even after attacks have finished, causing them to do even more amounts of ridiculous damage.
If memory serves, this hunt was never patched/fixed to this day. It was another piece of content that was rushed out during the COVID-19 pandemic that clearly showed the pandemic's impact on the game's post-release schedule at this point.
Safi'jiiva (Mature Adult Xeno'jiiva, Siege Event Quest)
When this monster was originally added to Iceborne, I addressed my concerns at the time here. I hate to admit that I told you so, but my fears were justified. When this monster was in rotation, this was the only thing that players had concerned themselves with doing with their time with the game since those "Awakened Weapons" were arguably the best weapons that players could craft for specific weapon classes without having to grind for hours on end, hoping that their luck would turn around to acquire one of those fabled "Guard Up" (essential for Lance and Gunlance players) or "Bow Charge Plus" decorations in their quest rewards. Nope, the Awakened Weapons got rid of the need for begging to Lady Luck to grace you with one of those essential decorations for your builds with those particular weapons. Safi'jiiva's weapons are still the go-to option for a lot of builds in the game, even at the end of the game's shelf life with the only thing comparing to them are Fatalis' weapons and armor for a lot of weapon classes in the game.
As of this posting, Safi'jiiva's hunt is almost always in rotation since the content rollout for this game is done and with the ability for players to kill it in single player without the need of a full lobby of players, thus making acquiring them even easier. The hunt itself is a blast and I can't recommend it enough for players to experience at least once throughout their time with the game. As of Dec. 2020's Version 15.10 update, the hunt will now be scaled for 1 to 2 players, thus eliminating the need for a full lobby of players to help take Safi'jiiva down.
A lot of veteran players will disagree with me when I say this, but I still feel like Safi'jiiva's addition to this game was the detriment to killing a mass majority of the player base's enthusiasm to hunt anything else in the game (outside of Fatalis) when there wasn't essentially nothing else in the game that could compare to those Awakened Weapons. The problem was much more apparent when you realize that you could fight Safi'jiiva right out of the gate after clearing the main story campaign for the expansion and not even having to touch the Guiding Lands content at all, which was level capped by your Hunter Rank.
Frostfang Barioth
Anyone that knows me personally can tell that I HATE fighting normal Barioth with a passion. That hunt on my first playthrough of this expansion made me want throw my controller through my TV at the time from how pissed off I got doing it. Frostfang on the other hand? I actually enjoyed this hunt. Maybe it was because that I fought it with Gunlance instead of Hammer and I had a lot more experience with the game by this point, but I found this hunt to be trivialized on several margins. By this point of the game in post-game content rollout, players have access to some VERY powerful weapons and armor, so it made this hunt essentially a cakewalk once you got around Frostfang's main gimmick.
Alatreon
Remember when I said that players disregarded crafting and upgrading the elemental weapons from Kulve Taroth (Master Rank) would come to regret that decision? Well here's that reason, Alatreon is a unique hunt that is built around entirely breaking its elemental thresholds. Depending on what "mode" its in whenever you start the quest as either an urgent or event quest, Alatreon will be start the battle off weak to a particular element, but will cycle between elemental weaknesses as the battle goes on. Hunters can prevent this from happening by breaking its horns. Breaking its horns and forcing it to topple over from hitting it's elemental threshold (i.e. it's DPS check), you will weaken its ultimate attack, Escaton Judgment. Otherwise, Escaton Judgment will wipe out your entire party instantly, thus instantly failing this quest if you have a maximum party number of 4 players. The weakened version of this attack will still require hunters to heal themselves but they still have to show some urgency to do so before Alatreon resumes its attack afterwards.
This whole mechanic of dealing with Alatreon's elemental DPS check angered and frustrated a LOT of players and still do as of this posting. It forced a lot of players to give up their precious "meta" builds and think outside of the box as let's be serious here, elemental damage was never a major component in dealing with a lot of monsters up to this point. Not to mention that elemental damage was comically bad in the transition from the base game to this expansion with this battle making that fact painfully apparent, hence why the need for Kulve Taroth's unique elemental weapons. I personally used the fully upgraded and augmented armor set from Safi'jiiva along with one of Kulve Taroth's elemental weapons (with health augmentations of course) to get through the fight and even then it was still pretty clutch. Alatreon's AI is best described as sheer ruthless. This thing will snipe you from across the map if it gets any idea that you are trying to run away to heal. It will pummel and trip/stagger you to leave you wide open for its combo attacks if you're not already stunned and standing there like a sitting duck already. If the elemental DPS check wasn't bad enough, this was a fight that forced players to stay on their toes at any and all times.
Alatreon remains as one of Iceborne's greatest challenges to overcome in the endgame post-game content rollout. Alatreon serves as the gatekeeper to the conclusion of Iceborne's story too, following players' completion of Rajang and Safi'jiiva's quests.
Raging Brachydios
I loved everything about this variant. The normal Brachydios I thought was a rather lackluster fight in terms of what the new monsters added in Iceborne brought to table. Raging Brachydios (or "Snots" how my friends and I have jokingly referred to him as...) definitely keeps you on your toes. His dripping magma mechanic is like a ticking time bomb if you don't slot your armor's defenses to protect you against blastblight, but even still, his burning damage and scattered explosions throughout the battlefield aren't to be taken lightly either. If that wasn't enough, he closes off the battlefield to a final showdown with no escape when his health gets low enough to take things to even more terrifying heights.
Furious Rajang
The major difference between this variant and its normal version is the fact that this Rajang is ALWAYS in its powered up state due to its lack of a tail. To be honest, I never had any major issues fighting this version of Rajang over the normal version. All things considered, I thought this variant was a massive letdown.
The thing that pissed me off the most about these last two variants that were added this late into Iceborne's content rollout was that they were limited to the two event quests that they were available in. You couldn't encounter them in expeditions nor in the Guiding Lands (where their hunts take place) at all.
For Christ's sake, neither of these new monsters didn't even come with an introduction cinematic either. At this point, the developers were plagued with delays and lack of manpower due to the ongoing COVID-19 global pandemic, so it was a miracle at all that players were able to get this much so far into this game's content rollout schedule.
Fatalis
Fatalis is the "true" final boss of Monster Hunter: World - Iceborne (no disrespect to Shara Ishvalda as I enjoyed that hunt a lot more than the one against Xeno'jiiva at the end of the base game) and the ultimate challenge for players in this game with the greatest award to obtain. Fatalis' armor set has a plentiful amount of slots for decorations and includes plenty of skills by default, making it the most powerful armor set in the game from the sheer amount of possibilities for customization. That being said, there's nothing about this fight that's easy. Players have to endure the first half of this fight without any help in single player outside of your Palico and Fiver-Bro until you're able to request some back-up with a SOS flare.
Fatalis puts everything that you've learned up to this point to the test and then some. In some aspects, Fatalis makes Alatreon's battle look like a cakewalk in comparison, but at the same time, Fatalis is a much "fairer" fight in terms of there not being any gimmicks to this battle. It's just the hunter(s) against it. On the surface, one might think that the developers are throwing players a bone with this one and they would be absolutely wrong. When the developers streamed their last Developer Diary for the game for the last title update and didn't say nor show absolutely NOTHING of this battle, I knew we were fucked and I was right. In terms of ruthlessness, Alatreon was an appetizer for this horror-made into reality. I saw firsthand why this monster has such a fearsome reputation among Monster Hunter veterans and it's well-deserved and earned.
Fatalis was the perfect monster to serve as the final obstacle to overcome in Iceborne's story and definitely made for an epic conclusion to this game. I kid you not - there is NOTHING more epic in this game than when "Proof of a Hero" starts playing during the final moments of this battle when Fatalis reaches his critical health/dying status.
The changes to the visuals are appreciated, even with the smallest details smoothed out on your hunter during cutscenes and the Handler not having a butterface outside of those scenes (which was meme worthy for the most part). There’s some refined details to monsters now that’s appreciated on the returning cast, such as you can see Odogaron’s scales redden in anger when he’s fired up/enraged in better detail. I’m sure these details pop out more on PlayStation 4 Pro of Xbox One X but it’s noticeable on my standard PS4 just fine enough. What I’m not a fan of are the longer load times between hunts. I get that with the story hunts that they have to load a cutscene or something before/after said hunt, but geez this game tackled on a ton of downtime it seems. The load times are even worse when loading into the Guiding Lands, so keep that in mind as well.
For players on PlayStation 5 and Xbox Series X, these load times are nearly nonexistent though, so keep that in mind as your experience may vary.
When you get this far into the expansion's narrative you will appreciate this meme...
I started off this expansion flat out hating it when it first released, but after the numerous updates/fixes and the five sequential free title updates, I grew to love this expansion as much as I did with the original Monster Hunter: World. I enjoyed this game so much that I purchased it not twice, but four more times when I found it on sale and gifted it to friends, colleagues, and even those following this blog over on my Discord channel as part of the Christmas lottery raffle I did back in 2020.
Between the base game and Iceborne, I think I have somewhere between 1500-2000 total hours of gameplay time with this game and I still occasionally come back to it from time to time to help out friends or just revisit this world and community that I grew to love so much over the last 5+ years. It's rough trying to move back from this game to Monster Hunter: Rise over on the Switch currently, especially when I love a lot of the weapon changes in that game (specifically for Gunlance) but I miss the sheer amount of content and overall fun that this game provided over that one. Monster Hunter: Rise's upcoming expansion, Sunbreak, is literally right around the corner and while I hope that expansion adds a much needed fresh coat of paint to Rise's gameplay experience, I can't say that I'm as enthusiastic about that release as I was with Iceborne. Sue me, Monster Hunter: World was my first experience to this series and naturally, I have become very attached to this game and the great memories that it provided - and continues to do so.
Much like Monster Hunter: World before it, Monster Hunter: World - Iceborne is a game with a steep learning curve, but once you get the hang of it, it's a very rewarding experience to topple these monsters after learning all of their attack patterns and behaviors to optimize the best moments to land your own offense. Every monster - new and returning - feels like a new challenge (read: boss fight) to overcome as you learn the in's and out's of this game in this expansion while you build onto your established knowledge from Monster Hunter: World. As the game currently stands, it is a complete package now with both the base game and this expansion included, with hundreds of hours of additional FREE content, whether you plan on playing online or offline with friends or alone to keep yourself busy.
If things get a bit too tough, there's the Defender Armor set that will trivialize a lot of the early game hunts until you get to Master Rank. You don't have to worry about the servers going down for this game either as Capcom has maintained the servers for MHGU on the Switch and on older consoles to this day. Monster Hunter: World's servers aren't going anywhere, whether you're playing on PlayStation, Xbox, or PC. So it's never too late to jump into the action.
While I can completely understand that this isn't a game for everyone, especially if you're not into grind-heavy games where you routinely do the same things over and over again to craft new armor and weapons from randomly dropped materials of defeated monsters, but I can't help but highly recommend one of my personal gaming experiences to be experienced by other players.
If you weren't a fan by the end of Monster Hunter: World, then Iceborne isn't going to change your mind since it's a lot more of the same.
For players coming into this new, the only thing that I'm asking is to give it a fair shot. Who knows? You might grow to love it as much I do.
For the hunters old and new, I bid you all adieu. Thank you for taking the time to check out my review. Best of luck in your adventures and above all else? Happy Hunting!