Despite its recent achievement on the PlayStation 4 and Xbox One, the “Monster Hunter” series has always found its biggest success on handheld systems. The series started on PlayStation 2 but didn’t explode until it was launched on PlayStation Portable.

Can the series have the same level of success on the Nintendo Switch? That could be the case with “Monster Hunter Rise,” the newest entry launching on March 26. Capcom released a demo of the game Jan. 7 and it shows off some of the new mechanics and monsters announced during the digital January event. I played a bit of the demo. Here are five things I learned from the short taste of the new chapter.

  • Magnamalo is the flagship creature for "Monster Hunter Rise." It uses purple flames in battle. (Capcom)

  • Players will find the customary accoutrements in the hub of "Monster Hunter Rise." (Capcom)

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  • Lagombi is another creature that players will face in "Monster Hunter Rise." (Capcom)

  • Players will have two buddies tagging along during a hunt -- a Palico and a Palamute -- in "Monster Hunter Rise." (Capcom)

  • Barioth is flying Wyvern in "Monster Hunter Rise." (Capcom)

  • Goss Harag is a fanged beast in "Monster Hunter Rise." It uses its breath to create ice blades on its paws. (Capcom)

  • Goss Harag is a fanged beast in "Monster Hunter Rise." It uses its breath to create ice blades on its paws. (Capcom)

  • Goss Harag is a fanged beast in "Monster Hunter Rise." It uses its breath to create ice blades on its paws. (Capcom)

  • The Great Baggi is another creature that players will face in "Monster Hunter Rise." (Capcom)

  • Magnamalo is the flagship creature for "Monster Hunter Rise." It uses purple flames in battle. (Capcom)

  • Meowcenaries are Palicoes appearing in "Monster Hunter Rise." (Capcom)

  • MIzutsune is a target that appears in the "Monster Hunter Rise" demo. It's speed makes the Wirebug more important to improve maneuverability. (Capcom)

  • Tigrex makes an appearance in "Monster Hunter Rise." (Capcom)

  • Tigrex makes an appearance in "Monster Hunter Rise." (Capcom)

  • Players can train with weapons before heading out in "Monster Hunter Rise." (Capcom)

  • Players can ride atop of wyverns in "Monster Hunter Rise." Although it looks cool, the controls feel a bit clunky. (Capcom)

  • Players can ride atop of wyverns in "Monster Hunter Rise." Although it looks cool, the controls feel a bit clunky. (Capcom)

  • Players can ride atop of wyverns in "Monster Hunter Rise." Although it looks cool, the controls feel a bit clunky. (Capcom)

1. It will take a while to get used to the wirebug — One of the biggest new mechanics introduced to “Rise” is the ability to swing around the environment using the insect. Players get two initially and they recharge over time. As a veteran of the series, I forgot that I had access to the ability while fighting Izuchi and Mizutsune.

I sliced at these monsters as I would in any other “Monster Hunter” game. It took me a while to realize that wirebugs offer more maneuverability that’s especially helpful against fast-moving creatures such as Mizutsune. I eventually used the wirebug to leap up and dodge its sweeping attacks. I also realized that being in the air opens new ways to attack.

The other part of the equation is that players should look up more while wandering the map. They can use wirebugs to access higher areas and even reach resources that appear out of reach.

2. Palamutes and other conveniences streamline the game more — Running from one end of the map to another used to be a chore. Capcom introduced the concept of mounts with the “Monster Hunter World: Iceborne” expansion, and it expands on that idea in “Monster Hunter Rise.” Players can just jump on the companion and race to the monster on the map.

What’s even better is that players can sharpen weapons or eat barbecue on the way there. It saves time on missions with tight time limits. When it comes to combat, players can fight atop the Palamute but blows don’t deal as much damage compared to fighting on foot. Players can actually dismount from the ride by jumping in the air, allowing players to do new aerial attacks.

In addition, collecting resources on the map automatically crafted items as soon I collected them. If I ran across herbs, it turned those into potions. When I collected honey, it converted those to Mega Potions on the fly.
Lastly, instead of scoutflies showing players where to go, I just had an arrow directing me to the monster. It’s not as fancy or lore driven as “World” but it shows that Capcom is trying to streamline the mechanics even more in order to make the game friendlier to newcomers.


3. Wyvern riding is clunkier than I was expecting — This new feature looked impressive in the digital event. It seemed like it would fulfil a dream of Kaiju-like battles for players. Although it’s promising on the surface, the execution is different from expectations.

To mount a wyvern, players have to damage it enough so that they can use a silkband technique that requires wirebug. When used, players create a web shield in front of them and if the monster hits it, the animation for riding is activated. Alternately, players can also use a puppet spider to do the same thing. Players pick it up and use it like an item.

That’s fine and good but controlling the monster is clumsy. It feels like moving a tank as players have to press a button to run and steer it with the analog stick. When not moving, the monster just stands with option to attack though some moves won’t be available. The creature can also attack on the move. The monster can also evade so that it shrugs off attacks but that takes the right timing.

Overall, Wyvernn riding isn’t as responsive as I was hoping and it will take time to get used to it. The big payoff for Wyvern Riding is that players can build up the Mounted Punisher gauge that deals a ton of damage. Players fill the meter by attacking and staying on the creature. The big caveat to the whole process is that hunters can’t ride wyverns forever. The mount timer does dwindle down.

4. More endemic life makes exploration more important — The rich environments from “World” carry over to “Rise” and flora and fauna become even more important in hunts. Players will find wildlife such as spiribirds that boost maximum health and stamina. They’ll also find wild wirebugs that add an additional use and flashbugs that can be activated by running into them. Players should look for these creatures before engaging in a fight to get the biggest advantage.

The other part of this feature is the new piece of equipment called a Petalace that reacts to spiribirds. Depending on the type of Petalace, the spiribird boosts will be different. The gear will emphasize certain stat boosts such as attack, defense, stamina or health when contacting the creature. Those temporary increases last for the rest of the hunt.

5. Some buttons have dual functions — Capcom tweaked the controls and user interface to give more options in “Rise.” The L button normally lets players choose items, but it now brings up a menu for chat options. It clutters the screen and takes some getting used to.

The other confusing one is the minus button. If players tap it, the button brings up more chat options while holding it down leads to a closer look at the map. The directions aren’t exactly clear on this but it took a few tries to figure out. The bigger map has benefits because players can spot important places, but it can now be used for fast traveling to camp. That’s another step to make the series friendlier to newcomers.