But on PC, that already-gorgeous art style hums even louder. The soft and anime-inspired art direction Rise takes did a lot of work for the Switch version of the game softening edges and making the shaders work in low-res was a smart move for the engineers behind the RE Engine. it's so much more imposing and impressive than it was on Switch. Seeing Magnamalo writhe and twist and leap, uninhibitied by framerate caps and casting dynamic shadows as it charges around the arena. Rise's 'cover monster' exemplifies why the game is so good it shows off how robust Capcom's animation suite is in the game, and requires you to think on your feet and respond to a wealth of prompts from both environment and your quarry in order to come out on top. Take the first big landmark fight you do in the game (a fight that you can play in the Monster Hunter Rise PC demo) that sees you butt heads with the aggressive, incessant Magnamalo. If you've got a machine capable of running the game with the graphics options turned all the way up, and with a framerate sitting anywhere above 60FPS, it's night and day how much better the experience is compared to doing it in 30FPS at 756p docked/540p undocked. The most notable upgrades are, of course, in the viusals. The PC version of the game scratches all the itches the Switch version did – fluid, responsive combat a compelling gameplay loop some really well-realised set pieces a wonderful roster of monsters – but does it all with so much more technial proficiency, it's making it real hard to go back to the Switch version (where my fully kitted-out Hunter lives with all their lovely trophies).
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