Something that may also help newer players is that the Hunter's Notes are a lot more detailed this time around. They contain a lot of useful information, such as the effectiveness of weapon types on each section of the beast, as well as the drop rates of items. There are also listings for things like controls and actions of each weapon.
Is Rise really so opaque, after having played the demo?
There are a lot of systems in this game, dude!
But I've stuck with it, and the Pareto 80/20 principle applies: if you turn off the fast item selection wheel and action command bar, map item selection to the d-pad, store away all the stat-boosting items and ammo other than potions and steak, then it's a pretty standard action game with cool movement. That's how I'd have started the game off if I was designing it, rather than by introducing you to the blacksmith as literally the first thing you do. Understanding 20% of the systems gets you 80% of the way to having fun, and the game picks the wrong 20% to teach you.
It really is like learning a new piece of software or field of study, though. I mean, I enjoy learning. So I'm sticking with it, and it's all coming together! I like it.
What weapons are you guys all using? I've been using the Double Blades, but I think I'm ready for something a little more complicated. The Insect Glaive and Hunting Horn both look weird and hilarious, I might try one of them.
Do you long-term MH experts play around with a bunch of different weapons, or just stick with one? I suppose it's like a fighting game, where you have your favorite couple characters, but then enjoy hopping around too.
Do you like to replay missions, or is there not much point in doing that? I ended up fighting that first Wyvern-thing a second time during the Arzuros mission anyway.
Do you like to experiment with exploding barrels and stuff? Is that something the game teaches you? I can feel the similarities to MGSV here.