This is the second part of a two-part review for Monster Hunter: world, except this one will be for Iceborne. I strongly encourage you to read the first part here. Iceborne is an equally long game as World, but I don’t have as much to cover this time, so it should be shorter. This DLC has been hyped up for me way before I got into Monster Hunter, so I went in with moderate expectations, but considering my issues with the base game, I wasn’t expecting anything mind-blowing. Needless to say, it was a fantastic experience with a few snags, let’s get right into it.

Iceborne is a substantial DLC right away because it fundamentally changes how each weapon is played and what they can do. Longswords for example, get the Iai slash and Iai spirit slash. Iai slash becomes an essential tool since landing it will allow your meter to naturally charge overtime, giving you more room to disengage from the monster without fully compromising your ability to perform your Spirit Slash combo. Iai Spirit Slash on the other hand is a higher skilled foresight slash that rewards you with tremendous damage, large part-break damage, and is visually striking. However, the issue with this particular move is the timing is far too tight at times, and it has a lot of factors that make it unreliable and random which severely hinders any sort of benefit it could provide on paper. I’m not an expert when it comes to how this move works, however, I recommend watching this video by Peppo, a former speedrunner about Iai Spirit Slash. It was incredibly informal, and was personally the decision for me to never use this move despite the theoretical potential and advantage it provides. With that said, the simple inclusion of Iai Slash makes Longsword much more forgiving to play despite already being rather easy. Other weapons I can’t comment on as much, however a lot of them usually tie into another mechanic introduced into Iceborne, which is the Clutch Claw.

Clutch Claw is a rather divisive mechanic overall. In concept, it allows you to latch onto a monster from a relatively close distance, once you are latched onto a monster you have a few options. You can “tenderize” that part of the monster, which allows for more damage to be dealt in that specific area. Tenderizing takes two strikes to tenderize with light weapons, while heavy weapons only take one. This would be a fantastic mechanic because it’d allow the hunters a much faster means of defeating monsters while also rewarding monster knowledge by tenderizing weak points to deal even more damage. The issue with this mechanic for Iceborne specifically are the monsters themselves, or rather their bloated health pools. Monsters in Iceborne require you tenderize them to deal adequate damage for them to go down at a reasonable pace, which bogs down many fights to “clutch claw and tenderize as soon as possible”. It heavily restricts the approach one can take fighting monsters in Iceborne, that’s not to mention how inaccurate The Clutch Claw also is. Aiming the clutch claw requires you to aim a reticle at the part you wish to clutch onto, if you aim successfully, then there’s no issue, but that’s the problem, the aiming is terrible. Monsters are incredibly fast and always moving, so having the time to carefully aim and clutch onto a monster is a nightmare, on top of its short range, you really need to put yourself in danger to do it. At least if you latch onto the wrong part, you can jump to other parts of the monster, but this can waste time and has incredibly odd input buffering issues from personal experience, but this may have been my own issue entirely by quickly hitting the buttons, it was annoying all the same.

Clutch Claw’s second important use is wall banging with the slinger. In World, the slinger was mostly used for environmental interaction and getting the monster’s attention while also being able to interrupt their attacks if timed right. Wall banging is not only better in every conceivable way to these options, but once again brings up a balancing issue, except in reverse to tenderizing. If you can clutch onto a monster’s face while they’re not enraged you can use up all of your slinger ammo to make them go sprinting into a wall, which will deal tremendous part break damage and have them topple over, giving you a gigantic opening. You can also adjust where the monster is facing to ensure they run into some obstacle or wall for the topple, which is useful. Wall banging pretty much trivializes any fight before Iceborne, and in Iceborne itself, it can be equally trivializing with the right coordination, guaranteeing a topple is already strong, but wall banging itself can deal immense damage to a monster as well. While I think the challenge of the monsters you fight in Iceborne can make up the difference here, wall banging at first is an incredibly satisfying and fun mechanic, but it’s far too easy and rewarding for something that only requires some slinger ammo and the monster not being enraged. Let’s not forget to mention that tenderizing the monster will drop slinger ammo for you if you use a light weapon, the game is giving you the resources to repeat this process over and over. That’s the fundamental problem with Iceborne to me, they design these monsters around both of these concepts, to tenderize, and to wall bang,, so to make up for that, they made monsters have so much health and resistance, if you decide not to use these methods, I’d argue your chances of succeeding later become vastly lower. Not to mention it can slow down certain fights to an absolute crawl, because you need to use the clutch claw, but if the monster is moving around a lot, and you’re just getting unlucky and knocked off a lot, you’re just kind of screwed. Granted you can still fight the monster normally, but with their health, and that lovely time limit adding pressure to be a bit faster, it’s a combination I did not enjoy very much initially, but you do get used to the new flow Iceborne presents, though I feel it dumbs down gameplay a lot and can be a crutch.

I think I’ve addressed some negatives, let’s get into some positives! The monster roster for Iceborne is nothing short of utterly amazing! While I definitely had my favorites from World like Nergigante, Teostra, and Odagaron to name a few, Iceborne quickly introduced me to some of my all-time favorite monsters ever in both design and fights. Nargacuga’s blinding speed yet incredibly fair openings, Brachydios being a knuckle duster with explosive AoE’s, and Barioth’s blinding speed and aggression that can be stopped cold by shattering his wings. There were very few fights in Iceborne I didn’t enjoy or at least tolerated compared to base World, it gave the game much needed variety outside of World’s roster which felt very dinosaur and dragon loaded. Iceborne certainly doesn’t shy away from adding more of these types of monsters, but was pleasantly surprised to see more diverse design inclusions like Banbaro. One thing I could have done without are all the new variants of old monsters. In concept, I think the idea is good, but in Iceborne, they didn’t feel substantial enough at all to warrant including in my eyes. There are exceptions of course like Coral Pukei-Pukei, and Frostfang Barioth to name a few, but others like Ebony Odagaron and Nightshade Paolumu felt more like padding than worthwhile variants worth being in the DLC. That’s a negligent issue in the grand scheme of things, but still an issue regardless, still an amazing roster of monsters I was very pleased with.

Iceborne also has us exploring a new region: The Hoarfrost Reach. Hoarfrost Reach is a beautiful landscape covered in snow, but wasn’t too large or difficult to navigate, on top of being rather flat compared to the likes of the Ancient Forest, I was immediately a fan of this new area. One thing I was not a fan of constantly having to consume hot drinks to ensure my stamina wasn’t lowered by the cold. Thematically speaking, it’s incredibly cohesive and makes sense, mechanically? It’s bothersome to keep up with, but considering it’s not that often you need to refresh your immunity, it’s ignorable, but something I noticed compared to Elder’s Recess where you only needed to consume Cold Drinks for specific sections, not the entire map. We also get an entire new hub for this DLC, Seliana, wow. Seliana in stark comparison to Astera, was remarkably designed, much flatter, much easier to traverse, and had an unbelievably cozy and immersive feel. I loved everything Seliana had to offer in both layout and new activities such as the generator which just made certain items an absolute breeze to get without farming expeditions anymore. Seliana also had a much better and inviting Gathering Hub, with hot springs, more convenient layout, and again just really cozy. It has much better music, you get your own room you can customize and do side quests to obtain more decoration options which is an awesome inclusion that’ll give the game far more playtime and longevity for people who enjoy that. I personally only dabbled with it, but I was thoroughly impressed with how much you could do with it. As soon as I reached, I never went back to Astera, it’s just too bothersome and badly designed to navigate. I appreciate its verticality and scope, but Seliana is just more inviting and non-intrusive, it wins by a landslide.

Progression with Iceborne also felt far better than base world. A plethora of new monsters means more gear than ever to craft, and most of them are once again useful in their own right and look good to boot, with the added bonus of not having an armor set that can essentially carry you throughout the game like the Defender Gear. With that said, the last armor set in the game one could arguably obtain is far too versatile with how it’s designed, every single weapon or playstyle can be supported by it, and it’s due to this armor set that Iceborne’s endgame grinding is always the same, which is a huge detriment. Had the game allowed for any and all armor combinations to, in theory, be viable, it would have made building and using them long-term far more satisfying and valuable, but instead, what awaits you is a far superior armor set everyone uses, with zero reason not to, no negatives, no drawbacks, nothing, the only caveat being how you obtain it, but we’ll get there. Besides that one issue, the plethora of new options is great, and I very much enjoyed the progression in Iceborne more than the base world. I personally built far more weapons and armor in this expansion than my entire time in Base World because the monsters and difficulty increase every mission warranted it enough to feel important to do.

Iceborne unfortunately retreads the same issues the base world does with cutscenes, missions, and characters. None of it mattered to me, it’s all simply, once again, a means to justify why you’re fighting specific monsters, it works, but is completely unimportant overall. I once again found myself wanting to skip these cutscenes in favor of fighting large monsters. Characters are as one-dimensional as ever, but we do get a break from the Handler in this expansion for a little while, which was nice, but nothing significant. It’s honestly a tragedy these negatives still exist, as you also need to watch the cutscene first before others can join your hunt, which was equally annoying in base World, this same issue persists here. For as much as Iceborne improved upon base world, this was not one of those areas, and it’s a shame too because this DLC truly felt like it was really trying to right every wrong, but I guess it can’t all be perfect.

Let’s get into my largest criticism for Iceborne, the endgame, or more specifically, the endgame monsters you will be fighting. Now, it’d be hard for me to talk about this since it’s riddled with spoilers. I was inspired by one of my friends and inspirations, @DetectiveFail to use pastebin to discuss spoilers. So for the last section of this review, I highly suggest reading it here if you want my thoughts on it. For those who don’t, or wish not to, I will still give a brief summary here. Essentially, a lot of the final Monsters you fight in World boil down to DPS checks that don’t necessarily cater to skill, but more so how good your build is, and forces you to grind for something good enough to overcome the challenge. Monster Hunter already made it difficult at times to win due to the time limit implemented in hunts, and here that problem is exacerbated further. If your damage isn’t good enough, then you will simply wipe, that’s all there is to it. Not to mention the difficulty spike in the last two monsters especially is far too high, and I personally struggled to defeat them for several hours, to days. It was certainly rewarding and a huge accomplishment, but also an obstacle that will ensure I will never aim to complete this DLC ever again because the entire grind was rather unpleasant and not very fun. Instead it was incredibly frustrating and felt like the odds were always against me to win, this is ironically in the same spirit as Monster Hunter aims for, to feel an insurmountable challenge against giant monsters you can and will overcome. But here it feels legitimately impossible, and many have told me from talking about the final boss in Iceborne that they never came close to beating it.

This has been a very long review in the making, I appreciate everyone’s patience and support as I got this finished. I’m happy to say it is now finished, and ready to review some other great games I’ve been playing while working on this. Overall, I did love Iceborne, it was nothing but an improvement from the base game with tons of implementations, monsters, and ideas I felt were mostly good, others I can’t necessarily say I’d be sad if they never returned. While I do take many issues with the game and its expansion, I got to say it’s still a remarkable game. I’ve always wanted to get into this series, and I’m glad I did with this one! I can easily recommend it to others for the immersive monster behavior and designs, the soundtrack, and the fun combat that hits a few snags along the way. Thank you all for reading my review of Iceborne! Next time, we’ll be mixing drinks and changing lives! Until next time.

Reviewed on May 22, 2024


4 Comments


24 days ago

Appreciate the shoutout! And hot work covering Iceborne! Seems the devs tried to innovate using fancy new tools like clutch claw and wallbanging but had a hard time balancing the advantages with the rise in bigger hp pools. Leading to a spongebattle. But also requiring the player to utilize them. Haven’t played iceborne myself since I was burned out from playing too much of MHW, but it seems more time in the oven could’ve been used to make these new mechanics more smoother.

Perhaps with a bullettime to adjust launching the claw, that would in theory help against the terrible aiming. but i’m not a game designer so maybe they thought of this and threw it out the window in case of abusing it beyond the claw capabilities. Or at the very least make a separate button to tell your felyne companion to initiate the claw for instant attachment hmm..

Regarding the spoiler link. First, I'm glad to see you and more reviewers using it! And second in regards to what’s inside I think some more time could’ve been available. Not gonna say anymore cause i dont want to spoil whats inside. But I generally agree with your thoughts there.

On DPS checks. You bring up an excellent point. Over the years since playing the og and a handful of entries I think its one of the key problems for newcomers in trying out the harder endgame monsters. Sure MH isn’t really hand-holding to tell you to gear check and rise above your dps values. But making the player grind yet again for better stats to have a better chance of winning could’ve been more gentle. Doesn’t help RNGSUS may or may not be in your favor if you need that one lil material, but can’t get it. Requiring hunters to grind again. An increased drop chance, pity mechanic(like in gachas) or something else would help. Maybe a better tutorial & “XXX” stat values before facing certain monsters would be a viable solution...
@Detectivefail I think conceptually they're good, and actually really fun. It's just mechanically they're far too important to the game to not use, and I think it's in this weird spot of being too easy to cheese certain monsters, but the methods of which to utilize it are incredibly unpolished and difficult. I think you should definitely play Iceborne though if you find yourself interested in it, it is pretty remarkable overall.

I actually think a way to make aiming easier would be ideal, yes. Whether it be lockdown, time slows down, or even just a way to do it without aiming it can do wonders for the pacing of the clutch claw as well as how usable it can be in certain situations. I'm also not a game designer, but I don't think you need to be one to find flaws and solutions to mechanics in games like this one, I think player's have as much, if not more valuable input on how things should work than developers, but that's also not to say what fans say is the absolute, it definitely isn't, it has to be very constructive and have merit. I like your idea of having your palico be able to use clutch claw for you, or do it themselves, that seems like a brilliant idea that could've made it easier and have evolved the palico alongside you from base world.

Thank you, I'm really thankful for the idea! Yeah, I also won't go into it here, but the endgame has some issues I wasn't a big fan of, which is a shame because the rest of Iceborne despite how my review may come off was excellent and was a bit disappointed by that.

I think World sort of exemplifies the issue by having armor decorations be random drops. Gear is not the hardest nor easiest thing in the world to get, it's varied on how quickly one can get a good set and a weapon, but never felt too long or out of the way. I think expeditions try to solve this "pity" system, but is usually bloated with drops as well, so it's just as luck-oriented, but with better odds, I suppose. I don't think monsters need specific tutorials or "hey use this" on the monster either, but rather just allow for most builds to deal with most monsters, even monsters with gimmicks. I feel like putting so much into a build only to find it won't work against a certain boss is really de-moralizing and I think the devs could've found a way to emphasize elemental damage builds, while also allowing someone to keep their main gear. Like hell, for example, running a few elemental damage gems on your armor and that'd be good enough, but unfortunately that's not the case, but that's just how it goes. Again, despite a lot of my criticisms of the DLC, it's still fantastic and one I'd highly recommend to anyone, wouldn't have rated it so highly otherwise. But thank you for the long comment, really loved reading and responding to it, and also thank you for all the ideas and support, you're the best!

22 days ago

Man even as someone who doesnt really care about Monster Hunter I really enjoyed reading this and your review of the main game. Mad respect for writting such a long and detailed review.
@NovaNiles really appreciate that my friend, thank you!