DISCLAIMER: This article was originally written in late 2022, and was originally uploaded in February 2023, but has since undergone extensive rewrites and edits. As a result, some of the ideas put forward below have been used by now in-game.
Monster Hunter is a series that I immediately took to when I was a child despite not being very good at, but it sort of disappeared from the west for several years and I forgot it existed until the release of Monster Hunter: World in 2018. Die-hard fans of the series had their fair share of issues with the largest instalment so far, but for me it was like being greeted by an old friend I hadn't seen in the longest time. The music swelled in the opening minutes and I could feel my eyes beginning to water at the realisation that I would finally be able to dive back into a new Monster Hunter game, and the biggest and best-looking one, at that. I have World to thank for getting me back into the series since falling out of it with Freedom Unite, a title that launched exclusively on the PSP all the way back in 2008, and I've been completely obsessed ever since. So much so, in fact, that I decided to go back and play through the various games that I'd missed over the years, most of which I hadn't realised were actually available in English-speaking countries. All of this excitement coupled with the various free title updates releasing for Sunbreak, the massive expansion for Monster Hunter Rise, naturally got the creative juices flowing and I often found myself wondering about the future of the series. My overactive imagination decided to run rampant and an idea for an entirely new Monster Hunter game took shape in my head.
Monster Hunter: Expanse is a concept for a large-scale game even larger in scale than World, with a whole slew of original monsters cooked up in the mind of yours truly. World was so successful and integral to the revitalisation of Monster Hunter and its popularisation in the west, so it would be a hell of a missed opportunity not to capitalise on that and follow suit with a large scale, graphically impressive powerhouse of a game that releases across all platforms simultaneously. The concept for Expanse uses this as a basis. I mentioned in my previous article where I broke down a concept for a Mass Effect game I had(which you can read here) that I long ago got into the habit of inventing hypothetical storylines and characters in my head for games that I enjoyed. Monster Hunter is no different, starting off with a few simple monster ideas that quickly spiralled into a fully-fledged game concept complete with its own main plot, unique mechanics, and, yes, a Master Rank expansion à la Iceborne and Sunbreak. Settle in, because this is probably going to be a long one.
The Expanse
Monster Hunter: Expanse begins with the playable Hunter arriving in the settlement of Zafanza on the border of what was once a series of mountains and cliffs. However, what kickstarts the story is the discovery that a section of these mountains have actually collapsed, revealing an entirely new series of areas that have never been explored before. The Guild has dubbed this collection of biomes 'The Expanse', and it is your job to get in there and find out what might be causing the unusual geographical activity that resulted in the entryway into the Expanse opening all of a sudden. At the behest of the village Elder, Krost, the Hunter takes on their first few quests. The Expanse is a semi-open world map consisting of six different biomes. These biomes are the Hallowed Meadows, the Badlands, the Coral Coast, the Frigid Wastes, the Boneyard, and the Melting Pits. The Meadows and Badlands correspond to the forest/woodland and desert maps respectively that crop up in every Monster Hunter game, and the Hallowed Meadows can be freely entered and explored at will from the get go. The player can wander around the starting village and a small open area that it is connected to from the off. The different biomes are sectioned off with large wooden gates that will unlock as the game is progressed through. Most of the early-game hunts are simple enough tasks, requiring the Hunter to slay packs of Velociprey, Jagras, and maybe even a Great Jaggi.
Returning Monsters
As is customary with Monster Hunter games, large portions of Expanse are made up of hunting returning monsters from previous entries in the series. Part of the excitement of these games is getting to see which monsters made the cut, and getting to hunt them also separates out the newly introduced monsters. There are a lot of the usual suspects in here, with some interesting choices mixed in(I see you, Lagiacrus fans). Here's all of the monsters that would return from previous games;
Rathalos
Rathian
Diablos
Great Jaggi
Velocidrome
Gendrome
Gobul
Malfestio
Anjanath
Plesioth
Yian Kut Ku
Zinogre
Tigrex
Nargacuga
Lagiacrus
Rajang
Gammoth
Garangolm
Deviljho
Brachydios
Kushala Daora
Lunastra
Teostra
Namielle
New Features
-Variety Of Consumables
To be more specific, I imagine that a semi-open world setting where the player can freely explore the different biomes of Expanse would also warrant biome-specific consumables. For example, nulberry is an item that removes all elemental blights when eaten. Expanse has different types of nulberry that only alleviate particular blights and, in turn, they specifically spawn in areas where monsters that can inflict said blights also spawn. This encourages exploration and reinvigorates the gathering mechanic, which has arguably been obsolete for some time. Later in the game, an item can be crafted that combines the effects of each type of nulberry, removing any and all blights when consumed.
-A Better Tracking System
One thing that almost all Monster Hunter fans can agree on is that monster icons being visible on the map from the get go in Monster Hunter Rise was an idea that simply does not suit the series. Hunting down dangerous beasts in new lands does not exactly feel like hunting if the target's location is available right away. Monster Hunter: World was onto something with scoutflies, but there is still untapped potential there. In Expanse, monster tracks and signs of battle must be examined like in World. However, doing so will not eventually cause scoutflies or anything else to lead the player to the target. Instead, picking up on these environmental details will vaguely highlight further signs of said monster in the area, but still require the player to be paying attention in order to deduce what direction they are leading in. Later into the game, perhaps the monster's icon will appear on the minimap like in World, but early on the player must actually pay attention to the environment to deduce which direction a monster went in.
-Returning(And Expanded) Follower Quests
In Sunbreak, players could take NPCs along with them on hunts. This is a feature I was particularly taken with, and I hope it is a mainstay of the series going forward. In Expanse, the ability to take followers on quests returns, but with a few tweaks. Firstly, there are four unique followers altogether, each representing a different village in the series. There is Cyrus, from Kokoto; Usaga, from Yukumo; Arakles, from Jumbo; and Freya, from Pokke. Secondly, each of them only becomes available to accompany the player once a certain monster must be hunted as part of the main story. Namely, the flagships of the games in which these followers' villages first appeared. Cyrus accompanies the player to hunt Rathalos, Usaga joins them to hunt Zinogre, etc. Afterwards, they can be taken along on any optional hunt, but the main Urgent quests that must be completed to progress the main story have to be completed without the assistance of followers, at least the first time.
-New Weapons
It's been a while since the Monster Hunter series introduced a new weapon, and it's about time that changed. I always envisioned a weapon that visually looked like a rod or a Japanese naginata, with interchangeable points that bestowed different elements or moves on the weapon. Weapons exclusive to Frontier, too(like tonfas and the magnet spike), might be an interesting addition.
-Underwater Sieges
Underwater combat was a feature introduced all the way back in Monster Hunter Tri, and a large amount of monsters in that game could be fought in the ocean. However, this is a feature that has never returned in the series and it's long been on the minds of fans who believe it could be reworked for modern games. Expanse approaches hunts like most of the other games in the series, where monsters are found and hunted on land in one of the various maps available to explore. However, it also introduces a new feature, and a new way to hunt; underwater sieges. There are seven monsters in Expanse altogether that make use of this feature. These are Gobul, Plesioth, Lagiacrus, Namielle, and three other monsters that we'll get to later. Gobul is fought underwater, but will infrequently travel onto land for brief moments like it did in Tri. Plesioth works the same way, but can also be hunted exclusively underwater or on land for the duration of some hunts. Namielle has only ever been seen on land in Iceborne, and its underwater siege would see it utilising a brand new moveset and some new attacks to suit an underwater environment. It can also still be hunted on land, however.
Underwater sieges work like this; in the early hours of the game, the player walks along the seabed as if walking on land, but with reduced speed, and the monsters they are hunting swim around in the water, similar to how flying monsters move and behave on dry land, but with more versatility. The player has a third meter beside their health and stamina for their oxygen, which depletes slightly faster than the stamina meter's reduction over time due to hunger. This can be replenished with a consumable called bubbleweed. If the oxygen meter runs out completely, the player faints and uses one of their three lives. Later into the game, a tool can be acquired similar to the mantles in World. When equipped, it will remain on for five minutes and allow the player to swim around freely in the water like how underwater hunting worked in Tri. This tool will then require two minutes to recharge.
New Monsters
I imagined a beefy roster of maybe fifteen or sixteen new monsters in Expanse, but I won't bore you with every little monster idea I've ever had. These are the most significant or interesting ones;
-Aquagaron
Aquagaron's design is inspired by the magnapinna squid, an enormous, hellishly alien-looking cephalopod lurking in the depths of Earth's oceans. For my own sanity-and yours, if you share my fear of gigantic ocean creatures-there is no picture of the magnapinna squid in this article. I highly discourage you from googling any, either, if deep sea fish and/or squid unsettle you. It's pure nightmare fuel. Aquagaron takes the most interesting aspects of the magnapinna's appearance while roaming the land on all fours. Its tail, which sports several slender tentacles, can shoot beams of water from their ends, causing Waterblight. Aquagaron is similar in size to its considerably more normal-looking cousins, Odogaron and Lunagaron. It shouldn't pose a threat to experienced hunters, but newcomers and the foolhardy should watch out for that tail, as well as some nasty bite attacks that Aquagaron has up its sleeves. The Aquagaron first encountered by the player actually appears in the Verdant Hills, a returning area from the very first Monster Hunter game where it was named the Forest and Hills. Naturally, the Aquagaron should not be here, and it is theorised that some external factor caused it to flee its natural habitat.
-Great Shamos
In Monster Hunter: World, there are three new monsters introduced as the stock enemies for different areas; Jagras, Shamos, and Girros. Two of these also get a Great version, the pack leader or alpha male, while the Coral Highlands-dwelling Shamos have no such leader. Considering Expanse's Coral Coast and roster inspired by deep-sea fish, a Great Shamos was a no-brainer. This monster accompanies its smaller brethren in the Coral Coast, where it serves as the first real challenger in said biome. It mainly uses similar attacks to regular Shamos, but it will also use its whiskers to swat hunters away and initiate a grapple attack.
-Morrinos
The Monster Hunter series has only a few monsters inspired by insects, most of which are classified as Neopterons. Morrionos resembles a tentacle moth, a species of moth that inflates several tentacle-like appendages attached to its abdomen. Though male tentacle moths usually inflate these appendages to excrete a scent that attracts mates, Morrinos sports them at all times. They are normally used to lay eggs, as per the monster's ecology, but they will also be used to shoot poison during combat.
-Hrothvarra
An enormous, muscular elk-like beast native to the snowy Frigid Wastes, Hrothvarra sports a large pair of antlers that can summon lightning when it is enraged. It is a herbivorous monster, which might not sound that noteworthy, but the majority of monsters in the series are carnivorous so this idea is very refreshing. Hrothvarra are usually quite peaceful and will not be immediately aggressive upon spotting the Hunter, but they will not hesitate to fight back when they are provoked.
-Ballistic Tigrex
Tigrex is one of the older monsters in the series, but its simplicity is also part of its charm. Its a highly aggressive predator, one that travels nomadically between areas in search of different forms of prey. Ballistic Tigrex is a Subspecies that settled in the Coral Coast after growing accustomed to hunting monsters like Aquagaron and Great Shamos. It is just as aggressive as the original version of the monster, but it is noticeably more agile and nimble as a result of it adapting to hunt monsters native to the Coral Coast that boast increased speed. Because of the time it has spent near the ocean, and its unique diet, its hide has become a pale but striking purple colour, with some dull green stripes across its body.
The Flagship
Terradomus is a Brute Wyvern with a unique appearance, and an equally unique ability. It sports two large fleshy crests on its head that it can move about freely. These crests can also discharge several hairs that stick to the environment. Terradomus can detonate these hairs at will. When used to attack the Hunter, these explosions can cause Blastblight. However, Terradomus can also use this ability to seal and unseal the entrances to different zones in whatever biome it finds itself in. In other words, it can flee into another zone before blocking the path behind it, forcing the Hunter to find another route to its location. Without knowledge of the area, the player would be delayed significantly. Furthermore, Terradomus can likewise unblock paths it has previously blocked off to make a quicker escape when it decides to leave said zone. This mechanic forces the player to change how they hunt and to plan for an unexpected hunting dynamic, but it also allows for exploitation by booby-trapping entryways into other zones. Every map in the game is designed with this mechanic in mind, too, and there is more than one way into each zone, though most are hard to find.
Shinsa Village
Terradomus first appears after slaying Ballsitic Tigrex, where it violently makes an entrance and is immediately aggressive towards the Hunter. Displaying its abilities by blocking the way into the next area with its explosive hairs, it is implied this is the monster responsible for the entryway to the Expanse opening up at the game's beginning, though why it chose to do so now remains a mystery. As Terradomus prepares for a fight, a young Wyverian girl appears all of a sudden and drags the Hunter into a hidden tunnel leading to a cave. This cave serves as an alternate route out of the area, and the cutscene where it is first seen serves to teach players how to travel between areas when they eventually hunt Terradomus and are forced to deal with its ability to block entrances and pathways. The young girl introduces herself as Isha, and she warns the player about tangling with dangerous beasts like Terradomus. Her words imply there is more at work than meets the eye, but there is little time to chat and she quickly takes the player away from the Coral Coast and to her home, Shinsa Village.
The Chief, Viori, greets the Hunter and explains that the villagers-all Wyverians-have lived in the Expanse for eons. They know it better than anyone, and they call Terradomus the Landshaper Wyvern for its unique ability. However, Viori insists the monster would have no reason or desire to escape into the outside world, but he is reluctant to theorise further as to why it might have opened the entryway into the Expanse. He bids the Hunter farewell, thanking them for accompanying his daughter Isha home, and they return to Zafanza to tell the others what they know. Elder Krost instructs the Hunter to seek out Terradomus and hunt it, something he assumes will cause other monsters in the region to settle down and stop migrating outside of their homes. While some of the other biomes would be unlocked before this, Terradomus retreats to the Hallowed Meadows, and it is here where it is fought. As is customary with Monster Hunter, however, hunting Terradomus only serves to prove that there is something else at play. The Hunter is urged to continue dispatching dangerous monsters while the Guild investigates what is happening further.
-Merfondro
The Coral Highlands is possibly the most unique and interesting map in Monster Hunter: World, and it is what directly inspired the Coral Coast for Expanse. Merfondro is another marine-themed monster that looks like it crawled up from the depths of the ocean and spent too many centuries growing accustomed to life aboveground. It is a Snake Wyvern, of which there are incredibly few in the series so far, and it is the first monster fought in this area. Just to note, Aquagaron is also normally native to this area, having been forced to flee, explaining its presence in the Verdant Hills earlier in the game. Merfondro can be fought both on land and in underwater sieges.
-Heth Taroth
Heth Taroth resembles a version of Kulve Taroth from Iceborne that never lived in the Caverns of El Dorado and, in turn, never developed its armoured coat of solid gold. Heth Taroth, however, is not a variant, and is considered its own monster. They appear in the Melting Pits, Expanse's lava-based map that is densely populated with Elder Dragons and other late-game monsters. Heth Taroth is visually different from its New World counterpart, but it possesses many of the same attacks and abilities. Similarly, its underground den-which it flees to when severely wounded-is covered from floor to ceiling in jewels and mining outcrops.
The Past
After slaying Heth Taroth, and subsequently Namielle in the Coral Coast, the Hunter returns to Zafanza to find Elder Viori in the middle of a heated discussion with Elder Krost. Having come to seek aid from Zafanza, the Wyverian gathers himself before explaining what is going on. A long time ago, the Wyverians now native to Shinsa Village came upon a remote area on the coast where a legendary monster was said to have lived. Their brethren sought to worship the beast, a great leviathan depicted only in ancient murals that they took to calling the Slumbering King. The most sensible Wyverians dismissed this monster-worship as nonsense, and infighting broke out amongst them all. In the end, the great monster awoke, emerging from the depths of the ocean and laying waste to the Wyverians. The survivors were forced to gather their weapons and set up ballistae and cannons along the coast to fend it off, and they were lucky enough to repel this legendary beast. What was left of the Wyverians took off deep into the forests of the Expanse and founded the village. Viori explains that he believes the Slumbering King has awoken once again, and its presence is what caused Terradomus to go berserk and destroy the blocked entryway into the Expanse, as well as causing other monsters in the area to flee. He came to Zafanza in the hopes of rallying the humans living there to join the Shinsa villagers in their journey to the coast to slay this creature once and for all. Krost, however, insists they have other things to worry about than supposed legends and myths, and the Hunter is instead sent to hunt a much different Elder Dragon, while Viori is turned away.
-Lunora
The Boneyard is a map inspired by the Rotten Vale from Iceborne, a macabre area with numerous bones and skulls piled up here and there. Initially, it does not seem that noteworthy, but one particular zone in the Boneyard is completely blanketed in the skeletons of long dead monsters. Far out of reach, also, outside the bounds of the area, an enormous skull can be seen, though the monster it once belonged to is unfamiliar. This is where Lunora is first encountered. Lunora is a pale white Elder Dragon that looks like a large, quadrupedal lizard akin to komodo dragons or gila monsters, but with two rows of spines along its shoulders and spikes protruding from either side of its tail. It is predominantly reminiscent of real life reptiles that make their homes on land, but there are some vague aquatic features mixed in here and there. Lunora makes its home amongst the rotting carcasses and long-dead bones of countless other monsters, and it must be slain before the story reaches its climax. It is made clear later on that no records of Lunora exist, and it is considered a newly discovered species by the Guild, like many other monsters first encountered in the Expanse. It does not use any elements at first, but it is vicious and singular in its aggression towards the Hunter. When it becomes enraged, the spikes and spines along its body pulse with red energy and some of its more ruthless attacks can inflict Dragonblight.
Isha's Peril
When the Hunter returns from the Boneyard, Krost and Viori meet with them immediately to inform them that the leviathan mentioned earlier has surfaced after all, and it is on track to cause irreversible damage to the Expanse. What's more, Isha has apparently run off to the coast herself after learning about the monster responsible for slaughtering the other villagers-as well as her mother. Viori begs the Hunter to go after her and to help slay the Slumbering King. Krost, having sensed that this is indeed a grave threat-and sympathising with Viori about his daughter's safety-informs them that he has already gotten permission from the Guild to approve the hunting of this monster. The Hunter and Viori head off swiftly to make sure the Slumbering King will not harm anyone again.
The Slumbering King Awakens
Like I said before, the Coral areas in recent Monster Hunter games are some of the most interesting, but the monsters native to them never really explore the idea of a marine biome, one that presumably used to be completely submerged in water. Namielle is probably the monster that illustrates this idea the best, its design clearly inspired by comb jellyfish and vampire squid. Expanse has numerous monsters inspired by deep sea creatures in an attempt to really make use of the Coral biome and fill out the roster of monsters that are native to it. The final boss is the last example of this, a large dragon with features that suggest it does not belong on land. The Hunter and Viori come upon an area called the Coral Throne, an area similar to the Coral Coast but smaller and more open; an arena. They find Isha on the ground near the drop into the ocean and drenched to the bone. She is alive, but only just, and the sound of crashing waves and rumble from beneath them suggest the Slumbering King is about to make his grand entrance. Viori takes Isha in his arms, and the Hunter waves for him to take her back home while they deal with this monster. After the Hunter is left alone, the waves that have been crashing against the shore suddenly begin a violent tirade before twisting into a typhoon. Then, the waters crash down and drag the Hunter down into the depths.
Once on the ocean flor, the Hunter sees an underground cavern where several rocky structures resembling a throne stand; the area's namesake. And there, suspended in the water above it, is Vas Argo, the Slumbering King. The old Elder Dragon unfolds its wings and limbs, showing its full size and letting off a deafening roar. The first phase of the fight takes place here, with Vas Argo utilising the advantage of being underwater to seriously hurt the Hunter with a plethora of water-based attacks. Eventually, once enough damage has been done to it, Vas Argo conjures several powerful waves and uses them to propel itself and the Hunter up out of the water. The Hunter lands on solid ground, but Vas Argo uses the water to keep itself suspended in the air. Worse again, it begins using the crashing waves around it-fused with several red pulses of its own Dragon element-to charge up a massive ultimate attack that can only be interrupted by using the siege equipment dotted along the coast. Otherwise, the full might of a stormy ocean will come crashing down on the Hunter. Throughout the rest of the fight, Vas Argo will use a variety of physical and elemental attacks against the Hunter, moving around similarly to Namielle and some leviathans seen in the series, but occasionally it will retreat into the ocean to charge up that ultimate attack again. Vas Argo might be influenced by deep sea fish and the idea of a dragon that evolved to live in the water, but it was also inspired by the Greek god Poseidon and his mastery over the oceans. Vas Argo is the King of the Sea, and he is angry that the Hunter has come to challenge him. He puts up a hell of a fight before going down.
Peace In Our Time
After returning to Zafanza, Krost, Viori, and Isha all greet the Hunter and congratulate them on their victory against Vas Argo. On a more personal note, Viori expresses his deepest gratitude for helping him to rescue his daughter. Isha seems unfazed by surviving an attack from the Slumbering King, but she is extremely grateful to the Hunter for slaying Vas Argo, and she hopes they will stay in the Expanse as long as they can. Expanse has an emphasis on the NPCs the player can interact with. The story of Monster Hunter has never been particularly thrilling, but Iceborne and Sunbreak adopted a more character-focused narrative for their main plots, and Expanse follows this trend in a slightly more intimate way. Isha is supposed to bond with the player, and her desire to avenge her mother is designed to draw the player in. They go to help her because they have come to care for her, or at least that is the intention. Additionally, the NPC followers that can accompany the player during Expanse will also provide them with unique items and tools the more they are utilised, and their dialogue offers a deeper insight into their motivations and personalities. Monster Hunter's strength lies in becoming character-driven for the future, and Expanse capitalises on this notion.
The Endgame
Expanse's big endgame threat are the Tempestuous Monsters, much more difficult versions of exclusively Elder Dragons that have appeared in the base game, as well as some more added in post-game title updates. Remember that devastating ultimate attack I mentioned that Vas Argo will do during the battle with him? The Tempestuous Monsters are powerful Elder Dragons that have managed to survive said attack. They are visibly scarred as a result, and their appearances have changed to a degree. Gameplay-wise, they come with more health and heightened resistances to both Dragon and Water elements. Naturally, they also do more damage and sport a few new moves that their base versions lack. Almost every Monster Hunter game has some version of this, tougher gimmick versions of existing monsters designed to pose a much greater threat to the player and extend the longevity of the game. The Tempestuous Monsters, however, were more directly inspired by the Apex Monsters from Monster Hunter Rise.
Rise's Apexes become more powerful due to being exposed to the violent and catastrophic storms conjured by the game's two co-final bosses, Narwa and Ibushi(Apex Monsters in Monster Hunter 4 have the same title, but they are narratively very different. The use of the term in Rise is presumably a localisation error). The idea of the final boss having an effect on other monsters and empowering them is very interesting to me, and it seems to be a concept that Capcom intend to keep exploring. It might seem like the lack of non-Elder Dragon monsters in this category is an oversight, but the idea of Tempestuous Monsters was the only one I landed on that felt right. The condition that they needed to be powerful enough to survive Vas Argo's cataclysmic ultimate attack, too, made it so that they had to be Elder Dragons. Simply put, regular monsters just would not survive it.
-Title Updates
As with the two most recent Monster Hunter games(and their respective expansions), post-game Title Updates tend to have become the norm and they always add in new monsters to tangle with. Expanse is no different. This is the complete list of post-game additions;
Title Update 1: Barioth, Velkhana, Tempestuous Namielle
Title Update 2: Glavenus, Valstrax, Tempestuous Velkhana
Title Update 3: Bazelgeuse, Chameleos, Tempestuous Valstrax
Title Update 4: Odogaron, Caedeus, Tempestuous Chameleos
Title Update 5: Raging Brachydios, Furious Rajang, Nakarkos
Nakarkos can only be fought both on land in the same returning arena from Generations. Caedeus is exclusively fought underwater.
Legion
Naturally, when I was coming up with the concept for Expanse, I couldn't help but imagine what the expansion might look like, as well. Thankfully, I kept some of my most interesting ideas for this. Legion is the DLC for Monster Hunter: Expanse that adds several more areas, a whole new roster of monsters, and yet another host of unique endgame threats. In the vein of Iceborne and Sunbreak, Legion leaves the narrative about Vas Argo and the monsters it caused to flee their homes behind in favour of a brand new storyline. Shortly after defeating Vas Argo, the Guild establishes an Outpost deep into the Expanse, but not too far from Shinsa Village. Grateful to the Hunter-who they refer to as the Shining Saviour-the local Wyverians have started to cooperate with the Guild and agree to assist them in their efforts to explore the Expanse and protect the outside world from danger. Along with the biomes and maps seen in the base game, Legion has its own areas for the player to explore. These are the Wracked Battlegrounds(an area similar to the Citadel from Sunbreak), the Underhollow(an expansive, underground cave system located far away from the Expanse, closer to locations from previous games in the series), the Arid Jungle, the Jurassic Frontier, which returns from Monster Hunter Generations, and the Primal Forest, a returning location from Monster Hunter 4. While Expanse sports a semi-open world where each map can be travelled to on foot and entered from the village, Legion takes a more traditional approach and these newly added maps have to be fast travelled to. The story begins when several monsters are reported seen outside of their natural habitats, a setup similar to the base game but with a very different reason behind it. The Shining Saviour sets off in search of their first target.
Returning Monsters
Some of these are monsters that I've become fond of over the years, but there are others that I know players are clamouring for the return of. Here's the full list;
Arzuros
Iodrome
Great Baggi
Nerscylla
Lunagaron
Ivory Lagiacrus
Abyssal Lagiacrus
Duramboros
Fulgur Anjanath
Stygian Zinogre
Yian Garuga
Astalos
Mizutsune
Espinas
Gore Magala
Chaotic Gore Magala
Magnamalo
Scorned Magnamalo
Nergigante
Ruiner Nergigante
Malzeno
Shagaru Magala
Gold Rathian
Silver Rathalos
Ivory Lagiacrus is only fought on land. Abyssal Lagiacrus is fought exclusively underwater.
New Features
-Human Buddies
Inspired by both the follower system in Sunbreak and the ability to create a humanoid companion in Dragon's Dogma, I have always wondered what it would be like to create a non-animal buddy in a Monster Hunter game that could be taken along on hunts. Dragon's Dogma advertised an exciting new feature before it launched in 2012, where players could customise a human-looking ally that would then accompany them for the entire game. Said ally could be equipped with new armour, skills, and combat abilities. The idea of a fully customisable human buddy was very much inspired by this, and I find the prospect very exciting. Imagine being able to create another person to join you on hunts, crafting new sets of armour for them afterwards and listening to their unique dialogue while pursuing the target monster. Legion, true to its name, grants players a third buddy slot and allows them to create a custom follower to take with them on hunts alongside their chosen palico and palamute. This follower relies on the player to equip them with new gear and skills, but they also provide some significant support during hunts and can do some serious damage when given the right gear.
-More Followers
With the exploration of the Expanse ongoing and the successful establishment of the Guild Outpost-as well as the cooperation of the Wyverians from Shinsa Village-the Guild, the Wycademy, and the Research Commission all begin an enormous joint operation to uncover the Expanse's secrets and observe the unique monsters there. As a result, several additional unique followers become available in Legion, following the same rule as before where they will only become available to join the player for the flagships they correspond to. Lupo, from Moga; Umbra, from Val Habar; Hera, from Bherna; Xenus, from Kamura; and Tiel, from Astera all crop up around Shinsa village and the Outpost during the story of Legion.
-The Wyporium
Monster Hunter 4 Ultimate introduced a character known as the Wycoon, who operates the Wyporium. This is a service similar to the farm, where materials and items can be produced en masse. However, the most exciting aspect of the Wyporium is the opportunity to produce materials for monsters that were not present in the game, allowing players to craft their armour and weapons despite the absence of those monsters. Legion brings this feature back, in the form of the travelling Wycoon who only shows up in the Outpost once every three hunts. Availaing of his services allows players to craft gear from certain monsters no present in Expanse or Legion, such as Gogmazios, Gaismagorm, and even Fatalis.
-The Frenzy And The Affliction
Gore Magala is a monster introduced in Monster Hunter 4, the flagship and something of a nemesis to the player as it attempts to hunt them and their companions down and disrupt their travels during the story. It is a very mysterious creature, one that also carries and spreads a disease known as the Frenzy Virus. This virus infects other monsters, making them more powerful and dangerous than before. Because of this mechanic, many fans questioned the likelihood of Gore Magala, and its adult form, Shagaru Magala, returning in a future game. However, they both appeared in Monster Hunter Generations Ultimate and the Sunbreak expansion for Monster Hunter Rise, keeping the unique mechanic where they can infect the hunter with the Frenzy Virus. Dealing enough damage during the hunt will result in the player overcoming the Frenzy and receiving a buff, whereas failing to do so results in a debuff. The Frenzied monsters-and their more powerful variations, Apex monsters-were sadly absent. Legion changes this significantly, and I hope future games in the series do so as well.
When the Shining Saviour begins hunting monsters in the Primal Forest, they make their way through three particular monsters; Velocidrome, Yian Kut Ku, and Zinogre. However, the fourth monster they encounter-Espinas-is different. It is Frenzied, infected by Gore Magala's virus and far more bloodthirsty than before. It must be put down before Gore Magala becomes the Saviour's target. I really like the idea of bringing back Frenzied monsters and visibly showing the effects Gore Magala has on the ecosystem. It's great bringing the Magalas back in future games, but it does undercut the impact and gravity of their abilities for Frenzied and Apex monsters to be absent. Speaking of which, after Gore Magala has been hunted, Apex versions of Zinogre, Tigrex, and Terradomus can appear in the Primal Forest in expeditions and optional hunts. Only the monsters mentioned have Frenzied versions, and only Zinogre, Tigrex, and Terradomus can become Apexes. This is to avoid the roster becoming too bloated, especially considering Malzeno functions in the much the same way as Gore and Shagaru Magala.
Malzeno has a symbiotic relationship with these small parasitic flying leeches called Qurio, who drain the life from other monsters but empower Malzeno in the process. After the final boss and true host of the Qurio is slain in Sunbreak, these creatures head off in search of a new host, and they end up latching onto any monster they can find. This results in other monsters becoming Afflicted, temporarily gaining the power that Malzeno wielded. Legion treats this system the same way it treats the Frenzy Virus. In the Melting Pits, the Saviour makes their way through Tigrex, Yian Garuga, and Raknachimer-a new monster-before an Afflicted Magnamalo must be fought. After that, Malzeno itself can be faced. Just like before, the previously mentioned three monsters fought in the Melting Pits all have Afflicted versions. After Malzeno is slain, some optional hunts become available to face Risen Elder Dragons, the equivalent of Apex monsters with regards to the Affliction and the Qurio. Legion allows players to hunt Risen Kushala Daora, Risen Teostra, and Risen Tyranna, Tyranna being a brand new monster we'll get to later. Additionally, as an incentive to hunt these extra monster variations and experience more of the game, Apex monster materials are required to fully upgrade Gore and Shagaru's weapons, and Risen Elder Dragon materials are needed for Malzeno's.
New Monsters
Before we get into all the original monster ideas, let me introduce the Enthralled Monsters. The first two or three monsters the player takes on in Legion are new additions to the roster but there is nothing particularly unusual about them. Next on the agenda, however, is an Anjanath that doesn't quite seem to be behaving as it usually would. Additionally, Anjanath usually appear in the Jurassic Frontier or the Hallowed Meadows, but this one appears in the Wracked Battlegrounds, a large area with several ruined structures dotted around the landscape and numerous signs of a violent battle that must have taken place some time ago. Visually, the Anjanath has a green, smoky aura emanating off of it, as well as a trail of sparks. Its eyes, too, glow a brilliant yellow colour. All Enthralled Monsters have the same aesthetic tells.
Their origins are unknown, kicking off an investigation into how they came to be. The Enthralled are not meant to be challenge versions of other monsters, per se, but they do move more quickly and their attacks have better tracking, forcing players to be very much on the top of their game. Several of them crop up throughout the story. They also cannot be captured. It might seem out of left field to throw more difficult variations of other monsters into the mix before the endgame, but the base versions of these creatures are usually encountered first. As well as that, it adds a whole new dynamic to the expansion's structure and keeps things interesting. Interestingly, Gore Magala is the only monster explicitly stated in-game to be immune to becoming Enthralled, a decision made in the interest of further exploring Gore Magala's status as the only mainline monster with a "???" classification. The Guild do not even know what it is, despite the fact that its adult form is considered an Elder Dragon. Naturally, Elder Dragons themselves are also immune to becoming Enthralled.
-Raknachimer
Raknachimer is a Temnoceran inspired by an extinct arachnid named Chimerarachne Yingi(I didn't strain any muscles coming up with the name of this one), a spider with a tail reminiscent of those found on scorpions. Similar in size to other monsters resembling arachnids like Nerscylla and Rakna-Kadaki, Raknachimer was originally discovered and brought back from an unspecified land and introduced to the Underhollow by the Guild in an attempt to cull the numbers of a mystery creature overpopulating the area. What they didn't expect was for Raknachimer to similarly overpopulate the map after breeding out of control, before hunting the mystery monster into extinction. Now, the Underhollow is infested with Raknachimer, amongst other things, and they have been categorised as an invasive species that should be hunted on sight. They are fast and aggressive, and their stingers can inflict poison.
-Felldrasaur
A monster resembling an enormous snapping turtle, Felldrasaur makes its home in the Badlands, where it slumbers beneath the sand undisturbed. Once engaged by the Shining Saviour, however, Felldrasaur rises from the earth and uses its powerful jaws, and its devastating club tail, to do some serious damage. Felldrasaur cannot inflict any element upon its enemies, but it does not need to. It is heavily armoured, and one good strike from its tail could deter even the most voracious of carnivores.
-Alluring Morrinos
In place of poison, the Alluring Morrinos Subspecies have learned to weaponize a gaseous substance that can inflict the sleep status effect when used offensively against an enemy. They do not differentiate too much from regular Morrinos, but they do gain some new moves for Master Rank, like their non-Subspecies counterparts do, and they can also appear in the Wracked Battlegrounds.
-Infernal Zinogre
I'm a big fan of Zinogre, and I have been for a long time. Naturally, as a result of this, I always wondered what a fire Subspecies would look like. Infernal Zinogre have evolved over a significant period of time to manipulate the Fire in the Melting Pits in place of their base versions' symbiotic relationship with Thunderbugs/Fulgurbugs that allows them to use Thunder against their enemies. Infernal Zinogre have instead weaponised the Infernoptera, small flying insects native to the Melting Pits that carry volatile embers through the air. By abandoning the bugs formerly responsible for their use of Thunder, they have now developed a symbiotic relationship with the Infernoptera. The Fire they now wield is volatile and highly destructive, making them more than a match for some of the weaker Elder Dragons present in the Melting Pits.
Nomad's Warning
One of Legion's tougher mid-game challenges comes in the form of an Enthralled Magnamalo in the Melting Pits. While boasting the usual increased tracking and speed, this Magnamalo also disperses Hellfire across the area with heightened aggression and seems hell-bent on killing the Shining Saviour. Nevertheless, the Saviour prevails, but there is little time to celebrate. Upon felling the Enthralled Wyvern of Malice, they notice a solitary Wyverian watching them from the distance. Not one of the villagers from Shinsa, but a lone wanderer presumably native to the wilderness of the Expanse. As he disappears, the Saviour takes off after him and arrives at his campfire, hidden away deep in the Arid Jungle. So remote, in fact, that it seems unlikely even monsters would tread here. The Nomad is quiet, but he begins speaking to the Saviour calmly, implying he has been watching them for some time. He references their befriending of Shinsa Village and their victory over the Slumbering King, as well as the expansion of the Guild with the Outpost. He speaks of the Expanse as if it is his home, clearly peeved by the Guild encroaching on it, but he makes it clear that his opinion of the Saviour is more uncertain. It remains to be seen how they will impact the Expanse. The Nomad then gets up to leave, but pauses and utters a single warning to the Saviour before he leaves; "Invoke not the wrath of the Ancient God."
Judge, Jury, And Executioner
The flagship monster for Legion is one of my favourites, and I can't even take full credit for coming up with its design seeing as how it is heavily based on unused concept art for Shara Ishvalda. But I digress. Dextaria is an Elder Dragon that crops up twice before she is actually fought, and both times she appears just after the Saviour slays an Enthralled Monster. You can probably tell where this is headed. The Guild assume she is responsible for what has been happening, and the Saviour is sent to face her. Dextaria's name comes from two Latin words, Iudex and Ostiarius, which mean "judge" and "gatekeeper" respectively. The reason behind this choice will become clear shortly. With the crystals housed in Dextaria's head crests, she can shoot blue beams of Scorchfire, her own unique element. Scorchfire is essentially a combination of Fire and the Monster Hunter Frontier-exclusive element, "Crystallisation", but with a few changes. Scorchfireblight covers the Hunter in a crystalline substance, which must be shaken off in a set time. Otherwise, it will explode and deal damage, which is similar to Magnamalo's Hellfire. Additionally, it slows stamina regeneration and prevents healing while active, as well as causing Fireblight. Dextaria serves as a literal gatekeeper for the player, as she stands between you and your goal of discovering the true cause of the Enthralled Monsters.
As players will find out soon after this hunt, Dextaria was actually hunting down the Enthralled in an attempt to wipe them out and prevent them from spreading. I always loved the idea that Iceborne conceptualised in Nergigante, that he is a supposed keeper of balance in nature, hunting and killing particularly dangerous Elder Dragons. When monsters threaten said balance or disrupt the circle of life, Nergigante steps in and restores order, even if it does so inadvertently. Dextaria embodies a similar idea, but on a much more intentional level. She watches over the Expanse and maintains order there, which is why she hunts down the invasive and unnatural Enthralled Monsters wherever she finds them. Similarly, this explains the reasoning behind her hostility towards the player. She does not trust them, and her fight with them is a test, an attempt to judge them and discover whether they are worthy of protecting the Expanse. Dextaria is unique in that she is the only monster in the base expansion that can never be killed. Once enough damage is done to her and the hunt reaches the point where she would normally die, Dextaria instead flees the area as if repelled and the quest ends in success, with the player receiving the same amount of rewards they would normally get from slaying a monster. Her gear can still be crafted, but Dextaria herself cannot die, not even in optional hunts. She can only be repelled.
The Coming Storm
Elders Krost and Viori arrive with several other villagers and hunters in tow after Dextaria is repelled to both check on the Saviour and continue their investigation into the Enthralled Monsters. While discussing the fact that Dextaria is clearly not the cause of the Enthralled, Krost notices several Wyverians off in the distance watching them before heading in the other direction. Viori spots them as well, and he theorises that they belong to a small clan of nomadic Wyverians who wander the Expanse and frequently move camp so as not to stay in one place. He goes on to say that one of their clan visited Shinsa Village years ago. Having requested to stay the night, the stranger got talking to Viori and confided in him that his clan were nomadic because they had to be. They had no home to go back to, and this had been their way for generations. Viori suspects the Nomads might have some history with the Enthralled Monsters. Krost brings up the "Ancient God" that one of the Nomads mentioned before after speaking briefly to the Saviour, but it is still unclear exactly what that refers to. Viori and the Shinsa villagers are well-versed in the Expanse's history for the most part, but none of their records or legends mention the Ancient God.
-Hadean Nergigante
Like I said before, I was instantly enamoured with the idea of Nergigante acting as something of a keeper of balance in nature, a role Dextaria also fills but in a much more direct and active way. Long ago, Nergigante journeyed to the Expanse and found itself at odds with Dextaria. The battle that ensued resulted in a standstill, and both monsters were forced to go their separate ways. The idea behind Hadean Nergigante is that it was partway between a regular Nergigante and a Ruiner Nergigante, which are Variants that develop hardened and metallic spikes due to countless battles with other powerful monsters they have encountered. In this case, Nergigante was interrupted during this process by its battle with Dextaria and its spikes became imbued with Scorchfire over time. As a result, its moveset is identical to Ruiner Nergigante's, but some of its more powerful attacks can inflict Scorchfireblight. As for its battle with Dextaria, the Wracked Battlegrounds were torn asunder as the two Elder Dragons gave it their all.
-Tyranna
Throughout the Monster Hunter series, there have only been a select few monsters based on apes or primates, but Monster Hunter Rise gave us one of the most interesting in Bishaten, an aggressive monkey that sported a pair of wings. Tyranna is an Elder Dragon that takes this concept to the next level, with the mane of a gelada monkey and the body of a larger, more brutish ape. However, it also sports a large pair of wings like those associated with many other Elder Dragons in the Monster Hunter series. These Elders reside in the Frigid Wastes for the most part, though they have been known to wander into the Primal Forest on occasion. While Tyranna might seem like it should be exclusive to a particular biome, Elder Dragons often ignore this rule and will spawn almost anywhere. Tyranna combines the intense aggression of Rajang with the brutality of Garangolm for a truly formidable and unusual beast.
-Xiphanos
Xiphanos is a large herbivorous monster based largely on the prehistoric dinosaur, Amargasaurus. Visually, it is not hugely distinct from the animal that inspired it, but I imagine it parralels Deviljho in a way, a monster inspired by Tyrannosaurus rex with only a few visual differences and distinctions here and there. Xiphanos is about the same size as Gammoth, and the rows of spines running from its neck to the end of its tail become charged with electricity when it is enraged. The Thunder bolts it uses during combat are a brilliant purple, a purely superficial detail to make the fight with Xiphanos more visually stunning. It is one of the only herbivorous monsters in the game that can go toe-to-toe with large carnivores like Deviljho and Terradomus.
-Solora
Monster Hunter: Expanse follows a theme of monsters inspired by deep sea fish and marine life. Legion, on the other hand, capitalises on areas like the Jurassic Frontier by introducing various monsters based on or influenced by dinosaurs and prehistoric life. We see this with both Felldrasaur and Xiphanos, as well as the returning dinosaur-based monsters already in the game like Deviljho, Glavenus, Anjanath, etc. Solora follows on from this concept, but with a few interesting changes. It is a bipedal dragon, a carnivorous theropod for all the world but with a great pair of wings befitting of a powerful Elder Dragon. One Monster Hunter trope from recent years that I like is the idea of a monster having both a juvenile form and an adult form, something we see with both Gore Magala molting into Shagaru Magala and Xeno'jiiva shedding its skin to become Safi'jiiva. Solora follows the same pattern. It is the adult form of Lunora, and its appearance has changed dramatically.
The row of spines and spikes Lunora sported along its shoulders have become enlarged and more developed, and they are now fully formed wings. However, these wings are unusually connected to the spines that now run the entire length of Solora's body, connecting to the spikes either side of its tail. This is very similar to Rukodiora, an Elder Dragon appearing in Monster Hunter Frontier. Solora's gimmick is that the body of another non-Elder Dragon monster will always spawn alongside it in the Boneyard, a monster that can use an element. Solora, through preying on and devouring other monsters, can absorb their elements and use them in combat. For example, if a Magnamalo corpse spawns with Solora, the Elder Dragon's fire breath will also inflict Hellfireblight. If it spawns alongside an Aquagaron, it will inflict Waterblight. It works much like Espinas's flame attacks, which also gives hunters Poison and can cause Paralysis. Due to this gimmick and the fact that Solora is one of the toughest monsters in Legion, I almost decided to cut it from the game, or at the very least reserve it for the Title Updates. But I like the symmetry of both Lunora and Solora being the last monsters faced before the final bosses, and Solora is such an interesting monster that I couldn't in good conscience cut it.
Also interesting to note is the fact that in older Monster Hunter games, Elder Dragons would always be alone on the map for the entirety of the hunt without any other monsters. This always added an unsettling atmosphere and framed these beasts as especially dangerous and powerful, presumably having scared away any other monsters from the area due to their mere presence alone. Expanse and Legion follow in the footsteps of World and Iceborne, where one other monster will spawn alongside Elder Dragons in order to facilitate turf wars and to make the world feel more alive. Solora is the one exception to this rule. Anytime Solora is the target of a hunt, the map is totally empty, devoid of all other life. It is the only monster in the game that isn't fought in its own arena to be fought completely alone. As well as that, if the player is on an expedition and Solora appears in the area, all other monsters on the map will immediately leave the locale, another unique mechanic it has. Solora may be treated as just another Elder Dragon that must be slain before the final boss appears, but there is clearly something very special and mysterious about Solora that I am intentionally trying to convey with these details. It might not be the final boss or the cause of what has been happening in the Expanse, but it is a very dangerous and unique life form, and one of my favourite creations.
Invoke Not The Wrath Of The Ancient God
Throughout Legion's many hunts and expeditions, the clan of nomadic Wyverians can be spotted occasionally watching the Saviour's progress. Most of the time, they will be seen during gameplay out of bounds, but as the player nears the end of the story, some Nomads will casually be waiting near some of the campsites the player can spawn in. When spoken to, these Wyverians will begin uttering the phrase; "Invoke not the wrath of the Ancient God." The same phrase said by the single Nomad who had set up camp in the jungle earlier in the story. The Expanse is a mysterious and isolated land full of strange monsters and wondrous locales. Furthermore, this group of Wyverians have always made their home here, long before the entryway opens up at the beginning of the base game, and they know what lurks in these lands. Legion's final boss, and the beast responsible for the various Enthralled Monsters encountered earlier in the story, is a very old and powerful Elder Dragon called Arzadia. Once again, the final boss follows the theme set out earlier of monster designs inspired by dinosaurs and the prehistoric era of Earth. Arzadia is another bipedal dragon with a general body shape and structure reminiscent of carnivorous theropods like Tyrannosaurus rex, but with several dragon-y features mixed in. This is an idea I retroactively used for Solora as well. After following the trail picked up after slaying Solora, the Saviour tracks Arzadia to the Oasis of the Ancient God, a sandy arena with lots of greenery located on the outskirts of the Arid Jungle. Arzadia emerges from an enormous crater in the earth that leads down to a gargantuan underground cavern; its lair.
The first phase of the fight sees Arzadia remaining on the ground and using attacks one would expect from Brute Wyverns like Deviljho or Anjanath. It hits big, and with speed one would not expect from a monster of its size. It rivals monsters like Gogmazios and Safi'jiiva in length, after all. After doing enough damage and holding out for long enough, phase two begins and Arzadia takes to the skies to show what it is really capable of. Several aerial attacks coupled with a swipe from its overlong tail here and there keep the Saviour on their toes, but it is Arzadia's element that really makes it a challenge to fight. Blood red fire erupts from its jaws. Arzadia breathes Blaze, an element exclusive to some weapons in Monster Hunter Frontier but never wielded by a monster before. Reworked for Legion, blaze is a combination of Fire and Dragon that inflicts Blazeblight if the Saviour is hit by it(Blazeblight is basically a stronger version of Dragonblight that also lowers one's resistance to Blaze specifically). Furthermore, Arzadia's Blaze minuses the Saviour's weapon affinity by twenty percent for as long as they experience Blazeblight. Right before the third phase begins, a cutscene plays that sees Dextaria arrive to get her last licks in, an attempt to help the player slay Arzadia for good. A brief struggle ensues, where Arzadia is knocked out of the sky by its rival and it begins plummeting back down into the crater it came from. Dextaria, however, is injured during the exchange, and she plummets to the ground herself, unable to keep fighting but alive, if only just. The Saviour follows the Ancient God into its cavernous lair to finish what they started.
The cavern below is unusual in that there are clearly several manmade structures built into the rock, structures resembling houses and buildings that might have at one time been a settlement. Now, however, they are ruined and long abandoned. Arzadia continues fighting the Saviour on the ground, utilising many of its attacks from the first phase while also breathing Blaze in between animations. This is where the fight gets really interesting. After a certain amount of damage is inflicted to Arzadia during this phase of the fight, an invisible timer will begin counting down. For the first two minutes of this timer, the Ancient God will continue to fight as normal. After those two minutes have passed, though, the Elder Dragon rears up on its hind legs and bellows a stream of Blaze at something unseen in the sky. Seconds later, a Rathalos falls from the sky into the crater, and Arzadia grabs it before sinking its teeth into the monster's neck. The Rathalos undergoes a change before the player's very eyes, roaring with newfound rage as it begins emanating a green aura and its eyes glow yellow.
This is where it is discovered that Arzadia has been injecting other monsters with its venom by biting them, which was what turned them into Enthralled Monsters. Additionally, this allows it to essentially mind-control those monsters, directly controlling their actions and seeing through their eyes. Arzadia smugly takes to the skies and perches above on the edge of the crater to watch as you deal with its new minion. Damage inflicted to the Enthralled Rathalos carries over to Arzadia, but after another two minutes have passed, the Rathalos drops dead and Arzadia lets out a deafening call, summoning an Enthralled Diablos from underground, having already been bitten at an earlier date. After a further two minutes, this beast also perishes, and Arzadia lets out one final roar to call forth an Enthralled Zinogre. The Ancient God's puppets do not have to be slain in the traditional sense, the idea is to simply survive for the duration of this sequence until Arzadia returns to the crater for the final showdown. The battle then continues until Arzadia's health is reduced to zero, and it plummets to the ground, dead.
The Anti-Hunter
Arzadia began simply as an idea for an ultra-powerful, legendary monster who could both challenge the player and intimidate other powerful monsters. Over time, though, I actually came to see the Ancient God as something of a foil to the player and their hunter, a nemesis. The perfect anti-hunter. And everything about the monster and the hunt reflects this. Its unique element, Blaze, mimics the effects of Dragonblight, which is already designed to nullify the element of a player's weapon, while also reducing the weapon's affinity by twenty percent. Next, the moveset. Arzadia begins the fight on ground level, using mainly physical attacks, but it takes to the skies mid-hunt and intentionally switches up its moveset to throw the player off, while also bringing its unique element into the equation. The most obvious quality that cements it as the perfect nemesis for a hunter is its ability to bring other monsters into the fight. After fighting Arzadia for a large chunk of the hunt and getting used to its attacks, the Ancient God suddenly introduces the Enthralled Monsters, whose attacks, elements, and resistances do not match its own, a significant and unpredictable difficulty factor.
What's more, the Urgent hunt to slay Arzadia during the main story guarantees a Rathalos, Diablos, and Zinogre will be the three monsters to appear. Every subsequent hunt afterwards, however, randomises the three minions. To elaborate on the Enthralled Monsters a bit, Arzadia's ability to infect and control other monsters was loosely inspired by something called "Resonance" that we see in Monster Hunter Rise. Thunder Serpent Narwa and Wind Serpent Ibushi "resonate" with the Wyverian twins, Hinoa and Minoto, allowing them to speak through them. Arzadia's power is much more sinister, however. Once infected with its venom, a monster relinquishes all control of its own body to the Ancient God and becomes a mindless puppet for it to control. They can also spread Arzadia's venom and create even more Enthralled Monsters through biting.
Finally, we have Arzadia's theme. I've not thought that much about what kind of musical themes my original monsters would have, but when it became clear that Arzadia had to be the one true foil for the Shining Saviour and the player, one specific idea came to mind. Arzadia's theme is a slow, eerie, and almost gothic rendition of Proof of a Hero, the main theme of the series and the music that Capcom have stated essentially serves as the player's own theme song. It's more than fitting that the Ancient God's theme is a twisted, corrupted version of this. After the third Enthralled Monster falls to the ground, Arzadia collapses into the crater, weakened, and a more traditional, heroic version of the music plays as the fight nears its end.
Plight Of The Nomads
The various villagers, hunters, NPCs, and the two village Elders all make an appearance at the end of Legion's story to congratulate the Shining Saviour on their defeat of the Ancient God. One last time, the Nomads are spotted above the crater looking on in what must be either awe or resignation. They move off peacefully, saying not a word. It is here where it becomes clear that the ruins built into the walls of the crater once served as their home, before Arzadia arrived and laid waste to it all. The survivors have been wandering aimlessly ever since, but they have no intention of retaking their home or moving back in now that Arzadia lies dead. Viori sympathises with them, knowing what it is like to have lost your kin and home, but he theorises that they are too accustomed to their nomadic lifestyle to settle back down now. They never intended for the Saviour to slay Arzadia. On the contrary, they warned them not to invoke its wrath for fear of seeing Shinsa, Zafanza, and the Outpost living through an annihilation like they did so many years ago. It's quite a tragic note to end the main story on, but Krost offers a more optimistic outlook on the situation and asserts that the Nomads do appreciate what the Saviour did, even if they cannot show it. He also hopes that they might find a new home one day, once the memory of Arzadia is not so fresh. The final shot of the ending cutscene shows the Nomads travelling together, with an injured but alive Dextaria flying off in the distance.
The Endgame
Once Arzadia is slain, the monsters that it had been controlling die off and are no longer a threat. However, there are a few that managed to live on. In Monster Hunter 4 Ultimate, monsters infected with Gore Magala's Frenzy Virus sometimes overcame the disease and became Apex Monsters. This idea heavily inspired Legion's endgame. Some monsters that had been Enthralled manage to adapt to Arzadia's venom after the Elder Dragon is slain and can no longer control them. They go on to become Ascended Monsters, much more powerful and dangerous versions of themselves that appear visually more striking due to their yellowish colouration and glowing red eyes. The Ascended Monsters are essentially the inverse of the Tempestuous Monsters, as Elder Dragons cannot become Enthralled or Ascended. However, there are Master Rank versions of the Tempestuous Monsters to add to the list of more challenging enemies to face, as well as Tempestuous versions of the Elder Dragons introduced in Legion. Also, a Master Rank version of Vas Argo becomes available to hunt after the conclusion of the main story.
I liked the idea of the Ascended status making monsters look more similar to other variations of them in the series, also. For example, Diablos takes on a patchy dark blue colouration across its body, making it look more similar to its Deviant from Monster Hunter Generations Ultimate, Bloodbath Diablos. Tigrex, too, turns a mostly striking red colour, which resembles its Rare Species, Molten Tigrex. Last but not least, the unique armour sets that can be crafted for each Ascended Monster all grant the same skill. When active, this skill causes nearby small monsters to come to the player's aid in battle, similar to Tailraiders in Monster Hunter: World. For example, if the Saviour is wearing a full set of Ascended armour during a hunt, and there is a pack of Velociprey in the area, a single Velociprey will become an ally and begin attacking the Saviour's enemies. It will also follow the Saviourfor the duration of the quest until it is killed. The skill is inspired by Arzadia's ability to control other monsters to do its bidding. Some of the more powerful Ascended armour sets will provide a second and third level to this skill, the former granting two small monster allies and the latter causing a single large monster to join the player and assist them. However, large monster allies are restricted to the pack leader monsters such as Velocidrome, Great Jaggi, etc. It might be a bit of a power fantasy, but the Ascended Monsters are quite the challenge, so this skill is the reward for persevering through them. And, as always, the Title Updates have much more content to add;
Title Update 1: Seething Bazelgeuse, Savage Deviljho, Ascended Magnamalo
Title Update 2: Frostfang Barioth, Brutal Terradomus, Tempestuous Tyranna
Title Update 3: Safi'jiiva, Kirin, Ascended Bazelgeuse
Title Update 4: Alatreon, Yama Tsukami , Tempestuous Kirin
Title Update 5: Primordial Malzeno, Tartarian Dextaria, Disufiroa
Yama Tsukami is fought in the Tower, a returning arena-esque location from the older games.
Let Me Explain
Yes, that is quite the unexpected line up. Let me shed some light on what transpires during the post-game portion of Legion. In Iceborne, Capcom introduced Safi'jiiva as a brand new monster, and showed us what an adult version of the base game's final boss looked like. Safi'jiiva is first encountered and fought exclusively in the Secluded Valley, an area the lower level of which is also densely populated by what look like cocoons that will one day birth several Xeno'jiivas. After Safi'jiiva is slain, Alatreon shows up and is actually fought in the same area after attempting to burn said cocoons to the ground. Or at least that's what it looks like. It was already interesting to theorise about a potential rivalry brewing between these two all-powerful Elder Dragons, but Capcom released an Iceborne book earlier this year that takes a closer look at the game's lore and they confirmed that Alatreon purposefully travelled to the Secluded Valley to square off with Safi'jiiva, sensing its presence and considering it a threat.
I wanted to explore their relationship a bit further in Legion. Safi'jiiva appears in its own unique arena called the Barren Gorge, a lifeless and long abandoned canyon that sits at the far end of an expansive desert. After slaying Safi'jiiva, some of the NPCs back at base comment on how said area used to be full of life, implying the Red Dragon's ability to absorb bioenergy from the earth has turned it into a hellscape devoid of all life. Safi'jiiva's appearance in the Expanse, so far away from the New World where it was born, is also an attempt to capitalise on the obvious implication of those cocoons in the Secluded Valley; Safi'jiiva is breeding, and its offspring have headed out into the world to see what they can find. One found the Expanse, where it made its home for some time before being slain by the Shining Saviour. Shortly after, history repeats itself and an Alatreon shows up in the same area, on the hunt for the monster that it caught wind of in the Expanse. The NPCs and villages in Expanse have very little information to work off of regarding Safi'jiiva and its relationship with Alatreon, but they theorise that these two elder dragons may be locked in an eternal game of cat and mouse. They thank their lucky stars-and the Saviour-that the two monsters never came face to face.
Their fights work very similarly to how they did in Iceborne, and Safi'jiiva's ultimate attack must be avoided by taking cover behind several crags jutting out from the earth. Safi'jiiva is also fully designed to be a single player hunt, where Iceborne saw the beast fought in a multiplayer siege with a restricted time limit. That is done away with in Legion in favour of allowing players to take the Red Dragon on fair and square, and Safi'jiiva no longer moves between levels during the hunt. Instead, it is just fought in the arena that is the Barren Gorge. Both Safi'jiiva and Alatreon have a few new moves, as well. For the record, I'm not a fan of the Escaton Judgement mechanic in Iceborne, where a specific amount of elemental damage had to be dealt to Alatreon and its horns had to be broken to prevent its ultimate attack from simply one-shotting players. I think it's an unfair and unnecessary difficulty factor that detracts from an otherwise exhilarating and rewarding fight. Alatreon loses the Escaton Judgement attack, but its damage output and defense are very similar to Iceborne's version of Alatreon otherwise. It will still do an ultimate attack similar to Escaton Judgement, but this can now be avoided just like Safi'jiiva's by taking cover behind the crags, which are ever-present throughout the fight in strategically placed locations around the arena.
The Guardian
In the final bonus update for Sunbreak, Capcom gave us a truly unique and interesting monster in the form of Primordial Malzeno. This variant is the original form of Malzeno, old and very powerful but without any sign of the Affliction or having formed a symbiotic relationship with the Qurio. It is pure and untainted, but during the hunt against it, swarms of Qurio ambush it and attempt to force symbiosis upon it. While it does become significantly more powerful as a result, it does also resist the symbiosis, and the player and their NPC companion, Dame Fiorayne, realise that Primordial Malzeno is not at fault and is instead struggling against the influence of the Qurio. They help the Elder Dragon wipe out these vicious parasites, and Primordial Malzeno is actually not slain. Instead, it seems to look upon the two hunters with respect and gratitude, before flying off for parts unknown, free from the Qurio and having helped quell the threat of the Affliction.
Legion handles Primordial Malzeno a bit differently. Primarily, it is encountered on expeditions and in hunts without any sign of the affliction. In these instances, the entire fight essentially mirrors its first phase from Sunbreak, where it only uses its own physical attacks and there is no sign of the Qurio anywhere. However, there are certain specific hunts where it will be accompanied by the Qurio, in which case the fight will follow the same beats as it did in Sunbreak, and its moveset and phases will deliver some absolutely devastating attacks. When it is hunted with the Qurio, the parasitic creatures are the ones who die at the end of the hunt. It can only ever be repelled, just like Dextaria, and it flees the area when its health has been depleted, even without the Qurio. On a sidenote, I originally came up with the idea of an Elder Dragon that could never be killed back in late 2022, an idea that eventually became Dextaria. In Sunbreak, Primordial Malzeno can still be slain and carved in optional hunts, but the main story Urgent hunt sees you repel him instead, just like Dextaria. I guess that's what I get for taking so long to rewrite this article.
-Tartarian Dextaria
Tartarian Dextaria is a battle-hardened, war wounded individual that bears the scars and injuries of a battle fought long ago. In case it wasn't clear, this individual is the same monster that clashed with Nergigante in the Wracked Battlegrounds, tearing the area to pieces in the process. As a result of the Eater of Elders attempting to devour her, one of her head crests is broken, and the place where it cracked permanently glows blue due to the exposed crystals. Because of the wound, her Scorchfire beams deal significantly more damage than the base version of the monster. However, this can also be taken advantage of. If players focus their attacks on this area and deal enough damage to the exposed crystals, the monster will be toppled to the ground after a small explosion staggers her. Tartarian Dextaria is faster and more agile, while also being much more aggressive, and she has a unique turf war with Hadean Nergigante should the two ever cross paths again. Just like her original version, Tartarian Dextaria can also never be killed, and will simply leave the area after having its health depleted.
The End Times
Now about that last addition in Title Update 5...Sunbreak changed things when it revealed that Espinas, a monster previously exclusive to the online Monster Hunter Frontier, would be appearing during the expansion. It is still too early to know if this was a once-off occurrence or if the floodgates are open for more Frontier monsters to appear in the main series. If it wasn't obvious from all the Frontier-inspired elements and features, Legion seeks to follow in Sunbreak's footsteps, but with a much deadlier beast. Disufiroa is an Elder Dragon reminiscent of Alatreon that appears in Frontier, and it is purportedly one of the game's toughest challenges. As well as having a formidable moveset and damage output, Disufiroa also wields its own unique element; Frozen Seraphim. This is, from what I can gather, a three-way combination of Fire, Ice, and Dragon. It is a truly dangerous monster.
Disufiroa first appears in the Oasis of the Ancient God in Legion after the player travels there to investigate a disturbance. Said disturbance turns out to be Disufiroa, and the Elder Dragon must be fought for exactly ten minutes. After this time has passed, Disufiroa will flee and the Saviour returns to base to consult the Guild and the other villagers about how to proceed. I said before that I was a fan of the rivalry between Alatreon and Safi'jiiva. Disufiroa appearing in the arena where Arzadia is initially fought was no accident. As well as being an homage to the aforementioned rivalry, it is also meant to mirror it. The exact reason for its appearance in the Oasis of the Ancient God is left up to interpretation, but it is interesting to note that both monsters are weak to one another's unique elements. To put an end to this deadly Elder Dragon, the Saviour travels to an area called World's End, the same arena where it is fought in Monster Hunter Frontier. There is no other way. Disufiroa must be slain, before it goes on a rampage and causes irreversible damage to the Expanse.
As the fight nears its end and the Saviour begins to feel the full power of the relentless Disufiroa, the unexpected arrival of the Nomads aboard a Guild ship looks to turn the tide of the battle. Finding new purpose in assisting the Saviour with putting down the dreaded Elder Dragon, the Nomads resolve to do all they can to make sure it will never step foot in the Expanse again. They have had their fair share of dangerous, destructive monsters. The fight continues, and the Nomads launch canonballs and ballisa bolts at Disufiroa peridoically. Finally, after a gruelling battle, the Frozen Seraphim Dragon falls, dying in a cataclysmic explosion of Ice, Fire, and Dragon. The blast is so violent, in fact, that the Saviour and their buddies are forced to board the ship and flee before Disufiroa's power releases during its death throes. Aboard the ship, the Shining Saviour is congratulated and repeatedly told how lucky they are to be alive by the same gathering of people that joined them after Arzadia's death. They can finally rest, after going above and beyond to quell the threat of numerous legendary monsters, veritable entities of destruction and devastation. Their actions will surely go down in history. As for the Nomads, their story was a long and painful one, but they solemnly accept Viori's offer to take them in and give them homes in Shinsa Village. It will be a long time before they have fully healed and put their tragic pasts behind them, but settling down for the first time in centuries is a start. The future, for the Expanse and beyond, is bright.
Tales Spun Through Song
And that's about it. I've been playing Monster Hunter for a long time, and it's a series that is near and dear to my heart. As well as being genuinely fun and interesting to progress through, these games offer a simplicity that most titles are devoid of when it comes to the narrative. Monster Hunter has never had much of a story, and that's okay. I find it refreshing, actually, to switch my brain off and kill some monsters after spending years playing deep, emotional stories like The Last Of Us. Plus, I personally get much more invested in the plot of Monster Hunter games than most people. Call it a guilty pleasure. My goal with Expanse and Legion was to put an interesting spin on the usual Monster Hunter formula, exploring a more intimate relationship between the hunter/player and the NPCs they interact with throughout, while also still showcasing some interesting and downright crazy monsters and locations. Hopefully, I achieved that, even only to a degree. I'm very passionate about Monster Hunter, and this game concept was more of a passion project than anything else.
A Story Ends, Another Begins
The Fifth Generation of Monster Hunter has been chock full of crazy monsters, surprisingly interesting storylines, and an unsightly amount of kickback from longtime fans of the series. Me? I've had an absolute blast all around, with very few criticisms to offer compared to the praise I have for what Capcom have given us these last few years. My shoddy little game concept can't possibly live up to the series as a whole, but it does highlight some aspects of Monster Hunter that I would like to see explored, and I hope it clearly expresses my love for the series. I look forward to what the future of Monster Hunter holds. If you made it to the end of the article, thank you, and I hope you had half as much fun reading it as I did writing it.
Special thanks to coolaise21 and Radicalgator on Twitter for providing the blacked out icons in the game titles and the original artworks respectively.
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