That's Monster Hunter: Rise "completed" then - inasmuch as it doesn't actually have an ending at the moment, as Covid forced them to ship it incomplete and the proper ending is coming along in an update next month. But it has lots of ranks to go through and ends with a big boss fight, so it's as complete as it's going to be for a while. No-one plays these things for the plot anyway.
I'm… conflicted about this game. On the one hand, the actual moment-to-moment gameplay is better than it's ever been. It's fast and responsive, the weapon movesets have been streamlined in all the right ways, and the extra mobility you get from the wirebugs is transformative. You can zip all over the landscape, come crashing down on a monster's head, wrap it in wire then ride it straight into a wall. It genuinely makes previous entries in the series look slow and a bit cumbersome in comparison, and the sense of empowerment is huge. It's simplicity itself to find and jump into multiplayer sessions. Even the new Rampage system, a kind of chaotic multiplayer tower defence mode, is pretty fun.
Unfortunately what they've sacrificed in order to make this happen is, well, pretty much everything else. There's almost no Hunting left in this Monster Hunter game. That feeling of being the smallest thing in the ecosystem, of having to prepare meticulously for every hunt, of needing to know your opponent's habits inside-out to stand a chance, of just hanging on in a long and arduous fight… all gone. Now the monsters are marked on the map from the beginning, you can outrun them on your dog, all four players can zip about like Spider-Man and frankly the poor beasts don't stand a chance.
And that kind of means you don't need to engage with most of the game's other systems either. I don't think I used any inventory items at all apart from potions, antidotes and traps, throughout the entire game. Because I wasn't crafting inventory items, I didn't need to use the extra methods the game gives you of gathering materials, like the Argosy or the Meowcenaries. Because monsters typically went down in less than ten minutes, I didn't need to worry about Stamina. And because the fights were typically pretty easy, I hardly even needed to worry about weapon and armour upgrades: I created one Low Rank and one High Rank armour set focusing on attack and defence, and no more than a couple of weapons, and they saw me through the entire game. Even the amount of parts you need to create gear has been significantly decreased.
So that's really the entire heart of the thing ripped out. It's just become Monster Twatter, where you pick a monster from a menu, button-mash with three other players for ten minutes, then gather your loot. Don't get me wrong, that's really fun in small doses (as I said, the moment-to-moment gameplay is great) but without all the meta stuff to support it and give you reasons to replay monsters, it gets dull pretty fast. I was actively bored during the 7-star hunts - supposedly the game's hardest challenges - just slogging through them in order to get to the final boss. Previous games in the series have never been like that. And I've pretty much rinsed the game in significantly less than half the time I've spent on other Monster Hunter games.
It's not done, at least. Today brings the first major update with several new monsters and a bunch of other additions. Maybe if it gains a much more challenging endgame over time, it'll give people a reason to engage more with the content that's already there (though I fear, like with World, it'll just become an exercise in beating the same handful of Elder Dragons over and over to get the "best" gear). I'm not sure I'll be back though, at least not until an expansion drops.