Let the shitflinging commence
Some of the detail comparisons are legit and known since Rise, others are just silly. Finding that one part in a Sunbreak map you can clip through and comparing it to that one part in World where you can climb on top (and iirc even drop it on monsters below)? I'm sure there's bits and pieces you can clip through in World as well, even with the lesser freedom of movement that probably wouldn't even allow you to get up in that specific part where you can clip through in Sunbreak. It's just a small oversight right there (that I also noticed when playing since of course I did try to get to that part of the map since it's so easy to try that stuff in Rise), when usually you can climb up pretty much anywhere in the game. Similar for showing you can't drop to the underground part of the map in the sandy plains from destroying the rock and getting the pitfall trap effect instead, or the waterfall creation in World, like, do they have to use the same exact same gimmick every time? And then showing that monsters affect you when they strike the vertical part of a platform or whatever you're standing on, isn't that an added detail rather than something worse in Sunbreak? Maybe it makes less sense when it's a really huge cliff, but still, it's an addition. If you aren't standing on the very edge then you don't automatically fall off every time as shown repeatedly but can just lose your footing and have your actions interrupted by the monster hitting the wall. It's neat to me, like you don't get completely safe by just climbing up a 2m cliff and the monsters are STRONG. And lol @ trying to show clipping through the bridge is better in World because the tail falls off below the bridge, but in Rise it flies and drops on top of it, like, the initial clipping through is the wrong bit in both games, neither is better, but it's just how it is when they have to have all these different mechanics that don't necessarily make sense everywhere given the scope. The fish not getting back to the water from such a huge dinstance (though it still almost managed) but instead eventually dying out of the water seems like just a different way to tackle it being pushed along. The jungle fast forward is so fast you can't even tell it rains at night. Of course the video doesn't show how you can now traverse the maps with far less rigid and predesigned paths by just swinging/climbing everywhere like Spider-Man, if they had that in World it'd probably have a few things here and there toned down and adjusted to match, to account for that kind of sky high view with the whole map sprawling below you and pretty much everything visible from one end to the other at any time, not just specific vantage points.
And let's not forget that for all the detail fluff MH is an arcade gamey experience from start to finish, not a hunting simulator that makes you feel like you're living in that world or anything, even with the seamless maps it's not some sandbox survival game like The Forest, even with many elements that directly oppose the gamey aspects in terms of grinding for materials and crafting and all that to pad the game's length. It's all relatively bite sized super focused boss hunting quests with a break here and there for foraging. They've just been tinkering with the balance of these elements in every game and in Rise they removed some of it and it feels more like older games in spirit (including the small monsters disappearing in bushes and such instead of just staying in the map forever for you to kill at any time with pointless constant moving away, just like the big monsters can disappear into paths you can't get to yourself in both games to come out elsewhere in the map) and in World some of these elements could also be annoying in their own right (ie the design of some maps not being very fun for just getting to the game's core point, beating the shit out of the boss monster). Although I'd want to see some of the older elements return, like cold/hot drinks & food and the need for paintballs or similar to track a monster rather than the automatic spotting in Rise (but I didn't enjoy how it was in World either with the whole follow the green fly path deal, I think it was just fine in older games where you just roamed the map in the areas they were likely to be then paintballed them after spotting them so that you could know where they flee to while fighting them, do it like that in Rise 2 with the owl only spotting it after you manually spot it once and I'll be ok with it).
There are more things Rise does different to other games that are just a different choice. I prefer how older games had the monster cut scene when you found them in the map rather than as an intro. But I'm ok with having it different for one game. Although Rise's Japanese theatrics beat Sunbreak.