Our Verdict
A colourful, accessible spin-off that distils the heart of Monster Hunter into a breezy JRPG. Beneath the anime charm lies surprising depth, even if repetition and grind occasionally dull the hunt.
For
- Monster Hunter distilled
- Expressive anime art
- Deep monster breeding systems
Against
- Noticeable JRPG grind
- Missing multiplayer features
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Publisher Capcom
Developer: Capcom
Format PS5 (Reviewed), Xbox Series X/S, PC, Switch 2
Platform RE Engine
Release date 13 March 2026
Capcom's having a great 2026. Fresh from the success of Resident Evil Requiem comes a new anime-designed take on the familiar Monster Hunter series, the third in the Stories games, and it's good, very good, in fact.
There’s always been a curious tension at the heart of Monster Hunter. It’s a series adored for its depth and precision, but it’s also notorious for overwhelming newcomers with systems layered on top of systems. That’s where Monster Hunter Stories 3: Twisted Reflection earns its keep.
Rather than wrestle with the complexity of the mainline games, including recent entries like Monster Hunter Wilds, this anime-infused spin-off trims the fat and reshapes the experience into something breezier without losing the soul of the hunt. The result is a colourful, story-led adventure that captures the joy of Monster Hunter while making it far easier to simply pick up and play.
As the name suggests, this is the Monster Hunter explore-battle-craft loop distilled into bite-sized character stories and an overarching narrative told in easily accessible chapters, making it approachable, expressive, and surprisingly difficult to put down.
A smaller, storybook Monster Hunter
The biggest shift in Monster Hunter Stories 3 is, like its 'Stories' predecessors, structural. Instead of sprawling systems and opaque menus to get lost in, lore docs to make sense of, the game frames its world through episodic character stories that are easy to dip into without losing momentum, whilst in the background, an epic story of family loss, betrayed friendships, mutated monsters, and ancient prophecies comes full circle.
The game's maps are compact sandboxes rather than massive hunting grounds, but each biome feels dense; packed with secrets, monster dens, crafting materials, and side quests, these are layered and designed for quick sojourns of exploration. It’s a design choice that suits the rhythm of the game perfectly; sessions rarely feel wasted because there’s always something meaningful within reach.
You still explore, gather, and craft in familiar Monster Hunter fashion. Monsters can be targeted piece by piece to break their attack patterns, expose weaknesses, and slow them down. Defeating a monster rewards with horns, tails, or claws to harvest specific materials for new armour, weapons, or cooking ingredients. That familiar hunt-craft-upgrade loop remains intact, it's just more immediate.
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Anime style done right
If the structure makes Monster Hunter Stories 3 approachable, its art direction makes it memorable. The entire game leans hard into anime wonder, a hyperactive, expressive style that gives every monster battle a bright, chaotic life and each new map area a colourful sugar-rush. Characters are built around familiar anime archetypes, but they’re delivered with just enough personality to avoid feeling tired.
The animation work sells the world beautifully. Characters plant their feet when striking, swords flex as they're swung and monster attacks crack and snap with impact; monsters recoil with exaggerated weight, too, making every attack feel powerful.
More importantly, the visual style remains consistent throughout. Environments burst with colour but avoid becoming noisy, while the monsters themselves feel lovingly designed and animated. That matters, because Monster Hunter Stories 3 wants you to spend a lot of time staring at its cast of oddball beasts, elegant, electric flying creatures and narled, fireball-breathing 'Monsties'.
Watching a monster attack play out can be a joy in itself: the coiled tension before Kagachi whips its tail into a spinning electrical strike, or the way Velocidrome twists mid-air before unleashing a spray of razor-like needles. Even late in the game, I often paused mid-battle just to let the camera linger on the details, the ragged claws, curled horns, and the twist in a grin of a creature or two.
Combat with hidden depth
Monster Hunter Stories 3 swaps the frantic action of traditional Monster Hunter for a turn-based system that’s immediately readable. At its heart is a simple rock-paper-scissors structure – Speed beats power, Power beats technical, Technical beats speed – and every attack, monster stance, and tactical decision revolves around this triangle.
It sounds simple, and it is early on, but the game steadily layers additional mechanics on top of this base. Weapons come with special attacks that may trigger instantly, charge over multiple turns, or counter enemy moves. Stamina management becomes crucial in longer fights, as does the armour-weapon loadout you choose. Team commands allow coordination with allies. Monsters can be swapped in and out mid-battle, bringing their own abilities and buffs.
Then there are items, debuffs, and elemental interactions to consider, as well as the characters you choose to fight alongside – the cast have unique attacks and monster allignments, that fall into traditional roles like tank and support. Before long, the combat reveals strategic depth that belies first impressions, and it just happens to be wrapped in an art style that's far easier to read at a glance.
Return of 'monstie' raising
The Stories series has always had a neat idea that the core Monster Hunter games have never really explored: monster raising. Rather than simply hunt creatures for parts, you collect their eggs from monster dens scattered throughout the world. These hatch into companions that fight alongside you, and the deeper systems emerge from there.
Each monster carries genetic traits that can be transferred between creatures. Through a system of DNA slots and ‘Bingo’ alignments, you can stack compatible abilities together to boost attacks or unlock powerful combinations. In practice, this becomes a surprisingly addictive sub-game. Hunting eggs turns into a constant hunt for better traits, rarer monsters, or the perfect combination of powers.
Corrupted monsters within each biome add another layer of interest. Defeating them allows you to restore the ecosystem through a process called Habit Restoration, improving the quality of eggs available in that region. Releasing monsters back into the wild raises the rank of a biome, and soon you're rewarded with 'mutated' versions of familiar monsters, rare creatures to level up, use, or harvest DNA from.
What begins as a side activity eventually becomes central to progression, and before long, I found myself obsessing over breeding an army of monsters stronger than anything the story could offer. Speaking stories, there are other ways to unlock new monsters – completing all the companion arcs rewards with new monsters they can partner with, special creatures with names like Dee Dee that unleash wild elemental attacks. Working through some deeper side quests, completing multiple stages, can also throw up new, oddball monsters to collect.
Ah, the grind
As you may be able to tell by now Monster Hunter Stories 3 may be an accessibely made JRPG, but it remains a proper JRPG and that means it doesn’t entirely escape the habits of the genre, including grinding endlessly for new crafting materials, monsters and levelling to get you within touching distance of being able to defeat the next boss monster gatekeeping the story's progression.
If you want to tackle some of the tougher monsters hidden deep in each biome, you’ll need to grind. Side quests, and there are a lot of them, often revolve around familiar tasks: defeat a list of monsters, collect particular materials, rescue someone from danger, and the repetition is noticeable over time.
Yet the game cleverly masks the grind. Character stories weave progression into small narrative arcs, giving context to what would otherwise be routine RPG busywork. Fast travel becomes your friend to speed run between side quests, monster hunts, story chapters, and indeed, monster battles can be sped through, making rerunning older maps and exploring nooks and crannies easy (though there's always a tough monster hidden away in a map's corner that can surprise).
The other Gravios in the room? There's no multiplayer, no co-op, which is a divergence from the series in general and the previous Stories games. It's an omission that could frustrate long-term fans, but it has meant more polish overall and a greater focus on telling its stories in a cohesive way.
The sugar high
Even when the cracks begin to show, Monster Hunter Stories 3 has a habit of dragging me back in, whether it's to see how the main story unfolds, the next monster hatch, uncover a map secret, or just discover a weird side quest. I also gave myself a personal task to see every terrible cat-related pun the game has in its locker – a meow-riffic, paw-fect mix of silliness and smart writing.
The moment you think you’re done for the night, the game throws a new, weird monster your way that demands to be fought; or a new egg worth hatching; or a character story that promises a rare monster reward.
Then the art direction kicks back into gear – bright, energetic, and brimming with personality – and suddenly another hour disappears, and I'm still locked into finding that weapon part I've been searching for. It’s a sugar rush of a game, and like most sugar rushes, it’s incredibly hard to stop chewing once you've taken your first bite.
out of 10
A colourful, accessible spin-off that distils the heart of Monster Hunter into a breezy JRPG. Beneath the anime charm lies surprising depth, even if repetition and grind occasionally dull the hunt.

Ian Dean is Editor, Digital Arts & 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and video game titles Play and Official PlayStation Magazine. Ian launched Xbox magazine X360 and edited PlayStation World. For Creative Bloq, Ian combines his experiences to bring the latest news on digital art, VFX and video games and tech, and in his spare time he doodles in Procreate, ArtRage, and Rebelle while finding time to play Xbox and PS5.
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