I didn't really want to compare Horizon to Monster Hunter because I never really got into Monster Hunter enough to speak at length about its design, but one of the things that I found interesting is that I really don't care for Monster Hunter but found myself thinking of Horizon as being very thematically similar (both in terms of the sorts of weapons you use and adversaries you fight) while handling it in a way that feels very different to me.
One thing that I may be picking up on is that I always felt like Monster Hunter was basically gameplay without a story, which may be an unfair criticism because I haven't really played it in a long time, while Horizon really feels more like a story with gameplay.
I really hope the sequel comes to PC, because I just can't see spending money on a console to play just one game I'm interested in.
RE: Game Design Lessons from Horizon Zero Dawn