During the E3 we were able to interview exclusively in Italian after the surprise announcement of Monster Hunter World, Producer (Ryozo Tsujmoto) and Director (Kaname Fujioka) of the project. Do not miss it, but do not miss the preview of the game you find at this address .
After a brief informal introduction we immediately dived into the full of our interview.
SpazioGames: Why did you decide to make Monster Hunter Worlds on home consoles, considering the previous experience with Monster Hunter 4 and Monster Hunter X?
Ryozo Tsujimoto: It’s 13 years since we’re not back on a fixed console. We’ve got the concept of World behind us for a while, but only now the consoles have the power to implement what we had thought. So we took this time window to make the passage. You can not believe it, but these consoles have given us the chance to unbelievably enrich the world of Monster Hunter.
SG: A question about the number: MHW is a spin-off of the series or do you mean MHW as the fifth chapter of the series?
Ryozo Tsujimoto: It’s a chapter in the canonical series. We decided not to call it 5 simply to make the neophyte player feel less discouraged by how many chapters he lost over the years and how much he needed to recover in terms of experience to appreciate a notoriously difficult series to approach as Monster Hunter.
SG: The game is multi-platform, and between xbox one and pc because you were convinced that this was the right time to open up to a somewhat more western audience?
Ryozo Tsujimoto: In fact, we did not think in particular of the Western audience, the idea was to open up to more people and the user pool was greater by leveraging the multi-platform capabilities in both Japan and the rest of the world.
SG: I’ve read that there is a lot of dynamism in the structure of the game. What exactly is it and what is the goal you want to achieve with it?
Kaname Fujioka: The idea behind Monster Hunter World is that hunters will find themselves in a generous environment well before their arrival. Their presence will therefore have to fit into the mechanics at first completely untied of the player and, advancing in the game, more and more connected. The ecosystem is alive, monsters are both predators and prey, because there may always be a bigger monster. The weaker enemy beasts are grouped together and move around the map in an organic way, and much more than you will discover in the adventure.
SG: What can we expect from coop mode? Will it be managed in the same way as the past or can we expect something new?
Kaname Fujioka: In general, the modes will be the same as in the past. In addition, you can shoot an SOS flare in the air asking for help from players on connected servers. You will find out more in the future.
SG: Homemade console means more screens, but does this mean even bigger monsters? How many beasts can we find from previous chapters?
Kaname Fujioka: [Laughter] More than big monsters we will find much more detailed monsters also considered the major scale they will have on home tv. The Rathalos for example, will be spectacular and live in Monster Hunter Worlds. Of beasts known there will be several, but we still do not know how many or what exactly.
SG: What difficulty did you encounter in creating a world so alive? How big are MHW maps?
Kaname Fujioka: Certainly the biggest difficulty we encountered on our journey during development was the creation of complex geometries for game maps. With the elimination of the zones and the loading it was really challenging to be able to transpose the three-dimensionality of the environments into the single map of play. Also consider that each map is twice as big as the previous ones.
SG: From your point of view, how is your game reception in Europe? Has it evolved over the years?
Ryozo Tsujimoto: Our point of view is that of events, between fairs and festivals. In general, wherever we go to Europe, warmth is welcome. A lot of fans who come to presentations and bring their 3DS with them, demonstrating their passion for the series. Japan has always been very close to the local community, as portable gaming is much widespread among people, but now with the online community to create communities regardless of the residence it’s very simple and this is helping the “door-to-door” “of the games.
SG: Tell me at least one reason why a player should buy MHW now, if he did not play a Monster Hunter before?
Ryozo Tsujimoto: Because it is not an open-world that suits modern needs to have large and live maps close to the taste of 2017 player.
Kaname Fujioka: And why, we wanted it to be the most accessible game of the Monster Hunter saga , not so much thanks to gameplay simplifications, but for tutorials and game suggestions that help the newbie to get in full in the thrilling adventure of Monster Hunter World.
SG: Thank you for your time
Ryozo and Kaname: Thanks to you