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Monday, December 17, 2012

Capcom Talks Monster Hunter 3 Ultimate

Capcom Production Studio 1 is currently putting the final touches to Monster Hunter 3 U. If you don’t know about this series, the name is in the clue. You explore a fantasy world, complete quests, upgrade your character, and hunt down monsters.

Originally released for 3DS, now there’s a Wii U version coming and expectations are high, most especially in regards to how the game looks, but also what improvements the team have brought using this new hardware.

Our own Charles Onyett played a preview build last month and said, “It shouldn’t be fun, and yet it is.” Despite this positive reaction, he had some quibbles about certain aspects of the game, such as some slightly blurry visuals.

So we caught up with Ryozo Tsujimoto, Capcom producer. He addressed this complaint, saying, “We’re continually looking at the graphics in Monster Hunter 3 Ultimate and we just released some brand new gameplay videos that we hope will change your opinion about the quality."

He pointed towards the a new camera system as one of the game’s main innovations.

“By turning the Target Camera option to ON, when the player resets the camera, it will automatically lock on to large scale monsters within the area. It's imperative to keep monsters within your sights when trying to capture them in this game, so this feature allows players to focus more on the action going on and is very useful. It results in a better gameplay experience overall.”

The game also features new monsters and field stages, weapons and armor and the introduction of brand new stages involving underwater hunting.

The Monster Hunter formula is enormously successful in Japan, and has its fans in the West too. Tsujimoto says the thrill is in the hunt, and his designers have focused on core principles for the Wii U version.

“It's definitely the thrill that comes from defeating these huge, powerful, unique and almost lifelike monsters with one’s own skill,” he says. “Taking the time to prepare carefully, taking on the challenge of each hunt, and then being rewarded with materials that one can use to strengthen weapons and armor in order to face even stronger monsters; this positive feedback loop helps create a strong sense of accomplishment with each successful hunt, and is a key appeal of the series.”

The monsters themselves are usually a source of entertainment. On the process behind them, he says, “We create them through various different ways. In the case of the main monster for a particular title, the concept, design, and specifications are decided based on its unique characteristics, as well as the field setting where it will appear. There are also times when we let our imaginations run wild based on image illustrations of monsters.

“For example, the monster named Jhen Mohran was created from an image illustration which detailed an enormous beast facing off with a character who was riding a sand boat. The illustration depicted such an exciting situation that we took great care in creating the monster’s gameplay to match that. So, just looking at it broadly from a game design perspective, creating monsters through exciting designs and situations are two main ways we create the monsters in the game.”

Tsujimoto explained some of the detail behind the game’s inventory system. “In order to create and strengthen weapons and armor, it's important to defeat monsters to obtain new materials, but collecting them in the field is also necessary. Players need to gather items which help support their hunting in order to be successful as well.

“As new monsters appear, the range of weapons and armor the player can create expands greatly, and as the player ventures into new areas, new materials will also become available. That kind of enjoyment that comes from exploring and discovering the game world, as well as being able to create new, powerful items, are very important keys to keeping the experience feeling fresh and exciting.”

So, what’s going to be special about the Wii U version’s controls, with the GamePad, compared to the 3DS version? He says, “We didn’t simply port the bottom 3DS screen to the Wii U GamePad. As the Wii U GamePad has more buttons than the 3DS, we are utilizing them for a variety of different tasks, such as the Target Camera mentioned earlier, as well as chat that can be used when playing online. This allows for a much smoother gameplay experience overall. Also, if players utilize the pro controller, the Wii U GamePad can be placed on the stand and its features can still be used in tandem.

One of the game’s much vaunted features is cross-play between 3DS and Wii U. He explains, “With regards to the 3DS and Wii U data sharing, being able to play on the big TV screen at home, and then continuing the adventure outside, anytime, anyplace on the 3DS is something that users will adapt to quickly and will find very handy.

“Also, the internet capabilities of the Wii U allow for online chat to take place, and this will definitely improve the communication and fun between players when they are cooperating to take down enemies together. We put a lot of effort into developing the technology allowing for 3DS data sharing and local co-op play, so I hope everyone out there will look forward to playing Monster Hunter 3 Ultimate in any situation and to its fullest potential.

“Getting together with other players to take down the monsters together is another large appeal of the game. Dividing up the roles while supporting and helping each other in order to defeat the strongest monsters isn’t just about getting results, as the process itself is also part of the enjoyment of the title.”

For daily opinions, debates and interviews on games you can follow Colin Campbell on Twitter or at IGN.


Source : ign[dot]com

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