Even with the handful of Monster Hunter Wilds trailers released so far, there’s still a lot we don’t know about. Over the weekend, I was lucky enough to watch a 30-minute Monster Hunter Wilds gameplay demo and talk with three veteran developers of the Monster Hunter series: art director and executive director Kaname Fujioka; series producer Ryozo Tsujimoto; and director Yuya Tokuda.
In the interview, we discussed how they’re taking full advantage of the new high-spec technology available to them now to further their goal of creating an immersive, living ecosystem, some of the new changes players can expect, a bit about the smithy Gemma’s popularity, how Palicos have voiceover now, and more.
Check out the full interview below, and don’t miss the complete rundown of the behind-closed-doors Monster Hunter Wilds gameplay demo.
IGN: What inspirations did Wilds adapt most from World and Rise, and what might be the most surprising changes?
Ryozo Tsujimoto, Series Producer, Monster Hunter: Yeah, to kind of touch on the different concepts of all the different titles up until now...so really the concept of each kind of game has been a different approach, a different kind of feel to how you want players to experience the game. So, [Monster Hunter World] was a console-based title, which came with all of the quality that provided. And so our concepts involved having a really rich, really deep environment, but fun immersion, so that kind of theme kind of prevailed throughout World.
And then, with [Monster Hunter Rise], we went back to handheld. We were kind of aiming for a more casual experience, a bit more sporty of a feel and more playability for players, kind of easier to pick up and play kind of game. With Wilds, we're going back again to the console, and that comes with higher specs. And again, we're kind of trying for much richer environments than before, much more immersion, and to utilize all the different technological advances that have been made since World to further
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