Interview with ‘Monster Hunter: World’ Devs from Gamescom 2017 !

Interview with ‘Monster Hunter: World’ Devs from Gamescom 2017 !

YouTuber Arekkz Gaming recently sat down with Monster Hunter: World producer Ryozo Tsujimoto and director Yuya Tokuda at Gamescom 2017, where the two revealed additional details about the highly anticipated game.

Monster Hunter: World Gamescom 2017 Interview!

You can read all about it below.


Size of the Open World

Tokuda: “At the time we started developing Monster Hunter: World, there were some open world games out, but not as many as now, and certainly before Zelda was seen by anybody. For a lot of them, their selling point was the size of the open world, even if it was empty. So we weren’t going for breadth, but depth; we don’t have one big open map, but each map is open within itself and we want to go for breadth of detail within each map, so we’re not really going after the same thing.”

Quest Rank Structure

Tokuda: “We do have the same sort of Low Rank, High Rank structure, but in the older titles when you go to High Rank, the story was no longer a concern, but this time we want to make sure the story continues on a thread throughout High Rank. One big difference in the structure is that there’s no longer a separation between village hall and gathering hall quests—that distinction doesn’t exist anymore. You get a quest and you can choose whether to play it solo or online.”

Ryozo: “I think we’ve made a nice, meaty story for you guys and as mentioned, it’s something that carries throughout the entire game, so it should be a lot of fun.”

Four Players Maximum

Ryozo: “It is a four-player game. There is no secret eight-player mode, just one to four players. But we are putting little hints in the trailers where we show you a little tease of something and then we will follow up later in the campaign to give you more details.”

Downloadable Quests

Ryozo: “We’re going to continue with [the series’ traditional] free downloadable content support, but one difference coming to home console is that in the past, for portable consoles you would download the quest yourself, to your own console, but when we have a home console, we have the opportunity to do something like a time limited quest where people have to jump on during a certain time to do the quest. We have more creative opportunities for how to bring you the downloadable content.”

Collaborations

Tokuda: “We have lots of cool ideas for collaborations, so we will announce them when they are ready to be announced.”

Temporary Monster Companions

Tokuda: “We have this new system where there are these native cat creatures in the environment and unlike the previous games you only have one Palico companion that can come on a quest with you, but your Palico can make friends with these native cats, who will teach them the language of the (smaller) monsters. Once they learn a few words, your Palico will be able to make friends with a (small) monster and temporarily join forces with it.”

Ryozo: “It’s a situational thing though, they won’t join you forever, so make the most of it when it happens.”

16-Player Lobby

Tokuda: “The lobby is 16 players. You have your gathering area where you can see them on screen, in their hunter garb, but even when you’re not in the gathering area and are out in the hub town, visiting shops and things, the chat is persistent even if you can’t see them. When you return to the gathering hall, you’ll see everyone is there, you can talk to them, choose a quest, and head out.”

On the Possibility of a Weapon Testing Room

Ryozo: “Who can say… wait and see…”

Tokuda: “We do know it’s important to make it easier for people to test out the weapons, so we have thought of that.”

Egg Quests

Tokuda: “There are egg quests, but the way you carry the egg is a little different now. The previous egg quests were stressful and frustrating in the way you couldn’t do anything while you were holding the egg. There’s a more ‘action friendly’ way of holding the eggs now.”

Character Cusomization

Ryozo: “We have beards… We can’t promise 100 percent fidelity, but we do have options. The character creator is more detailed than ever. We haven’t shown it yet, but maybe sometime later we’ll have a chance to go through it together on a build and you can see just how much more detailed it is than before.”

Favorite Weapon Moves

Ryozo: “The Hammer has a new move where, if you’re charging while sliding down on an incline, you can let go and pull off a really cool attack.”

Tokuda: “I like the fact that with the Switch Axe, whenever you awaken your phials, during the elemental discharge you actually plunge your blade.”


Monster Hunter: World is due out worldwide for PlayStation 4 and Xbox One in early 2018 with a PC release following later. In Japan, the game will only launch for PlayStation 4.

Looking forward to Monster Hunter: World? Get prepped for your adventure! You can start with this 101 Guide, and pick out a weapon from the new Weapon Types, then survey the massive new expanse that is the “Wildspire Waste”!

Your survival depends on it! Happy hunting.

If you need more on Monster Hunter: World, check out the wiki!

Also, if you’ve missed anything, you can catch up with all things from Gamescom 2017 here!

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One comment on “Interview with ‘Monster Hunter: World’ Devs from Gamescom 2017 !”

  1. Avatar Fallenangel700 says:

    Open World: That’s what I want to hear. While having all the areas be linked so you can roam between them freely sounds awesome, it would be kinda impractical. This way is much better.

    Quest Ranks: A meaty story? Completely unexpected but very welcome. I loved the stories of 3 and 4, even if they were rather simple.
    Also, any sign of G-rank yet?

    4 player maximum: Maybe they’re hinting at asynchronous battles. Like the Laviente from MH Frontier, or the Ur-Dragon from Dragon’s Dogma.

    Collaborations: What does they mean by collaborations? Is it stuff from other series being put into the game? Like Link’s gear?

    Monster Companions: We Pokemon trainers now.

    16 player lobbies: Finally! I always wondered why the limit was 4 when some of the multiplayer hubs were built to accommodate more.

    Customization: "We have beards…" – Ryozo, 2017


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