“We’re not taking things that people in the west hate and fixing them to make western players buy it. People sometimes make that assumption, or they’ve got that fear, but that’s not the case at all.”
Those are the words from Capcom’s executive director Kaname Fujioka.
What Makes Monster Hunter So Great?
The Monster Hunter franchise one of those games mixed with everything you love in a game and hate. You, as a human, fight legendary creatures that are sized in epic proportions. You feel good every time you take one down because you worked so hard for it. A health bar for the creatures are never seen but you get a sense of how close you are to defeating it when it starts to limp in battle.
What Makes It So Bad?
Bad news is that the animation is wonky at best. Once you dedicate an action, you wait until it finishes before making another move. For example, you are fighting and the creatures knock down your health to a fraction of what it is. To heal, you need to consume food or drink a potion. The animation for these actions take a few seconds. It’s part of the strategy to when to do these actions that Monster Hunter is known for. Did Capcom make any harsh changes to Monster Hunter World when it makes its way to the west?
“If you want to ask where we draw the line between ‘change this’ and ‘don’t change that’,” says Fukioka, “then that’s what the difference is: do our new seamless gameplay design and seamless monster interactions necessitate a change, or do they not? It certainly isn’t appeasement to get sales to a casual western audience – the new gameplay has to mesh with the new concept or else it would just be a mess.”
Changes are sometimes needed for improvement of the series. The announcement trailer for Monster Hunter World had a nice ending that made me feel at ease for the upcoming game. The GIF I am referring to is this
The bone structure of Monster Hunter seems to be intact while exploring new ways to enjoy this game. Every game since 3 Ultimate has had changes in the games including new classes, the ability to hang onto monster while fighting, and jumping through some sort of action. While the latter doesn’t seem like anything surprising, it was a big change for the series when introduced in Monster Hunter 4.
Read more about what Fujioka said when speaking with IGN below.