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Interview Now - Ryozo Tsujimoto, Shintaro Kojima & Yasunori Ichinose [CAPCOM] -(3/3)

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Ryozo Tsujimoto, Shintaro Kojima, Yasunori Ichinose
asianbeat (referred to hereafter as ab): "Monster Hunter X" was released in November last year (in Japan), could you tell us about the story behind how it was created?

Shintaro Kojima_Yasunori Ichinose
Director Yasunori Ichinose (left), Producer Shintaro Kojima (right)


Producer Shintaro Kojima: As last year marked the 10th year of the "Monster Hunter" series, we were thinking it would be good to create a game that wasn't numbered (not in the existing number sequence). Then I asked Ichinose to direct and what we came up with is "Monster Hunter X (MHX)." It's because we had been working on the game for around 10 years that we wanted to develop a game that would break new ground, so we were thinking about a number of different things when working on the concept.

ab: Were there any troubles or challenges that came up while making the game?

Kojima: In "4G (MONSTER HUNTER 4G / Overseas name: MONSTER HUNTER 4 Ultimate)" there were 14 different types of weapons. There is is also 14 kinds of weapons in "MHX," but we've added 4 "Shuryo (Hunting) Styles" for each weapon, which means you can experience more variation when you are hunting. On top of that, for the quests, we have also introduced bold techniques known as "Kari-waza (Hunter Arts)," which adds some extra flavor to hunting, we wanted to create a new, more enjoyable "Monster Hunter," with the right kind of balance. The time that this took was probably the hardest thing.

Director Yasunori Ichinose: During the development side of things, we were asked to make a few changes to the action sections (from the previous game), and updates to the style of play. That's the kind of process we followed when making the game.



ab: What has the response been like?

Kojima: Creating different actions for each weapon, and interesting "Kari-waza" that gamers could enjoy. These were our aims for this game and our feeling is that players are getting enjoyment out of it!

Ichinose: And with the "style," there was a sense of individuality that we hoped to create, we wanted a game that people could play in their own way, and to include weapons that you haven't been able to use until now, but more than this we wanted for people enjoy themselves and have a good time. I think that overall everything has gone to plan.

Kojima: That was one of the most challenging parts. So far we've had good feedback.
ab: You two are both heavily involved with the "Monster Hunter" portable series. You were in the same class at senmon-gakko (specialized training college), how has it been teaming up for this project?

Kojima: We went to the same school and then we started work together too, but we haven't had so much contact with each other on the Monster Hunter Series, and this is the first time we have been paired up as the director and main producer. It's been fun!

Ichinose: This was our first time as together as producer and director, and when it comes to the results, I think we were able to achieve a lot. When Kojima created the monsters I wasn't so involved. When I joined the project Kojima was the assistant producer, we had lots of contact and interaction with each other. With regards to the title, as the newest release from the "Monster Hunter" series, I'm really happy with "MHX" being our latest brand.
Monster Hunter Generations
ab: One new feature is a mode that lets players take control of Palico. Can you tell us a little about it?
Kojima: When "Palico" first appeared, that was in "Monster Hunter Portable." Ichinose worked on that project, too. One aspect of the non-numbered title "MHX" that we have been promoting, is that players can take control of Palico themselves (which means this time that Palico is not just a non-playing character). That's one area we challenged ourselves in. This was a big step forward.
First of all, we started out by raising the idea that the players could control the character a little, but we thought that if we're going to do it, then it's better to really be able to play as the character. This is one of the great things that director Ichinose and the team created for the game.
Monster Hunter Generations
I think we got a lot of new fans because of that. Airou was popular anyway, and I think that a lot of people were happy with that (new addition). I'm sure that being able to play as Palico was something that got a lot of people excited.

Ichinose: Until recently Monster Hunter has been described as a "meat cooking game" or a "hunting game." But even if you don' know much about Monster Hunter, for this installment I hope that it's reputation will grow and that people who aren't familiar with it, will at least have the image that this is a game, which you can play as a cat-like character. There are still lots of people who aren't interested in the game, so I think it would be great if somehow we could get them into it. Palico's movements alone are enough to put a smile on your face.
Shintaro Kojima
Yasunori Ichinose
ab: Mr. Kojima, with Fukuoka being your hometown, do you get many chances to come back and visit? What is that you look forward to doing?

Kojima: I visit the family grave. I always make sure to go there. When I get back to Fukuoka, I get a sense of relief, I feel really happy.

Ichinose: When I come here for the festa, the food is delicious, so I really enjoy that. I make sure to eat motsu-nabe, and I'll usually go to "Tetsu-nabe."

Kojima: Fukuoka food is just so delicious! In the early days we held the "Festa" around Hakata and at the time some of the staff from Fukuoka game makers "CyberConnect2" would take us to eat motsu-nabe! That would be the day before the "Festa," so on the day of the event we would stink of garlic (lol)! I wish I could stay for a week, or even longer (lol)!

ab: Do you have a message or any final words for our readers and your fans?

Monster Hunter Generations
Kojima: "MHX" is the latest installment of the "Monster Hunter" series. Even though this game isn't part of the numbered sequence of releases, I hope that when are playing the game you will be able to say "what I'm playing right now is something kind of cool." We are so grateful that more than 3.2 million copies of the game have been sold. There is a huge population of "hunters" out there and I'm sure that you can make lots of new friends. Enjoy it!

Ichinose: We made a few changes to the action sections of the game and also prepared a considerable amount of content for the quests in the game. We wanted players to be able to use weapons that they couldn't use before, to use the new hunting "styles" and also to have the chance to play as Palico. You can enjoy playing online, as well as face-to-face, which means that you can play with your friends from your hometown. Play it how you like, just enjoy!

[PROFILE]

Shintaro Kojima
"Monster Hunter X" producer
In the series, involved in developing and creating monsters from the first title "Monster Hunter" to "Monster Hunter Portable 2nd G" (Overseas name: "Monster Hunter Freedom Unite"). Producer of the latest release "Monster Hunter X."

Yasunori Ichinose
"Monster Hunter X" director
Involved as a planner for arcade gaming and consumer titles. Then later in direction for the "Monster Hunter Portable" series. Director of the latest release "Monster Hunter X."
Monster HunterTwo lucky asianbeat readers have the chance to win a card signed by "Monster Hunter" series producer Ryozo Tsujimoto, "Monster Hunter X" producer Shintaro Kojima and director Yasunori Ichinose! Don't miss your chance to win! We're waiting for your applications!

[Application Period]
Friday March 25th to Sunday April 17th 2016 (Japan Standard Time)

Announcement of Winners
Wednesday 20th April 2016

The application period is now over. Thank you!

The two lucky autographed cards' winners are...
ゆいたま san
あしっど san


(Please note, winners will receive an email directly from asianbeat. If you don not reply with a confirmation message within a week, you application will become invalid and you will not be able to claim your prize.)

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