Monster Hunter World: Iceborne – Developer Interview

Monster Hunter World: Iceborne – Developer Interview

June 26, 2019 3 By Bernardo Ryan



hi I'm Rios Oh tsujimoto and I'm the producer of monster hunter world ice-born my name is Kaname Fujioka and I'm the executive director and art director for the title so Monster Hunter world came out and it was a phenomenal success for the series was ice born in the makings or in the planning stages when the world came out or did you guys decide to create this space not the success of monster underworld we did have a general framework in mind while creating most underworld that we could add an additional you know master rank expansion later but the details and the final confirmation we were gonna go on how to do it didn't really come into focus until after the original game was released and we could see how well it did in hard players reacted so did this just expand from what would have been like a regular update or another new free installment into something bigger as you were in the process of developing it further we actually already had the general volume in mind before most underworld camera so it wasn't really informed by the success of the game so much we've in the past they've generally had the low and high ranks be in the main game and we've released a subsequent new edition of the game with the new what was called G rank back then and we're not calling it master rank so we knew that this is roughly the size of content we want to add and what people expect from us it was more just after month underworld came out we were so clear the players feedback and what the fans thought of the game so that helped us decide what kind of monsters to include and the more specific gameplay details I actually had a chance to fight one of your new monsters today I hope I'm saying this right bomb Varro is really a really interesting design because it seems to combine a few characteristics for our monsters that we saw in world but at the same time it's also got like this moose face that's very amusing to me you know where did where did the design of this new creature come from the kind of baseline concept for the monster before we started on the visuals was we want to have a monster with a relatively simple attack style so something is just gonna charge at you and you want to go you're gonna want to get out of the way that's a monster that's very flexibly usable it can be an early stage monster in the game which can be hopefully not too challenging to the feed but then it can also be something we introduced in other monster battles for the turf wars where different monsters interact and he'll bring something interesting to those battles and in the process of designing it the designers had the idea that what if there was a monster who could sort of roll up parts of the environment like tree trunks and rocks as he charged at you and that would mean that his attacks could vary depending on the part of the stage he's in because he'd be sort of flinging different stuff at you by creating this like rolling avalanche in front of him and that's when we made the design be these kind of moose like antlers on its head but also a third kind of horn on its face which is part of the structure of its face that lets it kind of you know know what to say yes scoop up the scoop up the stuff in front of it so those two elements the the concept and the visuals really combined together to make the current design beyond like some of these new design new pages and new designs you've also added a few new features all the all the weapons have gotten a new combo and you have also added a new grappling system which I got a thank you for because I'm not very good at mounting was the grapple something that you had always wanted to integrate but didn't have time at the initial launch of Monster Hunter World was it done in response to people like me who are very good at mounting or is it maybe inspired by something else like perhaps attack on Titan which has a very similar mechanic and it's in its series the clutch claw idea came after most underworld was art it wasn't a sort of scrapped idea of a mind game well the impetus behind it was that as you know if he played most underworld a lot of the game is about creating openings to attack the monster using the environment hello it's quite indirect so you could do things like use a slinger fire to hit a vine trap which we release rocks or something like that we wanted to add a more direct way for a players to create openings to attack so if a touch claw the idea is that you'll be able to grapple onto the monster and attack it and send it flying into like rock walls or if you're one of your teammates places a trap on the far side of the monster and you touch on to the near side and you can you know knock it over in that direction and it's just another tool in the hundreds arsenal a strategic option that you can use at the right time to create the right opening for everyone to attack the monster or while you're on your own as well I'm also curious where the new feature to the that allows you to summon a creature that will help you track down your prey where you know where did the decision to introduce that future come from I decided that this would be a good feature to add because the hoarfrost reach the new map is bigger than the existing maps it has lots of areas which will gradually be unlocked as the story progresses and I felt that I didn't want that size to become a negative that it was too big to get around or too tedious to you know move around between areas so while he already had some existing shortcut mechanics in last 100 world such as sling going onto a wing Drake which would then take you in a fixed path a shortcut around the stage I wanted to add something that would build off the existing tail Raider feature where your palico could become friendly with small monsters on the stage and then ride it and going to attack with you I thought that was a good basis to build up a new shortcut feature which was that once your palico has been founded at local small monsters the hunter can also use them as a way to get around the stage or find the monster quicker because the small monster will track the monster you're currently going after and it'll lead you along the tracks to where the monster is which gives you an opening a bit of downtime to do things like sharpen your weapon take a hot drink and so forth so it's a feature that kind of adds a lot to the game whilst also building on the existing ones so it feels like an organic extension of the existing masa hunter world style the story behind ice born when does it take place in the timeline of monster hunter world and what what is happening why are we going into this new territory we haven't really established a specific setting in terms of how much time has passed between the end of masa underworld and ice born but after the defeat of Xena giba at the end of monster hunter world to say this so a certain amount of time has passed everyone's kind of just you know recovered had gotten over that and they discover an unusual phenomenon in that the tracks of lejiana are discovered in the ancient forests and this is a part of the new world where Lydia and I have never been seen to roam and the research commissioned guys was of witcher one of they find that there's a flock of lakeyanna who are seem to be migrating across the sea to some estimation so they decide to follow them and go across the sea and see what they're going to and that's where we discovered this new whore for us to each area and the secret of what leads them to there will surely be find in the area itself so they set up a new base camp Sally Anna and decide to explore this new frontier and figure out what's going on so it's almost as if monster in the world has gone from now being like a figurative new world to being an actual physical physically new world post ice-born are there are there plans to expand beyond and explore other other new worlds as well in the coming years so the main setting that we're showing off is the hoarfrost reach the new map because it's kind of a new discovery and it's the new setting but it's not the only setting of ice-born you will still be exploring the main new world continent itself going back to those maps you know from us hunter world but there'll be changes to the ecosystem or different monsters appearing in different places and different combinations of monsters so while the hoarfrost Reach is certainly a big focus and is certainly one of the key design visuals the new world itself still exists and you'll be able to go back and forth between astera and Sally Anna and see what difference these new discoveries makes to the game well after most 100 world came out we did support it with a bunch of title updates and additions after the release and now we're bringing this massive expansion DLC of ice born to it as a way to be able to drop a whole lot of new content that's much bigger than the scale what we did on the other title updates and that's why takes the form of this huge paid expansion DLC this DLC itself will then stops going to be supported with more post launch like title updates and that kind of thing well it's not necessarily indicator that our future for the plan for this title is to just keep dropping this kind of thing in future let's talk about the new elder dragon of Valle Connor it's gorgeous it's simply gorgeous yeah it's definitely a lot different from from the elder dragon in Monster Hunter world conceptually you know where where did this design come from yeah the Elder Dragons in Monster Hunter world and this one looked quite different nokey ghonte for example was quite power based its silhouette describes its power and visually and 4i spawns main monster the kana I wanted to have a new elder dragon with the ice element because we hadn't done that before and I think that that really informed its design where it would become this kind of slightly more refined and elegant and detailed kind of silhouette to the monster and that that would let us set it apart from the existing once you've seen it not just in terms of visuals by terms of how you can expect its gameplay to work as well you know in the fourth generation of Monster Hunter games we were able to play as palek owes me and all my friends we love Paula Cole's I think a lot of the fans love Falco's is you guys considered bringing that feature back to the series at all the concept of each title within the series can be quite different so even though they're all called monster hunt or something we have each one have its own concept of how we're going to expand the basic gameplay of Monster Hunter and for the generations games we had this idea if you know in addition to things like the hunter arts and styles the polar mode I think of the alternate file the prada mode is something that was part of that games concept and it worked well within that context I think from Monster Hunter world our main focus conceptually is this living ecosystem this sort of environmental interactions and how you use them to your advantage and how that expands the gameplay and makes you feel part of an immersive you know realistic ecosystem and those features make sense within their own games well we don't see it as something necessarily that we would like to port over between games in the series so apologies but there are no plans to add Palermo to monster hunter world well thank you so much for talking with us today when will monster hunter world high score and be watching monster hunter world ice-born is hitting PlayStation 4 and Xbox one on 6th of September 2019 it's available as a expansion DLC for those of you who already own monster hunter world and if you don't own world yet this is a great chance for you to get on board you can buy our master Edition which includes most hunter world as well as the ice-born expansion pack so look forward to joining you on the 6th of September for some happy hunting