A portion of a GamesBeat interview with Ryozo Tsujimoto (executive producer for the Monster Hunter series) and producer Shintaro Kojima...
GamesBeat: With Generations, you brought in a lot of old elements and old monsters and mixing them with new things. What were some of your development goals? What were you hoping to accomplish?
Tsujimoto: It’s been more than 10 years since the series started in 2004. We wanted to celebrate the series’ history, now that we’ve passed that anniversary. We wanted this to have a festival feeling, a special event. That’s why we introduced some classic environments and monsters that veterans will pick up on, something to give it a nostalgic feel. But we’re also adding completely new monsters and areas at the same time.
We’ve also found that over the 10-plus years of series history, we’ve seen a lot of play styles out there from different hunters. Everyone has their own preference and we wanted the gameplay to reflect that in its mechanics, so everyone could play in a specialized way that suits them. That’s why we introduced new gameplay elements like hunter styles and hunter arts. That requires you to drill down into not just choosing one of the 14 weapons, but choosing one of the four styles as well. You can really say, “This is what suits me as a hunter.” You can show off your uniqueness.
GamesBeat: What’s one thing that you would like to see in future Monster Hunter games, something you tried to do in the past but maybe couldn’t fit in?
Tsujimoto: We’ve been able to put just about everything we want into each project as we’ve gone along through the years. To be honest, even if there was something on the back burner that was coming up for a future title, I wouldn’t tell you. [Laughs]
Kojima: I worked specifically on Monster Hunter Generations, and I’m really pleased that I was able to get all of my ideas into the game.
GamesBeat: With Generations, we’ve seen two years in a row now that the U. S. has been lucky enough to get a Monster Hunter game. Is one of your goals going forward to make this an annual series?
Tsujimoto: Even in Japan, we’re not dogmatic about whether this is an annual franchise. We don’t have to release one every year. With the number of games that have come out in Japan, it may have wound up being annual, more or less, but it isn’t because we decided to make that a deadline.
Talking about the west, as you say, this is the first time we’ve had two years in a row with a new Monster Hunter game, which is great for our fans. We’ve seen a lot of feedback from players about the amount of time it takes us to bring a new game over from Japan. Localization has to be done. We’ve tried to refine that process and make it more efficient, so that we’ve been able to make that gap shorter and shorter. This is the shortest wait we’ve had so far. It’s still a matter of months, but in the past some titles have taken up to a year. We’re getting closer and closer to the Japanese release time frame.
In the future, I’d love to be able to reduce that wait even further and get Monster Hunter out simultaneously in the U. S. and Japan. We’ll keep doing our best to bring our games to western players as fast as possible. We appreciate everyone’s patience.
Come join me on Friday night and watch the stephen colbert show where i'll be on set speedrunning smb3 woooooooo— Mitch Fowler (@Mitchflowerpwer) June 29, 2016
This is going to be really interesting to see. I wonder how much they're actually going to show. I'll definitely be tuning in!
お土産はマリオのタオル、ピカチュウのクッキー、ペットボトルのお茶(常温)です pic.twitter.com/KBJ1tXSvxK— あれっくす/6月29日 任天堂株主総会 (@NStyles) June 29, 2016
- attendees got a Mario towel, Pikachu cookies,and green tea
.@NStyles Download sales totaled 43.9 billion yen.— Cheesemeister (@Cheesemeister3k) June 29, 2016
.@NStyles Operating income recovered, but losses due to the strong yen reduced ordinary and net income.— Cheesemeister (@Cheesemeister3k) June 29, 2016
.@NStyles Assets: 1 trillion, 296.9 billion yen. Net assets minus liabilities equal 1 trillion, 160.9 billion yen, down 6.6b yen from last.— Cheesemeister (@Cheesemeister3k) June 29, 2016
Kimishima: The dedicated video game hardware codenamed "NX" is scheduled for launch in March of 2017— ZhugeEX (@ZhugeEX) June 29, 2016
.@NStyles Issues to address. Up to now, the goal has been to expand the gaming population irregardless of age, gender, or experience.— Cheesemeister (@Cheesemeister3k) June 29, 2016
Focus on My Nintendo and utilizing the synergy of dedicated game machine business and smart device business. https://t.co/iFagmHRY03— Shigeru News (@ShigeruNews) June 29, 2016
.@NStyles Now, the focus is to increase the population exposed to Nintendo IPs.— Cheesemeister (@Cheesemeister3k) June 29, 2016
A portion of an Inquisitor interview with Toys for Boy's Dan Neil...
I: What about some of the characters from the previous team up with Nintendo in SuperChargers? Are the Bowser and Donkey Kong amiibo Skylanders still going to work in Imaginators on the Wii U and 3DS platforms?
DN: “They are. We support all Skylanders from all previous Skylanders games, which is over 300 playable characters at this point. We also support the vehicles from SuperChargers. And, the SuperChargers race tracks are actually included inside of Skylanders Imaginators. So, if you do have vehicles from Skylanders SuperChargers, you can use them with Imaginators to race on those tracks. But, you can also race on those tracks with a digital vehicle, so you don’t even need a [physical] vehicle to enjoy racing in Imaginators.”