Monster Hunter Rise, “A series work suitable for portable devices”

Released on January 8 <몬스터 헌터 라이즈>The trial version of (hereinafter referred to as Rise) got a good response, contrary to the concerns of some fans. Series predecessor <몬스터 헌터: 월드>Gameplay with the same strengths as it is, lightweight game configuration suitable for mobile devices, Longer than anythingPortable <몬스터 헌터> The fact that it was a work was enough to capture the hearts of fans.

Producer Ryozo Tsujimoto and Director Yasunori Ichinose of Capcom said that while maintaining the action and taste of the game, it also provides light play that suits mobile devices. To this end, the use of rope bugs was taken as the basic concept and aimed at a different one. Company Ahead of release on March 26th A written interview was conducted.We asked questions about Rise>. / Reporter Park Seong-Hyun, This is Game

Producer Ryozo Tsujimoto / Director Yasunori Ichinose

# Monster Hunter Rise, “A great work to play before going to sleep”

<몬스터 헌터: 월드> There are quite a few fans who entered the series with the PC version. For fans who are worried about the lack of a Nintendo Switch <라이즈>I would like you to share the charm of

Tsujimoto PD: <몬스터 헌터> The series steadily focused on’Action’ and’Multiplayer’. <라이즈>I also paid attention to being able to play on mobile devices. That’s why it’s a great piece to play when you lightly think, “Shall I sleep with only one or two games on the bed before I sleep?” Of course, the features that we stick to throughout the series Still faithfully captured.

It is remarkable that the base, hunters, and monsters are generally Japanese. <라이즈>What are some special things you have in mind while planning the project?

Director Ichinose: <라이즈>Was created by combining various elements from Japan and Asia. The Japanese style has moved <몬스터 헌터 서드>I used it as a theme in, <월드>I <더블 크로스> I have applied various worldviews and settings in my back, so I thought it would be okay to make a game with Japanese and Asian motifs this time.

sure, <몬스터 헌터> Not everything is Japanese because it is a worldview. It made me feel comfortable walking around town wearing equipment like western armor. For example, a little bit more European-style roof tiles <몬스터 헌터> I worked in a way that fits the worldview.

Users are interested in the various uses of the new technology’Rope Bug’. How can you use the Ropeworm to fight monsters?

Ichinose: We made it possible to use rope bugs to make battles with monsters more advantageous. For example, when a monster strikes the ground, you can evade from a distance to the monster, but if you use a rope bug, you can dodge while keeping the distance from the monster. This way, as soon as the monster attack is over, you can immediately counterattack. Please try and play for more various application methods.

Insect wire technology system <몬스터 헌터 X> <더블 크로스>It feels like you’re in an extension of your hunting skills. The motion or characteristics of the hunting technique <라이즈>I am curious about the process of importing it. Also, how will you use and show the new stage and system?

Ichinose: Some of the content is the same as I said earlier. <더블 크로스>Hunting skills in the game feel like a’special move’. It is designed to be used when you want to be’this time’ when fighting monsters. this time <라이즈>The Insect Wire of is set as the first goal of the plan to be between special moves and normal skills. As I said, we want to make the play more diverse by utilizing the weapon personality and at the same time making up for weaknesses.

Ropeworm system with exhilarating wire action

#Cho Choong-gon, please wait for March!

As I played the trial version, I felt like I was experimenting to find the best spot by borrowing elements from the previous work from motion and technology. Is it the intended part to collect and adjust play data?

Ichinose: <더블 크로스>There are also points derived from the Hunting Technology Motion of We wanted to make the play more diverse by reviving the various characteristics of weapons that can be made with insect wire, and making up for insufficient parts. That’s why the previous motion, etc. were brought or derived elements were reflected.

I am curious about the direction of weapon balance adjustment and how the performance and usage rate in the demo version will be applied to the full version.

Ichinose: According to statistics, it turns out that weapons that have been popular since the past are still used well.is. A weapon like an attitude or a great sword. In the case of the hunting flute, the usage rate has increased significantly, but it seems to be due to changes in motion and structure. The dual sword and charge ax also showed high usage rates.

Other weapons can also be ranked, but I don’t think that a low rank makes a big difference in usage. After the official release, the weapon actually used may change.

Many reorganizations have been made to the hunting flute, which was an unpopular weapon, and it has risen to the third place in the trial version. On the other hand, there are opinions that the characteristics of Chochung-in have weakened due to the rope worm system. I am curious about the reason for the reorganization of the Hunting Flute and whether the reorganization of Chochunggon will be done.

Ichinose: <라이즈>The goal of development is’gameability’ and’convenience’ specialized for mobile devices. We’ve been through rope bugs so far <몬스터 헌터> We thought we could add something new to the system and show a different kind of fun suitable for mobile devices. So, this time, the use of rope bugs was set as the default.

Weapons like the hunting flute have changed little by little in the past series and even now, <라이즈>In, we made action and performance effects to be combined to make more aggressive play possible.

Speaking of Chochung-gon, it is not the only story of Cho Choong-gon, but there are parts that have not yet been introduced to the weapon system. I think I can tell you this story at the March event. Please look forward to it.

In the demo version, it was possible to inflict an abnormal attack through’Environmental Creatures’ or’Dragon Control’. Is this possible with a property weapon? Also, I am curious about the reason why the abnormal state was added to the monster.

Ichinose: This is not possible with elemental weapons. Only when using Environment Creatures and Dragon Control. While exploring the field, I wanted to create a game that could use environmental creatures or other monsters to make hunting and combat more advantageous. When a battle between monsters or a power battle occurs, we added an abnormal state to the monsters in order to make the elements of play that make the target more than the state a little more diverse.

<라이즈>Hunting Flute with a reorganized sense of speed in

# New engine, faster loading speed

If there is any regret in the trial version, it is the difference and optimization between dock mode and portable mode. I am curious about the difference in performance between the two modes and whether it is optimized at the official release. And are there any plans to release other models?

Ichinose: There is a difference in operation and resolution performance in portable mode and stationary mode. Therefore, we are working on making it possible to play in a stationary mode after developing it so that it can be played comfortably on a mobile device. We have also received reports of issues in the trial version, and we are fixing those issues in sequence.

Tsujimoto: The release of other models will be very distant. Still, we are developing a PC version with the goal of early 2022 next year. Detailed information is not enough to talk about yet, but a PC version is also scheduled to be released.

This is the first mobile device title using the RE engine, and it must have been difficult to develop.

Ichinose: There was a problem in the early stages of development, so I struggled. In the beginning, even 10 frames didn’t come out. I am glad that it has been solved so that it can be played comfortably within a short period of time. In terms of graphics, we used various visual effects to aim for better graphics among games for mobile devices. Thanks to that, for mobile devices <몬스터 헌터> Among them, the best expression was possible.

The reason the development went well is because of the RE engine developers. Since the developers who made the RE engine and I are close to the same company, I was able to receive immediate response to information exchange or inquiries. It is the first engine I used, but I think there was no problem in development as it was possible to collaborate smoothly.

In the trial version, the fast loading speed was noticeable. Is it thanks to the RE engine? Are there any other technical improvements that users can feel?

Ichinose: When it comes to loading, the RE engine is good, but I think the hard work of the same team members had a greater impact. If you actually play the game, I think you can feel the power of the RE engine in terms of technical improvement and visual aspects. We would like you to check directly from the full product version.

Until now, the RE engine <바이오하자드 7>, <데빌 메이 크라이 5> Was used only for console works, etc.

Finally, please say something to the Korean hunters.

Ichinose: There are several systems that have not yet been released. I think I can tell you those things at an event in March. With the information introduced so far <몬스터 헌터 라이즈>We hope you look forward to the world of Please wait a little longer. Thank you!

Tsujimoto: This work was released on the Nintendo Switch and can be enjoyed anywhere. Mobile mode and TV mode allow you to <몬스터 헌터>It is a great attraction to be able to enjoy the food in earnest. By all means, in various forms in various situations <몬스터 헌터 라이즈>I hope you enjoy.

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