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Monster Hunter 4 Screenshots and More Details From the Producer and Director

 

Famitsu.com posted a transcript of Weekly Famitsu's recent interview with Monster Hunter 4 producer Ryozo Tsujimoto and director Kaname Fujioka. The article has first official in-game screenshots from the game.

The content of the interview is basically the same as what we summarized here. There are a couple of points we didn't mention there.

The "4" in Monster Hunter 4 is read, in Japanese and English alike, as "Four." Previous Monster Hunters used special readings, "Dos" for MH2, and "Tri" for "MH3." Asked about this change, Tsujimoto said that he and Fujioka discussed what to do about the name and decided that since they were taking some new challenges with the game, they'd do something different and go with the more simple "Four" reading. They also redid the logo, highlighting the "MH" part more than it's been highlighted in past MH games.

Capcom debuted first MH4 footage in September of last year, but the footage looked more action oriented, almost like a platformer. According to Tsujimoto, the original footage showed a specially created stage that was designed to show off the various actions that players can perform. The hunters in that trailer were under full control by the staff. The new trailer shows those various gameplay elements in actual game form.

The temporary logo from last year (left) and the final logo (right)

The key word for MH4 is "adventure," said Fujioka. The basic concept of taking on quests from your village and going out on hunts is the same, but they're adding the element of "adventure" to the classic Monster Hunter world view. This is reflected in the game's new caravan component. Unlike past MH games, where players were stationed at a static home village, MH4 makes players into a member of a roving caravan. Hunters are hired by the caravan leader and travel with the caravan, visiting a variety of lands. The villages the caravan encounters along the way all have their own mayor and unique culture.

There are a lot of villages in the game, Tsujimoto said, and a lot of characters. Because the villages are so varied, you'll also encounter a tremendous variety of characters. This is one way in which they hope to offer single players a greater feeling of drama, said Tsujimoto. For multiplayer, Tsujimoto expects that the drama will, like always, be made by players as they play.

The first village you'll visit in the game is called "Barubare." This village was made in the feeling of a marketplace to give players the sense of being in a gathering spot for many people. Players go to Barubare to register their hunters, and will find all the standard facilities one would expect of a Monster Hunter village.

Villages that are encountered later in the game also have the standard, required facilities, but some have special facilities that you won't find anywhere else. Fujioka hopes that in the end, players will select a village of their liking for use as their main base of operations.

Concept art for MH4

Fujioka also discussed the game's new camera options. MH4 adds a new "free camera" to the series. When implementing a free camera, one is usually concerned that the camera controls become too complicated. This is why they added a target camera to the game, first as an experiment in Monster Hunter 3G, and now in MH4. Fujioka is thankful that the 3DS allows for controls via the touch screen, as if the system only allowed for button controls, they would not have come up with the target camera idea.

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