At least we’re getting some more leviathans in Monster Hunter Wilds
When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
Kojima was assistant producer on Monster Hunter Tri and had been on the series in some capacity since the original PS2 cult classic, ending his run with Monster Hunter Generations. AsAutomatonspotted, with underwater discourse resurfacing yet again in the lead-up to Monster Hunter Wilds, he discussed the challenges of recreating the fighting style, likening it to “making a separate game.”
“If the game already has ground-based battles, then [adding underwater combat] is like making a separate game,” hesaid in a tweet(translated by Automaton). “It’s difficult. It’s really super hard.”
Underwater fights functioned a bit like the dramatic set piece encounters in World in the sense that they totally upended normal combat, but instead of gimmicks and tools they came with a whole new suite of movement and attack animations for your character. Moving, gathering, and especially fighting underwater looked and felt totally different, and even though there are only a few water fights relative to the whole monster roster of Tri, these sections had a big impact on the feel and flow of the game.
Monster Hunter Wilds, which is notably adding at least one of the leviathan-type monsters previously featured in underwater combat, is evidently following a similar route: focusing on what it’s best at rather than trying out game-warping experiments. But hey, at least we can swim and gather things underwater in Wilds.
Monster Hunter World turned a cult classic into a phenomenon, andCapcom wants Monster Hunter Wilds to go even further beyond: “There are certain things you have to have in place to be a global level hit.”
Sign up to the GamesRadar+ Newsletter
Weekly digests, tales from the communities you love, and more
As Monster Hunter Wilds finally approaches, veteran dev says making a new monster “takes about one year,” and that’s not counting “small, detailed adjustments”
Monster Hunter Wilds director explains balancing plans: “Some weapons, like the long sword and bow, are too easy to use and overpowered”
After 17 years of work on D&D-inspired roguelike Caves of Qud, co-creator says “I personally have lost my mind and started posting about my dark desires to drop off the grid”