Capcom History ha pubblicato delle immagini nell'album La storia di Capcom (1984 ad oggi) riguardante Monster Hunter: World
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Il giocatore interpreta un cacciatore appartenente alla Quinta flotta della Commissione di Ricerca, inviata in un nuovo continente conosciuto come Nuovo Mondo dalla Gilda dei Cacciatori per scoprire la causa della Traversata degli Anziani, migrazione di massa di draghi anziani che avviene ogni dieci anni e porta questi animali a raggiungere il continente.
Poco prima dell'arrivo, tuttavia, la nave dove si trovano il cacciatore e la sua Assistente viene speronata da un enorme drago anziano noto come Zorah Magdaros, ultimo mostro ad aver effettuato la traversata, ma i due riescono comunque a raggiungere la base operativa della commissione, chiamata Astera.
Monster Hunter: World (モンスターハンター:ワールド?, Monsutā Hantā: Wārudo) è un videogioco action RPG del 2018 sviluppato e pubblicato dalla software house giapponese Capcom per PlayStation 4, Xbox One e Microsoft Windows. Il gioco è il quinto capitolo principale della serie Monster Hunter.
Nel gioco, si vestiranno i panni di un cacciatore, incaricato di dare la caccia e uccidere o intrappolare i mostri che vivono in diversi biomi.
In caso di successo, il giocatore viene ricompensato con parti del mostro e altri elementi con cui sarà possibile creare armi e armature.
Il giocatore dovrà creare equipaggiamenti per cacciare mostri sempre più potenti, i quali, a loro volta, forniranno parti per creare attrezzature ancora più efficaci. I giocatori possono cacciare da soli o in gruppo, fino a un massimo di quattro cacciatori, tramite il multiplayer online del gioco.
Monster Hunter: World adotta le formule standard della serie dai suoi precedenti capitoli e dai recenti giochi per console portatili per sfruttare la grande potenza di elaborazione fornita da computer e console moderni.
Tra le modifiche più importanti figurano la creazione di spazi ambientali completamente connessi e la rimozione di "zone" necessarie per i capitoli per PlayStation 2 e PSP, un'intelligenza artificiale e una fisica più avanzate per i mostri, un'esperienza cooperativa in multiplayer più persistente, e un raffinamento dei tutorial e dell'interfaccia utente del gioco per aiutare i nuovi giocatori a entrare nella serie.
Tali cambiamenti hanno portato Capcom a pianificare la pubblicazione simultanea del gioco in tutto il mondo, dato che Monster Hunter non ha avuto un buon successo al di fuori del Giappone, in parte a causa di diversi piani di pubblicazione.
Inoltre, Capcom ha scelto di sostenere il gioco online tra diverse regioni geografiche per la stessa ragione.
Il ritardo dell'uscita per la versione Windows è stato attribuito al fatto che Capcom volesse assicurarsi che il suo primo gioco lanciato sul mercato di Windows fosse ottimizzato per i giocatori su computer.
Nell'aprile 2020, gli aggiornamenti per il gioco sono stati sincronizzati su tutte le piattaforme.
Monster Hunter: World ha ricevuto il plauso della critica, che ha elogiato il modo in cui Capcom sia riuscita a rendere il gioco più accessibile ai nuovi giocatori e al mercato occidentale, senza rinunciare agli elementi cardine della serie, e sfruttando al massimo la capacità di elaborazione delle console moderne per creare ecosistemi vivi, cosa che ha portato a definirlo il miglior gioco del franchise.
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Il gioco è stato in sviluppo per quasi quattro anni, pensato per essere distribuito sulle console principali di quel tempo.
Il gioco ha avuto come obiettivo conservare il cuore del gameplay dei precedenti capitoli e perfezionarlo grazie anche alle nuove tecnologie a disposizione.
In seguito alla pubblicazione del gioco vi sono stati diversi contenuti aggiuntivi scaricabili completamente gratuiti, tra i quali risaltano nuove missioni speciali, collaborazioni con altri franchise, equipaggiamento, una nuova area e nuovi mostri.
Monster Hunter: World is considered the fifth installment in the Monster Hunter series, according to the game's senior producer Ryozo Tsujimoto and director Yuya Tokuda.
Along with executive director Kaname Fujioka, Tokuda served as a director for Monster Hunter 4 and Monster Hunter 4 Ultimate.
Development of World started about three years prior to the E3 2017 reveal, following a year of brainstorming on what the next core title in the series would be.
With the series more than a decade old, Capcom re-evaluated where they wanted to take the series, and concluded that with the hardware capabilities of the new consoles, they could realize a different vision compared to the handheld entries.
According to Capcom Europe's COO Stuart Turner and marketing director for the Europe, the Middle East and Africa Antoine Molant, the divisions of Capcom outside of Japan had suggested for Capcom to embrace a Western release with full online gaming support.
The Japanese teams had been wary of this, since the series normally assured them of three to four million sales within Japan and they would risk those assured numbers by making the game more global.
However, the risks of taking a more worldwide approach were embraced when Sony said they would help support this approach, since they believed this would also help to boost PlayStation 4 sales.
Additionally, the sheer scale of the project also used a large budget which they deemed necessary to "go up against Hollywood movies", and cost-cutting measures had to be adopted throughout Capcom.
Tsujimoto said that past games typically had arcane rules, and the zoned-area structure made each zone feel isolated, and wanted to change that approach.
They have also wanted to implement living worlds and ecosystems, with complex artificial intelligence interactions between monsters and the environment but have been limited in the past by handheld gaming hardware.
The team determined that they would pursue highly detailed worlds that felt realistic, eliminating the disconnected zoned-map approach.
This created a "ripple effect" of changes in gameplay; for example, elimination of loading screens meant the player could not use the tactic of jumping to a different zone to heal in safety, and thus allowed the player to drink healing potions while walking.
Tokuda noted that with these changes, the pace of the game also became quicker.
A prototype of this more open world approach took about 18 months to complete by November 2015 with a team of 50-70 developers to test the seamless transition in the map, and how monsters would behave in these varied environments.
The environments were such a focus that the original prototype did not even feature a combat system; enemy monsters had to be evaded or dispatched through other means.
This also helped the team recognize that player survival during hunts by effective use of the environment, either for protection or as means to harm monsters via destructible components, and of monsters themselves, luring one to an area to draw out another, could be a key part of World's gameplay.
While the game features monsters already created from previous games in the series, the developers also crafted new monsters that took advantage of the benefits from more powerful processing hardware.
A design of a new monster typically began around developing a certain gameplay challenge or mechanic for the monster's behavior that the player may need to exploit to defeat it, and then working with the level designers to find or help craft an area in the region maps to have that monster inhabit that allows for that behavior to be shown off.
This in turn helped to establish the look and other behavior of the monster so that it felt like it belonged in that particular region.
Individual features of the monsters could now be more directly animated compared to the previous games, such as showing feathers on bird-like monsters having natural-appearing movements, or having monsters take on different forms.
In one case, the monster Nergigante was designed to have thorns all over its body that grow over time as it becomes more aggressive;
with the ability to render monsters in more detail, they could show each of these thousand-some thorns moving and growing on their own, which directly affects how the player interacts with it in combat, making it a creature they could not have previously used in early games.
Monster animation was developed in part with motion capture, with human actors acting out some of the various monster actions.
Sets of rules were developed for the monsters to follow to interact in their environment, but they did not resort to any type of scripted event.
This often created unexpected monster behavior when testing or demonstrating the game to public audiences.
Once monsters were created, then they used those to develop the various weapon and armors that could be crafted from those monster parts to give a consistent feel to the game.
As they worked towards this, Capcom found that this more open world would be something better appreciated by Western audiences.
The Monster Hunter series has generally languished in sales in Western markets due to the complexity of the game, high learning curves, and the preference of console and PC gaming in Western audiences compared to the popularity of portable gaming in Japan.
The team felt the new approach to the game would be something that would mesh well with Western markets, and starting adopting the game to include more Western standards in controls and interface design.
They also looked to provide more tutorial information as well as making these fully voiced, as to avoid unskippable dialogue boxes that had been used in the past.
With these changes came the decision to make the game a worldwide release with inter-region play, as they believed they would be able to draw more Western players with the gameplay changes they have made.
Tsujimoto and Tokuda recognized that World would be the first Monster Hunter game that many in the Western regions will likely play, so wanted to make sure the game was accessible to those players without having played any of the previous games.
They also were aware of past criticisms that the games were very hard to learn though provided a rewarding experience once learned, so aimed to include means to help ease the learning curve and provide more information to the starting player.
Fujioka responded to some initial criticism of the Western-driven changes to the game that they were not trying to make the game easier just to drive sales:
"We're not taking things that people in the west hate and fixing them to make western players buy it. People sometimes make that assumption, or they've got that fear, but that's not the case at all."
He continued that some of the changes that seem to favor Western audiences were necessitated by the highly interconnected maps, and that:
"the new gameplay has to mesh with the new concept or else it would just be a mess."
Tokuda said that they were not simplifying the game, but instead:
"It's more that we want to have this great core action gameplay where players observe monster behaviour and then learn how to take advantage of that and manipulate that to assist in hunting them. We want to make it so that if they make mistakes they don't feel it's unfair but instead think that it's their mistake and they have to grow and learn."
Most of the changes made were thus specifically to reduce the difficulty curve to make it easier for new players to grasp the concepts of the game, but otherwise not changing the core difficulty.
Tsujimoto also said that as they have been working on the series for more than a decade, they are aware of what fans expect of a Monster Hunter game, saying
"we want Monster Hunter fans to feel like this is a Monster Hunter game through and through when they play it".
The subtitle "World" alludes to many facets of the game's design changes from past Monster Hunter games:
it reflects that the maps are no longer connected zones but wide-open worlds, that these maps represent living worlds in and of themselves, that the game had a simultaneous worldwide release, and that it plays on worldwide servers rather than being segmented by region.
Capcom opted not to use a numerical title, such as Monster Hunter 5, as that would give the impression that players needed to have completed other games in the series to play this one.
Tsujimoto and Tokuda said they add a unique gameplay element with each Monster Hunter, and as such, the "Hunter Arts" and "Prowler" Modes from Generations were not included.
However, they have re-evaluated all the existing weapon classes to add new moves and abilities to provide a fresh take on the series for veteran players.
While their main Monster Hunter development team from Osaka developed the core, Capcom brought in other programmers familiar with the newer consoles to help with bringing the game to those systems.
The game uses a modified version of Capcom's internally developed MT Framework engine which provided a minimum of 30 frames per seconds on all platforms.
The PlayStation 4 and the Xbox One version includes ultra-high resolutions and other improved features for the PlayStation 4 Pro and Xbox One X.
When they had started development, neither of these console refreshes had been announced, and by the time the specifications for both were released (around 2016), Capcom recognized they did not have time to evaluate the specifications fully without changing the release window, but were aided by support of both Sony and Microsoft to help make World run efficiently on these newer consoles.
For these, the game includes options to run between a detailed graphical version, lowering the game's framerate, or with reduced graphical details to maintain a high framerate.
Tsujimoto and Tokuda said the delay on the Windows version release was to make sure it was "optimized and fine-tuned for the PC as much as possible", with all work being done internally within Capcom to avoid treating the game as an outsourced port.
They also seek to have Monster Hunter: World support a wide variety of personal computer configurations, and need the additional time to achieve this broad range.
Additionally, the Windows platform lacks the built-in matchmaking that is in Xbox Live or PlayStation Network, requiring them to build their own version for this.
Tsujimoto announced in January 2018 that they are aiming for a Windows release in the second half of 2018, looking to get the console versions released so that they can spend their full attention towards the Windows port.
There are no plans for Monster Hunter: World to be released for the Nintendo Switch.
Fujioka and Tokuda said that development started well before the Nintendo Switch was announced, and had focused the game to best play on the PlayStation 4 and Xbox One.
Direzione:
Yuya Tokuda
Produzione:
Hironobu Takeshita
Shingo Izumi
Kazunori Inoue
Ryozo Tsujimoto
Design:
Teruki Endo
Yugo Togawa
Programmazione:
Yuuki Ooi
Kota Fukasawa
Direzione artistica:
Kaname Fujioka
Musiche:
Akihiko Narita
Zhenlan Kang





Capcom History
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Lightning73
Eccolo sua maestà! Il mio primo Monster Hunter!