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  • Monster Hunter reaches new heights with bug-shooting pogo stick

    by 
    Mike Suszek
    Mike Suszek
    06.17.2014

    To some, each subsequent version in Capcom's Monster Hunter series only adds a few new beasts, weapons and gear while maintaining one core concept: Slaying large, ferocious creatures in lengthy quests. As series producer Ryozo Tsujimoto told Joystiq at E3 last week, "you have to keep the key elements intact but you also want to innovate, you also want to add some freshness." "Freshness" means more than just Monster Hunter 4 Ultimate's four new monsters and weapons (two apiece), but indicates Capcom's drive to improve the ways players explore and interact with the game's environment. "We tend to, on the design side, just think of things that we as players want to do in these worlds but are unable to do in the current state," Tsujimoto said. Looking back at the last game to launch in the west, Monster Hunter 3 Ultimate, the developer opened up the game to underwater sequences, introducing beasts like Gobul to spotlight submerged battles.