Monster Hunter Rise is a game that has surprised many with its spectacular technical section in Nintendo Switch, which has undoubtedly been, at least in part, responsible for the success that this delivery has already reaped in the hybrid console.
In a recent meeting with news outlet Nintendo Life, the director of Monster Hunter Rise, Yasunori Ichinose, has spoken precisely on this aspect and how they achieved such extraordinary performance and performance on Nintendo Switch thanks to the RE Engine from Capcom. These have been his words:
Nintendo Life: What was the main technical reason for using the RE Engine for Monster Hunter Rise on Nintendo Switch?
Yasunori Ichinose: The main technical reason is that we can use RE Engine’s powerful C # scripting system, not to mention the latest RE Engine graphics features (if the hardware specs allow it). In MT FRAMEWORK, all the game logic was implemented in C ++, so compile time was an issue; In the RE Engine, the game logic is implemented in C #, so the compilation time can be reduced considerably (about 10 seconds, which would take 100 times longer in C ++). This allows for quick trial and error iterations to make the game more interesting. It is not directly visible, but it is a very important part of the development and I think it indirectly contributes to the fun of the game.
[…] Thanks to this, in Monster Hunter Rise, you can now perform highly flexible actions like wall running and using the Cable Bug. You can also wander through the countryside quickly while riding a new friendly character named Palamute, which works great with the perfect environment.
At the meeting, he also spoke about whether Monster Hunter World helped them in the development of Rise:
Yasunori Ichinose: As for the animation work, we started by making sure that the Monster Hunter World data could be transferred. Modifying and reducing the chain and auxiliary links was a task that required more work on the part of the modelers and programmers. In addition to the attacks and moves from Monster Hunte World, the “Wyvern mount” was added as a new feature in Monster Hunter Rise, so the number of moves we needed to create was greatly increased. The time it took to create attacks, moves, and techniques was high, and since Wyvern mount moves were also added, the enemy animation team had a hard time due to the high volume of footage, build time, and post-onboarding checks. .
What do you think of his words? Do not hesitate to share it in the comments.
Via.