Given Cap­com’s in­creas­ing use of Un­real Engine, and its strug­gles with main­tain­ing its own tech­nol­ogy (re­mem­ber Panta Rhei?) it’s with some sur­prise that a brief tour of the de­vel­op­ment floor re­veals the team is build­ing its new game in MT Frame­work. This, after all, is an engine that dates all the way back to the first

Dead Ris­ing; it’s been heav­ily up­dated since, sure, but why did Cap­com de­cide to use age­ing tech for the most for­ward-think­ing

Mon­sterHunter to date? “We felt the best pos­si­ble en­vi­ron­ment to cre­ate the game would be to have en­gi­neers on standby avail­able to us, rather than hav­ing to rely on ex­ter­nal re­sources,” Tsu­ji­moto says. “More­over, there are some things you can only do in MT Frame­work that re­ally ben­e­fit Mon­sterHunter. The se­ries has re­ally in­flu­enced the de­vel­op­ment of MT Frame­work, so the cus­tom toolsets avail­able in the engine suit Mon­sterHunter de­vel­op­ment re­ally well. It re­ally just made sense to stick with the engine which was made by, and which makes, Mon­sterHunter.”

While typ­i­cal Ja­pan-in­dus­try secrecy means we’re not given a full stu­dio tour, we do glimpse staff at work. Above, from left to right: di­rec­tor Yoya Tokuda, pro­ducer Ryuji Tsu­ji­moto, and lead artist Sayaka Kenbe

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