Tsujimoto and Ichinose said development on Rise started after Generations released in 2015 (in Japan). That means it has elements of both styles, including quality of life features from World and traditional gameplay elements style like Generations.

And despite wall-running leading some fans to speculate Breath of the Wild was an inspiration, it wasn’t. Rise’s key verticality and Wirebug features were already in place before BotW released.

Speaking of the Wirebug, Tsujimoto and Ichinose said it has no cooldown time and can be used whenever players want. While they don’t have to use it in combat, it does open up important new attack combos.

It’s also not spammable. The two said monsters react to players’ movements and locations (e.g. up a wall) and change their attack styles accordingly.

Single-player quests and multiplayer quests remain separated in Monster Hunter Rise, though there’s no voice chat option. Cutscenes are skippable, but Prowler mode — where players control a Palico — won’t be making a comeback.

Tsujimoto and Ichinose said there’s more information to come in the future.

Meanwhile, Japan’s 4Gamer published a new interview with Capcom with a few extra tidbits of info. Monster Hunter Rise has 14 weapon types and, as expected with locations like the Ruined Shrine, many of the new monsters were inspired by Yokai of Japanese mythology.

While there are no confirmed expansions yet, Capcom did say there’s plenty of post-launch support planned for Monster Hunter Rise.

Monster Hunter Rise releases March 26 for Nintendo Switch. Stay tuned to GameSkinny for more Monster Hunter news as it develops.

[Source: IGN]

Capcom Says Monster Hunter Rise Takes Cues from Both Generations and World - 6