CAPCOM Explains Why They Chose To Use MT Framework for Monster Hunter: World

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Nov 9, 2017
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The MT Framework engine was widely used by CAPCOM all the way from 2006’s Dead Rising to 2015’s Dragon’s Dogma Online. After that, it was mostly remasters like Resident Evil Zero HD Remaster and Ultra Street Fighter II: The Final Challengers.

With Resident Evil VII: Biohazard launching in early 2017 powered by the brand new RE Engine, MT Framework was thought to be on the way out for future games. However, CAPCOM surprisingly announced that Monster Hunter: World, the highly anticipated action RPG co-op hunting game coming to PlayStation 4, Xbox One and PC, would still run on that engine.

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In an interview published by EDGE (issue #313), Producer Ryuji Tsujimoto finally explained the team’s reasoning behind a choice that was initially perplexing to outside viewers.

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. Moreover, there are some things you can only do in MT Framework that really benefit Monster Hunter.

The series has really influenced the development of MT Framework, so the custom toolsets available in the engine suit Monster Hunter development really well.

It really just made sense to stick with the engine which was made by, and which makes, Monster Hunter.

While the MT Framework won’t be able to deliver cutting edge visuals, the performance definitely shouldn’t be an issue. The game has already been confirmed to have both PlayStation 4 Pro support and Xbox One X support, as well as being compatible with High Dynamic Range displays.

Yesterday, we covered the content that will be included in the upcoming PlayStation 4 and PlayStation Plus exclusive Closed Beta event, due on December 9th.

Monster Hunter: World will be available on January 26th, 2018, for PlayStation 4 and Xbox One. The PC version will launch at a later, as-of-yet unspecified date.

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