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

Nov 9, 2017 at 03:30pm EST
Monster Hunter World update ps4 xbox one

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.

About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

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