Thursday, April 8, 2010

Monster Hunter Tri visuals 'put pressure on Nintendo'

Written by pikaby


Ahh...I can't believe I haven't read through the whole Iwata Asks interview for Monster Hunter Tri yet! In fact I haven't been keeping up with the game at all....it wasn't something that looked like it'd interest me right away. But then I went and read some previews, all with positive feedback. Now I'm interested. Why are the Japanese lapping it up? Better try it out for myself...but for now, an interesting tidbit from the interview regarding the graphics of the Wii.
Here's the excerpt:
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Iwata: What did you think when you first tried out Wii? For example, I imagine the first thing you thought with regard to visuals was that you might not be able to do much.
Fujioka: Yes. To be honest…
Iwata: By all means, be honest! (laughs)
Fujioka: (laughs) Graphics aren’t really Wii’s best point, so...
Iwata: So it would be hard to surprise people only with graphics.
Fujioka: I think good graphics are an incredibly attractive aspect of games. Even before people play a game, they are aware of its general appearance.
Iwata: That’s why everyone wants graphics with impact.
Fujioka: So - setting aside high resolution and other details - when it came to creating impressive visuals, I thought it would be a challenge not to compromise. So I decided to press the boundaries of the console’s functions and urged the programmers and designers to aim for making new images.
Iwata: You mean making new images that would maintain the style of Monster Hunter.
Fujioka: Right. Besides, I think the most important thing with regard to graphics is what kind of images the designer wants to make. No matter what kind of specs the hardware may have, if the designer has a clear idea of what kind of images he wants to make and concentrates hard on his work, I think he can achieve them.
Iwata: Well, having the raw skills to pull that off is one thing, but didn’t such work call for a lot of sense?
Fujioka: Yes. While this isn’t only true for Wii, the world of Monster Hunter isn’t one into which you can just throw anything you want, so judgment was necessary in determining what to put in and what to leave out.

The designers have a strong desire to turn out all kinds of stuff in order to create stunning visuals. Sometimes I had to say, “The visuals aren’t that important here. In this game they’re more important in this other area,” and get them to set something aside.

On the other hand, the programmers had moments when they wanted to keep constraints in place, and I had to say, “No, we can’t hold back on that, but this over here could be restrained a little instead.” We had to find the right balance. 
....................Skipping a few parts.

Iwata: Um, I’ll be straight with you.
Fujioka: Yes?
Iwata: I can tell Nintendo’s staff has really been galvanised by you.
Fujioka: (laughs)
Iwata: I can tell they feel like you did what they hadn’t yet. Besides, the enthusiasm you put into it is apparent in the graphics.
Fujioka: I’m extremely pleased to hear you say that. (laughs) Generating great visuals was one of our main goals in bringing out Monster Hunter Tri for Wii.

Striking visuals were originally one selling point of Monster Hunter, so when we decided to bring Tri out for Wii, to be honest, many players may have been uneasy over just how much we could do visually. We thought that unless we got those types of people to think, “Oh, it’s totally all right,” we would have failed. 
..........And then another few lines.
Iwata: Looking at the graphics objectively, I feel like the game’s visuals are one of the representative examples of what can ultimately be done with Wii.
Fujioka: Thank you very much.
Iwata: I think it has placed the Zelda team under a considerable amount of pressure. (laughs)
Fujioka: I doubt that! (laughs)
Iwata: Our work is spurring each other to new heights. 
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Full interview can be found here.

Looks like Nintendo aren't the only ones putting their hearts into developing a Wii game. For the first time in ever, a third-party dev is rivalling Nintendo's skillz with Wii graphics. Now if only more people could stand up and take notice...I sure hope they will if Tri takes off in the US successfully. Shovelware devs, you have been warned. Dev who have thought of giving up on the Wii because your games didn't do so well in sales, know that you still haven't tried your best. THIS is the perfect example of what a Wii game should be like.

And that comment on the Zelda team. Surely this means better visuals for the new Zelda Wii game, at least, better than Twilight Princess. I'm sure even Iwata knows Twilight Princess, good as the gameplay may be, had quite outdated visuals (can't be helped by the fact that it was a Gamecube port)

Since I never mentioned it here before, I'll just go ahead and say it.

Monster Hunter Tri will be released in the US later this month, on April 20. Online multiplayer is pay-to-play, just like in Japan.

NOT! Just kidding. It's free for the US version, even with Wii Speak. The only things you'll have to pay for is extra content for the game. And not a single Friend Code in sight for the online! How good can you get?

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