Even with the handful of Monster Hunter Wilds trailers released so far, there’s still a lot we don’t know about. Over the weekend, I was lucky enough to watch a 30-minute Monster Hunter Wilds gameplay demo and talk with three veteran developers of the Monster Hunter series: art director and executive director Kaname Fujioka; series producer Ryozo Tsujimoto; and director Yuya Tokuda. In the interview, we discussed how they’re taking full advantage of the new high-spec technology available to them now to further their goal of creating an immersive, living ecosystem, some of the new changes players can expect, a bit about the smithy Gemma’s popularity, how Palicos have voiceover now, and more.

Check out the full interview below, and don’t miss the complete rundown of the behind-closed-doors Monster Hunter Wilds gameplay demo . IGN: What inspirations did Wilds adapt most from World and Rise, and what might be the most surprising changes? Ryozo Tsujimoto, Series Producer, Monster Hunter: Yeah, to kind of touch on the different concepts of all the different titles up until now..

.so really the concept of each kind of game has been a different approach, a different kind of feel to how you want players to experience the game. So, [ Monster Hunter World ] was a console-based title, which came with all of the quality that provided.

And so our concepts involved having a really rich, really deep environment, but fun immersion, so that kind of theme kind of prevailed throughout W.