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In an interview with Siliconera, Monster Hunter 4 Ultimate producer Ryozo Tsujimoto opened up on the game’s Guild Quests. These are a series of new elements introduced in the franchise.

Tsujimoto said:

“The big difference is that the standard quests are a little rigid in their structure. You get a very specific task, and you go out and do that task—kill that monster and come right back. It feels a little bit like work in that sense.”

“What we wanted to do was have something a little lighter, where you can goof around a little bit. Maybe you don’t fulfil the objective you intended to, and just get some items or whatever and come back. It still feels like you did something. So it’s kind of a lighter affair, and this is where the Guild Quests come into play.”

“There’s an element of randomization to the Guild Quest system, where you’re not entirely sure what kind of map you’re going to get, and what’s going to be out there. Within this randomized system, there are maps we consider to be ‘good’ and maps that are ‘not so good,’ and you can actually exchange these back-and-forth with other players.”

“The way it works is that you’ve got these pre-determined [map] parts, and all that really changes in the randomization is how they’re connected together, since the Monster Hunter maps are always a big ‘master map’ with smaller ones within. When we talk about the idea of there being good or advantageous maps versus bad ones, the best kind that you’re really after is where, as soon as you leave your camp—boom—there’s a big monster for you to fight. There’s lots of elevation shifts so you can do jump attacks. That sort of thing.”

“Up until now, you could collect all the weapons in Monster Hunter, and once you’ve collected them all, you say, ‘Okay, now what? I’ve got all there is to get.’ No more. Because now there are randomly-generated parameters, so you will never truly have all of them, and there will always be something for you to get your hands on.”

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Super Smash Bros. for Wii U and 3DS are the first two games to truly take advantage of communication features between both of Nintendo’s systems. You might be wondering why this functionality hasn’t been pursued sooner.

Shinya Takahashi, the GM of Nintendo Software Planning & Development, told IGN:

“With Smash Bros., because the two games have the same gameplay and the same controls, that game in particular is designed where you’ll want to start playing on the 3DS first and build up your characters there, and then transfer that character data over to the Wii U and play with them there.”

Shigeru Miyamoto also chimed in:

Final Fantasy Explorers

This week’s Famitsu gives some insight into the staff behind Final Fantasy Explorers.

Below is a look at the folks at Square Enix working on the game:

Toshiyuki Itahana

– Key visual creator, character supervisor
– Was the Final Fantasy Crystal Chronicles art director and character designer
– Itahana was also a character designer on Final Fantasy IX, did illustration work for Imaginary Range, and has worked as character designer on the Chocobo games

Atsushi Hashimoto

– Director of Final Fantasy Explorers
– Was one of the planning staff on Kid Icarus: Uprising
– He was also the lead planner on the SaGa 2 remake for DS

Hiroyuki Miura

– Game’s producer
– Involved with SaGa DS remakes

Gen Kobayashi

– Design supervisor
– Involved with SaGa DS remakes

Takahiro Abe

– Project manager
– Involved with SaGa DS remakes

Tsuyoshi Sekito

– Music composer
– Was also the composer for The Last Remnant

Yoshitaka Amano

– Logo designer

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At E3 2014 last week, an Atlus representative confirmed to Siliconera that Persona Q: Shadow of The Labyrinth. The thing is, we don’t know why exactly that is. The rep couldn’t go into detail since that would be a story spoiler.

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