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Ryozo Tsujimoto

Another interview with Monster Hunter 4 Ultimate executive producer Ryozo Tsujimoto and creative director Kaname Fujioka has appeared, this time coming from Nintendo Life. The two developers tackled various topics such as the lack of a Wii U version, collaborations in the game, support received from Nintendo, and more. Check out some excerpts from the new interview below.

Have you ever heard of something called the “Desire Sensor”? Those who have played the Monster Hunter titles have speculated about the sensor, which is programming within the games that can detect which loot players are searching for. The loot in question is then automatically made more difficult to find in order to keep gamers playing.

But no: there is no Desire Sensor in Monster Hunter. Series producer Ryozo Tsujimoto confirmed to Siliconera that this “feature” does not exist.

Tsujimoto said:

“You should probably wear gloves when you play. Try not to sweat, because it’s sensing your nervousness from the sweat on your hands. To be honest, that’s something that’s a popular urban legend. We actually hear that a lot, but it’s just a form of confirmation bias. When you’re looking for something specific, it feels like you never come across it. I myself experience that while playing—we’re all on an even playing field.”

“That (Desire Sensor) is absolutely not a thing. What people are seeing is just confirmation bias.”


Monster Hunter 4 Ultimate is jam-packed with collaborations with other franchises. Recently, SEGA announced that the game would see a crossover with Sonic the Hedgehog. Players will be able to dress felynes in Sonic armor, and there’s also a guild card based on the Green Hill Zone.

Monster Hunter 4 Ultimate producer Ryozo Tsujimoto explained to Siliconera how the collaboration with SEGA came to be. He said:

“There are actually a few people at Sega that we’re pretty close to. We were chatting and thinking if there was something we could do together—some kind of collaboration. Then we settled on Sonic, ultimately, because he’s not only popular here in Japan, he’s also extremely popular overseas.”

“Since we’re doing an overseas version of this game, it made sense to do some sort of collaborative crossover that would make sense globally. So I had an associate of mine at Sega introduce me to the person in charge [of licensing]. We shook hands, made the deal, and there you go.”

Dengeki recently caught up with Monster Hunter 4 Ultimate producer Ryozo Tsujimoto and director Kaname Fujioka. One of the major topics discussed is the addition of the Old Desert area, which is a returning field but new to this version of the game.

Fujioka said of the Old Desert:

Monster Hunter series producer Ryozo Tsujimoto dished on his impression of western players – primarily in America – as part of an interview with Siliconera.

Tsujimoto said that the original assumption was that they’d have a more aggressive playstyle. However, he learned that this wasn’t actually so and they were more careful like Japanese players.

Here’s Tsujimoto’s comments in full:

Monster Hunter 4 Ultimate producer Ryozo Tsujimoto and director Kaname Fujioka recently held a stream for the 3DS game. You’ll find more footage above, and a wave of details below.

– Serlegios has golden scales
– Old Desert map features fast dunes and some parts with moving sand that pushes players standing on top
– Oasis area has monsters that go to rest once they get damaged
– The area also has a few palm trees
– You’ll be able to climb up the trees and jump from each one
– Game has an advanced jumping technique where the Charge Axe-wielding Fujioka jumped off the tip of a dune and Tsujimoto managed to Hammer-launch him in mid-air, which resulted in an extra high jump
– The Felyne shows some kind of signal prior to launching the player up to perform an air-attack on Rathalos
– Monster Hunter 4 Ultimate has a feature that lets you set an automatic notice whenever you place a large Barrel Bomb
– This option can also be switched off and on
– Messages can also be set for your deaths


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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