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The development of "Monster Hunter Stories 3" began with the question: What kind of RPG do we want to create? We bring you an interview with the development team [TGS2025]

Note: the original Japanese article can be found at:
https://www.4gamer.net/games/933/G093333/20250927031/

Writer: Naito Hasami | 2025/09/27 15:00 (UTC)

Capcom is showcasing the upcoming Monster Hunter Stories 3: Destiny of the Twin Dragons (available on PC / Switch 2 / PS5 / Xbox Series X|S) as a playable demo at the currently ongoing Tokyo Game Show 2025. This latest installment in the series lets players bond with, raise, and coexist alongside monsters as “Riders,” embarking on adventures within the Monster Hunter world.

Image Gallery No.001 thumbnail / The development of ‘Monster Hunter Stories 3’ began with asking ourselves: What kind of RPG do we want to create? We bring you an interview with the development team [TGS2025]

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Smooth field controls and more thrilling “rock-paper-scissors” battles: Playtest report on ‘Monster Hunter Stories 3’ at TGS2025

Smooth field controls and more thrilling “rock-paper-scissors” battles: Playtest report on ‘Monster Hunter Stories 3’ at TGS2025

Capcom is presenting a playable demo of Monster Hunter Stories 3: Destiny of the Twin Dragons, scheduled for release on March 13, 2026, at the ongoing Tokyo Game Show 2025, which began September 25. The hands-on experience featured here centers around the player acting as squad leader, giving guidance to rookie Rider Tio.

[2025/09/26 00:55]

At the TGS 2025 venue, a joint interview was held with Producer Ryozou Tsujimoto, Director Kenji Ooguro, and Lead Game Designer Daisuke Wakahara, during which they shared insights into their development philosophy, passion, and messages for fans.

“Going all-in on RPG” — The team’s evolving belief drives the latest installment

— A new trailer and release date have been announced. How has the reception been so far?

Ryozou Tsujimoto (hereafter, Tsujimoto):
Since announcing this title, we’ve received a great deal of feedback. Many people noted changes in character proportions and atmosphere compared to the previous installment, as well as the relatively quick release schedule for the next game. I consider these reactions overwhelmingly positive.

Kenji Ooguro (hereafter, Ooguro):
Hearing from fans who’ve been patiently waiting or genuinely happy about this release is incredibly motivating. We developers also feel energized by that positive feedback.

Daisuke Wakahara (hereafter, Wakahara):
Having worked on the first game in the series, I’ve felt deeply rewarded hearing fans say they’ve been eagerly anticipating this installment. It truly made me happy as a developer — and motivated me to deliver something worthy of their expectations.

From left: Kenji Ooguro, Ryozou Tsujimoto, Daisuke Wakahara Image Gallery No.005 thumbnail / The development of ‘Monster Hunter Stories 3’ began with asking ourselves: What kind of RPG do we want to create? We bring you an interview with the development team [TGS2025]

— What was the reasoning behind changing character proportions?

Tsujimoto:
Actually, we made significant changes in character design when transitioning from the first to second installment. After all, this is the very first title in the Monster Hunter series to venture into a new genre — and each time, we approach it with the mindset of creating an entirely fresh experience.

We’ve been constantly experimenting based on player feedback and evolving game environments. While the first game received high praise as an RPG, some players said things like “the character proportions don’t quite fit me, making it hard to play.” So we made a decisive shift — revisiting both character proportions and visual style — which led us to release the second installment.

By that point, we felt we had solidified our own vision of what a “Monster Hunter RPG” should be. It was clear this title had truly become self-sustaining. That’s why deciding how to approach the third game became a subject of intense internal debate among our team.

After much discussion, our conclusion was “Let’s go all-in on RPG.” To achieve that, we aimed for visuals and world design so instantly recognizable as an RPG that players would immediately sense it upon seeing them. We also placed greater emphasis on the story, dedicating more effort than ever to deeply exploring “the Rider’s world.”

Image Gallery No.006 thumbnail / The development of ‘Monster Hunter Stories 3’ began with asking ourselves: What kind of RPG do we want to create? We bring you an interview with the development team [TGS2025]

Ooguro:
“Going all-in on RPG” is indeed one of the central themes of this game. The first two titles were shaped by asking, “What would Monster Hunter look like as an RPG?” In other words, we focused on how to adapt existing Monster Hunter elements into an RPG framework.

But this time, we started from scratch: “What kind of RPG do we want to create?” As someone who’s played countless RPGs throughout my life, I’ve developed a clear personal vision for the ideal RPG. Once we defined that — “This is what our RPG should be” — we then embedded RPG elements beloved by fans into every aspect: character design, strategic depth in battle systems, and more. The idea of going all-in on RPG began as a way to articulate this shared direction among team members.

Wakahara:
Now that the release date is approaching and we’re hearing reactions from various players, I feel confident our intended direction was correct. Of course, there were many uncertain moments during development, but seeing so many people respond positively is truly heartwarming. I’m convinced this was the right path — and now I can confidently say we’ve created an RPG that will be enjoyed by a wide audience around the world.

Image Gallery No.008 thumbnail / The development of ‘Monster Hunter Stories 3’ began with asking ourselves: What kind of RPG do we want to create? We bring you an interview with the development team [TGS2025]

— Based on player feedback and comments, which aspect of this game do you feel was the most pivotal? Which part did you specifically focus on to make players even more excited?

Ooguro:
One fundamental question when developing a series is: “What should we preserve, and what should we change?” Among preserved elements, character growth and monster collection were especially important. The joy of gathering and raising companion monsters is unique to this franchise — so we made sure to carry that tradition forward.

On the other hand, with field design, we decided to make a bold overhaul. This was driven by our desire to finally realize exactly what we wanted to create. As for combat — another core pillar — we carefully incorporated feedback from players of the previous two games. The vision for battles in particular was led and shaped mainly by Wakahara.

Wakahara:
Of course, the battle system has evolved through each installment. In Monster Hunter Stories, we introduced a unique “Direct Match” mechanic that received high praise for its satisfying victory feel. However, some players said it could become repetitive if limited to simple rock-paper-scissors mechanics. So we added slight randomness in enemy behavior — introducing variability.

But this change came with a trade-off: the satisfaction of winning through direct reading was slightly diminished. In version 2, we deliberately removed that random element, designing battles so that once you read a monster’s habits, victory became certain again — successfully restoring that sense of strategic mastery and earning strong approval.

Still, player feedback often pointed out: “Once you master all the patterns, it becomes monotonous.” We took this critique seriously as a team.

That said, mastering direct matches is central to the Stories series’ identity. So we faced the challenge of preserving that satisfaction while expanding gameplay fun — leading us to envision “battles where satisfaction builds in sequence.”

One key solution was introducing the “Dragon Spirit Gauge.” Depleting this gauge triggers a “Sync Rush,” which increases Bond Gauge. Moreover, winning a direct match now deals direct damage. Now players constantly face tough choices: Should I aim for direct matches? Focus on depleting Dragon Spirit Gauge? Prioritize breaking parts? This layered interaction forces continuous tactical decisions.

With multiple elements intertwined and strategic thinking piling up over time, we’ve finally achieved the battle system that truly feels like our Monster Hunter Stories game.

Image Gallery No.009 thumbnail / The development of ‘Monster Hunter Stories 3’ began with asking ourselves: What kind of RPG do we want to create? We bring you an interview with the development team [TGS2025]

— Regarding field action, is the team’s intent strongly reflected here?

Ooguro:
Traditionally in RPGs, fields serve mainly as travel routes — “heading toward the next town,” “reaching your destination.” Of course, terrain variation exists. But this time, we wanted to drastically change that concept: designing a more three-dimensional environment where players would naturally want to take detours or react spontaneously — not just pass through.

Additionally, another hallmark of this series is riding monsters for travel (“Riding”). We aimed to make it even smoother and more enjoyable. Honestly, while player feedback played some role, the main driver was simply our own desire: “This is what we wanted to do.”

— Related to the Riding mechanic — I recall in previous games, flying actions were usually unlocked only around mid-game. In this demo, riding was available early on. So I wondered if it’s accessible from the beginning?

Ooguro:
In this installment, the protagonist’s role has changed significantly. In earlier titles, players entered as “new Rider apprentices,” learning systems through tutorials guided by seniors and gradually leveling up. The story unfolded alongside that growth arc.

But here, the protagonist is set as Japan’s only Lios Rex Rider — essentially an “ace” figure from the start. Already a skilled rider capable of flying with his Lios Rex. This becomes the player’s first experience in-game.

We wanted players to immediately feel the thrill of controlling such a strong and cool hero. So we designed it so that flight is possible right at the beginning — not just for mechanics, but to let players fully embody this powerful protagonist through both story and gameplay experience.

Image Gallery No.011 thumbnail / The development of ‘Monster Hunter Stories 3’ began with asking ourselves: What kind of RPG do we want to create? We bring you an interview with the development team [TGS2025]

— So Rudie fills a role similar to Naviro in previous games? Will Naviro appear again?

Ooguro:
No, Naviro will not appear. The story doesn’t directly connect with the past two installments, but all exist within the same Monster Hunter universe — maintaining continuity at a foundational level. The timeline is set over 200 years after the previous game.

In earlier entries, Riders were portrayed as existing within the hunter society — focusing on exploring their role in the broader Monster Hunter world.

But now, with time passing, Riders have evolved into more socially prominent and established figures. Thus, this installment takes a bold step: we’re telling the story of “Riders themselves” as a societal entity. With that shift, we’ve reimagined everything — story, setting, characters — to launch on an entirely new foundation.

— I see.

Ooguro:
A major change in this game is that the protagonist now speaks. In earlier games, Naviro served dual roles: a mascot character and the silent protagonist’s voice. This structure appears often in other games.

But here, that role has been greatly reduced. Why? Because we’re aiming for a more mature tone — targeting older players with stories leaning toward youth magazines or even cinematic, serious narratives. Such serious storytelling always needs moments of relief.

In previous titles, Naviro’s comedic elements provided this contrast. But in our current tone, such humor might feel mismatched. So instead of forcing it, we shifted toward creating laughter through “humor” rather than overt comedy — making it harder to fully utilize Naviro’s original charm as a lovable comic character. That led us to make the conscious choice: don’t force him in; let’s explore new balance.

Instead, Rudie appears — still a mascot-like figure, but clearly an active member of the Ranger squad and a companion who joins the protagonist on their adventures.

Image Gallery No.007 thumbnail / The development of ‘Monster Hunter Stories 3’ began with asking ourselves: What kind of RPG do we want to create? We bring you an interview with the development team [TGS2025]

— Could each of you share your favorite character?

Wakahara:
Mine is Rudie. I can’t reveal much yet, but he’s incredibly cute, hardworking, and a truly lovable character. That’s all I’ll say for now — please look forward to seeing him shine.

Ooguro:
Previously, party members changed with each story chapter. But this time, everyone stays together throughout the adventure. Whether you pick a character because they’re adorable or because their stats/skills are strong — both approaches are valid and welcomed by us as developers.

I’ve played through multiple times, and I keep bringing Tio along. Partly because she’s with me from the beginning, but also due to narrative weight: the protagonist grows her into a capable Rider over time. As a leader, that responsibility naturally makes you want to keep her around.

Even just looking at battle stats confirms this — it’s obvious we’ve fought side by side all along. That emotional connection is one of the key charms of character formation in this game.

Image Gallery No.012 thumbnail / The development of ‘Monster Hunter Stories 3’ began with asking ourselves: What kind of RPG do we want to create? We bring you an interview with the development team [TGS2025]

Tsujimoto:
Wait, I was going to say Rudie too! (Laughs)
One standout feature of this installment is how strongly the protagonist’s personality has been developed — more so than in previous entries. As mentioned earlier, since the protagonist now speaks directly, their presence and emotional journey come across much clearer to players.

— He feels like a genuinely thoughtful senior figure. Definitely someone I’d want to work with.

Tsujimoto:
The well-defined personality of the main character is one of this game’s unique strengths — something worth paying special attention to.

— Are most monsters from earlier games in the series going to appear?

Ooguro:
We’re introducing monsters that naturally fit into this installment’s world and story. Of course, we deeply respect all Monster Hunter original creatures — that’s a given.

But within the Stories universe, we’ve set up scenarios where ecological imbalances cause monsters to mutate — allowing us to introduce natural variations and unique forms seamlessly. We hope players enjoy these elements as part of the experience.

— Finally, please share a message for fans.

Wakahara:
For those who played previous installments and have been eagerly waiting for this new title, and for those considering picking it up after seeing various trailers — we’re all working hard to deliver the best possible story. Please support us!

Ooguro:
I’ve had a long career as a game creator, but I’ve never felt more confident in any project than this one. Even when playing it myself, I genuinely find it fun. I truly want everyone around the world to experience this enjoyable game — so please look forward to it.

Tsujimoto:
This series began with our goal of creating an RPG that anyone could enjoy, even those who struggle with action games. After completing three entries, we’ve finally become comfortable crafting RPGs and are now able to fully leverage everything we’ve built over time. I hope you’ll look forward to it — and please also give the first two games a try.

— Thank you very much for your time today.

Image Gallery No.003 thumbnail / The development of ‘Monster Hunter Stories 3’ began with asking ourselves: What kind of RPG do we want to create? We bring you an interview with the development team [TGS2025]

Official Website for ‘Monster Hunter Stories 3: Destiny of the Twin Dragons’