{"id":56696,"date":"2026-02-13T22:00:00","date_gmt":"2026-02-13T13:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=56696"},"modified":"2026-02-13T16:03:02","modified_gmt":"2026-02-13T07:03:02","slug":"monster-hunter-stories-3-devs-studied-modern-turn-based-rpgs-like-metaphor-refantazio-and-expedition-33-for-a-game-system-thats-convenient-but-no","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/game-development\/monster-hunter-stories-3-devs-studied-modern-turn-based-rpgs-like-metaphor-refantazio-and-expedition-33-for-a-game-system-thats-convenient-but-no\/","title":{"rendered":"Monster Hunter Stories 3\u00a0devs\u00a0studied modern turn-based RPGs like Metaphor:\u00a0ReFantazio\u00a0and Expedition 33 for a\u00a0game\u00a0system that\u2019s\u00a0\u201cconvenient, but not easy\u201d\u00a0"},"content":{"rendered":"\n<p><strong>Monster Hunter Stories 3: Twisted Reflection<\/strong>, the third mainline&nbsp;entry&nbsp;in Capcom\u2019s&nbsp;JRPG series set in the Monster Hunter universe, is scheduled to&nbsp;release&nbsp;on March 13. Ahead of launch, AUTOMATON Japan attended a joint media interview with&nbsp;the title\u2019s&nbsp;core development team members, who&nbsp;offered some insight into&nbsp;how they approached Stories 3\u2019s gameplay design.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1600\" height=\"957\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/monster-hunter-stories-3-20260212-420242-header1.webp\" alt=\"\" class=\"wp-image-56697\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/monster-hunter-stories-3-20260212-420242-header1.webp 1600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/monster-hunter-stories-3-20260212-420242-header1-380x227.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/monster-hunter-stories-3-20260212-420242-header1-768x459.webp 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/monster-hunter-stories-3-20260212-420242-header1-1536x919.webp 1536w\" \/><\/figure>\n\n\n\n<p>Like its predecessors, Monster Hunter Stories 3&nbsp;sticks to turn-based combat,&nbsp;maintaining&nbsp;a clear distinction from the mainline Monster Hunter games.&nbsp;However,&nbsp;there\u2019s&nbsp;a noticeable boost in&nbsp;comfort&nbsp;compared to&nbsp;past entries. For example, you can&nbsp;now&nbsp;take down&nbsp;low-level&nbsp;enemies directly&nbsp;on the field&nbsp;using Riding Actions, and after each battle, your HP and status effects are restored at no cost.&nbsp;&nbsp;<\/p>\n\n\n\n<p>Lead game designer Daisuke&nbsp;Wakahara&nbsp;explains that Stories 3\u2019s new gameplay&nbsp;system, with its&nbsp;improvements in playability, was built&nbsp;based on insights his team gained from studying recent, \u201chigh-profile turn-based RPG that incorporate unique ideas, such&nbsp;as Metaphor:&nbsp;ReFantazio&nbsp;and Clair&nbsp;Obscur: Expedition 33.\u201d&nbsp;<\/p>\n\n\n\n<p>\u201cWe feel&nbsp;there\u2019s&nbsp;a clear&nbsp;preference&nbsp;toward games that let players progress&nbsp;smoothly and quickly, without levelling feeling like a chore. The idea that players should receive some kind of reward&nbsp;for&nbsp;specific&nbsp;actions they take has become&nbsp;quite&nbsp;refined across the industry, and we made a point of incorporating that&nbsp;approach&nbsp;ourselves,\u201d&nbsp;Wakahara&nbsp;comments.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1532\" height=\"857\" sizes=\"auto, (max-width: 1532px) 100vw, 1532px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260213-56696-002.jpg\" alt=\"\" class=\"wp-image-56700\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260213-56696-002.jpg 1532w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260213-56696-002-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260213-56696-002-768x430.jpg 768w\" \/><figcaption class=\"wp-element-caption\">Image via <a href=\"https:\/\/news.xbox.com\/en-us\/2026\/02\/12\/monster-hunter-stories-3-hands-on-preview\/\" target=\"_blank\" rel=\"noreferrer noopener\">Xbox Wire<\/a><\/figcaption><\/figure>\n\n\n\n<p>At the same time,&nbsp;the developers also had a set of \u201cnon-negotiables\u201d for Monster Hunter Stories&nbsp;3\u2019s&nbsp;gameplay.&nbsp;\u201cWe refused&nbsp;to compromise on making the battles satisfying and&nbsp;challenging, and&nbsp;balanced the game accordingly.&nbsp;I believe making things convenient and making them easy are two different things. While the game provides&nbsp;ample&nbsp;hints for overcoming challenges, we&nbsp;didn&#8217;t&nbsp;aim to artificially simplify things just to speed up the pace. We focused on level design that delivers battles with a sense of accomplishment.\u201d&nbsp;<\/p>\n\n\n\n<p>In a way, the latest entry may feel even more \u201cnerve-wracking\u201d than past Stories games. Director Kenji Oguro&nbsp;mentions that one of his goals was upping the&nbsp;\u201cadrenaline rush\u201d&nbsp;players get from barely&nbsp;scraping by in a battle.&nbsp;<\/p>\n\n\n\n<p>\u201cWe believe the most exciting moment in a game is when you win by the skin of your teeth.&nbsp;That&#8217;s&nbsp;the kind of satisfying gameplay we aimed for.&nbsp;Based on the design philosophy of balancing convenience with satisfying battle difficulty, we carefully considered how to manage the player\u2019s resources.\u201d&nbsp;As a result, the developers decided to streamline recovery actions post-battle,&nbsp;while&nbsp;encouraging&nbsp;players to go all-out during combat.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Monster Hunter Stories 3: Twisted Reflection - Free Trial Version Trailer!\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/mAXVk3HIc44?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p><a href=\"https:\/\/www.monsterhunter.com\/stories3\/en-us\/\" target=\"_blank\" rel=\"noreferrer noopener\">Monster Hunter Stories 3: Twisted Reflection<\/a>&nbsp;releases on March 13,&nbsp;2026&nbsp;for PC (Steam), PS5, Xbox Series X\u2758S and Nintendo Switch 2.&nbsp;&nbsp;&nbsp;<\/p>\n\n\n\n<p><strong>Related:&nbsp;<\/strong><a href=\"https:\/\/automaton-media.com\/en\/news\/monster-hunter-stories-3-team-considered-switching-from-turn-based-to-a-trendier-action-rpg-format-early-on\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>Monster Hunter Stories 3 team considered switching from turn-based to a \u201ctrendier\u201d action RPG format early on, but decided to stick to the series\u2019 identity<\/strong><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Interview with lead game designer Daisuke\u00a0Wakahara and director Kenji Oguro.<\/p>\n","protected":false},"author":55,"featured_media":56699,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,10,3],"tags":[17],"class_list":["post-56696","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-interviews","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - 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