Now that Exoprimal is here, we have an idea of what it’s like to join together with friends to face tons of dinosaurs. Capcom kicked it off, as well as the promise that other series like Monster Hunter and Street Fighter will come to the game. To help get a better idea of what went into making the game and we could see in the future, Siliconera spoke with Exoprimal Director Takuro Hiraoka about the project. Hiraoka also noted that, “if there’s enough demand from players,” we could see Dino Crisis come to Exoprimal. Jenni Lada: First, how did you get started in the industry, and then what led you to working on Exoprimal? Takuro Hiraoka: I’ve enjoyed video games since I was a young child, and I dreamed of becoming a video game creator as long as I can remember. I continued to hold onto that dream in both undergrad and graduate school. When the time came to look for work and think about the career I wanted, there were a lot of options, but I thought, ‘I want to make video games since they’ve been such an entertaining and enriching part of my life.’ That’s when I began submitting applications to game companies. I was fortunate enough to receive a job offer from Capcom, whose games I’d been playing since I was young. By the way, I have some extremely interesting memories from Capcom’s interview and entrance exam. Hahaha! When development for Monster Hunter World: Iceborne began to settle down, I was approached to be part of a new project that involved creating a brand-new Capcom IP and building out new development technologies. When did development on Exoprimal begin? Hiraoka: Exoprimal’s initial concept was formed in 2018. The game then underwent development, technical testing, and other procedures to become the current version of Exoprimal that released in July 2023.
There are 10 Exosuits in Exoprimal to start. What was the goal when designing each one and how did you ensure each felt different? Hiraoka: Exoprimal was developed around the battle concept of a small number of players working together to defeat massive hordes of dinosaurs. We aimed to provide players with a variety of ways to succeed via satisfying and feel-good gameplay. To achieve that, Exoprimal offers players ten exosuits, which are split into three main roles. Each class of exosuits contributes in a different way. Assault-type exosuits provide attack power, Tank-type exosuits offer a strong line of defense, and Support-type suits help keep their teammates alive. Within each of these roles, we tried to create different exosuits that carry out their specific jobs in different ways. Everyone will have different tastes, but we created a variety of options to allow everyone to find an exosuit or two that fits their personal preferences and playstyles. We hope you find an exosuit you love. We also put a lot of effort into designing the aesthetic of each exosuit. We wanted players to be able to recognize exosuits easily while also being able to imagine how they perform in combat (for example skills, capabilities) based on their appearance. Both Modules and Rigs will affect players’ abilities and Exosuits in Exoprimal. Will these all always be able to be earned in-game without additional purchases? Also, how did you balance them to ensure they don’t get too overpowered? Hiraoka: No additional purchases are required to obtain the rigs and modules available in the game; they aren’t paid DLC. As players progress and raise their Player/Exosuit Levels, they receive a variety of rewards, which include rigs and modules. We’re also planning to add a variety of rigs and modules in post-launch Title Updates, all of which can be obtained in the same way. The concept behind rigs and modules is to provide players with a tool that allows them to customize gameplay to better suit their preferred combat style. When equipped, rigs and modules offer players a bit of a power-up. While in development, we asked the development team to be careful to keep all rigs and modules fairly balanced rather than create distinctly superior equipment that would give players an unfair advantage. That said, it was impossible for the development team to make satisfactory balance adjustments on our own. During the Closed Network Test and multiple Open Beta Tests, we collected players’ combat data as reference to help us make more informed gameplay adjustments. I think it’s important for the development team to repeatedly play the game and cross-reference gameplay data from individuals who actually played the game to optimize overall performance. There are a mix of traditional dinosaurs and Neosaurs in Exoprimal. How did you determine which dinosaurs would appear in the game at launch? Hiraoka: When selecting dinosaurs for Exoprimal, our first priority was making sure the dinosaurs were well-known. Second, it was important for each species of dinosaur to play a specific role and fit well within the intense action that players would be experiencing. Outside of this, development staff in charge of creating enemies may have included their favorite dinosaurs as well. Haha!
Interview: Discussing Exoprimal, Its Dinosaurs, and Dino Crisis
Image via Capcom