Capcom Embraces Creative Freedom with Exoprimal
Exoprimal, Capcom's latest live-service dinosaur game, boasts a distinctively old-school charm. Its over-the-top style, experimental approach, and campy flair evoke memories of Capcom's early 2000s games. As a new IP, Exoprimal offers the development team a blank canvas, unencumbered by the baggage of established franchises like Resident Evil, Street Fighter, or Monster Hunter. According to Exoprimal director Takuro Hiraoka, "Capcom has many long-standing IPs, and when designing a new game, you need to consider the background of previous games. With Exoprimal, we had the freedom to start from scratch and incorporate the things we wanted to try." The team's creative liberty allowed them to merge futuristic exosuits with prehistoric dinosaurs, resulting in a unique gaming experience. This blend of elements reflects the developers' interests and passion for innovative gameplay. As Hiraoka notes, "We wanted to create a fun, over-the-top story where these elements come together. The fact that we could go wild with our ideas is reflected in the game's creativity." Capcom's cautious approach to new IPs is understandable, given the high costs associated with AAA game development. The company has typically focused on established franchises, where it can leverage its existing fan base and expertise. However, with Exoprimal, the team convinced the business that their concept was worth pursuing, despite the risks. Technical director Kazuki Abe explains, "Whenever we propose a new game, we need to demonstrate that it's a standout concept, regardless of whether it's based on an existing IP or a new one. We must show that it's worth taking on the challenge and that there will be value in doing so." Abe acknowledges that working on a new IP brought both freedom and pressure. "If I had to divide it up, I'd say it was 80% freedom and 20% pressure. We have our standard procedures in place, but this being a new IP didn't change that." The development team drew inspiration from Capcom's Monster Hunter and Street Fighter games, rather than the Dino Crisis series. Hiraoka notes, "My experience working on Monster Hunter games helped me decide how to divide up the roles of the exosuits. We considered which abilities would work best with each suit and how that would allow players to create different team strategies." Art director Takuro Fuse adds, "I worked on many fighting games, which was useful in designing the action to have a certain level of satisfaction. I wanted to translate that into Exoprimal, giving it a fighting game roster feel, where characters are unique and complement each other." Hiraoka's experience with live-service titles, such as the Monster Hunter Frontier series, has taught him the importance of communication with players. "It's crucial to gain the trust of players through communication. That's a skill I hope to utilize now that we've launched." The game's launch has received a mixed reaction, with some critics praising its uniqueness and fun factor, while others find the execution somewhat messy. However, with over one million players thanks to Game Pass, the team has a wealth of data to build upon. As Abe concludes, "We're focused on seeing how the game is received, checking player feedback, and thinking about the next steps. We have a roadmap in place, but for now, we want to see how people respond to the game and keep the player base happy."