Unleashing Creativity: Capcom's Approach to Exoprimal

Exoprimal, Capcom's latest live-service dinosaur game, exudes a distinct old-school charm, blending campy humor, over-the-top action, and stylish experimentation. This is partly due to the fact that Exoprimal represents a departure from Capcom's usual franchises, such as Resident Evil, Street Fighter, and Monster Hunter. According to Exoprimal director Takuro Hiraoka, 'Capcom has many established IPs, and when designing a new game within those franchises, we must consider the background and history of the previous games.' However, with Exoprimal, the team was given the freedom to start from scratch, incorporating their personal interests and passions into the game. The result is a unique blend of futuristic exosuits and prehistoric dinosaurs, with a fun, over-the-top narrative. Capcom's cautious approach to new IPs is understandable, given the high costs and risks associated with the AAA games market. However, the company has decided to take a chance on Exoprimal, which promises to deliver a distinctive gaming experience. Technical director Kazuki Abe notes that the game's design required significant technical development and resources, but the team was able to convince the business that it was a worthwhile challenge. Abe also acknowledges that working on a new IP brought a mix of freedom and pressure, with the team facing extra scrutiny from Capcom leadership. Despite this, the development process was similar to that of other games, with standard procedures and pipelines in place. The inclusion of dinosaurs may evoke memories of Capcom's Dino Crisis series, but the team cites Monster Hunter and Street Fighter as key influences. Hiraoka, who previously worked on Monster Hunter games, applied his experience to the design of Exoprimal's exosuits and team roles. Art director Takuro Fuse, meanwhile, drew inspiration from his work on fighting games, aiming to create a satisfying and impactful action experience. With the game's launch receiving a mixed reaction, the team is focused on gathering feedback, analyzing player data, and planning future adjustments. As Abe concludes, 'We are very much focused on seeing how the game is being received, checking on player feedback, and thinking about the next steps.'