During Monster Hunter Tsudoi 2015 Summer, Capcom recently announced Monster Hunter X is releasing in Japan on November 28.
Reservations will be starting on August 1 and the price will be set at 5,800 yen for the retail version and 5,546 yen for the download version.
There are also plans to release a New 3DS XL bundle for Monster Hunter X, priced at 26,000 yen, which will feature a specially designed system.
Capcom also confirmed that two 3DS themes are in the works, and Nargacuga from Monster Hunter Freedom Unite and 3 Ultimate will be returning in X.
Fans will be able to go hands-on with Monster Hunter X at the Tokyo Game Show in September, and Weapon videos will be shown each day between August 1 and 7.
Lots of new footage was also shown during the Monster Hunter Tsudoi 2015 Summer.
You can watch the Monster Hunter X part below, courtesy of Nintendo Everything:
Aside from all of this info, during a recent Famitsu interview, the developers were asked why they chose the name X to represent the title. Here’s what each one of them had to say…
Producer Shintaro Kojima:
“Just as we said earlier, old and new elements cross over together [in the game]—so it bears the connotation of mingling. Moreover, the letter X looks like it divides the given space into four… so four hunting styles, four large main monsters, four villages. They’re all crossing.”
Producer Ryozo Tsujimoto:
“We actually hesitated a lot [when coming up with the title]. Many title candidates were brought up, but ultimate it was the power of the letter’s appearance… the force one feels from the ‘Cross’ that led to [the choice of X].”
Director Yasunori Ichinose:
“It isn’t as though there was a particular reason for the number four; it just came about naturally through discussions. It was the same when creating the main monster. Usually, we only create one monster to highlight, but by making four of them we could think about creating monsters we couldn’t make so far.”
“The same goes for the hunting styles. We though that bringing out the individual play styles of players and increasing the amount of freedom through several play styles would be nice… and that’s how the different elements diversified and each of them just so happened to total up to four. It wasn’t predetermined, but personally speaking, I feel things worked out rather nicely in the end.”