Soundwave said:
Most Japanese devs have given up on the graphics arms race too. You look at almost all Japanese games, most of them don't really push the envelope visually anymore. It's basically just the Final Fantasy games and even that like FF7 Rebirth is clearly just remixing a lot of PS4-era assets and still running on the older Unreal Engine 4 from last gen. If it didn't do that you'd probably be waiting another 2 years for this game to come out. Looking at Capcom, it's going to be like 5 years into this gen before they release a major game that isn't a PS4-cross gen title, and quite frankly Monster Hunter Wilds looks fairly underwhelming for a generational graphics leap (probably they are targeting a Switch 2 version because it will sell like 10 million copies there). |
If they were developing from scratch, it would definitely have been faster to use UE5 than UE4 for Rebirth, though.
I'd chalk it up more to the fact SE won't need to retrain a development team already used to the older engine, which can also run in older workstations, and has a fairly well-known and documented physics solution (PhysX) embedded into it.
As for Capcom, no idea how long they've been developing that game for, or how many people are working on it, or how it'll look when it launches, but MH has always been kind of cheap, hasn't it? Probably because these games were usually rushed into the market when they worked with two teams alternating releases every year.