Monster Hunter Wilds: A Deep Dive into the Starting Equipment
What excites Monster Hunter players? Many will cite the thrill of crafting powerful equipment from hard-earned monster materials. The satisfaction of a complete armor set and matching weapon, painstakingly acquired, is a core element of the series' appeal.
The Monster Hunter series has always centered on this concept: defeat powerful beasts and harness their power through crafted equipment. Players leverage their skill to overcome formidable monsters, then integrate those monsters' strengths into their own arsenals.
In an interview with IGN, Kaname Fujioka, Executive Director and Art Director of Monster Hunter Wilds, explained the design philosophy: "While our designs are more diverse now, we used to focus on the idea that wearing Rathalos equipment would make you look like a Rathalos." Wilds introduces new monsters, each with unique, visually striking equipment. Rompopolo, a mad scientist-inspired monster, for instance, boasts head armor resembling a plague doctor's mask (seen in the hunt video below).
However, the developers emphasize the significance of the starting equipment. Fujioka stated, "I designed all 14 starting weapon types from scratch. This is a first for me. Previously, new hunters started with basic weapons. But our protagonist is a chosen hunter, so plain weapons wouldn't fit. I wanted even the starting equipment to feel impressive."
Yuya Tokuda, Director of Monster Hunter Wilds, added, "Weapon designs in Monster Hunter: World generally maintained a form, with customization based on monster materials. In Wilds, each weapon has a unique design."
The starting weapons reflect the story's premise: the player is a seasoned hunter tasked with investigating the Forbidden Lands. Tokuda highlights the meticulous design of the starting armor: "The starting armor, the 'Hope' series, is incredibly stylish; you could use it until the end and it wouldn't look out of place."
The Hope set, with its deep emerald green, forms a hooded long coat when complete. Fujioka explained the design challenge: "We paid more attention to the Hope series than any other equipment. Previous games had separate upper and lower body armor; we couldn't create a coat. Gameplay limitations prevented this, but I wanted a flowing hooded coat. We achieved this by investing significant resources. We want players to experiment with various equipment, so the Hope series is stylish yet understated."
Starting with such meticulously crafted equipment is a luxury. The 14 starting weapons and the Hope series are designed to befitting a star hunter. We eagerly await experiencing their detail in the final game.