If you ask players what gets them excited about the *Monster Hunter* series, many will undoubtedly mention the thrill of crafting new equipment from materials gathered during their hunts. Every hunter knows the satisfaction of completing a full armor set and matching weapon after relentlessly pursuing the same monster.
The concept of equipment in the Monster Hunter series has remained consistent since its inception: defeat the monsters and harness their power through equipment crafted from their remains. Players leverage their own strength to vanquish formidable beasts, then transform those monsters' abilities into their own to become even more powerful.
In an insightful interview with IGN, Monster Hunter Wilds Executive Director and Art Director Kaname Fujioka elaborates on the philosophy behind the game's equipment. "While the range of our designs has expanded significantly, we used to be very mindful of the idea that if you're wearing Rathalos' equipment, you'll look like Rathalos." This new installment introduces fresh monsters, each with its own vibrant equipment. For instance, Rompopolo, designed to resemble a mad scientist, features unique head armor reminiscent of a plague doctor's mask. You can view the armor set in the hunt video below.
Amidst the array of distinctive monster equipment, the developers emphasize the importance of the starting equipment your hunter wears at the beginning of the game.
"I designed the starting weapons for all 14 weapon types from scratch," Fujioka shares. "That's the first time I've done this, as far as I can remember. Previously, players would start the game as new hunters, equipped with basic and simple weapons. But since the protagonist in this game is a chosen hunter, it didn't feel right for them to carry a plain weapon. I wanted to ensure that even the starting equipment reflects your status as a star hunter."
Monster Hunter Wilds Director Yuya Tokuda adds, "In Monster Hunter: World, weapon designs generally maintained a specific form, but they were customized based on the monster materials used. However, in Wilds, each weapon boasts a unique design."
These starting weapons are crafted to embody the narrative of being an experienced hunter chosen to explore the Forbidden Lands. Tokuda further notes that the starting armor reflects the creators' meticulous attention to detail, aligning seamlessly with the game's story.
"The starting armor for this game is called the Hope series," he explains. "The design is so stylish that you could wear it until the end of the game, and it wouldn't look out of place."
The Hope set, with its deep emerald green base color, transforms into a hooded long coat when fully assembled. Fujioka explains that creating this set was no easy task, as each piece needed to function independently while contributing to a cohesive ensemble.
"We've actually given more attention to the Hope series than any other equipment in this game," he states. "In previous games, upper-body and lower-body armor were separate, and we couldn't depict them coming together to form something like a coat. Due to gameplay design, we had to make each piece its own part, but I wanted to see if we could create a single flowing hooded coat. We achieved this by dedicating significant in-game resources to it. Of course, players will encounter a variety of equipment as they progress through the game, and we encourage them to experiment with different weapons. That's why we aimed to make the Hope series understated yet elegantly cool."
Starting a game with equipment that has received such thoughtful consideration from the creators is truly a luxury. The 14 starting weapons and the Hope series are meticulously designed to look like the gear befitting a star hunter. We eagerly anticipate exploring all their intricate details in the final game.