For fans of the *Monster Hunter* series, one of the most thrilling aspects is crafting new equipment from the materials obtained during their hunts. Every hunter can relate to the satisfaction of completing a full armor set and matching weapon, earned through repeated battles with the same formidable monster.
The core concept of equipment in the *Monster Hunter* series has remained consistent since its inception: defeat monsters and harness their power by crafting equipment from their remains. Players leverage their skills to conquer these powerful creatures, then utilize the monsters' abilities to enhance their own strength.
In an insightful interview with IGN, Kaname Fujioka, the Executive Director and Art Director of *Monster Hunter Wilds*, elaborated on the philosophy behind the game's equipment. "While our design range has expanded, we used to focus heavily on the idea that if you're wearing Rathalos' equipment, you should resemble Rathalos," Fujioka explained. The new title introduces fresh monsters, each contributing unique and vibrant equipment sets. For instance, the monster Rompopolo, designed to resemble a mad scientist, features a head armor piece reminiscent of a plague doctor's mask. You can view this armor set in the hunt video below.
Among the array of distinctive monster equipment, the developers emphasize the importance of the starting equipment that your hunter wears at the beginning of the game.
Fujioka shared, "I designed the starting weapons for all 14 weapon types from scratch. This is a first for me. Traditionally, new hunters start with basic, primitive weapons. However, as the protagonist in this game is a chosen hunter, it felt inappropriate for them to wield such simple gear. I wanted to ensure that even with starting equipment, players feel like stars."
Yuya Tokuda, Director of *Monster Hunter Wilds*, added, "In *Monster Hunter: World*, weapon designs maintained a consistent form but varied in appearance based on the monster materials used. In *Wilds*, however, each weapon boasts a unique design."
These starting weapons are crafted to reflect the narrative of the player being an experienced hunter, chosen to explore the Forbidden Lands. Tokuda further noted that the starting armor is meticulously designed to align with the game's story.
"The starting armor in this game is part of the Hope series," Tokuda said. "Its design is so striking that it could be worn throughout the entire game without feeling out of place."
The Hope set, characterized by its deep emerald green base color, transforms into a complete outfit featuring a hooded long coat. Fujioka explained the complexity of designing this set, ensuring each piece functions independently yet forms a cohesive ensemble.
"We've devoted more attention to the Hope series than any other equipment in this game," Fujioka stated. "In previous games, upper and lower body armor were separate, and we couldn't create a flowing coat. Due to gameplay mechanics, each piece had to be distinct. However, I wanted to achieve a single, flowing hooded coat, and we made it possible by allocating significant in-game resources. As players progress, they'll encounter various equipment pieces, and we encourage them to experiment with different weapons. The Hope series is designed to be subtly elegant, not overly conspicuous."
Starting a game with such thoughtfully crafted equipment is a true luxury. The 14 starting weapons and the Hope series are meticulously designed to reflect the gear of a distinguished star hunter. We eagerly anticipate exploring their intricate details in the final game.