Monster Hunter Wilds: A Deep Dive into the Starting Equipment
Many Monster Hunter players cite crafting new equipment from hard-earned hunt materials as a major source of enjoyment. The thrill of completing a matching weapon and armor set after numerous battles is a familiar feeling for veteran hunters. This equipment crafting system, a core element since the series' inception, rests on a simple yet powerful concept: harness the power of defeated monsters through equipment forged from their remains. Hunters use their skill to overcome formidable beasts, then transform those beasts' strengths into their own, fueling their continued growth.
In an IGN interview, Kaname Fujioka, Executive Director and Art Director of Monster Hunter Wilds, illuminated the design philosophy behind the game's equipment. While the design range has expanded, Fujioka noted a past emphasis on visual consistency: "If you're wearing Rathalos' equipment, you'll look like Rathalos." Wilds introduces new monsters, each offering unique and visually striking equipment. Rompopolo, a mad scientist-inspired monster, for instance, features head armor resembling a plague doctor's mask, showcased in the hunt video below.
However, the developers emphasize the importance of the starting equipment. Fujioka explains: "I designed the starting weapons for all 14 weapon types from scratch. That's a first for me. Previously, starting weapons were primitive. But as the protagonist is a chosen hunter, plain weapons wouldn't fit. I wanted to give the feeling of being a star, even with starting gear."
Yuya Tokuda, Director of Monster Hunter Wilds, adds context to the weapon designs: "In Monster Hunter: World, weapons generally retained a base form with cosmetic variations based on materials. In Wilds, each weapon has a unique design."
This design choice reflects the narrative: the player is an experienced hunter selected to investigate the Forbidden Lands. Tokuda highlights the meticulous detail in the starting armor, aligning with the game's story.
"The starting armor, the Hope series, looks incredibly cool. You could use it until the end and it wouldn't feel out of place," Tokuda states.
The Hope set, with its deep emerald green, transforms into a hooded long coat when fully assembled. Fujioka explains the complexity of its design: "We gave more attention to the Hope series than any other equipment. Previous games had separate upper and lower armor; we couldn't depict a coat. We had to make each piece separate. But I wanted a flowing hooded coat. We achieved this by investing significant resources. Players will find many equipment pieces, and we want them to try new weapons. So, we aimed for the Hope series to be elegant but not overly flashy."
Starting the game with such thoughtfully crafted equipment is a significant advantage. The 14 starting weapons and the Hope series are designed to reflect the attire of a seasoned, elite hunter. We eagerly anticipate examining their intricate details in the final game.