If you ask players what excites them about the *Monster Hunter* series, many will mention the thrill of crafting new equipment from materials gathered during their hunts. Every hunter relishes the satisfaction of completing a full armor set and matching weapon, earned through repeated battles with the same monster.
The concept of equipment in the *Monster Hunter* series has remained consistent since its inception: defeat monsters and harness their power by crafting gear from their remains. Players rely on their own prowess to take down formidable beasts, then use those creatures' attributes to enhance their strength further.
In an interview with IGN, Kaname Fujioka, the Executive Director and Art Director of *Monster Hunter Wilds*, discussed the philosophy behind the game's equipment. "While our design range has expanded, we were once very focused on the idea that wearing Rathalos' equipment should make you look like Rathalos," he said. The new title introduces unique monsters, each with distinctive equipment. For instance, Rompopolo, designed to resemble a mad scientist, features a head armor piece reminiscent of a plague doctor's mask. You can view the armor set in the hunt video below.
Among the various sets of monster equipment, the developers encourage players to pay close attention to the starting gear worn by their hunter.
Fujioka shared, "I designed the starting weapons for all 14 weapon types from scratch. This is the first time I've done this, as far as I can recall. In previous games, players started as novice hunters with basic weapons. But in this game, as the protagonist is a chosen hunter, it didn't feel right for them to start with mundane gear. I wanted to ensure that even the starting equipment makes you feel like a star."
*Monster Hunter Wilds* Director Yuya Tokuda added, "In *Monster Hunter: World*, weapon designs maintained a general form but were customized based on the monster materials used. However, in *Wilds*, each weapon has a unique design."
These starting weapons are crafted to reflect the narrative that you are an experienced hunter selected to explore the Forbidden Lands. Tokuda noted that the starting armor also receives meticulous attention to detail to align with the story.
"The starting armor in this game is the Hope series," he said. "Its design is so impressive that you could wear it throughout the game without feeling out of place."
The Hope set, with its deep emerald green base, transforms into a stylish outfit featuring a hooded long coat when completed. Fujioka explained that creating the set was challenging, with each piece designed to stand alone yet come together as a cohesive ensemble.
"We've devoted more attention to the Hope series than any other equipment in this game," he said. "In previous games, armor was split into upper and lower body parts, and we couldn't create a flowing coat. Due to gameplay mechanics, we had to treat each piece separately, but I wanted to achieve a single, flowing hooded coat. We made this possible in *Wilds* by allocating significant in-game resources to it. As players progress, they'll discover various pieces of equipment, and we encourage them to experiment with different weapons. That's why we designed the Hope series to be elegantly cool without being too conspicuous."
Starting a game with equipment that has received such meticulous care from the creators is a true luxury. The 14 starting weapons and the Hope series are crafted to resemble the gear of a distinguished star hunter. We eagerly anticipate examining all the intricate details in the final game.