In recent weeks, a previously little-known manga has captured widespread attention in Japan and beyond. In “The Future I Saw,” author Ryo Tatsuki predicts a catastrophic natural disaster will strike J
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Monster Hunter Wilds: A Deep Dive into the Starting Equipment
Many Monster Hunter players cite crafting new gear from hard-earned hunt materials as a major draw. The satisfaction of a complete armor set and matching weapon, painstakingly acquired, is a familiar feeling for seasoned hunters. This core concept—harnessing monster power through crafted equipment—has been central to the series since its inception. Players conquer powerful beasts, then integrate their foes' strengths to become even stronger.
In an interview with IGN, Kaname Fujioka, Executive Director and Art Director of Monster Hunter Wilds, shed light on the game's equipment design philosophy. While acknowledging a broader design range now, Fujioka emphasizes the past focus on visual consistency: "If you're wearing Rathalos' equipment, you'll look like Rathalos." Wilds introduces new monsters, each with unique and visually striking gear. Rompopolo, a mad scientist-inspired creature, for instance, boasts head armor resembling a plague doctor's mask (seen in the hunt video below).
However, the developers highlight the importance of the starting equipment. Fujioka notes, "I designed the starting weapons for all 14 weapon types from scratch. That's a first for me. Previously, starting weapons were primitive. But our protagonist is a chosen hunter; plain weapons wouldn't fit. I aimed for a 'star' feel, even with initial equipment."
Yuya Tokuda, Monster Hunter Wilds Director, adds, "In World, weapon designs were largely consistent, with variations based on monster materials. In Wilds, each weapon has a unique design." This reflects the narrative: the player is an experienced hunter tasked with investigating the Forbidden Lands. The starting armor, the "Hope" series, also embodies this narrative focus.
The Hope set, a deep emerald green ensemble forming a hooded long coat, was a complex undertaking. Fujioka explains, "We invested more in the Hope series than any other equipment. Previous games had separate upper and lower body armor; we couldn't create a coat. But I wanted a flowing hooded coat. We achieved this by dedicating significant resources. While we want players to explore diverse equipment, the Hope series aims for elegant coolness without overwhelming other gear."
Starting with such meticulously crafted equipment is a unique luxury. The 14 starting weapons and the Hope armor set are designed to portray the player as a truly impressive hunter. We eagerly anticipate examining these details in the final game.