For fans of the *Monster Hunter* series, one of the most thrilling aspects is crafting new equipment from the materials gathered during their hunts. Every seasoned hunter knows the satisfaction of piecing together a complete armor set and a matching weapon after repeatedly taking down the same monster.
The core concept of equipment in the Monster Hunter series has remained consistent since the earliest titles: defeat the monsters, and harness their power through equipment crafted from their remains. Players use their skills to vanquish formidable monsters, then adopt those monsters' abilities by equipping gear made from them, enhancing their own strength in the process.
In an insightful interview with IGN, Kaname Fujioka, the Executive Director and Art Director for *Monster Hunter Wilds*, elaborated on the philosophy behind the game's equipment. "While our design scope has expanded significantly, we used to focus heavily on ensuring that if you're wearing Rathalos' equipment, you'd visually embody Rathalos," he explained. The latest installment introduces new monsters, each contributing to a diverse range of equipment. For instance, Rompopolo, a monster designed to resemble a mad scientist, features a unique head armor piece resembling a plague doctor's mask. You can see this armor set in action in the hunt video below.
Among the array of distinctive monster equipment, the developers urge players to take a closer look at the starting gear. Fujioka shared, "I designed the starting weapons for all 14 weapon types from scratch. That's unprecedented for me. Previously, new hunters started with basic, primitive weapons. But as the protagonist in this game is a chosen hunter, it wouldn't feel right to equip them with plain gear. I aimed to make the starting equipment reflect the protagonist's status as a star hunter."
Yuya Tokuda, Director of *Monster Hunter Wilds*, added, "In *Monster Hunter: World*, weapon designs generally maintained a certain form but varied in appearance based on the monster materials used. However, in *Wilds*, each weapon boasts a unique design." These starting weapons are tailored to reflect the narrative of the player being an experienced hunter tasked with exploring the Forbidden Lands. Tokuda also noted that the starting armor has been meticulously crafted to complement the story.
"The starting armor in this game is part of the Hope series," Tokuda revealed. "The design is so striking that you could wear it throughout the entire game without it 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 creating this set, emphasizing that each piece functions independently yet forms a cohesive ensemble. "We've put more effort into the Hope series than any other equipment in this game," he stated. "In previous titles, armor was segmented into upper and lower parts, which couldn't be combined into a single flowing garment like a coat. We invested significant in-game resources to achieve this in *Wilds*. While players will encounter a variety of equipment as they progress, we encourage them to explore different weapons. The Hope series is designed to be elegantly understated yet cool."
Starting a game with such thoughtfully designed equipment is a true luxury. The 14 starting weapons and the Hope series have been meticulously crafted to reflect the gear of a star hunter. We eagerly anticipate exploring the intricate details of these items in the final game.