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 satisfaction of a complete armor set and matching weapon, painstakingly acquired through repeated battles, is a core element of the series' appeal.
The series' equipment design has always followed a consistent principle: defeat monsters and harness their power through crafted gear. Players use their skill to overcome powerful beasts, then incorporate those beasts' abilities into their own arsenal to become even stronger.
In an interview with IGN, Kaname Fujioka, Executive Director and Art Director of Monster Hunter Wilds, explained this design philosophy: "While our designs have broadened, we were once very mindful of the concept that wearing Rathalos equipment should make you look like a Rathalos." Wilds introduces new monsters, each offering unique and visually striking equipment. Rompopolo, a mad scientist-inspired monster, for example, provides head armor resembling a plague doctor's mask (see the hunt video below).
However, the developers emphasize the importance of the starting equipment. Fujioka stated, "I designed all 14 starting weapon types from scratch. This is a first for me. Previously, new hunters began with basic weapons. But, as our protagonist is a chosen hunter, plain weapons wouldn't fit. I wanted even the starting equipment to feel 'star-like'."
Yuya Tokuda, Director of Monster Hunter Wilds, added, "In Monster Hunter: World, weapon designs generally maintained a consistent form, with variations based on monster materials. But in Wilds, each weapon boasts a unique design."
The starting weapons reflect the narrative: the player is a seasoned hunter selected to investigate the Forbidden Lands. Tokuda highlighted the meticulous design of the starting armor: "The starting armor, the 'Hope' series, looks incredibly cool; you could use it until the end and it wouldn't feel out of place."
The Hope set, with its deep emerald green, transforms into a hooded long coat when complete. Fujioka explained the design process: "We dedicated more effort to the Hope series than any other equipment. Previous games had separate upper and lower body armor; we couldn't depict them forming a coat. Gameplay limitations restricted this, but I wanted a flowing hooded coat. We achieved this by investing significant resources. While players will discover many equipment pieces, we want them to experiment with new weapons. Therefore, the Hope series is subtly stylish, not overly flashy."
Starting with such meticulously crafted equipment is a luxury. The 14 starting weapons and the Hope series are designed for a seasoned, impressive hunter. We eagerly anticipate examining their details in the final game.