For many *Monster Hunter* fans, crafting new equipment from hard-earned hunt materials is a core part of the experience. The thrill of finally completing a matching weapon and armor set after countless battles against a single monster is unparalleled. This satisfying gameplay loop is central to the series' enduring appeal.
The *Monster Hunter* series has always adhered to a consistent design philosophy: conquer powerful monsters and then harness their power through crafted equipment. Players use their skill to overcome formidable beasts, transforming those same beasts' abilities into their own strengths. This cyclical progression is a defining feature.
In an interview with IGN, Kaname Fujioka, Executive Director and Art Director of *Monster Hunter Wilds*, elaborated on this design principle: "While our designs have expanded, we were once very focused on the idea that wearing Rathalos equipment should make you look like a Rathalos." This new game introduces new monsters, each offering unique and visually striking equipment. For instance, Rompopolo, a monster designed to resemble a mad scientist, boasts head armor resembling a plague doctor's mask. You can see this armor in the hunt video below.
However, the developers highlight the importance of the starting equipment. Fujioka states, "I designed the starting weapons for all 14 weapon types from scratch. This is a first for me. Previously, players began with primitive weapons, but as our protagonist is a chosen hunter, plain weapons felt inappropriate. I wanted even the starting equipment to feel special, to convey a sense of the hunter's prowess."
Yuya Tokuda, Director of *Monster Hunter Wilds*, adds, "In *Monster Hunter: World*, weapon designs generally retained a base form with cosmetic variations based on monster materials. But in *Wilds*, each weapon has a unique design." This meticulous attention to detail extends to the starting weapons, reflecting the storyline of an experienced hunter tasked with investigating the Forbidden Lands. Tokuda explains that the starting armor, the "Hope" series, is equally detailed and story-driven.
"The starting armor, the Hope series, is incredibly stylish—so much so that you could easily use it until the end of the game," he says.
The Hope set, with its deep emerald green base, transforms into a hooded long coat when fully assembled. Fujioka explains the complexity of creating this set, ensuring each piece works independently while forming a cohesive whole. "We put more effort into the Hope series than any other equipment. Previous games had separate upper and lower body armor, making a flowing coat impossible. We overcame this limitation in *Wilds* through significant resource investment. While players will discover many equipment pieces, we wanted the Hope series to be stylish yet not overshadow other equipment, encouraging exploration of various weapons."
Starting with such meticulously crafted equipment is a unique luxury. The 14 starting weapons and the Hope armor set are designed to reflect the experienced, elite hunter the player embodies. We eagerly anticipate examining every detail in the final game.
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