When you ask players what excites them about the *Monster Hunter* series, many will undoubtedly mention the thrill of crafting new equipment from materials gathered during their hunts. Every seasoned hunter knows the satisfaction of piecing together a complete armor set and matching weapon, earned through relentless 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 leverage their own prowess to conquer formidable beasts, then adopt those beasts' abilities to become even more powerful.
In an insightful interview with IGN, Kaname Fujioka, the Executive Director and Art Director of *Monster Hunter Wilds*, elaborated on the philosophy behind the game's equipment design. "While our design scope has expanded significantly, we were once very focused on the idea that if you're wearing Rathalos' equipment, you should resemble Rathalos," Fujioka noted. *Monster Hunter Wilds* introduces new monsters, each contributing unique and vibrant equipment sets. For instance, the Rompopolo, designed to resemble a mad scientist, features a striking head armor piece reminiscent of a plague doctor's mask. You can view the armor set in action in the hunt video below.
Amidst the array of distinctive monster equipment, the developers encourage players to take a closer look at the starting gear worn by their hunter at the beginning of the game. Fujioka shared his approach to designing the initial weapons: "I designed the starting weapons for all 14 weapon types from scratch. This is the first time I've done this, to the best of my recollection. Traditionally, new hunters started with basic, primitive weapons, but since the protagonist in this game is a chosen hunter, it felt wrong for them to start with anything less than exceptional. I wanted to make players feel like stars right from the start, even with their initial equipment."
Yuya Tokuda, Director of *Monster Hunter Wilds*, added further insights on the game's weapon design philosophy: "In *Monster Hunter: World*, weapons generally maintained a standard form but were customized based on the monster materials used. However, in *Wilds*, each weapon boasts a unique design." These starting weapons are crafted to reflect the narrative of an experienced hunter chosen to explore the Forbidden Lands. Tokuda also emphasized the detailed work put into the starting armor to align with the game's story.
"The starting armor for this game is called the Hope series," Tokuda explained. "Its design is so striking that you could feasibly 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 stylish ensemble featuring a hooded long coat upon completion. Fujioka detailed the complexity of designing the Hope series: "We've devoted more attention to the Hope series than to any other equipment in this game. In previous titles, upper and lower body armor were separate, and it was challenging to visualize them as a cohesive coat. Due to gameplay mechanics, each piece had to stand on its own, but I was determined to create a seamless, flowing hooded coat. We made this possible by allocating substantial in-game resources to it. As players progress, they'll encounter various equipment pieces, and we encourage them to experiment with different weapons. That's why we designed the Hope series to be subtly elegant yet not overly conspicuous."
Starting a game with such thoughtfully crafted equipment is a luxury. The 14 starting weapons and the Hope series are meticulously designed to resemble the gear of a distinguished star hunter. We eagerly anticipate examining their intricate details in the final game.
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