Home > News > Behind Monster Hunter Wilds' New Approach to Starting Weapons and Hope Series Gear – IGN First
If you ask players what excites them most about the *Monster Hunter* series, many will highlight the thrill of crafting new equipment from materials gathered during their hunts. There's a unique joy in assembling a complete armor set and matching weapon after repeatedly challenging the same formidable 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 use their prowess to overcome these powerful creatures, then adopt their abilities through the equipment they create, enhancing their strength further.
In an interview with IGN, Kaname Fujioka, the Executive Director and Art Director for *Monster Hunter Wilds*, discussed the philosophy behind the game's equipment design. "While our design scope has expanded, we used to focus heavily on the idea that if you're wearing Rathalos' equipment, you should resemble Rathalos," he explained. The latest installment introduces new monsters, each contributing to unique equipment sets. For instance, Rompopolo, designed to resemble a mad scientist, features head armor that looks like a plague doctor's mask. You can view this armor set in the hunt video below.
Among the myriad of distinctive monster equipment sets, the developers emphasize the importance of the starting gear that your hunter wears at the beginning of the game.
Fujioka shared, "I designed the starting weapons for all 14 weapon types from scratch. This is the first time I've done this, to my knowledge. In previous games, new hunters started with basic, primitive weapons. But as the protagonist in this game is a chosen hunter, it felt inappropriate for them to wield such plain gear. I wanted the starting equipment to reflect that you're already a bit of a star."
Yuya Tokuda, Director of *Monster Hunter Wilds*, added, "In *Monster Hunter: World*, weapon designs maintained a general form but were customized based on the monster materials used. However, in *Wilds*, each weapon boasts a completely unique design."
These starting weapons are crafted to underscore the narrative that you are an experienced hunter, chosen to explore the Forbidden Lands. Tokuda also noted that the starting armor is meticulously designed to align with this story.
"The starting armor in this game is called the Hope series," he said. "Its design is so striking that you could potentially use it throughout the entire game without it feeling out of place."
The Hope set features a deep emerald green base color and transforms into an outfit with a hooded long coat when fully assembled. Fujioka elaborated on the complexity of designing this set, explaining, "We've put more effort into the Hope series than any other equipment in this game. In past games, upper and lower body armor were separate pieces, and it was challenging to create a cohesive look like a coat. We overcame this by dedicating significant in-game resources to achieve a single flowing hooded coat. As players progress, they'll encounter various equipment pieces, and we encourage them to experiment with different weapons. The Hope series is designed to be understated yet elegantly cool."
It's a privilege to begin a game with equipment that has received such thoughtful design. The 14 starting weapons and the Hope series are crafted to resemble the gear of a distinguished star hunter. We eagerly anticipate examining their intricate details in the final game.