If you ask players what gets them excited about the *Monster Hunter* series, many will mention crafting new equipment using materials gathered from their hunts. Every hunter knows the thrill of completing a full armor set and matching weapon, achieved after repeatedly hunting the same monster.
The concept of equipment in the *Monster Hunter* series has remained consistent since its inception: defeat monsters and harness their power through equipment crafted from their remains. Players leverage their strength to take down formidable creatures, then use the monsters' parts to enhance their own abilities and become even stronger.
In an interview with IGN, *Monster Hunter Wilds* Executive Director and Art Director Kaname Fujioka discussed the philosophy behind the series' equipment. "While our design range has expanded, we used to focus heavily on the idea that wearing Rathalos' equipment should make you look like Rathalos," he said. The latest installment introduces new monsters, each with unique, colorful equipment. For instance, Rompopolo, designed to resemble a mad scientist, features head armor that looks like a plague doctor's mask. You can view the armor set in the hunt video below.
Among these diverse sets of monster equipment, the developers emphasize the importance of the starting equipment your hunter wears at the beginning of the game.
"I designed the starting weapons for all 14 weapon types from scratch," Fujioka explained. "This is the first time I've done this, as far as I can recall. Previously, new hunters would start with basic and simple weapons. However, since the protagonist in this game is a chosen hunter, it felt inappropriate for them to carry something so plain. I wanted to give the impression that you're a bit of a star, even with starting equipment."
Hope armor and weapon concept art. Courtesy Capcom.
*Monster Hunter Wilds* Director Yuya Tokuda added, "In *Monster Hunter: World*, weapon designs maintained a basic form but were customized based on the monster materials used. In *Wilds*, however, each weapon boasts its own unique design."
These starting weapons are crafted to reflect the narrative where you play as an experienced hunter, chosen to explore the Forbidden Lands. Tokuda noted that the starting armor also receives meticulous attention to ensure it aligns with the game's story.
"The starting armor for this game is called the Hope series," he said. "Its design is so striking that it could be worn throughout the entire game without feeling out of place."
Hope armor concept art. Courtesy Capcom.
With its deep emerald green base color, the completed Hope set transforms into an outfit featuring a hooded long coat. Fujioka explained that creating the set was challenging, as each part needed to function independently while also forming a cohesive ensemble.
"We've actually given more attention to the Hope series than any other equipment in this game," he said. "In previous games, armor was split into upper and lower body pieces, and it was impossible to create something like a flowing coat. Each piece had to be separate due to gameplay mechanics, but I wanted to see if we could achieve a single, flowing hooded coat. We made it happen in this game by dedicating substantial in-game resources. Of course, as players progress, they'll discover various equipment pieces, and we encourage them to try out different weapons. That's why we aimed to make the Hope series understated yet elegantly cool."
Starting a game with such thoughtfully designed equipment is a luxury. The 14 starting weapons and the Hope series are meticulously crafted to resemble gear worthy of a star hunter. We eagerly anticipate examining their intricate details in the final game.