Monster Hunter Wilds Unveils New Starting Weapons and Gear - IGN First

Apr 24,25

If you ask players what excites them about the *Monster Hunter* series, many will highlight the thrill of crafting new equipment using materials gathered from their hunts. Nearly every hunter has experienced the satisfaction of assembling a complete armor set and matching weapon after tirelessly pursuing 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 equipment from their remains. Players use their strength to vanquish formidable beasts, then adopt those monsters' abilities through crafted gear, enhancing their own prowess.

In an insightful interview with IGN, Monster Hunter Wilds Executive Director and Art Director Kaname Fujioka elaborated on the philosophy behind the game's equipment. "While we've expanded our design range, we used to focus heavily on the idea that if you're wearing Rathalos' equipment, you should resemble Rathalos." The latest installment introduces new monsters, each with its own vibrant equipment. For instance, Rompopolo, designed to resemble a mad scientist, sports head armor reminiscent of a plague doctor's mask. You can view the armor set in the hunt video below.

PlayAmidst these unique monster equipment sets, the developers emphasize the importance of the starting equipment that your hunter wears at the game's outset.

Fujioka shares, "I designed the starting weapons for all 14 weapon types from scratch. This is a first for me. Previously, new hunters began with basic, primitive weapons. But since the protagonist in this game is a chosen hunter, it felt inappropriate for them to wield such plain gear. I aimed to make you feel like a star, even with starting equipment."

Hope armor and weapon concept art. Courtesy Capcom.
Monster Hunter Wilds Director Yuya Tokuda adds, "In Monster Hunter: World, weapon designs maintained a consistent form but were customized based on the monster materials used. In Wilds, however, each weapon boasts a distinct design."

These starting weapons are crafted to reflect the narrative of an experienced hunter chosen to explore the Forbidden Lands. Tokuda notes that the starting armor is equally detailed to complement the story.

"The starting armor for this game is called the Hope series," he states. "Its design is so striking that you could wear it throughout the entire game without it feeling out of place."

Hope armor concept art. Courtesy Capcom.
With its deep emerald green base, the Hope set transforms into a hooded long coat when fully assembled. Fujioka explains that creating this set was challenging, with each piece designed to function independently while also forming a cohesive ensemble.

"We've invested more effort into the Hope series than any other equipment in this game," he says. "In previous games, upper and lower body armor were separate, and we couldn't create a single flowing garment like a coat. Due to gameplay mechanics, we had to treat each piece separately. But I wanted to achieve a seamless hooded coat, which we managed by dedicating significant in-game resources. As players progress, they'll discover numerous equipment options, and we encourage them to experiment with different weapons. That's why we designed the Hope series to be subtly elegant yet cool."

PlayIt's a privilege to begin a game with equipment that has been meticulously crafted by the developers. The 14 starting weapons and the Hope series are designed to reflect the gear of a distinguished star hunter. We eagerly anticipate exploring their intricate details in the final game.

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