Monster Hunter's Global Domination

Mar 12,25

Before its global launch, *Monster Hunter Wilds* shattered pre-order records on Steam and PlayStation, mirroring the phenomenal success of its predecessors, *Monster Hunter Rise* (2022) and *Monster Hunter: World* (2018). This achievement firmly establishes Capcom's unique RPG series as a global gaming powerhouse. But this wasn't always the case.

Less than a decade ago, such widespread global popularity would have seemed unimaginable. The 2004 original received mixed reviews. It wasn't until the 2005 PSP release that the series truly exploded—in Japan. For years, *Monster Hunter* epitomized the "bigger in Japan" phenomenon. This article explores the reasons behind this, and Capcom's successful strategy to break into the international market, culminating in the triumphs of *World*, *Rise*, and now *Wilds*.

This is the story of *Monster Hunter*'s journey from domestic darling to global phenomenon.

Monster Hunter Wilds is already proving to be immensely popular. | Image credit: Capcom

Around the 2016 launch of *Street Fighter 5*, Capcom underwent a significant internal restructuring, preparing for a new generation of games powered by the RE Engine, replacing the aging MT Framework. This wasn't just a technological shift; it signaled a commitment to creating games for a global, not just regional, audience.

“Several factors converged,” explains Hideaki Itsuno, a former Capcom game director known for *Devil May Cry*. “The engine change, and a clear mandate for all teams to create globally appealing games—fun for everyone.”

Capcom's PS3 and Xbox 360 era games often seemed to chase Western market trends, with mixed results. Titles like *Umbrella Corps* and the *Lost Planet* series exemplify this. Capcom ultimately realized the need for broader appeal.

“We focused relentlessly,” Itsuno says, “on creating excellent games with global reach.” The period leading up to 2017, marked by the launch of *Resident Evil 7*, proved pivotal for Capcom's transformation.

*Monster Hunter*'s success perfectly illustrates this new global strategy. While it had a dedicated Western fanbase, it was significantly larger in Japan. This wasn't intentional; several factors contributed.

The PSP release, *Monster Hunter Freedom Unite*, proved crucial. Handheld gaming was always stronger in Japan, boosted by the PSP, DS, and later, the Switch. According to executive producer Ryozo Tsujimoto, Japan's advanced wireless internet infrastructure enabled reliable multiplayer, a key element of *Monster Hunter*'s appeal.

Monster Hunter Freedom Unite saw the series arrive on PSP, a pivotal moment for Japanese gamers. | Image credit: Capcom

“Twenty years ago, Japan had superior network infrastructure, facilitating online multiplayer,” Tsujimoto explains. “Moving to handhelds expanded the multiplayer player base.”

This created a feedback loop. Japanese *Monster Hunter* best-sellers led to Japan-only content and events, reinforcing its regional image. Western fans watched enviously.

But as Western internet infrastructure improved, Tsujimoto saw an opportunity. *Monster Hunter: World* (2018), released simultaneously worldwide on PS4, Xbox One, and PC, was a game-changer. It offered AAA console-quality visuals, larger environments, and bigger monsters.

“The name, *Monster Hunter: World*, reflects our intention to reach a global audience,” Tsujimoto reveals. Simultaneous worldwide release, eliminating Japan-exclusive content, was crucial. “We realigned ourselves to meet global standards,” he adds.

Monster Hunter: World was a turning point for the series, turning it into a true global phenomenon. | Image credit: Capcom

Beyond simultaneous release, Tsujimoto’s team conducted extensive global playtests, refining the game's systems based on feedback. One key change was displaying damage numbers, a small tweak with significant impact.

When did you start playing Monster Hunter? ------------------------------------------

Previous *Monster Hunter* games sold around 1.3 to 5 million copies. *World* and *Rise* each surpassed 20 million. This wasn't accidental. Capcom didn't alter *Monster Hunter*'s core; instead, they made its unique gameplay more accessible without sacrificing its essence. This approach continues with *Wilds*.

“At its heart, *Monster Hunter* is an action game,” Tsujimoto explains. “The sense of accomplishment from mastering the action is key. We analyze where players struggle, gather feedback, and use this knowledge to improve the experience, as seen in *Wilds*.”

Within 35 minutes of release, *Monster Hunter Wilds* reached 738,000 concurrent Steam players, exceeding *World*'s peak. With positive reviews and promised future content, *Wilds* is poised to surpass even *World* and *Rise*'s achievements, continuing the series' global conquest.

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