Behind Monster Hunter Wilds' New Approach to Starting Weapons and Hope Series Gear – IGN First
For many *Monster Hunter* players, crafting new equipment from hard-earned hunt materials is a major source of excitement. The thrill of completing a full armor set and matching weapon, painstakingly acquired through repeated hunts against the same formidable beast, is a core element of the series' appeal. This satisfying loop of hunting, gathering, and crafting is deeply ingrained in the *Monster Hunter* experience.
Equipment in the *Monster Hunter* series has always adhered to a specific design philosophy: conquer the monsters and then embody their power through crafted gear. Players use their skill and strength to overcome powerful creatures, subsequently transforming those creatures' very essence into enhancements for their own power. This core gameplay loop is what makes the series so compelling.
In an interview with IGN, *Monster Hunter Wilds* Executive Director and Art Director Kaname Fujioka explained this concept: "While the range of our designs has now grown broader, we used to be very conscious of the idea that if you're wearing Rathalos' equipment, you'll look like Rathalos." This new title introduces new monsters, each contributing unique and visually striking equipment. Rompopolo, a monster designed to evoke a mad scientist, for example, yields head armor resembling a plague doctor's mask. You can see this armor in the hunt video below.
However, beyond the distinctive monster-themed equipment, the developers highlight the significance of the starting gear. Fujioka states, "I designed the starting weapons for all 14 weapon types from scratch. That's the first time I've done this. Previously, players began with primitive weapons, but as the protagonist in this game is a chosen hunter, plain weapons wouldn't feel right. I wanted to give the feeling of being a star, even with the initial equipment."

Yuya Tokuda, *Monster Hunter Wilds* Director, adds, "Weapon designs in *Monster Hunter: World* generally retained a certain form, customized by monster materials. However, in *Wilds*, each weapon boasts a unique design." These starting weapons reflect the narrative—that the player is an experienced hunter tasked with investigating the Forbidden Lands. The starting armor, the "Hope" series, also received meticulous attention to detail to align with this story.

The Hope set, with its deep emerald green, transforms into a hooded long coat when fully equipped. Fujioka explains the design challenges: "We've given more attention to the Hope series than any other equipment. Previous games had separate upper and lower body armor; we couldn't depict them as a coat. We had to make each piece separate, but I wanted a flowing hooded coat. We achieved this by investing significant resources. While players will find many equipment pieces, we wanted the Hope series to be elegant but not overly ostentatious, encouraging exploration of other weapons."
Starting with such thoughtfully designed equipment is a luxury. The 14 starting weapons and the Hope series are crafted to portray the image of a truly impressive hunter. We eagerly anticipate examining their details in the final game.