From arid deserts and vibrant forests to fiery volcanoes and icy tundras, the *Monster Hunter* series boasts a breathtaking array of diverse environments, each teeming with unique ecosystems and a captivating cast of monsters. Exploring these uncharted territories, traversing their landscapes as you hunt, is a core element of the *Monster Hunter* experience. This holds true for *Monster Hunter Wilds*, the latest addition to the franchise. Following the Windward Plains and Scarlet Forest, hunters will venture into the treacherous Oilwell Basin, a land scarred by flames and oilsilt. Here, they'll navigate treacherous paths choked by viscous oil and blazing magma. Despite its seemingly barren landscape, the mire teems with small creatures, and remnants of an ancient civilization hint at a richer history.
Yuya Tokuda, director of both *Monster Hunter: World* and *Monster Hunter Wilds*, sheds light on the Oilwell Basin's unique character: "During the Fallow, the Oilwell Basin is a place filled with mud and oil. When the Inclemency known as the Firespring arrives, it burns away the oilsilt, and at times during the Plenty, the burned-away oil and soot vanishes, revealing minerals, microorganisms, and the original colors of the man-made artifacts hidden beneath."
Down in the Muck
We delve into the design concept behind the Oilwell Basin with Kaname Fujioka, director of the first *Monster Hunter* game and executive director and art director for *Wilds*: "We had two horizontally expansive locales in the Windward Plains and Scarlet Forest, so we decided to make the Oilwell Basin a vertically interconnected place. The environment subtly changes as you traverse the upper, middle, and lower strata. Sunlight penetrates the upper strata, where oil accumulates like mud; the deeper you go, the hotter it becomes, with lava and other substances."Tokuda adds: "From the middle to lower strata, you'll find creatures reminiscent of aquatic life, evoking the imagery of deep seas or underwater volcanoes. In World, we created the ecosystem of the Coral Highlands based on the concept of aquatic creatures living on the surface. We leveraged that knowledge to design the Oilwell Basin's creatures and ecosystem."
This blazing, barren wasteland transforms with the arrival of the Plenty, bursting with vitality. Fujioka highlights this striking contrast: "During the Fallow and Inclemency, smoke billows from everywhere in the Oilwell Basin, resembling a volcano or hot spring. But during the Plenty, it takes on a clear, marine-like tone. Close examination reveals an environment inhabited by creatures you'd expect to find on the ocean floor."The Oilwell Basin's ecosystem is distinct. While seemingly lifeless under the oilsilt, it supports shellfish like shrimp and crabs, small monsters providing raw meat, larger monsters preying on smaller ones, and microorganisms thriving on geothermal energy. Unlike the sunlight-and-vegetation-based ecosystems of the Windward Plains and Scarlet Forest, the Oilwell Basin thrives on geothermal energy.
The Oilwell Basin's large monsters are equally unique. Rompopolo, a globular, noxious creature with a needle-like mouth, is a prime example. Fujioka explains its bizarre design: "We designed it as a tricky monster that inhabits swamps and creates chaos for players using its stored toxic gas. The idea of a mad scientist often surfaced when depicting this trickiness. This inspired its slightly chemical purple color and glowing red eyes. The equipment crafted from it is surprisingly cute, as is its Palico equipment."
Tokuda describes the Rompopolo Palico equipment as "amusing," a sentiment I wholeheartedly agree with after experiencing it firsthand.
Flames of Ajarakan
Another newcomer to the Oilwell Basin is Ajarakan, a massive, flame-wreathed gorilla-like creature, but with a slimmer profile than the Scarlet Forest's Congalala. Ajarakan's martial arts-inspired movements, utilizing its fists, set it apart from previous fanged beasts. Tokuda explains: "Normally, when designing fanged beasts, their hips are low to the ground, placing their heads at eye level with the hunter. We felt this could hinder the perception of threat. Therefore, we aimed for a more top-heavy, towering silhouette, incorporating flame elements fitting the Oilwell Basin, and grappling attacks reminiscent of a wrestler, highlighting its physical strength. It's a monster combining strength, physical attacks, and flames, as seen in its attack where it melts something and hurls it at you."
Fujioka adds: "With unique monsters appearing, we thought it was a good opportunity to include a monster with easily understood strengths—hence Ajarakan. It punches or slams its fists to create flames, making it a straightforwardly powerful monster."
Ajarakan's high position in the Oilwell Basin's ecosystem is evident in its flashy attacks, accompanied by flames and magma, underscoring its dominance. Fujioka elaborates on its design: "Initially, it was just a physically powerful monster. I discussed with artists and designers how to give it more personality. Being in a fiery location, I wanted to utilize flames and heat, but not just fire breath. This led to the design where the monster seems to wear flames on its back, similar to the Buddhist deity Acala. Its rising internal temperature allows it to melt anything, enhancing its personality. Ajarakan's embrace is something to be avoided."Unlike Rompopolo's trickery, Ajarakan focuses on straightforward power. To avoid simplistic movements, the team added increasingly flashy moves towards the end of development. "We kept adding interesting techniques, like jumping into the air, balling up, and falling to the ground," Fujioka explains.
A Monster Generations in the Making
The apex predator of the Oilwell Basin is the "Black Flame," now revealed as Nu Udra, a creature with octopus-like tentacles and a flammable oil-covered body. Like the Windward Plains' Rey Dau (lightning) and the Scarlet Forest's Uth Duna (water), Nu Udra is intrinsically linked to its environment. The developers confirm that Wilds' apex predators are designed with their region's element in mind. Fujioka confirms the octopus inspiration: "Yes, it was octopuses. We wanted a striking silhouette when it rises, giving it demonic horns, while obscuring its face."
Tokuda explains the demonic themes in Nu Udra's battle music: "We had the composers include phrases and instruments reminiscent of black magic. I think it turned out to be a unique and good piece of music."
Nu Udra's wriggling movements echo past monsters like Lagiacrus (Monster Hunter Tri). Both Tokuda and Fujioka had long desired to create a tentacled monster. Tokuda recalls: "One concept in Tri was underwater combat, so I proposed an octopus-shaped monster, emphasizing its underwater movements. I had fun with ideas like 'It has many legs, meaning many parts to sever!' Challenges, including technical ones, prevented its realization, but I held onto that proposal."
Fujioka discusses the influence of past tentacled monsters like Yama Tsukami and Nakarkos: "We're interested in using such monsters strategically, as their silhouettes and impressions differ from standard monsters. Including too many unique monsters can lead to fatigue, but strategically placing one leaves a strong impression. Yama Tsukami in *Monster Hunter 2 (Dos)* exemplifies this—you glance up, see it flying, and think, 'What the heck is that?' There's an adventurous feeling, similar to cryptids."Tokuda adds, "I'm the one who placed that (Yama Tsukami) there." While technology limited Yama Tsukami's actions, they aimed for a memorable presence. The developers' dedication to monster creation is evident. Even with technological limitations, they retain countless ideas. Nu Udra's realization is a significant accomplishment. Tokuda states: "While Yama Tsukami and Nakarkos attacked with tentacles from a fixed position, Nu Udra utilizes its cephalopod traits to freely move. Its gameplay is something we're trying for the first time."
Fujioka adds: "Tentacled monsters pose technical challenges, like terrain and target control. Wilds' technical tests went well, allowing us to realize this." Tokuda explains Nu Udra's role as the Oilwell Basin's apex predator: "Seeing the tests, we decided to make it the apex predator. That's the impact this monster has." Tokuda concludes: "While many proposals were rejected due to technical reasons, I'm finally attempting one."
Nu Udra's animations are meticulously crafted. After taking enough damage, it wraps around ancient pipes, navigating the terrain seamlessly. Fujioka describes the challenges: "We worked extensively on depicting flexible bodies with Nu Udra. At the start of development, we propose unreasonable ideas, challenging ourselves. While it creates challenges for our artists, the final product is amazing."
The team utilizes new technologies to achieve their vision. Tokuda recounts an animator's pride in Nu Udra's ability to enter small holes. Fujioka highlights the detailed animations, particularly Nu Udra's movements when wrapped around a pipe. Fujioka's pride in the team's work is palpable.
Nu Udra presents a formidable challenge. Its flexible body makes finding openings difficult. Tokuda explains its attack patterns and breakable parts: "Its body is soft, with many breakable parts. Hunters should determine where to attack. Severing a tentacle shortens its area-of-effect attacks. It's a monster suited for multiplayer, as targets are split. SOS flares and Support Hunters enhance the experience."
Fujioka adds: "Its design allows for an action-game-like approach, where destroying parts aids in defeat. Gravios is similar—defeating it involves breaking its tough armor. Observing a monster's movements and making decisions is integral to Monster Hunter."
A Welcome Reunion
Fujioka mentions Gravios, returning after Monster Hunter Generations Ultimate. Tokuda explains Gravios' inclusion: "Considering monsters fitting the Oilwell Basin's environment, game progression, and avoiding similarity to other monsters, we felt Gravios offered a fresh challenge."
Gravios' hard body presents a unique challenge. Tokuda explains: "When bringing Gravios over, we wanted to retain its hardness. From a game design perspective, we wanted it to appear after significant progression. It's a monster where defeating its hard body is initially difficult, with hunters finding clues through the wound system and part breaking."
All Monsters in Monster Hunter Wilds
17 Images
The absence of Basarios is noted. Fujioka states, "Sorry, but Basarios will be taking this one off." The developers carefully consider monster reappearances, ensuring their full utilization. Many other monsters will appear in the Oilwell Basin.