For many *Monster Hunter* fans, crafting powerful equipment from monster parts is a core element of the series' appeal. The thrill of finally completing a matching weapon and armor set after countless hunts is a deeply satisfying experience. This rewarding cycle of hunting, gathering, and crafting is central to the game’s design.
The *Monster Hunter* series has always maintained a consistent design philosophy: conquer monsters and then harness their power through crafted equipment. Players prove their strength by slaying formidable beasts, only to then incorporate those beasts' abilities into their own arsenal, powering up in the process.
In an interview with IGN, Kaname Fujioka, Executive Director and Art Director of *Monster Hunter Wilds*, explained this design concept: "While our design range has broadened, we were once very conscious of the idea that wearing Rathalos equipment should make you look like Rathalos." This principle remains, with *Wilds* introducing new monsters and their unique, visually striking equipment. Rompopolo, a mad scientist-inspired monster, for example, provides head armor resembling a plague doctor's mask—a truly memorable piece. (See the hunt video below.)
However, the developers highlight the importance of the starting equipment in *Wilds*. Fujioka states, "I designed the starting weapons for all 14 weapon types from scratch. This is a first for me. Previously, starting weapons were primitive. But as the protagonist is a chosen hunter, plain weapons wouldn't feel right. I wanted to convey a sense of 'star' status, even with starting equipment."

Yuya Tokuda, Director of *Monster Hunter Wilds*, adds, "Weapon designs in *Monster Hunter: World* generally retained a certain form, customized by monster materials. In *Wilds*, each weapon has a unique design." This attention to detail extends to the starting armor, designed to complement the game's narrative.
Tokuda explains, "The starting armor, the 'Hope' series, looks incredibly cool; you could use it until the end. " The Hope set, with its deep emerald green base, transforms into a hooded long coat. Fujioka describes the design process: "We gave more attention to the Hope series than any other equipment. Previous games had separate upper and lower body armor; we couldn't depict a coat. We invested significant resources to create a flowing hooded coat. While we want players to try various equipment, the Hope series offers elegant coolness without being overly flashy."

The considerable effort invested in the 14 starting weapons and the Hope series reflects the developers' vision of equipping the player as a truly impressive hunter from the outset. We eagerly anticipate experiencing the detail firsthand.