For many *Monster Hunter* players, crafting new equipment from hard-earned hunt materials is a core source of excitement. The thrill of completing a matching weapon and armor set after countless battles against a single monster is a deeply satisfying experience, shared by almost every hunter.
Equipment in the *Monster Hunter* series has always revolved around a central concept: defeat monsters and harness their power through crafted gear. Players use their skill to slay powerful beasts, then transform those beasts’ abilities into their own strength, fueling their continued growth.
In an interview with IGN, *Monster Hunter Wilds* Executive Director and Art Director Kaname Fujioka explained this core concept: "While our designs have broadened, we were once very conscious of the idea that wearing Rathalos equipment should make you look like Rathalos." This new title introduces new monsters, each contributing unique and colorful equipment. Rompopolo, a monster designed to evoke a mad scientist, for instance, yields head armor resembling a plague doctor's mask. You can see this armor set in the hunt video below.
But beyond the distinctive monster-themed equipment, the developers emphasize the importance of the starting gear. 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 our protagonist is a chosen hunter, plain weapons wouldn't fit. I wanted them to feel like a star, even with their initial equipment."

Director Yuya Tokuda adds, “While *Monster Hunter: World* weapons retained a base form with variations based on monster materials, *Wilds* features uniquely designed weapons for each type.” These starting weapons reflect the narrative—that you are an experienced hunter selected to investigate the Forbidden Lands. Tokuda highlights the detail in the starting armor as well, emphasizing its narrative coherence.
"The starting armor, the Hope series, is incredibly cool; you could use it until the end and it wouldn't feel out of place," he says.

The Hope set, with its deep emerald green, transforms into a hooded long coat when complete. Fujioka explains the complexity of its design, each piece working independently and together: "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 them as a coat. We made it happen here by investing significant resources. While we want players to try new equipment, the Hope series offers elegant coolness without overshadowing later finds."
Starting with such meticulously crafted equipment is a unique luxury. The 14 starting weapons and the Hope series are designed for a star hunter. We eagerly anticipate examining their details in the final game.