For many *Monster Hunter* players, crafting new equipment from hard-earned hunt materials is a core source of excitement. The thrill of completing a full armor set and matching weapon after repeated battles against a single monster is a deeply satisfying experience, a testament to the player's skill and dedication.
Equipment in the *Monster Hunter* series has always followed a consistent design philosophy: conquer powerful monsters, then utilize their remains to craft equipment embodying their power. Players use their strength to overcome formidable foes, subsequently wielding those monsters' abilities to become even stronger. This core loop is a defining feature of the franchise.
In an interview with IGN, *Monster Hunter Wilds* Executive Director and Art Director Kaname Fujioka explained this design principle: "While our designs are now more diverse, we were once very focused on the idea that if you wear Rathalos equipment, you'll look like Rathalos." This new title introduces new monsters, each contributing unique and visually striking equipment. For example, Rompopolo, a monster designed to evoke a mad scientist, has a head armor piece resembling a plague doctor's mask. You can see this armor set in the hunt video below.
However, beyond the distinctive monster-themed equipment, the developers emphasize the importance of the starting equipment. Fujioka states, "I designed the starting weapons for all 14 weapon types from scratch. This is a first for me. Previously, new hunters started with basic weapons. But, as the protagonist in this game is a chosen hunter, simple weapons wouldn't feel right. I wanted even the starting equipment to feel special, like you're a star from the beginning."

Monster Hunter Wilds Director Yuya Tokuda adds, “Weapon designs in *Monster Hunter: World* generally maintained a certain form, customized by monster materials. In *Wilds*, however, each weapon has a unique design.”
These starting weapons reflect the story's premise: you are an experienced hunter chosen to investigate the Forbidden Lands. Tokuda notes that the starting armor also received meticulous attention to detail to align with this narrative.
"The starting armor is called the Hope series," he explains. "The design is so cool; you could use it until the end and it wouldn't feel out of place."

The Hope set, with its deep emerald green base, forms a hooded long coat when fully equipped. Fujioka explains the complexity of its creation: each piece works independently while contributing to the overall ensemble. "We've given more attention to the Hope series than any other equipment," he says. "Previous games had separate upper and lower body armor, preventing the creation of a coat. We overcame this limitation by investing significant resources. While players will discover many equipment pieces, we aimed for the Hope series to be stylish yet understated."
Starting with such thoughtfully designed equipment is a luxury. The 14 starting weapons and the Hope series are crafted to reflect the attire of a truly impressive hunter. We eagerly await a closer look at their intricate details in the final game.