For many *Monster Hunter* players, crafting new equipment from hard-earned hunt materials is a major source of excitement. The thrill of finally completing a matching weapon and armor set after countless battles against the same monster is a feeling almost every hunter knows.
Equipment in the *Monster Hunter* series has always followed a core concept: defeat monsters and harness their power through crafted gear made from their remains. Players prove their strength by slaying powerful beasts, then adopt those same beasts' abilities to become even stronger.
In an interview with IGN, *Monster Hunter Wilds* Executive Director and Art Director Kaname Fujioka explained this design philosophy: "While our designs have expanded, we were once very conscious of the idea that wearing Rathalos equipment would make you look like a Rathalos." This new title introduces new monsters, each with its own unique and colorful equipment. Rompopolo, a monster designed to evoke a mad scientist, for instance, has head armor resembling a plague doctor's mask. You can see this armor set in the hunt video below.
However, beyond the distinctive monster-themed gear, the developers highlight 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, starting weapons were primitive. But, as the protagonist is a chosen hunter, plain weapons wouldn't fit. I wanted even the starting equipment to feel special, like you're a star from the beginning."

Yuya Tokuda, *Monster Hunter Wilds* Director, adds, "Weapon designs in *Monster Hunter: World* generally maintained a form, customized by monster materials. But in *Wilds*, each weapon has a unique design."
These starting weapons reflect the story's premise: you're an experienced hunter chosen to investigate the Forbidden Lands. Tokuda emphasizes the detailed design of the starting armor to match 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 completed. Fujioka explains the complexity of its creation: each piece works independently yet combines seamlessly. "We gave more attention to the Hope series than any other equipment," he says. "Previous games had separate upper and lower body armor; we couldn't depict them forming a coat. We made it happen in this game by investing significant resources. We want players to try new weapons, so the Hope series is elegant but doesn't overshadow other equipment."
Starting with such meticulously crafted equipment is a luxury. The 14 starting weapons and the Hope series are designed for an impressive hunter. We eagerly anticipate examining their details in the final game.