From arid deserts and vibrant forests to fiery volcanoes and icy tundras, the Monster Hunter series boasts a breathtaking array of environments, each teeming with unique ecosystems and a diverse cast of monsters. Exploring these uncharted worlds, traversing their landscapes as you hunt, is a core element of the Monster Hunter experience.
This holds true for Monster Hunter Wilds, the latest installment. 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 appearance, closer inspection reveals a surprisingly active ecosystem, with small creatures wriggling in the mire and remnants of an ancient civilization scattered throughout.
Yuya Tokuda, director of both Monster Hunter: World and Monster Hunter Wilds, sheds light on the Oilwell Basin's design: "During the Fallow, the Oilwell Basin is a mud and oil-filled landscape. The Inclemency, known as the Firespring, burns away the oilsilt, and during the Plenty, the burned oil and soot vanish, revealing minerals, microorganisms, and the original colors of the hidden artifacts."
Tokuda adds: "From the middle to lower strata, you'll find creatures resembling aquatic life, reminiscent of deep seas or underwater volcanoes. In World, we created the Coral Highlands ecosystem based on the idea of aquatic creatures living on the surface; we applied that knowledge to the Oilwell Basin's creatures and ecosystem."
It's a blazing wasteland that bursts with life during the Plenty, a contrast Fujioka highlights: "During the Fallow and Inclemency, smoke billows from everywhere, like a volcano or hot spring. But during the Plenty, it takes on a clear, marine-like tone. Observe the environmental biology closely, and you'll find creatures you'd expect to see on the ocean floor."The Oilwell Basin's ecosystem is distinct. While seemingly lifeless under the oilsilt, it supports shellfish like shrimp and crabs, along with small monsters providing raw meat. Large monsters prey on smaller ones, which in turn filter and consume microorganisms from the environment and oilsilt; microorganisms derive energy from geothermal heat. 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 design: "We envisioned it as a mischievous swamp dweller that uses stored toxic gas to disrupt hunters. The 'mad scientist' concept heavily influenced its design, resulting in a chemical purple hue and glowing red eyes. Surprisingly, its crafted equipment is quite cute, as is its Palico equipment."
Tokuda describes the Rompopolo Palico equipment as "amusing," a sentiment echoed in gameplay.Another new monster, Ajarakan, resembles a massive, flaming gorilla, but with a slimmer silhouette than the Scarlet Forest's Congalala.
Ajarakan, seen in this video grappling with Rompopolo, utilizes martial arts-inspired moves, adding a unique charm. Tokuda explains the design choices: "Fanged beasts often have low hips, placing their heads at hunter eye level, potentially obscuring the threat. We gave Ajarakan a top-heavy silhouette, incorporating flame elements and wrestler-like grabs to highlight its strength. It combines strength, physical attacks, and flames, including an attack where it melts and throws projectiles."Fujioka adds: "With unique monsters already present, we wanted a straightforwardly powerful monster—that's how Ajarakan was conceived. Its attacks involve punches and ground slams that erupt in flames. However, to avoid simple movements, we added flashier moves towards the end of development."
Ajarakan's design emphasizes straightforward power, contrasting with Rompopolo's trickery. Its fiery presence and attacks underscore its dominance in the Oilwell Basin's hierarchy. Fujioka elaborates: "Initially, it was simply a physically powerful monster. We collaborated with artists and designers to add personality. We utilized flames and heat, but avoided simple fire breath. The design depicts flames on its back, similar to the Buddhist deity Acala. Its rising internal temperature allows it to melt objects, enhancing its personality. Its ability to grab and hug emphasizes its dangerous heat."Unlike Rompopolo's trickery, Ajarakan’s design focuses on raw power. To prevent its straightforwardness from resulting in simplistic movements, the team incorporated increasingly elaborate attacks during development.
Fujioka notes: "We added various techniques, such as jumping, balling up, and falling to the ground."Reigning as the Oilwell Basin's apex predator 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 embodies its environment's element. The developers explain the inspiration behind this unusual choice of creature for a fiery locale: "Yes, octopuses," says Fujioka. "We wanted a striking silhouette when it rises, giving it demonic horns while obscuring its face."
Tokuda notes that Nu Udra's battle music reflects demonic imagery: "The composers incorporated phrases and instruments reminiscent of black magic, creating a unique piece."Nu Udra's writhing tentacles draw inspiration from monsters like Lagiacrus (Monster Hunter Tri). Both Tokuda and Fujioka had long desired to create a tentacled monster: "One concept in Tri was underwater combat, so I proposed an octopus-shaped monster, emphasizing its underwater movements," Tokuda recalls. "Challenges, including technical limitations, prevented its realization, but I held onto the idea."
Fujioka discusses the influence of past tentacled monsters like Yama Tsukami and Nakarkos: "We use such monsters strategically, as their silhouettes and impact differ from standard creatures. Too many unique monsters can fatigue players, but using them judiciously creates a strong impression. Yama Tsukami's appearance in Monster Hunter 2 (Dos), floating above mountains, evoked an adventurous feeling, like encountering a cryptid." Tokuda adds, "I placed Yama Tsukami there." The interview reveals the Monster Hunter team's dedication to monster creation, utilizing various techniques and ideas, even if technically challenging. Nu Udra's realization represents a significant accomplishment for Tokuda and Fujioka: "While Yama Tsukami and Nakarkos attacked with fixed tentacles, Nu Udra uses its cephalopod traits to move freely. This gameplay is a first."Fujioka continues: "Tentacled monsters present technical challenges, such as terrain and target control. Wilds' technical tests went well, enabling its creation. Tokuda adds: "Seeing the tests, we made it the Oilwell Basin's apex predator. It has a significant impact." Tokuda also notes that many previously rejected proposals due to technical limitations are finally being attempted.
Nu Udra's animations are meticulously detailed. When wounded, it wraps itself around ruined pipes to navigate the terrain, even entering small holes. Fujioka highlights the art team's efforts: "We worked extensively on depicting flexible bodies. We aim for ambitious ideas, challenging our artists, but the results are stunning."The team utilizes new technologies to realize their accumulated ideas. Tokuda recounts an animator's pride in Nu Udra's ability to enter a hole, and Fujioka expresses satisfaction with its detailed movements, particularly its ability to wrap around pipes, showcasing real-time capabilities impossible in pre-rendered scenes.
Nu Udra presents a formidable challenge. Its flexible body makes finding openings difficult; close proximity triggers powerful counterattacks. Severing tentacles shortens its area-of-effect attacks, and light-emitting sensory organs at tentacle tips indicate its targets, even in multiplayer hunts. Flash Bombs are ineffective due to Nu Udra's non-visual sensory system. Tokuda suggests strategies for defeating Nu Udra: "Its soft body and numerous breakable parts require strategic attacks. Severing tentacles reduces area-of-effect attacks, improving mobility. Multiplayer hunts distribute targets, making SOS flares and Support Hunters beneficial."Fujioka adds: "Nu Udra's design encourages an action-game-like approach, where destroying parts facilitates victory. This aligns with Monster Hunter's focus on observing monster movements to make informed decisions. Gravios is a similar example, where defeating it involves targeting its tough armor."
Fujioka's mention of Gravios leads to a discussion of its return to the Oilwell Basin after its absence since Monster Hunter Generations Ultimate. Its rocky carapace and hot gas emissions make it a fitting addition. Tokuda explains its inclusion: "Considering monsters fitting the Oilwell Basin's environment, game progression, and avoiding similarities to other monsters, Gravios offered a fresh challenge."
Gravios's hardness is emphasized, presenting a challenging fight. Tokuda notes the design decision: "We wanted to retain Gravios's hardness. From a game design perspective, we wanted it to appear after significant game progression, requiring hunters to utilize the wound system and part breaking to discover effective strategies." (For more details, see this Gravios interview.)The question of Basarios's (Gravios's juvenile form) appearance is addressed: Fujioka states, "Basarios will be absent." The Monster Hunter team's careful consideration of monster reappearance is highlighted, emphasizing their commitment to utilizing monsters to their fullest potential within the game's context.
17 Images
While Basarios's absence is noted, numerous other monsters will appear in the Oilwell Basin. The anticipation for hunting in this new location, Cool Drink in hand, is expressed.
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