From arid deserts and vibrant forests to fiery volcanoes and icy tundras, the Monster Hunter series boasts a breathtaking array of diverse environments, each teeming with unique ecosystems and a captivating 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 in the franchise. Following the Windward Plains and Scarlet Forest, hunters will venture into the challenging Oilwell Basin, a land scarred by flames and oilsilt. Here, hunters will navigate treacherous terrain of viscous oil and blazing magma. Despite its seemingly barren appearance, closer inspection reveals a surprising abundance of life; small creatures wriggle in the mire, and remnants of an ancient civilization dot the landscape.
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 place saturated with mud and oil. 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 man-made artifacts."
Down in the Muck
Kaname Fujioka, director of the first *Monster Hunter* game and executive director/art director for *Wilds*, explains the team's vision for the Oilwell Basin: "With the Windward Plains and Scarlet Forest being horizontally expansive, we designed the Oilwell Basin with vertical connectivity. The environment subtly changes between the upper, middle, and lower strata. Sunlight reaches the upper strata, where oil collects like mud; the deeper you go, the hotter it becomes, with lava and other substances."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 by imagining surface-dwelling aquatic creatures; we applied this knowledge to the Oilwell Basin's creatures and ecosystem."
Fujioka highlights the contrast between the Basin's barren and vibrant states: "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; you'll find creatures typical of an ocean bed."The Oilwell Basin's ecosystem is unique. While seemingly lifeless under the oilsilt, shellfish like shrimp and crabs thrive, along with small monsters providing raw meat. Large monsters prey on smaller ones, who in turn filter and consume microorganisms and oilsilt, while the microorganisms derive energy from geothermal heat. Unlike the sunlight-and-vegetation-based ecosystems of the Windward Plains and Scarlet Forest, the Oilwell Basin sustains life through geothermal energy.
The Oilwell Basin's large monsters are equally distinct. Rompopolo, a globular, noxious creature with a needle-like mouth, is one example. Fujioka explains its design:
"We designed it as a mischievous swamp-dweller that uses stored toxic gas to create chaos. The concept of a mad scientist often emerged during its design. This inspired its purplish 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."
Flames of Ajarakan
Another new monster, Ajarakan, resembles a massive, flaming gorilla, but with a slimmer silhouette than the Scarlet Forest's Congalala.
Ajarakan's design, as seen in [this video], showcases its martial arts-inspired movements and powerful fists. Tokuda explains: "With fanged beasts, their low hips place their heads at hunter eye level, potentially obscuring the threat. We gave Ajarakan a top-heavy silhouette, adding flame elements and wrestler-like grabs to emphasize its strength. It combines strength, physical attacks, and flames—like melting and tossing objects."Fujioka adds: "With unique monsters appearing, we wanted a straightforwardly strong monster, hence Ajarakan. Its attacks—punches and ground slams creating flames—are simple yet powerful."
Ajarakan's high position in the Oilwell Basin's ecosystem contrasts with Rompopolo. Its fiery attacks highlight the area's hierarchy. Fujioka explains: "Initially, it was just physically powerful. We collaborated with artists to add personality. Being in a fiery location, we incorporated flames and heat, but not just fire breath. The design evokes a Buddhist deity Acala, with flames seemingly worn on its back. Its rising internal temperature allows it to melt anything, adding to its personality. We aimed to make its hug terrifyingly hot."Unlike Rompopolo's trickery, Ajarakan's design emphasizes straightforward power. To avoid simplistic movements, the team added flashy moves towards the end of development.
"We added interesting techniques, like jumping, balling up, and falling," says Fujioka.A Monster Generations in the Making
The Oilwell Basin's apex predator is the "Black Flame," now revealed as Nu Udra. This octopus-like creature secretes flammable oil, coating itself in flames. The developers emphasize that Wilds' apex predators strongly reflect their region's elements.
Fujioka confirms the octopus inspiration: "Yes, octopuses. We wanted a striking silhouette when it rises, adding demonic horns, but obscuring its face."Tokuda explains Nu Udra's battle music: "The composers included phrases and instruments reminiscent of black magic. It's a unique piece."
Nu Udra's wriggling movements are reminiscent of monsters like Lagiacrus from Monster Hunter Tri. Both Tokuda and Fujioka had long desired to create a tentacled monster.
Tokuda recalls a past proposal: "In *Tri*, with underwater combat, I proposed an octopus-shaped monster, emphasizing its movements. Technical challenges prevented its realization, but I held onto the proposal."Fujioka discusses the influence of past tentacled monsters like Yama Tsukami and Nakarkos: "We use such monsters strategically, as their silhouettes are unique. Too many would tire players, but a well-placed one leaves a strong impression. Yama Tsukami in Monster Hunter 2 (Dos) created an adventurous feeling—like a cryptid."
Tokuda adds: "I placed Yama Tsukami there." While technology limited Yama Tsukami's actions, they aimed for a memorable presence.
The interview reveals the team's dedication to monster creation, using various techniques. Nu Udra's realization represents a significant achievement for Tokuda and Fujioka."While Yama Tsukami and Nakarkos were fixed, Nu Udra uses its cephalopod traits to move freely. This gameplay is a first."
Fujioka continues: "Tentacled monsters pose technical challenges, like terrain and target control. Wilds' technical tests went well, allowing us to make it happen."
Tokuda adds: "Seeing the tests, we made it the apex predator. It has that much impact.""Many proposals were rejected due to technical reasons, but I'm finally attempting one."
Nu Udra's animations are meticulously detailed. When damaged, it wraps around a ruined pipe, navigating the terrain seamlessly. These movements challenged Fujioka's art team.
"We worked extensively on depicting flexible bodies. We propose unreasonable ideas, challenging ourselves. It creates challenges for artists, but the result is amazing."The team uses new technologies to realize their accumulated ideas. They attempt even seemingly impossible concepts.
Tokuda recounts an animator's satisfaction: "'When you weaken it and it returns to its nest, wait!' They wanted me to see it enter its hole. I replied, 'Amazing!' The animator was so satisfied."
Fujioka expresses pride: "The way it squirms around a pipe is well-made. Only games can depict this in real-time. I'm proud of the staff's efforts."Fighting Nu Udra is challenging. Its flexible body makes finding openings difficult. A close approach triggers a powerful counterattack. Severing a tentacle shortens its area-of-effect attacks. Can all tentacles be severed?
Tokuda explains: "Many tentacles can be severed. All ground-touching leg-like parts. Severed tentacles thrash, then rot. Rotten parts yield poor materials. This applies to other monsters' breakable parts.""Nu Udra attacks relentlessly. Its attacks have a unique tempo, combining focused and area-of-effect attacks. With many tentacles, targeting can be unclear in multiplayer. Sensory organs at tentacle tips use light to indicate targets."
Nu Udra slams tentacles, emitting light from sensory organs. Flash Bombs are ineffective, as it doesn't rely on vision.
Tokuda advises on defeating Nu Udra: "Its body is soft, with many breakable parts. Determine where to attack. Severing a tentacle shortens area-of-effect attacks. It's a monster for multiplayer, splitting targets. Use SOS flares, including Support Hunters."Fujioka adds: "It's like an action game; destroying parts helps defeat it. Gravios is similar—discovering how to defeat it by breaking its armor. Watching movements and making decisions fits Monster Hunter's approach."
A Welcome Reunion
Fujioka mentions Gravios, last seen in Monster Hunter Generations Ultimate. Gravios, a rock-carapace-covered monster emitting hot gas, fits the Oilwell Basin perfectly.
Tokuda explains Gravios's return (for details, see [this Gravios interview]): "Considering monsters fitting the environment, game progression, and avoiding similarity to others, Gravios offered a fresh challenge."Gravios is tougher than before. Attacking its carapace creates red wounds, enabling Focus Strikes.
Tokuda explains Gravios's design: "We wanted to maintain its hardness. From a game design perspective, it should appear after significant progress. It's initially difficult to defeat its hard body, but hunters find clues using the wound system and part breaking."
All Monsters in Monster Hunter Wilds
17 Images
Regarding Basarios, Gravios's juvenile form, Fujioka states: "Sorry, but Basarios will be taking this one off." The team carefully considers monster reappearances, ensuring their full utilization. Many other monsters will appear in the Oilwell Basin.