From the vast, arid deserts to the lush, bustling forests, the fiery volcanoes, and even the icy tundra, the Monster Hunter series showcases a variety of environments, each boasting its own unique ecosystem crafted by an array of diverse monsters. The thrill of exploring an uncharted world and traversing its landscapes while hunting remains one of the core pleasures of playing Monster Hunter.
This excitement continues in Monster Hunter Wilds, the latest installment in the franchise. Following the Windward Plains and Scarlet Forest, hunters now venture into the harsh terrain of the Oilwell Basin, a region engulfed in flames and oilsilt. Despite its seemingly sterile and lifeless appearance, the Oilwell Basin teems with life as small creatures navigate through the sludge. Scattered across this area, remnants of an ancient civilization hint at a rich history.
Yuya Tokuda, the director of both Monster Hunter: World and Monster Hunter Wilds, provides insight into the Oilwell Basin:
"During the Fallow, the Oilwell Basin is a place filled with mud and oil. When the Inclemency known as the Firespring occurs, it burns away that oilsilt, and during the Plenty, the burned oil and soot clear, revealing the minerals, microorganisms, and the original colors of the manmade artifacts beneath," he explains.
Down in the Muck
What concept guided the development team in creating the Oilwell Basin? Kaname Fujioka, director of the original Monster Hunter and executive director and art director for Wilds, shares his thoughts:
"With the Windward Plains and Scarlet Forest being horizontally expansive, we chose to make the Oilwell Basin a vertically connected locale," he says. "The environment changes subtly as you move between the top, middle, and bottom strata. Sunlight reaches the top, where oil gathers like mud, and as you descend, the temperature rises, with lava and other substances becoming more prevalent."
Tokuda adds, "From the middle to bottom strata, you'll encounter creatures reminiscent of aquatic life, evoking deep seas or underwater volcanoes. In World, we developed the Coral Highlands' ecosystem by imagining how aquatic creatures would live on land, and we applied this knowledge to craft the Oilwell Basin's creatures and ecosystem.
Fujioka emphasizes the contrast players will experience in the Oilwell Basin: "During the Fallow and Inclemency, smoke permeates the area, resembling a volcano or hot spring. But during the Plenty, it transforms into a clear, marine-like environment. A closer look at the environmental biology reveals a region teeming with creatures typically found on the ocean floor."
The Oilwell Basin's unique environment distinguishes it from other locales. Beneath the oilsilt, it supports life ranging from shrimp and crabs to small monsters that provide raw meat. Large monsters feed on these smaller creatures, which in turn consume microorganisms from the oilsilt and environment. While the Windward Plains and Scarlet Forest rely on sunlight and vegetation, the Oilwell Basin thrives on geothermal energy.
The large monsters inhabiting the Oilwell Basin are equally distinctive. One such monster is Rompopolo, a globular creature with a needle-like mouth that emits toxic gas. Fujioka explains its design:
"We envisioned Rompopolo as a tricky monster that thrives in swamps, disrupting players with its stored toxic gas. We drew inspiration from the concept of a mad scientist, which influenced its chemical purple color and glowing red eyes. Interestingly, the equipment crafted from it turns out to be quite cute, as is the Palico gear."
Tokuda describes the Rompopolo Palico equipment as "amusing," and having experienced it firsthand, I can attest to its charm. I encourage you to craft it and see for yourself.
Flames of Ajarakan
Another monster in the Oilwell Basin is Ajarakan, resembling a massive gorilla wreathed in flames, with a more slender silhouette compared to the Scarlet Forest's Congalala. Videos showcase Ajarakan and Rompopolo battling for territory, with Ajarakan using its arms to embrace Rompopolo in a fiery bear hug. Its movements, inspired by martial arts, add a unique charm.
Tokuda notes, "Typically, fanged beasts have low hips, placing their heads at eye level with hunters, which can obscure the sense of threat. For Ajarakan, we crafted a top-heavy, towering silhouette, integrating flame elements and wrestler-like grabbing attacks to emphasize its strength. It's a monster that combines power, physical attacks, and flames, such as its melting and tossing attack."
Fujioka adds, "With the introduction of unique monsters, we wanted to add one with straightforward strengths. Ajarakan's simple, powerful attacks, like punching or slamming its fists to ignite flames, make it stand out."
Ajarakan occupies a high position in the Oilwell Basin's ecosystem. Unlike Rompopolo's use of poison gas and oilsilt, Ajarakan's flashy appearance, accompanied by flames and magma, underscores its dominance.
Fujioka discusses Ajarakan's development: "Initially, it was just a physically powerful monster. We wanted to enhance its personality, especially given its fiery environment. Instead of simply breathing fire, we designed it to appear as if it wears flames like the Buddhist deity Acala. The concept of its rising internal temperature melting anything in its path added significant character. We aimed to make players wary of Ajarakan's scorching hugs."
While Rompopolo's design focuses on trickery, Ajarakan's emphasizes straightforward power. To avoid repetitive movements, Fujioka notes that the team continually added flashier techniques throughout development, such as Ajarakan's ability to jump, curl into a ball, and crash down.
A Monster Generations in the Making
Dominating the Oilwell Basin as its apex predator is Nu Udra, a monster with octopus-like tentacles and a body covered in flammable oil. Like the Windward Plains' Rey Dau with lightning and the Scarlet Forest's Uth Duna with water, Nu Udra envelops itself in flames. Fujioka confirms that octopuses inspired its design:
"We drew from octopuses and aimed for a striking silhouette when it rises, adding demonic horns and obscuring its face for an enigmatic effect."
Tokuda mentions that even the battle music against Nu Udra incorporates demonic themes, resulting in a unique and compelling soundtrack.
Nu Udra's tentacle movements echo those of past monsters like Lagiacrus from Monster Hunter Tri. Both Tokuda and Fujioka have long desired to bring this concept to life.
"In Tri, I proposed an octopus-shaped monster for underwater combat, focusing on its distinctive movements," Tokuda recalls. "While technical challenges prevented its realization then, I've held onto that idea ever since."
Fujioka reflects on the design of monsters like Yama Tsukami and Nakarkos, which used tentacles effectively: "We aim to use such monsters at moments where they stand out, providing a unique silhouette and impression. Including too many unique monsters can be overwhelming, but introducing one at the right moment creates a lasting impact. For example, in Monster Hunter 2 (Dos), Yama Tsukami's appearance over the mountains evokes a sense of adventure and mystery."
Tokuda nostalgically adds, "I placed Yama Tsukami there. Although we couldn't replicate its actions with the technology at the time, we wanted it to leave an impression."
The development team's dedication to creating unique monsters is evident. Even if current technology can't support their vision, they store countless ideas for future use. Nu Udra's realization represents a significant achievement for Tokuda and Fujioka.
"While Yama Tsukami and Nakarkos were static, Nu Udra uses its cephalopod traits to move freely, offering new gameplay experiences," Fujioka explains. "Monsters with tentacles pose technical challenges, but the success of our technical tests during Wilds' development allowed us to bring this vision to life."
Tokuda adds, "Its impact made it the perfect apex predator for the Oilwell Basin. It feels like we're finally tackling one of those long-rejected proposals."
Even outside of combat, Nu Udra's animations receive meticulous attention. When weakened, it wraps around ancient ruins to navigate, entering small holes effortlessly. Fujioka highlights the team's efforts:
"We focused on depicting flexible bodies with Nu Udra. We start with ambitious ideas, challenging ourselves and our artists, and the final product is truly remarkable when we succeed."
The team leverages new technologies to realize their accumulated visions. Tokuda shares a memorable moment from development:
"When we first implemented its movement into a hole, an animator asked me to wait and see it enter its nest. It was amazing, and the animator's satisfaction was evident."
Fujioka proudly notes, "The way it squirms around a pipe is meticulously crafted. It's a testament to our team's efforts, something only games can achieve in real-time."
Facing Nu Udra in combat proves challenging. Its flexible body constantly shifts, making it hard to find an opening. If you get too close, it counters with powerful head attacks. Successfully severing a tentacle results in it thrashing on the ground, but timing is crucial as severed parts eventually rot.
"You can cut off many tentacles," Tokuda explains. "While they move initially after being severed, they rot over time, and carving them then yields inferior materials. Nu Udra's attacks have a unique tempo, combining focused strikes with area-of-effect attacks using its head and flames. Its sensory organs at the tentacle tips emit light to indicate its targets, making it easier in multiplayer hunts."
Nu Udra's body is relatively soft with numerous breakable parts, making it ideal for strategic attacks. Tokuda suggests, "Hunters should consider where to strike. Severing tentacles reduces its area-of-effect attacks, making movement easier. It's a monster designed for multiplayer, where targets are split, and using SOS flares can enhance the experience."
Fujioka adds, "It's an action-oriented challenge, similar to Gravios, where breaking its armor reveals ways to defeat it. Observing its movements and making strategic decisions align with Monster Hunter's core approach."
A Welcome Reunion
Fujioka mentions Gravios, a monster returning to the Oilwell Basin since Monster Hunter Generations Ultimate. Its rocky carapace and hot gas emissions make it a fitting inhabitant.
Tokuda explains the decision to bring Gravios back: "We considered monsters that fit the Oilwell Basin's environment, progressed the game's narrative, and offered unique challenges. Gravios seemed like a fresh challenge, so we decided to include it."
Gravios appears even more formidable than before, with a harder body and overwhelming presence. Attacking its carapace forms red wounds, enabling Focus Strikes.
"We wanted to retain Gravios' defining hardness while making it a late-game challenge," Tokuda says. "As hunters progress and utilize the wound system and part breaking, they discover more ways to defeat it."
All Monsters in Monster Hunter Wilds
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While Gravios makes a comeback, its juvenile form, Basarios, will not appear in this game. Fujioka apologizes, "Sorry, but Basarios will be taking this one off." The Monster Hunter team carefully selects monsters to ensure they enhance the game, and Basarios will return in a future title.
As discussed in our interview about monster selection, the team's decisions are deliberate. Though Basarios won't appear, numerous other monsters will inhabit the Oilwell Basin, promising exciting hunts. I eagerly anticipate exploring this fiery region, Cool Drink in hand.