In the lead-up to its global launch, *Monster Hunter Wilds* shattered pre-order records on both Steam and PlayStation, effortlessly following the path paved by its predecessors, 2022's *Monster Hunter Rise* and 2018's *Monster Hunter: World*. This success firmly establishes Capcom's unique and esoteric RPG series as one of the biggest video game franchises worldwide.
However, this wasn't always the case. Just a few years ago, the notion of a *Monster Hunter* game achieving such widespread acclaim seemed improbable. When the series debuted in 2004, it received mixed reviews. It wasn't until the franchise's transition to the PSP with *Monster Hunter Freedom Unite* that it truly took off, albeit primarily in Japan.
For years, *Monster Hunter* epitomized the "bigger in Japan" gaming phenomenon. This was due to straightforward reasons, as this narrative will explore, yet Capcom persistently sought ways to expand the series' reach internationally. The success of *Monster Hunter: World*, *Rise*, and now *Wilds* underscores the value of their efforts.
This is the story of how *Monster Hunter* evolved from a domestic hit to a global powerhouse.
Around the launch of *Street Fighter 5* in 2016, Capcom underwent a significant internal reorganization to prepare for a new generation of games. These games would run on Capcom’s newly developed RE Engine, replacing the aging MT Framework. This shift was not just about technology; it was also about a new directive to create games for a global audience, not just for existing, region-specific fans.
“It was a combination of factors,” explains Hideaki Itsuno, a former game director at Capcom known for his work on *Devil May Cry*. “The engine change and a clear goal for all teams to make games that reach the global market. Games that are fun for everyone.”
During the PS3 and Xbox 360 era, Capcom's releases seemed to target an idealized version of the "Western games market." Hits like *Resident Evil 4* contrasted with less successful attempts to chase Western trends, such as *Umbrella Corps* and the *Lost Planet* series. Eventually, Capcom realized the need to craft games that appealed to a universal audience, not just fans of specific genres.
“We had that clear goal of focusing and not holding anything back towards making good games that would reach people from all over the world,” Itsuno reflects. He notes that the period leading up to 2017 was pivotal, with changes in organization and the engine culminating around that time. The launch of *Resident Evil 7* that year sparked a Capcom renaissance.
No other series embodies this new global ambition better than *Monster Hunter*. Although it had a dedicated Western fanbase, the series was far more popular in Japan due to real-world factors.
The transition from PlayStation 2 to PSP with *Monster Hunter Freedom Unite* was a significant success, capitalizing on Japan's strong handheld gaming market, which has historically been more robust than in the West. According to executive producer Ryozo Tsujimoto, the key to *Monster Hunter*'s success in Japan was the country's advanced wireless internet, enabling players to easily connect with friends for multiplayer hunts.
“Twenty years ago, Japan's network environments were very solid, allowing people to connect and play online together,” Tsujimoto says. “Moving to handheld systems allowed us to grow our player base playing multiplayer together.”
This created a cycle where *Monster Hunter* games became best-sellers in Japan, leading to Japan-only content and events, further reinforcing the series' image as a "Japan-only" brand. However, Western fans, though fewer in number, eagerly watched from the sidelines, envious of exclusive content.
As Western internet infrastructure improved and online play became standard, Tsujimoto and the team saw an opportunity to launch *Monster Hunter: World*, their most advanced and globally accessible game to date. Released in 2018 on PlayStation 4, Xbox One, and PC, *Monster Hunter: World* marked a significant shift for the franchise. It offered large-scale, AAA console quality action with enhanced graphics, expansive areas, and larger monsters.
“Our approach to globalizing the series really ties into our game design themes and the game's name,” Tsujimoto reveals. “Calling it *Monster Hunter: World* was a nod to our desire to appeal to a worldwide audience and introduce them to *Monster Hunter* for the first time.”
It was crucial that *Monster Hunter: World* did not favor one market over another. The game was released simultaneously worldwide, with no exclusive content locked to Japan, aligning with global standards.
Tsujimoto and his team conducted extensive focus and user tests globally, using the feedback to refine game systems and enhance the series' global appeal. One notable change was the addition of visible damage numbers when players hit monsters, a small tweak that significantly boosted the series' popularity. While previous *Monster Hunter* games sold around 1.3 to 5 million copies, *Monster Hunter: World* and *Rise* surpassed 20 million copies each.
This growth was no accident. Rather than altering *Monster Hunter*'s core to fit Western tastes, the team opened up its unique and complex nature to a broader audience without compromising its essence. This approach continues with *Monster Hunter Wilds*.
“At its core, *Monster Hunter* is an action game, and the sense of accomplishment from mastering that action is crucial,” Tsujimoto explains. “For new players, it's about reaching that point. We analyzed where players got stuck, what was hard to understand, and implemented new systems in *Wilds* based on that research and feedback.”
Within 35 minutes of its release, *Monster Hunter Wilds* achieved 738,000 concurrent players on Steam, more than doubling *Monster Hunter: World*'s all-time high. With glowing reviews and the promise of more content, *Monster Hunter Wilds* is poised to continue the series' global conquest.