In the lead-up to its global launch, Monster Hunter Wilds shattered pre-order records on both Steam and PlayStation, following in the footsteps of its predecessors, 2022's Monster Hunter Rise and 2018's Monster Hunter: World. These sales figures have firmly established Capcom's unique and esoteric RPG series as one of the world's biggest video game franchises. However, this wasn't always the case. Just a decade ago, the notion of a Monster Hunter game achieving such global acclaim would have seemed improbable. When the original game debuted in 2004, it received mixed reviews. It wasn't until the series transitioned to the PSP in 2005 that it truly took off, albeit primarily in Japan.
For a long time, Monster Hunter epitomized the "bigger in Japan" phenomenon. The reasons for this were straightforward, as this article will explore, but Capcom never ceased trying to expand Monster Hunter's reach internationally. The success of Monster Hunter: World, Rise, and now Wilds demonstrates that their efforts were well worth it. This is the story of how Monster Hunter evolved from a domestic hit to a global powerhouse.
Around the time of Street Fighter 5's launch in 2016, Capcom underwent an internal reorganization to prepare for a new generation of games. These games would utilize the company's new RE Engine, replacing the aging MT Framework. This shift was more than just a technological upgrade; it came with a mandate to create games for a global audience, not just for existing, territory-specific fans.
"It was a few factors that came together," says Hideaki Itsuno, a former game director at Capcom known for his work on Devil May Cry. "The change of the engine and also all teams were given a very clear goal at that point to make games that reach the global market. [Games] that are fun for everyone."
During the PS3 and Xbox 360 era, Capcom's games seemed to chase Western gaming trends, with mixed results. The action-heavy Resident Evil 4 was a success, but spinoffs like Umbrella Corps and the sci-fi shooter series Lost Planet did not fare as well. Capcom realized the need to create games that appealed to a broader audience, not just fans of traditional Western genres.
"I think that we had that clear goal of just focusing and not holding anything back," Itsuno says. "Towards making good games that would reach people from all over the world."
Itsuno notes that the period leading up to 2017 was crucial. "The changes in organization and the changes in the engine, all these elements came together around that time," he says. The launch of Resident Evil 7 in 2017 marked the beginning of a Capcom renaissance.
No other series better embodies Capcom's new goal for global success than Monster Hunter. While it had a dedicated fanbase in the West, the series was significantly more popular in Japan. This wasn't by design, but rather due to real-world factors.
Monster Hunter found immense success when it transitioned from the PlayStation 2 to the PSP with Monster Hunter Freedom Unite. The handheld gaming market has always been stronger in Japan, as evidenced by the success of the PSP, Nintendo's DS, and more recently, the Switch. According to the series' executive producer Ryozo Tsujimoto, the key to Monster Hunter's success in Japan was the country's advanced wireless internet network, which allowed players to easily connect and play with friends.
"20 years ago, Japan was in a very, very solid state in terms of the network environments available to people, and being able to connect and to play online together," Tsujimoto says. "And of course, we're not speaking for everyone there, because we realize that there are people who may not have had the chance to play with friends back then. But by moving over to handheld systems, we were able to grow that player base that was interacting and playing multiplayer together."
Monster Hunter, built on cooperative play, thrived on handheld consoles, which allowed friends to quickly join hunts. This focus on the local market inadvertently reinforced Monster Hunter as a "Japan-only" brand, with Japan-exclusive content and events.
Despite this, Monster Hunter had fans in the West who were eager for more. As internet infrastructure improved globally and online play became standard, Tsujimoto and his team saw an opportunity to launch a more globally accessible Monster Hunter game.
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 the globalization of the series and Monster Hunter in general really ties into not only the themes that we had going into designing the game, but also in the name of the game," Tsujimoto reveals. "The fact that we called it Monster Hunter: World is really kind of a nod to the fact that we wanted to appeal to this worldwide audience that we wanted to really dig into and experience 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. "This comes with realigning ourselves to hit those global standards that people come to expect of titles around the world," Tsujimoto explains.
Tsujimoto and his team conducted global focus tests and user tests to refine Monster Hunter's formula for a broader audience. "We did focus tests and user tests across the world, and some of the impact of those — the feedback and the opinions that we got during that really affected how we designed our game systems and really affected how much success we had as a global title for that game," Tsujimoto says.
One significant change resulting from these tests was the addition of visible damage numbers when players hit monsters. These tweaks, combined with an already successful formula, propelled Monster Hunter to unprecedented heights. Previous Monster Hunter games typically sold between 1.3 to 5 million copies, not including re-releases and special editions. In contrast, Monster Hunter: World and its 2022 follow-up, Monster Hunter Rise, both surpassed 20 million copies sold.
This growth was no accident. Rather than altering Monster Hunter's core to suit Western tastes, Tsujimoto and his team found ways to make the series' unique and complex nature more accessible to a wider audience without compromising its essence. This approach continues with the latest game, Monster Hunter Wilds.
"At its heart, Monster Hunter really is an action game, and that sense of accomplishment you get from really mastering that action is an important aspect of Monster Hunter," Tsujimoto explains. "But for newer players, it's really getting to that point. The steps involved in getting to that sense of accomplishment is really what we're trying to strategize for, in terms of designing for new players. So with World and Rise, for example, we were taking really great care to analyze where players got stuck, what was hard to understand, what they were having trouble with, getting player feedback, and also doing our own kind of research into that. And all of that kind of knowledge has impacted how we've implemented new systems into Wilds."
Within 35 minutes of its release, Monster Hunter Wilds reached 738,000 concurrent players on Steam, more than double 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' mission to conquer the world.