Before its global launch, *Monster Hunter Wilds* shattered pre-order records on Steam and PlayStation, following in the massive footsteps of its incredibly popular predecessors, *Monster Hunter Rise* (2022) and *Monster Hunter: World* (2018). This success firmly establishes Capcom's unique RPG series as a global video game powerhouse. But this wasn't always the case.
Less than a decade ago, such global popularity would have seemed unimaginable. Even further back, to the 2004 release of the original *Monster Hunter*, it would have been downright fantastical; the initial game received mixed reviews. It wasn't until the 2005 PSP release that the series truly exploded—in Japan.
For a long time, *Monster Hunter* epitomized the "bigger in Japan" phenomenon. The reasons, as we'll explore, were multifaceted, but this didn't deter Capcom from pursuing international success. *Monster Hunter World*, *Rise*, and now *Wilds* prove this persistent effort was richly rewarded.
This is the story of *Monster Hunter*'s journey from domestic darling to global phenomenon.
Around the launch of *Street Fighter 5* in 2016, Capcom underwent a significant internal restructuring to prepare for a new generation of games powered by the RE Engine, replacing the aging MT Framework. This wasn't merely a technological shift; it involved a mandate to create games for a global audience, not just existing regional fanbases.
"Several factors converged," explains Hideaki Itsuno, a former Capcom game director known for his work on *Devil May Cry*. "The engine change, and a clear goal for all teams: to create globally appealing games—fun for everyone."
Capcom's PS3 and Xbox 360 era games often felt like attempts to capture a perceived "Western market." *Resident Evil 4*'s success was undeniable, but spin-offs like *Umbrella Corps* and the *Lost Planet* series, chasing late-2000s Western trends, fell short. Capcom realized it needed broader appeal.
"We focused intently, holding nothing back," Itsuno states, "on making excellent games with worldwide appeal."
The period leading up to 2017 was pivotal. "Organizational and engine changes converged," Itsuno notes. *Resident Evil 7*'s launch that year marked the start of a Capcom renaissance.
No series embodies this global ambition better than *Monster Hunter*. While it had Western fans, it was significantly larger in Japan. This wasn't intentional; several factors contributed.
First, *Monster Hunter Freedom Unite*'s PSP release was a turning point. The handheld market was always stronger in Japan, a trend seen with the PSP, Nintendo DS, and Switch. According to executive producer Ryozo Tsujimoto, Japan's advanced wireless internet network allowed for reliable multiplayer—crucial for *Monster Hunter*'s cooperative gameplay—years ahead of the US.
"Twenty years ago, Japan had a robust network infrastructure," Tsujimoto explains. "Handhelds fostered multiplayer interaction. We weren't aiming for a Japan-only audience, but the handheld market drove that initial growth."
This created a cycle. *Monster Hunter*'s Japanese success led to region-specific content and events, reinforcing its "Japan-only" image. Western fans watched enviously.
But as Western internet infrastructure improved, Tsujimoto saw an opportunity. *Monster Hunter: World* (2018), released simultaneously worldwide on PS4, Xbox One, and PC, was a game-changer. It offered AAA console quality—larger scales, better graphics, and bigger monsters.
"Our globalization approach, reflected in the name *Monster Hunter: World*, aimed for worldwide appeal," Tsujimoto reveals.
Simultaneous global release was key; no more Japan-exclusive content. Tsujimoto's team also analyzed how to broaden appeal. Playtesting and user feedback globally shaped game systems.
"Worldwide playtests and feedback significantly impacted game design and our global success," Tsujimoto says.
One key change: displaying damage numbers. Small refinements to a winning formula propelled *Monster Hunter* to unprecedented heights. Previous titles sold 1.3 to 5 million copies; *World* and *Rise* each surpassed 20 million.
This growth wasn't accidental. Instead of altering *Monster Hunter*'s core, Capcom made it more accessible without sacrificing its essence. This approach continues with *Wilds*.
"At its core, *Monster Hunter* is an action game," Tsujimoto explains. "The sense of accomplishment from mastering the action is key. We analyze where players struggle, gather feedback, and use that knowledge to improve systems in *Wilds*."
Within 35 minutes of release, *Monster Hunter Wilds* hit 738,000 concurrent Steam players—double *World*'s peak. With glowing reviews and promised content, *Wilds* is poised to surpass even *World* and *Rise*'s achievements, continuing the series' global conquest.
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