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, 2022's *Monster Hunter Rise* and 2018's *Monster Hunter: World*. These sales figures solidify Capcom's unique RPG series as a major player in the global video game market. This wasn't always the case, however.
Less than a decade ago, such widespread global popularity would have seemed impossible. Back in 2004, when the original *Monster Hunter* launched, it received mixed reviews. It wasn't until the PSP release a year later that the series truly exploded—in Japan. For years, *Monster Hunter* was a prime example of a Japanese phenomenon that hadn't yet conquered the West. The reasons for this are multifaceted, but Capcom's persistent efforts to break into the international market ultimately paid off handsomely, as *Monster Hunter World*, *Rise*, and now *Wilds* demonstrate.
This is the story of *Monster Hunter*'s journey from a domestic success to a global powerhouse.
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 just a technological shift; it marked a commitment to creating games for a global audience, not just existing regional fanbases.
“Several factors converged,” explains Hideaki Itsuno, a former Capcom game director known for *Devil May Cry*. “The engine change and a clear mandate for all teams: create games for the global market—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 notwithstanding, titles like *Umbrella Corps* and the *Lost Planet* series chased fleeting Western trends without lasting impact. Capcom realized the need to create universally appealing games, not just those catering to specific genres.
“We focused without reservation,” Itsuno says, “on making great games with global appeal.” The period leading up to 2017 proved pivotal. “Organizational and engine changes converged,” he notes. The launch of *Resident Evil 7* that year marked the start of a Capcom renaissance.
No series better exemplifies this global ambition than *Monster Hunter*. While it had a dedicated Western fanbase, its popularity in Japan dwarfed its Western presence. This wasn't the original vision, but several factors contributed to this disparity.
The shift to the PSP with *Monster Hunter Freedom Unite* proved crucial. Handheld gaming has always been stronger in Japan, and the PSP's success, along with the Nintendo DS and Switch, highlights this. According to executive producer Ryozo Tsujimoto, Japan's advanced wireless internet infrastructure allowed for reliable multiplayer gaming, a key feature of *Monster Hunter*, years ahead of the West.
“Twenty years ago, Japan had a robust network infrastructure,” Tsujimoto explains. “Handhelds fostered multiplayer interactions, though not for everyone. This expanded the player base engaging in cooperative play.”
This created a cycle. *Monster Hunter*'s Japanese success led to Japan-exclusive content and events, further solidifying its image as a primarily Japanese brand. Western fans watched enviously.
“Western fans watched enviously as Japanese players received exclusive content,” Tsujimoto admits. But as Western internet infrastructure improved, an opportunity emerged to launch the most globally accessible *Monster Hunter* game yet.
Released in 2018 on PlayStation 4, Xbox One, and PC, *Monster Hunter: World* represented a massive leap. Designed for powerful consoles, it delivered AAA-quality action with enhanced graphics, larger environments, and bigger monsters.
“Our globalization strategy, reflected in the game's title, aimed for worldwide appeal,” Tsujimoto reveals. “*Monster Hunter: World* signified our intention to engage a global audience.”
Simultaneous worldwide release and the elimination of Japan-exclusive content were vital. Tsujimoto and his team also analyzed how to broaden the game's appeal. “We conducted global focus tests,” Tsujimoto says. “The feedback significantly impacted game design and contributed to the game's global success.”
One key change was displaying damage numbers. These subtle improvements to a winning formula propelled *Monster Hunter* to unprecedented heights. Previous games sold 1.3 to 5 million copies; *Monster Hunter: 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 *Monster Hunter 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 this knowledge to refine the system for newcomers. This impacted *Wilds*' design.”
Within 35 minutes of its release, *Monster Hunter Wilds* reached 738,000 concurrent Steam players, exceeding *Monster Hunter: World*'s peak. With glowing reviews and promised future content, *Wilds* is poised to surpass even *World* and *Rise*'s achievements, continuing the series' global conquest.