Before its global launch, *Monster Hunter Wilds* shattered pre-order records on Steam and PlayStation, following the phenomenal success of 2022's *Monster Hunter Rise* and 2018's *Monster Hunter: World*. This achievement firmly establishes Capcom's unique RPG series as a global gaming powerhouse. But this wasn't always the case. Less than a decade ago, such widespread global popularity would have seemed unimaginable. Even further back, at the 2004 launch of the original *Monster Hunter*, it would have been considered far-fetched; the initial game received mixed reviews. It wasn't until the 2005 PSP release that the series truly exploded—in Japan.
For years, *Monster Hunter* epitomized the "bigger in Japan" phenomenon. The reasons, as we'll explore, were straightforward, but this didn't deter Capcom from pursuing international success. *Monster Hunter World*, *Rise*, and now *Wilds* prove this persistent effort was worthwhile.
This is the story of *Monster Hunter*'s journey from domestic darling to global phenomenon.
Around the 2016 launch of *Street Fighter V*, Capcom underwent a significant internal restructuring to prepare for a new generation of games utilizing their RE Engine, replacing the aging MT Framework. This wasn't merely a technological upgrade; it involved a mandate to create games for a global, not just regional, audience.
"Several factors converged," explains Hideaki Itsuno, a former Capcom game director known for *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 notwithstanding, titles like *Umbrella Corps* and the *Lost Planet* series chased fleeting Western gaming trends unsuccessfully. Capcom realized the need for universally appealing games, not just those catering to traditional Western genres.
"We focused intently, holding nothing back," Itsuno says, "on creating excellent games with global appeal."
The period leading up to 2017 was pivotal. "Organizational and engine changes converged," Itsuno notes. The launch of *Resident Evil 7* that year marked the beginning of a Capcom renaissance.
No series better exemplifies this global ambition than *Monster Hunter*. While it had a dedicated Western fanbase, it was significantly larger in Japan. This wasn't inherent to the series' design, but rather a consequence of several factors.
The shift from PlayStation 2 to PSP with *Monster Hunter Freedom Unite* proved crucial. The Japanese handheld market (PSP, DS, Switch) has always been stronger than its Western counterpart. According to executive producer Ryozo Tsujimoto, Japan's advanced wireless internet network facilitated reliable multiplayer gameplay among friends—a key factor in *Monster Hunter*'s success, years ahead of comparable Western infrastructure.
"Twenty years ago, Japan had a robust network environment, enabling online multiplayer," Tsujimoto explains. "Moving to handhelds expanded the player base engaging in cooperative multiplayer."
*Monster Hunter*'s cooperative gameplay thrived on readily accessible hunts with friends. Handheld consoles, coupled with Japan's advanced internet, created a localized market focus, even if unintentional. This resulted in a cycle: Japanese *Monster Hunter* bestsellers led to Japan-only content and events, reinforcing its "Japan-only" image.
Western fans watched enviously as Japanese players received exclusive content. However, as Western internet infrastructure improved, Tsujimoto saw an opportunity to launch a globally accessible *Monster Hunter* title.
The 2018 release of *Monster Hunter: World* on PlayStation 4, Xbox One, and PC marked a significant shift. Moving beyond handheld limitations, it delivered AAA console-quality action with enhanced graphics, larger environments, and bigger monsters.
"Our globalization approach, reflected in the game's title, aimed to attract a worldwide audience to experience *Monster Hunter* for the first time," Tsujimoto reveals.
Simultaneous worldwide release and the elimination of Japan-exclusive content were vital, reflecting "a realignment to meet global standards," according to Tsujimoto. Beyond simultaneous release, the team analyzed how to broaden *Monster Hunter*'s appeal globally.
"Global focus tests and user feedback significantly influenced game system design and contributed to the game's global success," Tsujimoto says.
One key change was displaying damage numbers. These subtle improvements to a successful formula propelled *Monster Hunter* to unprecedented heights. Previous games sold 1.3 to 5 million copies (excluding re-releases). *Monster Hunter: World* and *Rise* each surpassed 20 million.
This growth wasn't accidental. Instead of altering *Monster Hunter*'s core to appeal to Western tastes, Capcom made its unique aspects more accessible without compromise. This approach continues with *Monster Hunter Wilds*.
"At its core, *Monster Hunter* is an action game, emphasizing mastery," Tsujimoto explains. "For new players, we focus on guiding them to that sense of accomplishment. We analyze where players struggle, gather feedback, and use this knowledge to improve systems in *Wilds*."
Within 35 minutes of release, *Monster Hunter Wilds* reached 738,000 concurrent Steam players—more than double *Monster Hunter: World*'s peak. With positive reviews and promised future content, *Wilds* is poised to surpass even *World* and *Rise*'s achievements, continuing the series' global conquest.