Monster Hunter Wilds Interview: Meet Nu Udra, Apex of the Oilwell Basin – IGN First

Author: Thomas Mar 16,2025

From arid deserts and vibrant forests to fiery volcanoes and icy tundras, the *Monster Hunter* series boasts a stunning array of diverse environments, each teeming with unique ecosystems and a captivating cast of monsters. Exploring these uncharted territories, traversing their landscapes as you hunt, is a core element of the *Monster Hunter* experience. This holds true for *Monster Hunter Wilds*, the latest installment in the franchise. Following the Windward Plains and Scarlet Forest, hunters will venture into the unforgiving Oilwell Basin, a land scarred by flames and oilsilt. Here, they'll navigate treacherous paths, impeded by viscous oil and blazing magma. While seemingly barren, closer inspection reveals a surprising array of life—small creatures wriggling in the mire, and the remnants of an ancient civilization scattered throughout.

Yuya Tokuda, director of both *Monster Hunter: World* and *Monster Hunter Wilds*, sheds light on the Oilwell Basin's unique design:

"During the Fallow, the Oilwell Basin is a place saturated with mud and oil. The Inclemency, known as the Firespring, burns away this oilsilt, and during periods of Plenty, the burned oil and soot vanish, revealing minerals, microorganisms, and the original colors of the hidden man-made artifacts," he explains.

Down in the Muck

PlayWe delve deeper into the Oilwell Basin's conception with Kaname Fujioka, director of the first *Monster Hunter* game and executive director/art director for *Wilds*.

"The Windward Plains and Scarlet Forest were horizontally expansive, so we designed the Oilwell Basin with vertical connectivity," Fujioka explains. "The environment subtly changes across the upper, middle, and lower strata. Sunlight reaches the top, where oil collects like mud. The deeper you go, the hotter it gets, filled with lava and other substances."

Tokuda adds: "From the middle to lower strata, you'll find creatures reminiscent of aquatic life, similar to those found in deep seas or near underwater volcanoes. In *World*, we created the Coral Highlands' ecosystem by imagining what it would be like if aquatic creatures lived on land. We applied that knowledge to create the Oilwell Basin's creatures and ecosystem."

PlayIt's a blazing wasteland that bursts with vitality during the Plenty. Fujioka highlights this stark contrast:

"During the Fallow and Inclemency, smoke billows from everywhere, like a volcano or hot spring. But during the Plenty, it transforms into a clear, marine-like environment. Observe the environmental biology closely, and you'll discover creatures reminiscent of those found on the ocean floor."

The Oilwell Basin's ecosystem is distinct. Though seemingly lifeless under the oilsilt, shellfish like shrimp and crabs thrive, along with small monsters providing raw meat. Large monsters prey on smaller ones, who in turn filter and consume microorganisms and oilsilt, while the microorganisms themselves derive energy from geothermal heat. Unlike the sunlight-and-vegetation-based ecosystems of the Windward Plains and Scarlet Forest, the Oilwell Basin thrives on geothermal energy.

The Oilwell Basin's large monsters are equally unique. Rompopolo, a globular, noxious creature with a needle-like mouth, is a prime example. Fujioka explains its bizarre design:

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"We designed it as a mischievous swamp dweller that uses stored toxic gas to disrupt hunters. The concept of a mad scientist frequently emerged during its design. This inspired its chemical purple hue and glowing red eyes. Surprisingly, its craftable equipment, including Palico gear, is quite cute."

Tokuda agrees, calling the Rompopolo Palico equipment "amusing."

Flames of Ajarakan

Another new monster, Ajarakan, resembles a massive, flaming gorilla, though slimmer than the Scarlet Forest's Congalala.

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Ajarakan, another new monster in the Oilwell Basin, resembles a massive, flaming gorilla. Unlike the Scarlet Forest's Congalala, it has a sleeker silhouette.

In a video showcasing Rompopolo and Ajarakan's territorial disputes, Ajarakan is seen using a powerful bear hug. Its martial arts-inspired moves utilize its fists, offering a unique charm compared to fanged beasts.

Tokuda explains Ajarakan's design: "Fanged beasts often have low hips, placing their heads at hunter eye level, potentially diminishing the perceived threat. We aimed for a more top-heavy, towering silhouette, adding flame elements fitting the Oilwell Basin and wrestler-esque grabbing attacks to highlight its physical strength. It combines strength, physical attacks, and flames, including attacks where it melts and throws projectiles."

Fujioka adds: "With the game featuring unique monsters, we thought it was a good time to introduce a monster with easily understood strengths. That's how Ajarakan was conceived. Its straightforward attacks—punches and ground slams that erupt in flames—make it a powerful, easily understood opponent."

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Ajarakan holds a high position in the Oilwell Basin's ecosystem. Unlike Rompopolo, which uses poison gas and oilsilt, Ajarakan stands out with its fiery appearance and attacks, clearly establishing its dominance.

Fujioka elaborates on Ajarakan's design: "Initially, it was simply a physically powerful monster. Discussions with artists and designers led to enhancing its personality. Being in a fiery location, we incorporated flames and heat, but not just fire breath. The design evolved into the monster seemingly wearing flames on its back, reminiscent of the Buddhist deity Acala. Its rising internal temperature allows it to melt anything in its path, adding personality. Ajarakan's hugs are intensely hot, emphasizing the danger."

Unlike Rompopolo's trickery, Ajarakan focuses on straightforward power. To avoid monotonous movements, flashier attacks were added towards the end of development.

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"We added many interesting techniques, such as jumping, balling up, and falling to the ground," Fujioka says.

A Monster Generations in the Making

The Oilwell Basin's apex predator, a black flame-wreathed creature with octopus-like tentacles, is finally revealed: **Nu Udra.** Its slimy, flammable oil-covered body stretches and writhes across the basin. Like the Windward Plains' Rey Dau (lightning) and the Scarlet Forest's Uth Duna (water), Nu Udra commands flames. The developers emphasize that Wilds' apex predators are strongly tied to their region's elements. The choice of an octopus in a scorching environment is intriguing.

"Yes, octopuses were the inspiration," confirms Fujioka. "We wanted a striking silhouette when it rises, giving it demonic horns, while obscuring its face."

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Tokuda explains that even Nu Udra's battle music incorporates demonic imagery:

"The composers included phrases and instruments reminiscent of black magic. It's a unique and excellent musical piece."

Nu Udra's tentacle movements are reminiscent of monsters like Lagiacrus from *Monster Hunter Tri*. Both Tokuda and Fujioka had long desired to create a tentacled monster.

"*Tri* featured underwater combat, and I proposed an octopus-shaped monster, emphasizing its unique underwater movements," Tokuda recalls. "I had fun brainstorming ideas, like 'Many legs mean many parts to sever!' Technical challenges prevented its realization then, but I held onto that proposal."

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Past monsters like Yama Tsukami and Nakarkos also used wriggling tentacles. Fujioka discusses their influence on Nu Udra:

"We're always interested in using such monsters strategically, as their silhouettes and impressions differ from standard monsters. Including too many unique monsters can tire players, but strategically placing one leaves a strong impression. Yama Tsukami in *Monster Hunter 2 (Dos)*, floating above a deep forest, evokes a sense of adventure. Seeing something unusual, like a cryptid, is exciting."

Tokuda adds, "I placed Yama Tsukami there." While *Monster Hunter 2's* technology limited Yama Tsukami's actions, they aimed for a memorable presence.

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The interview reveals the developers' dedication to monster creation, employing various techniques. Even unrealized ideas are stored for future use. Nu Udra's realization represents a significant achievement for Tokuda and Fujioka.

"Yama Tsukami and Nakarkos attacked with fixed tentacles, but Nu Udra uses its cephalopod traits to freely move. Its gameplay is unprecedented."

Fujioka continues: "Tentacled monsters pose technical challenges, like terrain and target control. *Wilds*' technical tests went exceptionally well, enabling its creation."

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Tokuda adds: "Seeing the tests, we made it the Oilwell Basin's apex predator. It has a huge impact."

"Many proposals were rejected due to technical limitations, but I'm finally realizing one," Tokuda says.

Nu Udra's animations are meticulously crafted. After taking enough damage, it wraps around ancient pipes to navigate the area, even entering small holes. Each movement posed a challenge for Fujioka's art team.

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"We worked extensively on depicting flexible bodies with Nu Udra. We start with ambitious ideas, regardless of feasibility. It challenges our artists, but the results are amazing when successful."

New technologies enable the team to realize accumulated ideas. They attempt even seemingly impossible concepts. The developers' passion is evident.

"When implementing the hole-entering movement, an animator asked me to wait to see it enter its hole," Tokuda recalls. "I replied, 'That's amazing!' The animator was very satisfied."

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"Its movement around pipes is also well-made," Fujioka says. "Only games can depict such real-time actions. I'm incredibly proud of the team's efforts."

Fujioka's pride in *Wilds*' detailed monsters and his team is palpable.

Fighting Nu Udra presents a significant challenge. Its flexible body makes finding openings difficult. Getting too close results in powerful counterattacks. Severing a tentacle shortens its area-of-effect attacks, and the severed tentacle continues to thrash. Can all tentacles be destroyed?

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"Many tentacles can be severed—all ground-touching leg-like parts," Tokuda explains. "Severed tentacles thrash initially, then rot. Rotten parts yield poor materials. This applies to other monsters' breakable parts."

"Nu Udra attacks relentlessly. We aimed for a unique tempo, combining focused and area-of-effect attacks using its head and flames. It's a massive monster launching a barrage of attacks. In multiplayer, targeting can be difficult, so we added light-emitting sensory organs at the tentacle tips to indicate attacks."

Nu Udra sometimes slams tentacles into the ground. The light-emitting hand-like areas serve as sensory organs. It doesn't rely on vision, so Flash Bombs are ineffective.

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Nu Udra poses a significant challenge. Tokuda offers advice:

"Its body is soft, with many breakable parts. Hunters should strategize their attacks. Severing tentacles shortens area-of-effect attacks, improving mobility. It's a monster well-suited for multiplayer, distributing targets. SOS flares and Support Hunters can enhance the experience."

Fujioka adds: "Its design is action-game-like—destroying parts aids in defeating it. Gravios is similar—defeating it involves exploiting its tough armor. Carefully observing monster movements and making strategic decisions is core to *Monster Hunter*."

A Welcome Reunion

Fujioka mentions Gravios, last seen in *Monster Hunter Generations Ultimate*. Gravios, a rock-carapace-covered monster emitting hot gas, is a perfect fit for the Oilwell Basin.

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Tokuda explains Gravios' return:

"Considering monsters fitting the Oilwell Basin, making sense within the game's progression, and avoiding similarity to other monsters, we felt Gravios offered a fresh challenge."

Gravios is even tougher than before. Its massive presence overwhelms. Attacking its carapace creates red wounds, enabling Focus Strikes.

"Bringing Gravios over, we wanted to retain its hardness," Tokuda says. "From a game design perspective, we wanted a late-game monster where defeating its hard body isn't immediately obvious, with clues revealed through wound systems and part breaking."

All Monsters in Monster Hunter Wilds

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Gravios' appearance raises the question of Basarios, its juvenile form. Fujioka simply states, "Basarios won't be appearing." The team carefully considers monster reappearances, ensuring they're utilized to their full potential. Basarios' exclusion reflects this careful consideration. Many other monsters will appear in the Oilwell Basin.