Monster Hunter: Global Phenomenon
Before its global release, *Monster Hunter Wilds* shattered pre-order records on Steam and PlayStation, mirroring the phenomenal success of its predecessors, *Monster Hunter Rise* (2022) and *Monster Hunter: World* (2018). This achievement firmly establishes 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 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 took off—in Japan.
For a considerable time, *Monster Hunter* epitomized the "bigger in Japan" phenomenon. The reasons for this are detailed below, but Capcom's persistent efforts to break into the international market ultimately paid off, as evidenced by the success of *Monster Hunter: World*, *Rise*, and now *Wilds*.
This is the story of *Monster Hunter*'s journey from domestic darling to global powerhouse.

Around the launch of *Street Fighter 5* in 2016, Capcom underwent an internal restructuring in preparation for a new generation of games powered by the RE Engine, replacing the aging MT Framework. This wasn't merely a technological shift; it also involved a mandate to create games for a global, not just a region-specific, audience.
"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 games with global appeal—games fun for everyone."
Capcom's PS3 and Xbox 360 era games often seemed to target a perceived "Western market." While *Resident Evil 4* was a hit, titles like *Umbrella Corps* and the *Lost Planet* series, chasing late-2000s Western trends, fell short. Capcom realized the need for broader appeal.
"We focused without reservation," Itsuno states, "on creating excellent games with worldwide appeal."
The period leading up to 2017 proved 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 embodies 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 design, but rather a consequence of several factors.
The shift from PlayStation 2 to PSP with *Monster Hunter Freedom Unite* proved crucial. The handheld market has always been stronger in Japan, and the PSP's success, alongside the DS and Switch, is a testament to this. According to executive producer Ryozo Tsujimoto, Japan's advanced wireless internet network allowed for reliable multiplayer gameplay, a key factor in *Monster Hunter*'s Japanese success.

"Twenty years ago, Japan had a robust network infrastructure, enabling online multiplayer," Tsujimoto explains. "Moving to handhelds fostered a larger, interconnected player base."
*Monster Hunter*'s cooperative gameplay thrived on this ease of connection. Handheld consoles provided the ideal platform. Japan's advanced internet inadvertently fostered a primarily Japanese market, even if unintentional.
This created a cycle. *Monster Hunter* became a Japanese bestseller, leading to Japan-exclusive content and events, further reinforcing its "Japan-only" image. Western fans watched enviously.
However, as Western internet infrastructure improved, Tsujimoto saw an opportunity. *Monster Hunter: World*, released in 2018 on PlayStation 4, Xbox One, and PC, marked a significant shift. Designed for powerful consoles, it offered enhanced graphics, larger areas, and bigger monsters.

"Our globalization strategy, reflected in the game's title, aimed for worldwide appeal," Tsujimoto reveals. Simultaneous global release and the absence of Japan-exclusive content were key, aligning with global standards.
Beyond simultaneous release, the team analyzed ways to broaden appeal. "We conducted global focus tests," Tsujimoto says. "The feedback significantly influenced game design and contributed to its global success."
One key change was displaying damage numbers. These subtle improvements propelled *Monster Hunter* to unprecedented heights. Previous titles 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 to appeal to Western tastes, Capcom focused on making its unique aspects more accessible. This 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 the experience in *Wilds*."
Within 35 minutes of release, *Monster Hunter Wilds* reached 738,000 concurrent players on Steam, exceeding *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.
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