Monster Hunter Wilds Interview: Meet Nu Udra, Apex of the Oilwell Basin – IGN First
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. Following the Windward Plains and Scarlet Forest, hunters venture into the harsh Oilwell Basin—a land sculpted by fire and oilsilt. Here, they’ll navigate treacherous paths, encountering viscous oil slicks and blazing magma flows. Despite its seemingly barren appearance, closer inspection reveals a surprising abundance 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 design: "During the Fallow, the Oilwell Basin is a place filled with mud and oil. When the Inclemency known as the Firespring arrives, it burns away the oilsilt, and at times during the Plenty, the burned-away oil and soot vanishes, revealing minerals, microorganisms, and the original colors of the hidden manmade artifacts."
Down in the Muck
Kaname Fujioka, director of the first *Monster Hunter* game and executive director/art director for *Wilds*, details the team's vision for the Oilwell Basin: "We had two horizontally expansive locales in the Windward Plains and Scarlet Forest, so we decided to make the Oilwell Basin a vertically layered environment. The environment changes subtly as you move between the upper, middle, and lower strata. Sunlight reaches the upper strata where oil gathers like mud; the deeper you go, the hotter it becomes, with lava and other substances."Tokuda adds: "From the middle to lower strata, you'll find creatures resembling aquatic life, reminiscent of deep seas or underwater volcanoes. In World, we created the Coral Highlands' ecosystem by imagining what it would look like if aquatic creatures lived on the surface. We applied that knowledge to create the Oilwell Basin's creatures and ecosystem."
This blazing, barren wasteland transforms into a vibrant ecosystem during the Plenty. Fujioka highlights this contrast: "During the Fallow and Inclemency, smoke billows from everywhere, like a volcano or hot spring. But during the Plenty, it takes on a clear, marine-like tone. Observe the environmental biology closely, and you'll find creatures typical of the ocean floor."The Oilwell Basin's ecosystem is distinct. While seemingly lifeless under the oilsilt, it supports shellfish like shrimp and crabs, small monsters providing raw meat, and a complex food chain where large monsters prey on smaller ones, which in turn consume microorganisms and oilsilt, with microorganisms drawing 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 design: "We designed it as a tricky monster that lives in swamps and creates chaos for players using its stored toxic gas. The idea of a mad scientist frequently emerged when depicting this trickiness. This inspired its slightly chemical purple color and glowing red eyes. Surprisingly, the equipment crafted from it is quite cute, as is its Palico equipment."
Tokuda agrees, calling the Rompopolo Palico equipment "amusing."
Flames of Ajarakan
Ajarakan, another new Oilwell Basin monster, resembles a massive, flaming gorilla, though slimmer than the Scarlet Forest's Congalala. Ajarakan, another new Oilwell Basin monster, resembles a massive, flaming gorilla, though slimmer than the Scarlet Forest's Congalala. Seen grappling with Rompopolo in [this video], Ajarakan employs martial arts-inspired moves, showcasing its strength and setting it apart from fanged beasts.
Tokuda explains: "Normally, fanged beasts have low hips, placing their heads at hunter eye level, potentially obscuring the threat. We made this monster top-heavy and towering, adding flame elements and wrestler-like grabs to highlight its physical strength. It combines strength, physical attacks, and flames, such as an attack where it melts something and throws it at you."
Fujioka adds: "With unique monsters appearing, we thought it fitting to add a monster with easily understood strengths—hence Ajarakan. It punches or slams its fists to create flames, making it straightforwardly powerful."
Ajarakan holds a high position in the Oilwell Basin's ecosystem. Unlike Rompopolo, which uses poison gas and oilsilt, Ajarakan's fiery attacks and appearance reinforce its dominance. Fujioka notes: "Initially, it was just physically powerful. We collaborated with artists and designers to give it more personality. Being in a fiery location, we utilized flames and heat, but not just fire breath. We gave it flames on its back, similar to the Buddhist deity Acala. Its rising internal temperature allows it to melt things, adding personality. Its hugs are meant to be terrifying—hot enough to melt anything."Unlike Rompopolo's trickery, Ajarakan's design emphasizes straightforward power. To avoid simplistic movements, Fujioka explains that the team added flashier moves towards the end of development: "We added techniques like jumping, balling up, and falling to the ground."
A Monster Generations in the Making
The Oilwell Basin's apex predator is the "Black Flame," now revealed as Nu Udra. This octopus-like creature, with a slimy, flammable oil-covered body, stretches and wriggles throughout the basin. Like the Windward Plains' Rey Dau (lightning) and the Scarlet Forest's Uth Duna (water), Nu Udra utilizes the region's element—flames. The developers explain that Wilds' apex predators are strongly tied to their region's elements.
Fujioka confirms the octopus inspiration: "Yes, octopuses. We wanted a striking silhouette when it rises, giving it demonic horns, while obscuring its face."
Tokuda describes Nu Udra's battle music: "The composers included phrases and instruments reminiscent of black magic. It's a unique and excellent piece."
Nu Udra's movements are reminiscent of monsters like Lagiacrus from Monster Hunter Tri. Tokuda reveals a long-held desire to create a tentacled monster: "In Tri, with underwater combat, I proposed an octopus-shaped monster, emphasizing its unique underwater movements. Challenges, including technical ones, prevented its creation, but I've held onto that proposal."
Fujioka discusses the influence of past tentacled monsters like Yama Tsukami and Nakarkos: "We use such monsters strategically, as their silhouettes and impressions differ from standard monsters. Too many unique monsters tire players, but using them at the right moment leaves a strong impression. Yama Tsukami in *Monster Hunter 2 (Dos)*—you glance up, see it flying, and think 'What the heck is that?' There's an adventurous feeling from seeing something odd, like cryptids."Tokuda adds, "I'm the one who placed that (Yama Tsukami) there." While technological limitations prevented similar actions for Yama Tsukami, they aimed to make it memorable.
The interview highlights the team's dedication to monster creation. They utilize numerous techniques, drawing from past ideas and new technologies to realize their visions. Nu Udra's creation represents a significant accomplishment for Tokuda and Fujioka."While Yama Tsukami and Nakarkos attacked with tentacles from a fixed position, Nu Udra uses its cephalopod traits to freely move. The gameplay is something we're trying for the first time."
Fujioka continues: "Tentacled monsters pose technical challenges, like terrain and target control. In Wilds, technical tests went incredibly well, allowing us to realize this."
Tokuda adds: "Seeing the tests, we made it the Oilwell Basin's apex predator. That's how much impact this monster has.""Many proposals were rejected due to technical reasons, but I'm finally attempting one."
Nu Udra's animations are meticulously crafted. When weakened, it wraps around ancient pipes, navigating the terrain seamlessly. Fujioka describes the challenges: "We worked extensively on depicting flexible bodies. We start with unreasonable ideas, challenging ourselves. It creates challenges for our artists, but the final product is amazing."
The team utilizes new technologies to achieve their vision. Tokuda recalls a moment on the development floor: "When we implemented its movement into a hole, an animator said, 'When you weaken it and it returns to its nest, wait a moment!' They wanted me to see it go into its hole, and I replied, 'That's amazing!' The animator looked satisfied."
Fujioka expresses pride in Nu Udra's detailed animations: "The way it squirms around a pipe is well-made. Only games can depict this in real-time. I'm incredibly proud of it."Fighting Nu Udra is challenging. Its flexible body makes finding openings difficult. Breaking a tentacle causes the severed tip to thrash, and the question arises: can all tentacles be severed?
Tokuda explains: "Many tentacles can be cut. All ground-touching leg-like parts can be severed. Severed tentacles thrash initially, then rot, yielding poor materials if carved when rotten. This applies to other monsters' breakable parts.""Nu Udra uses tentacles for attacks. We gave its attacks a unique tempo—focused attacks and area-of-effect attacks using its head and flames. It's a massive monster launching a barrage of attacks. In multiplayer, targeting might be difficult, so we added light-emitting sensory organs at tentacle tips to indicate targets."
Nu Udra slams tentacles into the ground, with light-emitting sensory organs at the 'palm' area. Flash bombs are ineffective, as it doesn't rely on vision.
Tokuda advises on defeating Nu Udra: "Its body is soft, with many breakable parts. Determine where to attack. Cutting tentacles shortens area-of-effect attacks, improving mobility. It's a monster for multiplayer, splitting targets. Use SOS flares, including Support Hunters."Fujioka adds: "It's like an action game—destroying parts helps defeat it. Gravios is similar—defeating it involves breaking its tough armor. Observing a monster's movements and using that to make decisions fits Monster Hunter's approach."
A Welcome Reunion
Fujioka mentions Gravios, last seen in Monster Hunter Generations Ultimate. Gravios, with its rocky carapace and hot gas emission, fits perfectly into the Oilwell Basin.
Tokuda explains Gravios' return ([more details in this Gravios interview]): "Considering monsters fitting the Oilwell Basin, making sense in the game's progression, and not being too similar to others, we thought Gravios would be a fresh challenge."Gravios has an even harder body than before. Attacking its carapace creates red wounds, enabling Focus Strikes.
Tokuda explains Gravios' design: "Bringing Gravios over, we wanted to maintain its hardness. From a game design perspective, it appears after significant progress, offering a challenging encounter. It's difficult to defeat its hard body initially, but hunters find clues using the wound system and part breaking."
All Monsters in Monster Hunter Wilds
17 Images
Regarding Basarios, Gravios' juvenile form, Fujioka states, "Sorry, but Basarios will be taking this one off." The team carefully considers monster reappearances, ensuring they are utilized to their fullest. Many other monsters will also appear in the Oilwell Basin.
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