"Surpass," the upcoming major expansion for Monster Hunter Wilds, has drawn significant attention from series fans since its announcement. Especially after learning that "Surpass" will introduce the new "Amplification Bracer" system, there is much curiosity about where the signature action experience of "Monster Hunter" is headed.
During Tokyo Game Show 2026, CAPCOM revealed gameplay demos to global players for the first time, showcasing two monsters—the "Gale Slinger" and "Teostra"—as well as how various weapons perform with the addition of the "Amplification Bracer."
We were also fortunate to be invited by CAPCOM to try the demo on-site and interview several producers from the Monster Hunter Wilds: Surpass development team, gaining insights into many of the game's development concepts. The interviewees were Ryozo Tsujimoto, Producer of Monster Hunter Wilds: Surpass; Takuhiro Hiraoka, Director; Kaname Fujioka, Executive Director and Art Director; and Genki Sunano, Producer of the Switch version of Monster Hunter Wilds.
Kaname Fujioka (far left), Takuhiro Hiraoka (second from left), Ryozo Tsujimoto (right). Genki Sunano was not present in the photo.
Below is the specific content of the interview:
Q: Mr. Tsujimoto has been involved in the production of the "Monster Hunter" series for a long time. In your opinion, what was the most important step in the evolutionary timeline of the entire series?
Ryozo Tsujimoto:From a producer's perspective, if we look at sales and influence, I believe two titles were most critical: one is Monster Hunter Freedom Unite, which achieved phenomenal success in Japan; the other is Monster Hunter: World, which truly established the "Monster Hunter" IP globally.
From a gameplay perspective, if we discuss the starting point of the series' evolution, I believe it is Monster Hunter 2. Although it was criticized at the time for having a difficult system and high barrier to entry, that title introduced many elements—Elder Dragons, various weapon types, etc.—and these foundational systems continue to be used today. In terms of the series' evolution, it was the title where true development began.
Q: While hunting the new bird wyvern "Gale Slinger" in the demo, coordination among small monsters was noticeably enhanced, with combo attacks involving both minions and the leader. Is this an ecological trait unique to the "Gale Slinger" species, or does it represent the overall direction for Master Rank monster design in this expansion? Can it be seen as a further upgrade to the series' ecological gameplay?
Takuhiro Hiraoka:This is primarily an ecological trait of the "Gale Slinger" itself. The "Gale Slinger" is a pack monster that moves in groups, similar to the Nu-Udra in Monster Hunter Wilds. However, there is a significant difference: Nu-Udras operate on a "every monster for itself" logic, whereas the "Gale Slinger" has a clear leader individual and a group of juveniles. Once the leader issues a command, the juveniles act accordingly.
We designed the "Gale Slinger" as a social monster. As you saw during the demo over the past two days, when the leader gives an order, the juveniles perform coordinated attacks in a pattern. This is its defining feature.
It should be noted that not all Master Rank monsters behave this way; this is a characteristic specific to the "Gale Slinger." Please understand it as a unique design for this particular monster.
Genki Sunano:Also, a correction: the juveniles of the "Gale Slinger" are not small monsters in the traditional sense; they are part of the large monster entity. The Large Monster Quest for the "Gale Slinger" consists of both the leader and the juveniles.
Q: Currently, the input for triggering the "Amplification Bracer" is quite complex, leading to accidental activations during actual combat. Are there plans to adjust this, or could it be mapped to a shortcut button?
Takuhiro Hiraoka:Regarding the button configuration for triggering Amplification actions with the "Amplification Bracer," the development team internally discussed and tested many versions before settling on the current layout, with the goal of minimizing accidental inputs.
After letting players experience it this time, we observed that accidental triggers do occur in certain situations. We will take this feedback back for serious study to explore how to prevent misinputs while retaining the current control scheme.
Q: After the release of Monster Hunter Wilds, what was the most important feedback the team received from players? Did this feedback directly influence the development direction of "Surpass"?
Takuhiro Hiraoka:We received a vast amount of detailed feedback. We read through every piece of feedback and re-evaluated and improved areas that could be done better overall. "Surpass" was developed based on this comprehensive review—rather than modifying just one aspect, we revised Everythinggj that needed improvement.
Q: Teostra has new moves in this title, and Kushala Daora has been confirmed to return. For these popular returning monsters, how will "Surpass" combine the high-altitude environment and airflow mechanics of the Cloudrest Ruins Cluster to bring novelty to their battles?
Takuhiro Hiraoka:Monster Hunter Wilds features a design element we might call "Elder Dragon-level weather changes." Weather in the game is divided into periods of abundance, scarcity, and abnormal weather. Regular monsters behave differently under different weather conditions, while some Apex Monsters—like the Fulgur Anjanath—become extremely powerful during abnormal weather.
But Elder Dragons are different; their very "existence" is disaster-level. Therefore, we currently do not plan to deeply bind Elder Dragons with weather changes.
However, when players approach an Elder Dragon, we have implemented specific presentations to convey the pressure and presence of an Elder Dragon, distinguishing it from regular monsters.
Q: During the demo, "Amplification" felt more like a supportive tool with a cooldown and limited uses. What is its exact positioning in the game? Is it simply for increasing attack power and adding new moves, or will it bring new dynamics to combat strategy? How will the interaction between hunters and monsters in three-dimensional space and the environment change?
Takuhiro Hiraoka:That's a sharp question. First, let me explain why we're adding the "Amplification Bracer" in Monster Hunter Wilds: Surpass.
The foundational combat mechanics were already established in Monster Hunter Wilds—fundamentally, it's about observing openings in a monster's behavior and attacking them. In the past, hunters had to observe a monster's state: fewer openings when enraged, more when fatigued. The primary means of actively creating these openings relied on the environment, traps, and items (such as Flash Pods). This has always been the core dynamic between hunter and monster.
However, we kept wondering: could we give players a system or method to actively create attack opportunities beyond these existing mechanics? This was the starting point for the "Amplification" action.
Its role is indeed supportive. During normal hunting, you monitor whether the Amplification Gauge is full and how much has accumulated, then insert an "Amplification" action at the right moment to create an opening to attack the monster. We hope players enjoy this experience of seizing the moment.
Q: Yuya Tokuda served as Director for the base game of Monster Hunter Wilds, while Mr. Hiraoka has taken over for "Surpass." As an expansion, which core designs from the base game did you want to preserve, and what personal changes did you most want to bring?
Takuhiro Hiraoka:When the project started, the first goal I set for myself was the orthodox evolution of Monster Hunter Wilds.
By "orthodox evolution," I mean preserving and enhancing the aspects that both I and the players feel are good. After release, we change the parts we feel could be improved. That is the "orthodox evolution" I aim for.
I've also discussed this with Tokuda many times. I understand what he wants to achieve, but in our discussions on how to pursue orthodox evolution, the feature I personally most wanted to add was the "Amplification Bracer." The Wound System and Focus Attack System in Monster Hunter Wilds are already well-designed and fun. On top of that, I wanted to introduce moments that change how players think during hunts, making combat even more engaging.
This is the direction I wanted to explore this time.
Q: The Amplification State in "Surpass" looks very similar to "Brave Style" in Monster Hunter XX—both involve filling a gauge to enter an enhanced state and unlock powered-up moves. Was this referenced during development? What is the unique experience of Amplification Mode that distinguishes it from Brave Style?
Takuhiro Hiraoka:To say it wasn't influenced at all would be a lie. I was part of the Monster Hunter XX team, and not just "Monster Hunter"—all the action games I've played throughout my life have provided me with different experiences. To some extent, the "Amplification Bracer" is the culmination of these experiences and "what I wanted to create." So, I don't deny that it was influenced by "Brave Style."
To clarify the difference: Brave Style is "offensive and defensive," featuring many actions that integrate attack and defense and require active player triggering. In contrast, we designed the current Amplification Gauge to accumulate naturally. It has a lower threshold; as long as players perform advantageous actions, it builds up naturally.
Ultimately, we synthesized various absorbed experiences into what the current development team believes is the best form, resulting in the "Amplification Bracer."
Q: Classic monsters like Teostra were announced for this expansion. With such a large roster of series monsters, what was the primary criterion for the development team when deciding which legacy monsters would appear in "Surpass"?
Takuhiro Hiraoka:First is the storyline—where the plot needs to be, what stage it's at, and which monsters to place. For example, if we want to set up a "wall" (a difficult challenge) in a certain area, we choose a monster with appropriate strength.
Secondly, there are level design needs, such as requiring a monster with specific attributes or mechanics for a certain terrain.
We select which monsters appear by considering both narrative needs and level design requirements together.
Q: The amplification enhancements vary across the 14 weapon types. After the demo, some players expressed dissatisfaction with weapons like the Insect Glaive, which received smaller changes. How do you view this feedback? What are the core factors in deciding the extent of changes and enhancements for each weapon?
Takuhiro Hiraoka:When creating the 14 weapons for "Surpass," we considered each weapon individually—deciding whether to simply add new content on top of Monster Hunter Wilds or to further polish existing elements.
For example, regarding the Insect Glaive mentioned by players, it has the core element of "Kinsect Dust." We significantly refined and polished the dust system. Using dust enables new hunting maneuvers and makes the weapon more enjoyable—this was the first direction we proposed and implemented.
As for the Amplification action itself, we didn't intend to give every weapon an "instant kill" ultimate move. Instead, we wanted to explore what kind of actions would be most fun for each of the 14 weapons and best leverage their respective strengths.
This was our first global reveal, so we presented content we found interesting. Moving forward, through video releases, TGS demos, and surveys, we will gather player feedback—identifying which weapons need work and how to adjust them. These aspects are still in development. We will continue to offer demo opportunities, and if we receive feedback, we will study it carefully and make changes where necessary.
Q: Chinese players are very concerned about the update pace for Monster Hunter Wilds. Will there be further improvements in this area upon entering the "Surpass" phase?
Takuhiro Hiraoka:Regarding post-launch update plans for Monster Hunter Wilds: Surpass, we cannot provide clear details at this time. However, throughout the journey of Monster Hunter Wilds, we have consistently listened to player feedback. For Monster Hunter Wilds: Surpass itself, the current development team is working hard to ensure there is "enough substantial and satisfying content at launch."
Therefore, while we cannot guarantee specific plans for future updates right now, please trust that we will deliver a satisfying product at launch.
Q: Will climate changes in the vast new plains added in "Surpass" be presented in more extreme forms? Will they affect monster behavior, terrain changes, and hunting rewards in that area?
Takuhiro Hiraoka:Yes, the new area, the Cloudrest Ruins Cluster, will have weather changes. Relevant visuals have already been released on the official website. We can't disclose specific gameplay details yet, but you can understand the scale of these changes to be comparable to those in Monster Hunter Wilds.
Q: Finally, do you have any message for the players?
Kaname Fujioka:For this project, I collaborated with Hiraoka to convey the settings that couldn't be fully explored in the base game of Monster Hunter Wilds through the story of "Surpass"—such as the background of "why Elder Dragons appear." We want to further enrich the world-building so players can enjoy the game with these contexts in mind. Please look forward to it.
Takuhiro Hiraoka:As mentioned earlier, this project was launched with the banner of orthodox evolution for Monster Hunter Wilds. To bring even better content to our players, we are working diligently with the development team every day, aiming for a 2027 release. Please continue to support us.
Genki Sunano:I recently had the opportunity to speak with media friends who traveled all the way from China, and I truly felt their enthusiasm. Our development team will respond earnestly to this passion, so please continue to support us.
Ryozo Tsujimoto:Every time, I am amazed by the sheer number of "Monster Hunter" players and fans in China who follow and support our work. As the series producer, I am deeply grateful. "Surpass" is still in full development, and not all information has been released yet. We will take the feedback collected from the offline demo today, as well as impressions heard from media friends, back for discussion to fix and improve what is needed. We will release new information about "Surpass" at appropriate times, so please stay tuned.
Additionally, Monster Hunter Stories 3: Twin Dragons of Destiny, for which I serve as series producer, has also been released as a new entry in the series. If you haven't tried it yet, please give it a go. Thank you all.

