As the upcoming major expansion for Monster Hunter Wilds, "Surpassing Wilds" has attracted significant attention from series fans since its announcement. Especially after learning that "Surpassing Wilds" will introduce the new "Amplification Braces" system, there is much uncertainty about where the signature action experience of "Monster Hunter" will head next.
During Tokyo Game Show 2026, CAPCOM unveiled gameplay footage to global players for the first time, showcasing two monsters, the "Jetburst Bird" and "Teostra," as well as the performance of various weapons equipped with the new "Amplification Braces."
We were fortunate to be invited by CAPCOM to try out the game on-site and interview several producers from the Monster Hunter Wilds: Surpassing Wilds development team, gaining insights into many of their development concepts. The interviewees included Ryozo Tsujimoto, Producer of Monster Hunter Wilds: Surpassing Wilds; Takuro 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), Takuro Hiraoka (second from left), Ryozo Tsujimoto (right). Mr. Genki Sunano did not appear 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 trajectory of the entire series?
Ryozo Tsujimoto:From a producer's perspective, if we look at sales and influence, I believe two titles were crucial: one is Monster Hunter Portable 2nd G, 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 talk about 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 a high barrier to entry, that installment introduced many elements—Elder Dragons, various weapon types, etc.—and these foundational systems persist to this day. In terms of the series' evolution, it was the title where the series truly began its development journey.
Q: While hunting the new bird wyvern "Jetburst Bird" in the demo, the coordination among surrounding small monsters was noticeably enhanced, even featuring combo attacks between minions and the leader. Is this an ecological trait unique to the Jetburst Bird species, or does it represent the overall design direction for Master Rank monsters in this expansion? Can this be seen as a further upgrade to the series' ecological gameplay?
Takuro Hiraoka:First, let's look at the ecological traits of the "Jetburst Bird" itself. The Jetburst Bird is a social monster that moves in groups, similar to the Doshaguma in Monster Hunter Wilds. However, there is a significant difference between the two: Doshaguma operate on a "if I go, you go" logic, fighting individually; whereas the Jetburst Bird has a clear leader and a group of juveniles—once the leader gives a command, the juveniles follow it.
We designed the "Jetburst Bird" as a social monster. As you saw in the demo over the past two days, after the leader gives an order, the juveniles perform coordinated attacks in a regular pattern. This is its defining feature.
It should be noted that not all Master Rank monsters will behave this way; this is a characteristic of the "Jetburst Bird," so please understand it as a unique design for this species.
Genki Sunano:Also, a correction is needed: the juveniles of the "Jetburst Bird" are not small monsters in the traditional sense; they are part of the large monster entity. The Large Monster Quest for the "Jetburst Bird" consists of both the leader and the juveniles.
Q: Currently, the trigger operation for the "Amplification Braces" is too complex, leading to accidental inputs during actual combat. Are there plans to adjust this, or could it be made into a shortcut key?
Takuro Hiraoka:Regarding the button configuration for triggering Amplification actions with the "Amplification Braces," the development team internally discussed and tested many versions before settling on the current layout, with the goal of minimizing accidental triggers.
After letting players experience it this time, we also observed that accidental triggers can indeed occur in certain situations. We will take this feedback back for serious study and explore how to prevent accidental inputs 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 "Surpassing Wilds"?
Takuro Hiraoka:We received a vast amount of detailed feedback. We read through each piece of feedback and re-evaluated and improved areas where we could do better overall. "Surpassing Wilds" was developed based on this comprehensive review—rather than modifying just one aspect, we revised Everythinggj that needed improvement.
Q: Teostra has gained new moves in this title, and Kushala Daora's return has been confirmed. For these popular returning monsters, how will "Surpassing Wilds" combine the high-altitude environment and airflow mechanics of the Cloudrest Ruins cluster to bring novelty to their battles?
Takuro 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 anomalous weather. Regular monsters behave differently under various weather conditions, while some Apex Monsters, like the Fulgur Anjanath, become extremely powerful during anomalous 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 exerted by the Elder Dragon and its presence as something distinct from ordinary monsters.
Q: During the demo, "Amplification" felt more like an auxiliary tool with a cooldown and limited uses. What is its exact positioning within the game? Is it simply meant to increase attack power and add new moves, or will it bring new dynamics to combat strategy? How will the way hunters maneuver against monsters in three-dimensional space and environments change?
Takuro Hiraoka:That is a sharp question. Let me first explain why we added the "Amplification Braces" to Monster Hunter Wilds: Surpassing Wilds.
The combat foundation was already established in Monster Hunter Wilds—fundamentally, it involves observing the monster's openings and then attacking. In the past, hunters had to observe the monster's state; it had fewer openings when enraged and more when tired. The primary means of actively creating these openings relied on the environment, traps, and items (such as Flash Pods), which has always been the core dynamic between hunter and monster.
However, we had been considering whether we could provide players with a system or means 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, inserting an "Amplification" action at the right moment to create an opening to attack the monster. We want players to enjoy the experience of seizing the opportunity in that split second.
Q: Yuya Tokuda served as Director for the base game of Monster Hunter Wilds, while Mr. Hiraoka has taken over for "Surpassing Wilds." As an expansion, which core designs from the base game do you wish to retain, and what changes personal to you are you most eager to introduce?
Takuro Hiraoka:When the project first started, the first banner I raised for myself was the "true evolution" of Monster Hunter Wilds.
By "true evolution," I mean preserving and further developing the aspects that I think are good and that players enjoy. Then, after launch, we improve the areas where we feel we can do better. This is the kind of "true evolution" I aim to achieve.
I also discussed this with Tokuda many times. I understood what he wanted to create, but in our discussions on how to achieve true evolution, the feature I personally most wanted to add was the "Amplification Braces." The wound system and focused attack system in Monster Hunter Wilds were already well-made and interesting. I wanted to add moments on top of that which would change the way players think during hunting, making combat more engaging.
This is the direction I wanted to explore this time.
Q: The Amplification state in "Surpassing Wilds" looks very similar to the "Valor Style" in Monster Hunter XX—both involve filling a gauge to enter an enhanced state and unlock strengthened moves. Was there any reference during development? What is the unique experience of Amplification Mode compared to Valor Style?
Takuro Hiraoka:It would be dishonest to say it had no influence at all. I myself worked on the Monster Hunter XX team, and beyond just "Monster Hunter," my lifetime of playing various action games has allowed me to absorb different experiences. To some extent, the "Amplification Braces" are the culmination of these experiences and "what I wanted to create." So, I do not deny that it was influenced by "Valor Style."
To clarify the difference: Valor Style was about "offense and defense combined," featuring many actions that integrated both aspects and required active player triggering. In contrast, we designed the current Amplification Gauge to accumulate naturally. It has a lower threshold, filling up automatically as long as the player performs advantageous actions.
Ultimately, we took all the experiences we absorbed and shaped them into what the current development team believes is the best form, resulting in the "Amplification Braces."
Q: Classic monsters like Teostra have been revealed for this title. With such a large roster of series monsters, what were the primary criteria the development team used when deciding which legacy monsters would appear in "Surpassing Wilds"?
Takuro Hiraoka:First is the storyline—where the plot needs to take place, at what narrative point, and which monsters to introduce. For instance, if we want to set up a "wall" (a major challenge) in a certain area, we need to select a monster with appropriate strength.
Secondly, there are level design requirements, such as needing a monster with specific elemental attributes or mechanics for a certain terrain.
We selected the appearing monsters by combining narrative requirements with level design needs.
Q: The degree of amplification enhancement varies across the 14 weapon types. After the demo, some players expressed dissatisfaction with weapons like the Insect Glaive, which saw fewer changes. How do you view this feedback? What are the core factors in deciding the extent of changes and enhancements for each weapon?
Takuro Hiraoka:When creating the 14 weapons for "Surpassing Wilds," we considered each weapon individually—deciding whether to simply add new content on top of Monster Hunter Wilds or to further refine existing elements.
For example, regarding the Insect Glaive mentioned by players, it has a core element called "Insect Powder." We significantly refined and polished the powder system. Using the powder enables new hunting maneuvers and makes the weapon more fun to play—this was the first direction we proposed and implemented.
As for the Amplification action itself, we didn't intend to give every weapon a "one-hit kill" ultimate move. Instead, we wanted to explore what kind of actions would be more fun for each of the 14 weapons and better leverage their respective strengths.
This was our first global reveal, where we presented content we found interesting. Moving forward, through video releases, TGS demos, and surveys, we will gather player feedback—identifying which weapons need more 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 seriously consider it and make changes where necessary.
Q: Chinese players are very concerned about the post-launch update pace for Monster Hunter Wilds. Will there be further improvements in these areas upon entering the "Surpassing Wilds" phase?
Takuro Hiraoka:Regarding the post-launch update schedule for Monster Hunter Wilds: Surpassing Wilds, we cannot make any definite announcements at this time. However, throughout the journey of Monster Hunter Wilds, we have always listened to player feedback. As for Surpassing Wilds itself, the current development team is striving hard to ensure that the game launches with content that is substantial and satisfying enough.
Therefore, while we cannot guarantee specifics regarding subsequent updates at this moment, please trust that we will deliver a satisfying final product at launch.
Q: In the vast new plains added in "Surpassing Wilds," will climate changes be presented in a more extreme form? Will they affect monster behavior, terrain changes, and player hunting rewards in that area?
Takuro Hiraoka:Yes, the New Plains Cloudrest Ruins cluster will feature weather changes, and relevant visuals have already been released on the official website. We cannot disclose specific gameplay details yet, but you can understand the scale of these changes to be comparable to that in Monster Hunter Wilds.
Q: Finally, do you have any message for the players?
Kaname Fujioka:This time, collaborating with Hiraoka, I want to use the story of "Surpassing Wilds" to more concretely convey the settings that weren't fully explored in the base game of Monster Hunter Wilds—such as the background lore on "why Elder Dragons appear." We aim to further enrich the world-building so that players can engage with these settings during gameplay. Please look forward to it.
Takuro Hiraoka:As mentioned earlier, this project was launched under the banner of being a true evolution of Monster Hunter Wilds. To deliver content that is even better than what we have now, our development team is working hard every day, aiming for a 2027 release. We appreciate your continued support.
Genki Sunano:I recently had the opportunity to interact with media friends who traveled specially from China, and I truly felt their enthusiasm. Our development team will respond well to this passion, and we ask for your continued support.
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. "Surpassing Wilds" is still in full development, and not all information has been released yet. We will take the feedback collected from today's offline demo and the impressions heard from media friends back for discussion, fixing and improving where necessary. Moving forward, we will release new information about "Surpassing Wilds" at appropriate times. 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 played it yet, please give it a try. Thank you all.

