Before its global launch, *Monster Hunter Wilds* shattered pre-order records on Steam and PlayStation, echoing 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 global video game powerhouse. But this wasn't always the case.
Less than a decade ago, such widespread global popularity would have been unimaginable. Even further back, in 2004, when the original *Monster Hunter* debuted with mixed reviews, it would have seemed utterly far-fetched. The series' explosive growth began a year later with the PSP release, igniting a fervent Japanese fanbase.
For years, *Monster Hunter* epitomized the "bigger in Japan" phenomenon. While the reasons were multifaceted, as this story will detail, Capcom persistently sought international success. *Monster Hunter World*, *Rise*, and now *Wilds* prove this ambition was richly rewarded.
This is the story of *Monster Hunter*'s journey from domestic darling to global phenomenon.

Around the 2016 launch of *Street Fighter V*, Capcom underwent a significant internal restructuring to prepare for a new generation of games powered by its RE Engine, replacing the aging MT Framework. This wasn't merely a technological shift; it signaled a commitment to creating games for a truly global audience, not just existing regional fanbases.
"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 mandate for all teams to create globally appealing games—fun for everyone."
Capcom's PS3 and Xbox 360-era games often felt like attempts to capture a perceived "Western market." *Resident Evil 4*'s success was undeniable, but spin-offs like *Umbrella Corps* and the *Lost Planet* series, chasing late-2000s Western trends, fell short. Capcom realized it needed universal appeal, not just genre-specific success.
"We focused intently, holding nothing back," Itsuno says, "on creating excellent games with worldwide appeal."
The period leading up to 2017 proved pivotal. "Organizational and engine changes converged," Itsuno notes. *Resident Evil 7*'s launch that year marked the beginning of a Capcom renaissance.
No series better embodies this global success than *Monster Hunter*. While it had a dedicated Western fanbase, it remained significantly larger in Japan. This wasn't its intended trajectory, but several factors contributed.
The shift from PlayStation 2 to PSP with *Monster Hunter Freedom Unite* proved crucial. Japan's robust handheld gaming market (PSP, DS, and Switch) fostered a strong online community, thanks to its advanced wireless infrastructure, years ahead of the US. This is key, according to executive producer Ryozo Tsujimoto.

"Twenty years ago, Japan had superior network infrastructure, enabling online multiplayer," Tsujimoto explains. "Moving to handhelds boosted the interconnected player base." *Monster Hunter*'s cooperative gameplay thrived on this readily available connection.
This created a cycle: Japanese *Monster Hunter* bestsellers led to region-specific content and events, reinforcing its "Japan-only" image. Western fans watched enviously.
However, as Western internet infrastructure improved, Tsujimoto saw an opportunity. *Monster Hunter: World* (2018), released simultaneously worldwide on PlayStation 4, Xbox One, and PC, represented a monumental shift. It offered AAA console-quality action—enhanced graphics, larger environments, and bigger monsters.
"Our globalization strategy is reflected in the game's name," Tsujimoto reveals. "*Monster Hunter: World* signifies our ambition to reach a global audience."

Simultaneous worldwide release, eliminating region-exclusive content, was crucial. Tsujimoto's team also analyzed how to broaden appeal without sacrificing the core experience.
"We conducted global focus tests," Tsujimoto says. "Feedback influenced game systems and contributed significantly to the game's global success."
One key change: displaying damage numbers. These subtle improvements propelled *Monster Hunter* to unprecedented heights. Previous games sold 1.3 to 5 million copies; *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 enhanced accessibility without compromise. This continues with *Wilds*.
"At its heart, *Monster Hunter* is an action game," Tsujimoto explains. "We focus on streamlining the path to that sense of accomplishment for new players. We analyze where players struggle, gather feedback, and use that knowledge to improve systems in *Wilds*."
Within 35 minutes of release, *Monster Hunter Wilds* reached 738,000 concurrent Steam players—more than double *World*'s peak. With glowing reviews and promised future content, *Wilds* is poised to surpass even *World* and *Rise*'s achievements, continuing the series' global conquest.