Home News Monster Hunter Wilds Interview: Meet Nu Udra, Apex of the Oilwell Basin – IGN First

Monster Hunter Wilds Interview: Meet Nu Udra, Apex of the Oilwell Basin – IGN First

Author : Andrew Update:Mar 18,2025

From arid deserts and lush 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 worlds, traversing their landscapes in pursuit of your quarry, is a core element of the *Monster Hunter* experience. This holds true for *Monster Hunter Wilds*, the latest installment in the franchise. Following the Windward Plains and Scarlet Forest, hunters will venture into the challenging Oilwell Basin, a land scarred by flames and oilsilt. Here, they'll navigate treacherous terrain, encountering viscous oil slicks and blazing magma flows. Despite its seemingly barren appearance, closer inspection reveals a surprisingly vibrant ecosystem, with small creatures wriggling in the mire and remnants of an ancient civilization scattered throughout.

Yuya Tokuda, director of both *Monster Hunter: World* and *Monster Hunter Wilds*, offers insight into the Oilwell Basin's design: "During the Fallow, the Oilwell Basin is a place saturated with mud and oil. The Inclemency, known as the Firespring, burns away this oilsilt, and during the Plenty, the burned oil and soot dissipate, revealing the minerals, microorganisms, and the original colors of the hidden man-made artifacts."

Down in the Muck

PlayKaname Fujioka, director of the first *Monster Hunter* game and executive director/art director for *Wilds*, elaborates on the team's vision for the Oilwell Basin: "We already had two horizontally expansive locales in the Windward Plains and Scarlet Forest, so we decided to create the Oilwell Basin as a vertically interconnected area. The environment subtly changes as you traverse 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 be like if aquatic creatures lived on land. We applied that knowledge to design the Oilwell Basin's creatures and ecosystem."

PlayThis 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; you'll find creatures typically found on the ocean floor."

The Oilwell Basin's ecosystem is unique. While seemingly lifeless under the oilsilt, it supports shellfish like shrimp and crabs, as well as small monsters providing raw meat. Larger monsters prey on smaller ones, which in turn filter and consume microorganisms from the environment and oilsilt. These microorganisms derive energy from geothermal heat. Unlike the Windward Plains and Scarlet Forest, which rely on sunlight and vegetation, the Oilwell Basin's ecosystem thrives on geothermal energy.

The Oilwell Basin's large monsters are also distinct. Rompopolo, a globular, noxious creature with a needle-like mouth, is one example. Fujioka explains its design: Play"We designed it as a tricky monster inhabiting swamps, causing chaos with its stored toxic gas. The image of a mad scientist frequently emerged during its design process. This concept inspired its slightly chemical purple coloration and glowing red eyes. Surprisingly, the equipment crafted from it is quite cute, as is its Palico equipment."

Tokuda describes the Rompopolo Palico equipment as "amusing."

Flames of Ajarakan

Another new monster is Ajarakan, resembling a massive, flaming gorilla, but with a slimmer silhouette than the Scarlet Forest's Congalala. PlayAjarakan's martial arts-inspired movements, primarily using its fists, give it a unique charm.

Tokuda explains: "When designing fanged beasts, their hips are usually low to the ground, placing their heads at the hunter's eye level. This can make it harder to sense the threat. Therefore, we aimed for a top-heavy, towering silhouette. We added flame elements fitting the Oilwell Basin and grappling attacks reminiscent of a wrestler, highlighting its physical strength. It combines strength, physical attacks, and flames, like its attack where it melts something and throws it at you."

Fujioka adds: "With unique monsters appearing, we thought it was a good time to introduce a monster with easily understood strengths. That's how we got Ajarakan. It punches or slams its fists to create flames, making it strong through straightforward attacks."

PlayAjarakan holds a high position in the Oilwell Basin's ecosystem. Unlike Rompopolo, which utilizes poison gas and oilsilt, Ajarakan stands out with its fiery appearance and attacks, emphasizing the area's hierarchy.

Fujioka explains Ajarakan's design evolution: "Initially, it was just a physically powerful monster. We collaborated with artists and designers to give it more personality. Being in a fiery location, we incorporated flames and heat, but not simply fire-breathing. The design evolved to have flames seemingly enveloping its back, similar to the Buddhist deity Acala. Ajarakan's rising internal temperature gives it the power to melt anything, adding to its personality. Its ability to grab and hug, especially considering its intense heat, adds to its fear factor."

Unlike Rompopolo's trickery, Ajarakan focuses on straightforward power. To avoid simplistic movements, Fujioka notes that the team added increasingly flashy moves toward the end of development. Play"We added various techniques, like jumping, curling into a ball, 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, an octopus-like creature with a slimy, flammable oil-covered body. 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 emphasize that Wilds' apex predators strongly reflect their region's element.

Fujioka explains Nu Udra's design: Play"Yes, it was octopuses. We wanted a striking silhouette when it rises, giving it demonic horns while obscuring its face."

Tokuda notes that Nu Udra's battle music incorporates demonic imagery: "The composers included phrases and instruments reminiscent of black magic. It's a unique and excellent piece of music."

Nu Udra's writhing movements draw inspiration from monsters like Lagiacrus (Monster Hunter Tri). Both Tokuda and Fujioka had long desired to create a tentacled monster like this. Tokuda recalls: "One concept in Tri was underwater combat, so I proposed an octopus-shaped monster, emphasizing its unique underwater movements. I had fun brainstorming ideas, like 'It has many legs, meaning many parts to sever!' However, challenges, including technical limitations, prevented its realization. I've held onto that proposal for a long time."

PlayFujioka discusses the influence of past tentacled monsters like Yama Tsukami and Nakarkos: "We're interested in using such monsters strategically, as their silhouettes and impressions differ from standard monsters. Including too many unique monsters can lead to fatigue, but using them at the right moment creates a strong impact. Yama Tsukami's appearance in *Monster Hunter 2 (Dos)* is an example. You glance up, see it flying above, and think, 'What the heck is that?' There's an adventurous feeling from seeing something unusual, like cryptids."

Tokuda adds: "I'm the one who placed that (Yama Tsukami) there." While technology limited Yama Tsukami's actions compared to Nu Udra, they aimed to create a memorable impression.

PlayThe interview reveals the team's dedication to monster creation, utilizing various techniques and drawing on a vast reservoir of ideas. Nu Udra's realization represents a significant achievement 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 it enables is something we're attempting for the first time."

Fujioka continues: "Tentacled monsters pose technical challenges, like controlling them relative to the terrain and target. During Wilds' development, the technical department's tests went exceptionally well, allowing us to make it happen."

PlayTokuda adds: "Seeing the tests, we decided to make it the Oilwell Basin's apex predator. That's how impactful this monster is."

"Many proposals have been rejected due to technical reasons, but I'm finally getting to attempt one of those."

Nu Udra's animations are meticulously detailed. After taking sufficient damage, it wraps around an ancient pipe to navigate the area, even entering small holes effortlessly. Each movement presented challenges for Fujioka's art team. Play"We worked extensively on depicting flexible bodies with Nu Udra. At the start of development, we propose unreasonable ideas, regardless of feasibility. It's a self-challenge, and while it creates challenges for our artists, the final product looks amazing if we can make it work."

The team utilizes new technologies to realize their accumulated ideal expressions. They attempt even uncertain concepts. The interview provides insight into the Monster Hunter development process.

Tokuda recounts: "When implementing its movement into a hole, an animator told me, 'When you weaken it and it heads back to its nest, please wait!' They wanted me to see it go into its hole, and I remember replying, 'That's amazing!' The animator looked so satisfied."

PlayFujioka adds: "It might not be easy to see, but how it squirms around a pipe is well-made. I hope you check it out. Only games can depict such things in real-time, not as a pre-rendered scene. I'm incredibly proud of it as a crystallization of the staff's efforts."

Fujioka's pride in Wilds' detailed monsters and the team's achievements is evident.

Fighting Nu Udra proves challenging; its flexible body offers few openings. If you get too close, it counterattacks using its head. Successfully breaking a tentacle results in its severed tip thrashing on the ground. Is it possible to destroy all tentacles?

PlayTokuda explains: "You can sever many tentacles. Depending on how you count, all ground-touching leg-like parts can be severed. Severed tentacles thrash initially but rot over time. Carving rotten parts yields poor materials. This applies to other monsters' breakable parts, like tails."

"Nu Udra uses its tentacles for attacks. We aimed for a unique tempo through focused attacks and area-of-effect attacks using its head and flames. We wanted a massive monster launching a barrage of attacks. With many tentacles, targeting can be unclear in multiplayer hunts. Therefore, we added sensory organs at tentacle tips that use light to indicate targets and attack timing."

Nu Udra sometimes slams its tentacles into the ground. The light-emitting area, its sensory organ, indicates its attacks. However, Flash Bombs are ineffective as it doesn't rely on vision.

PlayTokuda offers advice on defeating Nu Udra: "Its body is soft, with many breakable parts. Hunters should determine where to attack. Severing a tentacle reduces area-of-effect attacks, improving mobility. It's a monster suited for multiplayer, as targets are split. Using SOS flares, including Support Hunters, can enhance the experience."

Fujioka expands: "We designed it like an action game; destroying parts helps defeat it. Gravios is similar; you discover how to defeat it by destroying its tough armor. Carefully observing a monster's movements and making decisions fits Monster Hunter's approach."

A Welcome Reunion

Fujioka mentions Gravios, last seen in Monster Hunter Generations Ultimate. Gravios, covered in rocky carapace and emitting hot gas, perfectly fits the Oilwell Basin. PlayTokuda explains Gravios' reappearance: "Considering monsters matching the Oilwell Basin's environment, fitting the game's progression, and avoiding similarity to other monsters, we thought Gravios would offer a fresh challenge."

Gravios has an even harder body than before. Attacking its rocky carapace creates red wounds, enabling Focus Strikes.

Tokuda explains Gravios' design in Wilds: "When bringing Gravios over, we wanted to maintain its hardness. From a game design perspective, we wanted it to appear after significant progression. 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're utilized fully. Basarios' exclusion suggests the team decided against its inclusion after discussions. Many other monsters will also appear in the Oilwell Basin.

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