Welcome to ehr99.com ! Games Apps News Topics Ranking
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 : Lucas
Mar 19,2025

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 worlds, traversing their landscapes on the hunt, 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 treacherous 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 landscape, the mire teems with small creatures, and remnants of an ancient civilization lie scattered throughout.

Yuya Tokuda, director of both *Monster Hunter: World* and *Monster Hunter Wilds*, sheds light on the Oilwell Basin's unique design:

"During the Fallow, the Oilwell Basin is a place filled with mud and oil. When the Inclemency known as the Firespring comes, it burns away that oilsilt, and at times during the Plenty the burned-away oil and soot vanishes, revealing the minerals, microorganisms and the original color of the manmade artifacts hidden underneath," he explains.

Down in the Muck

PlayWe delve deeper into the Oilwell Basin's conceptualization with Kaname Fujioka, director of the original *Monster Hunter* and executive director/art director for *Wilds*:

"We had two horizontally broad locales in the Windward Plains and Scarlet Forest, so we decided to make the Oilwell Basin a vertically connected place,” he says. “The environment there changes slightly when you travel between the top, middle and bottom strata. Sunlight reaches the top strata, where oil gathers like mud, and the lower you go, the hotter the place becomes, with lava and other substances."

Tokuda expands on this:

"From the middle to bottom strata, you'll find creatures not unlike aquatic life that may remind you of the deep seas or underwater volcanoes. In *World*, we created the ecosystem of the Coral Highlands using the idea of what it would look like if aquatic creatures lived on the surface, and we've used the knowledge we gained in the process to create the Oilwell Basin's creatures and ecosystem."

Play

A blazing, barren wasteland that bursts with life during the Plenty, Fujioka highlights the captivating contrast:

"During the Fallow and Inclemency, smoke comes out of everywhere in the Oilwell Basin like it's some sort of volcano or hot spring,” he explains. “But during the Plenty, it takes on a clear, marine-like tone as we just mentioned. Look closely at the environmental biology and you'll find that it's even a region inhabited by the kinds of creatures you'd expect to find on the ocean bed."

The Oilwell Basin's ecosystem is meticulously crafted, distinct from other locales. While seemingly lifeless under the oilsilt, it supports a thriving community: shellfish like shrimp and crabs, small monsters providing raw meat, larger predators consuming their smaller counterparts, microorganisms thriving on geothermal energy. Unlike the sun-and-vegetation-based ecosystems of the Windward Plains and Scarlet Forest, the Oilwell Basin thrives on geothermal energy.

The Oilwell Basin's monsters are equally unique. Rompopolo, a globular, noxious creature with needle-like teeth, is a prime example. Fujioka explains its design:

Play

"We designed it as a tricky monster that lives in swamps and creates chaos for players by using its stored up toxic gas,” he says. “The idea of a mad scientist came up often when we were trying to depict this trickiness. We were inspired by this concept when giving it a slightly chemical purple color and glowing red eyes. The equipment you can craft from it is surprisingly cute, though. So is its Palico equipment."

Tokuda adds that the Rompopolo Palico equipment is "amusing," a sentiment echoed after experiencing it firsthand.

Flames of Ajarakan

Another new monster, Ajarakan, resembles a massive, flame-wreathed gorilla, yet with a leaner silhouette than the Scarlet Forest's Congalala.

Play

Ajarakan's design, as seen [ttpp]grappling with Rompopolo, showcases martial arts-inspired moves and a distinct charm. Tokuda explains the design choices:

"Normally when we design fanged beasts, their hips are low to the ground, putting their heads at about eye level with the hunter,” says Tokuda. “We thought that this can make it harder to sense the threat that the monster poses. That's why we were conscious of giving this monster a more top-heavy and towering silhouette. We then added flame elements that are at home in the Oilwell Basin, as well as grabbing attacks reminiscent of a wrestler that highlight its physical strength. It's a monster that combines strength, physical attacks and flames, like its attack where it melts something and tosses it at you."

Fujioka adds:

"With one unique monster after the next making an appearance, we thought that this might be a good time to add a monster whose strengths are easy to understand. That's how we got Ajarakan. It just punches or slams its fists on the ground to make flames shoot up, making it the kind of monster that's strong by way of all its super-straightforward attacks."

Play

Ajarakan's high position in the Oilwell Basin's ecosystem contrasts with Rompopolo. Its flashy, fiery attacks emphasize its dominance. Fujioka discusses Ajarakan's evolution:

"At first it was just kind of a physically powerful monster,” says Fujioka. “That's why I talked quite a bit with our artists and designers about giving it more personality in some way. It's a monster in a fiery location, so I wanted to make use of flames and heat. That said, I didn't want it to simply breathe fire or create flames. That's how we ended up with a design where the monster seems to be wearing flames on its back, similar to the Buddhist deity Acala. From there we got the idea of Ajarakan's rising internal temperature giving it enough heat and power to melt anything in front of it, which seemed to give it so much more personality. Ajarakan will grab the hunter or hug Rompopolo, and we wanted to make players think about how much they'd want to avoid getting hugged by an absurdly hot creature. We decided to make it seem scary by making it so hot that it'll melt anything and everything around."

Unlike Rompopolo's trickery, Ajarakan's design focuses on raw power. To avoid simplistic movements, the team added increasingly dynamic attacks.

Play

"We kept adding lots of different interesting techniques, like it jumping into the air, balling itself up and falling to the ground," he says.

A Monster Generations in the Making

Reigning supreme as the Oilwell Basin's apex predator is the "Black Flame," finally revealed as **Nu Udra**. This octopus-like creature, with its flammable oil secretions, slithers and writhes throughout the basin. Like the Windward Plains' Rey Dau (lightning) and the Scarlet Forest's Uth Duna (water), Nu Udra embodies its environment's element. Fujioka confirms the octopus inspiration:

Play

"Yes, it was octopuses,” says Fujioka. “We also wanted its silhouette to be striking when it rises up and gave it what look like demonic horns, but we also tried designing it in a way where you can't tell where its face is."

Tokuda explains the demonic themes in Nu Udra's battle music:

"We had the composers include phrases and musical instruments reminiscent of black magic,” he says. “I think it ended up being a unique and good piece of music."

Nu Udra's movements are reminiscent of monsters like Lagiacrus from *Monster Hunter Tri*, a concept both Tokuda and Fujioka have long desired to realize. Tokuda recalls a past proposal:

Play

"One of the concepts in Tri was underwater combat, so I did write a proposal for an octopus-shaped monster at the time, emphasizing its distinctive underwater movements,” says Tokuda. “I had fun coming up with all kinds of ideas, like 'It has lots of legs, which means lots of parts you can sever!' There were challenges keeping us from making that a reality, though, including technical ones. But even so, I've been holding onto that proposal for all this time."

Fujioka discusses the influence of past tentacled monsters like Yama Tsukami and Nakarkos on Nu Udra's design:

Play

"We're always interested in using monsters who move like that in moments where they'd stand out, as their silhouette and the impression they give are nothing like standard monsters with limbs and wings,” he says. “While including too many unique monsters will cause players to get tired of seeing them, dropping one in at just the right moment leaves such a strong impression. That's why we had Yama Tsukami appear in the game the way it did,” he says, referring to the scene in Monster Hunter 2 (Dos) where you encounter Yama Tsukami floating over the mountains in a deep forest. “You glance up, see it flying above you, and think, 'What the heck is that?' I think there's a kind of adventurous feeling you get from seeing something a bit odd, similar to cryptids."

Tokuda adds, "You know, I'm the one who put that (Yama Tsukami) there."

Play

The developers' dedication to monster creation is evident. Nu Udra's realization is a testament to their perseverance and the team's skill:

"While Yama Tsukami and Nakarkos were monsters that attacked you with their tentacles while fixed there in a stage, Nu Udra makes use of its physical traits as a cephalopod to freely move around the area. In that way, the gameplay it enables could be seen as something we're trying for the very first time here."

"Monsters with tentacles like that pose a lot of technical challenges, like controlling it with respect to the terrain and its target. When we began development on Wilds, the technical department's tests went incredibly well, and so we felt like we could really make it happen this time."

Play

"When we saw the tests, we also thought to make it the apex predator of the Oilwell Basin,” adds Tokuda. “That's just how much of an impact this monster has.”

"While there are countless proposals that I've had rejected due to technical reasons, it feels like I'm finally getting to attempt one of those this time around."

Nu Udra's animations are meticulously detailed. Its ability to wrap around pipes and navigate tight spaces showcases the art team's dedication. Fujioka emphasizes this:

Play

"We did quite a lot of work on depicting flexible bodies this time with Nu Udra,” he says. “At the start of development, we try coming up with pretty unreasonable ideas, whether or not we can actually achieve them. It's a challenge to ourselves in a way, and while it does cause a lot of challenges for our artists, the final product looks so amazing if we're able to actually make it take shape."

Tokuda shares an anecdote illustrating the team's dedication:

"When we first implemented the movement of it going inside a hole, an animator told me, 'When you weaken it and it starts heading back to its nest, please wait here for a moment!',” says Tokuda. “Apparently they wanted me to see it going into its little hole, and I still remember replying, 'Oh, that really is amazing!' The animator looked so satisfied as well."

Play

"It might not be easy to get the chance to see it, but the way it squirms around while wrapped around a pipe is so well made too,” says Fujioka. “I do hope you check it out. Only games are able to depict things like that in real-time instead of as some premade scene. I'm incredibly proud of it as a crystallization of the staff's efforts."

Nu Udra presents a formidable challenge, with its flexible body and powerful attacks. Severing its tentacles offers a strategic advantage, as Tokuda explains:

Play

"You can cut off so many tentacles,” Tokuda explains. “While I suppose it depends on how you count them, all of the parts that resemble legs that touch the ground can be severed. While the tentacles do move right after they've been cut off, they begin to rot after some time passes. If you try to carve a part that's rotten and no longer moving, you won't get good materials from it. The same also applies for breakable parts of other monsters, like tails.”

“Nu Udra uses its tentacles to launch attack after attack on its target. We were conscious to give its attacks a unique tempo through a combination of focused attacks, and area-of-effect attacks using its head and flames. We wanted to make it a massive monster that still seemed to launch a barrage of attacks. With all of its tentacles, though, it's possible that it becomes difficult to tell who it's targeting in situations like multiplayer hunts. That's why we've made it so that it has sensory organs at the tips of its tentacles that use light to indicate when and who it's going to attack."

Nu Udra's light-emitting sensory organs, located at the tips of its tentacles, guide its attacks. Flash Bombs are ineffective.

Play

Tokuda offers advice for defeating Nu Udra:

"Its body itself is fairly soft, and it has lots of breakable parts,” he replies. “I think hunters should think about how to determine where to attack. Cutting off a tentacle will also shorten its area of effect attacks, making it much easier to move around. You could also call it a monster made for multiplayer, as that means its targets will be split up. You may be able to enjoy it even more by using SOS flares, Support Hunters included."

Fujioka adds:

"As we designed this monster, I thought it's one that can be tackled in a way that's very much like an action game in the sense that destroying its parts can help you get closer to defeating it. Gravios is another monster where you discover a way to defeat it as you destroy its tough armor, right? The ability to carefully watch a monster's movements and use that to make a decision fits perfectly with Monster Hunter's overall approach."

A Welcome Reunion

The Oilwell Basin also features the return of Gravios, last seen in *Monster Hunter Generations Ultimate*. Tokuda explains Gravios' inclusion:

Play

"When we were thinking of monsters that match the Oilwell Basin's environment, make sense in the game's overall progression and don't play too similarly to any other monsters, we thought that we could make Gravios seem like a fresh challenge and decided that it would reappear," he says.

Gravios' hardened carapace presents a unique challenge, requiring strategic use of the wound system and part breaking. Tokuda elaborates:

"When bringing Gravios over to this game from previous titles, above all else, we wanted to make sure it still had its distinguishing features like its hardness,” says Tokuda. “From a game design perspective, we also wanted it to be a monster that appeared after you've progressed a good bit and had gone through everything the game's design has to offer. That's why I came up with the idea of it being a monster where it's difficult to figure out a way to defeat its hard body at first, only for hunters to find more and more clues as they make good use of the wound system and part breaking."

All Monsters in Monster Hunter Wilds

17 Images

While Gravios makes a comeback, Basarios' absence is noted. The developers carefully consider monster reappearances, ensuring they fit the game's design. The Oilwell Basin features numerous other monsters, promising a rich and varied hunting experience.

Latest articles