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 : Emery Update : Mar 20,2025

From arid deserts and vibrant forests to fiery volcanoes and icy tundras, the *Monster Hunter* series boasts a breathtaking 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 addition to 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 of viscous oil and blazing magma. While seemingly barren, closer inspection reveals a surprising abundance of life – 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*, 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."

Down in the Muck

PlayWe delve deeper into the Oilwell Basin's conception 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. 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."

PlayA blazing, barren wasteland that bursts with vitality during the Plenty, Fujioka emphasizes 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. 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, setting it apart from other locales. While seemingly lifeless under the oilsilt, it supports a thriving community – shellfish, small monsters providing raw meat, and a complex food chain fueled by geothermal energy. Unlike the sunlight-dependent ecosystems of the Windward Plains and Scarlet Forest, the Oilwell Basin thrives on geothermal energy.

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

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"We designed it as a tricky monster that lives in swamps and creates chaos for players by using its stored up toxic gas. 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 inhabiting the Oilwell Basin is Ajarakan, a fiery behemoth resembling a massive gorilla. Unlike the Congalala of the Scarlet Forest, Ajarakan boasts a leaner silhouette.

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Ajarakan's design is further explained by Tokuda:

"Normally when we design fanged beasts, their hips are low to the ground, putting their heads at about eye level with the hunter. 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."

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Ajarakan's high position in the Oilwell Basin's ecosystem is highlighted by its flamboyant attacks and fiery presence, contrasting sharply with the more subtle Rompopolo. Fujioka discusses Ajarakan's design evolution:

"At first it was just kind of a physically powerful monster. 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 emphasizes straightforward power. To avoid overly simplistic movements, the team added increasingly flashy attacks throughout development:

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

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 slimy, flame-coated creature, inspired by octopuses, stretches and writhes across the landscape. Similar to Rey Dau and Uth Duna in their respective regions, Nu Udra's design is heavily influenced by the Oilwell Basin's elemental nature.

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Fujioka and Tokuda discuss Nu Udra's design:

"Yes, it was octopuses. 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."

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

Nu Udra's writhing movements are reminiscent of monsters like Lagiacrus from *Monster Hunter Tri*, a concept both developers had long envisioned. Tokuda recalls a past proposal for an octopus-like monster that was ultimately shelved due to technical limitations.

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Fujioka discusses the inspiration behind Nu Udra's movement:

"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. 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. 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."

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The developers' dedication to creating unique and memorable monsters is evident. Nu Udra's realization represents a significant achievement, showcasing the team's commitment and innovative use of technology:

"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."

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Nu Udra's intricate animations, particularly its ability to seamlessly navigate the terrain, are highlighted:

"We did quite a lot of work on depicting flexible bodies this time with Nu Udra. 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."

The team's dedication to pushing technological boundaries is further emphasized by anecdotes about Nu Udra's development:

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"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!' 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."

"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. 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, requiring strategic attacks to overcome its flexible body and numerous tentacles. Tokuda and Fujioka discuss Nu Udra's combat mechanics:

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"You can cut off so many tentacles. 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 due to Nu Udra's reliance on other senses.

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Tokuda offers advice on defeating Nu Udra:

"Its body itself is fairly soft, and it has lots of breakable parts. 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:

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"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."

Gravios' hardened carapace presents a significant challenge, requiring strategic use of the wound system and part breaking to overcome.

"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. 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

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While Gravios makes a return, Basarios, its juvenile form, is absent. The developers carefully consider monster reappearances, ensuring they fit seamlessly within the game's design. The Oilwell Basin promises a wealth of other exciting monsters yet to be revealed.