I'd be a nervous wreck, but Monster Hunter Wilds' producer is 'very confident' following up Capcom's bestselling game ever

Capcom producer Ryozo Tsujimoto
(Image credit: Future)

A year ago, longtime Monster Hunter producer Ryozo Tsujimoto celebrated some major series milestones, including one very big number: 23 million. That's how many copies of Monster Hunter: World Capcom had sold by early 2024 (including copies bundling in the game's expansion, Iceborne). If you take a look on Capcom's website, where it maintains a leaderboard of its bestselling games, World's tacked on another 5 million sales since then. 28 million copies! That's Capcom's most successful game ever, across its 42-year history.

I can't even fathom how much money Capcom is banking on Monster Hunter Wilds making (seriously, I'm not good enough at math to estimate what 30 million sales minus a 20-30% platform cut minus physical distribution costs filtered through yen-to-dollar-to-Euro-to-every-other-currency shakes out to in profit). But whatever amount of money it is, it's the kind of number that makes you stop to count the zeroes, and that means the kind of pressure that would keep me lying awake at night in a flop sweat.

"When we look at Monster Hunter World, the PC platform was released at a later date, and also crossplay was not available," he said. "So there were things we couldn't do in World, both gameplay-wise and system-wise, which Monster Hunter Wilds learned from. When we were early in development of Monster Hunter Wilds, the first thing we focused on was those elements that we needed to address so that it was an evolved Monster Hunter title. Not only has the environment evolved from Monster Hunter: World, but everything we felt like we needed to do—we feel that we were finally able to address with Monster Hunter Wilds. We are confident."

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Wes Fenlon
Senior Editor

Wes has been covering games and hardware for more than 10 years, first at tech sites like The Wirecutter and Tested before joining the PC Gamer team in 2014. Wes plays a little bit of everything, but he'll always jump at the chance to cover emulation and Japanese games.


When he's not obsessively optimizing and re-optimizing a tangle of conveyor belts in Satisfactory (it's really becoming a problem), he's probably playing a 20-year-old Final Fantasy or some opaque ASCII roguelike. With a focus on writing and editing features, he seeks out personal stories and in-depth histories from the corners of PC gaming and its niche communities. 50% pizza by volume (deep dish, to be specific).