"Monster Hunter Wilds" × "Final Fantasy XIV" Joint Media Interview: We Learned About the Origins and Objectives Behind the Event [TGS 2025]
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/759/G075952/20250927044/
Editorial Department: Oritaka | 2025/09/27 15:00 (UTC)
On the second day of Business Day at Tokyo Game Show 2025, a joint media interview was held regarding the collaboration between Capcom’s Monster Hunter Wilds (hereafter, Wilds) and Final Fantasy XIV (hereafter, FFXIV). The event featured interviews with Mr. Ryozo Tsujimoto, Producer of Monster Hunter Wilds; Mr. Yuuya Tokuda, Director of Wilds; and Mr. Naoki Yoshida, Producer and Director of FFXIV, who answered questions from the media.
— Is Omega Planet a permanent content?
Tokuda:
Yes, it is permanent. Unlocking specific quests will open up this permanent free quest.
— This marks the second collaboration after Monster Hunter World. What prompted this one?
Tsujimoto:
Many people may know this already, but my relationship with Mr. Yoshida goes back over 15 years—we’ve been very close friends. We even talked about working together on a game at some point. The timing aligned when we both began developing our respective titles—World for us and FFXIV for him.
Among the development team for Monster Hunter, there are many who love FFXIV as well, so after the initial collaboration, we discussed wanting to do something again if the opportunity arose. Of course, timing is crucial when deciding to collaborate. Conversations progressed at last year’s gamescom and Tokyo Game Show, and once all contract matters were settled, this collaboration became a reality.
— In Monster Hunter’s world, creatures are central. Why choose a mechanical being like Omega?
Tokuda:
In the second title update, we’re introducing “Cerelios” and “Lagiacrus”—both popular powerful monsters—and in the fourth update, “Gogmazios.” We wanted to insert something fresh between these releases, so we chose Omega for its blend of biological and mechanical traits. With various area attacks, players will enjoy figuring out where exactly to position themselves during battle—fitting perfectly with Wilds’ theme of ancient civilizations.
Yoshida:
In FFXIV, Omega is an AI created by a highly advanced civilization that continues evolving on its own. I think Omega perceives itself as biological rather than artificial. The story explores the question of whether an AI can possess a heart or soul. Without spoiling too much, there’s also a fantastic storyline integrated into this collaboration—so please look forward to it.
— Why were “Dark Knight” and “Pictomancer” selected as the collaborative jobs?
Tokuda:
FFXIV has many jobs, so I asked Mr. Yoshida which job he currently feels is most popular—and he replied “Pictomancer,” so we went with that directly.
Still, since we wanted elements accessible to casual players too, we paired Pictomancer (magic-based) with Dark Knight (tank), a more straightforward role. The ability to reduce health also fits well with Monster Hunter’s gameplay style.
— It must be difficult to directly transfer FFXIV’s setting. How did you adjust it?
Tokuda:
There are differences—for instance, MP doesn’t exist in this game, and cooldown mechanics vary significantly. We preserved the essence of FFXIV’s style while adapting it into a format that fits Monster Hunter.
Yoshida:
I’ll just say I’m amazed at what they’ve accomplished here—really impressive! (laughs)
— How did you implement Omega’s gimmicks?
Tokuda:
Omega uses diverse weapons and area attacks, making finding the correct position critical. Since job roles have limited capabilities in this context, we introduced a defensive barrier system—the key to success lies in acquiring it and using it effectively.
— What difficulty level were you aiming for with the quest?
Tokuda:
We aimed for a challenge similar to the Behemoth battle in World, where understanding special rules allows completion. However, since NPC-support hunters now divide roles among players, this version has a lower barrier than the original Behemoth fight.
— When introducing Omega into Monster Hunter, were there any aspects you insisted on preserving?
Yoshida:
Given how emotionally impactful it would be for players who completed the entire “Omega in the Rift” raid in FFXIV, we suggested using a separate entity rather than bringing back the original. We wanted hunters to feel free to battle without hesitation.
At the same time, creating connections with existing versions of Omega and Alpha could make things more interesting—so that’s what we proposed.
— How will the difficulty of the FFXIV side be structured?
Yoshida:
In FFXIV, we always offer multiple difficulty levels. Since it’s an MMO, some players enjoy housing and social features while others focus on hardcore combat—all with different motivations. For this collaboration, only high-difficulty content offers unique rewards. Players who want to show off their gear can find enjoyment based on their preferred playstyle.
— It’s quite rare for two titles to mutually collaborate like this. What effects do you expect?
Yoshida:
From a producer’s perspective, I hope each fanbase gets energized and that people unfamiliar with the other game are inspired to try it out.
But also, Mr. Tsujimoto and I have been friends for over 15 years—we’ve built relationships beyond just company boundaries as developers. So, this collaboration really came down to two major titles saying: “Let’s forget about profit or revenue—let’s just do something truly fun!” That’s the real essence of it.
It also provides both development teams with immense inspiration and an opportunity to explore new ideas. I believe it benefits players and developers alike.
Tsujimoto:
I share that producer perspective entirely—I hope this collaboration inspires people to try each title.
Such a large-scale crossover isn’t something you can just pull off easily—it only became possible because of our shared attitude toward games and the deep mutual trust we’ve built over time.
Yoshida:
Still, many players are fans of both games—hunters and Pictomancers alike. So we agreed not to overlap the timing too much. We want each player to fully enjoy their respective collaboration.
— What kind of future collaborations do you have in mind?
Yoshida:
After our previous crossover, we discussed leaving some ideas unfulfilled—and even talked about creating a cross-over alliance raid with Monster Hunter over several years.
I’d like to keep the brainstorming open-ended and take into account feedback from this collaboration before deciding on what’s next. For now, my priority is making sure everyone fully enjoys this current crossover.
Tsujimoto:
We’ve had 15+ years of friendship, so I believe there will definitely be another opportunity down the line. But it’s not about just doing something—it has to be meaningful and impactful. Timing matters greatly—both sides need to feel ready to deliver something substantial with real resonance.
I always want to do more in the future—but we’ll move forward carefully, thinking deeply about timing.
— Thank you very much for today.