Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

Feb 19,25

Monster Hunter Wilds: Weapon Tuning and Design Philosophy

Anticipation runs high with each new Monster Hunter release, as players eagerly await the feel of their favorite weapons. Each of the 14 weapon types boasts unique characteristics, evolving with each game's design. Monster Hunter: World revolutionized exploration, while Monster Hunter Rise introduced the dynamic Wirebug mechanic. In Monster Hunter Wilds, aiming for a seamless hunting experience, weapon adjustments were guided by specific design principles.

To delve into these gameplay-defining weapon details, we interviewed Kaname Fujioka (art director and executive director, also director of the first Monster Hunter game) and Yuya Tokuda (Wilds director, involved in the series since Monster Hunter Freedom).

IGN First: Monster Hunter Wilds Oilwell Basin Artwork

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The interview revealed weapon development processes, addressing player concerns and adjustments made post-November 2024 Open Beta Test feedback.

Seamless World Adjustments

Tokuda highlighted significant weapon adjustments necessitated by Wilds' seamless map and dynamic weather. Ranged weapons, traditionally reliant on consumable ammo and coatings, posed a challenge in the seamless world.

"Basic damage sources are now resource-free," Tokuda explained. "Normal, pierce, and spread ammo for Bowguns, and Bow coatings, are unlimited, balanced around gauge management. However, pre-prepared or field-gathered materials allow for crafting powerful attribute ammo."

Weapon changes extended beyond mechanics, impacting design. Fujioka emphasized visual clarity: "We showcased Bowgun charge movements, especially attack-canceling shots. Technological advancements greatly aided these animation improvements." Improved animations enhanced weapon transitions, impacting hunter actions.

"Weapons are designed for natural use within the situation," Tokuda stated. "This is crucial even without player input." For instance, healing no longer requires sheathing weapons.

Fujioka added, "Wilds' Focus Mode allows directional movement during attacks, enabling continuous, off-center attacks. We aimed to realize players' envisioned gameplay." Technological leaps in animation management and evolving gameplay significantly influenced these changes.

Focus Strikes

Wilds' new wound system, triggered by accumulated damage to a monster's body part, allows for devastating Focus Strikes in Focus Mode. Unique animations for each weapon type were created, initially leading to balance issues in the beta.

"Focus Strike animations showcase each weapon's uniqueness," Tokuda clarified. "However, the beta revealed imbalances. While personality differences are maintained, standardization ensures fairness in the final release."

Wounds, like flinching and part breaking, offer strategic options. A wounded body part, once struck with a Focus Strike, becomes scarred, preventing further wounding in that area. Late-game environmental interactions can lead to unexpected scarring. Tokuda noted that monsters may already have wounds from pre-hunt events, potentially offering bonus rewards.

"Monsters start unwounded, but Wilds' open world allows for pre-hunt turf wars," Tokuda explained. "This can lead to monsters already having wounds when encountered, potentially providing additional rewards."

Increased monster health and flinch resistance were necessary to maintain appropriate playtime and player satisfaction, while Focus Mode encourages shorter, more impactful hunting loops.

The Great Sword's Tempo

Tokuda revealed that approximately six planners oversee weapon development, collaborating with artists and animators. The Great Sword serves as a development prototype, informing the design of other weapons.

Fujioka highlighted the Great Sword's significance in animation development: "Focus Strikes, a new feature, were initially designed for feel, not performance. The Great Sword, being an all-rounder, is often our starting point, even dating back to the original Monster Hunter."

Tokuda emphasized the Great Sword's unique tempo: "Weapons with its heavy tempo are rare in action games. Its enjoyable feel informs the design of other weapons, differentiating them while maintaining balance." The Great Sword's versatility, including blocking and area-of-effect attacks, allows for straightforward monster encounters.

Weapons with Personality

The developers prioritize unique weapon design rather than uniform ease of use. Fujioka acknowledged the need to address potential gameplay imbalances, citing beta feedback leading to significant release version adjustments.

Tokuda used the Hunting Horn as an example: "Its concept is area-of-effect damage. Instead of continuous attacks, it uses abilities like Echo Bubble. We focused on utilizing its unique sound element for damage output, prioritizing personality over pure damage." Hunting Horn self-buffs were adjusted to prevent it from being the only viable secondary weapon.

While acknowledging the existence of top-performing weapons, the developers aim to avoid overly efficient builds for every monster. The team accepts some discrepancies, as flattening weapon uniqueness would contradict the essence of Monster Hunter.

Fujioka stated, "While top-tier weapons will naturally be more popular, we ensure that dedication to any weapon type allows for success through perseverance." The dual-weapon system further enhances strategic versatility.

Build Your Own Skills

Wilds' decoration system, similar to World's, allows for individual skill activation on weapons and armor. Alchemy enables the creation of single-skill decorations, eliminating the frustration of unattainable skills. Fujioka humorously shared his World experience of never obtaining a specific skill.

Regarding weapon preferences, Tokuda favors long-range weapons and the Sword and Shield, while Fujioka remains a dedicated Lance user. The Lance, however, received significant negative feedback during the beta.

"The Lance's beta feedback was overwhelmingly negative," Tokuda admitted. "Its core concept—versatile guarding, close-quarters combat, and counterattacks—wasn't properly realized. Major improvements are underway for the release version."

The developers' dedication to player feedback, combined with their years of experience and passion, ensures a refined and engaging Monster Hunter experience. A detailed community update video further showcases these improvements.

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