Home News Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

Feb 26,2025 Author: Julian

Monster Hunter Wilds: Weapon Tuning and Design Philosophy

Every Monster Hunter release sparks anticipation among players eager to experience their favorite weapons in a new game. Each of the 14 weapon types retains its unique identity while adapting to 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, how were these weapons tuned?

We interviewed Kaname Fujioka (art director and executive director, also director of the first Monster Hunter game) and Yuya Tokuda (Wilds director, involved since Monster Hunter Freedom) to delve into the weapon design.

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The interview revealed weapon development processes, adjustments based on the November 2024 Open Beta Test feedback, and specific details on highly anticipated weapons.

Seamless World Adjustments

Tokuda highlighted significant weapon adjustments necessitated by Wilds' seamless map and dynamic weather. The Light and Heavy Bowguns, and the Bow, underwent substantial changes. Wilds' seamless design eliminates the need for base returns to replenish resources, a key aspect of previous titles. The reliance on consumable ammo and coatings for ranged weapons posed a challenge.

Tokuda explained, "Basic damage sources are usable without resource consumption. Normal, pierce, and spread ammo for Bowguns, and Bow coatings, have unlimited uses while managing a gauge. However, pre-prepared or field-gathered materials for crafting powerful ammo remain crucial to the balance."

Weapon changes extended beyond mechanics, impacting design. Fujioka emphasized the visual representation of Bowgun charging: "We aimed to visually showcase the Bowgun charging for special shots, particularly the impactful cancellation of monster attacks. Since the previous game, we've focused on clear visual feedback." Technological advancements significantly contributed to these animation improvements. The fluidity of weapon switching and stowing, enhanced by detailed transition animations, broadened hunter capabilities.

Tokuda added, "All weapons prioritize natural usability within the context of the hunt, even with limited input." The ability to use healing items while moving, previously impossible, is now possible due to improved animation capabilities.

Fujioka further elaborated on the new Focus Mode: "Focus Mode allows directional movement during attacks, enabling continuous attacks while slightly off-center. We aimed to fulfill players' envisioned playstyles. Recent technological leaps, particularly in animation management, have dramatically changed gameplay, especially in action games. Meeting players' desires for immediate, responsive movement is paramount."

Focus Strikes

Wilds introduces a wound system; continuous attacks on a specific body part inflict wounds, determined by accumulated damage. Environmental factors and monster battles also contribute. Focus Strikes, activated in Focus Mode, deal massive damage to wounded monsters. Unique Focus Strike animations for each weapon type were created, initially leading to balance issues during the open beta.

Tokuda clarified, "Focus Strike animations highlight each weapon's uniqueness, but the open beta revealed imbalances. While personality differences are desirable, we're standardizing them for the release version."

The wound system adds strategic depth. For instance, a head wound created by a hammer attack can be exploited with a Focus Strike, but it then becomes a scar, preventing further head wounds. The latter half of the game introduces environmental interactions leading to unexpected scars.

Tokuda explained, "Monsters start unwounded, but in Wilds' open world, turf wars can occur even without hunter intervention, resulting in pre-existing wounds when encountered. These encounters can yield additional rewards, including gems."

The Focus Mode and wound system facilitate powerful attacks, like the Great Sword's Charged Slash. Monster health and toughness were adjusted accordingly.

Tokuda stated, "Health is slightly higher than in World, considering playtime and player satisfaction. Flinch resistance is also higher, but hunts aren't tedious. Focus Mode aims for more rewarding, concentrated hunts."

Great Sword Tempo

Developing 14 weapon types requires extensive work. Tokuda revealed that approximately six planners oversee player experience, collaborating with artists and animation designers. Great Sword development served as a prototype, informing the development of other weapons.

Fujioka highlighted the Great Sword's role in animation development: "Focus Strikes, a new expressive element, prioritized feel over performance. The Great Sword, an all-rounder, often serves as the animation prototype. Its Focus Strike's success inspired further weapon development."

Tokuda emphasized the Great Sword's unique tempo: "Weapons with a heavy tempo like the Great Sword are rare in action games. Ensuring its enjoyment is crucial. Other weapons are developed in relation to the Great Sword, differentiating them while maintaining balance." The Great Sword's versatility, including blocking and area-of-effect attacks, allows for straightforward monster combat.

Weapon Personality

The developers acknowledge the inevitable popularity discrepancies among weapons. Fujioka stated, "Focusing on unique weapon design is preferred over equal ease of use. However, ensuring a satisfying player experience is crucial. Overpowered, easy-to-use weapons are undesirable; open beta feedback led to significant changes for the release version."

Tokuda illustrated this with the Hunting Horn: "Its concept is area-of-effect damage. Instead of continuous attacks, controlling the area with Echo Bubbles is key. We explored how to utilize its unique sound element for damage output. We prioritize maximizing each weapon's personality." The open beta revealed issues with the Hunting Horn's self-buffing capabilities, which are being balanced for the release version.

The developers accept inherent weapon-monster matchup discrepancies but aim to avoid overly efficient builds for all monsters. Endgame weapon usage naturally narrows for efficiency, but flattening weapon and monster uniqueness would undermine Monster Hunter's core.

Fujioka stated, "While efficient weapons gain popularity, we ensure that dedication to a specific weapon type allows for success through trial and error."

The ability to carry two weapons in Wilds further enhances strategic depth. Tokuda expressed hope that players would utilize complementary weapon pairings.

Skill Builds

The decoration system, similar to World, utilizes decorations with specific skill abilities. Weapon and armor skills are activated separately. Alchemy allows for crafting single-skill decorations, eliminating the frustration of unobtainable skills. Fujioka recounted his difficulty in obtaining a specific skill in World.

Tokuda prefers long-range weapons and the adaptable Sword and Shield, facilitating observation of monster behavior. Fujioka's preference is the Lance, which underwent significant adjustments based on open beta feedback.

Tokuda acknowledged the Lance's negative reception during the beta: "The Lance's core concept, versatile guarding and counterattacking, wasn't properly implemented. Issues with action execution, accidental actions, and delayed actions led to its underwhelming performance. Major improvements are underway for the release version."

The Wilds creators are committed to delivering a refined experience, incorporating open beta feedback. Their dedication, combined with player passion, ensures Monster Hunter's continued success. A detailed community update video covers performance enhancements and weapon changes.

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