Monster Hunter Wilds: Weapon Updates Revealed by Developers - IGN First

Each time a new Monster Hunter game is released, players eagerly anticipate how their favorite weapon will feel in their hands. With 14 unique weapon types, each game introduces changes that align with its overall design. For instance, Monster Hunter: World removed segmented areas during quests, while Monster Hunter Rise introduced Wirebug action. In the upcoming Monster Hunter Wilds, which aims to provide a seamless hunting experience, we delved into the weapon tuning process with the game's art director and executive director, Kaname Fujioka, and Wilds director, Yuya Tokuda. Fujioka, who directed the first Monster Hunter, and Tokuda, involved since Monster Hunter Freedom, shared insights on how weapons have been adjusted to fit Wilds' new gameplay dynamics.
IGN First Monster Hunter Wilds Oilwell Basin Artwork
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In our interview, we explored the concepts and development processes behind various weapons, focusing on the adjustments made post-feedback from the November 2024 Open Beta Test.
Adjustments for a Seamless World
Tokuda explained that significant changes were necessary for weapons due to the new seamless map and dynamic weather conditions in Wilds. "There are notable changes to the Light and Heavy Bowgun, as well as the Bow," he noted. Unlike previous games where players returned to base to restock, Wilds allows for continuous play. To address the challenge of managing consumable ammo and coatings for ranged weapons, Tokuda said, "We designed it so that basic damage sources can be used without expending resources. We balanced it around the idea that normal, pierce, and spread ammo for Bowguns and coatings for Bows can fire unlimited times while managing your gauge. Additionally, players can use prepared or found materials to create powerful attribute-based ammo."
Fujioka added that these changes extend beyond mechanics into design. "We wanted to properly show the movement of charging a Bowgun for a special shot," he said. "Shots that cancel out a monster's attack look convincingly impactful. Advances in technology have allowed us to enhance these visual depictions, making actions like swinging, stowing, and switching weapons feel more natural."
Tokuda emphasized the goal of allowing hunters to use weapons naturally in any situation, even when unable to input commands. "For example, in previous games, you needed to stow your weapon to heal. In Wilds, improved animations enable actions without interrupting gameplay."
Focus Strikes
A key feature in Wilds is the ability to wound monsters through continuous attacks on specific body parts. Hunters can then use Focus Strikes in Focus Mode to deal massive damage to these wounds. Fujioka highlighted the unique animations for each weapon type, such as acrobatic maneuvers with dual blades. However, Tokuda admitted that the open beta test showed some weapons were too strong, while others felt underpowered. "We're tuning them to be more standardized for the official release," he said.
The wound system introduces new strategic options. For instance, attacking a monster's head with a hammer can create a wound, allowing for a powerful Focus Strike. Yet, once a wound becomes a scar, it cannot be wounded again, prompting players to target other areas or use environmental elements strategically.
Tokuda also noted that monsters can already be wounded from turf wars before players encounter them, offering opportunities for additional rewards, including gems.
With the introduction of Focus Mode and wounds, monster health and toughness have been adjusted. "Health is a bit higher than in World, and flinch resistance is increased, but this doesn't mean hunts will be tedious," Tokuda explained. "Focus Mode allows for shorter, more satisfying loops."
The Tempo of the Great Sword
Developing 14 weapon types is a complex task. Tokuda revealed that around six planners oversee the weapons, working with artists and animation designers. "We generally begin with the Great Sword as a prototype," he said. "It's an all-rounder weapon, and its development sets the stage for others."
Fujioka shared that the Great Sword's unique tempo inspired the team. "We felt excited when we first made the Focus Strike for the Great Sword," he said. "Its heavy tempo is a Monster Hunter standard, and it helps us differentiate other weapons."
Tokuda added, "Once you're used to the game, you'll notice the Great Sword is the most rounded. It can block, has area of effect attacks, and allows straightforward combat. Its weight helps us balance the game's tempo."
Weapons with Personality
Every weapon in Monster Hunter has its fans, but some are more popular than others. The developers aim to highlight each weapon's unique characteristics rather than making them equally easy to use. Fujioka explained, "We focus on what makes a weapon unique, ensuring players can enjoy the intended gaming experience."
Using the Hunting Horn as an example, Tokuda said, "We wanted it to produce damage in the area around you, using elements like the Echo Bubble. We challenge ourselves to leverage each weapon's personality."
With the ability to carry two weapons in Wilds, the developers are balancing the Hunting Horn to ensure it's not the only choice for a secondary weapon. "We want to avoid a single build dominating all hunts," Tokuda noted.
Build Your Own Skills
The decoration system in Wilds is similar to World, allowing players to craft single-skill decorations through alchemy. "Players won't struggle to get specific skills," Tokuda assured.
Fujioka shared his personal struggle with World, "I never got my Shield Jewel 2. I finished the game without completing my build."
When asked about their favorite weapons, Tokuda mentioned using long-range weapons and the Sword and Shield for their adaptability. Fujioka confirmed his preference for the Lance, noting improvements in Wilds. "Positioning is crucial, and minor adjustments during attacks are now easier," he said.
The Lance received significant feedback during the open beta, prompting major adjustments. "We aim to make it embody its concept better, allowing for varied guarding and counterattacking," Tokuda said.
As the Wilds team continues to refine the game, they remain committed to delivering the best experience for hunters, driven by player feedback and their passion for the series. You can learn more about these developments in the official community update video where Tokuda discusses performance enhancements and detailed weapon changes.
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