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

Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

Author : Joseph Update : Feb 26,2025

Monster Hunter Wilds Weapon Tuning: A Deep Dive

The anticipation surrounding each new Monster Hunter release is palpable, with players eager to experience their favorite weapons in the latest iteration. Monster Hunter Wilds, with its seamless hunting experience, presents unique challenges and opportunities for weapon design. To understand the development process, we spoke with 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).

IGN First: Monster Hunter Wilds Oilwell Basin Artwork

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This interview delves into weapon design, adjustments based on November 2024 Open Beta Test feedback, and the overall philosophy behind Wilds' weapon tuning.

Seamless Hunting, Weapon Adjustments

The seamless map and dynamic weather of Wilds necessitated significant weapon adjustments. Tokuda highlights major changes to the Light and Heavy Bowguns and the Bow, addressing the challenge of unlimited ammo and coatings without the traditional base-restock mechanic.

"Basic damage sources are usable without resource depletion," Tokuda explains. "Normal, pierce, and spread ammo for Bowguns, and Bow coatings, have unlimited use, managed by a gauge. However, pre-prepared or field-gathered materials allow for crafting powerful, attribute-based ammo."

These changes extend beyond mechanics, impacting weapon design. Fujioka emphasizes the visual clarity of actions, particularly Bowgun charging animations. Technological advancements have enabled more detailed animations, enhancing player understanding and immersion. The fluidity of weapon transitions – drawing, sheathing, and switching – further enhances gameplay.

"Weapons are designed for natural use in any situation, even without player input," Tokuda states. This includes healing while moving, a significant departure from previous titles.

Fujioka adds, "The Focus Mode allows directional movement during attacks, enabling off-center targeting and fulfilling player expectations for fluid combat." Technological advancements in animation management have been crucial in achieving this.

Focus Strikes and Wound System

Wilds introduces Focus Strikes, powerful attacks executed in Focus Mode on wounded monsters. While visually distinct for each weapon, Tokuda clarifies that the damage output is standardized across weapons, addressing imbalances from the open beta.

The wound system adds strategic depth. Accumulated damage creates wounds, allowing for devastating Focus Strikes. Wounds then scar, preventing repeated targeting of the same area. Environmental interactions can also lead to unexpected scarring.

"Monsters can enter quests already wounded due to environmental events or turf wars," Tokuda explains. This dynamic adds unpredictable elements to hunts, potentially rewarding players who encounter pre-wounded monsters.

Monster health and toughness have been adjusted to maintain appropriate playtime and player satisfaction, despite the increased damage potential of Focus Strikes. The shorter, more impactful combat loops of Focus Mode compensate for this.

Weapon Development Process

The development of 14 weapon types is a complex undertaking. Tokuda reveals a team of six planners responsible for player experience, collaborating with artists and animators. The Great Sword serves as a prototype, informing the design of other weapons.

Fujioka highlights the Great Sword's importance in animation development. Its Focus Strike animation was a pivotal moment, setting the standard for other weapons. The Great Sword's deliberate tempo, uncommon in other action games, is central to the Monster Hunter experience.

"High-tempo weapons, if matched to monster speed, lead to overly fast gameplay," Fujioka notes. "The Great Sword's tempo provides a balance, creating a distinctly Monster Hunter feel."

Weapon Uniqueness and Player Feedback

The developers prioritize weapon individuality over uniform ease of use. While acknowledging the inevitable popularity of some weapons over others, they aim to ensure every weapon offers a rewarding experience.

Tokuda uses the Hunting Horn as an example, emphasizing area-of-effect damage and the unique integration of sound effects. Open beta feedback led to adjustments, ensuring the Hunting Horn's self-buffs are powerful but not overwhelmingly dominant.

The developers accept that weapon effectiveness varies against different monsters, but aim to avoid overly efficient, universally optimal builds. This preserves the game's strategic depth and the unique characteristics of both weapons and monsters.

Fujioka emphasizes that dedicated players can master any weapon, achieving success through skill and persistence. The ability to carry two weapons in Wilds further enhances strategic options.

Decoration System and Skill Builds

The decoration system in Wilds is similar to Monster Hunter World, with skills activated by placing decorations in weapon or armor slots. Alchemy allows for crafting single-skill decorations, addressing the frustration of unattainable skills.

Fujioka shares a personal anecdote about struggling to obtain a specific skill in World, highlighting the improvement in Wilds.

Tokuda and Fujioka share their weapon preferences: Tokuda favors long-range weapons and the Sword and Shield for its adaptability, while Fujioka is a dedicated Lance user. The Lance, however, received significant negative feedback during the open beta, prompting substantial adjustments for the release version.

The developers highlight the importance of player feedback and their commitment to refining the game based on that feedback. The passion of the players and the developers' dedication to continuous improvement are key to Monster Hunter's enduring success. A detailed community update video further elaborates on performance enhancements and weapon changes.