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Monster Hunter Wilds: Weapon Changes Revealed - IGN First

Author : Nathan Update:May 16,2025

With each new release in the Monster Hunter series, players eagerly anticipate how their preferred weapons will feel in the latest game. Each of the 14 weapon types brings unique characteristics to the table, evolving with each title's design. Monster Hunter: World eliminated segmented areas, while Monster Hunter Rise introduced Wirebug action. These changes highlight how weapons adapt to fit the game's overall concept, raising the question: What principles guided the development of weapons in Monster Hunter Wilds, a game focused on delivering a seamless hunting experience?

To delve into these details crucial to gameplay, we interviewed Monster Hunter Wilds' art director and executive director, Kaname Fujioka, and Wilds director, Yuya Tokuda. Fujioka, who directed the original Monster Hunter, and Tokuda, involved since Monster Hunter Freedom, provided insights into their approach.

IGN First Monster Hunter Wilds Oilwell Basin Artwork

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In our discussion, we explored the concepts and development processes behind various weapons, gaining new insights into the adjustments made for the game's release following feedback from the November 2024 Open Beta Test.

Adjustments for a Seamless World

Tokuda explained that significant changes were necessary for several weapons due to shifts in the gameplay loop, influenced by Wilds' seamless map and dynamic weather conditions. "There are substantial changes to the Light and Heavy Bowgun, as well as the Bow," he noted.

Unlike previous Monster Hunter titles, where players returned to base to replenish resources after quests, Wilds aims for seamless gameplay. This shift posed challenges for ranged weapons, which typically rely on consumable ammo and coatings. "We designed basic damage sources to be usable without expending resources," Tokuda said. "Normal, pierce, and spread ammo for Bowguns and coatings for Bows can now be fired unlimited times while managing a gauge. However, players can still use prepared or field-found materials to craft powerful ammo with attributes."

Fujioka emphasized that these changes extend beyond mechanics to design, aiming to visually clarify actions. "We wanted to properly depict the movement of charging a Bowgun for a special shot," he said. "Shots that cancel out a monster's attack should look convincing. We've worked hard to make these actions visually clear to the player."

Advancements in technology have enabled more detailed animations, allowing players to seamlessly transition between actions. "One common concept across all weapons is ensuring they can be used naturally in any situation," Tokuda added. "We aimed to make this possible even when players can't make inputs." For example, previous games required players to stow their weapon before using a healing item, but improved animations have changed this.

Fujioka highlighted the new Focus Mode, which allows continuous attacks while moving slightly off-center from the target. "We wanted to make a game that aligns with players' desired playstyles," he said. "Recent technical advancements in animation management have significantly impacted how action games are played, and we're committed to staying current with these changes."

Focus Strikes

Wilds introduces a system where continuous attacks on a specific spot can wound a monster, determined by damage dealt. Environmental elements like falling rocks or monster battles can also cause wounds. For player weapons, wounds generally form through accumulated damage, with no inherent differences between weapon types.

Hunters can exploit these wounds with Focus Strikes in Focus Mode, delivering massive damage. Each weapon type has unique animations for Focus Strikes, which might suggest varying effects. However, Tokuda clarified, "We wanted to showcase each weapon's uniqueness through animations. During the open beta, some weapons were too strong, while others felt underpowered. We're tuning them for the official release to balance their strengths without extreme disparities."

The wound system offers new strategic options. For instance, a hammer attack on a monster's head might create a wound, allowing a subsequent Focus Strike to deal significant damage. However, this wound becomes a scar, preventing further wounds in that area. Players can then target other body parts or use environmental elements for unexpected scars. "Monsters may already have wounds from turf wars before players encounter them," Tokuda noted. "This can lead to special rewards for hunting these monsters."

Focus Mode and wounds facilitate dramatic attacks like the Great Sword's Charged Slash. "Monster health and toughness have been slightly increased to maintain appropriate playtimes and player satisfaction," Tokuda said. "But Focus Mode aims to make hunts feel more rewarding through shorter, more concentrated loops."

The Tempo of the Great Sword

Developing the 14 weapon types involves extensive work. Tokuda revealed that about six planners oversee the player experience, with artists and animation designers contributing to the weapons' feel and appearance. "We generally start with the Great Sword as a prototype," he said. "It's an all-rounder, so we use it to set a standard for animations."

Fujioka shared how Focus Strikes inspired the art team. "The Great Sword's Focus Strike was exciting," he said. "It felt good, so we knew we could do more with other weapons."

Tokuda emphasized the Great Sword's role in development. "Weapons with a heavy tempo like the Great Sword are rare in other action games," he noted. "It's a Monster Hunter standard to ensure the Great Sword is fun to use. Other weapons are differentiated from this central point."

Fujioka added, "Creating a game that's fun with the Great Sword's weight helps us design weapons with a quicker tempo. If we focus on high-tempo weapons, movements would just get faster. By tuning both sides with the Great Sword's tempo, we create a game that feels like Monster Hunter."

Weapons with Personality

Every hunter has a favorite weapon, and players often express strong opinions about weapon balance. Fujioka stressed the importance of highlighting each weapon's uniqueness. "We focus on what makes a weapon unique rather than trying to make them all equally easy to use," he said. "However, we must ensure players have the intended gaming experience."

Tokuda used the Hunting Horn as an example. "We wanted it to deal significant damage in its optimal area around the player," he explained. "Using elements like the Echo Bubble, players can control the area and deal damage. We challenged ourselves to leverage the Hunting Horn's unique sound element."

With the ability to carry two weapons, some players used the Hunting Horn to buff themselves before switching. "We're balancing the release version to ensure the Hunting Horn isn't the only choice for a secondary weapon," Tokuda said. "Self-buffs will be worthwhile but not overpowered."

The developers acknowledge that certain weapons will perform better against specific monsters, but they aim to maintain each weapon's distinctiveness. "Weapons that are efficient and easy to use will be popular," Fujioka said. "But if you're passionate about a weapon, you can still succeed with enough trial and error."

Tokuda encouraged players to use two weapons to complement each other. "Even if you have specialized weapons, bringing two can enhance your gameplay," he said.

Build Your Own Skills

The decoration system, crucial for skill builds, remains similar to Monster Hunter: World. "Decorations have specific skill abilities," Tokuda explained. "You can activate skills by placing them into weapon or armor slots, with weapons and armor skills activated separately. Players can also craft single-skill decorations through alchemy, ensuring they can obtain any skill they need."

Fujioka shared a personal anecdote about struggling to get a specific decoration in World. "I never got the Shield Jewel 2," he admitted. "I finished the game without completing my build."

When asked about their favorite weapons, Tokuda mentioned using long-range weapons like the Heavy and Light Bowgun, as well as the Sword and Shield for its adaptability. He plans to explore all weapons post-release. Fujioka, a Lance enthusiast, noted, "The Lance requires precise positioning, and Wilds makes minor adjustments easier, enhancing player choices."

The Lance received significant feedback during the open beta. "Players felt the Lance wasn't embodying its concept," Tokuda said. "We intended for players to guard and counterattack dynamically, but many actions weren't working as intended. We're making major improvements for the release version."

The Wilds team continues to refine the game, taking player feedback seriously. Both as developers and hunters, they're dedicated to enhancing the gaming experience. Monster Hunter remains a top action game series thanks to the passion of its players and the developers' commitment to innovation.

For a detailed look at how the Monster Hunter Wilds developers incorporate player feedback, check out their official community update video, where Tokuda discusses performance enhancements and weapon changes.

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