Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

Author : Aurora Feb 19,2025

Monster Hunter Wilds: Weapon Tuning and Design Philosophy

With each new Monster Hunter installment, players eagerly anticipate experiencing their favorite weapons in a fresh context. Monster Hunter Wilds, aiming for a seamless hunting experience, presents unique challenges and opportunities for weapon design. 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) to delve into the weapon tuning process.

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Seamless Hunting and Weapon Adjustments

The seamless world and dynamic weather of Wilds necessitated significant weapon adjustments. Tokuda highlighted substantial changes to Light and Heavy Bowguns, and the Bow, addressing the challenge of resource management without the traditional base-replenishment system.

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

These changes extended beyond mechanics, influencing weapon design. Fujioka emphasizes the visual clarity of actions, particularly Bowgun charging animations, enhanced by technological advancements. The ability to seamlessly transition between actions, even during interruptions, was a key design goal.

"Hunters can use weapons naturally, even without input," Tokuda states. "For example, healing is now possible mid-movement, unlike previous titles."

Focus Mode and Focus Strikes

Wilds introduces Focus Mode, enabling directional movement during attacks, and the wound system, allowing for significant damage boosts via Focus Strikes. While wound creation is damage-based, Focus Strikes feature unique animations for each weapon type. However, balancing ensured that visual differences didn't translate into excessive power disparities.

"Focus Strike animations showcase each weapon's uniqueness," Tokuda clarifies. "However, we addressed imbalances from the open beta, standardizing their effectiveness for the release version."

The wound system adds strategic depth, with the possibility of environmental scarring and unique rewards for hunting wounded monsters.

Monster Health and Toughness

Increased monster health and flinch resistance in Wilds maintain appropriate playtime and player satisfaction, despite the addition of Focus Mode and wounds. The shorter, more concentrated hunting loops in Focus Mode compensate for this increased difficulty.

Weapon Development Process

The development team employed a six-planner system overseeing weapon experience. The Great Sword served as a prototype, informing the design of other weapons. Fujioka highlights the Great Sword's importance in animation development:

"The Great Sword is an all-rounder, and we often start with it for animations. Its Focus Strike's satisfying feel informed the design of others."

Tokuda emphasizes the Great Sword's unique tempo, influencing the design of faster weapons. Maintaining a balance between the Great Sword's deliberate pace and the speed of faster weapons is crucial for preserving the Monster Hunter experience.

Weapon Uniqueness and Balancing

The developers prioritized weapon individuality over uniform ease of use. While aiming for a fair balance, they acknowledge that some weapons will naturally excel against specific monsters. The ability to carry two weapons allows for complementary builds, mitigating potential imbalances.

Tokuda illustrates this with the Hunting Horn: "We focused on area-of-effect damage and sound-based mechanics. We're tuning self-buffs to be worthwhile but not overpowered."

Decoration System and Skill Builds

The decoration system in Wilds resembles that of World, with alchemy enabling the creation of single-skill decorations, addressing past frustrations with skill acquisition.

Developer Preferences and Open Beta Feedback

Tokuda favors long-range weapons and the Sword and Shield for their adaptability, while Fujioka is a dedicated Lance user. Open beta feedback revealed issues with the Lance's functionality, prompting significant improvements for the release version.

Conclusion

The Monster Hunter Wilds developers demonstrate a commitment to player feedback and a deep understanding of the series' core mechanics. Their focus on weapon individuality, coupled with careful balancing, promises a rich and engaging hunting experience. The official community update video provides further details on performance enhancements and weapon changes.