Home News Monster Hunter Wilds: Weapon Changes Revealed by Developers - IGN First

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

May 04,2025 Author: Evelyn

Players eagerly anticipate each new Monster Hunter release, curious about how their favorite weapon will feel in the upcoming game. Each of the 14 weapon types in the series showcases unique characteristics that evolve with each title's design. Monster Hunter: World eliminated segmented areas during quests, while Monster Hunter Rise introduced Wirebug action. These changes influenced how weapons function and feel, adapting to the game's core mechanics. In Monster Hunter Wilds, which aims for a seamless hunting experience, what concepts guided the tuning of each weapon?

To delve into the details of weapon adjustments that significantly impact gameplay, we interviewed the Monster Hunter Wilds art director and executive director, Kaname Fujioka, and Wilds director, Yuya Tokuda. Fujioka, who directed the first Monster Hunter, and Tokuda, a veteran since Monster Hunter Freedom, shared insights into the weapon tuning process for Wilds.

IGN First Monster Hunter Wilds Oilwell Basin Artwork

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During our discussion, we learned about the conceptualization and development process for various weapons, gaining new details on weapons of particular interest to players. These insights were shaped by feedback from the November 2024 Open Beta Test, which influenced adjustments for the game's release version.

Adjustments for a Seamless World

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

In previous Monster Hunter titles, players returned to base to replenish resources after each quest. However, Wilds aims for seamless play, eliminating this need. Ranged weapons, which rely on consumable ammo and coatings, posed a challenge. "We designed basic damage sources to be usable without expending resources," Tokuda elaborated. "Normal, pierce, and spread ammo for Bowguns and coatings for Bows can fire unlimited times while managing a gauge. Yet, players can still use prepared or field-found materials to create powerful attribute ammo."

These changes, influenced by Wilds' new elements and concept, extended beyond mechanics to weapon design. Fujioka noted, "We wanted to properly show the movement of charging a Bowgun for a special shot. Shots that cancel out a monster's attack look convincing, and since the previous game, we've worked on making it visually clear what players are doing in the moment."

Advancements in technology have also enhanced these animation changes. Players can now seamlessly swing, stow, and switch weapons. Tokuda highlighted, "One common concept shared by all weapons is that we ensured hunters could use them naturally, especially when unable to make inputs."

For instance, previous games required players to stow their weapon and stop moving to use a healing item. Improved animations changed this, allowing for smoother gameplay. Fujioka added, "The Focus Mode we added to Wilds enhances action. Players can move while facing a specified direction, enabling continuous attacks while slightly off-center from their target. This feature aligns with the players' envisioned playstyle."

Fujioka also emphasized the importance of meeting players' desires in action games. "Recent technical leaps in development environments, particularly in animation management, have significantly changed how games are played. We're always conscious of staying ahead of these changes."

Focus Strikes

Wilds introduces a new system allowing players to wound monsters by continuously attacking a specific body part. Wounding is primarily determined by accumulated damage, though environmental elements and monster battles can expedite this process. Hunters can deal massive damage to wounded monsters using Focus Strikes in Focus Mode, with unique animations for each weapon type.

Tokuda explained, "For Focus Strikes, we wanted animations to highlight each weapon's uniqueness. However, during the open beta, some weapons were too strong, while others felt underpowered. We're tuning them to be more standardized for the official release, ensuring that the disparity between weapons isn't too extreme."

The wound system provides hunters with new strategic options. For example, using a hammer to attack a monster's head can create a wound, which can then be exploited with a Focus Strike. However, this turns into a scar, preventing further wounds in the same spot. Players can target other body parts or use environmental elements to create unexpected scars.

Tokuda noted, "Monsters start unwounded, but they can engage in turf wars while players explore. This means a monster might already have wounds when encountered. Hunters can capitalize on this, and there may be special rewards for felling monsters in such states, including gems."

The introduction of Focus Mode and wounds has made it easier to execute devastating attacks, like the Great Sword's Charged Slash. Tokuda confirmed, "Monster health and toughness were adjusted to maintain appropriate playtimes and player satisfaction. Focus Mode aims to provide a sense of accomplishment through shorter, more concentrated hunting loops."

The Tempo of the Great Sword

Tuning 14 weapon types involves extensive development work. When asked about dedicated directors or designers for each weapon, Tokuda replied, "We have about six planners overseeing multiple weapon types, along with artists and animation designers. We typically start with the Great Sword as a prototype, then apply insights to other weapons."

Fujioka highlighted the Great Sword's role in animation development. "Focus Strikes were a new expression for the series. We began with the Great Sword, an all-rounder, to create animations that feel good. Its strong presence in development challenges us to innovate."

Tokuda added, "Weapons with a heavy tempo like the Great Sword are rare in other action games. It's a Monster Hunter standard to ensure it's fun to use. Other weapons are differentiated from the Great Sword, which remains the most rounded weapon. Mastering its weight allows straightforward monster battles."

Fujioka concluded, "Creating a fun game with the Great Sword's weight makes it easier to develop faster-paced weapons. Balancing the tempo ensures the game feels like Monster Hunter."

Weapons with Personality

Every hunter has a favorite weapon, and players often voice their opinions if they feel a weapon is unfairly treated. Fujioka emphasized, "We focus on designing what makes a weapon unique rather than making all weapons equally easy to use. However, we ensure players can enjoy the intended gaming experience. We've made significant changes for the release version based on open beta feedback."

Tokuda used the Hunting Horn as an example of weapon uniqueness. "The concept was to produce proper damage in the area around you. Using an Echo Bubble to control the area and leverage the weapon's unique sound element was our challenge. We care more about each weapon's personality than just damage output."

With the ability to carry two weapons in Wilds, Tokuda noted, "We're balancing the release version to ensure the Hunting Horn isn't the only choice for a secondary weapon, making self-buffs worthwhile but not overpowered."

The developers acknowledge that certain weapons may perform better against specific monsters. Fujioka stated, "While time-efficient weapons will be popular, players can beat any monster with any weapon through enough trial and error. We want players to use two weapons that complement each other."

Build Your Own Skills

The decoration system, crucial for endgame skill builds, remains similar to Monster Hunter: World. Tokuda explained, "Decorations have specific skill abilities and are activated by placing them into weapon or armor slots. Players can now create single-skill decorations through alchemy, ensuring access to any skill they need."

Fujioka shared a personal anecdote, "I never got the Shield Jewel 2 in World, finishing the game without completing my build."

Discussing their favorite weapons, Tokuda mentioned using long-range weapons like the Heavy Bowgun and Light Bowgun, and the Sword and Shield for its adaptability. He plans to explore all weapons post-launch. Fujioka, a Lance main, noted, "The Lance requires precise positioning. In Wilds, minor adjustments while attacking are now easier, offering more choices for players."

The Lance received significant feedback during the open beta. Tokuda admitted, "The Lance wasn't embodying its concept as a weapon. We intended for players to guard and counterattack effectively, but actions weren't working properly. We're making major improvements for the release version."

The Wilds creators are committed to delivering the best gaming experience, incorporating player feedback from the open beta. Their dedication, combined with the passion of the player community, continues to make Monster Hunter an unparalleled action game series.

To see how the developers incorporate player feedback, watch their detailed community update video, where Tokuda discusses performance enhancements and weapon changes.

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