Home News Monhun Wilds Dev Reveals Weapon Tweaks

Monhun Wilds Dev Reveals Weapon Tweaks

Author : Christopher Feb 25,2025

Monster Hunter Wilds: Weapon Tuning and Design Philosophy

Hunters eagerly anticipate each new Monster Hunter installment, curious about how their preferred weapons will feel. Each of the 14 weapon types retains unique characteristics while adapting to each game's design. Monster Hunter: World removed segmented quest areas, while Monster Hunter Rise introduced Wirebug mechanics. Wilds aims for a seamless hunting experience, influencing weapon adjustments.

To understand Wilds' weapon tuning, we interviewed Art Director and Executive Director Kaname Fujioka (director of the first Monster Hunter game) and Director Yuya Tokuda (involved since Monster Hunter Freedom).

IGN First Monster Hunter Wilds Oilwell Basin Artwork

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The interview revealed weapon development details, addressing player feedback from the November 2024 Open Beta Test.

Seamless World Adjustments

Tokuda highlighted significant weapon changes due to Wilds' seamless map and dynamic weather. Ranged weapons, traditionally using consumable ammo and coatings, posed a challenge in a seamless world without regular restocking points.

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

Weapon changes extended beyond mechanics, impacting design. Fujioka emphasized visual clarity:

"We aimed to showcase the Bowgun charging animation for special shots. Attack-canceling shots are visually convincing. We've focused on clear visual feedback since previous games." Technological advancements facilitated these animation improvements. The ability to seamlessly transition between actions, including sheathing and switching weapons, altered hunter capabilities.

"Weapons are designed for natural use in any situation, even without input," Tokuda stated. This improved animation allowed for healing item use while moving, unlike previous titles.

Fujioka added, "Focus Mode allows directional movement during attacks, enabling continuous off-center attacks. Players can move as intended. We aimed to realize players' envisioned gameplay." Technological advancements in animation management and evolving gameplay significantly influenced development.

Focus Strikes

Wilds' new wound system allows for wounding monsters through continuous attacks on specific body parts. Wound creation depends on accumulated damage; environmental elements or monster battles contribute more easily. Focus Strikes, activated in Focus Mode, deal massive damage to wounded areas. Unique animations for each weapon type were created, leading to balancing adjustments after the beta test.

"Focus Strike animations showcase each weapon's uniqueness," Tokuda explained. "However, the beta revealed imbalances; some were too strong, others too weak. We're standardizing them for release, while retaining weapon personality."

The wound system provides a new tactical layer. Wounds become scars, preventing repeated wounding of the same area. Late-game environmental interactions can lead to unexpected scars. Monsters can enter encounters with pre-existing wounds due to Wilds' open world and potential turf wars.

"Monsters start unwounded, but can be hunted freely," Tokuda clarified. "Turf wars can occur without player involvement, leading to pre-wounded monsters. Special rewards may exist for hunting such monsters."

Monster health and toughness were adjusted to maintain appropriate playtime and player satisfaction, considering Focus Mode's impact on shorter, more impactful hunting loops.

The Great Sword's Tempo

Weapon development involved approximately six planners responsible for player experience, including artists and animators. The Great Sword served as a prototype, influencing other weapon designs.

"We focus on fun and visual appeal," Fujioka stated. "Focus Strikes, a new expression, prioritized feel over performance. The Great Sword, an all-rounder, is our animation starting point. Its Focus Strike's success inspired other weapon designs."

Tokuda highlighted the Great Sword's unique tempo in action games:

"Heavy-tempo weapons are rare. Ensuring Great Sword enjoyment is crucial. Other weapons are differentiated from this central point. The Great Sword is balanced, offering straightforward monster engagement. Its blocking, AoE attacks, and damage potential facilitate direct combat."

Fujioka added, "Great Sword's tempo influences other weapons. Focusing on high-tempo weapons would lead to increasingly faster gameplay. Balancing both ensures a true Monster Hunter feel."

Weapon Personality

While aiming for balanced gameplay, the developers prioritize unique weapon design over uniform ease of use.

"We focus on unique weapon design," Fujioka explained. "However, ensuring a satisfying player experience is crucial. Overpowered, easy-to-use weapons are problematic; several weapons underwent significant changes after the beta."

Tokuda used the Hunting Horn as an example:

"Its concept is area-of-effect damage control. Sound manipulation is its unique element. We focused on maximizing its personality. The beta revealed a powerful secondary weapon strategy using Hunting Horn buffs. We're adjusting its self-buffs for the release version."

While acknowledging inherent weapon-monster matchup discrepancies, the developers aim to avoid overly efficient builds. Endgame weapon specialization is expected, but flattening weapon and monster uniqueness would undermine Monster Hunter's core.

"Highly efficient weapons gain popularity," Fujioka admitted. "However, dedication to a weapon type should allow for success through trial and error." The dual-weapon system encourages complementary weapon pairings.

Build Your Own Skills

The decoration system, similar to World, allows for skill activation through weapon or armor slots. Alchemy enables creation of single-skill decorations, addressing the issue of unobtainable skills.

Tokuda uses long-range weapons and the Sword & Shield for their adaptability, while Fujioka remains a Lance main, highlighting the improved minor positioning adjustments in Wilds. The Lance's open beta feedback led to significant improvements for the release version.

"The Lance didn't embody its concept in the beta," Tokuda explained. "Issues with guarding, action timing, and accidental actions resulted in a dull experience. Significant improvements are planned for release."

The developers' dedication to player feedback and their passion for the game are evident in their continuous efforts to refine the gameplay experience.