Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

Apr 02,25

Anticipation builds with each new release in the Monster Hunter series, as players eagerly await to see how their preferred weapons will perform in the latest installment. Each of the 14 weapon types brings its own unique flair, adapting to the distinct gameplay mechanics of every new title. For instance, Monster Hunter: World eliminated segmented areas during quests, while Monster Hunter Rise introduced Wirebug actions. These changes showcase how each weapon can evolve to fit the game's design, enhancing the overall hunting experience. In Monster Hunter Wilds, which aims for a seamless hunting adventure, what concepts guided the tuning of each weapon?

To delve into the intricacies of weapon design that shape the gameplay, we interviewed Monster Hunter Wilds' art director and executive director, Kaname Fujioka, along with the game's director, Yuya Tokuda. Fujioka, who directed the original Monster Hunter, and Tokuda, a long-time contributor since Monster Hunter Freedom, shared valuable insights into the development process.

IGN First Monster Hunter Wilds Oilwell Basin Artwork

6 ImagesDuring our discussion, we learned about the conceptual and developmental journey of various weapons, receiving new details on player-favorite weapons and the adjustments made post-feedback from the November 2024 Open Beta Test.

Adjustments for a Seamless World

Tokuda explained that significant modifications were necessary for certain weapons due to the game's new seamless map and dynamic weather conditions, which alter the gameplay loop.

"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 restock resources, Wilds offers uninterrupted gameplay. Historically, ranged weapons like Bowguns and Bows require consumable ammo and coatings, potentially making them cumbersome without breaks for restocking.

Play"To address this, we designed the basic damage sources to be usable without expending resources," Tokuda elaborated. "We balanced it so that normal, pierce, and spread ammo for Bowguns and coatings for Bows can fire unlimited times while managing a gauge. However, players can still use prepared or field-found materials to create powerful attribute-based ammo."

Fujioka added that these changes extend beyond gameplay mechanics into visual design. "We wanted to showcase the movement of charging a Bowgun for a special shot effectively," he said. "Shots that cancel a monster's attack should look convincing, and we've focused on making these actions visually clear to the player."

PlayHe highlighted that technological advancements have enabled more detailed animations, allowing players to seamlessly switch between actions. Tokuda added that enhancing these transitionary animations has expanded the range of possible hunter actions.

"A common concept across all weapons is ensuring they can be used naturally within the game's context, especially during moments when inputs are limited," he said.

For example, in previous games, players had to sheathe their weapon and stop moving to use healing items. Improved animations in Wilds have changed this, allowing for more fluid gameplay.

PlayFujioka discussed the new Focus Mode in Wilds, which allows for continuous attacks while moving slightly off-target. "We aimed to create a game that aligns with the player's vision of how they want to play," he said. "Recent technological advancements have significantly impacted how we manage animations and gameplay. For action games, meeting player expectations in real-time movements is crucial, and we're conscious of staying current with these changes."

Focus Strikes

A significant feature in Wilds is the ability to wound monsters by consistently attacking specific body parts. The formation of wounds is primarily determined by damage accumulation, though environmental elements like falling rocks or monster battles can expedite the process.

PlayUsing Focus Strikes in Focus Mode allows hunters to deal massive damage to wounded monsters. While animations for Focus Strikes differ by weapon type, suggesting varying effects, Tokuda clarified that they aimed to showcase each weapon's uniqueness without creating extreme disparities.

"During the open beta, some weapons felt overly strong, while others were less impactful. We're adjusting them for the official release to maintain balance while preserving their personalities," he said.

The wound system offers strategic options during hunts. For example, targeting a monster's head with a hammer can create a wound, which can then be exploited with a Focus Strike. However, once a wound turns into a scar, it can't be wounded again, prompting hunters to either continue targeting the head or shift focus to another vulnerable area. As players progress, they'll discover environmental strategies leading to unexpected scars. Tokuda noted that this system, akin to flinching and part-breaking, provides new strategic depth.

Play"Monsters start unwounded, but can sustain wounds through turf wars or other interactions before encountering a hunter," he said. "Hunters can capitalize on these pre-existing wounds, and there may be special rewards for defeating such monsters, including gems."

The introduction of Focus Mode and wounds facilitates high-damage attacks like the Great Sword's Charged Slash. Tokuda mentioned that while monster health and toughness were adjusted to maintain appropriate playtimes and player satisfaction, the focus was on enhancing player accomplishment through shorter, more intense hunting loops.

The Tempo of the Great Sword

PlayDeveloping the 14 weapon types is a complex task. When asked about the process, Tokuda explained that about six planners oversee multiple weapon types, collaborating with artists and animation designers to refine weapon actions and visuals.

"We typically start with the Great Sword as a prototype, then expand to other weapons like the Sword and Shield and Heavy Bowgun, using this knowledge to inform the development of the rest," he said.

Fujioka highlighted that the introduction of Focus Strikes inspired the art team. "The Great Sword, being an all-rounder, is our starting point for animations. It challenges us to create something that feels good to use, which then informs our work on other weapons," he explained.

Tokuda added that the Great Sword's heavy tempo is unique among action games, serving as a benchmark for ensuring fun and balance across all weapons. "The Great Sword's design allows straightforward combat once mastered, with blocking and area-of-effect attacks. Its tempo helps us create weapons with quicker combat styles while maintaining the essence of Monster Hunter," he said.

Weapons with Personality

PlayEach weapon's individuality is crucial, and the developers focus on enhancing this uniqueness rather than making all weapons equally accessible. Fujioka emphasized, "We prioritize designing what makes a weapon unique over uniform ease of use. However, we adjust weapons if they don't provide the intended gaming experience."

Tokuda used the Hunting Horn as an example of emphasizing a weapon's distinctiveness. "We wanted the Hunting Horn to excel in area control, using its unique sound-based mechanics to deal damage effectively," he said. "In Wilds, players can carry two weapons, and we're ensuring the Hunting Horn remains a viable choice without being overpowered."

The developers acknowledge that some weapons may perform better against certain monsters, but they aim to avoid a one-size-fits-all approach. Fujioka noted, "While efficient weapons may be more popular, players can still master any weapon through perseverance."

Tokuda added that carrying dual weapons encourages players to use complementary strategies, enhancing gameplay variety.

Build Your Own Skills

When discussing weapon performance, the conversation naturally shifts to endgame content and the decoration system, which impacts skill builds. Tokuda explained, "Decorations in Wilds are similar to World, with specific skill abilities activated by placing them into weapon or armor slots. Players can now craft single-skill decorations through alchemy, eliminating the frustration of never obtaining a specific skill."

Fujioka shared a personal anecdote, "I never got my Shield Jewel 2 in World, so I couldn't complete my build." This underscores the importance of the new system in Wilds.

Both directors shared their favorite weapons. Tokuda enjoys long-range weapons like the Heavy and Light Bowgun, and the adaptable Sword and Shield. He plans to explore all weapons post-launch, given the dual-weapon carrying system. Fujioka, a dedicated Lance user, appreciates the minor adjustments in Wilds that enhance positioning and choice for Lance players.

PlayDuring the open beta, the Lance received significant feedback. Tokuda acknowledged, "The Lance wasn't embodying its concept well. We intended for players to guard and counterattack effectively, but many actions weren't working as expected. We're making major improvements for the release version."

Even during our interview, the Wilds team was hard at work, driven by player feedback and their passion for the series. Monster Hunter's enduring appeal lies in the synergy between player enthusiasm and developer dedication.

You can see how the Monster Hunter Wilds developers incorporate player feedback in their detailed community update video, where Tokuda discusses performance enhancements and weapon changes.

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