Home News Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

by Aria Feb 21,2025

Monster Hunter Wilds: Weapon Tuning and Design Philosophy

With each new Monster Hunter installment, players eagerly anticipate how their preferred weapons will feel. This article delves into the design philosophy behind the weapon tuning in Monster Hunter Wilds, a game aiming for a seamless hunting experience. We interviewed 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 uncover the details.

IGN First Monster Hunter Wilds Oilwell Basin Artwork

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The interview revealed the conceptual and developmental processes for each weapon, addressing player concerns and adjustments made based on the November 2024 Open Beta Test feedback.

Seamless World Adjustments

Tokuda highlighted significant weapon adjustments necessitated by Wilds' seamless map and dynamic weather. Ranged weapons (Light and Heavy Bowguns, Bow) underwent major changes due to the removal of the base-return-to-restock mechanic.

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

These changes extended beyond mechanics to weapon design. Fujioka emphasized the visual clarity of actions, particularly the Bowgun charging animation for special shots, enhanced by technological advancements. Improved transitional animations between actions broadened hunter capabilities.

"Hunters can use weapons naturally, even without input," Tokuda stated. The ability to heal while moving, previously impossible, is now facilitated by improved animation capabilities.

Fujioka highlighted the new Focus Mode, enabling directional movement and continuous attacks while slightly off-center from the target, fulfilling player desires for fluid movement.

Focus Strikes

Wilds introduces a wound system, where continuous attacks on a monster's body part accumulate damage to create a wound, enabling devastating Focus Strikes. While visually unique for each weapon, Tokuda confirmed that the damage output of Focus Strikes is standardized across weapons after open beta adjustments.

The wound system provides tactical options. Wounds become scars, preventing repeated wounding of the same body part. Environmental interactions can also lead to unexpected scars. Monsters might already have wounds from pre-hunt events, potentially yielding additional rewards.

Monster health and toughness were adjusted to maintain appropriate playtime and player satisfaction, with higher health and flinch resistance. Focus Mode aims to concentrate hunting time for a more rewarding experience.

Great Sword Development

Tokuda revealed that approximately six planners oversee weapon design, collaborating with artists and animators. The Great Sword serves as a development prototype, informing the design of other weapons.

Fujioka emphasized the Great Sword's importance in animation development, particularly for Focus Strikes. Its balanced design facilitates the creation of faster-paced weapons. Maintaining the Great Sword's weighty tempo ensures a distinctly Monster Hunter experience.

Weapon Personality

The developers prioritized preserving each weapon's unique identity over achieving uniform ease of use. While aiming for balance, they acknowledged that some weapons might naturally be more popular. The Hunting Horn, for example, was designed to excel in area-of-effect damage, leveraging its unique sound-based attacks. Open beta feedback led to adjustments to prevent it from becoming overly dominant.

The developers embrace weapon-monster matchup discrepancies, avoiding overly efficient builds for all monsters. They aim to ensure that players can master any weapon through practice. The ability to carry two weapons allows for complementary builds.

Skill Builds

The decoration system, similar to Monster Hunter: World, allows for skill activation through weapon and armor slots. Alchemy enables crafting single-skill decorations, addressing past frustrations with skill acquisition.

Fujioka and Tokuda shared their weapon preferences: Tokuda favors ranged weapons and the Sword and Shield for adaptability, while Fujioka is a dedicated Lance user. They acknowledged the Lance's significant open beta feedback, highlighting the need for major improvements for the release version.

The developers emphasized their commitment to player feedback, aiming to deliver a refined and enjoyable experience for all hunters. The seamless world, Focus Mode, and wound system represent significant advancements in the Monster Hunter formula.

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