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Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

By LucasFeb 27,2025

Monster Hunter Wilds: Weapon Tuning and Design Philosophy

With each new Monster Hunter installment, players eagerly anticipate how their favorite 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 spoke with Art Director and Executive Director Kaname Fujioka, and Director Yuya Tokuda, to uncover the development process.

IGN First Monster Hunter Wilds Oilwell Basin Artwork

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The interview revealed the concepts and development process for each weapon, including adjustments made based on feedback from the November 2024 Open Beta Test.

Seamless World Adjustments

The seamless map and dynamic weather in Wilds necessitated significant weapon adjustments, particularly for ranged weapons. Historically, these weapons relied on consumable ammo and coatings, potentially hindering the seamless gameplay.

Tokuda explained the solution: "Basic damage sources are usable without resource consumption. 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-based ammo."

These changes extended beyond mechanics, influencing even the weapon designs. Fujioka highlighted the visual improvements: "We aimed to showcase the movement of charging a Bowgun for special shots, making attack cancellations visually convincing. Technological advancements greatly aided these animation improvements." The fluidity extends to weapon switching and actions, allowing for more natural use in various situations, even without player input. This is exemplified by the ability to use healing items while moving, a departure from previous titles.

Focus Mode and Focus Strikes

Wilds introduces Focus Mode, enabling directional movement during attacks, and the wound system, allowing for significant damage through Focus Strikes. While visually distinct for each weapon, the damage output of Focus Strikes was standardized after beta testing to prevent excessive disparity. Wounds, created by accumulated damage, offer strategic advantages but transform into scars, limiting subsequent wounds to the same area. Environmental factors can also inflict scars, adding another layer of gameplay.

Monster health and toughness were adjusted to maintain appropriate playtime and player satisfaction, despite not being the initial intention. Focus Mode aims to make hunts more concentrated and rewarding.

Weapon Development Process

The development team employed a system where a few staff members oversaw multiple weapon types, with approximately six planners responsible for player experience. The Great Sword served as a prototype, informing the development of other weapons. Designers and artists collaborated, focusing on both functionality and visual appeal. Focus Strikes, a new feature, were initially conceived for feel and enjoyment, with the Great Sword's animation serving as a benchmark.

The Great Sword's heavy tempo, a unique aspect in action games, guided the development of other weapons. Its versatility, including blocking and area-of-effect attacks, served as a reference point for balancing other weapon types. The goal was to create a balanced experience, ensuring that high-tempo weapons didn't overshadow the core Monster Hunter feel.

Weapon Uniqueness

The developers prioritized maintaining weapon individuality over uniform ease of use. While aiming for a satisfying experience for all weapons, they acknowledged the inherent popularity discrepancies. Tokuda used the Hunting Horn as an example, emphasizing area control and sound effects over pure damage output. Balancing was adjusted to prevent the Hunting Horn from being the only optimal secondary weapon choice.

The developers accepted that certain weapons would perform better against specific monsters, but avoided creating overly efficient builds for every monster. The endgame would naturally narrow weapon choices, but preserving the uniqueness of weapons and monsters was paramount.

Decoration System and Endgame

The decoration system in Wilds resembles World's, offering specific skill abilities activated through weapon or armor slots. Alchemy allows for crafting single-skill decorations, addressing previous frustrations with skill acquisition.

Finally, the developers shared their personal weapon preferences, highlighting the importance of player feedback and the continuous refinement process. The Lance, Fujioka's favorite, received significant adjustments based on beta feedback to improve its functionality and overall feel. The team's dedication to player feedback and their passion for the game are key to Monster Hunter's continued success.

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