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Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

by David Mar 04,2025

Monster Hunter Wilds: Weapon Tuning and Design Philosophy

With each new Monster Hunter installment, players eagerly anticipate experiencing their favorite weapons in the latest game. Each of the 14 weapon types retains its unique characteristics while adapting to the design of each new title. Monster Hunter: World revolutionized exploration, and Monster Hunter Rise introduced the dynamic Wirebug mechanic. How did the developers approach weapon tuning in Monster Hunter Wilds, aiming for a seamless hunting experience?

To understand the design process, we spoke with Kaname Fujioka (Art Director and Executive Director, also director of the first Monster Hunter game) and Yuya Tokuda (Wilds Director, involved in the series since Monster Hunter Freedom).

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Seamless World Adjustments

Tokuda highlighted significant weapon adjustments necessitated by Wilds' seamless map and dynamic weather. The Light and Heavy Bowguns, and the Bow, underwent substantial changes. Wilds' seamless design eliminated the need for base returns to replenish resources, a crucial aspect impacting ranged weapons that traditionally rely on consumable ammo and coatings.

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

These changes extended beyond mechanics to design, as Fujioka noted: "We aimed to visually represent the Bowgun charging process for special shots, convincingly showcasing attack cancellations. We've focused on clear visual feedback since the previous game." Technological advancements played a key role in these animation improvements. The ability to seamlessly transition between actions, even without player input, was a design goal.

Tokuda emphasized, "Weapons are designed for natural use in any situation, even with no input." This included streamlining healing item usage, no longer requiring weapon stowing.

Fujioka further elaborated on the new Focus Mode: "It allows directional movement while attacking, enabling continuous attacks off-center from the target. We aimed to realize players' envisioned gameplay." Technological progress in animation management significantly impacted the game's action design.

Focus Strikes

Wilds introduces a wounding system, where continuous attacks on a monster's body part accumulate damage to create a wound. Focus Strikes, activated in Focus Mode, deal massive damage to wounded areas. Each weapon type features unique Focus Strike animations. While visually distinct, Tokuda clarified that the damage output is standardized across weapons, addressing imbalances from the open beta test.

The wound system offers strategic options. Wounds become scars, preventing repeated wounding of the same area. Environmental interactions can also create wounds, adding depth to gameplay. Tokuda mentioned potential additional rewards for hunting already-wounded monsters.

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

The Great Sword's Tempo

Weapon development involved approximately six planners responsible for player experience, collaborating with artists and animation designers. The Great Sword served as a development prototype, with its design informing the tuning of other weapons.

Fujioka highlighted the Great Sword's importance in animation design, particularly with the introduction of Focus Strikes. The Great Sword's weighty feel and impactful attacks served as a foundation for creating a balanced and engaging combat experience across all weapon types. Tokuda emphasized the Great Sword's unique tempo in the action game landscape, serving as a benchmark for other weapons' design.

Weapon Personality

The developers prioritized unique weapon design over uniform ease of use. While aiming for balanced gameplay, they acknowledge that some weapons will naturally be more popular than others. The Hunting Horn, for example, was designed to excel in area-of-effect damage, leveraging its unique sound-based abilities. Open beta feedback led to adjustments to ensure that the Hunting Horn's support abilities are powerful but not overwhelmingly dominant.

The developers aim to avoid creating overly efficient builds that trivialize monster encounters. The ability to equip two weapons in Wilds encourages complementary weapon pairings.

Decoration System

The decoration system in Wilds is similar to Monster Hunter: World, with decorations providing specific skill abilities. Alchemy allows for crafting single-skill decorations, addressing the frustration of missing specific skills.

Developer Preferences and Open Beta Feedback

Tokuda favors ranged weapons and the adaptable Sword and Shield, while Fujioka is a dedicated Lance user. The Lance, however, received significant open beta feedback regarding its usability and effectiveness, prompting major improvements for the release version.

The developers' dedication to player feedback and their passion for creating a balanced and engaging Monster Hunter experience are evident throughout the development process.

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