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Monster Hunter Wilds: Developers Discuss Weapon Updates - IGN First

Authore: SimonUpdate:May 28,2025

With each new release in the Monster Hunter series, fans eagerly anticipate how their beloved weapons will evolve. Each of the 14 weapon types brings its own unique flair, adapting to the distinct design philosophies of each game. Monster Hunter: World broke new ground with seamless area transitions during quests, while Monster Hunter Rise introduced dynamic Wirebug actions. As Monster Hunter Wilds promises a seamless hunting experience, what design principles have guided the tuning of its weapons? To delve into these crucial gameplay elements, we sat down with Monster Hunter Wilds art director and executive director, Kaname Fujioka, and Wilds director, Yuya Tokuda. Fujioka, a veteran who directed the original Monster Hunter, and Tokuda, a key figure since Monster Hunter Freedom, shared insights into the development and adjustments made to the weapons in Wilds, particularly after feedback from the November 2024 Open Beta Test.

IGN First Monster Hunter Wilds Oilwell Basin Artwork

6 ImagesIn our interview, we explored the conceptualization and development process for various weapons, gaining fresh insights into the adjustments made post-beta testing.

Adjustments for a Seamless World

Tokuda highlighted the necessity for significant changes to weapon usage due to the new seamless map and dynamic weather conditions in Wilds. "There are substantial modifications to the Light and Heavy Bowgun, as well as the Bow," he noted. Unlike previous titles, where players had to return to base to restock resources, Wilds aims for uninterrupted gameplay. This shift posed a challenge for ranged weapons, which traditionally rely on consumable ammo and coatings.

"To address this, we designed basic damage sources to be usable without expending resources," Tokuda explained. "We balanced it so that normal, pierce, and spread ammo for Bowguns and coatings for Bows can be used unlimited times while managing a gauge. Additionally, players can still use prepared or field-gathered materials to craft powerful attribute-specific ammo."

Fujioka added that these changes extend beyond mechanics into the visual and design aspects. "We wanted to properly depict the charging of a Bowgun for special shots," he said. "Shots that cancel out a monster's attack are now visually convincing. Thanks to technological advancements, we've enhanced the animations to make actions clear and impactful."

The ability to depict detailed transitions between actions has also allowed for more natural weapon use. Tokuda noted, "Our common concept across all weapons is to ensure hunters can use them naturally in any given situation, especially when they can't input commands." For instance, players can now heal without stowing their weapon, thanks to improved animations.

Focus Strikes

A major innovation in Wilds is the wound system, allowing players to inflict damage on specific monster parts, leading to wounds. These wounds can be exploited with Focus Strikes in Focus Mode, delivering massive damage. "We prepared unique animations for each weapon type, showcasing their distinctiveness," Tokuda said. However, feedback from the open beta indicated some weapons were too powerful, prompting adjustments to balance them for the game's release.

The wound system adds strategic depth, enabling players to target specific areas and use environmental elements to create scars. Tokuda elaborated, "Monsters start unwounded, but they can engage in turf wars, potentially already wounded when players encounter them. This can lead to special rewards, including gems, for hunting these pre-wounded monsters."

With the introduction of Focus Mode and wounds, monster health and toughness have been slightly adjusted. "Health is a bit higher than in World to maintain appropriate playtimes and player satisfaction," Tokuda explained. "Focus Mode aims to provide a sense of accomplishment through shorter, more concentrated hunting loops."

The Tempo of the Great Sword

Developing the 14 weapon types is a complex process. Tokuda revealed that while some staff oversee multiple weapons, about six planners are responsible for player experience. "We start with the Great Sword as a prototype, then move to weapons like the Sword and Shield and Heavy Bowgun, applying learned knowledge to the rest," he said. The Great Sword, an all-rounder, is pivotal in setting the animation standard.

Fujioka noted the excitement around Focus Strikes for the Great Sword. "It's a weapon that challenges us to create satisfying animations. Once we nailed that, we knew we could do more with other weapons."

The Great Sword's heavy tempo is a hallmark of Monster Hunter, setting the tone for other weapons. "It's the most balanced weapon, allowing straightforward combat once mastered," Tokuda said. "Its weight helps us create a game where high-tempo weapons can shine without overwhelming the experience."

Weapons with Personality

Balancing weapon uniqueness with player experience is a delicate task. "We focus on what makes each weapon unique rather than making them equally easy to use," Fujioka stated. "However, if players can't have the intended experience, it's a problem. We've made significant adjustments post-beta to ensure no weapon is overpowered yet retains its individuality."

Tokuda used the Hunting Horn as an example of emphasizing a weapon's unique traits. "We wanted it to deal damage effectively around the player, using sound to control the battlefield," he said. With the ability to carry two weapons, the developers are ensuring that using the Hunting Horn as a secondary weapon remains balanced.

The developers acknowledge that certain weapons will naturally perform better against specific monsters, but they aim to avoid a one-size-fits-all approach. "We want players to feel that with enough trial and error, any weapon can be used effectively," Fujioka said. Tokuda added, "Carrying a primary and secondary weapon allows for complementary playstyles."

Build Your Own Skills

The decoration system in Wilds, similar to World, allows for skill customization. "Decorations have specific abilities and can be activated separately on weapons and armor," Tokuda explained. "Players can now craft single-skill decorations through alchemy, eliminating the frustration of never obtaining a desired skill."

Fujioka shared a personal anecdote about his struggle to complete his build in World. "I never got the Shield Jewel 2," he said, emphasizing the importance of the new system.

When asked about their favorite weapons, Tokuda mentioned his preference for long-range weapons like the Heavy Bowgun and Light Bowgun, and the versatile Sword and Shield. Fujioka, a Lance enthusiast, praised the weapon's improved positioning in Wilds. "Minor adjustments during attacks are now easier, offering more choices for players," he said.

However, the Lance received significant feedback during the open beta. "It wasn't embodying its concept well," Tokuda admitted. "We're making major improvements for the release version to ensure it meets our design goals."

The developers continue to refine Monster Hunter Wilds, driven by player feedback and their passion for the series. For a detailed look at these changes, check out the official community update video where Tokuda discusses performance enhancements and weapon adjustments.