Monster Hunter Wilds: Weapon Changes Discussed by Developers - IGN First

With each new release of Monster Hunter, players eagerly anticipate how their beloved weapons will adapt to the game's evolving mechanics. The 14 distinct weapon types in Monster Hunter not only retain their unique characteristics but also evolve to fit the thematic and gameplay shifts of each new installment. From the open-world exploration in Monster Hunter: World to the dynamic Wirebug mechanics in Monster Hunter Rise, these weapons continue to surprise and delight players. In Monster Hunter Wilds, which promises a seamless hunting experience, what principles guided the refinement of each weapon type?
To delve into these pivotal weapon adjustments, we interviewed Kaname Fujioka, the art director and executive director of Monster Hunter Wilds, and Yuya Tokuda, the game's director. Fujioka, who directed the original Monster Hunter, and Tokuda, a veteran of the series since Monster Hunter Freedom, shared insights into the development and conceptualization of the weapons in Wilds.
IGN First Monster Hunter Wilds Oilwell Basin Artwork
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During our conversation, we explored the conceptual framework and development journey of various weapons, gaining fresh perspectives on fan-favorite weapons and understanding the adjustments made post the November 2024 Open Beta Test.
Adjustments for a Seamless World
Tokuda explained that the transition to a seamless map and dynamic weather systems in Wilds necessitated significant modifications to weapon usage. "We've made substantial changes to the Light and Heavy Bowgun, as well as the Bow," he noted. Historically, ranged weapons relied on consumable ammo and coatings, which posed a challenge in Wilds' uninterrupted gameplay loop.
"We designed the system so that basic damage sources don't deplete resources," Tokuda elaborated. "Normal, pierce, and spread ammo for Bowguns, and coatings for Bows, can be used indefinitely while managing a gauge. However, players can still utilize prepared or field-found materials to craft powerful attribute-based ammo, ensuring a strategic depth to their play."
Fujioka added that these changes extended beyond mechanics into the visual and design aspects. "We wanted to clearly depict the charging of a Bowgun for a special shot," he said. "The animations needed to convincingly show how shots can cancel a monster's attack. With advances in technology, we've been able to enhance these visual cues, making player actions more intuitive."
Tokuda emphasized the importance of natural weapon use in various scenarios, particularly when inputs are limited. "Our goal was to enable hunters to use weapons naturally, even when they can't make inputs," he stated. "For instance, in previous games, you had to sheathe your weapon to heal. With improved animations, we've changed this, enhancing the fluidity of gameplay."
Focus Strikes
A key innovation in Wilds is the wound system, where continuous attacks on a specific spot can lead to a wound, enabling massive damage with Focus Strikes in Focus Mode. Each weapon type features unique animations for these strikes, adding to their visual appeal.
However, Tokuda acknowledged that during the open beta, some weapons felt disproportionately powerful or weak. "We're balancing these to standardize them for the official release," he said. "While we want to highlight each weapon's personality, we aim to avoid extreme disparities."
The wound system introduces strategic choices for hunters. For example, targeting a monster's head with a hammer can create a wound, followed by a Focus Strike for significant damage. Yet, this creates a scar, preventing further wounds in the same spot, prompting players to either focus on different areas or leverage environmental tactics.
"Monsters start unwounded, but in Wilds, they can engage in turf wars even without player intervention," Tokuda explained. "This means a monster might already be wounded when you encounter it, potentially offering additional rewards like gems upon defeat."
With Focus Mode facilitating high-damage attacks, adjustments were made to monster health and resistance. "Health is slightly higher than in World to maintain appropriate playtimes and player satisfaction," Tokuda said. "Flinch resistance is also up, but hunts remain engaging. Focus Mode aims to deliver a sense of accomplishment through shorter, more intense loops."
The Tempo of the Great Sword
The development of the 14 weapon types is a complex task. Tokuda revealed that about six planners, along with artists and animation designers, collaborate to refine each weapon. "We typically start with the Great Sword as a prototype, then move to weapons like the Sword and Shield and Heavy Bowgun, applying lessons learned to the others," he said.
Fujioka highlighted the Great Sword's role in animation development. "It's an all-rounder, and we begin with it to challenge ourselves. The excitement of creating the Focus Strike for the Great Sword inspired us to push further with other weapons."
Tokuda noted the Great Sword's unique tempo. "It's rare in other action games, making it a Monster Hunter staple. By ensuring the Great Sword is fun to use, we can differentiate other weapons effectively. It's well-rounded, capable of blocking, area attacks, and delivering solid damage, allowing straightforward combat once mastered."
Fujioka added, "Creating a game around the Great Sword's weight helps us balance high-tempo weapons and maintain the Monster Hunter feel."
Weapons with Personality
Each weapon in Monster Hunter has its own dedicated fanbase, and balancing them is a delicate process. Fujioka emphasized, "We focus on what makes each weapon unique, rather than making them equally easy to use. However, we ensure players can enjoy the intended experience."
Tokuda used the Hunting Horn as an example. "We wanted it to deal significant damage in its optimal area, using elements like the Echo Bubble for area control. Its sound-based mechanics set it apart, allowing us to explore its personality beyond just damage output."
With the ability to carry two weapons in Wilds, there was concern about the Hunting Horn being used solely for buffs before switching to another weapon. "We're balancing this for the release version to ensure the Hunting Horn remains a viable choice, not just a secondary weapon," Tokuda said.
The developers acknowledge that certain weapons may perform better against specific monsters, but they aim to maintain the uniqueness of each weapon and monster. "Popular weapons may be more efficient, but with enough trial and error, any weapon can be used to defeat a monster," Fujioka stated.
Tokuda encouraged players to utilize both primary and secondary weapons. "Specialized weapons can complement each other, enhancing your gameplay," he suggested.
Build Your Own Skills
The decoration system, crucial for skill builds, remains similar to Monster Hunter: World. "Decorations have specific skill abilities and are placed into weapon or armor slots," Tokuda explained. "In Wilds, players can craft single-skill decorations, ensuring they can obtain any desired skill."
Fujioka shared his personal experience with World, lamenting his inability to complete his build due to missing a specific decoration. "I never got the Shield Jewel 2," he said.
When asked about their favorite weapons, Tokuda revealed his preference for long-range options like the Heavy and Light Bowgun, and the versatile Sword and Shield. Fujioka confirmed his allegiance to the Lance. "I'm a Lance main," he said. "Positioning is crucial, and Wilds makes minor adjustments easier, enhancing the gameplay for Lance users."
During the open beta, the Lance received significant feedback. "Players felt it didn't embody its concept well," Tokuda admitted. "We intended for players to guard and counterattack strategically, but the actions weren't functioning as intended. We're making major improvements for the release version."
The developers at Monster Hunter Wilds are committed to refining the game based on player feedback. Their dedication to both the series and the community ensures that Monster Hunter remains a premier action game series.
For a detailed look at how the developers have responded to player feedback, check out their official community update video, where Tokuda discusses performance enhancements and weapon adjustments.
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