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

Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

Author : Jacob May 03,2025

With each new release in the Monster Hunter series, players eagerly anticipate how their preferred weapon will feel in the upcoming game. The 14 weapon types each showcase unique characteristics while adapting to the design of each new title. For instance, Monster Hunter: World introduced seamless area transitions during quests, and Monster Hunter Rise brought the innovative Wirebug action. These changes ensure that each weapon feels fresh and tailored to the game's unique mechanics. So, what guiding concepts influenced the tuning of weapons in Monster Hunter Wilds, a game designed to offer a seamless hunting experience?

To delve into the details that shape gameplay, we interviewed the art director and executive director of Monster Hunter Wilds, Kaname Fujioka, and the director, Yuya Tokuda. Fujioka, who directed the original Monster Hunter, and Tokuda, involved in the series since Monster Hunter Freedom, provided insights into the development and conceptualization of the weapons.

IGN First Monster Hunter Wilds Oilwell Basin Artwork

6 Images

During the interview, we explored the development process and concepts behind various weapons, gaining new insights into those that have captured players' interest. We also discussed the adjustments made following feedback from the November 2024 Open Beta Test.

Adjustments for a Seamless World

Tokuda highlighted that significant adjustments were necessary for several weapons due to the gameplay loop changes introduced by Wilds' seamless map and dynamic weather conditions.

"We made substantial changes to the Light and Heavy Bowgun, as well as the Bow," he explained.

Unlike previous Monster Hunter titles, where players had to return to base to replenish resources, Wilds aims to offer uninterrupted play. Ranged weapons traditionally rely on consumable ammo and coatings, which could become cumbersome without designated restocking times.

"We designed the system so that basic damage sources can be used without expending resources," Tokuda said. "We balanced normal, pierce, and spread ammo for Bowguns and coatings for Bows to be usable unlimited times while managing a gauge. However, players can still use prepared or field-found materials to create powerful attribute-based ammo."

Each weapon underwent changes to align with Wilds' new elements and overarching concept, with ranged weapons receiving the most attention. Fujioka emphasized that these adjustments go beyond gameplay mechanics, extending into design.

"We wanted to visually depict the charging movement of a Bowgun for a special shot," he noted. "Shots that cancel a monster's attack should look convincing. Since the previous game, we've focused on making the player's actions visually clear in the moment."

Advancements in technology have facilitated these visual enhancements. Players can now seamlessly transition between swinging, stowing, and switching weapons. Tokuda emphasized that refining the animations connecting these actions has expanded the possibilities for hunters.

"Our common concept for all weapons is ensuring hunters can use them naturally given the situation," he stated. "We aimed to achieve this even when players can't make inputs."

For instance, previous games required players to stow their weapon and stop moving to use a healing item. Enhanced animation capabilities have allowed for changes in this mechanic.

Fujioka added, "The Focus Mode we introduced in Wilds is a significant action element. Players can move while facing a specific direction, enabling continuous attacks even if slightly off-center from the target. This aligns with the players' envisioned playstyle."

He also noted the recent technical advancements in animation management and gameplay dynamics, emphasizing the importance of meeting players' desires in real-time action scenarios.

Focus Strikes

A key feature in Wilds is the ability to wound monsters by continuously attacking a specific spot on their body. Wounds generally form based on the damage inflicted, with some actions, like environmental hazards or monster battles, facilitating easier wounding. However, player weapon attacks create wounds through accumulated damage, with no inherent differences between weapon types in this regard.

Hunters can exploit these wounds by using Focus Strikes in Focus Mode, dealing massive damage. Each weapon type has unique animations for Focus Strikes, which might suggest varying effects. Tokuda clarified this point.

"For Focus Strikes, we aimed to showcase each weapon's uniqueness through animations," he said. "However, the open beta test revealed some weapons were too strong while others were less impactful. We're tuning them to standardize performance for the official release, ensuring weapon differences give personality without extreme disparities."

The wound system offers hunters new strategic options. For example, attacking a monster's head with a hammer to cause flinching can lead to a wound. Subsequent Focus Strikes can deal significant damage, but the wound will scar, preventing further wounding at that spot. Players can then target other woundable areas or use environmental factors for unexpected scars. As players progress, they'll discover new ways to leverage the environment.

Tokuda explained, "Monsters start unwounded in quests, but they can engage in turf wars during exploration in Wilds. This means a monster might already have wounds when encountering players, providing an advantage. Special rewards, including gems, might be available for defeating such monsters."

With the introduction of Focus Mode and wounds, players can now execute more damaging attacks, like the Great Sword's Charged Slash. To balance this, monster health and toughness were adjusted.

"Monster health is slightly higher than in World to maintain appropriate playtimes and player satisfaction," Tokuda said. "Flinch resistance is also increased, but this doesn't make hunts tedious. Focus Mode aims to enhance player accomplishment through shorter, more concentrated hunting loops."

The Tempo of the Great Sword

Tuning 14 weapon types is a complex task. We asked Tokuda about the team structure behind this process.

"Some staff members oversee multiple weapon types, totaling about six planners responsible for player experience," he replied. "We involve artists and animation designers in discussions about movements and weapon use. We start with the Great Sword as a prototype, then move to weapons like the Sword and Shield and Heavy Bowgun, applying learned insights to the rest."

The collaboration between designers and artists focuses on both the fun and aesthetics of weapon actions. Fujioka highlighted the excitement around the new Focus Strike animations.

"Focus Strikes are a new expression for the series," he said. "We focused on making them feel good rather than just performance-based. We started with the Great Sword for animations, as it's an all-rounder and was one of the first weapons created for the original Monster Hunter. The excitement of creating a satisfying Focus Strike for the Great Sword inspired us to push the boundaries with other weapons."

Tokuda emphasized the importance of the Great Sword in setting the game's animation standards.

"Weapons with a heavy tempo like the Great Sword are rare in other action games," he said. "Ensuring the Great Sword is fun to use is a Monster Hunter standard. The concepts for other weapons are developed around it, ensuring each weapon's unique feel. Once players master the Great Sword's style, they can engage monsters straightforwardly due to its versatility."

Fujioka added, "Creating a fun game using the Great Sword's weight helps design weapons with a quicker tempo. Focusing on high-tempo weapons or matching monster speeds to them can lead to overly fast movements. By balancing both, we maintain the Monster Hunter feel."

Weapons with Personality

Every hunter has a preferred weapon, and players have strong opinions about weapon types. However, popularity varies, with some weapons being used more frequently than others. The developers aim to enhance each weapon's individuality rather than making them equally easy to use.

Fujioka noted, "We focus on designing what makes each weapon unique rather than equalizing them. However, if players can't have the intended gaming experience, that's an issue. We've made changes to some weapons for the release version based on open beta feedback."

Tokuda used the Hunting Horn as an example of weapon uniqueness.

"I wanted the Hunting Horn to deal significant damage in its optimal range," he said. "Using the Echo Bubble to control areas and leverage sound, which other weapons can't, is key. We prioritize each weapon's personality over just damage output."

In Wilds, players can carry two weapons, leading to discussions about using the Hunting Horn for self-buffs before switching. Tokuda mentioned, "We're balancing the release version to ensure the Hunting Horn isn't the only choice for a secondary weapon, making self-buffs valuable but not overly powerful."

The developers acknowledge that certain weapons may be more effective against specific monsters, but they aim to avoid a single build dominating all hunts. As players progress into endgame content, weapon usage may narrow for efficiency, but preserving each weapon's and monster's uniqueness is crucial.

Fujioka stated, "Weapons that are efficient and easy to use will be popular, but dedicated players can conquer any monster with any weapon through trial and error."

Tokuda added, "Even with specialized weapons, players can bring two to complement each other."

Build Your Own Skills

When discussing weapon performance, the decoration system, which affects skill builds, is crucial. Tokuda explained the system in Wilds.

"Decorations are similar to those in World, with specific skill abilities activated by placing them into weapon or armor slots," he said. "Players can create single-skill decorations through alchemy, ensuring they can obtain any desired skill."

Fujioka shared his experience with World, "I never got the Shield Jewel 2. I finished the game without completing my build." (For more on equipment skills in Monster Hunter Wilds, read here.)

When asked about their favorite weapons, Tokuda mentioned using long-range weapons like the Heavy Bowgun and Light Bowgun, and the adaptable Sword and Shield. He plans to explore all weapons post-release, given the ability to carry two. Fujioka, known for favoring the Lance, discussed its changes in Wilds.

"I'm a Lance main," he admitted. "Positioning is crucial with the Lance, sticking to the monster's feet or other parts. In Wilds, minor adjustments during attacks are easier, giving players more choices."

The Lance received significant feedback during the open beta, with players feeling it didn't fully embody its concept. Tokuda addressed this.

"The Lance wasn't fully embodying its concept," he said. "We intended for players to guard and counterattack while sticking to the monster, but many actions weren't working correctly. We're making major improvements for the release version."

Even during our interview, the Wilds team was actively refining the game based on player feedback. Their dedication, combined with the passion of the player base, continues to make Monster Hunter an unparalleled action game series.

For more insights into how the Monster Hunter Wilds developers incorporate player feedback, check out their detailed community update video, where Tokuda discusses performance enhancements and weapon changes.

Latest Articles
  • "Steam Deck: Guide to Playing Game Boy Games"

    ​Quick LinksBefore Installing EmuDeckChange Developer ModeDownload EmuDeck In Desktop ModeQuick SettingsAdding Game Boy Games To The Steam DeckSteam ROM ManagerPlaying Game Boy Games On The Steam DeckCustomize The Game's ColorsUsing Emulation Station For Game Boy GamesInstall Decky Loader On The Stea

    by Emma May 04,2025

  • Hasbro Unveils G.I. Joe Cold Slither Heavy Metal Box Set

    ​IGN has an exclusive first look at Hasbro's latest addition to the G.I. Joe Classified line, and it's nothing short of spectacular. This new box set showcases the iconic Cobra villain Zartan and his Dreadnoks, transformed into the heavy metal band Cold Slither. Inspired by a memorable episode of G.I

    by Hazel May 04,2025

Latest Games
Scorpion

Card  /  1.0.1  /  19.3 MB

Download
Claire's Chronicles: Solitaire

Puzzle  /  0.15.0  /  167.1 MB

Download
Moto Bike Racing

Sports  /  1.8  /  10.60M

Download
CarX Street Drive Open World 4

Sports  /  1.0.0  /  1340.30M

Download