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

Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

Author : Joseph Feb 25,2025

Monster Hunter Wilds: Weapon Tuning and Design Philosophy

Players eagerly anticipate each new Monster Hunter installment, curious about how their favorite weapons will feel. Each of the 14 weapon types boasts unique characteristics, adapting to each game's design. Monster Hunter: World removed segmented quest areas, while Monster Hunter Rise introduced Wirebug mechanics. Wilds aims for a seamless hunting experience, so how were the weapons tuned?

To understand the weapon design in Monster Hunter Wilds, we interviewed art director and executive director Kaname Fujioka (director of the first Monster Hunter game) and director Yuya Tokuda (involved since Monster Hunter Freedom).

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The interview revealed weapon development details, addressing player feedback from the November 2024 Open Beta Test.

Seamless World Adjustments

Tokuda highlighted significant weapon adjustments due to Wilds' seamless map and dynamic weather. Ranged weapons (Light and Heavy Bowguns, Bow) were significantly altered. Wilds' seamless nature eliminated the need for base resupply, potentially burdening ranged weapons reliant 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 your gauge. However, pre-prepared or field-gathered materials allow crafting powerful attribute ammo."

Weapon design extended beyond mechanics, impacting visuals. Fujioka stated, "We aimed to showcase Bowgun charging for special shots convincingly, visually clarifying actions for the player." Technological advancements facilitated these animation improvements. The ability to seamlessly swing, stow, and switch weapons, enhanced by detailed transition animations, expanded hunter capabilities.

Tokuda emphasized, "Weapons are designed for natural use in any situation, even without player input." Previous games required weapon stowing before healing; Wilds' improved animations changed this.

Focus Mode and Focus Strikes

Wilds introduces a wound system, created by accumulated damage to a monster's body part. Environmental factors and monster battles also inflict wounds. Focus Mode allows Focus Strikes, dealing massive damage to wounded areas. Unique animations were created for each weapon type, though the developers balanced these to avoid extreme disparities in effectiveness.

The wound system adds strategic depth. A head wound, for example, prevents further head wounds, encouraging targeting different body parts. Late-game environmental interactions can lead to unexpected scars. Monsters may already have wounds from pre-hunt events, creating varied hunting scenarios.

Monster Health and Toughness

With Focus Mode and wounds increasing damage potential, were monster health and toughness adjusted? Tokuda explained, "Health is slightly higher than in World, balancing playtime and player satisfaction. Flinch resistance is also higher, but Focus Mode's shorter combat loops compensate, making hunts feel more focused."

Great Sword Development

Developing 14 weapon types required significant effort. Tokuda explained that approximately six planners oversaw weapon design and player experience, collaborating with artists and animators. The Great Sword served as a prototype, informing the development of other weapons.

Fujioka highlighted the Great Sword's importance in animation development: "Focus Strikes were a new form of expression. We started with the Great Sword, an all-rounder, focusing on feel before performance. Its Focus Strike's success guided other weapon designs."

Tokuda added, "Great Swords, with their heavy tempo, are rare in action games. We ensure its fun factor, using it as a benchmark to differentiate other weapons. Its versatility (blocking, AoE attacks, consistent damage) makes it a straightforward choice for skilled players." Fujioka agreed, stating that the Great Sword's tempo influences the overall game pace, preventing excessive speed.

Weapon Uniqueness

Each hunter favors certain weapons, but balancing all 14 equally is challenging. Fujioka stated, "Focusing on weapon uniqueness is preferable to enforcing equal ease of use. However, we address issues that hinder player experience. Overpowered, easy-to-use weapons are avoided; significant changes were made based on open beta feedback."

Tokuda used the Hunting Horn as an example: "Its concept is area-of-effect damage. We leveraged its sound element to create unique damage output. We prioritize its personality over raw damage. Open beta feedback revealed self-buffing with the Hunting Horn before switching weapons was too strong; the release version will balance this."

Endgame Content: Decorations

The decoration system, similar to World's, provides skill builds. Tokuda explained, "Decorations have specific skills, activated via weapon or armor slots. Alchemy allows crafting single-skill decorations, eliminating skill acquisition issues." Fujioka humorously shared his World experience, never obtaining a desired skill.

Weapon Preferences

Tokuda prefers ranged weapons (Heavy/Light Bowguns) and the Sword and Shield due to its adaptability. Fujioka, a dedicated Lance user, highlighted Wilds' improvements for Lance players: "Minor positioning adjustments during attacks are easier, offering more choices." The Lance received significant open beta feedback, prompting major improvements for the release version.

Conclusion

The Wilds creators emphasized their commitment to player feedback, striving for a balanced and engaging experience across all 14 weapons. The dual-weapon system encourages strategic weapon pairings. The developers' dedication to player feedback and their passion for the game are key to Monster Hunter's enduring success.

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