Monster Hunter is renowned for its diverse weapon arsenal and captivating gameplay. However, many weapons from earlier games haven't made it into recent titles. This exploration delves into the history of Monster Hunter weapons.
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A Look Back at Monster Hunter Weaponry
Monster Hunter boasts a rich history, spanning over two decades since its 2004 debut. A key element of its appeal is the wide array of weapons available. Monster Hunter Wilds will offer fourteen distinct weapon types, each with unique strengths, weaknesses, movesets, and mechanics to master.
The evolution of weapons, from their initial designs to their modern iterations, is remarkable. New mechanics and moves have significantly altered gameplay. Furthermore, some weapons from older games never saw a Western release. Let's examine the history of Monster Hunter weapons.
First Generation Weapons
These weapons debuted in the original Monster Hunter and its variations. They've endured, evolving with new movesets and mechanics.
Great Sword
The Great Sword, a franchise icon since 2004, is a powerhouse known for its high damage output. This power comes at the cost of slow attack and movement speeds. Its heavy blade can also function as a shield, consuming stamina and sharpness.
Early gameplay centered on hit-and-run tactics and precise spacing. While combos were possible, slow animations made them less efficient. A unique feature was increased damage when striking with the blade's center.
Monster Hunter 2 introduced the iconic Charged Slash, a multi-level charge attack culminating in a devastating swing. This remains a core element of the weapon's appeal.
Subsequent games refined the charge mechanic, adding finishers and improving combo flow, despite maintaining its relatively slow speed. Monster Hunter World's shoulder tackle allowed for quicker access to charged attacks.
The Great Sword offers a low skill floor but a high skill ceiling. Mastering its timing and maximizing damage with the True Charged Slash separates skilled users from the rest.
Sword and Shield
The Sword and Shield epitomizes versatility. Its balanced design features relatively low single-hit damage compensated by quick combos, blocking capabilities, high mobility, and utility. Initially considered a beginner weapon, its complexity has grown with added mechanics and attacks.
Early gameplay revolved around quick slashes, combos, and mobility. Monster Hunter 2 allowed item use while the weapon remained drawn.
Later iterations expanded the moveset, adding shield bash combos (Monster Hunter 3), backsteps and jumps (Monster Hunter 4), and the Perfect Rush and aerial finishers (Monster Hunter World and Monster Hunter Rise).
Despite its short range and moderate damage, the Sword and Shield is a jack-of-all-trades. Its infinite combo, speed, evasiveness, powerful finishers, and blocking ability make it a surprisingly deep weapon.
Hammer
The Hammer, along with the Hunting Horn, specializes in blunt damage, effective for breaking parts (especially heads) rather than cutting tails. Post-Monster Hunter 2, it became renowned for its KO potential.
Its gameplay resembled the Great Sword's hit-and-run style, but it offered surprisingly high mobility and lacked a block. Its charge mechanic uniquely allowed movement during charging.
The moveset remained largely consistent until Monster Hunter World and Monster Hunter Rise, which introduced the Big Bang and Spinning Bludgeon attacks.
Two modes, Strength and Courage, were added, significantly altering charge attacks without affecting overall damage. Adapting between modes based on the monster is key to maximizing effectiveness.
The Hammer's objective is simple: target the head and KO the monster. This requires skill and precision to utilize its strongest charged attacks and combo finishers effectively.
Lance
The Lance embodies the principle "a good offense is a great defense." Its long reach and large shield provide excellent defense, capable of blocking most attacks, even some normally un-guardable ones, with proper skill investment. Despite its limited mobility and attacks, it delivers considerable damage.
Its gameplay is akin to boxing, using its reach to attack from a safe distance. Core attacks include forward and upward thrusts, chainable up to three times. A counter mechanic was added in later iterations. Running charge and shield bash attacks aid in closing distance.
Often perceived as "boring" due to its less flashy animations, the Lance uniquely rewards defensive positioning. While the Gunlance offers similar defensive capabilities, the Lance's defensive prowess is unmatched.
Light Bowgun
The Light Bowgun is a mobile ranged weapon, present in every game since its first-generation introduction. Its smaller size allows for faster reload speeds, sheathing, and dodging.
Its mobility comes at the cost of lower firepower and limited ammunition compared to the Heavy Bowgun. Customization options include barrels, silencers, and scopes.
The Light Bowgun compensates for its weaker damage with its rapid-fire capability for certain ammo types.
Monster Hunter 4 introduced "Critical Distance," adding depth to ranged combat by optimizing damage at specific ranges based on ammunition type.
Monster Hunter World introduced Wyvernblast (ground bombs) and a slide maneuver, enhancing its run-and-gun style.
The Light Bowgun has evolved beyond a mere "weaker" version of the Heavy Bowgun. Its simplicity and ease of use are balanced by its robust mechanics and specialized capabilities.
Heavy Bowgun
The Heavy Bowgun is the first generation's premier ranged weapon, offering high damage and access to specialized ammunition. Its size and weight significantly limit mobility.
While lacking the Light Bowgun's mobility, it offers greater ammunition versatility. Customization is possible, and it can equip a shield for defense.
Its design remained largely consistent, serving as heavy artillery or support. Low mobility can lead to downtime if the monster focuses its attention.
Monster Hunter 3 introduced Siege Mode for continuous firing without reloading. Monster Hunter World added Wyvernheart (minigun) and Wyvernsnipe (high-damage single shot) special ammo, requiring strategic ammunition management.
The Heavy Bowgun's core identity remains: powerful ammunition for significant damage. While minor changes have occurred, its role as a heavy hitter remains unchanged.
Dual Blades
The Dual Blades are flashy weapons prioritizing speed, excelling at inflicting status ailments and elemental damage due to their multi-hit attacks. Interestingly, despite being first-generation, they were only included in the Western release of the original Monster Hunter.
Their gameplay emphasizes speed and fluid combos, surpassing the Sword and Shield in pure offense. Individual attacks are weak, but their rapid succession delivers substantial damage.
Demon Mode, a temporary state boosting damage and access to more attacks, consumes stamina.
Monster Hunter Portable 3rd and Monster Hunter 3 Ultimate introduced the Demon Gauge, filling with each attack in Demon Mode. A full gauge activates Archdemon Mode, offering enhanced attacks and evasiveness without stamina drain.
The Demon Dash, a unique movement tool, allows for rapid repositioning. Monster Hunter Generations Ultimate's Adept Hunter Style linked a perfect dodge to the Demon Dash, granting a damage buff.
While the core concept remains, refinements have enhanced the offensive playstyle. Archdemon Mode significantly altered gameplay, encouraging sustained high-damage output.
Second Generation Weapons
Introduced in the second generation, these weapons are akin to their first-generation counterparts but possess distinct movesets and mechanics.
Long Sword
The Long Sword is known for its fluid combos, high damage, and refined mechanics. Cosmetically similar to some first-generation Great Swords, it gained its own moveset in Monster Hunter 2.
Its core mechanic is the Spirit Gauge, filling with successful attacks. A full gauge activates the Spirit Combo, a powerful damage-dealing sequence.
Monster Hunter 3 added Spirit Roundslash, a finisher increasing the Spirit Gauge's level (white, yellow, red), granting stronger attack buffs.
Monster Hunter World added Spirit Thrust Helm Breaker and Foresight Slash (a parry attack), enhancing combo flow and adding a defensive element.
Iceborne introduced Iai Stance, with Iai Slash and Iai Spirit Slash, providing faster Spirit Gauge filling and another parry attack.
The Long Sword's combo-oriented design evolved into a more counter-based style, seamlessly integrating parries and counters to maximize damage.
Hunting Horn
The Hunting Horn is a support weapon introduced in Monster Hunter 2, using Recital to play notes and activate various buffs (attack, defense, healing).
Similar to the Hammer, it deals blunt damage, primarily targeting the head for stuns. Its overall damage is lower than the Hammer due to its support capabilities.
Changes focused on Recital, improving its efficiency in both attacking and playing songs. Monster Hunter 3 Ultimate allowed note playing during attacks.
Monster Hunter World introduced song queuing, streamlining buff activation. Echo Notes, activated by specific attacks, provided additional buffs in designated areas.
Monster Hunter Rise overhauled the weapon, simplifying note playing and buff activation, making it more accessible but less complex.
Gunlance
The Gunlance, introduced in the second generation, combines Lance and Bowgun elements. It functions like a Lance with a large shield but adds shelling capabilities. Ammunition is unlimited, replenished upon reloading.
Its attacks are primarily slashing, unlike the Lance's piercing attacks. Wyvern's Fire is a powerful charged shelling attack. Shelling types vary depending on the Gunlance, affecting attacks.
Monster Hunter 3 added quick reload for infinite combos and Full Burst, a downward slam transitioning into Wyvern's Fire. Charging additional shells for single attacks was also introduced.
Monster Hunter X introduced the Heat Gauge, increasing damage with shelling but risking overheating.
Monster Hunter World added Wyrmstake Shot, an impaling explosive attack.
The Gunlance's unique reloading and shelling mechanics set it apart. Balancing shelling and physical attacks is crucial to avoid overheating.
Bow
The Bow is the most agile ranged weapon, specializing in close-to-mid-range combat. It functions similarly to melee weapons, utilizing combos and chargeable attacks.
Its hit-and-run style prioritizes weak point hits and multi-hit attacks for elemental damage. Coatings enhance damage or inflict status effects.
Early games used Shot Types, limiting available attacks per bow.
Monster Hunter World made the moveset universal, integrating Shot Types into the base moveset and making Close-Range Coating infinite.
Monster Hunter Rise reintroduced Shot Types tied to charge levels.
The Bow's evolution embraced an aggressive, combo-heavy ranged style, distinct from Bowguns' point-and-shoot gameplay.
Third and Fourth Generation Weapons
These weapons, introduced in Monster Hunter 3 and Monster Hunter 4, are notable for their morphing abilities and unique mechanics.
Switch Axe
The Switch Axe (Monster Hunter 3) has Axe and Sword modes. Axe Mode offers mobility and range, with an infinite stamina-based combo. Sword Mode delivers higher damage, utilizing phials and the Elemental Discharge finisher.
While the core design remains, morphing capabilities have improved. Monster Hunter World introduced Amped, empowering Sword Mode attacks.
Monster Hunter Rise extended Amped to both modes, encouraging switching for maximum damage.
The Switch Axe's form-swapping and explosive combat style are unique.
Insect Glaive
The Insect Glaive (Monster Hunter 4) specializes in aerial combat, using a Kinsect to collect essences for buffs.
Its core gameplay revolves around collecting red, white, and orange essences for attack, mobility, and defense buffs.
Substantial changes have been minimal, with additions of attacks and finishers. Upgrade systems have been refined. Iceborne introduced Descending Thrust.
Monster Hunter Rise simplified Kinsect upgrades and introduced new Kinsect types.
The Insect Glaive's buff system and aerial prowess are unique.
Charge Blade
The Charge Blade (Monster Hunter 4) is a transforming weapon with Sword and Axe modes. Sword Mode charges phials, and Axe Mode uses them for Amped Elemental Discharge.
It's known for its versatility and powerful finishers but is also considered one of the most difficult weapons to master.
Mastering Guard Points is crucial for charging phials while defending. Understanding mode transitions and monster behavior is essential for maximizing effectiveness.
The Charge Blade's balanced offense and complex mechanics make it a rewarding but challenging weapon.
Future Weapons?
While Monster Hunter Wilds features fourteen weapons, more exist in previous games, some unreleased in the West. Future iterations may introduce new weapons or revive older ones. The series' longevity suggests continued expansion of its already diverse and engaging weapon system.
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