Home News IGN Unveils Exclusive Interview with Monster Hunter Devs on Weapon Enhancements

IGN Unveils Exclusive Interview with Monster Hunter Devs on Weapon Enhancements

Author : Chloe Update:Feb 22,2025

Monster Hunter Wilds: Weapon Tuning and Design Philosophy

With each new Monster Hunter installment, players eagerly anticipate experiencing their favorite weapons in a fresh context. Monster Hunter Wilds, aiming for a seamless hunting experience, presents unique challenges and opportunities for weapon design. To understand the development process, we spoke with art director and executive director Kaname Fujioka, and director Yuya Tokuda.

IGN First Monster Hunter Wilds Oilwell Basin Artwork

6 Images

The interview revealed the design concepts and adjustments made based on feedback from the November 2024 Open Beta Test.

Seamless Hunting and Weapon Adjustments

Wilds' seamless map and dynamic weather significantly impacted weapon usage. Tokuda highlighted substantial changes to the Light and Heavy Bowguns and the Bow. The elimination of base-returning for resource replenishment necessitated changes to ranged weapons, traditionally reliant on consumable ammo and coatings.

"Basic damage sources are now resource-free," Tokuda explains. "Normal, pierce, and spread ammo for Bowguns, and Bow coatings, are unlimited, balanced around gauge management. However, crafting powerful ammo using gathered materials remains a strategic option."

Weapon adjustments extended beyond mechanics to encompass design. Fujioka emphasizes the visual clarity of actions:

"We aimed to showcase the Bowgun charging animation for special shots, visually demonstrating attack cancellations. Technological advancements significantly aided these animation improvements."

A core design principle was natural weapon usage within the context of the hunt. Tokuda explains:

"Hunters can use weapons naturally, even without input. For instance, healing is now possible mid-action, thanks to improved animation capabilities."

Fujioka adds that the new Focus Mode, allowing directional movement during attacks, was meticulously crafted:

"Focus Mode allows continuous attacks while slightly off-center, giving players greater control. We wanted to realize players' envisioned gameplay."

Focus Strikes and Wound System

Wilds introduces Focus Strikes, powerful attacks executed in Focus Mode against wounded monsters. While visually distinct for each weapon type, Tokuda clarifies that the damage output is standardized across weapons, addressing balance issues from the beta test.

The wound system adds strategic depth. Accumulated damage creates wounds, allowing devastating Focus Strikes. However, wounds scar, preventing repeated targeting of the same area. Tokuda highlights environmental interactions that can unexpectedly scar monsters.

"Monsters can enter hunts already wounded due to turf wars. This adds unpredictable elements and potential rewards."

Monster health and toughness were adjusted to maintain appropriate playtime and player satisfaction, despite the increased damage potential of Focus Strikes and Focus Mode.

Weapon Development Process

Tokuda reveals that approximately six planners oversee weapon development, collaborating with artists and animation designers. The Great Sword serves as a prototype, informing the development of other weapons.

Fujioka highlights the Great Sword's central role in animation design:

"The Great Sword's Focus Strike animation was a starting point. Its all-rounder nature makes it ideal for prototyping."

Tokuda emphasizes the Great Sword's unique tempo in action games:

"The Great Sword's weighty feel is a Monster Hunter standard. Other weapons are differentiated from this core."

Weapon Uniqueness and Balance

The developers prioritize weapon individuality over uniform ease of use. Fujioka explains:

"We focus on unique weapon design, but address issues impacting player experience. Overpowered, easy-to-use weapons are avoided."

Tokuda uses the Hunting Horn as an example:

"Its concept revolves around area control and sound-based damage. We're balancing self-buffs to prevent it from being the only viable secondary weapon."

The developers acknowledge inherent weapon-monster matchups but aim to avoid overly efficient, universally optimal builds.

Fujioka concludes:

"While top-tier weapons will naturally be popular, dedicated players can master any weapon through practice."

The dual-weapon system encourages complementary builds.

Decoration System and Skill Builds

The decoration system in Wilds is similar to Monster Hunter World, with alchemy enabling the creation of single-skill decorations. This addresses the frustration of unobtainable skills.

Finally, the developers share their personal weapon preferences. Tokuda favors ranged weapons and the adaptable Sword and Shield. Fujioka, a dedicated Lance user, acknowledges the Lance's significant beta feedback and upcoming improvements. The team is committed to refining weapon balance and player experience based on player feedback.

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