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

Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

by Michael Mar 05,2025

Monster Hunter Wilds: Weapon Tuning and Design Philosophy

Players eagerly anticipate each new Monster Hunter installment, curious about their favorite weapon's feel. Each of the 14 weapon types boasts unique characteristics, evolving with each game's design. Monster Hunter: World removed segmented quest areas, while Monster Hunter Rise introduced Wirebug mechanics. Weapon handling reflects these design shifts. This article explores the design concepts behind Monster Hunter Wilds' weapon tuning, aiming for a seamless hunting experience.

We interviewed Kaname Fujioka (art director and executive director, also director of the first Monster Hunter game) and Yuya Tokuda (Wilds director, involved since Monster Hunter Freedom) to delve into weapon details impacting gameplay.

IGN First Monster Hunter Wilds Oilwell Basin Artwork

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The interview revealed weapon development processes, addressing player feedback from the November 2024 Open Beta Test and adjustments made for the final release.

Seamless World Adjustments

Tokuda highlighted significant weapon adjustments due to Wilds' seamless map and dynamic weather. Light and Heavy Bowguns, and the Bow, underwent major changes.

Wilds' seamless design eliminates the need for base resupply between quests. Historically, ranged weapons used consumable ammo and coatings, potentially burdensome without resupply points.

"We designed basic damage sources to be resource-free," Tokuda explains. "Normal, pierce, and spread ammo for Bowguns, and Bow coatings, are unlimited, managed by a gauge. However, pre-prepared or field-gathered materials allow crafting powerful attribute ammo."

Weapon changes, particularly for ranged weapons, extended beyond mechanics to design. Fujioka emphasizes visual clarity:

"We aimed to showcase Bowgun charge movements for special shots convincingly, visually communicating player actions."

Technological advancements enabled improved animation, enhancing weapon transitions. Tokuda notes that refining these animations impacted hunter actions:

"All weapons prioritize natural usage within the context. This is crucial even without player input."

Previously, healing required sheathing weapons. Improved animation allows seamless healing while moving. Fujioka highlights the Focus Mode:

"Focus Mode allows directional movement during attacks, slightly off-center from the target. We aimed to realize players' envisioned gameplay."

Technological advancements in animation management and evolving gameplay influenced these changes.

Focus Strikes

Wilds introduces a wound system, creating vulnerable spots through accumulated damage. Environmental factors also contribute. Focus Strikes, activated in Focus Mode, deal massive damage to wounded areas. Each weapon has unique Focus Strike animations. Tokuda addresses balancing concerns:

"Focus Strike animations showcase weapon uniqueness. However, the open beta revealed imbalances; some were too strong, others too weak. We're standardizing them for the release."

Wounds transition to scars, preventing repeated wounding of the same area. Late-game environmental interactions can lead to unexpected scars. Tokuda explains:

"Monsters start unwounded, but Wilds' open world allows for turf wars, potentially resulting in pre-existing wounds. This adds strategic elements and potential rewards."

The wound system, alongside flinching and part breaking, offers new tactical options. Monster health and toughness adjustments were made to maintain appropriate playtime and player satisfaction.

Great Sword Tempo

Developing 14 weapon types requires extensive work. Tokuda explains the development process:

"Around six planners oversee player experience, collaborating with artists and animators. Great Sword development is prioritized, serving as a prototype, informing other weapon designs."

The Great Sword's design and animation heavily influence other weapons. Fujioka highlights the Focus Strike's impact:

"Focus Strikes were prioritized for feel, not performance. The Great Sword, an all-rounder, is often the starting point for animations. Its Focus Strike's success boosted confidence in other weapons."

The Great Sword's heavy tempo, uncommon in other action games, is a Monster Hunter standard. Its balanced design informs the creation of faster weapons.

"A well-tuned Great Sword facilitates the design of quicker weapons," Fujioka adds. "Focusing solely on high-tempo weapons could lead to overly fast gameplay, losing the Monster Hunter feel."

Weapon Personality

While aiming for balanced gameplay, the developers prioritize unique weapon identities:

"Focusing on unique weapon design is preferred over equal ease of use," Fujioka states. "However, ensuring a satisfying player experience is crucial. Overpowered, easy-to-use weapons are avoided."

Tokuda uses the Hunting Horn as an example:

"The Hunting Horn's concept is area-of-effect damage. Instead of continuous attacks, it controls the area, using sound effects. We focused on maximizing its unique features, not just raw damage."

The open beta highlighted the Hunting Horn's potential for excessive self-buffing. Adjustments were made to prevent it from dominating other weapon choices.

The developers acknowledge inherent weapon-monster matchup discrepancies, aiming to avoid overly efficient, universal builds. Endgame weapon usage naturally narrows for efficiency, but preserving weapon and monster uniqueness is paramount.

"While efficient weapons gain popularity, we ensure that dedication to a weapon type yields success through practice," Fujioka assures.

The dual weapon system in Wilds encourages complementary weapon pairings.

Skill Builds and Decorations

The decoration system, similar to World's, provides skill abilities through weapon and armor slots. Alchemy allows crafting single-skill decorations, addressing the frustration of skill acquisition.

Fujioka recounts his World experience: "I never obtained the Shield Jewel 2, finishing the game with an incomplete build."

Tokuda prefers long-range weapons and the adaptable Sword and Shield, aiding his directorial role. Fujioka remains a Lance main, highlighting Wilds' improved positioning mechanics.

The Lance's open beta reception prompted significant adjustments:

"The Lance's open beta feedback was significant. Its core concept, versatile guarding and counterattacking, wasn't fully realized. We're making major improvements for the release version."

The developers' dedication to player feedback and their passion for the game are evident. Their tireless efforts aim to deliver the best possible Monster Hunter experience.

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