Home News Monster Hunter Wilds: Weapon Changes Revealed - IGN First

Monster Hunter Wilds: Weapon Changes Revealed - IGN First

Author : Skylar Update:May 24,2025

As a new Monster Hunter game is released, players eagerly anticipate how their favorite weapon will handle in the latest installment. Each of the 14 weapon types in the series boasts unique characteristics, adapting to fit the distinct design of each game. For instance, Monster Hunter: World eliminated the segmented areas in quests, while Monster Hunter Rise introduced the innovative Wirebug mechanic. In Monster Hunter Wilds, which aims to deliver a seamless hunting experience, how were the weapons tuned to align with the game's core concepts?

To delve into the specifics of these weapon adjustments, we had the privilege of speaking with Monster Hunter Wilds' art director and executive director, Kaname Fujioka, and the game's director, Yuya Tokuda. Fujioka, a veteran who directed the original Monster Hunter, and Tokuda, who has contributed to the series since Monster Hunter Freedom, shared their insights on the weapon design process and the changes made post the November 2024 Open Beta Test.

IGN First Monster Hunter Wilds Oilwell Basin Artwork

6 ImagesIn our interview, we gained new insights into the conceptualization and development of various weapons, focusing on those that have captured the community's interest and the adjustments implemented after the Open Beta feedback.

Adjustments for a Seamless World

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

"There are substantial changes to the Light and Heavy Bowgun, as well as the Bow," he noted.

In previous Monster Hunter titles, players returned to base to replenish resources after each quest. However, Wilds aims to offer uninterrupted play, eliminating the need for such breaks. Historically, ranged weapons like Bowguns and Bows rely on consumable ammo and coatings, which could become burdensome without a designated restocking time.

"That's why we designed it so that basic damage sources can be used without expending resources," Tokuda elaborated. "We balanced it around the idea that things like normal, pierce, and spread ammo for Bowguns and coatings for Bows can be fired unlimited times while managing your gauge. However, we also wanted to maintain the option to use prepared or field-found materials to create powerful attribute ammo."

These changes were meticulously applied to each weapon, considering Wilds' new gameplay elements and overarching concept, with ranged weapons receiving the most attention. Fujioka added that these modifications extend beyond mechanics to include design aspects.

"We wanted to showcase the movement of charging a Bowgun for a special shot," he said. "Shots that cancel a monster's attack should look convincing. We've put a lot of effort into making these actions visually clear to the player."

Advancements in technology have significantly aided these animation enhancements, allowing for more fluid transitions between actions like swinging, sheathing, and switching weapons. Tokuda emphasized that a key concept shared by all weapons is their natural usability in any given situation.

"Our goal was to ensure that hunters can use them effectively even when they can't input commands," he explained. "For example, in previous games, you needed to stow your weapon and stop moving to use a healing item. Thanks to improved animations, we've changed that in Wilds."

Fujioka highlighted the new Focus Mode, which allows for continuous attacks while moving slightly off-center from the target.

"We put a lot of work into the action aspects of Focus Mode. Players can move while facing a specific direction, enabling continuous attacks on the move. This allows players to execute the gameplay vision they have in mind."

He also noted the technological leaps in development environments, particularly in animation management, which have transformed how action games are played.

"For action games, it's crucial to meet the players' desires in the moment they want to act. We're always mindful of keeping up with these changes."

Focus Strikes

A major innovation in Wilds is the system that allows players to wound monsters by consistently attacking specific body parts. The formation of a wound depends on the damage dealt, with environmental elements like falling rocks or monster battles aiding in this process. Player weapons contribute to wounds through accumulated damage, ensuring no inherent differences between weapon types.

Hunters can inflict significant damage on wounded monsters using Focus Strikes in Focus Mode. Each weapon type has unique animations for these strikes, such as the acrobatic maneuvers with dual blades, which might suggest varying effects.

"For Focus Strikes, we wanted to highlight each weapon's uniqueness," Tokuda said. "However, the open beta showed that some weapons were too strong, while others felt underpowered. We're tuning them to be more standardized for the game's official release to avoid extreme disparities."

The wound system provides hunters with strategic options. For instance, attacking a monster's head with a hammer can create a wound, allowing for a powerful Focus Strike. Once a wound becomes a scar, hunters can target other parts or continue focusing on the head. As players progress, they'll discover environmental tactics that lead to unexpected scars. Tokuda likened this to flinching and part breaking, offering players new strategic choices.

"Monsters start unwounded, but in Wilds, you can hunt them as you explore. Turf wars can occur without player involvement, meaning monsters might already have wounds when you encounter them. You can take advantage of this state to hunt them more effectively. There may also be special rewards for defeating such monsters, including gems."

The introduction of Focus Mode and wounds has facilitated more impactful attacks, like the Great Sword's Charged Slash. Consequently, adjustments were made to monster health and toughness.

"We didn't intend to increase health initially, but it ended up slightly higher than in World to maintain appropriate playtimes and player satisfaction," Tokuda explained. "Flinch resistance is also higher, but this doesn't mean hunts will be tedious. Focus Mode is designed to make players feel more accomplished through shorter loops, concentrating their hunting time."

The Tempo of the Great Sword

Tuning all 14 weapon types requires extensive development work. We asked Tokuda if each weapon had a dedicated director or designer.

"We have staff members overseeing multiple weapons, totaling about six planners responsible for player experience," he responded. "We involve artists and animation designers to discuss movements and potential new uses for weapons. We start with the Great Sword as a prototype, then verify weapons like the Sword and Shield and Heavy Bowgun, applying the insights to other weapons."

Designers and artists collaborate to create enjoyable and visually appealing weapon actions. The introduction of Focus Strikes was particularly inspiring for Fujioka's art team.

"Focus Strikes were a new concept, so we focused on making them feel good rather than purely performance-based," Fujioka explained. "We start with the Great Sword for animations because it's an all-rounder. It was one of the first weapons we created for the original Monster Hunter, and we're always eager to challenge ourselves with it first. The Great Sword's Focus Strike felt so good that it inspired us to do more with other weapons."

The Great Sword plays a pivotal role in developing Monster Hunter's animations, serving as a benchmark for the game's design.

"Weapons with a heavy tempo like the Great Sword are rare in other action games," Tokuda added. "It's a Monster Hunter standard to ensure the Great Sword is fun to use. Other weapons' concepts are developed by differentiating them from the Great Sword."

He noted that the Great Sword's well-rounded nature makes it accessible once players master its weight.

"Using the Great Sword's weight to create a fun game makes it easier to develop faster-paced weapons," Fujioka added. "If high-tempo weapons dominate, movements will just get quicker. By tuning both sides with the Great Sword's tempo, we create a game that feels like Monster Hunter."

Weapons with Personality

Every hunter has a favorite weapon, and players are vocal about weapon balance. While some weapons will always be more popular, the creators aim to highlight each weapon's individuality.

"We focus on what makes each weapon unique rather than making them equally easy to use," Fujioka said. "However, we address issues if players can't have the intended gaming experience. We've made changes for the release version based on open beta feedback to avoid overpowered, easy-to-use weapons."

Tokuda used the Hunting Horn as an example of a weapon with a distinct identity.

"I wanted the Hunting Horn to deal proper damage in its optimal area around the user," he said. "Instead of continuous attacks, you can use an Echo Bubble to control the area and deal damage. We challenged ourselves to leverage the unique sound element while maximizing damage output. We care more about each weapon's personality than just damage."

In Wilds, players can carry two weapons, leading to discussions about the Hunting Horn's role as a secondary weapon.

"We're tuning the release version to ensure the Hunting Horn isn't the only choice for a secondary weapon," Tokuda explained. "Self-buffs will be worthwhile but not overly strong."

The developers acknowledge that certain weapons will perform better against specific monsters, but they strive to maintain each weapon's unique characteristics.

"Weapons that are efficient and easy to use will naturally be popular," Fujioka noted. "However, if players are dedicated to a weapon type, they can overcome any monster through trial and error."

Tokuda highlighted the advantage of carrying two weapons in Wilds.

"Even with specialized weapons, I hope players use two to complement each other," he said.

Build Your Own Skills

The decoration system, which affects skill builds, is similar to Monster Hunter: World but with a twist.

"Decorations have specific skill abilities, activated by placing them into weapon or armor slots," Tokuda explained. "In Wilds, players can create single-skill decorations through alchemy, ensuring they can always obtain the skills they need."

Fujioka shared his personal experience with World.

"I never got the Shield Jewel 2. I finished the game without completing my build," he admitted.

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

"I'm a Lance main. Positioning is crucial as you stick to a monster's feet or other parts," he said. "In Wilds, minor adjustments during attacks are easier, providing more choices for players."

The Lance received significant feedback during the open beta, prompting major tweaks for the official release.

"The Lance wasn't embodying its concept," Tokuda admitted. "Our intention was for players to guard and counterattack while sticking to the monster. However, many actions weren't working properly, making it feel dull. We're making major improvements for the release version."

Even during our interview, the Wilds team was diligently working to enhance the gaming experience based on player feedback. Both as developers and hunters, they're committed to perfecting the 14 weapon types. Monster Hunter's status as an unmatched action game series is sustained by the passion of its players and the developers' relentless pursuit of excellence.

To see how the Monster Hunter Wilds developers incorporate player feedback, watch their official community update video, where Tokuda discusses performance enhancements and detailed weapon changes.

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