Monster Hunter Wilds: Weapon Updates Revealed - IGN First
Every time a new Monster Hunter game is released, players eagerly anticipate how their favorite weapon will feel in the latest installment. With 14 distinct weapon types, each brings its own flair while adapting to the unique design of each new title. Monster Hunter: World eliminated segmented areas during quests, and Monster Hunter Rise introduced the innovative Wirebug action. As Monster Hunter Wilds aims to deliver a seamless hunting experience, we delve into the concepts that have guided the tuning of its weapons.
To gain insight into these crucial gameplay elements, we spoke with Monster Hunter Wilds' art director and executive director, Kaname Fujioka, and the game's director, Yuya Tokuda. Fujioka, who directed the original Monster Hunter, and Tokuda, a veteran since Monster Hunter Freedom, shared their thoughts on the development and design philosophy behind Wilds' weapons.
IGN First Monster Hunter Wilds Oilwell Basin Artwork

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During our interview, we explored the concepts and development processes for various weapons, uncovering new details about fan-favorite weapons and adjustments made post the November 2024 Open Beta Test.
Adjustments for a Seamless World
Tokuda explained that significant changes were necessary for several weapons due to the seamless map and dynamic weather conditions in Wilds. "There are notable changes to the Light and Heavy Bowgun, as well as the Bow," he noted.
Unlike previous Monster Hunter games, where players returned to base to restock, Wilds offers uninterrupted gameplay. Ranged weapons, which traditionally require consumable ammo and coatings, posed a potential challenge. Tokuda elaborated, "We designed basic damage sources to be usable without expending resources. Normal, pierce, and spread ammo for Bowguns and coatings for Bows can be fired unlimited times while managing a gauge. Additionally, players can still use prepared or field-found materials to create powerful attribute-based ammo."
Each weapon underwent adjustments to align with Wilds' new elements and overarching concept. Fujioka highlighted the design aspect, saying, "We wanted to visually showcase the charging movement of Bowguns for special shots. These shots, which cancel out a monster's attack, look convincing and enhance player clarity during action."
Technological advancements have enabled more detailed animations, allowing for smoother transitions between weapon actions. Tokuda added, "A common concept across all weapons is ensuring they can be used naturally in any situation, especially when players can't make inputs. For instance, in previous games, healing required sheathing your weapon and stopping movement, but animations now allow for more fluid actions."
Fujioka emphasized the new Focus Mode, stating, "In Wilds, players can move and attack while slightly off-center from their target. We aimed to create a game that aligns with players' envisioned gameplay. Recent technological leaps in animation management have transformed how action games are played, and we're keen on meeting players' desires for fluid movement."
Focus Strikes
Wilds introduces a system where continuous attacks on a specific spot can wound a monster. These wounds, formed by accumulated damage, can be exploited with Focus Strikes for massive damage. While different weapons have unique Focus Strike animations, Tokuda clarified, "We wanted each weapon's uniqueness to be visually apparent, but during the open beta, some weapons felt overpowered. We're adjusting them for the official release to balance their strengths without extreme disparities."
The wound system offers strategic depth, allowing hunters to target specific areas for wounds and then exploit them with Focus Strikes. Tokuda noted, "Monsters can have turf wars without player involvement, potentially entering battles with existing wounds. Hunters can capitalize on these situations and may even receive special rewards for defeating such monsters."
With the introduction of Focus Mode and wounds, Wilds allows for more impactful attacks. Tokuda explained, "Monster health is slightly higher than in World to maintain playtime and player satisfaction. Flinch resistance is also increased, but Focus Mode helps create shorter, more rewarding loops, concentrating the hunting experience."
The Tempo of the Great Sword
Tuning 14 weapon types is a massive undertaking. Tokuda revealed, "We have about six planners responsible for player experience, overseeing multiple weapons. We start with the Great Sword as a prototype, then apply lessons learned to other weapons like the Sword and Shield and Heavy Bowgun."
Fujioka added, "The Great Sword's animations are a benchmark for the series. We began with it in the original Monster Hunter, and its heavy tempo is a standard we aim to make enjoyable. The Great Sword's design influences other weapons, helping us differentiate their styles."
Tokuda elaborated, "Weapons like the Dual Blades and Sword and Shield require technical skill for smaller damage outputs, but the Great Sword offers a straightforward approach once mastered. Its weight and versatility make it a core element of Monster Hunter's feel."
Fujioka concluded, "Balancing the Great Sword's tempo with faster weapons creates a unique Monster Hunter experience. If we focus solely on high-tempo weapons, movements could become too quick, but the Great Sword's design helps maintain the game's signature feel."
Weapons with Personality
Each weapon in Monster Hunter has its own fanbase, and balancing them is an ongoing challenge. Fujioka stated, "We prioritize enhancing each weapon's unique traits over making them equally easy to use. However, we ensure players can enjoy the intended gaming experience."
Tokuda used the Hunting Horn as an example, saying, "We wanted it to deal significant damage in close proximity, using elements like Echo Bubbles to control the area. The Hunting Horn's sound capabilities set it apart, and we focus on maximizing each weapon's personality."
With players able to carry two weapons in Wilds, balancing becomes crucial. Tokuda noted, "We're ensuring the Hunting Horn's self-buffs are worthwhile but not overpowered, preventing it from being the only choice for a secondary weapon."
The developers acknowledge that certain weapons may perform better against specific monsters, but they aim to avoid a one-size-fits-all approach. Fujioka added, "While time-efficient weapons may be popular, players can still master their favorite weapon with enough trial and error."
Tokuda encouraged players to use both primary and secondary weapons strategically, saying, "Even with specialized weapons, it's rewarding to see players use two that complement each other."
Build Your Own Skills
Decorations, which affect skill builds, are crucial to endgame content. Tokuda explained, "Decorations in Wilds are similar to World, with specific skill abilities activated by placing them into weapon or armor slots. Players can now craft single-skill decorations through alchemy, ensuring they can obtain any desired skill."
Fujioka shared a personal anecdote, "I never got the Shield Jewel 2 in World, so I finished the game without completing my build."
When asked about their favorite weapons, Tokuda mentioned using long-range weapons like the Heavy and Light Bowgun, and the versatile Sword and Shield. He plans to explore all weapons post-release, given the dual-weapon system. Fujioka, a Lance enthusiast, highlighted its importance in positioning, stating, "In Wilds, minor adjustments during attacks are easier, enhancing the Lance's gameplay."
During the open beta, the Lance received significant feedback. Tokuda admitted, "The Lance didn't fully embody its concept. We intended for players to guard and counterattack strategically, but actions weren't working as intended. We're making major improvements for the official release."
As the release of Monster Hunter Wilds approaches, the developers continue to refine the game based on player feedback. Their dedication to enhancing the gaming experience, combined with the passion of the community, ensures that Monster Hunter remains an unparalleled action game series.
For a deeper look into the developers' response to player feedback, check out their official detailed community update video, where Tokuda discusses performance enhancements and detailed weapon changes.
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