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

Monster Hunter Wilds: Weapon Changes Revealed by Developers - IGN First

by Penelope May 01,2025

With each new Monster Hunter release, fans eagerly anticipate how their favorite weapons will feel in the latest installment. Each of the 14 weapon types boasts unique characteristics that evolve to suit the design of each game. For instance, Monster Hunter: World eliminated segmented areas, while Monster Hunter Rise introduced Wirebug action. As Monster Hunter Wilds aims to deliver a seamless hunting experience, we delved into the weapon tuning concepts with the game's art director and executive director, Kaname Fujioka, and director, Yuya Tokuda. Fujioka, who directed the original Monster Hunter, and Tokuda, a veteran since Monster Hunter Freedom, shared insights on how weapons are adapted to fit the game's vision.

IGN First Monster Hunter Wilds Oilwell Basin Artwork

6 ImagesIn our interview, we explored the development and conceptual adjustments for various weapons, focusing on those that garnered significant player interest. We also discussed the changes implemented post the November 2024 Open Beta Test feedback.

Adjustments for a Seamless World

Tokuda emphasized that the shift to a seamless map and dynamic weather in Wilds necessitated significant adjustments to weapon mechanics, particularly for ranged weapons like the Light and Heavy Bowguns, and the Bow. Traditionally, Monster Hunter games required players to return to base to replenish resources, but Wilds aims for uninterrupted gameplay.

Play"To address this, we designed basic damage sources to be used without expending resources," Tokuda explained. "Normal, pierce, and spread ammo for Bowguns, and coatings for Bows, can be used unlimited times by managing a gauge. However, players can still use prepared or field-gathered materials to craft powerful ammo with attributes."

These changes extend beyond mechanics into the visual design, as Fujioka noted, "We wanted to showcase the movement of charging a Bowgun for a special shot, ensuring that shots canceling a monster's attack look convincing."

PlayAdvancements in technology have allowed for more detailed animations, enhancing the fluidity of weapon transitions and actions. Tokuda highlighted, "Our goal was to ensure natural weapon use in any situation, particularly when players can't make inputs. For instance, healing items can now be used without stowing your weapon." PlayFujioka added, "The Focus Mode in Wilds allows continuous attacks while moving off-center from the target, enhancing player control and flexibility. We aimed to align the game with the players' vision of how they want to play, leveraging recent technical advancements in animation management."

Focus Strikes

Wilds introduces a new system where continuous attacks on a specific monster spot can create a wound, with damage accumulation being the key factor. Hunters can exploit these wounds using Focus Strikes in Focus Mode, dealing massive damage. Each weapon type features unique animations for these strikes, though Tokuda admitted, "During the open beta, some weapons were too strong, while others felt underpowered. We're tuning them for the official release to standardize their effectiveness while maintaining their unique personalities."

PlayThe wound system adds strategic depth, allowing hunters to target specific parts, create wounds, and then use Focus Strikes for significant damage. Tokuda noted that environmental interactions and monster battles can also cause wounds, and monsters may already be wounded when players encounter them, offering potential advantages and rewards.

Adjustments to monster health and toughness were made to complement the new features, as Tokuda explained, "Monster health is slightly higher than in World to maintain appropriate playtimes and player satisfaction. Focus Mode helps create shorter, more intense hunting loops."

The Tempo of the Great Sword

PlayDeveloping the 14 weapon types involves extensive work. Tokuda revealed that around six planners oversee the weapons, collaborating with artists and animation designers to refine weapon actions and visuals. The Great Sword often serves as the initial prototype, setting the standard for other weapons. PlayFujioka highlighted the excitement of creating the Great Sword's Focus Strike, saying, "It's an all-rounder weapon, and we start with it when creating animations. Its tempo sets the foundation for other weapons, ensuring a balanced and enjoyable gameplay experience." PlayTokuda added, "Weapons with a heavy tempo like the Great Sword are rare in other action games. It's a Monster Hunter standard to ensure it's fun to use, and other weapons are designed to complement its rhythm, creating a cohesive gameplay feel."

Weapons with Personality

PlayPlayer preferences for weapon types vary widely, and the developers aim to enhance each weapon's individuality rather than making them equally easy to use. Fujioka stated, "We focus on what makes each weapon unique. However, if players can't enjoy the intended experience, we make adjustments." PlayTokuda used the Hunting Horn as an example, saying, "We wanted it to deal damage effectively in its optimal range. It uses sound, which other weapons don't, to control the area. We're balancing it so that self-buffs are worthwhile but not overpowered, ensuring it's not the only choice for a secondary weapon."

The developers accept that some weapons will perform better against certain monsters, but they aim to maintain each weapon's distinctiveness without allowing a single build to dominate all hunts.

PlayFujioka noted, "While time-efficient weapons will be popular, dedicated players can master any weapon through trial and error." Tokuda added, "Players can carry a primary and secondary weapon, encouraging them to use complementary weapons."

Build Your Own Skills

PlayThe decoration system in Wilds remains similar to World, allowing players to craft single-skill decorations through alchemy. This ensures players can build their desired skills without being hindered by RNG.

Fujioka shared a personal anecdote, "I never got the Shield Jewel 2 in World, finishing the game without completing my build."

When asked about their favorite weapons, Tokuda mentioned using the Heavy and Light Bowguns and Sword and Shield for their versatility, while Fujioka confirmed his preference for the Lance, noting, "Positioning is crucial with the Lance, and Wilds makes minor adjustments easier, enhancing player choices."

PlayTokuda addressed feedback from the open beta, particularly regarding the Lance, "Players felt it wasn't embodying its concept. We're making major improvements for the release version to ensure it aligns with our vision." PlayThe Monster Hunter Wilds team continues to refine the game based on player feedback, striving to deliver an unparalleled action game experience. For detailed updates on performance enhancements and weapon changes, check out the official community update video from Tokuda.
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