Monster Hunter Wilds: Weapon Overhaul Detailed

Author: Lillian Mar 12,2025

With each new *Monster Hunter* release, players eagerly anticipate experiencing their favorite weapons in a fresh context. Each of the 14 weapon types retains its unique identity while adapting to the design of each new game. *Monster Hunter: World* revolutionized exploration, while *Monster Hunter Rise* introduced the dynamic Wirebug mechanic. In *Monster Hunter Wilds*, aiming for a seamless hunting experience, what design principles guided the weapon tuning?

To delve into these crucial gameplay elements, we spoke with *Monster Hunter Wilds* Art Director and Executive Director, Kaname Fujioka (also director of the first *Monster Hunter* game), and Wilds Director, Yuya Tokuda (a series veteran since *Monster Hunter Freedom*).

IGN First Monster Hunter Wilds Oilwell Basin Artwork

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Our interview revealed the conceptual and developmental processes behind each weapon, highlighting adjustments made based on feedback from the November 2024 Open Beta Test.

Adjustments for a Seamless World

Tokuda explained that the seamless map and dynamic weather of *Wilds* necessitated significant weapon adjustments. The Light and Heavy Bowguns, and the Bow, underwent the most substantial changes. Previous titles required returning to base to replenish resources; *Wilds* eliminates this, posing a challenge for ranged weapons relying on consumable ammo and coatings.

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"Basic damage sources are now resource-free," Tokuda stated. "Normal, pierce, and spread ammo for Bowguns, and Bow coatings, have unlimited uses, managed by a gauge. However, crafting powerful ammo with gathered materials remains an option."

Weapon changes extended beyond mechanics, influencing design. Fujioka highlighted the visual representation of Bowgun charging:

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"We aimed to visually represent the charging of a Bowgun for a special shot, showcasing attack cancellations convincingly. Technological advancements enabled these refined animations."

Improved animation also impacted weapon transitions and actions. Tokuda emphasized the natural feel of weapon use:

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"Hunters can use weapons naturally, even without input. Previously, healing required sheathing your weapon; now, animations allow seamless actions."

Fujioka elaborated on the new Focus Mode:

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"Focus Mode allows directional movement during attacks, slightly off-center from the target. We aimed to realize players' envisioned gameplay. Recent advancements in animation management and gameplay have shaped our approach."

Focus Strikes

Wilds introduces a wounding system where continuous attacks to a specific body part, culminating in accumulated damage, create wounds. Environmental factors also contribute. Focus Strikes, activated in Focus Mode, deal massive damage to wounded areas. Each weapon boasts unique Focus Strike animations.

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Tokuda addressed the balancing of Focus Strike effects across weapons:

"Animations highlight each weapon's uniqueness, but the open beta revealed imbalances. While personality is maintained, we're standardizing strength for the release."

Wounds transform into scars, preventing repeated wounding of the same area. Tokuda highlighted the strategic depth of the system, including environmental interactions and potential extra rewards for hunting wounded monsters.

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"Monsters can be wounded before player interaction, creating dynamic hunts. There are additional rewards for hunting monsters in specific states."

The ease of landing powerful attacks with Focus Mode prompted a question about monster health adjustments. Tokuda explained:

"Monster health is slightly higher than in *World*, balancing playtime and player satisfaction. Flinch resistance is also higher, but Focus Mode shortens hunt loops, creating a more concentrated experience."

The Tempo of the Great Sword

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Tokuda described the weapon development process: "Around six planners oversee player experience, collaborating with artists and animation designers. Great Sword development serves as a prototype, informing the development of other weapons."

Fujioka emphasized the Great Sword's role in animation design:

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"Focus Strikes, a new form of expression, began with the Great Sword, focusing on feel rather than performance. Its all-rounder nature makes it a suitable starting point. We were excited by the result and applied that to other weapons."

Tokuda further highlighted the Great Sword's importance:

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"Weapons with the Great Sword's heavy tempo are rare. Its satisfying gameplay informs the development of other weapons. Its versatility—blocking, AoE attacks, and consistent damage—makes it a strong foundation."

Fujioka added:

"The Great Sword's tempo helps balance faster weapons. Focusing on high-tempo weapons could lead to overly fast gameplay. The Great Sword's tempo ensures a true *Monster Hunter* feel."

Weapons with Personality

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Fujioka addressed the challenge of balancing weapon popularity:

"We focus on unique weapon design rather than equal ease of use. However, we address issues affecting player experience. Overpowered weapons are also problematic; open beta feedback led to significant adjustments."

Tokuda used the Hunting Horn as an example:

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"Its concept is area-of-effect damage. We explored how to leverage sound effects to create damage output. We focused on maximizing its personality rather than solely damage. Open beta feedback on its self-buffing capabilities led to adjustments for the release version."

The developers acknowledge inherent weapon-monster matchups but aim to avoid overly efficient builds. They strive to maintain unique weapon and monster characteristics.

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Fujioka stated, "While highly efficient weapons are popular, we ensure that dedication to a weapon type allows success through trial and error."

Tokuda mentioned the dual weapon system:

"Even specialized weapons can complement each other."

Build Your Own Skills

Tokuda explained the decoration system:

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"Similar to *World*, decorations grant skills. Weapon and armor skills are activated separately. Alchemy allows creation of single-skill decorations, solving the issue of unobtainable skills."

Fujioka shared a personal anecdote:

"I never obtained Shield Jewel 2 in *World*, impacting my build completion."

The developers shared their weapon preferences. Tokuda favors ranged weapons and the adaptable Sword and Shield, while Fujioka is a dedicated Lance user.

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Fujioka stated, "I'm a Lance main. Positioning is crucial, and *Wilds* improves minor adjustments. This is a positive for Lance users."

Tokuda addressed the Lance's open beta reception:

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"The Lance received significant feedback; its intended gameplay wasn't fully realized. Issues with action execution and timing led to it feeling dull. We're making major improvements."

The developers emphasized their commitment to player feedback, aiming to deliver the best possible *Monster Hunter* experience.

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Tokuda's community update video details performance enhancements and weapon changes.