With each new *Monster Hunter* release, players eagerly anticipate experiencing their favorite weapons in the latest iteration. 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 the dynamic Wirebug mechanic. *Monster Hunter Wilds*, aiming for seamless hunting, presents a new context for weapon design. How were these weapons tuned to achieve this goal?
To understand the design choices behind *Monster Hunter Wilds*' weapon tuning, we spoke with Art Director and Executive Director Kaname Fujioka (also director of the first *Monster Hunter* game) and Director Yuya Tokuda (involved since *Monster Hunter Freedom*).
Our interview revealed the conceptual and developmental processes behind various weapons, detailing adjustments made based on feedback from the November 2024 Open Beta Test.
Tokuda explained significant weapon adjustments were necessary due to *Wilds'* seamless map and dynamic weather. The Light and Heavy Bowguns, and the Bow, underwent major changes. Previous titles required returning to base for resource replenishment, a process eliminated in *Wilds*. Ranged weapons traditionally use consumable ammo and coatings, potentially hindering seamless play.
"We designed basic damage sources to be resource-free," Tokuda stated. "Normal, pierce, and spread ammo for Bowguns, and coatings for Bows, are unlimited, managed by a gauge. However, using pre-prepared or field-gathered materials to craft powerful ammo remains an option, influencing our balancing."Weapon changes extended beyond mechanics, impacting design. Fujioka elaborated:
"We aimed to visually represent Bowgun charging for special shots, making attack cancellations convincing. Technological advancements significantly improved animation capabilities."Weapon transitions were refined, impacting gameplay. Tokuda noted:
"Weapons are designed for intuitive use, even without player input." Previously, healing required sheathing weapons. Improved animations changed this.Fujioka added:
"*Wilds'* Focus Mode allows directional movement during attacks. We aimed to realize players' ideal gameplay experiences, leveraging advancements in animation management and action game design."A new system in *Wilds* allows wounding monsters through sustained attacks on specific body parts. Wound creation depends on damage dealt; environmental elements and monster battles contribute more easily than weapon attacks. Focus Strikes, activated in Focus Mode, deal massive damage to wounded areas. Unique animations were created for each weapon type.
Addressing balance concerns from the beta, Tokuda stated: "Focus Strike animations highlight weapon uniqueness, but the beta revealed imbalances. While personality differences are maintained, we've standardized effectiveness for the release."Wounds offer strategic hunting options. Repeated head attacks with a hammer might create a wound, allowing a devastating Focus Strike, but this wound then scars, preventing further head wounds. Late-game environmental interactions can lead to unexpected scars. Tokuda explained:
"Monsters start unwounded, but in *Wilds'* open world, turf wars can occur even without hunters, leading to pre-existing wounds. This adds unexpected hunting opportunities and potential rewards, including gems."Focus Mode and wounds enhance powerful attacks, such as the Great Sword's Charged Slash. Monster health and toughness were adjusted accordingly.
"Health is higher than in *World*, balancing playtime and player satisfaction. Flinch resistance is also higher, but Focus Mode allows for more concentrated, rewarding hunts," Tokuda clarified.Tokuda used the Hunting Horn as an example:
"Its concept is area-of-effect damage. We leveraged its unique sound element for damage output. Beta feedback showed that using the Hunting Horn for self-buffs before switching weapons was too powerful. Release tuning balances self-buffs to avoid it being the only viable secondary weapon choice."While weapon-monster matchups vary, the developers aim to avoid overly efficient builds. Endgame weapon usage will naturally narrow, but flattening weapon uniqueness would compromise *Monster Hunter*'s core identity. Fujioka stated:
"While top-tier weapons will be popular, we ensure that dedication to any weapon type allows for monster defeat through perseverance."Tokuda highlighted the dual weapon system:
"Complementary weapon pairings are encouraged, even with specialized weapons."The decoration system, impacting skill builds, is similar to *World*, with alchemy enabling single-skill decorations. Fujioka shared a personal anecdote about his *World* experience, highlighting the improvement:
"I never obtained the Shield Jewel 2 I needed. *Wilds* eliminates this frustration."Regarding weapon preferences, Tokuda favors ranged weapons and the Sword and Shield for its adaptability, while Fujioka remains a Lance main.
"I only use the Lance," Fujioka admitted. "*Wilds'* improved positioning options benefit Lance users."The Lance received significant beta feedback:
"The Lance's concept wasn't fully realized in the beta. Issues with action execution and timing will be addressed for the release," Tokuda stated.The *Wilds* team is dedicated to delivering a refined experience, incorporating player feedback. Their commitment, combined with player passion, continues to define *Monster Hunter*'s success. Further details on performance enhancements and weapon changes are available in the official community update video.