by Matthew Mar 19,2025
With each new *Monster Hunter* release, players eagerly anticipate experiencing their favorite weapons in a fresh context. Each of the 14 weapon types boasts unique characteristics, yet adapts to the nuances of each game's design. *Monster Hunter: World* revolutionized exploration, while *Monster Hunter Rise* introduced the dynamic Wirebug mechanic. Now, *Monster Hunter Wilds* aims for a seamless hunting experience, prompting adjustments to weapon design and functionality. To understand the design philosophy behind these changes, we spoke with Kaname Fujioka (Art Director and Executive Director, also director of the first *Monster Hunter* game) and Yuya Tokuda (Wilds Director, a series veteran since *Monster Hunter Freedom*).
Our interview revealed the development process for various weapons, highlighting adjustments made based on feedback from the November 2024 Open Beta Test.
Tokuda explained significant weapon adjustments necessitated by *Wilds’* seamless map and dynamic weather. The Light and Heavy Bowguns, and the Bow, underwent major changes. Previous titles required base returns for ammo replenishment; *Wilds* eliminates this, impacting ranged weapons reliant on consumable ammo and coatings. Tokuda stated: "That's why we designed it so that basic damage sources can be used without expending resources. We balanced it around unlimited normal, pierce, and spread ammo for Bowguns and coatings for Bows, managing your gauge. However, using pre-prepared or field-gathered materials for powerful ammo remains an option, influencing our balancing."
These changes extend beyond mechanics to weapon design. Fujioka noted: "We aimed to visually represent the Bowgun charging process for special shots, making attack cancellations convincing. Since the previous game, we’ve focused on clear visual feedback for player actions." Technological advancements facilitated these improved animations, impacting weapon transitions and hunter actions. Tokuda emphasized: "A core concept was enabling natural weapon use regardless of the situation, especially during input limitations." Previously, healing required sheathing weapons; improved animations changed this.
Fujioka added: "The new Focus Mode allows directional movement during attacks, enabling continuous, slightly off-center attacks. We aimed to realize players’ envisioned playstyles. Recent technological leaps in animation management and evolving gameplay significantly influenced our approach. For action games, meeting player desires for immediate responsiveness is crucial. We constantly adapt to these changes."
The new wound system, triggered by accumulated damage to a specific area, allows for devastating Focus Strikes in Focus Mode. Unique Focus Strike animations were created for each weapon type, though initial beta testing revealed imbalances. Tokuda clarified: "While we aimed for unique animations showcasing each weapon's personality, we adjusted for balance in the release version to prevent extreme disparities."
Wounds, like flinching and part breaking, provide strategic options. Repeated head attacks with a hammer might create a wound, allowing a powerful Focus Strike, but resulting in a scar, preventing further head wounds. Environmental interactions can also lead to unexpected scars. Tokuda explained: "Monsters start unwounded, but in *Wilds*, environmental interactions, including monster turf wars, can result in pre-existing wounds when the player encounters them. This creates opportunities for advantageous hunts and potential additional rewards, including gems."
Focus Mode and wounds enhance powerful attacks like the Great Sword's Charged Slash. Tokuda addressed monster health adjustments: "While not initially intended, monster health is slightly higher than in *World*, balancing playtime and player satisfaction. Flinch resistance is also higher, but Focus Mode aims for more concentrated, rewarding hunts."
Balancing 14 weapon types requires extensive work. Tokuda explained the development process: "Around six planners oversee player experience, collaborating with artists and animation designers. The Great Sword serves as a prototype, informing the development of other weapons. We focus on fun and visual appeal."
Focus Strikes inspired the art team. Fujioka explained: "We prioritized feel over performance. The Great Sword, an all-rounder, serves as the initial animation prototype. Its Focus Strike success informed the design of other weapons."
Tokuda highlighted the Great Sword's unique tempo: "Heavy-tempo weapons are rare; the Great Sword's fun factor is prioritized. Other weapons are designed in relation to it. The Great Sword is versatile, offering blocking, AoE attacks, and straightforward combat. Mastering its weight simplifies combat."
Fujioka added: "A fun Great Sword experience facilitates the creation of faster-paced weapons. Balancing both speeds creates a true *Monster Hunter* feel."
While aiming for unique weapon identities, the developers acknowledged the challenge of balancing player experience. Fujioka stated: "We prioritize unique design over equal ease of use. However, we address issues impacting the intended player experience. Overpowered weapons are undesirable; open beta feedback led to significant release version adjustments."
Tokuda illustrated this using the Hunting Horn: "Its concept is area-of-effect damage. We explored utilizing its sound element for damage output. We prioritize maximizing each weapon's unique traits over raw damage. Open beta feedback on the Hunting Horn's self-buffing capabilities resulted in release version balancing adjustments."
While acknowledging inherent weapon-monster matchups, the developers aim to avoid overly efficient builds for all monsters. Fujioka stated: "While efficient weapons gain popularity, we ensure that dedication to a specific weapon type allows success through perseverance." The dual-weapon system encourages complementary weapon pairings.
The decoration system, similar to *World*, allows skill activation via weapon or armor slots. Alchemy enables single-skill decorations, addressing previous skill acquisition challenges. Fujioka recounted his *World* experience: "I never got my Shield Jewel 2... I finished the game without completing my build."
Tokuda prefers long-range weapons and the adaptable Sword and Shield, while Fujioka is a dedicated Lance user. He noted the Lance's improved positioning and minor adjustment capabilities in *Wilds*. However, the Lance's open beta reception highlighted issues requiring significant adjustments for the release version, addressing user feedback on its functionality and responsiveness.
The *Wilds* team is committed to delivering a refined experience, incorporating player feedback. Their dedication, coupled with player passion, continues to define *Monster Hunter*'s enduring appeal. A detailed community update video covers performance enhancements and weapon changes.
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