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Weapons Overhauled in the Latest Update: Monster Hunter Wilds

Authore: CarterUpdate:Feb 20,2025

Monster Hunter Wilds: Weapon Tuning and Design Philosophy

With each new Monster Hunter installment, players eagerly anticipate experiencing their favorite weapons within the game's unique framework. Monster Hunter Wilds, aiming for a seamless hunting experience, presents significant changes to weapon mechanics, influenced by its open world and dynamic weather systems. We spoke with Kaname Fujioka (Art Director and Executive Director, also director of the first Monster Hunter game) and Yuya Tokuda (Wilds Director, involved since Monster Hunter Freedom) to delve into the design process.

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Seamless Hunting and Weapon Adjustments

The removal of base-returning between quests necessitated significant weapon adjustments. Ranged weapons, traditionally reliant on consumable ammo and coatings, underwent substantial changes to maintain a fluid gameplay loop.

Tokuda explains: "Basic damage sources are usable without resource depletion. Normal, pierce, and spread ammo for Bowguns, and coatings for Bows, have unlimited use within gauge management. However, pre-prepared or field-gathered materials allow for crafting powerful attribute ammo."

These changes extended beyond mechanics, influencing weapon design. Fujioka highlights the visual enhancements: "We aimed to showcase the Bowgun charging animation for special shots, visually emphasizing attack cancellations. Technological advancements greatly aided these animation improvements." The smoother transitions between actions, weapon stowing, and switching, further enhanced the hunting experience. Tokuda emphasizes the natural flow: "Weapons are designed for intuitive use, even during periods of inactivity." This includes healing item usage while moving, a significant departure from previous titles.

Focus Mode and Wound System

Wilds introduces Focus Mode, enabling directional movement during continuous attacks, and the wound system, allowing for significant damage increases via Focus Strikes. While visually distinct for each weapon, Tokuda clarifies that Focus Strike damage is standardized across weapons, maintaining balance despite initial discrepancies revealed during the November 2024 open beta test.

The wound system adds strategic depth. Accumulated damage creates wounds, exploitable by Focus Strikes, but these wounds scar, preventing repeated targeting of the same area. Environmental interactions can also lead to unexpected scars. Tokuda notes: "Monsters can already have wounds from pre-hunt events, including turf wars, offering unique hunting opportunities and potential rewards." Monster health and toughness were adjusted to maintain appropriate playtime and player satisfaction, with Focus Mode intended to create more impactful, shorter hunting loops.

Great Sword as a Development Prototype

The development process utilizes the Great Sword as a prototype, influencing the design of other weapons. Approximately six planners oversee weapon design, collaborating with artists and animators to refine movements and functionality. Fujioka emphasizes the Great Sword's importance in animation development, particularly for Focus Strikes. Tokuda highlights the weapon's unique tempo: "Weapons with a heavy tempo like the Great Sword are rare, making it a Monster Hunter standard to prioritize its fun factor. Other weapons are differentiated from this core design." The Great Sword's balanced design, including blocking and area-of-effect attacks, serves as a benchmark for other weapons, ensuring varied gameplay styles while maintaining the series' core identity.

Weapon Uniqueness and Balance

The developers prioritize unique weapon characteristics over uniform ease of use. While aiming for balanced gameplay, they acknowledge that some weapons will naturally outperform others against specific monsters. The ability to carry two weapons allows for complementary builds, mitigating potential imbalances. The decoration system, similar to Monster Hunter World, allows for customized skill builds, with the addition of single-skill decoration crafting to address accessibility concerns.

Developer Perspectives

Tokuda favors ranged weapons and the adaptable Sword and Shield, while Fujioka remains a dedicated Lance user. The Lance, however, received significant feedback during the open beta, prompting substantial adjustments for the final release to address issues with action execution and overall effectiveness. The developers emphasize their commitment to incorporating player feedback to create the best possible hunting experience. The passion of the players and the developers' dedication to refinement are key to the continued success of the Monster Hunter series.