Home News Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

Author : Aurora Mar 18,2025

With each new *Monster Hunter* release, players eagerly anticipate experiencing their favorite weapons in the latest iteration. All 14 weapon types retain their unique characteristics while adapting to each game's design. *Monster Hunter: World* removed segmented quest areas, while *Monster Hunter Rise* introduced the dynamic Wirebug mechanic. In *Monster Hunter Wilds*, aiming for a seamless hunting experience, how were these weapons tuned? To explore this, we interviewed Art Director and Executive Director Kaname Fujioka (also director of the first *Monster Hunter* game) and Director Yuya Tokuda (involved since *Monster Hunter Freedom*).

IGN First Monster Hunter Wilds Oilwell Basin Artwork

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Our conversation revealed the design and development process for each weapon, including adjustments made based on feedback from the November 2024 Open Beta Test.

Adjustments for a Seamless World

Tokuda highlighted significant weapon adjustments due to *Wilds’* seamless map and dynamic weather. "The Light and Heavy Bowgun, and the Bow, underwent major changes," he explained. Previous titles required base returns for resource replenishment; *Wilds* eliminates this, impacting ranged weapons which rely on consumable ammo and coatings. Tokuda clarified: "Basic damage sources are now resource-free. Normal, pierce, and spread ammo for Bowguns, and Bow coatings, are unlimited, managed by a gauge. However, pre-prepared or field-found ammo remains viable, influencing the balance."

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Fujioka emphasized design changes beyond mechanics: "We aimed to visually represent Bowgun charging for special shots, convincingly showcasing attack cancellations. We've focused on clear visual feedback since previous titles, aided by technological advancements." These improvements extend to weapon transitions, impacting hunter actions. Tokuda noted: "We ensured natural weapon use in any situation, even with no player input." Previously, healing required weapon stowing; improved animations changed this.

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Fujioka added: "The new Focus Mode allows directional movement during attacks, enabling continuous, slightly off-center combat. We aimed to match player expectations. Recent technical advancements, particularly in animation, have significantly impacted gameplay. For action games, meeting player desires for immediate movement is key. We constantly adapt to evolving gaming trends."

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Focus Strikes

The new wound system allows for monster wounding through sustained attacks on specific body parts. Damage accumulation, including environmental interactions, determines wound creation. Weapon type doesn't affect this. Focus Strikes, activated in Focus Mode, deal massive damage to wounded areas. Unique animations were created for each weapon, initially leading to balance issues in the beta.

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Tokuda explained: "Focus Strike animations highlight weapon uniqueness, but the beta revealed imbalances. While personality differences are maintained, standardization is key for the release version." Wounds create new tactical options. For example, a head wound created with a hammer can be exploited with a Focus Strike, but then becomes a scar, preventing further head wounds. Late-game environmental interactions can lead to unexpected scarring. Tokuda stated that wounds, like flinching and part breaking, offer new strategic choices.

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He continued: "Quests begin with unwounded monsters, but in *Wilds*, exploration can reveal pre-wounded monsters from turf wars. These offer potential rewards, including unique gems. Focus Mode and wounds significantly enhance damaging attacks like the Great Sword's Charged Slash. Monster health and toughness were adjusted to maintain appropriate playtime and player satisfaction, resulting in slightly higher values compared to *World*. Flinch resistance is also higher, but Focus Mode compensates by creating more concentrated hunting experiences."

The Tempo of the Great Sword

Tokuda explained the weapon development process: "Around six planners oversee weapon balance, working with artists and animators. Development begins with the Great Sword prototype, followed by verification with weapons like the Sword and Shield and Heavy Bowgun, informing subsequent weapon creation." Design and art collaboration emphasizes both fun and visual appeal. Focus Strikes inspired the art team.

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Fujioka explained: "Focus Strikes were new, so we prioritized feel over performance. The Great Sword, an all-rounder, is our starting point for animations. Its Focus Strike's success boosted confidence for other weapons." The Great Sword's influence on animation development is significant. Tokuda added: "Heavy tempo weapons like the Great Sword are rare; its enjoyment is a *Monster Hunter* standard. Other weapons are designed in relation to the Great Sword, creating differentiation. The Great Sword's versatility—blocking, area-of-effect attacks, consistent damage—makes it a straightforward choice for experienced players. Its balanced tempo facilitates the creation of faster-paced weapons."

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Fujioka continued: "Focusing on weapon uniqueness over equal ease of use is preferable. However, ensuring a satisfying player experience is crucial. Overpowered, easy-to-use weapons are undesirable, hence the beta-informed adjustments." Tokuda illustrated weapon uniqueness using the Hunting Horn: "Its concept is area-of-effect damage using Echo Bubbles. Sound manipulation for damage output is key. We prioritized personality over pure damage. The beta showed Hunting Horn self-buffs leading to overpowered combinations. Release version adjustments balance this, ensuring other secondary weapon choices remain viable."

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Weapon-monster matchup discrepancies are expected, but avoiding universally efficient builds is a priority. Endgame specialization is inevitable, but flattening weapon uniqueness would undermine *Monster Hunter’s* core. Fujioka stated: "While top-tier weapons will be popular, dedication to a weapon type should still enable monster defeat through perseverance." Tokuda highlighted the dual-weapon system: "Even specialized weapons can complement each other."

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Build Your Own Skills

Tokuda described the decoration system: "Similar to *World*, decorations provide specific skills, activated via weapon or armor slots. Alchemy allows for single-skill decorations, eliminating skill acquisition issues." Fujioka shared his *World* experience: "I never obtained Shield Jewel 2, impacting my build completion." Regarding weapon preferences, Tokuda favors long-range weapons and the Sword and Shield for its adaptability, while Fujioka remains a dedicated Lance user.

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Fujioka explained: "The Lance's positioning is key, now improved with easier minor adjustments. This is a positive change for Lance users." The Lance received significant beta feedback. Tokuda stated: "The Lance's concept wasn't fully realized. Guarding, sticking to monsters, and counterattacking were intended, but issues with action execution, timing, and unintended actions made it feel dull. The release version will feature major improvements."

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The *Wilds* creators are committed to delivering the best possible experience, incorporating player feedback. Their dedication, combined with player passion, continues to make *Monster Hunter* an unparalleled action game series. Tokuda's community update video details performance enhancements and weapon changes.