Home News Monster Hunter Wilds: Weapon Overhaul Detailed

Monster Hunter Wilds: Weapon Overhaul Detailed

by Emery Mar 12,2025

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 revolutionized exploration by removing segmented quest areas, while Monster Hunter Rise introduced the dynamic Wirebug mechanic. In Monster Hunter Wilds, aiming for a seamless hunting experience, what design concepts guided the weapon tuning process?

To delve into these gameplay-defining weapon details, 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 uncovered the conceptual and developmental processes behind various weapons, providing insights into player-favorite weapons and adjustments made following the November 2024 Open Beta Test feedback.

Adjustments for a Seamless World

Tokuda highlighted significant weapon usage changes necessitated by Wilds' seamless map and dynamic weather. "The Light and Heavy Bowgun, as well as the Bow, underwent substantial revisions," he explained. Previous Monster Hunter games required base returns for resource replenishment. Wilds' seamless design eliminated this, posing a challenge for ranged weapons reliant on consumable ammo and coatings. Tokuda clarified, "Basic damage sources are now resource-free. Balancing centered on unlimited normal, pierce, and spread ammo for Bowguns, and coatings for Bows, managed via a gauge. However, pre-prepared or field-gathered materials remain viable for crafting powerful attribute ammo."

Weapon adjustments considered Wilds' new elements and overall concept, with ranged weapons receiving the most significant changes. Fujioka expanded, stating this extends beyond mechanics to design: "We aimed to visually represent Bowgun charging for special shots, making attack-canceling shots convincingly impactful. Since the previous game, we've focused on clear visual feedback for player actions." He attributed these animation improvements to technological advancements. Weapon drawing, stowing, and switching also saw refinement. Tokuda noted that enhanced transitional animations impacted hunter capabilities: "We ensured natural weapon usage within any situation, particularly during input limitations."

Previously, healing required weapon stowing and movement cessation. Improved animations changed this. Fujioka continued, emphasizing the new Focus Mode: "Focus Mode allows directional movement during attacks, enabling continuous, slightly off-center attacks. Players maintain directional control, aligning with their desired playstyle. We aimed to realize players' envisioned gameplay experiences. Recent technological leaps in animation management and evolving gameplay significantly influenced our approach. For action games, meeting players' in-the-moment movement desires is crucial. We consistently adapt to changing trends."

Focus Strikes

Wilds introduces a system for wounding monsters through sustained attacks on specific body parts. Wound formation generally depends on damage dealt, with environmental elements (falling rocks, monster battles) facilitating easier wounding. Weapon attacks rely on accumulated damage, resulting in no weapon-type differences. Focus Strikes, used in Focus Mode, inflict massive damage on wounded monsters. Unique animations were created for each weapon type (e.g., acrobatic maneuvers with Dual Blades), initially suggesting differing abilities. Tokuda clarified that while animations showcase weapon uniqueness, balancing prevented extreme disparity: "Focus Strike animations highlight each weapon's individuality. However, the open beta revealed imbalances, with some weapons being too strong, and others too weak. We're standardizing them for the official release while maintaining weapon personality."

The wound system provides a new strategic element. For example, accumulated head damage from a hammer can create a wound, enabling a powerful Focus Strike. The wound then scars, preventing further head wounds. Players can shift focus or target other woundable areas. Late-game scenarios utilize environmental elements for unexpected scarring. Tokuda explained that the wound system, like flinching and part breaking, offers a new strategic layer: "Monsters start unwounded, but Wilds' explorable locales allow for monster turf wars, even without hunter involvement. Monsters might already be wounded when encountered. This creates opportunities and potential additional rewards, including gems."

Focus Mode and wounds facilitate powerful attacks (e.g., Great Sword's Charged Slash). Were monster health and toughness adjusted? Tokuda responded: "While not initially intended, health is slightly higher than in World, considering playtime and player satisfaction. Flinch resistance is also higher, but hunts remain engaging. Focus Mode aims for more accomplishment through shorter loops, creating a more concentrated hunting experience."

The Tempo of the Great Sword

Tuning 14 weapon types requires significant effort. We asked Tokuda about weapon-specific developers. He explained: "Some staff oversee multiple weapons, resulting in roughly six planners responsible for player experience. This includes artists and animators to discuss movement and potential weapon usage improvements. Weapon assignments weren't initial; they evolved during development. The Great Sword served as the prototype, followed by verification with Sword and Shield and Heavy Bowgun, applying that knowledge to other weapons."

Designers and artists collaborate on weapon actions, considering both fun and visual appeal. Fujioka's art team found Focus Strikes inspiring: "Focus Strikes were novel. We prioritized feel over performance. The Great Sword, being an all-rounder, serves as an animation prototype. Its creation in the original Monster Hunter fueled our desire to challenge ourselves with it first. The Great Sword's Focus Strike success inspired us to further enhance other weapons."

The Great Sword's developmental impact on animations is significant. Tokuda added: "Weapons with the Great Sword's heavy tempo are rare in other action games. Its enjoyment is a Monster Hunter standard. Other weapons are designed by centering on the Great Sword and differentiating them. The Great Sword is the most well-rounded. While faster weapons (Dual Blades, Sword and Shield) require technical skill for damage, mastering the Great Sword allows for straightforward monster defeat. Its blocking, AoE attacks, and consistent damage output enable direct confrontation. Making the Great Sword enjoyable facilitates the creation of faster-paced weapons," Fujioka added. "Focusing on high-tempo weapons or matching monster speed would lead to increasingly faster gameplay. The Great Sword's tempo ensures a true Monster Hunter feel."

Weapons with Personality

Every hunter has preferences, but popularity inevitably varies. Player feedback is crucial. Fujioka emphasized focusing on weapon uniqueness over equal ease of use: "We prioritize unique weapon design over uniform ease of use. However, ensuring the intended player experience is paramount. An overpowered, easy-to-use weapon is undesirable; several weapons underwent significant changes for the release version based on open beta feedback."

Tokuda illustrated weapon uniqueness using the Hunting Horn: "I envisioned the Hunting Horn's concept as maximizing damage within its effective area. Instead of continuous attacks, area-control techniques like Echo Bubble inflict damage. We leveraged its unique sound element for damage output. We prioritized maximizing its personality over raw damage. Open beta discussions revealed that self-buffing with the Hunting Horn before switching weapons was too powerful. The release version balances self-buffs to prevent it from being the only viable secondary weapon choice."

Weapon effectiveness varies against different monsters. While accepting this, the developers aim to avoid universally optimal builds. Endgame monster targeting narrows, influencing weapon choice from an efficiency standpoint. However, flattening weapon and monster uniqueness would undermine Monster Hunter's core. Fujioka stated: "While highly efficient weapons gain popularity, we ensured that dedication to a weapon type allows for monster defeat through perseverance." Tokuda highlighted the dual weapon system: "Even specialized weapons can complement each other."

Build Your Own Skills

Endgame decoration systems influence skill builds. Tokuda explained: "Decorations are similar to World, with specific skill abilities. Skills activate through weapon or armor slots (activated separately in Wilds). Alchemy creates single-skill decorations, eliminating skill acquisition issues."

Fujioka shared his World experience: "I never obtained a Shield Jewel 2, completing the game without a full build." Regarding preferred weapons, Tokuda favors long-range weapons (Heavy Bowgun, Light Bowgun) and the adaptable Sword and Shield for explaining gameplay. He plans to explore all weapons post-release. Fujioka's preference is the Lance:

"I'm a Lance main. Positioning is crucial, sticking to the monster. Wilds simplifies minor positional adjustments during attacks. This is a positive for Lance users. However, the Lance received significant open beta feedback. We aimed for versatile guarding, counterattacking, but actions were unreliable, resulting in a dull experience. The release version includes major improvements."

The Wilds creators are committed to delivering the best possible experience, incorporating open beta feedback. Their long-standing experience and passion drive them to refine the 14 weapon types. Monster Hunter's continued success stems from player passion and the developers' dedication.

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