Home News Monster Hunter Wilds: Weapon Updates Revealed by Developers - IGN First

Monster Hunter Wilds: Weapon Updates Revealed by Developers - IGN First

Apr 17,2025 Author: Ryan

With each new installment in the Monster Hunter series, fans eagerly anticipate how their preferred weapon will feel in the latest game. The 14 weapon types in Monster Hunter: Wilds each showcase unique characteristics while adapting to the game's innovative design, which aims for a seamless hunting experience. Monster Hunter: World introduced a non-segmented quest area, and Monster Hunter Rise brought Wirebug action to the forefront. In Wilds, weapons are being fine-tuned to align with the game's vision, and we had the chance to delve into these details with the game's art director and executive director, Kaname Fujioka, and the director, Yuya Tokuda. Fujioka, who directed the original Monster Hunter, and Tokuda, a veteran of the series since Monster Hunter Freedom, provided insights into the development process.

IGN First Monster Hunter Wilds Oilwell Basin Artwork

6 ImagesIn our discussion, we explored the concept and development journey of various weapons, gaining insights into the adjustments made following feedback from the November 2024 Open Beta Test.

Adjustments for a Seamless World

Tokuda emphasized the necessity of significant changes to weapon usage due to shifts in the gameplay loop, driven by Wilds' seamless map and dynamic weather conditions. He highlighted the extensive modifications to the Light and Heavy Bowguns, as well as the Bow. In previous titles, players returned to base to replenish resources after each quest, but Wilds aims for uninterrupted play, necessitating changes to the mechanics of ranged weapons.

Play"We designed the system so that basic damage sources can be used without expending resources," Tokuda explained. "We balanced it around the idea that normal, pierce, and spread ammo for Bowguns and coatings for Bows can be fired unlimited times while managing your gauge. However, we also ensured that players can still use prepared or field-found items to create powerful attribute-based ammo."

Fujioka added that these changes go beyond mere mechanics, extending into the visual and design aspects of the weapons. "We wanted to properly show the movement of charging a Bowgun for a special shot," he said. "Shots that cancel out a monster's attack need to look convincing, and we've worked hard to make these actions visually clear to the player."

PlayAdvancements in technology have enabled more detailed animations, allowing for smoother transitions between actions, which in turn influences gameplay. Tokuda noted, "A common concept shared by all weapons is to ensure hunters can use them naturally in any given situation, especially when they can't make any inputs."

Fujioka elaborated on the new Focus Mode in Wilds, saying, "You can move while facing a specified direction, making continuous attacks possible while slightly off-center from your target. We aimed to fulfill players' vision of how they want to play."

Focus Strikes

Wilds introduces a system where continuous attacks on a monster's specific spot can create wounds. These wounds, generally determined by the damage dealt, allow for massive damage through Focus Strikes in Focus Mode. Each weapon type has unique animations for these Focus Strikes, which initially suggested varying effects during the open beta test.

Play"For Focus Strikes, we wanted animations to showcase each weapon's uniqueness," Tokuda said. "However, the beta showed some weapons were too strong, while others felt underpowered. We're tuning them to be more standardized for the official release to maintain balance."

The wound system provides hunters with new strategic options. For instance, targeting a monster's head with a hammer can create a wound, enabling a powerful Focus Strike. However, once a wound turns into a scar, hunters must target another area. As players progress, they'll discover environmental ways to create scars, adding depth to the hunting strategy.

PlayTokuda mentioned that monsters can start with wounds due to turf wars in the game's locale, potentially leading to additional rewards for hunters. "Monsters can have multiple wounds by the time they interact with the player," he said. "You might get lucky and hunt a monster in this state, possibly earning gems as additional rewards."

With the introduction of Focus Mode and wounds, players can deal significant damage more easily, leading to adjustments in monster health and toughness. "Health is slightly higher than in World to maintain appropriate playtimes and player satisfaction," Tokuda explained. "Focus Mode is designed to offer shorter, more concentrated hunting loops."

The Tempo of the Great Sword

PlayDeveloping the 14 weapon types involves extensive work, and Tokuda shared that about six planners oversee the player experience. "We begin with the Great Sword as a prototype," he said. "It's an all-rounder weapon, and we use it to verify and apply knowledge to other weapons."

Fujioka added that the Great Sword's animations inspire the team. "The Great Sword's Focus Strike was exciting," he said. "If we could create something that feels this good, we knew we could do even more with other weapons."

PlayTokuda highlighted the Great Sword's importance in the series. "Weapons with a heavy tempo like the Great Sword are rare in other action games," he said. "It's a Monster Hunter standard to ensure it's fun to use. Other weapons are differentiated from it, maintaining the game's feel."

Fujioka agreed, emphasizing the importance of the Great Sword's tempo. "Creating a game that's fun with the Great Sword's weight makes it easier to design high-tempo weapons," he said. "Balancing both ensures the game feels like Monster Hunter."

Weapons with Personality

PlayEach hunter has a favorite weapon, and the developers focus on enhancing their unique traits rather than making them equally easy to use. "We design what makes each weapon unique," Fujioka explained. "However, we ensure players can have the desired gaming experience."

Tokuda used the Hunting Horn as an example. "The concept is to produce damage in the area around you," he said. "Using the Echo Bubble to control the area and leverage the weapon's sound element is key."

PlayThe ability to carry two weapons in Wilds sparked discussions during the beta about optimal pairings. "We're balancing the Hunting Horn to ensure self-buffs are worthwhile but not too strong," Tokuda noted.

The developers acknowledge weapon performance variations against different monsters but aim to maintain each weapon's uniqueness. "Weapons that are time-efficient and easy to use will be popular," Fujioka said. "But with enough trial and error, players can beat a monster with any weapon type."

PlayTokuda encourages players to use two weapons to complement each other. "Even specialized weapons can be effective when used together," he said.

Build Your Own Skills

The decoration system, crucial for skill builds, remains similar to World, with specific skill abilities. "You can make single-skill decorations through alchemy," Tokuda explained. "Players won't face issues obtaining specific skills."

PlayFujioka shared his personal experience with World, saying, "I never got my Shield Jewel 2. I finished the game without completing my build."

When asked about their favorite weapons, Tokuda mentioned using long-range weapons like the Heavy and Light Bowguns, and the adaptable Sword and Shield. "I plan to try all the weapons now that hunters can carry two," he said. Fujioka, a Lance enthusiast, noted improvements for Lance users in Wilds. "Positioning is crucial with the Lance," he said. "Minor adjustments during attacks are now easier, giving players more choices."

PlayThe open beta feedback highlighted issues with the Lance. "Players felt the Lance wasn't embodying its concept," Tokuda admitted. "We're making major improvements for the release version to ensure it feels right." PlayAs the Wilds creators continue to refine the game, they're committed to delivering the best experience for hunters. They've taken player feedback seriously and are working to enhance the 14 weapon types. The Monster Hunter series remains unparalleled in the action game genre, thanks to the passion of its players and the developers' dedication to excellence.

You can learn more about how the Monster Hunter Wilds developers incorporate player feedback in their official community update video, where Tokuda discusses performance enhancements and detailed weapon changes.

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