Monster Hunter Wilds: New Weapon Mechanics Unveiled

Hunters eagerly anticipate each new Monster Hunter release, curious about how their preferred weapons will perform in the upcoming adventure.
Each of the 14 weapon types boasts distinct traits, evolving to align with the unique design of each game. Monster Hunter: World removed segmented areas during quests, while Monster Hunter Rise introduced the Wirebug mechanic. Weapons adapt to reflect a game’s core design, revealing fresh dynamics. What principles shaped the weapon adjustments in Monster Hunter Wilds, a title focused on delivering a fluid hunting experience?
We discussed these pivotal gameplay changes with Monster Hunter Wilds art director and executive director Kaname Fujioka, and director Yuya Tokuda. Fujioka, who helmed the original Monster Hunter, and Tokuda, a veteran since Monster Hunter Freedom, shared insights into the weapon tuning process.
IGN First Monster Hunter Wilds Oilwell Basin Artwork






Our conversation revealed the creative vision and development journey behind various weapons, highlighting updates to fan-favorite weapons and refinements made post the November 2024 Open Beta Test based on player feedback.
Adapting to a Fluid World
Tokuda explained that the seamless map and dynamic weather in Wilds necessitated significant tweaks to weapon functionality, reshaping the gameplay flow.
“The Light and Heavy Bowgun, along with the Bow, underwent substantial updates,” he noted.
Unlike past titles where hunters returned to base to restock after quests, Wilds emphasizes uninterrupted gameplay, eliminating the need for such breaks. Ranged weapons, reliant on consumable ammo and coatings, risked becoming cumbersome without restocking opportunities.
“We designed basic damage sources to be resource-free,” Tokuda said. “Normal, pierce, and spread ammo for Bowguns, and coatings for Bows, can be used infinitely while managing a gauge. Players can still leverage prepared or field-gathered materials to craft powerful ammo with unique attributes.”
Weapon adjustments considered Wilds’ new elements, with ranged weapons seeing the most pronounced changes. Fujioka emphasized that these updates extend beyond mechanics to visual design.
“We aimed to vividly depict the Bowgun’s charging motion for special shots,” he said. “Shots that counter a monster’s attack now feel convincingly impactful, enhancing clarity for players.”
Technological advancements have enriched animation quality, allowing smoother weapon handling, sheathing, and switching. Tokuda noted that refined transition animations expanded hunters’ capabilities.
“We ensured weapons feel intuitive in any situation, even when inputs are limited,” he said.
Previously, healing required stowing weapons and halting movement. Enhanced animations now enable more fluid actions.
Fujioka added: “Focus Mode in Wilds enhances action dynamics. Hunters can move while aiming, enabling continuous attacks slightly off-target. This empowers players to execute their envisioned strategies.”
“Recent technological strides in animation management have transformed gameplay. For action games, meeting players’ real-time movement desires is critical. We strive to stay ahead of evolving trends.”
Mastering Focus Strikes
Wilds introduces a wounding system, where persistent attacks on a monster’s specific area create vulnerabilities. Wounds form based on damage dealt, with environmental factors like falling rocks or monster clashes accelerating the process. Weapon-based wounds rely on cumulative damage, consistent across weapon types.
In Focus Mode, Focus Strikes unleash devastating damage on wounded areas. Each weapon type features unique animations, like the dual blades’ acrobatic flourishes, suggesting varied effects. Are there differences beyond visuals? Tokuda clarified.
“Focus Strikes highlight each weapon’s distinct style,” he said. “Beta feedback revealed imbalances—some weapons were overly strong, others underwhelming. While we preserve weapon individuality, we’re standardizing their performance for the final release to avoid extreme disparities.”
The wounding system offers strategic depth. For instance, hammer attacks to a monster’s head can cause flinches and wounds. A Focus Strike on the wound delivers massive damage, but the area scars, preventing further wounds there. Players can then target other areas or exploit environmental effects for unexpected scars.
“Monsters start unwounded, but as you explore Wilds’ locales, turf wars can leave them scarred before you engage,” Tokuda said. “This can be a lucky break, with potential bonus rewards, like gems, for defeating such monsters.”
With Focus Mode and wounds enabling powerful attacks like the Great Sword’s Charged Slash, did monster health increase? Tokuda explained: “Health is slightly higher than in World to balance playtime and satisfaction. Flinch resistance is up, but hunts remain engaging. Focus Mode shortens action loops for a more rewarding experience.”
Great Sword’s Defining Rhythm
Tuning 14 weapon types is a complex task. Does each have a dedicated designer? Tokuda replied: “About six planners oversee multiple weapons, focusing on player experience. Artists and animators collaborate to refine movements, starting with the Great Sword as a prototype, then applying insights to others like the Sword and Shield and Heavy Bowgun.”
Designers and artists prioritize both functionality and visual appeal. Focus Strikes inspired Fujioka’s art team.
“Focus Strikes were a new creative outlet,” Fujioka said. “We started with the Great Sword, an all-rounder from the original Monster Hunter. Its Focus Strike felt exhilarating, setting a high bar for other weapons.”
The Great Sword anchors Monster Hunter’s animation development more than anticipated.
Tokuda added: “The Great Sword’s deliberate tempo is unique among action games, making it our starting point. Other weapons are differentiated from it. Its versatility—blocking, area attacks, and high-damage moments—allows direct monster engagements once mastered.”
“Mastering the Great Sword’s weight simplifies crafting faster weapons,” Fujioka noted. “Focusing on high-tempo weapons risks escalating speed excessively. The Great Sword’s rhythm ensures a true Monster Hunter feel.”
Crafting Unique Weapon Identities
Every hunter has a favored weapon, yet popularity varies, with some weapons inevitably ranking higher. Players vocalize concerns over perceived imbalances, gravitating toward weapons with clear strengths. The developers prioritize individuality over uniform ease.
“We focus on each weapon’s unique traits rather than equalizing usability,” Fujioka said. “Still, we address issues preventing our intended experience. Overpowered weapons were adjusted post-beta for the final release.”
What defines a weapon’s uniqueness? Tokuda highlighted the Hunting Horn.
“The Hunting Horn excels in close-range damage via area control, like the Echo Bubble, leveraging its unique sound element,” he said. “We prioritize personality over raw damage.”
“With dual weapon carrying, beta feedback suggested buffing with the Hunting Horn before switching. We’re balancing self-buffs for the release to ensure variety in secondary weapon choices.”
Weapon performance varies by monster, but developers aim to prevent any single build from dominating all hunts. While endgame efficiency may favor certain weapons, flattening their uniqueness would undermine Monster Hunter’s core.
Fujioka noted: “While efficient weapons gain popularity, dedicated players can master any weapon through persistence.”
Tokuda added: “Carrying two complementary weapons enhances strategic flexibility.”
Customizing Skill Builds
Decorations, critical to endgame skill builds, prompted questions about their system in Wilds. Tokuda explained.
“Decorations resemble World’s system, with specific skill abilities slotted into weapons or armor,” he said. “In Wilds, weapon and armor skills activate separately, and alchemy allows crafting single-skill decorations, ensuring access to desired skills.”
Fujioka shared a personal anecdote: “In World, I never got my Shield Jewel 2, leaving my build incomplete.”
We asked about their favorite weapons. Tokuda favors long-range weapons like the Heavy and Light Bowgun, and the adaptable Sword and Shield, useful for demonstrating mechanics. He plans to explore all weapons post-release with the dual-wield feature. Fujioka, a known Lance enthusiast, elaborated.
“I’m a Lance main,” he said. “Positioning is key, sticking close to a monster. Wilds simplifies minor adjustments during attacks, enhancing player options.”
Beta feedback highlighted Lance issues. Tokuda addressed this: “Players felt the Lance didn’t embody its defensive-counter concept. Actions misfired or lagged, making it feel lackluster. We’re overhauling it for the release.”
The Wilds team continues refining the game, incorporating beta feedback. As seasoned developers and hunters, they craft an exceptional experience across the 14 weapon types. Monster Hunter’s enduring appeal lies in passionate players and dedicated developers.
Check the official community update video for detailed insights on performance improvements, weapon tweaks, and more, showcasing the developers’ commitment to player feedback.
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