Every time a new Monster Hunter game is released, players eagerly anticipate how their beloved weapons will feel in the latest installment. Each of the 14 weapon types brings its own distinct flair, adapting to the unique design elements of each title. Monster Hunter: World broke the mold by eliminating segmented areas during quests, while Monster Hunter Rise introduced the innovative Wirebug mechanic. These changes not only altered the gameplay but also how each weapon feels in the hunter's hands. With Monster Hunter Wilds aiming for a seamless hunting experience, what concepts guided the tuning of these weapons?
To delve into the nuances of weapon design that shape the gameplay, we spoke with Kaname Fujioka, the art director and executive director of Monster Hunter Wilds, and Yuya Tokuda, the director of Wilds. Fujioka, who directed the original Monster Hunter, and Tokuda, involved since Monster Hunter Freedom, provided insights into the development process and the adjustments made post the November 2024 Open Beta Test.
IGN First Monster Hunter Wilds Oilwell Basin Artwork
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Adjustments for a Seamless World
Tokuda explained that significant modifications were necessary for several weapons due to the game's seamless map and dynamic weather conditions. "There are substantial changes to the Light and Heavy Bowgun, as well as the Bow," he stated. Unlike previous games where players returned to base to restock, Wilds offers uninterrupted gameplay. Historically, ranged weapons required consumable ammo and coatings, potentially becoming cumbersome without designated restocking times.
"We designed it so that basic damage sources can be used without expending resources," Tokuda elaborated. "Normal, pierce, and spread ammo for Bowguns and coatings for Bows can fire unlimited times while managing a gauge. However, players can still utilize prepared or field-found materials to create powerful attribute-based ammo." These adjustments align with Wilds' concept, with ranged weapon changes being particularly notable.
Fujioka added that the design goes beyond mechanics into visual representation. "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 should look convincing. We've focused on making it visually clear to the player what they're doing in the moment." Advances in technology have enabled more detailed animations, enhancing the overall experience.
Tokuda emphasized a common goal across all weapons: "We made sure it's possible for hunters to use them naturally in any situation, especially when inputs are limited." For instance, previous games required stowing weapons to use healing items, but Wilds' enhanced animations allow for smoother transitions.
Fujioka highlighted the new Focus Mode in Wilds, which allows movement while facing a specified direction, enabling continuous attacks off-center from the target. "We wanted to make a game that realizes the image players have in their minds about how they want to play," he said, noting the significant technical advancements in game development that support such dynamic play.
Focus Strikes
Wilds introduces a new system where continuous attacks on a specific monster part can cause wounds. These wounds, typically formed by accumulated damage, can be exploited with Focus Strikes in Focus Mode for massive damage. Each weapon type has unique Focus Strike animations, adding to the visual diversity.
Tokuda admitted that during the open beta, some weapons felt overpowered while others were underwhelming. "We allow differences between weapons to give them personality, but we don't want the disparity to be too extreme. We're tuning them for a more standardized experience in the official release."
The wound system offers new strategic options. For example, a hammer attack on a monster's head can create a wound, which can then be exploited with a Focus Strike. However, once a wound turns into a scar, it cannot be wounded again, prompting hunters to target other areas or use environmental interactions to create unexpected scars.
Tokuda noted that monsters can already have wounds from turf wars before player interaction, offering opportunities for strategic hunting and potential additional rewards like gems.
With the addition of Focus Mode and wounds, Wilds facilitates dramatic attacks like the Great Sword's Charged Slash. Tokuda mentioned that monster health and toughness were slightly increased to maintain appropriate playtimes and player satisfaction, but the design aims for more concentrated hunting experiences.
The Tempo of the Great Sword
Tuning the 14 weapon types involves extensive development work. Tokuda revealed that about six planners oversee multiple weapon types, collaborating with artists and animation designers to refine weapon actions and aesthetics. The Great Sword serves as the initial prototype, with its development influencing other weapons.
Fujioka expressed excitement about the Great Sword's Focus Strike animations, noting its role as a versatile weapon and a benchmark for animation development. "We began with the Great Sword when creating animations for the original Monster Hunter, and there's a strong desire to challenge ourselves with it first," he said.
Tokuda added that the Great Sword's heavy tempo is a Monster Hunter standard, providing a foundation for differentiating other weapons. "Once you're used to the game, the Great Sword's well-rounded nature becomes apparent," he explained, highlighting its ability to block, use area-of-effect attacks, and deliver solid damage.
Fujioka emphasized that balancing the Great Sword's tempo helps create a game that feels like Monster Hunter, ensuring that both high and low-tempo weapons are properly tuned.
Weapons with Personality
Each weapon in Monster Hunter has its own personality, and the developers aim to enhance this individuality rather than make all weapons equally easy to use. Fujioka stated, "We focus on designing what makes a weapon unique, but we adjust if players can't have the desired gaming experience."
Tokuda used the Hunting Horn as an example, explaining its concept of dealing damage in the area around the player using elements like Echo Bubbles. "We challenged ourselves to maximize the weapon's unique sound element while outputting damage," he said. The ability to carry two weapons in Wilds led to discussions during the open beta about using the Hunting Horn for buffs before switching, prompting adjustments to balance its secondary use.
The developers acknowledge that weapon efficiency varies against different monsters, but they strive to maintain the uniqueness of each weapon and monster. Fujioka noted that popular weapons often excel in time efficiency, but dedicated players can master any weapon with enough practice.
Tokuda encouraged players to use two weapons to complement each other, enhancing their hunting strategy.
Build Your Own Skills
The decoration system, crucial for skill builds, remains similar to Monster Hunter: World, allowing players to activate skills by placing decorations into weapon or armor slots. Tokuda explained that in Wilds, players can craft single-skill decorations through alchemy, ensuring access to desired skills.
Fujioka shared his personal experience with World, mentioning his struggle to obtain a specific decoration, underscoring the importance of the new system.
When asked about their favorite weapons, Tokuda mentioned using long-range weapons like the Heavy and Light Bowgun, and the adaptable Sword and Shield, while Fujioka revealed his preference for the Lance. "I'm a Lance main, focusing on positioning and minor adjustments during attacks," Fujioka said. However, the Lance received significant feedback during the open beta, prompting major improvements for the official release to better embody its concept.
The Monster Hunter Wilds team continues to refine the game based on player feedback, working tirelessly to deliver an exceptional gaming experience. Their dedication to the series, combined with the passionate community, ensures that Monster Hunter remains a premier action game franchise.
For more details on performance enhancements and weapon changes, check out the official community update video where Tokuda discusses these aspects in depth.