With each new Monster Hunter release, players eagerly anticipate how their favorite weapons will perform in the latest installment. Each of the 14 weapon types in the series showcases unique characteristics while adapting to the design philosophy of each new game. For instance, Monster Hunter: World introduced seamless area transitions, while Monster Hunter Rise brought in the innovative Wirebug mechanic. As Monster Hunter Wilds aims to enhance the seamless hunting experience, the question arises: What concepts guided the tuning of each weapon in this new title?
To delve into the specifics of weapon tuning in Monster Hunter Wilds, we interviewed the game's art director and executive director, Kaname Fujioka, who also directed the original Monster Hunter, and the game's director, Yuya Tokuda, who has been involved with the series since Monster Hunter Freedom. Their insights provide a fascinating look into the evolution of the weapons that are central to the gameplay experience.
IGN First Monster Hunter Wilds Oilwell Basin Artwork
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In our discussion, we explored the concept and development process behind various weapons, gaining new insights into the adjustments made following feedback from the November 2024 Open Beta Test. These adjustments are crucial for enhancing the overall gameplay experience in Monster Hunter Wilds.
Adjustments for a Seamless World
Yuya Tokuda explained that the shift to a seamless map and dynamic weather conditions in Wilds necessitated significant changes to several weapons, particularly the Light and Heavy Bowguns and the Bow. Traditionally, Monster Hunter games required players to return to base to replenish resources. However, Wilds introduces a seamless play experience, eliminating the need for such interruptions. This posed a challenge for ranged weapons, which rely on consumable ammo and coatings.
"We designed the system so that basic damage sources can be used without expending resources," Tokuda noted. "For Bowguns, normal, pierce, and spread ammo can be fired unlimited times while managing a gauge. Similarly, Bows can use coatings without limits. This allows players to use prepared or field-found materials to create powerful ammo with attributes, enhancing strategic gameplay."
These changes reflect a broader effort to align weapon mechanics with the new elements and overall concept of Wilds. Fujioka emphasized that these adjustments extend beyond mere gameplay mechanics into the visual and design aspects of the weapons.
"We wanted to show the movement of charging a Bowgun for a special shot convincingly," he said. "Animations now clearly depict the moment a shot cancels out a monster's attack, making the action visually satisfying. Advances in technology have enabled us to create more detailed animations, enhancing the fluidity of weapon transitions and actions."
Tokuda added that the goal was to ensure that weapons could be used naturally, even in situations where inputs are limited. For example, players can now heal while moving, thanks to improved animations that depict these actions seamlessly.
"The Focus Mode in Wilds allows players to move and attack in a specified direction, aligning with their desired playstyle," Fujioka explained. "This feature, along with recent technical advancements, has allowed us to meet players' desires for more fluid and responsive gameplay."
Focus Strikes
A significant addition in Wilds is the wound system, allowing players to inflict wounds on monsters by continuously attacking specific areas. These wounds can be exploited with Focus Strikes in Focus Mode, dealing massive damage. Each weapon type features unique animations for these strikes, enhancing the visual impact and player engagement.
"We aimed to showcase each weapon's uniqueness through Focus Strike animations," Tokuda said. "However, feedback from the open beta revealed some imbalances, with certain weapons feeling overpowered or underpowered. We're working to standardize these effects for the official release, ensuring that while each weapon retains its personality, the differences are not too extreme."
The wound system introduces new strategic options for hunters. For instance, targeting a monster's head with a hammer can create a wound, which can then be exploited for significant damage. However, once a wound turns into a scar, hunters must either continue targeting the same area or switch to another part of the monster's body.
"Monsters can already have wounds from turf wars before players engage them," Tokuda added. "This dynamic environment can lead to unexpected scars, and hunters may receive special rewards for defeating such monsters."
The introduction of Focus Mode and wounds also influenced monster health and toughness. Tokuda noted, "While we didn't initially intend to increase monster health, it ended up slightly higher than in World to maintain appropriate playtimes and player satisfaction. However, Focus Mode aims to create shorter, more concentrated hunting loops, enhancing player accomplishment."
The Tempo of the Great Sword
Tuning the 14 weapon types required extensive development work. Tokuda explained that the development team, comprising about six planners responsible for player experience, along with artists and animation designers, works collaboratively to refine each weapon. The Great Sword often serves as a prototype, with its design influencing the development of other weapons.
"The Great Sword's heavy tempo is a Monster Hunter standard," Tokuda said. "We start with ensuring it's fun to use, then differentiate other weapons from it. The Great Sword's balanced nature makes it an ideal reference point for creating a diverse weapon set."
Fujioka highlighted the excitement around the Great Sword's Focus Strike animations, noting, "Creating a satisfying Focus Strike for the Great Sword inspired us to push the boundaries with other weapons. The Great Sword's tempo helps us maintain the unique feel of Monster Hunter, balancing it with faster-paced weapons."
Weapons with Personality
Each weapon in Monster Hunter Wilds has its own personality, and the developers strive to enhance this individuality rather than making all weapons equally easy to use. Fujioka emphasized, "We focus on what makes each weapon unique, rather than balancing them for ease of use. However, we ensure that players can enjoy the intended gaming experience."
Tokuda used the Hunting Horn as an example, explaining, "We wanted it to deal significant damage in its optimal area. The sound element, unique to the Hunting Horn, allows for area control with abilities like the Echo Bubble. We aim to leverage each weapon's personality over sheer damage output."
The ability to carry two weapons in Wilds has led to discussions about weapon balance, particularly with the Hunting Horn's self-buffing capabilities. Tokuda noted, "We're tuning the release version to ensure that while self-buffs are useful, the Hunting Horn isn't the only choice for a secondary weapon."
The developers acknowledge that some weapons will naturally perform better against certain monsters, but they aim to avoid creating a one-size-fits-all approach. Fujioka added, "Weapons that are efficient and easy to use may be more popular, but players who care about a weapon type can still succeed through trial and error."
Tokuda emphasized the importance of using two weapons complementarily, stating, "Even with specialized weapons, players can enhance their gameplay by choosing two that work well together."
Build Your Own Skills
The decoration system, which affects skill builds, remains similar to that in Monster Hunter: World. Tokuda explained, "Decorations have specific skill abilities and can be activated by placing them into weapon or armor slots. In Wilds, players can create single-skill decorations through alchemy, ensuring access to any skill they need."
Fujioka shared his personal experience with World, saying, "I never got the Shield Jewel 2 I needed, finishing the game without completing my build." This highlights the importance of the new system in Wilds, which aims to provide more flexibility and satisfaction in skill customization.
When asked about their favorite weapons, Tokuda mentioned using long-range weapons like the Heavy Bowgun and Light Bowgun, as well as the Sword and Shield for its adaptability. He looks forward to trying all weapons post-release. Fujioka, a Lance enthusiast, noted, "The Lance in Wilds allows for easier positioning adjustments, enhancing the gameplay experience for its users."
The Lance received significant feedback during the open beta, with many players feeling it didn't fully embody its concept. Tokuda acknowledged, "We intended for players to guard and counterattack effectively, but many actions weren't working properly. We're making major improvements for the release version to address these issues."
The dedication of the Monster Hunter Wilds team to refining the game based on player feedback is evident. Both Fujioka and Tokuda, with their deep connection to the series, are committed to delivering an exceptional gaming experience. The passion of the players and the developers' relentless pursuit of excellence continue to make Monster Hunter an unparalleled action game series.
To see how the developers incorporate player feedback, check out their official detailed community update video, where Tokuda discusses performance enhancements and detailed weapon changes.