As avid fans eagerly await each new installment of Monster Hunter, the anticipation centers around how their beloved weapons will evolve and feel in the new game. With 14 unique weapon types, each game in the series reinvents these tools to align with its distinctive design philosophy. Monster Hunter: World revolutionized the series by eliminating segmented areas during quests, while Monster Hunter Rise introduced dynamic Wirebug mechanics. Now, Monster Hunter Wilds aims to deliver a seamless hunting experience, prompting curiosity about the weapon adjustments tailored for this new title.
To delve into the specifics of these weapon changes, IGN had the privilege of interviewing Monster Hunter Wilds' art director and executive director, Kaname Fujioka, and the game's director, Yuya Tokuda. Fujioka, who directed the original Monster Hunter, and Tokuda, a veteran since Monster Hunter Freedom, shared insights on the conceptual framework guiding the weapon tuning for Wilds.
IGN First Monster Hunter Wilds Oilwell Basin Artwork
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In our discussion, we explored the development process and conceptual adjustments made to the weapons, focusing on player feedback received during the November 2024 Open Beta Test.
Adjustments for a Seamless World
Tokuda explained that the transition to a seamless map and dynamic weather conditions in Wilds necessitated significant changes to weapon mechanics, particularly for ranged weapons such as the Light and Heavy Bowguns and the Bow. Traditionally, players would return to base to restock their consumable ammo and coatings, but Wilds eliminates this need by allowing basic damage sources to be used without expending resources.
"We designed the system so that normal, pierce, and spread ammo for Bowguns, and coatings for Bows, can be used unlimited times while managing a gauge," Tokuda elaborated. "This allows players to use prepared or found materials to craft powerful ammo with special attributes."
These changes go beyond mere mechanics, extending into the visual and design elements of the weapons. Fujioka emphasized the importance of showing the movement of charging a Bowgun for a special shot, ensuring that actions like canceling a monster's attack are visually convincing and clear to the player.
"With advancements in technology, we can now create more detailed animations, enhancing the fluidity and naturalness of weapon use," Fujioka noted. "This includes smoother transitions between actions, allowing hunters to perform actions like healing without needing to stop moving."
The introduction of Focus Mode in Wilds further enhances the action, enabling players to move and attack continuously while slightly off-center from their target, offering more dynamic gameplay.
Focus Strikes
Wilds introduces a new wound system where continuous attacks on a specific spot can wound a monster, allowing for Focus Strikes that deal massive damage. While different weapons have unique animations for Focus Strikes, Tokuda admitted that balancing these during the open beta test was challenging.
"We wanted to showcase each weapon's uniqueness through animations but found some were too powerful while others lacked impact," he said. "We're tuning these for the official release to ensure a more standardized experience."
The wound system provides new strategic options, as players can create wounds that turn into scars, affecting further damage possibilities. Environmental interactions and monster battles can also cause wounds, adding layers of strategy to the hunting experience.
"Monsters can already be wounded when encountered due to turf wars, offering players the chance to capitalize on these situations," Tokuda added. "There are even special rewards for hunting wounded monsters."
To balance the increased damage potential from Focus Strikes, monster health and toughness have been adjusted to maintain appropriate playtimes and player satisfaction, without making hunts tedious.
The Tempo of the Great Sword
Developing the 14 weapon types involves extensive work, with Tokuda revealing that about six planners oversee the player experience across multiple weapons. The Great Sword serves as a prototype, with its development influencing other weapons.
"We start with the Great Sword due to its all-around nature and its central role in Monster Hunter's development," Fujioka explained. "The excitement of creating Focus Strikes for the Great Sword inspired us to explore further with other weapons."
Tokuda highlighted the importance of the Great Sword's heavy tempo, which sets a standard for other weapons. "We ensure the Great Sword is fun to use, and then differentiate other weapons from it," he said. "Its balanced nature allows players to engage monsters straightforwardly once accustomed to its weight."
Weapons with Personality
Each weapon in Monster Hunter has its own personality, and the developers focus on enhancing this uniqueness rather than making all weapons equally easy to use. Fujioka stressed the importance of designing weapons based on their unique traits.
"We aim to highlight what makes each weapon special," he said. "While some weapons may be more popular or easier to use, we ensure players can master any weapon with enough practice."
Tokuda used the Hunting Horn as an example, emphasizing its ability to deal area damage through sound-based mechanics. "We challenge ourselves to maximize each weapon's personality, even if it means some are more situational," he explained.
The ability to carry two weapons in Wilds has led to adjustments to prevent any one weapon from being overpowered, ensuring a balanced gameplay experience.
Build Your Own Skills
The decoration system in Wilds, similar to Monster Hunter: World, allows players to customize their skill builds by placing decorations into weapon or armor slots. Tokuda noted that players can now craft single-skill decorations, addressing the issue of never obtaining specific skills.
Fujioka shared his personal experience, lamenting his inability to acquire a Shield Jewel 2 in World, which prevented him from completing his build.
When asked about their favorite weapons, Tokuda mentioned his preference for ranged weapons like the Heavy and Light Bowguns, and the versatile Sword and Shield. Fujioka reaffirmed his allegiance to the Lance, highlighting minor adjustments in Wilds that enhance its positioning mechanics.
The open beta test revealed significant feedback on the Lance, particularly regarding its underwhelming performance. Tokuda acknowledged the need for major improvements to align the Lance with its intended concept as a weapon focused on guarding and counterattacking.
As the developers continue to refine Monster Hunter Wilds, they remain dedicated to delivering the best gaming experience possible. The passion of the players and the developers' relentless pursuit of excellence keep the Monster Hunter series at the forefront of action gaming.
For more detailed insights into the changes and enhancements made to Monster Hunter Wilds, be sure to watch the official community update video where Tokuda discusses performance enhancements and weapon adjustments.