Monster Hunter Wilds: Weapon Tuning and Design Philosophy
Every Monster Hunter release sparks anticipation among players eager to experience their favorite weapons in a new game. Each of the 14 weapon types retains its unique identity while adapting to each title's design. Monster Hunter: World removed segmented quest areas, while Monster Hunter Rise introduced Wirebug mechanics. Wilds, aiming for a seamless hunting experience, presents a unique set of challenges and opportunities for weapon design.
To understand the design choices behind Wilds' weapons, we interviewed art director and executive director Kaname Fujioka (director of the first Monster Hunter game) and director Yuya Tokuda (involved since Monster Hunter Freedom).
Seamless World, Seamless Gameplay
Wilds' seamless map and dynamic weather necessitated significant weapon adjustments. Tokuda highlighted substantial changes to the Light and Heavy Bowguns and the Bow. The elimination of base-returning for resource replenishment impacted ranged weapons, which traditionally rely on consumable ammo and coatings.
Tokuda explained, "Basic damage sources are usable without resource expenditure. Normal, pierce, and spread ammo for Bowguns, and Bow coatings, fire unlimited times while managing a gauge. However, pre-prepared or field-gathered materials allow for crafting powerful attribute ammo."
These changes extended beyond mechanics to design. Fujioka emphasized the visual representation of Bowgun charging, ensuring special shots convincingly cancel monster attacks. Technological advancements played a crucial role in refining these animations. The ability to seamlessly swing, stow, and switch weapons, enhanced by detailed transitional animations, impacted hunter actions.
Tokuda stated, "All weapons allow for natural use based on the situation, even without player input." The ability to use healing items while moving, previously impossible, is now possible due to improved animation capabilities.
Fujioka highlighted the new Focus Mode, enabling directional movement during attacks, fulfilling player desires for fluid combat. He emphasized the importance of adapting to evolving gaming trends and player expectations.
Focus Strikes and Wound System
Wilds introduces a wound system, where continuous attacks on a specific monster body part create a wound, increasing damage potential. Focus Strikes, activated in Focus Mode, deal massive damage to wounded areas. While each weapon type has unique Focus Strike animations, Tokuda clarified that the damage output is standardized across weapons, addressing imbalances from the open beta.
The wound system adds strategic depth. Wounds can be created by environmental elements or monster battles, alongside accumulated weapon damage. Wounds eventually scar, preventing repeated wounding of the same area. Tokuda noted that the wound system, like flinching and part breaking, offers new tactical options, influencing player expectations. He also mentioned the possibility of monsters already wounded by environmental events or turf wars, potentially offering additional rewards.
Monster health and toughness were adjusted to maintain appropriate playtime and player satisfaction, with higher health and flinch resistance compared to World. Focus Mode aims to create more concentrated, rewarding hunts.
Weapon Development Process
Tokuda described the weapon development process, involving approximately six planners responsible for player experience, alongside artists and animation designers. The Great Sword serves as a prototype, with its development informing the design of other weapons.
Fujioka emphasized the importance of fun and visual appeal in weapon design. Focus Strikes, a new concept, prioritized feel over initial performance. The Great Sword, a staple since the first Monster Hunter game, often serves as the baseline for animation development. Its heavy tempo, rare in other action games, influences the design of other weapons. The Great Sword's versatility, including blocking and area-of-effect attacks, provides a foundation for balancing faster weapons.
Weapon Uniqueness and Player Feedback
The developers acknowledge the inevitable popularity discrepancies among weapons. Fujioka stressed the importance of focusing on unique weapon design rather than striving for equal ease of use. He mentioned significant adjustments to several weapons based on open beta feedback.
Tokuda used the Hunting Horn as an example, emphasizing area-of-effect damage and the unique use of sound. Open beta feedback revealed the Hunting Horn's potential for overpowered self-buffs, leading to adjustments for the final release.
The developers aim to avoid overly efficient builds for specific weapons against all monsters, maintaining the game's inherent diversity. While endgame weapon choices may narrow for efficiency, they intend to preserve the uniqueness of weapons and monsters. Fujioka emphasized that dedication to a specific weapon type should still allow for success through trial and error. The ability to carry two weapons in Wilds further enhances strategic flexibility.
Decoration System and Skill Builds
The decoration system in Wilds is similar to World, with specific skill abilities activated by placing decorations in weapon or armor slots. Alchemy allows for crafting single-skill decorations, eliminating the frustration of missing specific skills.
Finally, Tokuda and Fujioka shared their weapon preferences. Tokuda favors ranged weapons and the Sword and Shield, while Fujioka is a dedicated Lance user. They acknowledged the significant open beta feedback regarding the Lance, highlighting issues with action execution and overall feel, promising significant improvements for the final release. The developers' commitment to player feedback and their passion for creating a compelling hunting experience underscores the enduring appeal of the Monster Hunter series.
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