Monster Hunter Wilds: Developers Reveal Weapon Updates - IGN First
With each new release in the Monster Hunter series, players eagerly anticipate how their favorite weapons will feel in the upcoming game. Each of the 14 weapon types retains its unique characteristics while adapting to the design of each new title. Monster Hunter: World removed segmented areas during quests, and Monster Hunter Rise introduced the innovative Wirebug action. These changes highlight how weapons evolve to fit the game's design, providing players with fresh experiences. In Monster Hunter Wilds, which aims to create a seamless hunting experience, what concepts guided the tuning of each weapon?
To delve into these weapon adjustments that significantly impact gameplay, IGN spoke with Monster Hunter Wilds art director and executive director, Kaname Fujioka, and Wilds director, Yuya Tokuda. Fujioka, who directed the first Monster Hunter game, and Tokuda, involved since Monster Hunter Freedom, shared insights into the development and concepts behind the weapons in Wilds.
IGN First Monster Hunter Wilds Oilwell Basin Artwork
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In the interview, we gained new details on the concepts and development process for various weapons, particularly those that have garnered significant interest from players. Additionally, we learned about the adjustments made for the game's release version following feedback from the November 2024 Open Beta Test.
Adjustments for a Seamless World
Tokuda explained that significant changes were necessary for several weapons due to the game's shift towards a seamless map and dynamic weather conditions. "There are notable changes to the Light and Heavy Bowgun, as well as the Bow," he noted.
In previous Monster Hunter titles, players would return to their base to replenish resources after each quest. However, Wilds aims for seamless play, eliminating this need. Historically, ranged weapons like Bowguns and Bows rely on consumable ammo and coatings, which could be burdensome without designated restocking times.
"To address this, we designed basic damage sources to be usable without expending resources," Tokuda said. "We balanced the game so that normal, pierce, and spread ammo for Bowguns and coatings for Bows can be fired unlimited times while managing a gauge. Additionally, we ensured players can still use prepared or found materials to create powerful attribute-based ammo."
These adjustments were made with Wilds' new elements and overall concept in mind, with ranged weapon changes being particularly significant. Fujioka emphasized that these changes extended beyond mechanics into the visual design of the weapons.
"We wanted to showcase the movement of charging a Bowgun for a special shot," he explained. "Shots that cancel a monster's attack look convincing and clear, reflecting the effort we've put into visual clarity since the last game."
Technological advancements also played a crucial role in these animation changes, allowing for smoother transitions between actions like swinging, stowing, and switching weapons. Tokuda highlighted that these detailed animations even changed what hunters could do in-game.
"Our goal was to ensure weapons could be used naturally given the current situation," he said. "Particularly when players can't make inputs, such as when healing, animations help facilitate smoother gameplay."
Fujioka added, "The Focus Mode in Wilds allows continuous attacks while moving slightly off-center from the target. This feature helps players move in the direction they want, aligning with their vision of how they wish to play. Recent technical advancements in animation management have significantly impacted how action games are played, and we're always mindful of keeping up with these changes."
Focus Strikes
A major new feature in Wilds is the ability to wound monsters by continuously attacking specific body parts. The formation of a wound is generally determined by damage accumulation, though environmental elements like falling rocks or monster battles can expedite this process. When using weapons, wounds form due to accumulated damage, with no inherent differences between weapon types.
Hunters can deal significant damage to wounded monsters using Focus Strikes in Focus Mode. Each weapon type has unique animations for Focus Strikes, which might suggest differences in effects. However, Tokuda clarified, "We wanted Focus Strikes to highlight each weapon's uniqueness. During the open beta, some weapons felt too strong while others were less impactful. We're tuning them for the official release to standardize their performance while maintaining their distinct personalities."
The wound system provides hunters with new strategic options. For instance, when using a hammer to attack a monster's head, accumulated damage can create a wound. A subsequent Focus Strike can deal massive damage, but the wound will scar, preventing further wounds in that area. Players can then target other parts or use environmental interactions to create unexpected scars. Tokuda noted that, like flinching and part breaking, the wound system adds another layer of strategy to hunts.
"Monsters begin quests unwounded, but they can gain wounds from turf wars while you explore the locale," he said. "This means a monster might already have multiple wounds by the time you encounter it, offering an advantage. There may also be special rewards for hunting these pre-wounded monsters, including gems."
The introduction of Focus Mode and wounds has made it easier to land powerful attacks, like the Great Sword's Charged Slash. Tokuda explained that monster health and toughness were adjusted to maintain appropriate playtimes and player satisfaction. "Monster health is slightly higher than in World, and flinch resistance is increased, but hunts won't feel tedious. Focus Mode aims to provide a sense of accomplishment through shorter, more concentrated hunting loops."
The Tempo of the Great Sword
Developing each of the 14 weapon types involves extensive work. Tokuda revealed that about six planners oversee the player experience, including game designers, artists, and animation designers. "We begin development with the Great Sword as a prototype, then move to weapons like the Sword and Shield and Heavy Bowgun, applying the knowledge gained to the other weapons."
The collaborative effort between designers and artists focuses on both the fun and aesthetic appeal of weapon actions. Fujioka noted that Focus Strikes were particularly inspiring for the art team. "The Great Sword is an all-rounder, so we start with it when creating animations. We felt excited about the Great Sword's Focus Strike, knowing it set a high standard for other weapons."
Tokuda emphasized the Great Sword's role in setting the tempo for other weapons. "Weapons with a heavy tempo like the Great Sword are rare in other action games. We start by ensuring the Great Sword is fun to use, then differentiate other weapons around it. Once accustomed to the game, players will recognize the Great Sword's versatility, from blocking to area-of-effect attacks."
Fujioka added, "Creating a fun game with the Great Sword's weight makes it easier to design faster-paced weapons. Ensuring both sides are tuned properly with the Great Sword's tempo helps maintain the Monster Hunter feel."
Weapons with Personality
Every hunter has a favorite weapon, but there will always be popular and less-used options. Fujioka stressed the importance of highlighting each weapon's unique traits rather than making them equally easy to use. "We focus on what makes a weapon unique, though we do address issues where players can't have the intended gaming experience."
Tokuda used the Hunting Horn as an example of emphasizing a weapon's uniqueness. "I wanted the Hunting Horn to produce significant damage in its optimal area around the player. Instead of rapid attacks, it uses elements like the Echo Bubble to control and deal damage. We focus on leveraging each weapon's personality rather than just its damage output."
With the ability to carry two weapons in Wilds, there was discussion during the open beta about using the Hunting Horn for self-buffs before switching to another weapon. "We're balancing the release version to ensure the Hunting Horn isn't the only choice for a secondary weapon, making self-buffs worthwhile but not overpowered."
The developers acknowledge that certain weapons will perform better against specific monsters, but they aim to avoid a one-size-fits-all approach to weapon builds. Fujioka noted, "While time-efficient weapons may be more popular, dedicated players can succeed with any weapon through trial and error."
Tokuda encouraged players to use two weapons to complement each other. "Even if you have specialized weapons, using two can enhance your gameplay experience."
Build Your Own Skills
When considering weapon performance, the decoration system, which affects skill builds, is crucial. Tokuda explained, "Decorations in Wilds are similar to World, with specific skill abilities activated by placing them into weapon or armor slots. Players can create single-skill decorations through alchemy, ensuring they can obtain any skill they need."
Fujioka shared his personal experience with World, "I never got the Shield Jewel 2, so I finished the game without completing my build."
Regarding their favorite weapons, Tokuda mentioned using long-range weapons like the Heavy and Light Bowgun, and the Sword and Shield for its adaptability. He plans to explore all weapons post-release, now that hunters can carry two. Fujioka, a Lance enthusiast, highlighted its importance in positioning. "In Wilds, minor adjustments during attacks are easier, offering more choices for Lance users."
The Lance received significant feedback during the open beta, with many feeling it didn't embody its intended concept. Tokuda acknowledged this, "We intended for players to guard and counterattack in various ways, but many actions weren't working as expected. We're making major improvements for the release version."
At the time of the interview, the Wilds team was tirelessly working to enhance the gaming experience based on player feedback from the open beta. The passion of both players and developers continues to drive the evolution of Monster Hunter, ensuring it remains an unmatched action game series.
You can see how the Monster Hunter Wilds developers incorporate player feedback in their official community update video, where Tokuda discusses performance enhancements and detailed weapon changes.
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