Monster Hunter Wilds: Weapon Changes Revealed by Developers - IGN First
As a new Monster Hunter game approaches, players eagerly anticipate how their preferred weapon will perform in the latest installment. With 14 distinct weapon types, each offering unique gameplay experiences, Monster Hunter Wilds aims to enhance the seamless hunting experience. This article delves into the design philosophies and adjustments made to these weapons, based on insights from Monster Hunter Wilds' art director and executive director, Kaname Fujioka, and director, Yuya Tokuda.
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In our interview, we explored the development process and concepts behind the weapon adjustments, focusing on feedback from the November 2024 Open Beta Test.
Adjustments for a Seamless World
Yuya Tokuda highlighted that significant changes were necessary for several weapons due to the game's seamless map and dynamic weather conditions. "There are notable changes to the Light and Heavy Bowgun, as well as the Bow," he explained. Unlike previous games where players needed to return to base to restock, Wilds offers uninterrupted gameplay. This shift required rethinking how ranged weapons manage resources, ensuring basic ammo and coatings can be used without limits by managing a gauge. However, players can still use prepared or field-found materials to craft powerful ammo with attributes.
Kaname Fujioka added that these changes extend beyond mechanics to include visual design. "We wanted to showcase the charging movement of a Bowgun for a special shot effectively," he noted. Enhanced technology has allowed for more detailed animations, making actions like canceling a monster's attack visually convincing and clear to players.
Focus Strikes
A new feature in Wilds, Focus Strikes, allows players to wound monsters by continuously attacking specific areas. These wounds enable hunters to deal substantial damage using Focus Strikes, which have unique animations for each weapon type. Tokuda admitted that during the beta, some weapons felt overpowered, while others lacked impact. "We are tuning them to be more standardized for the game's official release," he stated, aiming to balance the disparity between weapons while maintaining their distinct personalities.
The wound system offers new strategic options, such as targeting different body parts after a wound turns into a scar. Tokuda also mentioned that monsters can enter battles with existing wounds due to environmental interactions, potentially offering additional rewards for hunters.
The Tempo of the Great Sword
Developing the 14 weapon types involves extensive work, with the Great Sword often serving as the prototype. Tokuda explained that about six planners oversee multiple weapons, collaborating with artists and animators to refine each weapon's feel and appearance. Fujioka emphasized the excitement of creating Focus Strikes for the Great Sword first, setting a benchmark for other weapons.
Tokuda highlighted the Great Sword's unique tempo, a staple in Monster Hunter games. "We start by ensuring the Great Sword is fun to use, then differentiate other weapons around it," he said. This approach ensures a balanced gameplay experience, with the Great Sword offering straightforward yet impactful combat.
Weapons with Personality
Balancing weapon popularity and utility is challenging, as Fujioka pointed out. "We focus on designing what makes a weapon unique rather than making all weapons equally easy to use," he stated. For instance, the Hunting Horn's concept revolves around area control using sound-based attacks, balancing damage output with its unique abilities. Adjustments are being made to prevent any single weapon from becoming the dominant choice, especially considering the ability to carry two weapons in Wilds.
Build Your Own Skills
The decoration system in Wilds remains similar to Monster Hunter: World, allowing players to customize their skills. Tokuda noted that players can now craft single-skill decorations through alchemy, addressing the issue of obtaining specific skills. Fujioka shared his personal experience with World, humorously lamenting his inability to complete his build due to missing a crucial decoration.
When asked about their favorite weapons, Tokuda mentioned using long-range options like the Heavy Bowgun and Light Bowgun, along with the adaptable Sword and Shield. Fujioka revealed his preference for the Lance, praising the subtle improvements in Wilds that enhance positioning and control.
Community Feedback and Future Improvements
The open beta provided valuable feedback, particularly regarding the Lance. Tokuda acknowledged that the Lance did not fully embody its intended concept, with issues in timing and execution. "We are making major improvements for the release version," he promised, ensuring a more satisfying experience for Lance users.
The dedication of the Monster Hunter Wilds team to refining their game based on player feedback is evident. Their commitment to enhancing the gameplay experience through detailed weapon adjustments and performance enhancements underscores the series' enduring appeal. For a comprehensive look at these changes, check out the official community update video from the developers.