As anticipation builds with each new release in the Monster Hunter series, enthusiasts eagerly await the nuances of their preferred weapons in the latest installment. With 14 distinct weapon types, each iteration brings unique tweaks tailored to the game's overarching design. Monster Hunter: World broke boundaries by removing segmented areas during quests, while Monster Hunter Rise introduced the innovative Wirebug mechanic. In Monster Hunter Wilds, which aims to deliver a seamless hunting experience, how have these weapons been refined to complement the game's vision?
To delve into these pivotal gameplay adjustments, we engaged with the art director and executive director of Monster Hunter Wilds, Kaname Fujioka, who also directed the original Monster Hunter, and Yuya Tokuda, the director of Wilds, a veteran since Monster Hunter Freedom. Their insights shed light on the meticulous process of aligning weapon mechanics with the game's new dynamics.
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During our discussion, we explored the conceptual framework and development journey for each weapon, uncovering detailed insights into the adjustments made following the feedback from the November 2024 Open Beta Test.
Tokuda highlighted that the transition to a seamless map and dynamic weather in Wilds necessitated significant changes to weapon mechanics. "We've made substantial modifications to the Light and Heavy Bowgun, as well as the Bow," he explained. Historically, ranged weapons in Monster Hunter required frequent restocking of consumable ammo and coatings. With Wilds aiming for uninterrupted gameplay, these mechanics were reimagined to ensure they don't hinder the player's experience.
"We've designed it so that basic damage sources can be used without expending resources," Tokuda continued. "Normal, pierce, and spread ammo for Bowguns and coatings for Bows can now be used unlimited times by managing a gauge. Yet, players can still leverage prepared or field-found materials to craft potent attribute-enhanced ammo."
Fujioka emphasized that these changes extended beyond gameplay mechanics into the realm of visual design. "We wanted to accurately depict the charging of a Bowgun for a special shot," he said. "Shots that counter a monster's attack need to look convincing. We've invested heavily in ensuring players see exactly what they're doing at any given moment."
Advancements in technology have facilitated these visual enhancements, allowing for smoother transitions between weapon actions. Tokuda noted, "Our goal was to ensure weapons could be used naturally, even when players can't input commands. For instance, in previous games, healing required stowing your weapon and stopping movement. Now, with better animations, that's changed."
Fujioka elaborated on the new Focus Mode, a feature that enhances mobility during combat. "Focus Mode allows continuous attacks while moving slightly off-center from your target. It's about enabling players to execute the gameplay they envision."
A groundbreaking addition to Wilds is the wound system, which allows hunters to inflict significant damage on monsters through Focus Strikes when targeting specific body parts. While all weapons can create wounds through accumulated damage, Focus Strikes showcase unique animations for each weapon type, enhancing their distinctiveness.
Tokuda acknowledged the balancing challenges during the open beta, where some weapons were perceived as too strong or too weak. "We aim to standardize weapon effectiveness for the official release while preserving their unique personalities," he stated.
The wound system introduces strategic depth, as hunters can target different monster parts to exploit weaknesses. Tokuda mentioned that environmental interactions and monster battles can also cause wounds, potentially leading to unexpected rewards. "Monsters might already be wounded by the time you encounter them, offering a strategic advantage," he added.
With the introduction of Focus Mode and wounds, Tokuda explained that monster health and toughness were adjusted to maintain balanced playtimes and player satisfaction. "We've increased health slightly compared to World, but also made Focus Mode more rewarding to keep hunts engaging."
Developing the 14 weapon types involves extensive work, with Tokuda revealing that about six planners oversee the player experience across these weapons. "We start with the Great Sword as a prototype, then refine other weapons based on the insights gained," he said.
Fujioka emphasized the Great Sword's role in setting the animation standard. "It's the all-rounder we begin with, and the excitement of creating the Great Sword's Focus Strike inspired us to push further with other weapons."
Tokuda added, "The Great Sword's heavy tempo is unique among action games. It's our benchmark for fun gameplay. Other weapons are developed in contrast to it, ensuring a diverse yet balanced arsenal."
Each weapon in Monster Hunter has its own identity, and the developers strive to enhance this individuality rather than homogenize them for ease of use. Fujioka explained, "We focus on what makes each weapon unique, even if it means some are more challenging to master."
Tokuda used the Hunting Horn as an example of emphasizing a weapon's unique traits. "We wanted it to excel in area control with the Echo Bubble, leveraging its sound-based mechanics for damage," he said. With the ability to carry two weapons in Wilds, the developers are balancing the Hunting Horn to ensure it's a viable secondary choice without being overpowered.
The developers acknowledge that certain weapons may perform better against specific monsters, but they aim to prevent any single build from being universally dominant. Fujioka noted, "We want players to feel rewarded for mastering their preferred weapon, even if it's less efficient."
In discussing endgame content, Tokuda detailed the decoration system, which allows players to customize skill builds. "Decorations in Wilds are similar to World, but now you can craft single-skill decorations through alchemy, ensuring players can acquire any skill they desire."
Fujioka shared his personal experience with World, where he struggled to complete his build without a specific decoration. "I never got my Shield Jewel 2," he admitted, highlighting the improved flexibility in Wilds.
When asked about their favorite weapons, Tokuda mentioned using long-range weapons like the Heavy and Light Bowgun, and the Sword and Shield for its adaptability. Fujioka, a Lance enthusiast, praised the minor positioning adjustments in Wilds that enhance the Lance's gameplay. However, he acknowledged the community's feedback from the open beta, where the Lance was perceived as underwhelming. "We're making major improvements to ensure the Lance embodies its intended concept," Tokuda assured.
The developers are committed to refining Monster Hunter Wilds based on player feedback, as evidenced by their ongoing efforts and the detailed community update video. Their dedication to balancing weapon mechanics with the game's vision underscores the series' enduring appeal and the developers' passion for delivering an unparalleled action game experience.