Monster Hunter Wilds offers you a selection between fourteen totally different weapon varieties, and making that call stays one of many sequence’ best strengths. The choices all really feel distinctive, every filling a particular area of interest, and studying only one is as intricate as mastering a preventing recreation character. However that checklist hasn’t modified since Monster Hunter 4 over a decade in the past. Monster Hunter Wilds boasts the identical lineup, one we’ve seen in each World and Rise. Forward of its launch, I sat down with Wilds director Yuya Tokuda and producer Ryozo Tsujimoto and requested whether or not we would see the fabled fifteenth weapon at some point.
Which of the Monster Hunter Wilds weapons will you select at launch? From the brutal simplicity of the Hammer to the intricate combos and mechanics of the Cost Blade, each one may very well be a whole recreation by itself. It was the Lengthy Sword that kickstarted my love with the sequence, so it should all the time be particular to me – however throughout the various hours with the RPGs I’ve come to understand all of them. Experimenting with a weapon till that lovely second when it lastly ‘clicks’ is really particular, and it makes me barely unhappy that there are not any extra left for me to duplicate that have with in Monster Hunter Wilds.
It’s value noting that we’ve seen some experiments. Monster Hunter 3 tried out a Medium Bowgun, whereas Generations contains the pleasing ‘Prowler’ possibility that allows you to play as considered one of your Palico companions. Asia-only MMORPG Monster Hunter Frontier launched each the dual-wielded Tonfa and the Magnet Spike, the latter maybe the weirdest weapon the sequence has seen (it appears to be like a bit like hitting the monster with an enormous bow that you just’re holding by the string). But Wilds stays steadfast in its roster. Is that this as a result of Capcom is happy with the lineup, I ask, or as a result of different areas of growth took precedence?
“Once we begin growth of video games akin to World and, just lately, Wilds, we all the time contemplate whether or not or not that is the time so as to add one other weapon sort,” Tokuda responds [via translator]. “It’s not off the desk for any explicit purpose, it’s simply that we by no means actually determined that we wished to for the latest titles.” With the present armory choice all at the very least ten years previous, and a few weapons stretching again greater than 20 years to the primary recreation, he says it’s robust to seek out “a fifteenth weapon that will even have a spot in that lineup and really feel equally as legitimate as the opposite weapon varieties whereas additionally not overlapping with them an excessive amount of.
“It’s a really troublesome factor,” Tokuda continues. “With every title we all the time alter all of the weapon varieties and possibly convey new ideas to them and their relationships with one another to make them really feel recent. We additionally convey new depth with new combos and strikes. The sources and time that it takes to try this is one thing that, in each case for the reason that final weapon was added, we’ve all the time determined have been higher spent bringing the entire lineup to a greater place than to easily begin including one other new one in.”

Capcom definitely hasn’t been afraid to tweak weapons between video games, and Wilds isn’t any totally different – however it has reimplemented some beforehand stripped-out options after neighborhood suggestions, such because the Insect Glaive’s potential to vault repeatedly off the monster with aerial assaults. “We don’t need to change something so drastically that it doesn’t really feel like that weapon any extra,” Tokuda tells me.
“We now have an idea in thoughts for every title the place we predict, ‘That is how the Insect Glaive will really feel, that is how the Nice Sword will really feel,’” he continues. “That’s only a idea, although – you may design it and take a look at it, however it’s actually solely when the gamers get it of their arms you could see if the idea is matching the fact and so they’re having the expertise you thought they’d have.”
Earlier, I in contrast Monster Hunter’s weapons to preventing recreation characters, and so they’re equally outlined as a lot by their weaknesses as by their strengths. That just about necessitates some pruning again of options between video games, particularly while you have in mind additions made within the expansions, or the extra instruments and assaults created by game-specific mechanics akin to Iceborne’s clutch claw or Rise and Sunbreak’s wirebugs.

“With the weapons in Wilds, one notably troublesome balancing determination was with the predecessor title being Iceborne, a variety of issues have been added to every weapon’s higher echelons of strikes and skills, as a result of it was an enlargement and was including within the grasp rank issue degree,” Tokuda explains. “Individuals who have been enjoying a given weapon in Iceborne have been assumed to have mastered the fundamentals and it was going past that with including new combos and strikes and skills.”
To keep away from that overcomplication, Wilds is a recent begin. You’ll discover some Iceborne methods, such because the Lengthy Sword’s Particular Sheathe, and a few in an tailored type such because the Cost Blade’s Savage Axe, however others are gone altogether. Tokuda says the staff frolicked “deciding, even when some strikes or skills have been actually common, whether or not it made sense to have them proper from the beginning of this recreation, or if it’s one thing we need to pare again, take it again to fundamentals, and construct it up in a special conceptual route.
“That was one thing that I took a variety of care to resolve – not simply to maintain issues as a result of gamers favored it within the final recreation, however [ask if] it really matches in with my idea for the play really feel of this recreation.” Irrespective of whether or not you’re a Lance diehard or a Looking Horn essential, then, it appears there’ll be loads of causes to return to the coaching room when Wilds arrives.

Monster Hunter Wilds launches Friday February 28. Take a look at my preview to see why the primary few hours have me excited for extra, and preserve your eyes on PCGamesN for all it’s essential to know to grasp each single weapon and trick within the hunter’s pocket book.
If enjoying the Monster Hunter Wilds beta has sparked your curiosity, have a look by all of the Monster Hunter Wilds monsters to see what we’ll be going up towards within the full recreation.
What’s your dream Monster Hunter weapon? Inform us on Discord. You may as well comply with us on Google Information for day by day PC video games information, opinions, and guides.





