Monster Hunter Wilds director thinks the weapon balance is much closer this time: "They're all hopefully nearly as viable as each other," but he's "confident, not cocky"

Monster Hunter Wilds greatsword swing at leviathan
(Image credit: Capcom)

After two big betas to gather feedback, Monster Hunter Wilds' director hopes weapons are just about balanced across the board. While director Yuya Tokuda is feeling confident as launch nears, though, he's not getting "cocky."

The battle for balance hangs over many action-based games that feature weapons of some sort– many fans gravitate to what's 'broken' because it's fun, though that often leaves plenty of other toys or gadgets gathering dust.

"I want players to think about that and to really treat the weapons and the skills as a sort of toolset for approaching the best way and the best strategy for defeating a monster. If they were able to just pick Weapon X and set their skills up and then that was it for the rest of the game, no matter what came at them –– that's not the kind of experience I want them to have.

Iain Harris
News Editor, Games

I joined GamesRadar+ in May 2022 following stints at PCGamesN and PocketGamer.Biz, with some freelance for Kotaku UK, RockPaperShotgun, and VG24/7 thrown in for good measure. When I'm not running the news team on the games side, you'll find me putting News Editor duties to one side to play the hottest JRPG of 20 years ago or pillaging the depths of Final Fantasy 14 for a swanky new cloak – the more colourful, the better.