far hey as soon as we find a good spot we can get things set up and ready to go and then we can get started this is going to be great what is your favorite weapon in Wild so far and do you usually capture or slay monsters more often I Ed the Lance and I've always used it since the beginning of the series it's really fun in Wilds as well and I'm not changing from my main weapon actually the director toan is always asking me hey you need to use a bit more of a wider
variety of weapons here but I'm sticking to my LS as the Director I of course play through all the weapons to test them out uh bet been getting quite into hunting horn in Monster Hunter Wilds it's it's really fun in this game but uh more recently I've actually been using the charge blade it's really fun uh and satisfying to use its uh Focus attack move that lets you destroy the wounds as for capture or sleigh in the earlier stages I think I like to use capture as a waiter and the hunt sooner whenever my gear
isn't maybe quite up to the level if I'm fighting against a very strong monster but once I get stronger and stronger in the later stages of the game I'm I go slay happy as you all probably know um famously Hammer man and I always have been again tasan tends to ask me to maybe explore other options and uh deepen my knowledge of the other weapons but I don't see the need to do that yeah um definitely slay over capture you know I think you need [Laughter] so Monster Hunter traditionally strikes a balance between action combat
and hunting simulation things like eating food sharpening your weapon uh hot and cold drinks how are you balancing these two aspects in Monster Hunter Wilds I think it's important to have realistic immersive Hunter simulation aspects of the game like the ones you mentioned like eating food sharpening your weapon dealing with temperature changes in the environment and you know these are all included in in one way or another in Monster Hunter Wilds but I think our approach since Monster Hunter world has been don't let those uh kind of get in the way of the main hunting
action by becoming too much of a kind of a admin task you have to manage at all times especially with things like reducing the amount of items you need to stock up on and have on you at all times they're a sort of a a finite resource you have to either be purchasing or crafting because it just becomes Inventory management at that point so as with some aspects in Monster Hunter world where we changed it from an item to another sort of mechanic that you would use to deal with things aspects like temperature and hot
and cold and that kind of thing we've got you know maybe a different approach this time around that will hopefully reduce that uh overhead of admin and let you just focus on the action itself a little bit more the hunting simulation thing though is not so much that as depicting the humans as part of the ecosystem the monsters live in the monster's behavior is designed to be plausible in terms of being a living creature not just a video game Boss so if they're moving around a lot they're going to get hungry and they might go
and find prey if they get exhausted they want to go and sleep and recover like these are realistic behaviors for a a animal creature to have so it wouldn't make sense if the hunter was just a superhuman who didn't have any of these needs who if you were moving around a lot didn't run out of didn't get hungry and need to eat to uh bring their stamina back players love getting rewards like weapon skins from event quests but in sunbreak a lot of the more unique weapon skins were only available through paid DLC what are
your plans for Monster Hunter Wilds I'm not the basic layered armor system so-called transmog uh will be unlocked at a certain point as you progress through the game and then once you unlock it you'll freely be able to create um any layered armor that you want and we do also have plans to make some extra special layered armor that will be made available as P DLC because of the current trends in Western games players are afraid that one day Monster Hunter DLC might include monster materials or pay to win items so far Monster Hunter DLC
has remained aesthetic only can you confirm that is still going to be the case moving forward yeah we're sticking with the same direction we've always had is Elemental damage going to play a more meaningful role in Monster Hunter Wilds Elemental damage tends to have different levels of uh importance depending on the game and how it fits into the overall game design and the combat design I don't want it to become pointless but at the same time I don't want it to become the main focus it's the only thing you need to think about and it's
too powerful compared to other aspects of weapon design so we're working on having it be part of a balanced gameplay system so you mentioned that there's going to be these temporary camps that can be placed in dangerous locations which means they can be attacked by monsters can you elaborate on this mechanic there are areas where you can place a popup camp and it'll be essentially guaranteed safe because no monsters Patrol there nothing ever comes past and then there's a sort of three levels where you've got like safe up to completely dangerous where it's it's very
close to where dangerous monsters tend to roam and there's a high chance that if the monster comes past your Camp it's going to just attack it and break it because it's very aggressive at the same time not all monsters react to camps in the same way some of them who are more of a threat will sort of see a popup camp in their territory as something they want to attack and break others might notice it but I mean you know not really pay attention to it too much so there's there's different levels of consideration that
you're going to have to give how much do you want to have a highrisk high reward convenient placement of the camp in an area where it may end up getting broken and disappearing or how much do you want to stay on the sidelines more and have further to travel but have much less risk of it being destroyed I'm assuming there's going to be some materials required to craft the popup camps not materials so much but there are points you spend to create them so with the introduction of the new system where we can switch between
two weapons there's now a fear that some players will just want to use the hunting horn to buff themselves and then swap into a different weapon is this something that you have considered I'm aware it's a Hot Topic in the community the system where you can choose any two weapons is important and I don't want to limit people from choosing a hunting horn or a secondary if they want to do that and I also want to make it so that the hunting horn Buffs you apply will remain on you even if you change back to
another weapon in your possession because that don't that that's only fair it it makes sense but the concern that it's some sort of balance breaker where people will just be permanently buffed is something I'm aware of and I'm I'm we're working on making sure that it remains a balanced system so that hunting horn doesn't become the only viable secondary weapon do you think that rosu will consider learning hunting horn so that his hammer will deal more damage [Laughter] no yeah no Bonk is life it's typical for Monster Hunter to reveal a huge portion of the
monster lineup ahead of the release of the game leaving only a few surprises but those surprises are very special for the players have you considered keeping more monsters secret like maybe not revealing as much of the monster roster I think our current style works for us the monsters tie into to the rest of the elements of the game so closely that it isn't just like revealing a character and that's it the monsters we choose to show you in advance as each trailer comes along and we show you a new monster maybe the environment it lives
lives in they really give people an idea of what to expect from the game so not just the monster design ball I see that it lives in this area and that gives me a clue as to how the gameplay might feel so we're pretty happy with our current approach the main reason we don't show a monster in advance would be because it ties in with the storyline and the sort of final few Maps you might discover and the the way the story develops towards the ending of the game and we don't want to ruin that
for people right up front so of course you always have to uh keep some things close to your chest so that people will still enjoy discovering what happens as the story progresses I think with monster hunter world we probably showed more monsters than usual because it was something of a re approach of the series to the West it was a reintroduction cuz a lot of new players were getting on board at that time who hadn't before and we wanted to let you know this is what monster hunter is all about this is the kind of
lineup you can expect so now that we're where we are with our Global fan base I think that we can afford to reveal enough monsters to make you interested and excited but to keep plenty uh in our pockets so that you can Discover it once the game comes out it just feels very nice to find a monster that we haven't really seen yet or to just find something that wasn't really announced in iceborn I didn't really know that the guiding lands existed and so when I finished the story and then I went on to discover
the guiding lands it felt amazing because it was this whole new map that I didn't even know existed can we craft skill decorations in Monster Hunter Wilds ties in with the uh endgame contents a little bit so I don't really want to get into it right now but you know stay excited gunland shelling level is usually a source of great frustration because a majority of the gun lances never really hit Max shelling level are there any plans to change this yeah I'm aware of the issue where fans felt that Beyond a certain point if the
um shelling level wasn't reaching what it needed to be then the rest of the properties of the weapon kind of didn't really matter because that was such an important overriding factor so we've actually changed the calculation this time for the uh the overall power of each gun lch that you craft so in addition to the shelling level and the attack type there's a basic attack power stat that will scale up um as you Pro progress down the crafting tree and the the way they're calculated together is more balanced now so that it isn't overwhelmingly affected
by just the shelling level and you'll have much more viable gun lances later in the tree thanks to the higher attack power so I'm sure the details will become clear once uh we get closer to release and you're able to get your hands on it but he actually checked into the details he could describe about that today because we spoke earlier after you and I spoke he spoke with the dev team in Japan to make to check the details that so you'd be satisfied with the updated gunland system okay so this is this last question
I told you about so if you could please just translate this is from my friend gajin [Laughter] Hunter did I say that right yeah not saying okay to your question we're saying you you you pronounced it okay uh you asked for the parler system to return we understood your pronunciation but that's it [Music] [Music]