South of Midnight Release Date Revealed at Xbox Developer Direct

During today’s Xbox Developer Director, we saw a new trailer for South of Midnight complete with a release date of April 8, 2025.

In the trailer, we saw a good look at Hazel’s powers, which blend the traditional craft of weaving with magic to allow her to fight, conjure things, and overcome environmental obstacles. As she fights, Hazel “unravels” enemies to destroy them in action combat, and has some elements of customization in her fighting style that can help her counter different types of enemies.

Hazel will visit different different regions ruled by magical creatures, each one with a different Southern Gothic history that she’ll need to heal by collecting their fragmented memories. In the trailer, we got a look at several of these creatures, including a real big bird and a massive crocodile covered in spikes with giant trees going out of its back.

South of Midnight was first announced at the Xbox Showcase in 2023 as a new game from We Happy Few developer Compulsion Games. Set in a magical realist American South, it follows a young woman named Hazel who seems to be searching for her mother in the wake of a massive hurricane, using newfound magical powers called Weaving and encountering all sorts of strange creatures along the way. It reappeared at the Xbox Showcase last year, and we got a hands-off look at it back in November.

You can catch up on everything shown in today’s Xbox Developer Direct right here.

Developing…

Final Fantasy 7 Remake Part 3 Won’t Be a PlayStation 6 Exclusive, Square Enix Says

Final Fantasy 7 Remake Part 3 won’t be a PlayStation 6 exclusive despite Final Fantasy 7 Remake originally launching only on PS4 and its sequel Final Fantasy 7 Rebirth originally launching only on PS5, Square Enix has said.

Speaking to 4Gamer and translated by Genki on X/Twitter, Final Fantasy series producer Yoshinori Kitase and Final Fantasy 7 Rebirth director Naoki Hamaguchi said the PlayStation exclusivity tradition will be broken amid a wider shift to multiplatform releases.

Sony’s PS5 arrived in 2020, seven years after the PS4 arrived in 2013. The same pace would see the PS6 released in 2027, which is the same time Square Enix hopes to release the third and final game in the Final Fantasy 7 Remake trilogy.

4Gamer therefore asked if fans will need to buy a third generation of consoles in order to close out the story, but Kitase said definitively this won’t be the case. “No, you can rest assured about the next one,” he said.

Hamaguchi said Square Enix plans to release future games on a wide range of platforms so as many people can play them as possible. This comes after both Final Fantasy 7 Rebirth and Final Fantasy 16 were well received but failed to meet financial expectations.

Square Enix has already brought both of these to PC, but Final Fantasy 14 director Naoki Yoshida has said Square Enix is looking to double down on Xbox releases too. Nothing has been announced regarding Part 3’s release platforms but fans should therefore expect a release across PS5 (and maybe PS6), PC, and maybe even Xbox. The franchise is reportedly gearing up for a release on the Nintendo Switch 2 console too.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Warner Bros. Games Boss David Haddad Is Leaving the Company, a Year After Suicide Squad: Kill the Justice League’s Disastrous Launch

Warner Bros. Games boss David Haddad is set to leave the company, according to a new report.

Variety said Haddad will leave his role as president of Warner Bros. Interactive Entertainment after 12 years of leading Warner Bros. Games.

The company has had a troubled 12 months, first with the catastrophic release of Rocksteady’s Suicide Squad: Kill the Justice League, then the disappointing release of Smash Bros.-style brawler MultiVersus.

Warner Bros. Discovery has said Suicide Squad: Kill the Justice League’s failure contributed to a $200 million hit to its business, and MultiVersus added another $100 million on top. Warner Bros. Games’ only new game release during the third quarter of 2024 was Harry Potter: Quidditch Champions, which failed to make an impression.

Speaking in a financial call, Warner Bros. Discovery President and CEO David Zaslav said: “We recognise [the games business] is substantially underperforming its potential right now.”

Since then, Suicide Squad: Kill the Justice League post-launch content has come to an end with the delivery of its year one roadmap. Warner Bros. has yet to announce Rocksteady’s next game, but it is reportedly helping out on a director’s cut of Hogwarts Legacy. The legendary British studio has suffered a number of layoffs in recent months.

There are also question marks over Mortal Kombat 1’s financial performance, although NetherRealm chief Ed Boon recently announced over five million sales and teased future DLC following the release of the T-1000 Terminator guest character.

During the same financial call, Zaslav said Warner Bros. was doubling down on four games: Hogwarts Legacy (a sequel is already in the works), Mortal Kombat, Game of Thrones, and DC, “in particular Batman.” Warner Bros. recently published VR game Batman: Arkham Shadow exclusively on the Meta Quest 3, and has a Wonder Woman game in the works at Monolith Productions.

“We are focusing our development efforts on those core franchises, with proven studios to improve our success ratio,” Zaslav added.

According to Variety, Haddad will stay on with Warner Bros. discovery for the next three months as the company looks for his replacement during an apparent quieter release schedule.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Capcom Experimenting With Generative AI to Create ‘Hundreds of Thousands of Unique Ideas’ Needed to Build In-Game Environments

Capcom is experimenting with generative AI to create the “hundreds of thousands” of ideas needed for in-game environments.

As video game development costs rise, publishers are increasingly looking to controversial AI tools to speed up work and cut costs. Call of Duty reportedly sold an “AI-generated cosmetic” for Call of Duty: Modern Warfare 3 in late 2023, and fans accused Activision of using generative AI again for a loading screen last year. EA said in September that AI was “the very core” of its business.

In a new interview with Google Cloud Japan, Kazuki Abe, a technical director at Capcom who has worked on huge titles like Monster Hunter: World and Exoprimal, explained how the company is experimenting with implementing AI in its game development processes.

“One of the most time-consuming and labor intensive parts of game development is coming up with hundreds of thousands of unique ideas,” Abe explained (via Automaton). He added that designs for things like televisions require their own unique designs, logos, and shape. “Including unused ones, we ended up having to come up with hundreds of thousands of ideas,” he continued.

Multiple proposals are needed for the thousands to tens of thousands of these kinds of objects per game, and each proposal includes illustrations needed to communicate the idea to the art director and artists as well as text, Abe explained.

Seeing room for efficiency improvements, Abe created a system where generative AI could read various game design documents and an AI could output the ideas, enhancing development speed and efficiency, delivering feedback for itself in the process and further refining output.

His prototype, which taps into multiple AI models such as Google Gemini Pro, Gemini Flash, and Imagen has apparently received positive feedback from internal development teams. The result of implementing the AI model would ultimately “reduce costs significantly” compared to doing them all by hand, while also improving quality.

Right now, Capcom’s experimentation with AI models appears to be limited to just this system, leaving other aspects of game development, such as ideation, gameplay, programming, and character design firmly in the hands of humans.

Sayem is a freelancer based in the UK, covering tech & hardware. You can get in touch with him at @sayem.zone on Bluesky.

Call of Duty: Black Ops 6 Is the Best-Selling Game of 2025 in the U.S.

Call of Duty: Black Ops 6 is the best selling game of both December 2024 and the full year 2024 in the U.S., returning to the No.1 spot after Hogwarts Legacy took the crown in 2023.

This is according to Circana data and analysis by Mat Piscatella shared with IGN. The annual Call of Duty release historically is almost always the No.1. best-selling game in the U.S. each year by dollar sales going back to 2008, with a few exceptions. Both Grand Theft Auto V and Red Dead Redemption II beat it out in their respective release years, and in 2023, Hogwarts Legacy took the crown. Call of Duty: Black Ops 6 was back on top this year, though it’s possible that victory is short-lived given Grand Theft Auto VI’s expected release late this year.

This year, Call of Duty was also once again the best-selling franchise in the U.S. for a record 16th year in a row.

EA Sports College Football 25, the No.2 best-selling game of 2024 and the No.3 best-selling game of December, was also the best-selling sports game in U.S. history.

Not a single Nintendo game cracked the top 20 for 2024, though that’s possibly because Nintendo does not share digital sales data with Circana, meaning all Nintendo first-party games on this list are only including physical sales in their rankings. That said, on the Nintendo Switch console, Super Mario Party Jamboree was the best-selling game of the year, followed by Mario Kart 8 at No. 2 and Mario & Luigi: Brothership at No.3.

Most of the rankings for the month of December were releases from earlier in the year or even prior years, given a low number of new releases. Indiana Jones and the Great Circle was the only new release ranking in December, at No.14. Because Circana tracks in dollar sales, we don’t see new releases Marvel Rivals (free-to-play) or Path of Exile 2 ($30, as opposed to $60) on the top-selling games list. However, both ranked on Circana’s tracking of the top games in the U.S. by Steam MAUs (No.1 and No.3 for December, respectively) and Marvel Rivals was also No.3 on PS5 and Xbox Series by MAUs.

For the full year, content spending in the U.S. increased by 2% to $50.6 billion, the second highest total for content spending in U.S. history, behind 2021’s $52 billion. There was an 11% drop in console content spending, but it was balanced out by growth in all other content areas. For December by itself, video game content spending was down 5% year over year to $5.8 billion. There was a 21% drop in console content spending in December, but PC content spending grew 13%.

Hardware spending for 2024 dropped 25% from 2023 to $4.9 billion, with PS5 as the best-selling console of both the month and the year. Switch was second place for the year in unit sales, while Xbox Series finished second in dollar sales. Digital editions made up 45% of PS5s sold in the U.S. during 2024, and 44% of Xbox Series.

For the month of December alone, hardware spending was down 29% from 2023 to $1.1 billion in December. All three console makers saw the drop: PS5 hardware spending dropped 18%, and Xbox Series and Switch both dropped by 38%.

For the full year, overall spending on games was down 1.1% to $58.7 billion. For December, total spending dropped 8.9% year over year to $7.5 billion.

The top 20 best-selling games in the U.S. for the month of December, based on dollar sales:

  1. Call of Duty: Black Ops 6
  2. Madden NFL 25
  3. EA Sports College Football 25
  4. EA Sports FC 25
  5. Super Mario Party Jamboree*
  6. Sonic X Shadow Generations
  7. Hogwarts Legacy
  8. Astro Bot
  9. Minecraft*
  10. NBA 2K25*
  11. Dragon Ball: Sparking! Zero
  12. Elden Ring
  13. Marvel’s Spider-Man 2
  14. Indiana Jones and the Great Circle
  15. Helldivers II
  16. Mario Kart 8
  17. Mario & Luigi: Brothership*
  18. God of War: Ragnarok
  19. The Legend of Zelda: Echoes of Wisdom*
  20. Just Dance 2025 Edition

The top 20 best-selling games in the U.S. for the full year 2024, based on dollar sales:

  1. Call of Duty: Black Ops 6
  2. EA Sports College Football 25
  3. Helldivers II
  4. Dragon Ball: Sparking! Zero
  5. NBA 2K25*
  6. Madden NFL 25
  7. Call of Duty: Modern Warfare III (2023)
  8. EA Sports FC 25
  9. Elden Ring
  10. EA Sports MVP Bundle
  11. Hogwarts Legacy
  12. Dragon’s Dogma II
  13. WWE 2K24*
  14. MLB: The Show 24*
  15. Grand Theft Auto V*
  16. Minecraft*
  17. Final Fantasy VII: Rebirth
  18. Tekken 8
  19. Marvel’s Spider-Man 2
  20. NBA 2K24*

* Indicates that some or all digital sales are not included in Circana’s data. Some publishers, including Nintendo and Take-Two, do not share certain digital data for this report.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Final Fantasy 7 Remake Part 3 Has a Completed Story at Square Enix

Square Enix has now completed the story of the third and final part of the Final Fantasy 7 Remake trilogy.

Speaking to Famitsu and translated by Eurogamer, Final Fantasy series producer Yoshinori Kitase and Final Fantasy 7 Rebirth director Naoki Hamaguchi said development on the highly anticipated conclusion is progressing smoothly.

“I’m very satisfied with [the story], so I’m sure fans will be satisfied with the final chapter,” Kitase said, adding that Final Fantasy 7 Rebirth creative director Tetsuya Nomura gave him “homework” to ensure this was the case.

The story of Part 3, which currently lacks an official name or release window, was required to have a respect for the original Final Fantasy 7 alongside a new level of satisfaction not felt in that game, Kitase said.

I’m very satisfied with [the story], so I’m sure fans will be satisfied with the final chapter.

Square Enix announced its plans to release Final Fantasy 7 Remake as a trilogy in June 2022, following the release of the first game which had fans questioning if the entire story would need a dozen parts to be told properly. This is because Final Fantasy Remake itself only adapted the opening few hours of the original game, up to the point where the party leaves Midgar.

Final Fantasy 7 Rebirth expanded the scope significantly, however, introducing the open world and thus covering myriad locations such as Costa del Sol, the Golden Saucer, and many more, including some new ones.

It brought the overall story up to the end of Disc 1 of the original Final Fantasy 7, which closes in both games with what’s arguably the most iconic moment in video game history.

Part 3 will pick up immediately after this, though very little is known about it so far. Development began in June 2022 but Square Enix hasn’t said when it will end, only vaguely noting it hopes to release Part 3 by 2027.

Something it has said, however, is that it “will not cheat” when it comes to the Highwind airship. This allowed the party to quickly move around the map in the original game but, now in the world of fast travel, many fans wondered how the iconic ship could be implemented.

“We will not cheat with the airship system [in Part 3] but take the challenge head on so it can freely fly all over the game map,” Hamaguchi said in November.

In our 9/10 review of the last game, IGN said: “Final Fantasy 7 Rebirth impressively builds off of what Remake set in motion, both as a best-in-class action role playing game full of exciting challenges and an awe inspiring recreation of a world that has meant so much to so many for so long.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Palworld Developer Pocketpair Moves Into Publishing to Release Tales of Kenzera Dev’s Next Game

Palworld developer Pocketpair is moving into the publishing business to release Tales of Kenzera: Zau developer Surgent Studio’s next game.

The newly formed Pocketpair Publishing said on X/Twitter it will support “a brand new horror game” from Surgent Studios, which released Tales of Kenzera: Zau as its debut title in April last year. The horror game published by Pocketpair won’t be a continuation of that universe, however.

“We noticed a pattern in the entertainment industry, and Pocketpair has given us the opportunity to make a horror game about it,” said Surgent Studios CEO Abubakar Salim. “Both Surgent and Pocketpair are well versed in taking risks. This game will be short and weird, and we think players will be interested in what we have to say.

“We’re still in earnest conversation about further projects set in the Tales of Kenzera universe, but this will be a standalone piece: a mile marker between where we’ve come from and where we’re going.”

We’re still in earnest conversation about further projects set in the Tales of Kenzera universe, but this will be a standalone piece.

No release window or even a title was announced, so the project is presumably still a while away from releasing. This is also separate from the Project Uso concept previously shared by Surgent Studios.

Pocketpair Publishing, meanwhile, is now accepting pitches from other developers. “We don’t want to tell you what to do.​ We don’t want to take control from you. We don’t want to change your dream or push you to make a certain type of game,” it said on its website.

Head of Pocketpair Publishing John Buckley added: “At Pocketpair, there is nothing we love more than games, and Pocketpair Publishing is our latest venture to help the world enjoy gaming even more. Game development comes with many challenges, but we want to ease that process as much as possible and provide an environment where creators can pursue their dreams.

“We are pleased to be able to support Surgent Studios’ new title as our first step. We deeply sympathize with their original ideas and passion and are honoured to help them realize their vision. We will respect the autonomy and vision of developers and work together to make great games for people all over the world.”

Salim, who is also an actor having played Assassin’s Creed Origins protagonist Bayek, Alyn of Hull in House of the Dragon, and the titular character in Tales of Kenzera: Zau, said “it’s an incredible honor to be Pocketpair Publishing’s first partner” in a follow up post on X/Twitter.

“This is the energy I want to see driving games in 2025,” he said, “developers lifting each other up, creating together, and pushing the industry forward.”

Tales of Kenzera: Zau is a single player Metroidvania game which explores themes of grief and love. It earned a 7/10 in IGN’s review. “Tales of Kenzera: Zau’s action isn’t groundbreaking within the genre, but its elevated by a truly moving tale about how to go on in this world when your loved ones have passed on to the next,” we said.

The positive reception wasn’t enough to drive unbridled success, however, as Surgent Studios announced layoffs in July. Things grew worse as employees were put on notice for redundancy in October amid further funding struggles, meaning the support from Pocketpair Publishing will likely go a long way.

As for Pocketpair, it’s still battling The Pokémon Company and Nintendo’s patent infringement lawsuit, filed following Palworld’s record-breaking sales success.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Save on the Monster Hunter New Year Hunting Collection at Humble!

Monster Hunter is one of the biggest game franchises out there right now, with the highly anticipated release of Monster Hunter Wilds set for next month. If you’ve ever wanted to square up with towering beasts and monsters, this is the perfect series for you.

Right now, Humble is offering the Monster Hunter New Year Hunting Collection, which packs in ten total items for only $25. This is a great starting place for beginners, as it gives you the biggest Monster Hunter games available on PC with their expansions. Check out the details below, and don’t miss out on this incredible bundle!

Monster Hunter New Year Hunting Collection at Humble

This bundle is the ultimate deal if you’ve yet to purchase any Monster Hunter games on Steam. Depending on how much you’d like to pay, you can score up to 10 items! For $10, you can score Monster Hunter Rise, the Deluxe Kit upgrade, and two coupons for the Monster Hunter Stories games. $15 will give you Monster Hunter Rise: Sunbreak as well, which is a major DLC expansion featuring new monsters and areas to discover.

Next, $20 will grant you Monster Hunter World and its deluxe kit, while the final tier at $25 unlocks Monster Hunter World: Iceborne. At this max tier, you will score the following:

In total, this bundle has a value of $204, offering an unbeatable price for these games and expansions. Like all Humble offerings, part of your payment will go to charity. The Monster Hunter New Year Hunting Collection supports Breakthrough T1D, an organization focused on global type 1 diabetes research and advocacy. Your purchase will help support Breakthrough T1D as it continues to work toward more solutions and improve access to health care. Only three days remain for this deal, so head over to Humble Bundle now to take advantage of this offer before it’s gone!

Dragon Age: The Veilguard Had 1.5 Million Players in First Two Months, EA Expected 3 Million

EA has announced today that it is revising its outlook for the fiscal year after a slowdown in Global Football net bookings growth, and Dragon Age: The Veilguard missed the company’s internal targets by nearly 50%.

In a press release, the company said it was reducing its expectations for the fiscal year ending March of 2025 from mid-single-digit growth to mid-single-digit decline. The largest culprit, EA says, was global football, aka EA Sports FC, which it says experienced a slowdown last year in Q3 after two consecutive fiscal years of double-digit net bookings growth. In the press release, EA CEO Andrew Wilson specifically pointed to EA Sports FC 25 as underperforming.

But in addition to global football, EA also mentioned that Dragon Age “engaged” 1.5 million players during the quarter, which was down nearly 50% from the company’s projections. Notably, EA does not say the 1.5 million number was unit sales – Dragon Age: The Veilguard was also available as a part of EA’s Play Pro subscription service. Additionally, it’s not clear whether EA is counting a free trial of the game that was available through the cheaper EA Play subscription in the 1.5 million number either.

Dragon Age: The Veilguard released on October 31, 2024, and EA’s report only covers the final quarter of the year through the end of December, meaning these engagement totals encompass the game’s first two months on the market. It’s worth noting that 1.5 million (or thereabouts) isn’t an awful sales number, and companies overestimating sales targets is nothing new. In its first three days on the market, The Veilguard managed to debut at No.6 on Circana’s charts for the top-selling games in the US, and that’s not including Steam digital sales. However, an analyst we spoke to in November suggested that Veilguard had tough road ahead:

“Just looking at the first days of sales and initial engagement levels via Circana’s Player Engagement Tracker, it’s been a good – but not great – launch,” said Mat Piscatella at Circana. “Dragon Age: The Veilguard did not reach the launch week sales levels of either Final Fantasy VII: Rebirth or Dragon’s Dogma II, and it will be a bit of an uphill battle to reach Inquisition’s lifetime sales.”

There’s been some smoke around Dragon Age: The Veilguard’s struggles, such as it receiving a significant discount just a month after launch for Cyber Monday, and the departure of its director, Corinne Busche, from BioWare just last week. We’ve chronicled some of the game’s development challenges already, including layoffs and the departure of several project leads at different stages.

We also thought Dragon Age: The Veilguard was amazing, saying it “refreshes and reinvigorates this storied series with enjoyable action combat, a fantastic cast of companions, and moving character writing.”

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

Players prepare themselves each time a new Monster Hunter is released, wondering how their favorite weapon will feel in their hands in the upcoming game.

Each of the 14 weapon types displays its own unique characteristics while still changing to fit the design of each new title. Monster Hunter: World did away with segmenting off each area during a quest, while Monster Hunter Rise is notable for its Wirebug action. The weapons that feel at home in the hunters’ hands show a new side of themselves in line with a game’s design. So, what kinds of concepts guided the tuning of each weapon in Monster Hunter Wilds, a game that aims to create a seamless hunting experience?

To hear about these weapon details that act as determining gameplay factors, we spoke with the Monster Hunter Wilds art director and executive director, Kaname Fujioka, and Wilds director, Yuya Tokuda. Fujioka was also the director of the first Monster Hunter game, while Tokuda has had a hand in the series since Monster Hunter Freedom.

In the interview, we heard about the concept and development process for various weapons, garnering new details on weapons that players have been particularly interested in, as well as the kinds of adjustments made for the release version of the game after the feedback they received from the November 2024 Open Beta Test.

Adjustments for a Seamless World

Tokuda starts by saying that significant changes needed to be made to how a number of weapons are used due to major shifts in the gameplay loop, affected by Wilds’ seamless map and changing weather conditions.

“There are a number of large changes to the Light and Heavy Bowgun, as well as the Bow,” he says.

While previous Monster Hunter titles featured a routine of returning to your base to replenish your resources after each quest, Wilds aims to offer seamless play, making this process no longer required. Ranged weapons in Monster Hunter historically use consumable ammo and coatings, so there was a possibility that they would be more of a burden to use in Wilds without an established time to restock these items.

“That’s why we designed it so that basic damage sources can be used without expending resources,” says Tokuda. “We balanced it around the idea that things like normal, pierce and spread ammo for Bowguns and coatings for Bows can fire unlimited times while managing your gauge. But we still wanted it to be possible to use what you’ve prepared ahead of time or what you find in the field on top of that, and so our balancing took into account the presence of design that allows you to create powerful ammo with attributes from gathered materials.”

One change after the next was made to each of the weapons while considering the new elements found in Wilds and the game’s concept, with ranged weapon changes being the most notable. Fujioka says that this goes beyond playstyle and mechanics, even stretching into design.

“We had the idea of wanting to properly show the movement of charging a Bowgun for a special shot,” he says. “Shots that cancel out a monster’s attack look properly convincing as they perform that canceling. Ever since the previous game in the series, we’ve put a lot of work into making it visually clear to the player what they’re doing in the moment.”

He says that advances in technology increasing the ability to create such depictions also play a major role in these animation changes. Players can swing weapons, put them away, and switch between them. Tokuda says that adding more fine detail to the transitionary animations that connect each action changed even what hunters can do.

“One common concept shared by all weapons is that we made sure it’s possible for hunters to use them in a natural way given the situation at the moment,” he says. “Our goal was to do this particularly when you can’t make any inputs.”

For example, in previous games, you needed to stow your weapon and stop moving before using a healing item. The greater ability to depict actions through animations played a role in changing that.

Fujioka continues: “The Focus Mode that we added to [Wilds] is something we put a lot of work into when it comes to action. You can move while facing a specified direction, making continuous attacks possible while on the move but slightly off-center from your target. Players can properly go in the direction they want. We wanted to make a game that made possible the image players have in their minds about how they want to play.

“There have been incredible technical leaps for the development environment in recent years, such as in managing animations, and there have been even greater changes in how games themselves are played. For action games, in particular, the question of how you meet the players’ desires to play in a certain way in the moment they actively want to make a movement is an important one. During development, we’re always conscious about not being left behind by changes in the times.”

Focus Strikes

One major change in Wilds is the new system that allows you to wound a monster if you continuously attack a specific spot on its body. Whether or not a wound is formed is generally determined by the amount of damage dealt to that area. Some acts wound a monster more easily, such as attacks that use environmental elements like falling rocks or battles between monsters. When it comes to attacks from player weapons, though, they generally form due to accumulated damage, which is why there aren’t any differences between weapon types in this regard.

Hunters can deal massive damage to wounded monsters by using Focus Strikes while in Focus Mode. Completely different animations were prepared for each weapon type, such as acrobatically flying all around a monster with the dual blades, making it appear at first glance like there are differences in abilities here. So do different weapons have different Focus Strike effects aside from the visuals? Tokuda gives us an answer.

“For Focus Strikes, we wanted to have animations that show each weapon’s uniqueness,” he says. “But I admit that this also created a variation between weapons during the open beta test where some were far too strong, while feeling the strengths of others was difficult. Though we do allow differences between weapons in order to give them personality, we don’t want the disparity between weapons to be too extreme, and so we’re tuning them to be more standardized for the official release of the game.”

The wound system gives hunters a new option when hunting. For example, if you’re attacking the head while using a hammer to flinch a monster, the accumulated damage can create a wound there. You’re then able to deal a large amount of damage by then hitting it with a Focus Strike, but that wound will turn into a scar, meaning that you can no longer create a new head wound. You can of course continue to focus on the head, or you can target another body part that can be wounded. Once players are in the latter half of the game, they will learn that there are ways to use the environment that lead to unexpected scars. Tokuda says that, like flinching and part breaking, the wound system acts as a new option for players, where they may expect to create a wound on a monster by hitting it just one more time in a certain location.

“Monsters are unwounded when a quest begins, but you can hunt monsters as you explore the locale in Wilds, so as the situation in the locale changes, monsters can have turf wars even without a hunter’s involvement,” he says. “This means that a monster may already have multiple wounds by the time it interacts with the player. You can think yourself lucky and hunt a monster when it’s in that state. There may also be special additional rewards for felling monsters wandering the locale. In some cases, there are even monsters that give gems as additional rewards.”

In this game, the use of Focus Mode and wounds has made it easier than before to land dramatically damaging attacks, like the Great Sword’s Charged Slash. So were changes made to monster health and toughness to go along with the addition of these features?

“It’s not as if that was our intention from the start, but health did end up being a little bit higher than World once we thought about maintaining appropriate playtimes and player satisfaction, compared to past titles,” says Tokuda. “Elements like flinch resistance are also higher, but this doesn’t mean that hunts will be tedious. Part of the purpose of Focus Mode is to allow players to feel more accomplished through shorter loops. We tried to design it so that the time they spend hunting is even more concentrated than before.”

The Tempo of the Great Sword

You can imagine that tuning each of the 14 weapon types requires quite a lot of development work. We asked Tokuda if each weapon type had a dedicated director or designer.

“There are some staff members who oversee multiple weapon types, which ultimately makes for about six individual planners, who are responsible for player experience,” he replies. “We don’t just have game designers, of course. We include artists and animation designers to discuss details like what kinds of movements would be good and how that may mean a weapon could be better off used in a different way as we polish the weapons. We didn’t have staff members assigned to weapons from the start; their number grows as development progresses. We generally begin by developing the Great Sword as a prototype, then verify weapons like the Sword and Shield and Heavy Bowgun, applying the knowledge we get from there to the other weapons as we create them.”

Designers and artists work together to create a weapon’s action as they think about how much fun it is to use along with how good it feels to look at. It seems that Focus Strikes were an inspiring idea for the art team led by Fujioka as well.

“Attacks like the Focus Strike didn’t exist in the series before, so now that we had this new form of expression available to us, we began by coming up with ideas while focusing on making it feel good over anything performance related,” Fujioka explains. “The Great Sword is an all-rounder weapon, so we generally begin with it when creating animations. It’s one of the first weapons we created for the original Monster Hunter, and there’s a strong sense of wanting to challenge ourselves with the Great Sword first. We felt excited when we first made the Focus Strike for the Great Sword, thinking that if we were able to create something that feels this good, we’d be able to do even more with the other weapons.”

It seems that the Great Sword has an even larger presence when it comes to the development of Monster Hunter’s animations than we expected.

Tokuda continues: “I feel like weapons with a sense of heavy tempo like the Great Sword are rare in other action games. That’s why it’s a Monster Hunter standard to begin by making sure that the Great Sword is fun to use. The concepts for the other weapons come together in part by placing the Great Sword at the center and seeing how we can differentiate each of the other weapons from it.

“I guess you could say that once you’re used to the game, you’ll have noticed that the Great Sword is the most rounded of them all. While the speed of weapons like the Dual Blades or the Sword and Shield will always result in there being technical elements needed in order to earn damage in small ways, you’re able to go straight to defeating a monster once you’re good at using the Great Sword’s style as it exists. It can even block, it has area of effect attacks, and it can create moments where you can deal solid damage. It’s actually made so that you can go back and forth with a monster in the most straightforward way if you can just get used to its weight.”

“Creating a game that’s fun to play using the Great Sword’s weight makes it easier to create weapons that fight with a quicker tempo,” adds Fujioka. “If high-tempo weapons become the focus, or if we match the speed of the monsters to them, movements will just get quicker and quicker. I think that we’re able to create a game that feels like Monster Hunter when you play it by making sure that both sides are properly tuned with a weapon that has the Great Sword’s tempo.”

Weapons with Personality

Every hunter has a favorite weapon, with strong feelings about weapon types in general. But at the same time, it’s an unavoidable fact that there will always be a most used and most popular weapon along with a 14th-place weapon. Players will make themselves heard if they feel that a weapon is being treated unfairly, and many players will inevitably pick a weapon up if its strengths are easy to understand. There are no right answers when it comes to weapon tuning, which is why these creators aim to bring out their individuality instead.

Fujioka explains, “We always think that it’s better to focus on how to design what makes a weapon unique rather than trying to make all weapons equally easy to use. That said, we do think it’s a problem if players can’t have the gaming experience we want them to have. Of course, it’s not a good thing to have a weapon that’s both easy to use and overpowered, so there are weapons we’ve made a lot of changes to for the release version of the game given what we saw in the open beta.”

What exactly does he mean by “what makes a weapon unique?” Tokuda explains, using the example of the Hunting Horn.

“At the outset, I told the team that I wanted the concept of this weapon to be that it can produce proper amounts of damage when used where it performs best, the area around you,” he says. “Instead of being able to unleash one attack after the next, you can use something like an Echo Bubble to deal damage by controlling the area. Since we have this element of sound that other weapons can’t produce, how do we make use of that while outputting damage? That’s the kind of thing we challenged ourselves to do with the weapon. Instead of thinking that it’s all about damage, we care more about making the most out of each weapon’s personality.”

“Now that you’re able to carry two weapons in this game, there was some discussion during the open beta about the most powerful choice being to buff yourself with the Hunting Horn before switching to another weapon and fighting. We’re tuning the release version, balancing with the end content in mind, to make sure that the Hunting Horn isn’t the only choice for a secondary weapon by having self-buffs be worthwhile but not too strong.”

There are always going to be certain weapons that do better or worse against each individual monster. The developers accept that these discrepancies are going to exist, but they want to avoid there being a certain build for a certain weapon that would allow anyone to hunt every monster in the most efficient way possible. Of course, the range of monsters that players target will narrow the further into the endgame they go, and weapon usage will narrow to some degree from an efficiency standpoint. Yet flattening the uniqueness of the game’s weapons and monsters would be to erase the roots of Monster Hunter.

Fujioka has this to say. “While I think that weapons that stand at the top in terms of time efficiency–ease of use and ease of hunting–are going to see more popularity, we have made it so that if you really care about a weapon type, you’ll be able to beat a monster through enough trial and error.”

Regarding this, Tokuda brings up the fact that hunters can carry a primary and a secondary weapon in Wilds.

“Even if you have somewhat specialized weapons, it’d make me happy if players brought two in order for them to complement one another as they play,” he says.

Build Your Own Skills

When thinking about weapon performance, one ultimately begins to wonder about the endgame content that is decorations. The decoration system affects skill builds, so what does it look like in this new title? Tokuda explains.

“Decorations are currently similar to the system in World, with decorations having specific skill abilities,” he says. “These skills are still activated by placing them into weapon or armor slots (In Wilds, weapon and armor skills can each be activated separately). However, you can make single-skill decorations through something like alchemy. So in [Wilds], players won’t have the issue of never being able to get a specific skill.”

Fujioka nods vigorously from his seat beside Tokuda before speaking about his experience with World. “I never ended up getting it once. My Shield Jewel 2… I ended up finishing the game without having completed my build.” (Read more about how equipment skills work in Monster Hunter Wilds.)

Now that we are on the subject of builds, I decide to ask the duo about their favorite weapons. Tokuda says he often uses long-range weapons like the Heavy Bowgun and Light Bowgun, and the Sword and Shield which has high adaptability to show monster actions and movements, because as the game’s director, he needs to explain what’s going on as he plays. He says that he’d like to take plenty of time after the release of Wilds to try out all the weapons now that hunters can carry two. Meanwhile, fans are aware that Fujioka’s favorite weapon is the Lance.

“I’m a Lance main, or rather, I only use the Lance,” he admits. “I think that the Lance is a weapon where positioning is very important, as you stick to a monster’s feet or some other part. Until now, you had to perform this kind of positioning by walking or sidestepping, but in Wilds it’s now a lot easier to make minor adjustments, like shifting over slightly as you attack. It’s a simple change, but it’s important for players to have more choices, so in that sense I think that’s one of the positives for Lance users in this game.”

Then again, the Lance is also the weapon that generated the largest reaction during the open beta. While the developers have already announced that major tweaks will be coming to a number of weapons before the official release, we ask Tokuda about the user reaction they received during the beta.

“We received a lot of feedback during the open beta test, and to be honest, one of the largest reactions we got was that the Lance isn’t embodying its concept as a weapon,” he says. “Our intention was for players to guard in a variety of ways, sticking to a monster as required and counterattacking. But there were a lot of actions that weren’t working properly, such as it being hard to use and perform the right action at the right time, actions going off by mistake, actions coming out late, and so on. Surrounded by so many other actions that worked properly, it ended up feeling like a pretty dull weapon. We’re now making major improvements to this for the release version, and we hope you look forward to that.”

Even at the time of our interview, the Wilds creators were working tirelessly in order to give hunters the best time they can. They’ve heard what players had to tell them during the open beta. Both as developers who’ve made Monster Hunter for many years now and as hunters, they’re coming face to face with the 14 weapon types to build the greatest gaming experience. Monster Hunter continues to be an unmatched action game series because of the support it receives from both the players’ passion and the developers’ tireless spirit of inquiry.

You can see for yourself just how much the Monster Hunter Wilds developers take feedback from passionate players into account in their official detailed community update video, where Tokuda covers performance enhancements, detailed weapon changes, and more.

Shuka Yamada is a freelance writer for IGN Japan. This article was translated by Ko Ransom. Casey DeFritas is deputy editor of guides for IGN.