Summary
- Monster Hunter Wilds is aiming for longer, more balanced endgame fights to prevent overpowered builds.
- Game director Yuya Tokuda wants endgame content to be distinct and keep players coming back.
- Players may need to switch up their kits for specific optional boss fights in Monster Hunter Wilds.
Monster Hunter Wilds‘ development team is working to make its endgame content more rewarding than in past entries in the series under the direction of game director Yuya Tokuda. This sounds like it will result in comparatively longer endgame fights in Monster Hunter Wilds that avoid the perils of overpowered builds, as well as a more balanced gameplay loop leading up to the final encounters.
The release date for Monster Hunter Wilds is set for February 28. The sixth mainline game in a series that started in 2004 and has also seen nearly two dozen spin-offs, the upcoming entry sees players entering the Forbidden Lands in search of an expedition party gone missing.
![monster hunter wilds ps5 pro enhanced](https://esportvoice.com/wp-content/uploads/2025/02/Monster-Hunter-Wilds-Details-PS5-Pro-Enhancements.jpg)
Related
Monster Hunter Wilds Details PS5 Pro Enhancements
With just days to go before launch, Monster Hunter Wilds shares glimpses of the PS5 Pro enhancements supported in the forthcoming game.
In the lead-up to the game’s release, Tokuda has already been documented keeping his pulse on players’ behavior, secretly joining matches during Monster Hunter Wilds‘ beta earlier this month. Sitting down for an interview with RPGSite, the game director said that players shouldn’t be able to “just breeze through any endgame fight” in Monster Hunter Wilds based on a specific build. He indicated that he wants endgame fights to have a distinctive feel that sets them apart from hunting monsters throughout the bulk of the game, and while certain weapons and equipment may help them in specific fights, the endgame content should generate an experience that helps make Monster Hunter Wilds “a game that players will keep coming back to.”
Monster Hunter Wilds Director Wants More Rewarding Endgame Content
Although Tokuda seems to be indicating that players won’t be able to create a build that utterly dominates any endgame fights, that doesn’t mean the game won’t include fights that practically require a specific type of build. Asked about past boss fights like Monster Hunter World‘s Lunastra, an addition in that game’s 4.0 update that heavily benefits players with resistance to wind damage, he indicated that players should have the freedom to approach most fights in any way that they please. However, this philosophy does not necessarily extend to every optional boss fight or endgame encounter, as the game director hinted that he wants players to have to switch up their kits throughout the course of the game.
As Tokuda and his team prepare for the game’s launch at the end of the month, things seem to be looking promising. The second Monster Hunter Wilds open beta was a big hit, registering more than a quarter of a million players at its peak, with November’s beta seeing numbers in excess of 463,000. The game director said he hopes that a balance of seamless gameplay with player immersion will continue to lead to good things for the game’s future.
Leave a Reply