The next generation ofMonster Hunteris drawing near, as the second beta period and last month beforeMonster Hunter Wilds’ launch begins. Series fans have been waiting years to see whatMonster Hunter’s next evolution will be, and the first nearly-open world take on Capcom’s hunting franchise is just over the horizon.Monster Hunter Wildsis similar to past entries in many ways, but it should still feel like a major step forward thanks to a thousand little improvements, and one major structural change that once seemed impossible forMonster Hunter’s formula.
Even though its regions narrowly avoid true open-world status,Monster Hunter Wildshas still expanded the hunting space more than any past game has dared. It also extended the hunting duration to match, withMonster Hunter Wilds' story justifying thisby giving the player character authorization to declare their own hunts on the fly. All the helpers and supplies surrounding players allow them to become self-sustaining in the wilderness, at least until they want better equipment. This new approach has altered every aspect ofMonster Hunter Wildsin some way, but few are more impacted than a couple of normally resource-dependent weapons.

Ranged Monster Hunter Weapons Have Historically Stood Apart
From its inception, theMonster Hunterfranchise has divided players into two general play styles. Both of them had a lot of ways to go about fighting up close or fighting from afar, respectively, but they expressed this in different ways. Melee weapons are divided into many classes, and moreweapon types have been introduced throughoutMonster Hunter’s history. Meanwhile, long-range fighters gained Bows in addition to the two Bowgun types inMonster Hunter’s second generation, and aside fromMH3’s Medium Bowguns, that’s been the status quo. Where these ranged weapons stood out was in their ammunition.
Consumables Were Mandatory For Monster Hunter’s Bows and Bowguns
Light, Medium, and Heavy Bowguns all need to be loaded with finite ammunition to work. Bows don’t, but they still offer multiple shot types, sometimes coupled in one Bowdepending on theMonster Hunterentry, and can have coatings applied to them that replicate ammo types. Melee classes are no stranger to relying on consumables, but Bowguns require ammo as a baseline, and running dry on a hunt will require both them and Bows to restock at camp to remain effective. With resource expenditure ingrained in their play style, and those resources diverting from regular play, it’s no wonder that many players find ranged weapons tough to learn.
Monster Hunter Wilds Has Made Ranged Play Much More Approachable
VariousMHentries have made ammo sorting, crafting, and expenditure less intrusive, butWildsis about to rock the boat harder than it ever has been. According to an IGN interview withMonster Hunter Wilds’ art director and executive director, Kaname Fujioka, andWilds’ director, Yuya Tokuda, both Bows and Bowguns have reached a new level of convenience. To reinforce the longer outings thatMH Wilds’ seamless map encourages, basic ammunition and coating types are now infinite sources of free damage. More powerful shots can be crafted ahead of time or during hunts, but players will never need to return to a camp to restock their ammo or coatings.
Out of everythingMonster Hunter Wildshas done to its mechanics and weapons, evenWilds’ introduction of the universal Focus Mode, this may be felt the most by some. Managing Bow and Bowgun-specific class items isn’t gone, but their balance next to player skill and on-the-fly decision-making is now closer to the melee weapons. Bringing melee and ranged weapons inMonster Hunter Wilds' two-weapon systemshouldn’t feel imbalanced by limited ammunition and coatings, and new players may be more encouraged to give ranged options a try.Monster Hunter Wildswas meant to feel like a bold new step for the franchise, and this change to Bows and Bowguns embodies it.








