While the focus for the PC version of Monster Hunter Wilds has been on performance optimization, another ongoing source of player dissatisfaction lies in the game's difficulty settings. Initially, many players felt the game was too easy, akin to sleepwalking—but as subsequent updates increased the threat level of monsters, many began to question whether Capcom's solution was sophisticated enough, relying merely on arbitrarily increasing monster damage.
At this year's Tokyo Game Show, Monster Hunter Wilds Director Takuro Hiraoka told PC Gamer that because players generally found Monster Hunter: World too difficult, Capcom's goal for the base game of Monster Hunter Wilds was to avoid scaring off new players. However, he is working hard to ensure that the endgame content in the DLC will satisfy veteran series players who feel the "base game isn't challenging enough."
In an interview at the Tokyo Game Show, Takuro Hiraoka stated that difficulty balancing is "one of the hardest things to get right in a game." His primary goal is to prevent players from being unable to finish games they've already purchased due to excessive difficulty, as these players are unlikely to return if they quit midway.
"In my view, the difficulty curve of Wilds should have been like this—but the player base is too skilled and proficient. Perhaps players' skill levels have exceeded our expectations over the years. Since Monster Hunter: World, our player base has grown significantly, and many players of World gave up midway due to the rapid increase in difficulty, failing to complete the game. We are striving to address this issue, which I believe is indeed a problem."
He stated that player feedback on the difficulty of Wilds served as a learning experience for Capcom, helping the studio understand how to attract "not just the most hardcore players" through the Ascendance expansion, while ensuring that players who enjoy challenges do not feel alienated by these efforts.
Under the current approach, players who purchase the Wilds expansion "Ascendance" should be able to experience the story as completely as possible. Players who wish to continue challenging higher difficulties can find satisfaction in the endgame loop. Takuro Hiraoka stated that the team is still adjusting the balance between the two at this stage.
"We anticipate that players who purchase the DLC will want to experience as much of the story content we present as possible—but for those who wish to delve deeper and tackle higher difficulties, we believe the endgame content loop is what will truly meet their needs. We are currently working hard to find the right balance in this area."
Similarly, Hiraoka noted that the aggressiveness displayed in Capcom's recently released weapon breakdown videos might lead players to mistakenly believe they can completely overwhelm monsters with the new enhanced bracer attacks. Although these videos were edited to highlight the impact of the new mechanics, he pointed out that during actual hunts, this aggressiveness is "not as sustained or intense."
Players need to build up their gauge, check remaining charges, and choose the timing to activate enhanced actions; the enhanced mode also lasts only for a limited time. Takuro Hiraoka described it as a new tool in the player's toolkit, with players needing to explore how to utilize this mechanism with different weapons.
"There is a rhythm to it; players need to build up their gauge, keep an eye on remaining energy, and decide when to unleash these skills. Moreover, each activation of the enhanced mode has a limited duration. Overall, players won't transform into a highly aggressive state, constantly in 'demon mode.' It's simply a new tool in your arsenal. How to strategize its use and how it changes the gameplay for each weapon is left for players to explore."
The Monster Hunter Wilds expansion, "Ascendance," is scheduled for release in 2027. You can add the expansion to your Steam wishlist now.

