Monster Hunter Wilds: Ascendance director Takuro Hiraoka has confirmed that Capcom is actively recalibrating the difficulty balance of the upcoming expansion, aiming to satisfy players who felt the base game’s challenge curve fell short. Speaking with PC Gamer at this year’s Tokyo Game Show, Hiraoka explained that while the studio succeeded in keeping newer players engaged during Wilds’ launch, a gap emerged between Capcom’s expectations and the actual skill level of its community—prompting a rethink of how the endgame will be tuned.
The discussion comes amid an ongoing conversation about difficulty within Monster Hunter Wilds. While performance issues dominated much of the game’s reception on PC, the title’s approach to challenge has been another persistent source of player frustration. Initially, many found the base game too forgiving; but as later updates raised the threat level, a number of those same players argued that Capcom’s solutions felt inelegant, leaning on blunt increases to monster damage rather than more nuanced design.
Finding the right balance
Hiraoka acknowledged that balancing difficulty is “one of the most challenging things to get right in a game,” and insisted his primary objective is ensuring players never feel unable to finish what they’ve purchased. He pointed to Monster Hunter: World as a cautionary tale, noting that Capcom grew its audience considerably since then—yet still lost many players who abandoned the story because it became too difficult too quickly.
“In my mind, that’s where the difficulty curve should be for Wilds, and I think we achieved that—but the player base was so good and so skilled. We had a bit of a gap in expectations. Maybe players got better than we expected in the intervening years.”
Takuro Hiraoka, Monster Hunter Wilds: Ascendance director
“We’ve grown the audience greatly since Monster Hunter: World,” Hiraoka continued. “And that was a game where a lot of players dropped off before finishing the story because it got too hard too quickly. We’re trying to tackle that issue, which I see as a problem.”

A new tool for veterans
The director described Wilds’ difficulty reception as a learning experience informing how Capcom approaches Ascendance’s endgame. Rather than simply cranking up the challenge, the studio is working to appeal beyond “not just the hardest of the hardcore” while ensuring that challenge-oriented players don’t feel alienated by excessive effort.

“We expect that if you purchase the DLC, you’re going to want to see as much of the story that we’ve presented as possible—but for players who want to go far beyond and have the really toughest challenges, we expect that the endgame loop is what really satisfies their needs. We’re working on that balance at the minute.”
Takuro Hiraoka, Monster Hunter Wilds: Ascendance director
Hiraoka also addressed concerns sparked by Capcom’s recent Ascendance weapon breakdown videos, cautioning players not to expect they’ll be able to completely outclass monsters in actual play. While those clips were edited to showcase the impact of new mechanics, he stressed that combat would feel “not quite so constant and aggressive” during a real hunt.
“There is a cadence to it, where the player is building a gauge, keeping an eye on how many charges they have, and deciding when they want to bust out those actions. And you only have a certain amount of time in boost mode whenever you do activate it,” he said. “Overall, the player hasn’t become this hyperaggressive, constant demon mode type of presence. It’s a new tool in your box. How to strategize on when to use it, and the way it changes each weapon’s gameplay, is for the players to discover.”
Looking ahead
Monster Hunter Wilds: Ascendance launches in 2027, with Capcom signaling that its tuning efforts will continue through development. Players can already wishlist the expansion here, as they explore the broader slate of upcoming titles across PC.

2 comments