{"id":1695998,"date":"2026-09-18T21:02:43","date_gmt":"2026-09-18T21:02:43","guid":{"rendered":"http:\/\/yYBb36EoQDfM5iaaFuPmwP"},"modified":"2026-09-18T21:02:43","modified_gmt":"2026-09-18T21:02:43","slug":"players-got-better-than-we-expected-monster-hunter-wilds-dlc-director-says-capcom-is-retuning-its-difficulty-standards-for-the-expansions-endgame","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/players-got-better-than-we-expected-monster-hunter-wilds-dlc-director-says-capcom-is-retuning-its-difficulty-standards-for-the-expansions-endgame\/","title":{"rendered":"&#8216;Players got better than we expected&#8217;: Monster Hunter Wilds DLC director says Capcom is retuning its difficulty standards for the expansion&#8217;s endgame"},"content":{"rendered":"<article>\n<p>While Monster Hunter Wilds&#8217; performance issues dominated the conversation about its reception on PC, one of the other ongoing sources of player frustration was the entry&#8217;s approach to difficulty. Initially, a number of players <a href=\"https:\/\/www.pcgamer.com\/games\/action\/after-months-of-complaining-that-monster-hunter-wilds-is-too-easy-omega-planetes-is-here-to-tip-every-hunter-upside-down-and-shake-out-all-their-lunch-money\/\" target=\"_blank\">thought the game was too much of a sleepwalk<\/a>\u2014but once later updates started amping up the threat level, many of those same players thought Capcom&#8217;s solutions were inelegant, relying on arbitrary increases to monster damage.<\/p>\n<p>In an interview with PC Gamer at this year&#8217;s Tokyo Game Show, Monster Hunter Wilds: Ascendance director Takuro Hiraoka said Capcom&#8217;s goal for the base game was to avoid driving away newer players\u2014but he&#8217;s working to ensure the expansion&#8217;s endgame will satisfy players who thought its approach to difficulty missed the mark.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2560px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"SjXLPquNhBisCmqpHuepoj\" name=\"HSWO9HGbYAAG6Gf\" alt=\"A hunter launching towards a Teostra in Monster Hunter Wilds: Ascendance.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/09\/players-got-better-than-we-expected-monster-hunter-wilds-dlc-director-says-capcom-is-retuning-its-difficulty-standards-for-the-expansions-endgame.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"2560\" height=\"1440\" attribution=\"\" endorsement=\"\" class=\"inline expandable\"><a href='https:\/\/arcader.org\/wp-content\/uploads\/2026\/09\/players-got-better-than-we-expected-monster-hunter-wilds-dlc-director-says-capcom-is-retuning-its-difficulty-standards-for-the-expansions-endgame.jpg' target='_blank' class='expand-button icon-expand-image icon' ><\/a><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Capcom)<\/span><\/figcaption><\/figure>\n<p>Speaking via translator, Hiraoka said balancing difficulty is &#8220;one of the most challenging things to get right in a game,&#8221; and his objective\u2014first and foremost\u2014is to prevent a situation where players don&#8217;t feel like they can finish the game they&#8217;ve purchased, because it&#8217;s not likely that those players will ever come back.<\/p>\n<p>&#8220;In my mind, that&#8217;s where the difficulty curve should be for Wilds, and I think we achieved that\u2014but 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,&#8221; Hiraoka said. &#8220;We&#8217;ve grown the audience greatly since Monster Hunter: World, and that was a game where a lot of players dropped off before finishing the story because it got too hard too quickly. We&#8217;re trying to tackle that issue, which I see as a problem.&#8221;<\/p>\n<p>The reception to Wilds&#8217; difficulty, he said, has been a learning experience for Capcom, informing how the studio is working to appeal to &#8220;not just the hardest of the hardcore&#8221; with the Ascendance expansion while making sure challenge-oriented players don&#8217;t feel alienated by the effort.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1920px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"6x7nyQDSrXxHrQRwKQKUK4\" name=\"ss_1b3a9497977ffd925cfbde0c4156463e4b0fb9d4.1920x1080\" alt=\"A hunter slashing at a Guardian Rathalos using a greatsword in Monster Hunter Wilds: Ascendance.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/09\/players-got-better-than-we-expected-monster-hunter-wilds-dlc-director-says-capcom-is-retuning-its-difficulty-standards-for-the-expansions-endgame-1.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"1920\" height=\"1080\" attribution=\"\" endorsement=\"\" class=\"inline expandable\"><a href='https:\/\/arcader.org\/wp-content\/uploads\/2026\/09\/players-got-better-than-we-expected-monster-hunter-wilds-dlc-director-says-capcom-is-retuning-its-difficulty-standards-for-the-expansions-endgame-1.jpg' target='_blank' class='expand-button icon-expand-image icon' ><\/a><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Capcom)<\/span><\/figcaption><\/figure>\n<p>&#8220;We expect that if you purchase the DLC, you&#8217;re going to want to see as much of the story that we&#8217;ve presented as possible\u2014but 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,&#8221; Hiraoka said. &#8220;We&#8217;re working on that balance at the minute.&#8221;<\/p>\n<p>Along similar lines, Hiraoka said that the aggression showcased in Capcom&#8217;s recent Ascendance weapon breakdown videos shouldn&#8217;t lead players to believe that they&#8217;ll be able to completely outclass monsters with their <a href=\"https:\/\/www.pcgamer.com\/games\/action\/unbiased-monster-hunter-producer-predicts-one-weapon-will-climb-the-popularity-rankings-in-ascendance-has-no-agenda-hammer-should-definitely-go-up-a-place-or-two\/\" target=\"_blank\">new Boost Bracer attacks<\/a>. While the videos are edited to highlight the impact of those new mechanics, he said it&#8217;s &#8220;not quite so constant and aggressive&#8221; over the course of an actual hunt.<\/p>\n<p>&#8220;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,&#8221; Hiraoka said. &#8220;Overall, the player hasn&#8217;t become this hyperaggressive, constant demon mode type of presence. It&#8217;s a new tool in your box. How to strategize on when to use it, and the way it changes each weapon&#8217;s gameplay, is for the players to discover.&#8221;<\/p>\n<p>Monster Hunter Wilds: Ascendance launches in 2027. You can wishlist the expansion <a href=\"https:\/\/store.steampowered.com\/app\/4829700\/Monster_Hunter_Wilds_Ascendance\/\" target=\"_blank\">on Steam<\/a> now.<\/p>\n<div style=\"min-height: 250px;\">\n<div class=\"kwizly-quiz kwizly-ON92mW\"><\/div>\n<\/p><\/div>\n<p> <script src=\"https:\/\/kwizly.com\/embed\/ON92mW.js\" async><\/script><\/p>\n<div class=\"product\"><a data-dimension112=\"16578530-b3a4-11f1-b83f-7bc1eafc55ff\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" target=\"_blank\" rel=\"nofollow\"><\/p>\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:661px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:98.94%;\"><img loading=\"lazy\" decoding=\"async\" id=\"6offQUY4CXebir2TC27dMd\" name=\"kingdom come 2 square\" caption=\"\" alt=\"\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/09\/players-got-better-than-we-expected-monster-hunter-wilds-dlc-director-says-capcom-is-retuning-its-difficulty-standards-for-the-expansions-endgame-2.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"661\" height=\"654\" attribution=\"\" endorsement=\"\" credit=\"\" class=\"\"><\/p>\n<\/div>\n<\/div>\n<\/figure>\n<p><\/a><\/p>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/new-pc-games-2026\/\" target=\"_blank\" data-dimension112=\"16578530-b3a4-11f1-b83f-7bc1eafc55ff\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" data-dimension25=\"\"><strong>2026 games<\/strong><\/a>: All the upcoming games<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-pc-games\/\" target=\"_blank\"><strong>Best PC games<\/strong><\/a>: Our all-time favorites<br \/><a href=\"https:\/\/www.pcgamer.com\/the-50-best-free-pc-games\/\" target=\"_blank\"><strong>Free PC games<\/strong><\/a>: Freebie fest<br \/><a href=\"https:\/\/www.pcgamer.com\/best-fps-games\/\" target=\"_blank\"><strong>Best FPS games<\/strong><\/a>: Finest gunplay<br \/><a href=\"https:\/\/www.pcgamer.com\/best-rpgs-of-all-time\/\" target=\"_blank\"><strong>Best RPGs<\/strong><\/a>: Grand adventures<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-co-op-games\/\" target=\"_blank\"><strong>Best co-op games<\/strong><\/a>: Better together<\/p>\n<\/div>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/action\/players-got-better-than-we-expected-monster-hunter-wilds-dlc-director-says-capcom-is-retuning-its-difficulty-standards-for-the-expansions-endgame\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>While Monster Hunter Wilds&#8217; performance issues dominated the conversation about its reception on PC, one of the other ongoing sources of player frustration was the entry&#8217;s approach to difficulty. Initially, a number of players thought the game was too much of a sleepwalk\u2014but once later updates started amping up the threat level, many of those same players thought Capcom&#8217;s solutions were inelegant, relying on arbitrary increases to monster damage. In an interview with PC Gamer at this year&#8217;s Tokyo Game Show, Monster Hunter Wilds: Ascendance director Takuro Hiraoka said Capcom&#8217;s goal for the base game was to avoid driving away newer players\u2014but he&#8217;s working to ensure the expansion&#8217;s endgame will satisfy players who thought its approach to difficulty missed the mark. (Image credit: Capcom) Speaking&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/players-got-better-than-we-expected-monster-hunter-wilds-dlc-director-says-capcom-is-retuning-its-difficulty-standards-for-the-expansions-endgame\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1695999,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[23,748],"class_list":["post-1695998","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-action","tag-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>&#039;Players got better than we expected&#039;: Monster Hunter Wilds DLC director says Capcom is retuning its difficulty standards for the expansion&#039;s endgame | 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