Monster Hunter Stories 2: 3 Major Ways Capcom Addressed Criticism of the Original

Monster Hunter Stories 2: Wings of Ruin is an unexpected sequel to the well-liked 3DS predecessor, and as its release date is approaching, we’ve learned more and more about what changes to expect. In an interview with the Monster Hunter Stories 2: Wings of Ruins developers, we learned more about why they changed some of the main elements of its predecessor, and how, exactly, they did it. The director, Kenji Oguro, revealed what Capcom sees as the three main criticisms Monster Hunter Stories received: 

  1. The characters were too cute and chibi, making the first Stories game appear too childish. 

  2. Atypical enemy attack patterns led to frustrating situations in battle.

  3. Players weren’t able to fully enjoy the Monstie gene customization system (the Rite of Channeling) until the post-game. 

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Here’s how the Monster Hunter Stories 2: Wings of Ruin developers addressed all three of the main criticisms the original Stories received.

1. Stories 2 Ages Up The Main Characters to Make it Have a More “Grown-Up Feel” 

The number one criticism we received was indeed the proportions of the characters and childish feel [in the original Monster Hunter Stories],” Oguro explained. 

Capcom Japan Producer Ryozo Tsujimoto explained the team originally made the choice to make cute, young characters with a chibi art style to appeal to a wider audience than a typical action game. However, it in turn received feedback from adults — the reported primary demographic that played Stories — that Stories seemed too cute and “not for grown-ups.”

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“We considered that feedback and we decided to create characters with a more grown-up feel, and that was one of the main concepts,” Tsujimoto said. “A way for us to utilize and implement that was to set the story a few years in the future, and with the characters naturally looking older, that really all sort of fit together.” 

It’s not just the new main character and returning side characters that are getting a glow-up for Stories 2, but the monsters, too. In the original, the companion Monsties had a more chibified makeover. Though a bit smaller than the average monster you’d hunt in a mainline Monster Hunter game, the Monsties look more proportional in Monster Hunter Stories 2. Of course, the Nintendo Switch and PC are bound to produce better graphics than the Nintendo 3DS, but that doesn’t explain the art change. Look at this Velocidrome comparison, for example. 

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With all of this in mind, the developers believe that Monster Hunter Stories 2: Wings of Ruin will appeal to those who played the first and thought it was not for them because it was too cute. 

2. Enemy Attack Patterns Are More Consistent 

In Monster Hunter Stories, strategy is largely dependent on the Rock-Paper-Scissors attack types of Power, Speed, and Technical. Every monster prefers to use a certain attack type, and predicting the opponent’s intentions was paramount to strategy.

“However, in the first game, there was a randomized element where perhaps a monster may act atypically based on patterns, and players were frustrated that even though they chose based on what they saw, maybe they received damage unnecessarily,” Oguro said. 

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He’s right, there technically were patterns the monsters followed when attacking with Power, Speed, or Technical attacks — but with different tells dependent on pattern recognition and long general patterns for each of more than 100 monsters, learning every single one was quite the tall order. 

“So for Stories 2 we fixed that element and made it more consistent. All the attack types for the monsters are consistent with their type and while this may sound like, ‘Well, does that make it easier?’ And ‘Does that lower the difficulty of the game?’, we think that we’ve balanced it with other in-battle actions.” 

Of those other in-battle actions, there are quite a few. The most direct replacement to the issue at hand is that Speed-type monsters only attack with Speed-type attacks and so on, except when a specific condition is met. But these conditions are obvious: when a monster becomes enraged, goes airborne, burrows, or goes into other similar states, they’ll begin to use a different type of attack for that duration. It changes things up, but is much more manageable to anticipate than the“if A, then B, but if C then D” type equations of the original.

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Most larger monsters now have parts to break in Monster Hunter Stories 2, and each part is more susceptible only to certain types of damage belonging to the weapons the humanoid characters wield: Blunt, Pierce, and Slash. This mechanic adds on an entirely new layer of strategy beyond the attack-type weakness triangle, and there are six types of weapons with different mechanics beyond just the damage type. 

So for example, if I were up against a Basarios, a Technical-type monster, I’d want to bring a Power-type Monstie into battle. I would equip a weapon that deals Blunt-type damage to break its parts, and also choose Power-type attacks along with my Monstie. When Basarios becomes enraged, I know it switches to Power-type attacks, so I would switch my Monstie to a Speed-type to counter, and change my own attack patterns, too. I’d also choose the Hunting Horn as my Blunt-damage dealing weapon, since I could rely on its unique support mechanics to heal my party from the Burn Basarios occasionally inflicts. 

There’s more, but to summarize, in the original Stories, strategy was almost entirely dependent on the Rock-Paper-Scissors weakness triangle and elemental weaknesses and resistances. Now there’s a lot more going on. 

3. Intricate Monstie Customization Is More Accessible Early On in Stories 2

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The Rite of Channeling in Monster Hunter Stories is a Monstie customization mechanic that allows players to transfer a gene — any gene — from one Monstie to another, allowing for interesting combinations, like a traditionally fireball shooting Rathalos using water-type attacks instead.

“In the first game, this Rite of Channeling focused mostly on post-game content. And we felt that when players are enjoying the game […] they weren’t able to really utilize this fun element of the game,” Oguro lamented. “And so in Stories 2, we worked to build that into the actual base game itself so that while you’re progressing through your journey, you can experience this transfer of genes.”

Though the Rite of Channeling was technically accessible pretty early in Stories 1, Stimulants, the items that opened up locked, unusable slots, were incredibly rare commodities during the story. 

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In Monster Hunter Stories 2, these Stimulants are available as soon as the Rite of Channeling is unlocked in the second chapter. Special items called Bottle Caps must be collected to trade for them, but this currency is reliably found in permanent “Everdens” if players care to explore them. 

Additionally, creativity was limited in the first Stories, but this limitation is removed in Monster Hunter Stories 2. Now, a gene can be transferred to any unlocked slot on a Monstie’s gene board. 

The developers believe all of these mechanics, improvements to the battle system, and the emphasis on the monsters (“the greatest element of the [Monster Hunter] series,” Tsujimoto exclaimed), lead to a smooth transition from action game to JRPG. 

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“We want to tell Monster Hunter fans that it’s not only the monsters, but it’s also a story and if you like the JRPG genre, it has all these elements together and it can appeal to both Monster Hunter fans and RPG fans as well,” Tsujimoto said.

At the end of the interview, Tsujimoto added: “What we’re most proud of is [that] we’ve been able to really dive into the characters and the world, and it’s not from a hunter’s perspective, but from a rider’s perspective. So you get a different angle of the same world, so you can get a deeper impression of the Monster Hunter world. […] Not even only Monster Hunter players, but people who are looking to really immerse themselves in a deep world will really enjoy Stories 2, we believe.” 

For more on Monster Hunter Stories 2: Wings of Ruin, don’t miss the final hands-on Monster Hunter Stories 2 preview.

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Casey DeFreitas is an editor at IGN. Catch her on Twitter @ShinyCaseyD.

Demon Slayer – Kimetsu no Yaiba – The Hinokami Chronicles Confirmed For Western Release – Summer of Gaming

Demon Slayer – Kimetsu no Yaiba – The Hinokami Chronicles, a video game adaptation of the popular anime series, is officially heading west.

Published by Sega, Demon Slayer – Kimetsu no Yaiba – The Hinokami Chronicles is an arena fighter that roughly traces events from both the series and the movie. It stars Tanjiro, a Demon Slayer who fights to avenge his parents and save his sister, who has been turned into a demon.

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Demon Slayer has found huge success in both Japan and North America, with Demon Slayer the Movie: Mugen Train recently surpassing Spirited Away to become Japan’s biggest box office hit ever. The video game adaptation will bring back both the English and Japanese voice casts, who will reprise their roles from the show. You can watch the English version of the original announcement trailer above.

In addition to the announcement trailer, we also have this first look at Demon Slayer – Kimetsu no Yaiba – The Hinokami Chronicles’ gameplay and story. It will pit Tanjiro in a series of duels against powerful demons, and will also include head-to-head local and online multiplayer.

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CyberConnect2, a studio well-known for its anime adaptations, is handling Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles’ development. CyberConnect 2 has previously worked on various Naruto games, as well as Dragon Ball Z: Kakarot and the .hack series.

In the announcement, Sega revealed both a Digital and Digital Deluxe version, the latter of which will feature special cosmetics as well as early access to the game for $69.99. Sega is also planning a physical release for $59.99. In addition to early access, PS4, PS5, and Steam users who purchase the Digital Deluxe Edition will gain access to 13 unique avatars featuring Tanjiro and other characters.

Demon Slayer is being developed for PS4, PS5, Xbox Series X|S, Xbox One, and PC. It will release October 15 in North America and Europe, with Digital Deluxe Edition owners gaining access on October 13. This announcement is part of IGN’s Summer of Gaming, with lots more news to come. You can find more info right here.

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SteelSeries Nimbus+ Review

The SteelSeries Nimbus+ is barking up the wrong tree. SteelSeries’ latest Apple-only gamepad does a lot of things right: It has a good shape, well-made inputs, and very good battery life. But it has a critical flaw, too: It comes with a phone mount that doesn’t hold an iPhone in place very well. Increasingly, mobile-focused peripherals aren’t just buttons and analog sticks but a means of transforming your phone into a portable console. And while it works with Macs, it is no better than other, more popular gamepads. Thus, while the Nimbus+ is a pretty great controller, it is hard to recommend. 

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SteelSeries Nimbus+ – Design & Features

The Nimbus+ looks about as generic as they come. The design seems hellbent on splitting the difference between the PlayStation and Xbox controller styles: It has Xbox face button lettering – “A,” “B,” “X,” and “Y” – but the bumpers and triggers are labeled “L1”, “R1,” “L2,” and “R2.” Its wide body and large handles scream “Xbox,” but the symmetrical thumbsticks read as “PlayStation.” There are three buttons in the middle – “Menu,” “View,” and a “Home” button marked with a picture of a house. There’s nothing wrong with trying to blend the two styles, in theory, but Nimbus+ makes only a few logistical changes to distinguish itself from its influences, giving it a strong knock-off vibe.

That vibe is purely aesthetic, though. In fact, the Nimbus+ is a well-made controller with a comfortable shape and strong design. Measuring 5.88 by 4.63 by 2.63 inches (WDH), it’s wide with long handles that sit well in your hands. The handles feature the same matte plastic finish SteelSeries uses on many of its mice, which acts as a very effective grip. It’s also very sturdy and well balanced: Given that, you might be surprised to hear that it’s lighter than average: At 246 grams, it weighs slightly less than the Xbox Series X controller (287 grams) or the DualSense (282 grams).

That’s just the gamepad. The full controller-and-phone-mount device weighs considerably more. The controller with the mount attached weighs 282 grams, the same as the modern Xbox and PlayStation controllers. But that’s before you add your phone. The weight will vary by model, but my iPhone 12 Pro weighed in at 233 grams, so you’re almost doubling the weight. I wouldn’t describe the controller as “heavy,” per se, but it’s enough that you may start to feel the weight in your arms if you play for hours on end without supporting yourself.

Likewise, the core buttons and inputs all feel very good, especially for a mobile-only gamepad. The face buttons are snappy, and I’m a fan of the clicky, tactile response you get from the unibody D-pad. (Even though it tends to wiggle a bit). The triggers, perhaps the highlight, feature magnetic resistance that enables smooth action for the full length of their travel. Lastly, the clickable analog sticks are tall and snap back to position quickly.

There are a few extra elements on the controller, most of which are for system-level actions. There are two system buttons on the top of the controller. One triggers pairing mode, or you can hold down the Home button to pair, which is easier and makes the top button a bit superfluous. The other shows you the controller’s battery status using the four-part LED indicator light on the front of the controller, just above the home and menu buttons. The LED also shows pairing status and, by default, lets you know whether the controller is on or off.

Speaking of power, the Nimbus+ gets great battery life. According to SteelSeries, it should last up to 50 hours on a single charge. After using the controller regularly for over two weeks, I never had to charge it. On the other hand, when you do need to charge it, you’ll need to find a Lightning cable because it doesn’t come with its own charging gear.

Next to the pairing and battery buttons, there are two small holes, which allow you to connect the Nimbus+’s included phone mount. The phone mount, which clamps around your iPhone and attaches to the controller via two slim metal rods that slide into the controller, is something of an Achilles’ Heel for the Nimbus+. Even when fully inserted, the rods feel flimsy and unstable when carrying the weight of a phone, which makes sense when you note that some iPhones (like mine) weigh almost as much as the controller itself.

Under ideal conditions, with your arms resting on a table, the phone feels balanced and sits perfectly in front of your face. But if the controller shakes even slightly, the mount starts to wobble and your phone almost always winds up dropping off the controller. Sitting on my couch, I could shift my grip on the controller, but if I ever readjusted my sitting position, the phone started rocking. On the off chance it doesn’t, you’ll still need to reconnect the mount to the controller. Given that, using the Nimbus+ on a bus or train, in a car, or even standing still while holding it freeform is a nonstarter. All it takes is one involuntary tilt and the phone falls down and goes boom.

The Nimbus+’ mounting issues force us to consider a certain elephant in the room. Using a mount to let your phone hang above a traditional gamepad has been the most popular approach to creating a makeshift phone-controller combo console, but a pair of high-profile wrap-around controllers, the Razer Kishi and Backbone One, suggest that a gamepad and phone mount isn’t the best approach for dedicated mobile hardware. A phone locked in the embrace of the Kishi or Backbone never shakes loose. I prefer the buttons on the Nimbus+, but phone stability (and security) are higher priorities.

SteelSeries Nimbus+ – Gaming

Setting aside the mount stability issues, the Nimbus+ is a very solid controller. Despite connecting over Bluetooth, which tends to add a small, but noticeable amount of input lag, I had no problem playing a fairly wide range of iOS games, including Sneaky Sasquatch, World of Demons, Oceanhorn 2: Knights of the Lost Realm, and Exit The Gungeon. It likely helps that the Nimbus+ supports Apple’s IAP2 wireless protocol, which presumably syncs the controller and phone better than Bluetooth would on its own.

Across all the games I tested, the Nimbus+ felt good in hand and delivered snappy inputs. I had no trouble parrying enemy attacks in World of Demons, a character action game, or dodging through bullets in Exit the Gungeon, both of which require relatively precise timing. Even more impressive, you can perfectly keep time in rhythm games like Sayonara Wild Hearts and Taiko no Tatsujin Pop Tap Beat.

Obviously, the phone mount can create some issues for playing any game with the Nimbus+, but they’re conditional and not related to playing any specific game. When you’re set up properly, with your arms braced, you can hold the controller up and close enough to your face to make the experience of playing on a phone feel immersive. Even small text is easy to read. Outside of that scenario, any game session is subject to outside interference: I didn’t test the Nimbus+ phone mount on a bus or train but, frankly, I wouldn’t use the phone in a public place where dropping your phone could lead to it getting stepped on or stolen.

On MacOS, the Nimbus+ often works fine, but is a tad unpredictable and requires more work than pairing an Xbox or PlayStation controller. I played a little Destiny 2 via Stadia but found that Stadia didn’t recognize the controller, so the menu and home buttons didn’t work. (You can access the menus using the keyboard). I was able to play Dead Cells and Into the Breach on Steam, but only after creating my own custom controller profile. In all of these cases, the controller worked well once the issues were resolved – or the limitations were established – but it was more of a process than it had to be.

Ironically, Apple Arcade games seemed to have the most problems. In a couple of instances, I also experienced some wonky connection issues. Sneaky Sasquatch, an Apple Arcade game, frequently reverted to mouse and keyboard mode until pressed the D-pad to “resync” the controller. World of Demons simply wouldn’t detect the controller on Mac. These issues seem to be at least partially game-specific – Grindstone, another Apple Arcade game, works fine with a controller – but the increased probability of problems makes you question the merits of pairing any gamepad with your Mac, let alone buy one specifically for that purpose.

Monster Hunter Stories 2 Addresses The First Game’s Biggest Criticism: Its Art Style

Real-time action has long been a defining element of Monster Hunter, but the series attempted to branch off into more traditional RPG territory with 2016’s Monster Hunter Stories for the 3DS. Eschewing real-time hunts for turn-based battles and colorful, more overtly anime-inspired visuals, Stories was a marked departure for the franchise both stylistically and thematically, offering a different perspective on the Monster Hunter universe.

Five years later, Capcom is following that spin-off with a sequel, Monster Hunter Stories 2: Wings of Ruin, which launches for Nintendo Switch and PC next month. Through an interpreter, we recently spoke with series producer Ryozo Tsujimoto, game director Kenji Oguro, and art director Takahiro Kawano about their goals with the sequel, the decision to age up the art style, and expanding the game’s multiplayer options. The following interview has been edited and condensed for clarity.

How long has Monster Hunter Stories 2 been in development?

Ryozo Tsujimoto: It’s been about three years.

How would you describe Monster Hunter Stories 2 to somebody who may not be familiar with the first game?

Tsujimoto: Monster Hunter is an action game where you can hunt monsters, slay them, collect materials, forge armor, and continue on your quest on this gameplay loop. However, Stories, as the name indicates, has more of an emphasis on the narrative, and so it’s an RPG, not an action game. So for players who maybe don’t like the real-time battles, they can enjoy these turn-based battles that are offered in the Stories series.

We are very proud of the quality and character of the monsters [in the Monster Hunter series], and in Stories, we wanted to express that even more. So in the Stories series, you are not a hunter, you are a rider, which is a character who lives among monsters and goes on adventures with them. There’s a breeding system, and you can gather more monsters for your party, so it’s not only a story-based game, but it also has the element of going out on adventures with monsters.

Since Monster Hunter Stories is conceptually different from the core Monster Hunter series, was it difficult to find a way to branch away from the core series and establish its own identity, while still keeping it recognizable as a Monster Hunter game?

Kenji Oguro: When the original [Monster Hunter] Stories was created, we aimed to do something with a completely different identity from a typical Monster Hunter game. So first off, we changed the perspective from a hunter to a rider. Hunters go out and slay monsters, but riders ride the monsters and go on adventures together. So from the start, our main objective was to change the perspective, and from the start we had a different identity. We wanted to focus on giving Monster Hunter fans and other players the chance to experience the worldview of Monster Hunter in a new way, in a deeper way, and focus on the narrative.

When you set out to make a sequel to the original Monster Hunter Stories, what was your main goal?

Tsujimoto: When we decided to make a sequel, we wanted to go back and look at the feedback we received from Stories 1, which came out five years ago. And so one of our goals actually was the same as when we created Stories 1, which was that we wanted to take the Monster Hunter franchise and make a game that appeals to a wide audience. And for Stories 1, with the art direction we went in, we received some feedback that the characters looked maybe younger–they looked maybe like [the game was made] for children. So when we began development on Stories 2, we wanted to course correct there and make it appeal to a wider audience.

With that in mind, we said, “Well, what can we do in order to appeal to more people?” So one of the first things we did was we built out the environments with deeper lighting and visuals, and also the characters themselves are more grown-up. We believe that we have addressed the issue of the game feeling like you can’t play it if you’re an adult. We believe that it will appeal to a lot of players, both young and old, and we hope everybody will enjoy it.

Were there any gameplay features that you wanted to incorporate in the original Monster Hunter Stories, but weren’t able to because of hardware limitations? And did you reuse those in Monster Hunter Stories 2?

Takahiro Kawano: We believe that we have made vast graphical improvements for Stories 2, from characters and their proportions, to the expressions that they’re able to make with their movements. In terms of the environments, there is the lighting, the shading, the expression of water. This is, we believe, something that the 3DS was not capable of [due to] the hardware limitations, so we wanted to implement as many graphical improvements as possible in this game. That also, we believe, helped in terms of fleshing out the world and making it appeal to more people as well.

Oguro: We also believe that these graphical improvements immerse you deeper into the world itself. As an RPG, when you are exploring, you can experience the environment more, like when you step on various items, and you can really interact with the world in a way that will deepen your experience. As an RPG, we believe that this graphical improvement will help players be transported into that world easier.

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Are you able to talk a little bit more about how the Monster Hunter Stories 2’s multiplayer mode works?

Oguro: In Stories 1, we had a unique mode to Stories [called] Versus Battles, where you can take your Monsties and pit them against the Monsties of another player. In Stories 2, we wanted to implement a co-op mode, which is, in fact, not unique to Stories–it’s a Monster Hunter core element. And so we have a co-op mode and you can also do a two-on-two tag match in Versus Battles mode, which we think fans will really enjoy.

We think that only having a battling option for multiplayer was not exactly fitting for Stories, so we wanted to also include another option for co-op, which is Co-Op Expedition Quests. You can go with another player and collect eggs, because we believe that one of the biggest appeals and the most fun you can have in Stories is gathering eggs [and finding out] what’s in the egg. You go into a monster nest, you collect an egg, then you bring it back to the village, and then you hatch it and you see what’s inside. We believe this is one of the most fun aspects of the Stories series, so we wanted to incorporate that into a co-op element. And so we have quests that are multiplayer-only, so there are areas that you can only access through multiplayer. Also, there will be some updates that may include these elements as well, so please look forward to that.

Tsujimoto: We just wanted to make clear that, for multiplayer, you don’t have to play with another player. You can also play by yourself. So there are many different ways to play that we think, in any situation, that lots of players can enjoy.

We’ve seen a few returning characters from Monster Hunter Stories 1 appear in a couple of trailers for Monster Hunter Stories 2. Would you say you’d get the most enjoyment out of the game if you’ve played the previous Monster Hunter Stories, or are you able to still enjoy the story if you jump in without playing the previous game?

Oguro: When we created this game, we wanted to make sure that players could play Stories 2 without having to play Stories 1; they could jump right in and enjoy the game fully. That being said, as you noted, there are characters from the previous game in this one as well. So there will be a connection, points here and there that the players who’ve played Stories 1 will pick up on and will get an extra kick out of. So when you’re out on your adventure and you meet a character that you saw before, you can say, “Oh wow, look how much they’ve grown,” or you can get that extra thrill. But that will not impede players from playing this game without playing the previous game at all.

This is a bit of a sillier question, but what is everybody’s favorite Monstie in the game?

Kawano: I like Zinogre. From a design perspective, it’s really beautiful.

Oguro: I can’t tell you my favorite because it hasn’t been announced yet. But I will say that next up is the Velocidrome. In the beginning of the game, you are introduced to a Velocidrome, and you develop a bond with this monster. But then as you progress through the story, you veer away from this monster. And that was kind of a bittersweet, touching element that I really enjoyed.

Tsujimoto: I like Nargacuga. It has an action that you can use out in the field that can conceal your presence from other monsters, and it’s really useful.

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Do you have any final message for fans?

Kawano: We received feedback from the fans that they wanted a sequel, and we know it was a long time for Stories 2 to finally come out. We put a lot of effort into the development and the graphics, and we worked really hard on this game, so we hope that players will feel the love that we put into it.

Oguro: We are hoping that players will feel the essence of Monster Hunter, the action game, in this RPG. We’re really proud and think that we captured the essence of Monster Hunter and the action in it. Also, we worked really hard to make it easy for players to play, just to jump into the world and have no experience with this sort of game and be able to pick it up and learn all the elements in the game naturally and progress through the game without any sort of issues. So we worked really hard to make it fun and easy to get into, and it’s an RPG that we think players will enjoy.

Tsujimoto: Monster Hunter Stories 1 was released five years ago, but eight years before that was when we originally had the idea for a game that would be Monster Hunter but different. And so we have spent a lot of time thinking about this game and the elements. And what we really wanted to express when we developed this game, we wanted to make sure that we captured the Monster Hunter feel in an RPG. But we also wanted to make sure that we didn’t just transmit the Monster Hunter feel, we wanted to build on that with the characters–fleshing out the characters, developing feelings with monsters, and just deepening the lore and the story of the Monster Hunter world. So we worked hard on the graphics and the visuals and really expressing the monsters, and we think that Monster Hunter fans, of course, will enjoy all those elements. But we also believe that players who aren’t necessarily into action games or [Monster Hunter’s] real-time battles, maybe they’re more interested in story, especially if they like JRPGs–we think this can appeal to lots and lots of players, and we hope that everybody enjoys it.


Monster Hunter Stories 2: Wings of Ruin releases for Nintendo Switch and PC on July 9. A free demo will be available on the Nintendo eShop beginning June 25, and any progress you make will carry over to the full game after it launches.

10 Amazing Details in the World’s First Marvel Hotel

The world’s first Marvel hotel has finally opened at Disneyland Paris – and we can confirm that you’ll probably want to grab an Iron Man suit and jet over to the resort once you see it.

Totally unique to Disneyland Paris, and a mere Mjölnir’s throw from the theme park itself, is Disney’s Hotel New York: The Art of Marvel. IGN was treated to an insider preview of the new hotel by the Disney Imagineers, Marvel team and artists who have been working behind the scenes for the past four years on its opening. 

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As we’d expect from the Disneyland Park in Paris, the new premium four-star hotel is a classy affair. It’s a fittingly Marvel mashup of sophisticated New York style that would make Tony Stark proud, not to mention an exclusive art gallery. It also promises to be more than a hotel, but a true Marvel experience: a treasure trove of original comic book details you won’t find anywhere else and the ultimate haven for comic book fans.

Here are 10 of our favourite Marvel-inspired details, references, Easter Eggs, and to discover throughout the hotel:

Views over Stark Tower at the Skyline Bar 

Want to really feel like Tony Stark? Head to the Skyline Bar, which, as well as offering sleek martini cocktails and American bites, draws inspiration for the Avengers HQ to give you the sense that you’re in a luxury highrise bar in Midtown Manhattan. The real pièce de résistance, though, is the virtual “panoramic windows”, which will give you a stunning faux-view over the Marvel universe’s take on the Manhattan skyline, complete with Stark Tower, and lighting which changes with the time of day. Keep a keen eye out and you’ll even spot a certain web-slinging superhero making his way over the rooftops. 

One of the largest Marvel art galleries in the world 

There are more than 350 artworks on display throughout the hotel, including, limited-edition, exclusive and never-before-seen pieces, which makes it one of the largest collections of Marvel art in the world. It features a wide array of work from more than 150 artists from all over the world, with art spanning classic Marvel comics, the current Marvel comics style, the MCU and games in styles ranging from classic back-and-white comics, to street art, pop art, hyperrealism and engraved metal work, and more. It’s set to grow, too. As Creative Director Caroline May, who curated the gallery, tells us, “We know there’s so much content that is continually coming out from Marvel Studios and the comic books, and so we wanted to make sure we had the opportunity to celebrate it all. And, we have the Jack Kirby Legacy Gallery, which we are able to update, and we’re always looking at opportunities for that, too.” 

Priceless Jack Kirby artwork

Enough reason alone for any Marvel fan to make the pilgrimage to Disneyland Paris is the new Jack Kirby gallery; a permanent exhibition dedicated to the “The King of Comics” himself, displaying 21 comic book covers drawn by the creator of Captain America, Thor, Hulk, Iron Man and the X-Men to name a few. The gallery itself is even staffed by Art Guardians, a selection of specially trained Cast Members, who are at your service to share their expert knowledge and the stories behind the comic art with you. The hotel also boasts the Jack Kirby Legacy Gallery: a dedicated exhibition space which will host rotating new art collections for limited periods at a time.

Original Marvel art, unique to the hotel 

Not only does the hotel feature classic Kirby comic book art, but it’s also kitted out with all-new original pieces by a host of exciting artists. These include UK comic book artist Tula Lotay, who has worked on Marvel comics art and overs for characters Black Widow, Gamora and Scarlet Witch, and has created an all-new vibrant portrait of Black Widow for the hotel. There’s also fellow Brit illustrator Liam Brazier, who is famed for his geometric reinterpretations of iconic characters, and has created several new contemporary portraits of Captain America, Thor and Hulk for the hotel. His favourite? Spidey, he tells us, because, “Spider-Man is always a very cool character to draw. He’s so athletic and dynamic, and my work is genuinely all about shapes and angles so that was really key for me to try and capture.” You’ll find that particular original artwork in the hotel’s dedicated Spider-Man suite.

This chandelier inspired by Asgard 

The centrepiece of the hotel’s contemporary Manhattan Restaurant is this stunning crystal chandelier, inspired by the realm of Asgard. The restaurant, meanwhile, pays homage to NYC’s Italian connections, serving modernised traditional Italian dishes made with ingredients sourced in Italy. Pilar Hamil, Hotel Director says we have to try the freshly made pasta (“It’s phenomenal – it’s made in-house by our chef, with a beautiful pesto and cashew sauce, with fresh tomatoes and porcini mushrooms.”). That’s not a Marvel reference (though we’re sure Bro Thor would appreciate it) – it just sounds delicious.

Subtly engraved Marvel columns 

The Marvel designs don’t stop at more traditional artwork – the hotel has been created so that you’ll find Marvel Easter eggs everywhere you look. Case in point: the ultra-grand lobby, the vertical design of which is surrounded by ten statuesque columns. Thomas Muller, set designer at Walt Disney Imagineering Paris cites them as his favourite part of the hotel: “You probably don’t realise straight away that they are engraved with superheroes – it’s one of those particular details that when you really take the time to take it all in, it makes for a ‘wow’ experience,” he tells us.

The Bleecker Street Lounge

Named after the address of Doctor Strange’s Sanctum Sanctorum in Greenwich Village, the exposed brickwork and concrete stylings of this lounge are meant to transport you to Doctor Strange’s downtown Manhattan loft – except, instead of priceless magical artifacts, it’s full of themed food and drinks. Think New York-influenced snacks and cocktails inspired by the Sorcerer Supreme, as well as microbrews and organic wines, set over an indoor-outdoor terrace with views of Lake Disney: a perfect place to relax after a long day of heroism.

The opportunity to become an artist in the famed Marvel “Bullpen”

At the Marvel Design Studio, families and kids can learn how to be a Marvel comic book artist by following authentic tutorials to draw their favourite heroes on dedicated tablets. Comic book fans will recognise the bright space as being directly influenced by the mythical Marvel ‘Bullpen” – the place where Stan Lee, Jack Kirby and the Marvel comics writers and artists of the 1960s famously brainstormed ideas and created the Silver Age of comics.

Web slinging furniture details in the Spider-Man suite 

You’ll get to experience the art in an altogether more intimate setting in the hotel’s rooms – 25 of which are exclusive suites dedicated to heroes like Spider-Man, and other Avengers. Not only are these decorated with original artworks, but the subtle design details go right down to the furniture throughout each room. In the Spidey suites, you’ll even notice an iconic web design on the ceiling, curtains and sofas, with shades of red throughout, and the outline of NYC skyline on the floor, to really make Peter Parker feel at home.

This Black Widow-inspired strawberry dessert

When Natasha Romanoff said ‘Nothing lasts forever” in the Black Widow trailer, we can assume she was probably talking about how long this thing will stay intact before it gets devoured. Because while the Art of Marvel resort may be super sophisticated, that doesn’t mean it’s short of Marvel-themed food and drink. That’s exactly how we like our luxury hotel experiences. The first on our list to try? This Black Widow-inspired strawberry cookies and cream dessert, available from the hotel’s eateries.

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Dying Light 2’s Next Dying 2 Know Episode Scheduled For July 1

The second episode of Dying Light 2’s Dying To Know series will be broadcast on July 1 at 12 PM PT / 3 PM ET on developer Techland’s Twitch channel. Next week’s topic hints at a deep dive into the various infected people that you’ll encounter in the game, with an emphasis on the volatile humans who emerge at night.

“Night is coming, and with it, the nightmares, who hide in their nests during the day, awaken,” Techland said in a press release. “It’s a chance for us to get supplies to restore the remnants of hope in the hearts of the few loved ones we have and grow our lives on the rooftops. But before you hit the streets, you need to know what’s hiding in the darkness. The reward is high, but the price you will pay if you stay in the dark for too long will be even higher.”

Now Playing: Dying Light 2: Stay Human – Gameplay Supercut Trailer

In the first Dying Light, daytime expeditions usually involved avoiding the hordes of infected people who roamed the streets. With strength in numbers, it was easy to pick off an infected person on their own and challenging to take on an entire horde.

Once the sun went down though, Volatile, Bolter, and Hunter variants would roam the streets. These infected were faster and more dangerous, but braving the streets while they were active would result in more valuable loot being found. Just don’t refer to them as zombies.

Techland also hosted its first Dying Light 2 AMA, which touched on topics such as handmade weapons and the ramifications of choices made in the game. The long-in-development sequel is coming out on December 7 for Xbox One, Xbox Series X|S, PS4, PS5, and PC.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

Amazon Prime’s 6 Free Games For July 2021 Revealed

With June winding down, Amazon has revealed the next batch of free games and loot for Amazon Prime members. Prime Gaming’s July 2021 lineup features six free games: Batman: The Enemy Within, Rad, The Wanderer: Frankenstein’s Curse, Tales of the Neon Sea, Automachef, and Portal Dogs. You can also grab free in-game loot for popular games like Grand Theft Auto Online, Warframe, and Sea of Thieves.

Fresh off of giving away Batman: The Telltale Series in June, Amazon is handing out the sequel, Batman: The Enemy Within, in July. Like the original, The Enemy Within is divided into five episodes and features clashes with classic foes such as The Riddler, Bane, and Joker.

Now Playing: Batman: The Enemy Within – Official Launch Trailer

You’ve probably visited plenty of post-apocalyptic worlds in video games, but Rad is set in a post-post-apocalypse. Needless to say, the world conjured up in this 3D action roguelike is bleak and unforgiving. As a teenager tasked with saving the world, you must enter a shifting wasteland to take on all sorts of monsters with the help of your mysterious powers.

Tales of the Neon Sea is a gorgeous pixel art side-scroller set in a cyberpunk world inhabited by humans and robots. You play as a detective investigating a bizarre murder. Tales of the Neon Sea is an old-school adventure game with a fun story. Meanwhile, The Wanderer: Frankenstein’s Creature is a creative narrative-based adventure revolving around the iconic monster.

Automachef is a clever resource management puzzle game centered on automating meal prep in the kitchen, and Portal Dogs is a puzzle-platformer starring a king who leads a pack of dogs who mimic his every move.

Tons of free in-game loot will be available in July, including the Druidic Settlement Bundle for Assassin’s Creed Valhalla, mystery skin shards for League of Legends, and an exclusive player card for Valorant.

To claim the six free games and bounty of in-game loot throughout July, you need to be an Amazon Prime member. If you aren’t already subscribed, you can sign up for a free 30-day trial. All of the new free games go live July 1, so you still have time to claim June’s freebies.

July 2021 free Prime Gaming titles

Available July 1-31

  • Batman: The Enemy Within – The Telltale Series
  • Rad
  • The Wanderer: Frankenstein’s Creature
  • Tales of the Neon Sea
  • Automachef
  • Portal Dogs
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John Cena Confirms His Return To WWE

In a recent The Tonight Show appearance, wrestler and movie star John Cena confirmed to host Jimmy Fallon that the rumors about his return to the WWE are true, but what’s still up in the air is the timeline for his next match. Cena’s news sparked audible gasps from the studio.

Fallon broached the question by resurfacing an Instagram post Cena made on May 8, bearing only the WWE logo with no caption. For over a month, this cryptic post has fueled these rumors, but when Fallon–who also added that Cena “is a great follow [on Instagram]”–asked about it, the wrestler responded without a moment’s hesitation: “I’ll definitely be back… I was feeling rather nostalgic about the WWE and I just wanted to post the logo, and some people took it as I was returning immediately, which, that’s not the case. But I haven’t had my last match, and I can’t wait to have my next match.”

The next Cena projects on the horizon to get hyped about are the Suicide Squad movie and its spin-off focusing on his character, Peacemaker. There’s a new trailer for Suicide Squad with an unusual roll-out–it can only be found as an ad on YouTube, but fans won’t have long to wait until the August 6 release for the DC movie to hit theaters and HBO Max. The Peacemaker spin-off is currently set to also premiere on HBO Max on January 22.

For more wrestling fun, check out GameSpot’s professional wrestling podcast Wrestle Buddies. Hosted by Mat Elfring and Chris E. Hayner, the duo discuss fun and comedic moments from WWE, AEW, Impact, ROH, and more. Check out the latest episode below where the Buddies talk to DC Comics writer Joshua Williamson about the time two invisible wrestlers had a banger of a match.

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Xbox Wants To Bring Killer Instinct Back When The Time Is Right

Rare’s cult-classic fighting game series Killer Instinct was revived back in 2013, but the reboot has seen very little new content added to it since its third season finished in 2017. Killer Instinct isn’t dead though, as Xbox boss Phil Spencer recently mentioned his interest in revisiting the series when the time is right.

“There are so many good games in our catalog that we’d love to revisit,” Spencer said in the latest Dropped Frames podcast via VGC. “The response when we did Killer Instinct at the launch of Xbox One was fantastic. Not everybody inside of the Xbox organization kind of saw what that game could become. I will just say, Matt [Booty] and I have discussed many times Killer Instinct and where we’d like to go with it.”

Now Playing: Killer Instinct Video Review

According to Spencer, a Killer Instinct re-re-revival will need “the right team and the right opportunity” to be found. It took 17 years for the series to find a new home at Microsoft, and even in a genre dominated by Mortal Kombat, Street Fighter, and newer fighting games like Guilty Gear Strive, Killer Instinct still had a dedicated fanbase when developer Double Helix and Iron Galaxy took over from Rare. Double Helix was acquired by Amazon in 2014, so any new Killer Instinct games won’t be handled by the studio responsible for its first season of content. A documentary on the game was released last year and explored the rebirth of the series as well the legacy of the series.

If you’re in the mood for Killer Instinct or any other excellent Xbox titles worth trying out, don’t forget to check out the 20 best Xbox Game Pass games that you can play right now.

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The Harder They Fall Trailer Delivers An Amazing Cast And Stylish Western Action

The first trailer for The Harder They Fall has been released. The Netflix western stars Jonathan Majors (Lovecraft Country) and Idris Elba (Luther, The Wire).

The trailer doesn’t reveal too much in the way of plot, but it certainly delivers the action and style. It opens with outlaws Trudy Smith and Cherokee Bill, played by Regina King (Watchmen) and Lakeith Stanfeld (Judas and the Black Messiah), rescuing gang leader Rufus Buck, a real-life outlaw played by Elba. Majors plays another real-life figure, legendary Black cowboy Nat Love, and it looks like a hugely entertaining slice of western action, with an amazing cast. Check the trailer out below:

Netflix has released a synopsis for the movie, which reads, “When outlaw Nat Love discovers that his enemy Rufus Buck (Idris Elba) is being released from prison he rounds up his gang to track Rufus down and seek revenge. Those riding with him in this assured, righteously new school Western include his former love Stagecoach Mary, his right and left hand men–hot-tempered Bill Pickett and fast drawing Jim Beckwourth–and a surprising adversary-turned-ally. Rufus Buck has his own fearsome crew, including “Treacherous” Trudy Smith and Cherokee Bill, and they are not a group that knows how to lose.”

The Harder They Fall also stars Zazie Beetz (Joker, Atlanta) as Mary, R.J. Cyler (Power Rangers) as Beckwourth, and Edi Gathegi (StartUp) as Pickett, plus Delroy Lindo (Da 5 BLoods) and Danielle Deadwyler (Watchmen). It’s the directorial debut of Jeymes Samuel, the British musician also known as The Bullitts (and brother of soul superstar Seal). Samuel wrote the screenplay with Boaz Yakin (Fresh, Remember the Titans). The movie doesn’t have a release date yet, but it’s set to hit Netflix in the Fall.

For more Netflix coverage, check out GameSpot’s guide to all the new movies, shows, and originals hitting the service in July.

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