Behind the Sound of Sunbreak – Interview with the Composers

Sep 21, 2022 // Shibata

Hello everyone! Koichi Shibata here, reporting from the Monster Hunter Rise dev floor!

For this next round of Monster Hunter Rise interviews, I’ll be talking to composers Satoshi Hori and Mana Ogura, who created the music for Monster Hunter Rise: Sunbreak!

Q1: To start off, could you give us a quick explanation of what you worked on for Monster Hunter Rise: Sunbreak?

A1. Hori: My name is Satoshi Hori, and I’m the lead composer. I’ve been continuing my responsibilities from Rise, generally supervising all of the music, coming up with musical concepts, and giving directions to all of the composers.

A1. Ogura: My name is Mana Ogura. I’ve also been continuing my work from Rise, creating songs, implementing the music, and editing the various cutscenes, etc.

Satoshi Hori (left) and Mana Ogura (right)

Q2: So, both of you also worked on the base game of Monster Hunter Rise. Could you tell us a bit about the differences in themes and direction of the music between Rise and Sunbreak?

A2. Hori: With Rise, I centered the compositions around two elements: vocals, and giving the soundtrack a Japanese feel. For Sunbreak, I focused more on orchestral music and classic instruments, to create more of a Western feel and atmosphere.

A2. Ogura: I did the same. I gave Rise strong Japanese elements, while Sunbreak was more centered around Western elements.

Q3: Was there anything you changed between Rise and Sunbreak, or alternatively, was there anything in Sunbreak that you carried over from Rise or expanded upon?

A3. Hori: As I mentioned before, in Rise we added vocals to monster themes from past games, and for Sunbreak, we stayed loyal to the original theme while also asking ourselves “what would this theme sound like if we were to extend it now?”

In both Rise and Sunbreak, we tried to pay respect to the original themes as much as possible, but in Sunbreak, we focused more on the musicality of the original versions, and we reinterpreted them for their arrangements.

A3. Ogura: We even rearranged the music for BBQ-ing and for sales at the market from a Japanese style to a more Western style. From a gameplay perspective, we also changed the Quest Complete music depending on whether you accepted the quest at Kamura or Elgado.

And as far as respecting the original music is concerned, we even brought back Marika Suzuki to do arrangements for Gore Magala and Shagaru Magala’s themes, since she composed the originals.

Q4: When creating music, is there any part of your daily lives that you pay particular attention to for inspiration?

A4. Hori: I play a lot of games and listen to a lot of music of course, but I also make sure to check out various other forms of entertainment, like movies, anime, and the fine arts. I experience the oscillation of my emotions with my own skin, and turn them into music. Other than that, and this is mostly as a hobby, I like to play live instruments to expose my ears directly to “real” sound.

A4. Ogura: I’m fortunate enough to have a lot of very knowledgeable people around me, so they always give me plenty of recommendations, not just for anime and music, and I always make sure to check them out. Also, I think it’s important to regularly refresh yourself, so I like to spend my days off by taking it easy.

Q5: I’ve heard that you, Ogura-san, were in charge of arranging “Proof of a Hero” this time, so what was that like? And Hori-san, from your point of view, what did you think of Ogura-san’s arrangement of this theme for Sunbreak?

A5. Ogura: It was really hard! It really made me aware of how talented all of the composers that came before me were. I had to think very hard about what kind of elements to include to make it match Sunbreak, and whether it fits the mood of the scenes that it’s used in.

Of course, Hori-san’s help was invaluable in all of this… I cannot thank him enough!

A5. Hori: For Rise, I arranged Proof of a Hero in a way that makes you feel the courage of heading into battle, but Sunbreak’s version is a lot more dramatic, and very expressive in way that’s different from Rise. I think it’s a great musical extension of the theme, offering a nice contrast between Japanese and Western styles.

Q6: Do you have any final comments for the fans?

A6. Hori: I hope you find a new favorite song in Sunbreak, which is also a massive expansion in terms of music, and I hope you set it as the BGM for your room! I’m sure you’ll make some new discoveries while hunting monsters as well!

A6. Ogura: First of all, thanks for playing Sunbreak, everyone!

I hope you have many memorable hunts with the new music!

– Closing Comment from Shibata:

Thank you, Hori-san and Ogura-san!

Sunbreak has a new base, new locales, and new monsters that all feel different from Rise, and even sound-wise, the instruments used to arrange and compose the new music have been changed, providing exciting new hunts! After the interview, I even found out that the iconic Proof of a Hero theme is handled by a different composer for every single new entry in the Monster Hunter series!

Next time, I’ll be talking to Daisuke Wakahara, who’s in charge of the cutscenes and monster intros of this game!

Last of all, please watch the video showing the making of the soundtrack we have released recently.


All the Capcom News for the TGS2022 Capcom Online Program

Sep 15, 2022 // Joseph Bustos

We brought the excitement of Tokyo Game Show 2022 to a global audience with a livestreamed TGS2022 Capcom Online Program! Get ready for big updates on Street Fighter 6, Resident Evil Village, and more from the exciting Capcom lineup!

Street Fighter 6

It was a packed set of reveals for Street Fighter 6, with everything from a deep dive on the World Tour single-player mode, the Avatar Creator, the Battle Hub, the new chaotic Extreme Battle, and the reveal of four returning World Warriors: Dhalsim, Blanka, E. Honda, and, of course, Ken.

There’s a ton of information to digest, so be sure to read the full blog post here and watch the latest trailer below to get all of the details on each of the new exciting modes and characters we just mentioned.

We know you’re ready to hit the streets, and we’re excited to say you’ll finally be able to get your hands on the game from the comfort of your own home with the Street Fighter 6 Closed Beta Test, running from October 7 to October 10 (times may vary).

Still not enough for you? A Street Fighter 6 Special Program Live Broadcast will air on September 16 at 8 a.m. PT/11 a.m. ET. The team will be sharing more detailed information on World Tour and Fighting Ground that they couldn’t cover in today’s TGS2022 broadcast. Watch it here!

Monster Hunter Rise: Sunbreak

The content available in Monster Hunter Rise: Sunbreak continues to grow with free Title Update 2 arriving on September 29! We already announced that Flaming Espinas would be joining in this update, and today we revealed a new trailer showcasing monsters and features on the way.

Joining the hunt is a twist on a returning favorite, the Violet Mizutsune. Graceful, yet fierce, this creature slides around and targets hunters with gas-filled bubbles. Watch out, as it can cover the arena in white-hot flame. The aforementioned Flaming Espinas also returns from Monster Hunter Frontier, boasting a more aggressive demeanor compared to its spiky cousin, and a charged breath attack powerful enough to one-shot a hunter. 

We also revealed Risen Chameleos – an Elder Dragon capable of overcoming the affliction by achieving symbiosis with the Qurio. This extremely powerful version of Chameleos unleashes new attacks, and will require you to reach at least MR 110 to challenge.

Additionally, a new tier of Anomaly Quests, A6, will be added, including Gore Magala and Espinas to name a few of the anomalous monsters you’ll be hunting. We’re also raising the level cap on Anomaly Investigations from 100 to 120, and this means there will be new afflicted materials to earn for Qurious Crafting. Speaking of which, we’ve expanded Qurious Crafting for weapons to include new augments like additional anomaly slots and higher levels for certain skills.

You’ve been asking, and we’re excited to announce that you’ll be able to craft Layered Weapons when Title Update 2 hits. This means you can change the appearance of your weapon while retaining your preferred stats from another weapon. Almost all weapons that will be available at the time of free Title Update 2 can be crafted as a Layered Weapon.

This update also includes new paid DLC such as the Master Arlow layered armor set, music, gestures, poses, hairstyles, and more. We’re also adding some cool “Lost Code” layered weapons as paid DLC that have a style different than what you’d expect from the Monster Hunter series.

Between our ongoing weekly Event Quests and the next free Title Update coming in late November, the hunting experience of Sunbreak continues to rise to new heights!

Resident Evil Village

Whether you’ve been holding off a new play through of Resident Evil Village or are picking up the game for the first time, there’s a lot to be excited for with the upcoming Winters’ Expansion DLC on the way.

We shared the latest gameplay trailer for the highly anticipated DLC at Tokyo Game Show, which you can watch below.

Play as Ethan’s daughter, Rosemary Winters, in the new story DLC, “Shadows of Rose”. This DLC takes place 16 years after the events of Resident Evil Village as Rose explores a warped and twisted realm inside the consciousness of the Megamycete. Played entirely in third-person, Rose is pursued by mysterious new monsters at every turn, and you’ll need to tread carefully as every encounter is a struggle of life and death. Terrifying creatures can lurk around any corner, including the terrifying Face Eater, but luckily Rose has unique abilities that can greatly hinder enemies and allow her to survive in this twisted world.

As we announced back in the June Capcom Showcase, Third Person Mode is also coming to Resident Evil Village. This perspective should make the action familiar to players of Resident Evil 2 and Resident Evil 3. Familiar mechanics from Resident Evil Village, such as guarding against attacks and kicking away enemies, are present too. Ethan will also have a variety of animations that you’ll only see while playing in Third Person Mode.

The Mercenaries Additional Orders will bring new content to the arcade-style The Mercenaries, as well! New stages and characters, like Lady Dimitrescu and Lord Heisenberg, are included. Tower over and crush your enemies in this expanded and even more exhilarating Mercenaries experience.

You can grab the full Resident Evil Village main game and the Winters’ Expansion as part of Resident Evil Village Gold Edition, launching October 28. Preorders (at participating retailers) will also receive the cosmetic Street Wolf Outfit for Rose as a bonus.

We’re also releasing a cloud version of Resident Evil Village for Nintendo Switch on October 28th, with the Winters’ Expansion DLC coming just a few days later on December 2. A demo is available now, so we hope you give it a try. We are also developing cloud versions of Resident Evil 2, Resident Evil 3, and Resident Evil 7: Biohazard that will launch this year.

We know you’re eagerly awaiting news on Resident Evil 4, which releases next year on March 24. Today, we announced that a PlayStation 4 version of the game is also in development. We’ll have much more to share in an upcoming Resident Evil Showcase next month, so please stay tuned.


October is truly going to be a terrifying month for Resident Evil fans!


A space time distortion containing new Exoprimal information appeared at TGS2022! Watch the latest trailer for some new details on the game’s story and the reveal of some cool looking Exosuits.

Set in a near future where dinosaurs are mysteriously appearing and attacking cities across the globe, you’ll take the role of Ace, an Exofighter working for the Aibius Corporation. Responsible for the development of the next-generation AI, Leviathan, Aibius has also successfully created technology that can predict where and when the next dinosaur outbreak will occur.

The game’s story begins after the player character’s squad, the Hammerheads, is caught in a giant vortex that causes their patrol ship to crash-land on Bikitoa Island. For unknown reasons, Leviathan forces Exofighters to battle in a never-ending series of deadly wargames. Pieces of this story of survival will be unraveled by playing matches in Dino Survival mode.

We also revealed a host of new info about the game, including new Exosuits, a new rig, new dinosaurs, and a rundown of some of the characters you’ll meet. In addition, we gave you a look at a few of the customization options for your Exosuit, allowing you to personalize your look and suit’s performance to your heart’s content.

Learn more about everything revealed for Exoprimal in the full blog here!

The team is hard at work on the launch of Exoprimal in 2023! We hope you’re looking forward to it. There’s still plenty to reveal on the game, and we’re excited to share more with you in the near future.

Mega Man Battle Network Legacy Collection

Attention all Operators: we dropped some new info on Mega Man Battle Network Legacy Collection in your PErsonal Terminals.

Director Masakazu Eguchi (AKA Mr. Famous) made an appearance to announce that online features, including online battle and chip trading for each title in the collection, are in the works.

Mr. Eguchi also announced that a voiced 3D version of Mega Man.EXE will be your personal Navi on the title select screen, and will behave similar to the PET Screen from the series with various reactions, too!

Read the full breakdown blog here.

Phew! There’s a lot to unpack from today, and still more to come with the Street Fighter 6 Special Program Live Broadcast airing tomorrow, the launch of Sunbreak’s free Title Update 2 at the end of the month, and the Resident Evil Showcase in October. Be sure to check out the entire showcase below if you haven’t already!

As always, thanks for tuning in to the show. Be sure to follow the Capcom USA social media channels and our individual franchise channels to let us know what you think!


Details on Street Fighter 6’s World Tour, Battle Hub, Four World Warriors, and a Closed Beta!

Sep 15, 2022 // Andy Wong

Street Fighter 6 entered the Tokyo Game Show ring and left with multiple knockout reveals worthy of a championship. We revealed details on World Tour, Battle Hub, Extreme Battle, the Closed Beta Test, and the return of four iconic World Warriors. Learn more about these stadium-sized announcements below!

Your Avatar. Your World Tour.

When we first revealed World Tour back in June, we said it would be an immersive single-player story mode that would push the boundaries of what a fighting game is. And here we are!

Your first destination will be Buckler Security, located in Metro City. This company trains new recruits in security detail. Here, Luke will act as your coach as you sign up for the basic training course, and this is where your story begins.

World Tour offers the most robust Avatar Creation feature that stretch the limit of what a character creation tool can do. There are tons of customization options to reflect your personal style and flair.

The avatar creation menu contains several pages of options you can tweak. Choose your avatar’s body type with Height & Proportions, Upper Body, Lower Body, Muscle Definition, Skin Color, and Body Hair. In the Muscle Definition category, you can freely select what your avatar’s body will look like from Shredded, to Built, to Soft, and anywhere in between.

Then go into even more detail with categories like Hair, Eye Shape, Iris, Eyebrows, Nose, Mouth, Ears, Facial Hair, and more! Each of these categories then contains a multitude of sliders that can change your avatar with the finest detail – we’re talking cheek depth, jaw length, and even creating an ombre effect with your avatar’s hair!

You can also change your avatar’s Gear so they always have the latest drip as they’re roaming the world. Visit shops to buy Gear for your wardrobe so you can strut the latest fashion trends or stick to your own style. You can check and change which styles you’re using and what Gear you have equipped via the Gear section of the Status menu.

As you progress through the story, you’ll meet Masters who will take you under their wing and teach you their style and attacks. As your bond with them grows stronger, you can also learn Master Actions from their repertoire like a Shoryuken from Ryu and a Spinning Bird Kick from Chun-Li. Use them to open a battle and you’ll kick things off with an advantage or some of them can even be used to destroy wooden boxes and barrels, or leap to faraway platforms.

During your travels, you’ll face a number of trials and challenges. You’ll come across opportunities to prove yourself in street fights. As you grow stronger, you’ll face even stronger opponents. We’ll have even more information on World Tour in the future, including what else you can do to immerse yourself in this new foundational mode in Street Fighter 6.

Everyone’s Battle Hub

Take your avatar from World Tour into the Battle Hub, another core mode in Street Fighter 6, where you can gather with other players to communicate through various means. Fighting Ground online features are also accessible in the Battle Hub.

One Battle Hub can host up to 100 players at the same time! Players can use emotes or chat to communicate with each other. Of course, make sure you check the Hub Good Shop to show off your fashion when you’re out on the floor!

There are a host of Arcade Cabinets that you will find in the Battle Hub. Take part in arcade-like Battle Hub matches on cabinets that are placed back-to-back. A match will begin when two players sit on both sides. Having audiences change everything…and turns a mere fight into a thrilling spectacle. Spectate a Battle Hub Match, and bear witness to glory.

Well. that’s everyone’s Battle Hub! You may be able to have some quality time in here soon…?

Four Legendary Characters Join Fighting Ground!

We know the community has been waiting for this one (yes, we’ve seen the memes). Ken Masters is a former US National Fighting Champion and ex-VP of the Masters Foundation. Accusations of orchestrating a criminal plot have forced Ken to abandon his family and business to go into hiding.

As a legend in the Street Fighter series, Ken’s core move set remains similar to his previous iterations. Hadoken, Shoryuken, and Tatsumaki Senpu-kyaku? Check, check, and check. His Dragonlash Kick and Sprint from Street Fighter V are also now special moves rather than V-Skills. New to Ken is the Jinrai Kick, a forward-moving roundhouse kick that can be followed up with three different options to reflect Ken’s quest to clear his name.

A kindhearted defender of nature, Blanka has become an adventure tour guide, confident his intimate knowledge of the jungle will serve as a springboard to fame—and a comfortable life for his beloved mother. You can visit Blanka’s tour in his Ranger’s Hut stage by the river where village life is set on a lush green backdrop.

Blanka wouldn’t be the wholesome beast he is without his usual Electric Thunder and various Rolling Attacks. But his time trying to sell Blanka-chan dolls in Street Fighter V has altered his move set due to the surplus of the adorable plushies. He can now use Blanka-chan Bomb to toss a doll to the ground. When Blanka touches it with an electrical special move, the cute little thing will run towards the opponent in a mad rage and explode.

Dhalsim is a monk and yoga master who has served as a guide for countless suffering souls. He prefers to avoid conflict when possible, but his innate hatred of evil compels him to dispense stern justice. The elephants return in the Dhalsimer Temple stage where monks study yoga amongst the candles in a peaceful setting.

Dhalsim channels his familiar fire techniques from past games, but has also mastered alternate ways to release the flames to cover all angles. His Yoga Fire travels horizontally again, Yoga Arch fires the ball of flame in a similar arc trajectory like in Street Fighter V, and Yoga Comet is fired at a downward angle when Dhalsim is in the air. Yoga Flame is back as Dhalsim blows a large ball of flames in front of him while Yoga Blast blows at an upwards angle as a good anti-air counter. Additionally, Dhalsim can still teleport and float his worries away.

A sumo wrestler looking to bring the sport to a worldwide audience, E. Honda has the skills of a Yokozuna, but his constant globetrotting has prevented his promotion to the rank. He’s also an expert chef renowned for his mouthwatering chanko stew.

Much like the previous three World Warriors, E. Honda fans will feel right at home with his move set. His trademark Hundred Hand Slap, Sumo Headbutt, Sumo Smash, and Oicho Throw return. His two V-Skills from Street Fighter V, Neko Damashi and Sumo Spirit, are now special moves. E. Honda’s new move is Sumo Dash, where he moves forward with a traditional sumo shuffle and can be followed up with more pressure or a launcher.

Turn the Volume Up to Extreme

Battle is a new addition to Fighting Ground which adds fun and unexpected parameters to your matches. Each Extreme Battle contains a Rule and a Gimmick. A Rule is the conditions that must be met to win the match. For example, you can set the Rule to “First to get five knockdowns wins!” A Gimmick on the other hand, adds an extra layer of delight. Examples are a stampeding bull that runs through the level and deals damage, a Met from Mega Man that can shock you, and more wacky surprises to amp up the excitement and challenge in Street Fighter 6.

The Closed Beta Test You’ve Been Waiting For

It’s true! We will have a Closed Beta Test (CBT) for Street Fighter 6 from October 7-10 on PlayStation 5, Xbox Series X|S, and Steam! The best part is that it’s cross-play enabled, just like the full game when it launches in 2023! (Note: Times may vary across regions)

During the CBT, players can face off against each other and have access to the Battle Hub to experience features including Ranked Match, Casual Match, Battle Hub Match, Open Tournament, Extreme Battle, Game Center, and Training Mode.

You’ll be able to play eight characters during the CBT: Ryu, Chun-Li, Luke, Jamie, Guile, Kimberly, Juri, and Ken. Since each of them have unique and distinct playstyles, we know you’ll be able to find a character to gel with. Keep your mind open though since we still have more characters to show you with equal amounts of personality.

Please head to the official website below for more information on how to sign up.


And those are our announcements from Tokyo Game Show 2022! There’s still lots to come before Street Fighter 6 launches in 2023, but in the meantime, we’ll see you in the Closed Beta Test.


Online Features and More are In Development for Mega Man Battle Network Legacy Collection!

Sep 15, 2022 // Kellen Haney

Battle routine, set! Execute!
Get ready for online battles, chip trading, and more with a new .bat(ch) of information on features in development for Mega Man Battle Network Legacy Collection, coming to Nintendo Switch, PlayStation 4, and PC in 2023!

Recently announced at Tokyo Game Show 2022 by none other than the game’s director, Masakazu Eguchi (who many of you also know as Mr. Famous), we’re pleased to confirm that online features will be a part of all ten games included in Mega Man Battle Network Legacy Collection!

We’ll let Mr. Eguchi – excuse me, Mr. Famous himself take it away with more details in this transcript from his presentation at Tokyo Game Show:

“Battle routine, set! Execute! Long time no see, everyone! It’s Mr. Famous!

Mega Man Battle Network has returned to the TGS stage in the form of the Mega Man Battle Network Legacy Collection! I’m so happy to be able to give you more news on Battle Network, almost 17 years since Mega Man Battle Network 6!

It’s been a while since the announcement of the Legacy Collection, but our team has been very motivated seeing all the excitement on social media! Now, I’m sure there’s something you’re all wondering about… right? That’s right, the online functions!

Don’t worry. No matter what, we’re always connected! We’re currently working on online functions such as online battles and chip trading for each game! We’ll all still be connected in this game!

I’d love to tell you about this beautifully remade lab coat, but that’s all I can say for now! We’ll share more details in a future presentation. That’s all from Mr. Famous!”

And there he goes… I’m sure he’ll be back. He – and his impressive lab coat – always seems to find a way to make a dynamic appearance, after all.

Online features aren’t the only news we have to share today, though. Just like how Lan Hikari and MegaMan.EXE connect through Lan’s PET, or PErsonal Terminal, a 3D MegaMan.EXE will guide you through the game selection screen and gallery, complete with voiced reactions! If you’re playing on a handheld platform, it’s a lot like having a PET of your own. If you need to talk to MegaMan, just press… well, you probably know.

That’s all we’ve got for now, but point your NetNavi towards the official Mega Man Twitter, Facebook, Instagram, and YouTube channels for all the latest news. Mega Man Battle Network Legacy Collection is coming to Nintendo Switch, PlayStation 4, and PC in 2023!


Sink your claws into new Exoprimal news straight from Tokyo Game Show

Sep 15, 2022 // Kellen Haney

Customize your pilot and your Exosuit, and meet the Hammerheads crew.

A dino-sized amount of info on Exoprimal just dropped at Tokyo Game Show 2022! We’ve got the latest on new Exosuits, including the sword-wielding Murasame and high-flying Skywave, a closer look at the game’s characters, and much more.

Let’s start with the Exosuits. First up is Murasame, a heavily armored Tank role suit. Its samurai-themed armor isn’t just for show, either – Murasame’s kit allows it to guard against attacks from any direction before unleashing a powerful counterattack with its massive katana, Kiri-Ichimonji. If you’re the type who likes to get up close and personal to dish out damage while still protecting your allies, Murasame just might be the suit for you.

Next up is Skywave, which you may have spotted in some of the earlier trailers for the game. This Support-type suit can fly in the air, surveying battles from above and impairing the movement and vision of dinosaurs and rival Exosuit pilots alike. It’s a great choice for those of you who like to hang back and offer assistance while simultaneously making combat a nightmare for your opponents.

There’s more than just the Exosuit model to consider, though. Lots of customization options are coming your way! Aside from the existing rigs that players wielded in the Closed Network Test – the powerful Cannon, Exosuit-repairing Aid, and long-jumping Catapault – a new rig was also revealed: Blade, a large electromagnetic shuriken that can paralyze enemies on contact. Just like your Exosuit, your rig can be swapped at any time during gameplay, allowing you and your squad to adapt to any mission, situation, or threat on the fly.

You’ll need that adaptation, too, as two new mission types, each with their own unique challenges, were revealed. The first, Dino Pursuit, was already hinted at during the Closed Network Test earlier this year. Just as the name suggests, you’ll be tasked with taking down a target that’s on the run. In order to complete Leviathan’s objective and avoid being flagged for mortal sunset, your squad will need to chase it down and eliminate any threats that stand between you and your quarry. Meanwhile, the Escort objective adds a group of friendly Exofighters to the mix that your team will need to protect. These investigating Exofighters are defenseless, so it’ll be up to you and your squad to keep them safe in order to progress.

In between missions – when you’re not out and about following Leviathan’s orders and fighting for your life – you’ll have options for how to customize your Exosuit to match your playstyle and personal tastes. This is where the recently-revealed modules come in! Modules are upgrades that can be equipped and swapped out between matches. With modules, you can make a suit extra durable, improve weapon reload speeds, and even modify a suit’s unique abilities! Modules will introduce a variety of changes to how an Exosuit performs, giving you more control over creating a kit that matches your personal playstyle. We’ll have more info on modules in the future.

Finally, let’s talk a bit about the friends and foes you’ll come across as you explore the world of Exoprimal, starting with a few familiar faces you’ve likely already seen: The Hammerheads. Strictly speaking, “The Hammerheads” is an unofficial name for Patrol Squad #52585 of the Aibius Corporation. While out on a regular patrol their ship was sucked into a vortex, causing them to crash-land on Bikitoa Island. Let’s meet a few of them, shall we?

Ace is the main protagonist and your fully customizable avatar. While they haven’t been officially recognized as an Exosuit pilot by the Aibius Corporation, Ace is still a full-fledged Exofighter who you’ll be guiding through the world of Exoprimal and its endless wargames.

Lorenzo is the leader of the Hammerheads, a combat veteran who’s known for his calm and composed demeanor in nearly any situation that has earned him the respect of his crew. His sister, Haruka, passed away in an incident on Bikitoa Island in the year 2040. Alders, a wisecracking former Exofighter, had his career cut short after an accident that ultimately resulted in his right arm being replaced with a prosthetic. He gets along particularly well with Sandy, treating her more like a person than as a machine. Oh, right. Speaking of Sandy, she’s a highly advanced AI that’s capable of handling a multitude of tasks from combat support to personal counseling. Because of her countless missions with the squad, she’s developed a unique personality and considers herself part of the team.

Majesty is the newest member of the Hammerheads. Driven to be Aibius’ top pilot, she’s burned through six squads in the last two years and has a no-nonsense approach to her work. She cuts right to the point when it comes to discussions and has no time for jokes. While the Hammerheads refer to her as Majesty, her real name is Viktoria. Magnum is a brash Exofighter from another squad who tends to make hasty decisions. Even so, his combat knowledge can’t be overstated as he helps Ace through Leviathan’s wargames. Finally, there’s Durban, a mysterious Exofighter who seems to have control over the Watcher drones that Leviathan typically uses to observe its test subjects.

While it may be difficult to know who’s a friend and who’s a foe when it comes to humans, you can feel safe knowing that the myriad of dinosaurs being unleashed are always going to be hungry for Exosuits. To that end, three new types of dinos have been revealed.

Who could forget about the dilophosaurus? You likely know this bipedal dinosaur from its characteristic neck frill, particularly if you remember a certain prehistoric series of movies. The dilophosaurus keeps a distance from foes and spews venom from afar, contaminating the battlefield and obscuring the vision of careless Exofighters who are caught in its attacks. Meanwhile, the carnotaurus can unleash swift charging attacks, using its hard, horned head and broad side swipes to strike at nearby Exofighters. As if that wasn’t enough, this surprisingly nimble dino can lash out with a flying kick!

Finally, because a regular T. Rex isn’t terrifying enough, the mutated Neo Tyrannosaurus can fire powerful lasers, emit shockwaves from its body, and even summon other Neosaurs! If you participated in one of the Closed Network Tests a few weeks back, you may have already paired up with another team to take one of these monstrosities down.

That was a monster amount of info to cover, so those of you hungry for more can head over to the official Exoprimal website for more details on suits, rigs, and more. For even more updates, keep an eye on the Exoprimal Twitter, Facebook, and Instagram, as well as the Capcom USA TikTok.

Have a super day!


Interview with Capcom’s Localization Team

Aug 22, 2022 // Andy Wong

Many know Capcom as the game developer who created the likes of Street Fighter, Monster Hunter, Resident Evil, and more. Behind the company name is a team of talented and dedicated individuals who work together to develop your favorite games through a herculean effort. We thought we could pull back the curtain a bit and introduce you to these members of the development team who have a direct hand in making our games. First up is the Localization Team from Capcom’s HQ in Japan!

  1. To start off, please tell everyone about yourself

Andrew: My name is Andrew and I’m originally from Toronto, Canada. I moved to Japan almost two decades ago. I’ve been at Capcom for 15 years and I’m a Localization Director plus the localization group manager for English localization. I started as an English teacher in Tokyo, but I was lucky enough to be picked up as an English editor by Capcom. I’ve been working on the Monster Hunter series since Monster Hunter Freedom up until Iceborne, and I’ve also worked on Ace Attorney, Mega Man, Devil May Cry, and Street Fighter.

Stefano: Hello everyone, I’m Stefano. I was born in Naples, Italy and I’ve been with Capcom for almost a decade. I work at the Osaka HQ in Japan, mainly as an Italian Localization Expert, and I also develop internal tools and web applications.

Alberto: Hi! My name is Alberto. I’m from Spain and I’ve been a Spanish translator/editor at Capcom for 10 years now. As someone who grew up with games, got a translation degree, and loved Japan to the point of moving here, finding this job was like making it to the Holy Land. I feel very fortunate that my work is part of some of the franchises I’ve always loved most.

2. Walk us through a typical day for the localization team

Stefano: A good day always starts with a hot coffee, hopefully from fresh (hand-ground!) coffee beans. And a sweet breakfast…I’m Italian after all. This is also a good time to check gaming related news and see what’s happening in the rest of the world.

As you can imagine, day by day activities can vary greatly depending on the tasks at hand. Some days I’ll be working on game text, localizing tons of words to meet deadlines, while other days I can fully focus on the games themselves, getting to play them as they are being developed, and making sure our text is always contextually accurate.

We are free to organize the workday as we wish, and I can always find time to work on other projects such as developing or maintaining internal tools and web apps, and generally assisting other team members with problems that require some technical knowledge.

It’s not a solitary job either. While sometimes I can focus on my work by myself, oftentimes I work together with other teammates to solve issues, figure out the answers to some questions we might have, or work closely with my other language partner Veronica, assisting her with her projects. And of course, there can be a lot of meetings too!

Alberto: You usually have to self-manage your time to translate new text, edit text strings to reflect changes in the source, check the in-game accuracy of text strings, report issues found in games and follow their progression, discuss any of these issues with your colleagues in charge of other languages, etc. We have a lot of other tasks too related to voice recording, being consulted for certain design points, and promotional websites and materials, to name a few. The tasks above are what keeps me busy most of the time – and don’t forget, I’m juggling all of this for multiple projects at the same time!

Andrew: I’m a little bit different than Stefano and Alberto because while they’re working primarily with in-game assets, I work with schedules and have a ton of meetings every day. There’s a lot of set up involved in localization to delivering the highest quality possible, so I usually find myself translating or writing reference guides instead of working on the translation itself or I’m joining meetings to figure out our milestones and other project needs that senior team members have to worry about!

3. What’s an important aspect of localization that most fans don’t realize?

Stefano: Localization can be very chaotic and it’s very different from working on an already finished product, such as a book or a movie. Also, players don’t always realize how much text there can be in a game (typically a lot more than someone would expect). Therefore, it can be very challenging to ensure everything is accurate with the least number of mistakes possible.

The translation itself can be influenced by many factors, including character limits in the interface (we often work closely with members of the User Interface or UI team to ensure those are suitable for all languages), the use of textures, the font choice, and other technical related limitations.

Alberto: With a developer/publisher like Capcom, the hardest challenges come from working simultaneously with a game under development. Adjusting to time constraints, having to respect legacy terminology while finding issues in it, translating for parts of the game you don’t fully understand yet, and working on an ever-changing source text while keeping overall consistency is not easy. It is important to realize that when you’re looking at a finished product, a game you love and have put many hours into, and has reached a point that it is not going to change and is self-contained; you can judge its localization from a vantage point that is not akin to what the actual job is like.

Also, some aspects of the game (like dialogue, or voiced lines) attract a lot of attention, but the bulk of the job often comes from UI text, menus, system messages, etc. that amount to a lot more volume than people realize and need lots of work for contextual accuracy and consistency. Doing a good job with all those strings simply means your work will go completely unnoticed.

Andrew: Forecasting what we need to do months and months ahead of time is probably the biggest challenge for the localization team. The localization directors usually join the team at the pre-production stage, but the real bulk of the work doesn’t start until midway through the project. A good localization team needs to be attentive and catch early warning signs to avoid major issues. A simple example would be when the team is designing their menus and they fit just fine for Japanese text but are way too small for any other language. We try to catch those issues early and ask them to adjust the size of menus so we can translate as accurately as possible.

4. Given that the localization team works on almost all of Capcom’s major titles, what’s the difference between localizing a fighting game, a Monster Hunter game, and a Resident Evil game?

Stefano: While general localization principles apply to almost everything, each title comes with its own internal style and tone. Monster Hunter games have all kinds of varied characters with funny dialogue, while a Resident Evil game might require a slightly more scientific and military style tone for its in-game files. Finally, Street Fighter has a good mix of creative dialogue along with very specific and sometimes obscure fighting game lingo, which could be challenging if one is not very familiar with the genre. Having a broad knowledge of all Capcom titles is helpful, but each one of us has developed, with time, a certain specialization for a specific series. Teamwork is essential in this case, and we always try to help each other out. Thankfully, we have built a lot of resources over the years and as mentioned above, there are many knowledgeable people in our team that can always lend a hand.

Alberto: They have different tones overall that obviously make their localization very different. My approach to an RE game is that it should sound very much like a movie. Monster Hunter is a lot more lighthearted, but a fantasy world setting has a lot less obvious constraints – you can’t use expressions or references that may sound too modern or relate to elements of the real world that may momentarily break a player’s immersion or may not even exist in the universe of the game. Street Fighter on the other hand is more modern sounding – and even more so in SF6, with its youthful, street-culture vibe. The Spanish fighting game community uses a lot of terms in English, and in SF6 we’re reflecting that in the game rather than trying to fight it.

Andrew: To add to what Stefano and Alberto touched upon, with Monster Hunter you really want to be on the ball with your word choice and keeping it consistent. Great Sword is always going to mean the weapon type that hunters use and nothing else, so translators must avoid using it in a different context to minimize confusion. Street Fighter, on the other hand, takes a lot from its community and we try to use terms that the fans have coined themselves because we feel it’s an organic evolution, and it makes communication within the community better and more genuine. We have no issues using “super meter” in the translation, even though the official term is Super Art Gauge, because that’s what the community is comfortable using. You’ll see this a lot in Street Fighter 6’s new commentary feature!

5. What was your favorite moment or line to localize?

Stefano: It’s happening right now! I’m working on Street Fighter 6 and not only it is fun to adapt some iconic characters like Ryu and Chun-Li in Italian, but also coming up with accurate and relatable player titles and other in-game text for the Italian fighting game community can be a very rewarding experience.

Alberto: I generally like humorous characters and dialogue best. Jokes are hard to localize, but it’s fun to think of different alternatives to keep the core information part of the message, the laughs, and other nuances ─ it’s a welcome challenge.

On the other side of the spectrum, pre-Capcom I once translated a game based on Greek mythology where literally every line of dialogue was very solemn, heavy, and epic sounding. That was quite challenging and satisfying in its own way too.

Andrew: I loved localizing the Fatalis and Alatreon updates in Iceborne, and pretty much all of Street Fighter 6 has been a real blast to work on. Thanks to our dev schedule, I was able to dedicate a lot of time to the commentary script, and I think I came up with a ton of great lines for all of our commentators to work with.

6. Do you have a favorite character to translate?

Stefano: Can Resident Evil files be considered characters? Generally, many characters in the series speak through those, and most of the lore can be hidden in there. I always liked to explore and collect those files in the old games and now it’s always a pleasure to be able to work on those.

Alberto: In the vein I mentioned above, I quite liked translating the dialogues of the Melder Lady in Seliana (MH Iceborne). In English, she tries to mimic youth slang and always gets it wrong, so in translating these lines I thought her age would be even more emphasized by her confidently using hilariously outdated slang from the 70s and 80s. Those lines were fun to write and I’ve heard good feedback from players who liked them.

The Hell Hunters are very fun to translate too. I love these types of characters that are so full of themselves, high on pride, and full of empty threats, yet keep sounding a bit ridiculous overall.

Andrew: I had a lot of fun translating Luke, Jamie, and Kimberly in Street Fighter 6. From Monster Hunter, I enjoyed translating the Ace Commander from Monster Hunter 4 Ultimate and the General from Iceborne’s Fatalis update.

7. How closely do you work with the development team?

Stefano: The localization department is part of development and while we may not always sit close to each other, we try to collaborate with the team very early on. With the help of Andrew, we try to solve many potential issues, not only on the technical side (textures, UI) but also cultural (characters, their origin stories, or the content of stages). The team is always very responsive when changes are needed due to cultural differences, to ensure that the final game can be enjoyed and understood by everybody around the world.

Andrew: Localization Directors like me join the team in a project’s early stages, so we move our workstations to where the team is located and stay there until the project is over. Since we’re part of the team we have daily contact with the directors, game designers, writers, producers, etc.

This also means that we’re talking with everyone on the team to figure out story beats, schedules, recording sessions, UI adjustments, etc. It’s an intensive job because we work with the dev team to figure out everything, then we also manage our costs and milestones with our localization coordinators.

8. There’s a shift in tone in Luke’s character coming from SFV to SF6, could you describe how you handled that in localization?

Alberto: I think his change in tone matches that of the game – more youthful, modern, and with a higher presence of street culture. As a new character to SFV, what we knew about him mostly focused on his origin story, but there was a certain mismatch between the gravity of that story and his general image. This time the focus is not on his past. He acts as someone who introduces us to the game, and so his tone is a cornerstone of how we perceive SF6. He’s a master, but with no wise old man tropes. I think of him as a bit of a young but confident, “cool gym bro” type.

Andrew: There’s a definite personality shift. Luke’s still the same person but we’ve worked very closely with the scenario writer on the project and taken efforts to make sure players understand why this change happened. We think that once players get their hands on the game, they’ll understand a bit about what happened with Luke.

9. Finally, do you have any advice for people who are interested in working in localization?

Stefano: Play a lot of games (and consume other media) in your native language, that helps for sure. Never forget to have fun and enjoy the games you might help make one day.

Alberto: First off, in my opinion, the localization path may be one of the more challenging ways to “get your foot in the door” of the video game industry – this may result in adverse effects to the quality of the work produced and your career options alike. Localization is its own specialized thing and may not lead to opportunities in game design, programming, etc.

If you’re interested in localization though, go for it! You’ll need strong writing skills and as much fluency in a foreign language – as a translator/editor, your most needed skill is producing good quality text in your own language. Ideally, follow some formal training to learn how to translate. Once you’re ready, working as a localization tester can open the door to better localization positions later.

Andrew: Strong writing skills in your native language is an absolute must. Being able to write in a variety of styles is also ideal, especially if you’re working in a company like Capcom where you’ll often jump from say, Monster Hunter to Resident Evil to Street Fighter. Other than that, good communication and organizational skills are very important and help separate the good localizers from the great ones.

Also, as one of the group managers in localization I have to mention that we’re actively looking for localizers to join our team in Osaka, Japan! We’re actively looking for a localization director, but if you want to join our team as a localizer for a language that we support full time (French, Italian, German, Spanish, Korean, Simplified & Traditional Chinese, Brazil-Portuguese, Polish, Russian, Arabic), don’t hesitate to send in your CV!

(Capcom careers page: https://job.axol.jp/bw/c/capcom/job/list)

And that’s the end of the interview! Hope you enjoyed getting more insight and a behind the scenes look into how localization works at Capcom. If you want to see more, please let us know through our official Capcom Twitter @CapcomUSA_!


Monster Hunter Rise: Sunbreak Digital Event August 2022 Recap

Aug 09, 2022 // Joseph Bustos

New Monsters and Endgame Additions Arrive with Free Title Update 1

Time flies, doesn’t it? It’s been a little over a month since we launched Monster Hunter Rise: Sunbreak, and it’s been great to see the positive responses as you’ve set foot in the Kingdom. As promised, this is just the start of the hunt. We’ve got plenty more on the way through a series of free title updates, so let’s get started with details on Title Update 1!

Watch the trailer for a crash course, then keep on reading for the full breakdown.

The first free Title Update for Monster Hunter Rise: Sunbreak brings four new monsters, introduces new endgame Anomaly systems, and more! If you’ve been paying close attention, you might have noticed us teasing a few of these details through Director Suzuki’s weekly posts on the official Monster Hunter social accounts. We’re super excited to finally reveal how your adventure will continue to expand.  

The best part is, you won’t have to wait long for the Version 11.0.0 update to arrive – it all hits on August 10.

Four Forlorn Fan-Favorites

Silver Rathalos and Gold Rathian

Let’s start with the two newly revealed monsters: Silver Rathalos and Gold Rathian. Since this pair both debuted in Monster Hunter Portable 3rd and have appeared in multiple Monster Hunter games throughout the years, some of you veteran hunters out there might feel right at home heading into the hunt. That said, they’ve got a few new moves to up the challenge even further, so don’t get too comfy! They’ll also be featured together in an extra difficult event quest, so keep on reading to learn more.

Lucent Nargacuga

Nargacuga is one of my personal favorite monsters, so I’m really excited to see Lucent Nargacuga making a return. This rare species first debuted in Monster Hunter 3 Ultimate and true to its nature, retreated back into the moonlight ever since. That’s actually how this monster is able to turn invisible – by refracting moonlight using its distinctive bright white fur. Look out for its glowing red eyes to avoid getting caught off guard, especially from its powerful and swift double tail slam.

We shared some gameplay of Lucent Nargacuga a few weeks ago, so be sure to check that video out below if you haven’t seen it yet.

Seething Bazelgeuse

Similar to how Furious Rajang permanently stays in its enraged state, Seething Bazelgeuse’s explosive scales are always active. It can also enter an even more powerful state where it “seethes” with increased rage and begin showering the ground with explosively dangerous scales.

Forlorn Arena

Soaked in moonlight, the Forlorn Arena is a returning locale and home to Lucent Nargacuga. The team has taken great care to bring back this locale and the iconic tower, preserving the atmosphere of the original while updating it with new details and elements to dial-up the ambiance even further and make it fit right at home in Monster Hunter Rise: Sunbreak.

New Armor Sets

Here’s a quick sneak peek at the four new armor sets accompanying our newest additions to Monster Hunter Rise: Sunbreak. All of them come equipped with new skills, so we’re looking forward to seeing what new builds will emerge when you get your hands on them.

All of these new monsters will require that you reach MR 10 to fight, although not all four will immediately unlock at once. Make sure you’re appropriately prepared with the right equipment to take on these challenges! Speaking of which, this next part might help you prep…

Expanding the Endgame

If you’re not already familiar with Anomaly Quests, these are endgame quests where you battle monsters afflicted by the Qurio – creatures central to the main conflict in Sunbreak. By defeating these Afflicted Monsters, you can obtain materials that allow you to craft an assortment of powerful weapons.

Continuing the theme of fours, Anomaly Quests are receiving four big new additions to expand your journey into the endgame.

New Anomaly Research Quests

In the current version (Ver 10) of Monster Hunter Rise: Sunbreak, new Anomaly Quests are introduced up until A4, which is unlocked at MR 50. The Ver 11 update will add new A5 rank Anomaly Quests, which brings in a new set of Afflicted Monsters like Lunagaron, Mizutsune, and other powerful monsters.

Some of these new monsters in A5 rank will be unlocked via Anomaly Investigations, which is the biggest part of the new update to Anomaly Research Quests.

Anomaly Investigations

New to Monster Hunter Rise: Sunbreak, Anomaly Investigations is a new quest system where quest conditions like the target monster, locale, and number of players are all decided at random. Anomaly Investigations also have a set level which determines the strength of the monster and the types of rewards you can receive for defeating them. Those rewards will open up new upgrades for your weapons and armor.

These randomized quest elements should spice up your hunts with many different and unpredictable permutations, and I personally can’t wait to jump in and test my skills. 

Qurious Crafting

With challenging new monsters and quests on the way, you’re going to want any advantage you can get. Qurious Crafting is a way to strengthen your weapons and armor even further beyond their current state. And yes, it’s pronounced like the word “Curious”.

For weapons, you’ll be able to select a type of upgrade you want, which includes upgrades like Attack Boost, Affinity Boost, Rampage Slot Upgrades, and more. Each skill type has different levels, and takes a certain number of Anomaly Slots, similar to how the Buddy Skill Memory system works. Mix and match different upgrades and levels to make the weapon that works best for your build.

For armor, you can now randomly add different augmentations using materials and money. Stats like resistance, defense, and skill points can be applied at random, although you can ignore applying upgrades if they’re not to your liking.

The Anomaly Research Lab

Bahari’s Research Lab is open for business! Take all those items from the new Anomaly Investigations and exchange them at this new facility. These new materials will be useful for Qurious Crafting, so this will certainly be an essential stop in your endgame adventures. While we’re adding a number of new Anomaly Monsters in Ver 11, keep in mind that the quest ranks and monsters for Anomaly Quests, as well as the level cap for Anomaly Investigations will expand with each new Title Update to come.

All of these new systems combine to deepen the experience of the endgame and enable new ways for you to tailor your hunter’s gear to fit your personal playstyle. I’m really looking forward to seeing how this shakes things up!

Event Quests

Mark your calendars! We’re excited to share that weekly Event Quests are back, starting on August 18! Each week we’ll debut a new event quest with different conditions to tackle, so keep an eye out on the official Monster Hunter social media channels for details.

“Dual Threats” Event Quest

We also have a new extra challenging type of event quest called “Dual Threats”. As the name implies, you’ll face off against two monsters at the same time during these quests. One such quest will have you hunting both Silver Rathalos and Gold Rathian at the same time, but there will be other monsters included as well. Good luck tackling these challenges!

New DLC Options

We’re adding additional paid DLC, which includes new layered armor, hairstyles, and BGM.

Here’s the breakdown of what’s on the way:

Layered Armor

  • “Fiorayne” Hunter layered armor set
  • “Utsushi” Hunter layered armor set

Hunter Layered Armor

  • Summer Hat
  • Summer Top
  • Summer Bracelets
  • Summer Belt
  • Summer Pants

Palico Layered Armor Set

  • “F Summer”
  • Palamure Layered Armor Set
  • “C Summer”

Pose Set

  • “MC Pose Set”

Gesture Set

  • “For the Fans”

Face Paint/Makeup

  • “Malzeno Menace”
  • “Single Stroke Cheek”


  • “Spiribird Edge”
  • “Fiorayne Short”

Hunter Voice

  • Fiorayne
  • Galleus

Sticker Set

  • “Special Stickers 10”


  • “Monster & Title Music: Piano Version”
  • “Monster Hunter Series Bases Pt. 2”

Wrapping Up

That does it for the first Free Title Update coming to Monster Hunter Rise: Sunbreak! The team is continuing to work on even more updates, with free Title Update 2 on the way in late September. It will be a bit longer until we can talk about it, but for now we think you’ll have your hands full with all of the new content we just covered.

Take a look at the updated roadmap below to see what’s coming.

We hope you check out all of the new content being added to Sunbreak, and as always, let us know what you think on the official Monster Hunter social media channels.

Happy hunting!


The Newcomer Ninja Kimberly and Thrill-Seeking Juri Joins Street Fighter 6!

Aug 08, 2022 // Andy Wong

Bring in the motorcycle and put on those beats! Kimberly and Juri are coming to Street Fighter 6 when it launches in 2023. Tasty Steve and James Chen join the Real Time Commentary Feature to help hype up your matches. Learn more about our Evo 2022 announcements below.

The Ninjastar is Here

Kimberly, the newest ninja in the Street Fighter series, had an ordinary upbringing, but she’s a prodigy who graduated college early and now wants to be a full-fledged ninja. Because of this, Kimberly invited herself to become Guy’s student. She is infatuated with ’80s pop culture hence why she always carries a portable cassette player with her.

As a devoted student to Bushinryu, Kimberly has trained body and mind in order to execute traditional ninja techniques. Street Fighter fans may recognize a few of Kimberly’s special moves from Guy or Zeku’s kits such as Sprint, a swift dash forward, which can be followed up with a variety of moves depending on the situation. Nue Twister is an air throw where Kimberly grabs an airborne opponent and smashes them into the ground below.

Being a spunky new ninja, Kimberly incorporates an urban twist to reimagine what Bushinryu means to her. She uses Genius at Play to stock up on a spray can, which can then be thrown to the ground as a Shuriken Bomb. During Hidden Variable, Kimberly conceals herself in colorful smoke before instantly appearing in front of the opponent for a surprise attack.

Kimberly’s Super Arts are all a rhythmic mix of quick ninja moves and the vibrant city life.

Bushin Beats (1 Stock) – Kimberly rushes forward and knocks down an opponent, then follows up with a flurry of attacks. If a Shuriken Bomb is stocked up, Kimberly uses it to add additional damage.

Bushin Scramble (2 Stocks) – Kimberly sends the opponent into the air and parkours along the edge of the stage pelting them with mid-air attacks, then ensnares them with a dive bomb-like attack.

Bushin Ninjastar Cypher (3 Stocks) – Get ready to drop the beat! Kimberly detonates an arsenal of spray cans around the opponent culminating in a chromatic graffiti tag on the ground.

The Thrill Isn’t Gone

First appearing in Super Street Fighter IV, Juri remains a sadistic thrill-seeker who enjoys the suffering of others, taking immense joy in obliterating her foes. Previously, her main motivator was revenge against M. Bison, but since his fall in Street Fighter V, she now whittles away, waiting for the next thrill to come along.

Juri’s signature Fuhajin returns where she performs an upwards kick and stores Fuha stocks upon completion. Saihasho, Ankensatsu, and Go Ohsatsu are special moves that can be performed without Fuha stocks, but they become more powerful and can be chained together with when Fuha stocks are available. This opens up more creative options for Juri’s playstyle and can take an opponent off guard.

All of Juri’s Super Arts come from her previous appearances with a Street Fighter 6 polish.

Sakkai Fuhazan (1 Stock) – Juri fires multiple ki blasts with a kick and follows it up with another giant ki blast to knock an opponent away.

Feng Shui Engine (2 Stocks) – First appearing as an Ultra Combo in Super Street Fighter IV then a V-Trigger in Street Fighter V, Feng Shui Engine returns as a Super Art. Juri unleashes the power of the Feng Shui Engine embedded in her eye, allowing her to cancel normal moves into other normal moves or even unique moves.

Kaisen Dankai Raku (3 Stocks) – Straight from Super Street Fighter IV, Juri unleashes the full power of the Feng Shui Engine to perform a brutal sequence of attacks fitting for the vengeful sadist.

In the trailer, you’ll notice a new stage called Tian Hong Yuan, a fantastic area illuminated by the lanterns hanging around. People enjoy playing musical instruments and chatting with each other in this nighttime, downtown area. Tian Hong Yan is sure to enliven each fight with its festive decorations and ambience.

Announcing Two New Commentators

Street Fighter 6 has a new Real Time Commentary Feature where notable names in the fighting game community lend their voices to commentate your matches. Joining the previously-announced Vicious and Aru are two legends in the FGC, James Chen and Tasty Steve!

During tournaments, there are usually two commentators that work in tandem to provide a well-rounded approach to each match. The Play-by-Play Commentator usually covers the action while the Color Commentator provides additional insight and analysis. Tasty Steve will be a Play-by-Play Commentator along with Vicious and Aru. James Chen is the first Color Commentator to join the Real Time Commentary Feature. We’re honored to have them both on board.

That’s it for Evo 2022! We’ll see you later this year with more information on Street Fighter 6.


All About Followers with Sunbreak Lead Follower Designer Junyeol Lee

Aug 05, 2022 // Shibata

Hello everyone! Koichi Shibata here, reporting from the Monster Hunter Rise dev floor!

For our next round of Monster Hunter Rise interviews, I’ll be talking to Junyeol Lee about Sunbreak’s “Followers” and the new single player quests called “Follower Quests”!

Q1: To start off, could you give us a quick explanation of what you worked on for Monster Hunter Rise: Sunbreak?

A1: I’m the lead designer for the “Followers.” I’m in charge of the gameplay ideas, content, and production of anything Follower-related.

Q2: How was this completely new element implemented into the game?

A2: It started with Yoshitake Suzuki, the Director, saying he wanted to have a sort of “Buddy Hunter” that would fight alongside the player. So we threw lots of ideas around and we figured that it would be the most fun to hunt together with the characters that appear in the world of Monster Hunter, and they wouldn’t just be characters you would be fighting alongside with, but they would actively join in on other elements of the hunt as well, and that’s how we ended up with the concept of “Followers.”

We tried out a lot of gameplay and content ideas as well.

Ultimately, we wanted players to really feel the connection between these characters, so we added dialogue to the start and end of these quests, and even conversations between the Followers, to give more life to the characters.

Q3: Looking at comments on Social Media, there seems to have been a lot of positive feedback from players who like the fact that Followers help out by healing you or placing traps, and that they’re very reliable in how actively they attack the monsters. How do you feel about this?

A3: We received a lot more positive feedback than we expected, so we’re very happy.

Players have been putting up lots of clips and screenshots, not just of fights with monsters, but just posing with their favorite characters, or getting into all kinds of fun hijinks with their Followers, so we’ve all been greatly enjoying watching what people are up to.

We’re very grateful that people are having so much fun with this feature.

Followers aren’t just inorganic robots, but they’re unique characters each with their own strengths and weaknesses. You can see this on the Follower Info screen by looking at their hunting style, their skills, and their available weapons, but also just by looking at how they behave during hunts. For instance, Admiral Galleus may look like he doesn’t have any particular kind of hunting behavior, but he actually very frequently uses healing items, ailment-cleansing items, and buffing items during combat. This, combined with the Wide-Range skill, makes him a great asset to the player’s team, providing valuable support.

On important investigation quests, you’ll be able to take two Followers along with you. There are various combinations of Followers possible, so try to think about which ones best suit your play style to optimize your hunts.

Q4: Was there anything you were very particular about when implementing the Followers?

A4: The two key terms were “likeable characters” and “similar feel to multiplayer.”

In order to make these quests feel like multiplayer, we were very particular about giving the Followers natural behavior. We didn’t just want the player to think they were fighting alongside AI, but we wanted these characters to be actually reliable in combat. If you just have them repeat the same determined behavior over and over, it won’t feel natural, and it’ll just feel like you’re being accompanied by a robot, so we made sure that sometimes they’ll just run around, and carefully avoiding the monster while healing etc., to make it feel more as if you’re playing with other hunters in multiplayer.

It’s easy to make an NPC that can just destroy everything, but they key to making it feel as if they’re actually fighting with you is to have them behave realistically, which was a lot of hard work, but it was worth it.

The ultimate goal of Followers was for the players to get more engrossed in the story and the world by interacting with these characters, so after we managed to get them to behave realistically, we focused on showing their unique personalities in combat. Based on the character settings, we decided which weapons they’d be able to use, what kind of items they’d use most, and what kind of actions they’d perform, so each Follower has their own charm and flavor.

Especially when taking two Followers with you, there are some fun conversations, and the way they respond to gestures and poses, or just hanging around is really fun, so there’s more to it than just seeing how they behave in action. We hope everyone picks their favorite characters and enjoys taking them out on hunts!

Q5: Do you have any final comments for the fans?

A5: Thanks to all of you for playing our game. We’re all very grateful!

– Closing Comment from Shibata:

Thank you, Junyeol!

I always have fun going out on hunts with Followers, because of their quips during quests, the dialogue amongst the characters, and the various actions they take during combat. I hope you try out lots of different combinations too!

Next time, I’ll be talking to Satoshi Hori and Mana Ogura, who worked on the sound design for Sunbreak!


Capcom Arcade 2nd Stadium Slams Down 32 More Arcade Classics, Out Now!

Jul 22, 2022 // Kellen Haney

Get ready to bust ‘bots, slay dragons, and go for the 3-count in Capcom Arcade 2nd Stadium, a collection of 32 arcade classics available now on PlayStation 4, Xbox One, Nintendo Switch, and Steam!

In addition to a collection of classic games, 2nd Stadium also includes plenty of modern features. Visual filters and borders allow you to customize each game’s display to your liking, giving you complete control over how each game looks. A built-in rewind feature can turn back the clock if you need a redo, while 32 save slots are included so you can suspend gameplay or save at a difficult spot if you want to get a little practice in. Additional settings for game difficulty, game speed, and screen rotation are also available if you want to try playing your favorites in a brand-new way!

Plus, up to 4-players can play together locally in supported games, with online leaderboards, challenges, and gameplay history available for those of you with a competitive edge and who want to check out additional stats!

Here’s a rundown of all 32 titles in 2nd Stadium:

  • SONSON (Available as a free download!)
  • Gan Sumoku
  • The Speed Rumbler
  • Hissatsu Buraiken
  • Tiger Road
  • 1943 Kai – Midway Kaisen –
  • Rally 2011 LED STORM
  • Pnickies
  • DARKSTALKERS – The Night Warriors –
  • NIGHT WARRIORS – Darkstalkers’ Revenge –
  • VAMPIRE SAVIOR – The Lord of Vampire –
  • Capcom Sports Club
  • HYPER STREET FIGHTER II – The Anniversary Edition –

In addition to the games above, a soundtrack featuring music from the games included in Capcom Arcade 2nd Stadium is also available for purchase on Steam as a full album or as individual tracks. A remix medley by CAP-JAMS of iconic tracks from many of the games listed above is also included in the soundtrack! You heard a few excerpts from the medley already if you watched the trailer above. (And if you didn’t, why not give it a watch?)

Purchasers of the bundle before August 4th, 2022 will also receive Display Frames Set 1 as an additional bonus. An additional Special Display Frames Set DLC will also be available for free until August 5th, featuring Street Fighter and Darkstalkers characters as well as a special arcade machine wrap that can be displayed on the in-game 3D cabinet.

Already got the original Capcom Arcade Stadium? If you have save data from CAS, you’ll also unlock Capcom Arcade Stadium Music & Lights, allowing you to customize 2nd Stadium to be just like the original! Purchases of any additional titles for the original CAS will also give you access to Instruction Card & Key Art Backgrounds, giving you further customization options featuring retro arcade art.

Finally, the Invincibility DLC is also available as a free download, allowing you to play each game without fear of taking damage, losing lives, or otherwise just getting kicked back to a checkpoint. It’s perfect for learning a new game before going for the high score, or just having some fun without having to worry about failure. 

What’re you waiting for? Capcom Arcade 2nd Stadium is out now, so go snag a free copy of SONSON and make the arcade yourcade all over again on PlayStation 4, Xbox One, Nintendo Switch, and Steam!


Monster Hunter Rise: Sunbreak Interview with Art Director Yoshitaka Ohuchi

Jul 18, 2022 // Shibata

Report from the Dev Floor

Hello everyone! Koichi Shibata here, reporting from the Monster Hunter Rise dev floor!

Today we’ll be talking to Yoshitaka Ohuchi, the art director on Monster Hunter Rise: Sunbreak, the massive expansion for Monster Hunter Rise!

Note: this developer blog was written prior to the launch of Monster Hunter Rise: Sunbreak.

↑ This isn’t Ohuchi-san, but it is a picture of a Snowy Cohoot that he really likes

Shibata: To start off, could you give us a quick explanation of what you worked on for Monster Hunter Rise: Sunbreak?

Yoshitaka Ohuchi: I was mainly in charge of the visual direction of the game. This means creating the general look of the world, making sure the visuals are consistent throughout the game, and overseeing the visual design of publicity and promotional materials.

Shibata: What kind of visual concepts and themes did you have for this game? Was there anything you paid particular attention to?

Yoshitaka Ohuchi: When I joined, the game concept of “monsters from Western folklore” had already been established. So I added some elements of horror, Western beauty, and elegant design. For instance, for the horror element, I tried to create an eerie atmosphere for the new locale in this game, “the Citadel,” by making the sky crimson red at night. You can find lots of visual cues like this throughout the game.

I paid particular attention to creating a setting from the point of view of the Monster Hunter series. Rise had a very specific theme, but it still felt like a convincing world in the Monster Hunter series due to the design of its setting. Because of this, I paid careful attention to creating a sense of novelty and specificity for Sunbreak based on the setting created for Rise. Of course, if you lean too far in a particular direction, the balance between the two settings will be lost, so that was an important element to keep in mind as well.

Shibata: Could you tell us a bit about the teaser art and the package design? What did the Producer and Director ask for? How did you go about creating these designs?

Yoshitaka Ohuchi:
Teaser art:
For the teaser art, I was told not to show the monsters in their entirety, and to use the pink colors of the Citadel nightscape for maximum impact, so that’s exactly what I did.

The main design pillars were “Malzeno’s character” and “the threat of the Citadel” I incorporated elements like Western horror around these elements, making players wonder “is this really a Monster Hunter game!?” It leaves some mysteries up to the imagination of the players, while also providing some hints. I also reflected these elements in the monsters’ movements, the lighting, and the camera angles, etc.。

Package design:
For the package design, I was told to keep it straightforward, show a hunting scene, make sure it’s recognizable as a massive expansion to Rise, and show off what’s new in Sunbreak.

So, I stayed close to the traditional layout of MH series package design, showing off the flagship monster, and using an overall composition that is easy to use for a variety of media.

I also wanted to include the new “Followers” feature, so Fiorayne joins the party as well. There’s some hints at new weapons and Palamute equipment too.

I made this hoping that it would get the fans excited and get them to start speculating on what new features the game will have to offer.

Shibata: Which visual element would you like the fans to get the most excited about?

Yoshitaka Ohuchi: We spent a lot of time on the Three Lords, the main feature of Sunbreak.

We wanted to make the Western-style monsters convincing as actual living creatures, complete with an interesting ecology, a proper relationship with the world they live in, and the hunters who face them. It involved a lot of trial and error.

We also included as many story elements and tricks as we could to tie Elgado’s characters and the setting of the Citadel into the story. Similar to Rise, Sunbreak contains plenty of easter eggs and little surprises, so we hope you’ll enjoy exploring the game and finding the many details hidden around the environments.

Shibata: Do you have any final comments for the fans?

Yoshitaka Ohuchi: When I first joined the team and heard what the Director, Suzuki-san, wanted to do, I was like “Wait, are you trying to make a completely new game!?” In terms of content, themes, and work volume, the dev team was being prepared for something that didn’t feel like a “mere” expansion.

I feel like we’ve been able to give form to that sentiment somehow.

We’re also hard at work on free Title Updates for after the release of the game, and I can assure you we’re not making any compromises here either! (Although sometimes I wish the Director would cut us a bit more slack…)

The Monster Hunter series has a long history, and each game carries a lot of emotions for fans and devs alike. We hope we can keep providing such memorable experiences in the future, while adding even more surprises and excitement.

– Closing Comment from Shibata:

Thank you, Mr. Ohuchi!

It’s nice to hear that a lot of consideration was given to what would make the fans happy if we included it in Sunbreak, while maintaining the core of the base game, and the Monster Hunter series itself. The package design was revealed at a relatively early stage, and it’s always fun to see the response and speculation from fans when the package includes elements that have not been announced yet.


Capcom at San Diego Comic-Con 2022!

Jul 07, 2022 // Andy Wong

Capcom will be at San Diego Comic-Con 2022 from July 21-24! Play hands-on demos for Street Fighter 6, Monster Hunter Rise Sunbreak, and Capcom Arcade 2nd Stadium. We’ll also be hosting two panels, one for Street Fighter 6 and our trademark World of Capcom panel.

Street Fighter 6

You bring the shades. We’ll bring the street. Play Street Fighter 6 at San Diego Comic-Con 2022 from July 21-24 or get in the rhythm of our other activities throughout the weekend. Find us at Booth #215! As the first public hands-on demo in North America, you’ll get to play Luke, Jamie, Ryu, and Chun-Li in Versus Mode against the CPU or another player while experiencing the brand new Drive System – all in our Metro City-themed booth! Try out the new Real Time Commentator Feature where Vicious and Aru can be selected to provide commentary for your match.

Stop by our photo op where you can watch the live creation of digital graffiti from show opening until 1pm PT. Then strike a pose for the camera in front of the newly created graffiti with Street Fighter 6 backdrops until the end of the show. Do a Hadoken towards the camera or your best impression of Chun-Li’s Lightning Legs! Post your photos on social media and make sure to tag us @StreetFighter and use the #StreetFighter6 hashtag.

Since you’ll be stepping into a pocket of Metro City, graffiti artists will be tagging a section of the booth and displaying their work for all to see. There will be a different piece of art created each day of SDCC and the finished pieces will also be posted on our social channels.

Finally, a developer panel will be taking place where members of the development team will be delivering a deep dive into the revealed characters and provide more insight into how Street Fighter 6 is being developed. We’ll also be hosting trivia during this panel where you can win some knockout prizes. Stay tuned for more information on the date and time of this panel.

Monster Hunter Rise Sunbreak

Sunbreak launched on June 30, but if you want to try it out before picking it up, stop by our booth at SDCC. The beginner hunt against a Great Izuchi and the intermediate hunt facing off against a Tetranadon are great entry points to learn (or remember) the basics. There’s also a few training quests to get you familiar with the game’s mechanics, including the new Switch Skill Swap. On expert difficulty, you can face Astalos, one of the new monsters in Sunbreak.

Finally, if you’re looking for a big challenge, try battling Sunbreak’s flagship monster Malzeno in a super tough advanced quest! Remember, this hunt is a special challenge tuned just for the demo, and has a shorter time limit than what you might experience in the full game.

Capcom Arcade 2nd Stadium

Capcom Arcade 2nd Stadium will be available to play in its entirety at SDCC, which means you can enjoy up to 32 titles during your demo time. Some titles you can play are SONSON, STREET FIGHTER ALPHA 3, MEGAMAN – THE POWER BATTLE –, ECO FIGHTERS, and THREE WONDERS. Capcom Arcade 2nd Stadium has a slew of features that will help customize your experience. Use the REWIND button to go back in time to fix a mistake you might have made, save and load mid-game with save slots, adjust the difficulty for most games, and use the optional filters to provide a gaming atmosphere to your liking! Capcom Arcade 2nd Stadium launches on July 22 on PlayStation 4, Xbox One, Nintendo Switch, and Steam.

We’ll have more information on the two panels in the near future, so keep an eye on our social channels. We hope to see you at San Diego Comic-Con!