Behind the Cutscenes of Monster Hunter Rise: Sunbreak

Nov 22, 2022 // Shibata

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

For our next Monster Hunter Rise interview, I’ll be talking to Daisuke Wakahara, who’s in charge of the cutscenes and monster intros of this game!

Daisuke Wakahara

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

A1: I’m one of the designers on Sunbreak. I’m the leader of the cutscene unit, and I’m in charge of coming up with designs for the various cutscenes and overseeing their production. I also helped out with the direction, even though I wasn’t directly involved in making the cutscenes themselves.

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Q2: Could you tell us the general flow for creating a cutscene? And how much time does it take to make one movie?

A2: First, I have to gather information from all members of the dev team, and then determine what kind of cutscenes will be required for the game. From there, I start creating the designs for each cutscene as soon as they’ve been okayed for production. This means I first start by creating a design document, and then I hammer out the details by talking to the cutscene artists, everyone involved with other elements regarding cutscene production, and finally the Director. Once the structure and content of the movie has been decided, the actual production starts. Generally, the production flow is as follows:

“Storyboard” > “Animatic” > “Animation & Camera work” > “Lighting & VFX” > “Sound”.

As for how long it takes to get from the storyboard to the sound production, well, it depends on the content of the cutscene, but in case of the monster intros for instance, you’re looking at about 6 months for one cutscene (of course, we work on several cutscenes simultaneously).

Q3: You also worked on the monster intros and story cutscenes for the base game Monster Hunter Rise. Could you tell us a bit about the differences in direction between Rise and Sunbreak?

A3: The world in Monster Hunter Rise was themed around Japan and Yōkai, so we made sure the cutscenes matched that theme. From early on, we wanted to make each monster look like a kind of supernatural creature, and I remember having a lot of fun doing research into the various Yōkai stories across the country and throughout history.

Sunbreak, on the other hand, has a very different world from Rise, so we had to change the approach to cutscene production as well. I talked to everyone involved to give the cutscenes more of a Western fable vibe, and to make them sound more like records in a document, which resulted in what you see in the game.

Both Rise and Sunbreak feature narration in the cutscenes, but Rise used a poetic story-telling style, using a unique biwa (lute) played by Tomoyoshi Kakushin, a Satsuma biwa performer, whereas Sunbreak had a more serious and impactful narrational style by Yui Ishikawa in Japanese and Valerie Arem in English. I think both styles offer something great to the series that is worth experiencing. We also did voice over in Monster Hunter language for Rise and Sunbreak, so I highly recommended you check that out in the options menu if you’re interested.

Q4: Is there anything in particular that you always try to keep in mind or that you aim for when waking cutscenes for a game?

A4: As I’m sure everyone is aware, the monsters in Monster Hunter have very detailed ecology settings. These settings offer very valuable information to the player for getting to know the ecosystem surrounding each monster, so we made sure to preserve these settings when designing the monster intros. I talked with all of the people involved to make sure that each movie presents a believable, living, breathing world.

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

A6: We’ve still got a number of updates coming, and we’re all working hard on exciting new story cutscenes as well, so I hope everyone looks forward to it! We look forward to your continued support of Monster Hunter Rise: Sunbreak!

– Closing Comment from Shibata:

Thank you, Wakahara-san!

Both Rise and Sunbreak have their own unique monster intros that match their world design, and you can listen to them not just in Japanese and English, but in Monster Hunter language as well! You can rewatch monster intros and story cutscenes from the Gallery in your room anytime you want, so it might be interesting to go back and have another look at the movies in Rise.

Next time, I’ll be talking to Aehwa Shin, who created and supervised the design for Sunbreak’s flagship monster Malzeno!


Resident Evil Village Gold Edition is available now!

Oct 28, 2022 // Kellen Haney

Elevate your survival horror experience.
Experience fear in a whole new way with the Shadows of Rose story DLC, Third Person Mode, and The Mercenaries Additional Orders, available now in Resident Evil Gold Edition and the Winters’ Expansion!

Shadows of Rose

Set 16 years after the events of the main story in Resident Evil Village, this new tale focuses on Rosemary “Rose” Winters as she seeks to rid herself of the strange powers that have plagued her throughout her lifetime. Her journey takes her to the Realm of Consciousness, where she just might get what she wants… assuming she’s able to survive the experience.

The very powers that Rose hopes to rid herself of are the key to her survival in this epilogue to the story of the Winters family. As Rose navigates a twisted world based on terrifying memories, she’ll encounter new creatures along the way… including strange, warped beings that will quite literally try to consume her face. Along the way, a mysterious being that calls themself “Michael” will assist Rose in her adventure, but what else will she find out along the way…? Shadows of Rose is presented completely in the third-person perspective, providing a new vantage point on gameplay.

Third Person Mode

Speaking of the third-person view, the new Third Person Mode included in both Resident Evil Village Gold Edition and the Winters’ Expansion allows you to experience the game’s campaign from a new angle. From start to finish, the game can be played in this new optional mode, and you can switch between first-person and third-personwithout fear of losing progress.. Witness Ethan’s struggle to find his kidnapped daughter and face the horrors of the village from an entirely new perspective, complete with additional animations to keep the game’s visceral combat and horror just close enough while still staying at arm’s length.

The Mercenaries Additional Orders

Finally, the arcade-style fun of The Mercenaries has been expanded upon with The Mercenaries Additional Orders! Tear, smash, and punch your way through waves of enemies with Ethan Winters alongside three new additional characters. If you’re feeling a little bolder than usual, Chris Redfield has you covered with automatic weapons and a fearsome right straight punch that can topple enemies with ease. If you need help reaching the top shelf of scores, Lady Dimitrescu can rip through her foes with her claws, unleash one of her daughters to do her dirty work, and, of course, throw  ornate vanity to make sure her enemies stay down. Finally, if you’re in it for the mechanics, Karl Heisenberg might just be your pick. Using his magnetic powers, throw scrap at foes, bring the hammer down to make sure enemies won’t get back up, and unleash vicious machines to seal the deal.

Resident Evil Re:Verse

In addition, Resident Evil Re:Verse launches today for all owners of Resident Evil Village and Resident Evil Village Gold Edition, complete with cross-play! In this online multiplayer game, Resident Evil heroes duke it out in six-player matches where death isn’t the end. When players are taken out, they’ll mutate into infamous mutants and monsters from Resident Evil, with a range powerful attacks that can be used to exact revenge on their opponents.

Additional survivors, creatures, stages, costumes, and challenge missions are planned in future updates, so be sure to give it a shot! A Capcom ID is required to play. You can register for an account here.

More Platforms to Play On

Finally, Resident Evil Village is also now available on Mac, and can also be enjoyed on the Nintendo Switch with Resident Evil Village Cloud. You can try out a demo for Cloud to test your network environment prior to purchasing. In addition, the Winters’ Expansion will be available for the cloud version on Nintendo Switch beginning December 2nd.

No matter how you choose to play, fear still surrounds you with Resident Evil Village Gold Edition and the Winters’ Expansion, available now for PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, and Steam. Resident Evil Village is also available now for Mac. Resident Evil Village Cloud is available now for Nintendo Switch. Finally, Resident Evil Re:Verse is available now as a free download for all Resident Evil Village owners on PlayStation 4, Xbox One, and Steam!


Everything You Need to Know from the Resident Evil Showcase

Oct 20, 2022 // Kellen Haney

Baby Eagle has been located.

We hope you enjoyed the feast of new info about Resident Evil Village Gold Edition and Resident Evil 4 presented by the Duke! On behalf of our gracious host for today’s Resident Evil Showcase, we’ve prepared all of today’s info for you in bite-sized chunks in case there was anything you might have left on your plate.

The Saga of the Winters Family Comes to a Close

First up, we shared a closer look at Resident Evil Village Gold Edition and the Winters’ Expansion launching next week, including an interview with Director Kento Kinoshita.

Starting with Shadows of Rose, this expansion to the story of Resident Evil Village features Rose, 16 years after the events of Village, diving into the Realm of Consciousness that resides in the Megamycete. Playing on the themes of how childhood nightmares can affect us well past childhood, Rose must navigate a twisted version of the village that her father, Ethan, saved her from when she was just a baby. In order to survive, Rose puts her unwanted powers to use in order to hold off all sorts of terrifying creatures, including the newly revealed giant dolls that you may have caught a glimpse of in the showcase.

Shadows of Rose is presented entirely in third person, providing a fresh perspective on the gameplay of Resident Evil Village. Mr. Kinoshita also touched on the new Third Person Mode that will be available for the main campaign of the game, allowing players to choose a brand-new viewpoint from which to experience the game’s events, and shared additional details on The Mercenaries Additional Orders and the new characters that will be coming to this highly replayable, arcade-style mode. Plus, a 60-minute demo will also be available for download starting later today, allowing both new and returning players to try out the new Third Person Mode. (First Person Mode is also available in the demo!)

In addition, the Mac version of Resident Evil Village is planned for release on October 28th, 2022, the same day as Resident Evil Village Cloud for Nintendo Switch. The Winters’ Expansion will come to Resident Evil Village Cloud on December 2nd, 2022, and three additional Resident Evil games will be coming to the Switch via the cloud: Resident Evil 2 Cloud (November 11th), Resident Evil 3 Cloud (November 18th), and Resident Evil 7 biohazard Cloud (December 16th).

Iconic Heroes Clash in Resident Evil Re:Verse

Resident Evil Re:Verse, the multiplayer experience free for all Resident Evil Village and Resident Evil Village Gold Edition owners, keeps the party going with an early access event beginning Sunday, October 23rd at 7:00 PM PDT through Tuesday, October 25th at 11:00 PM PDT ahead of the game’s launch on October 28th, complete with cross-play across all platforms. Choose from a roster of iconic Resident Evil characters, then engage in high-octane battles where death is not the end, taking on monstrous new forms to take down other players.

Future updates are in the works, including additional Survivors to choose from, new creatures to fight, plus new stages, additional costumes, and extra challenge missions to complete! To enjoy the game, players must register for a Capcom ID and link their account with their platform of choice.

Baby Eagle Has Been Located

Producer Yoshiaki Hirabayashi joined in on the fun, revealing stunning new details about Resident Evil 4 with both an extended look at gameplay as well as a new story trailer that shines a light on how the development team is introducing modern gameplay techniques and state-of-the-art graphics to recreate the all-time classic while adding depth to the original game’s vision and themes.

Combat in particular has been expanded upon; the terrifying Ganados have become more cunning, using aggressive tactics to overwhelm Leon, chasing him down and even flanking him to attack from all sides. Far from helpless, Leon’s capabilities have been expanded upon with close-combat maneuvers that can allow him to use his knife to parry enemy attacks, deliver finishing blows, and even hold off a chainsaw attack!

Mr. Hirabayashi also discussed how Resident Evil 4 will recreate fan-favorite characters and touch up game mechanics, with an emphasis on player choice in how they approach combat. To that end, the strange but ever-helpful Merchant makes his return with a selection of good things on sale… stranger. Alongside providing new weapons and upgrades – for the right price, of course – the Merchant will also provide rewards to those who are willing to take on a few extra tasks and challenges in the form of gems.

Of course, it wouldn’t be Resident Evil 4 without Leon’s attaché case, which was also featured as part of the Showcase. Just like in the original game, you’ll have a limited number of spots in your case to work with, forcing you to choose what’s most important for survival. Forward-thinking agents can make smart use of the space they have, both carefully organizing their inventories and combining items to mix herbs, craft ammunition, and produce other useful creations that will help Leon on his mission.

Finally, we confirmed that Resident Evil 4 will be coming to PlayStation 5, PlayStation 4, Xbox Series X|S, and PC via Steam on March 24th, 2023! In addition to the standard version of the game, a Deluxe Edition and Collector’s Edition were both unveiled. The Deluxe Edition features additional in-game content including additional costumes, weapons, a treasure map, and more, while the Collector’s Edition includes all the contents of the Deluxe Edition plus a Leon figure, a physical map, an art book, and more.

All pre-orders at participating retailers will receive in-game rewards, including the Attaché Case: Gold and Special Charm: Handgun Ammo, while pre-orders of the Deluxe Edition or Collector’s Edition at participating retailers will also include the “Attaché Case: Classic” and “Special Charm: Green Herb” in-game rewards.

That was quite a feast of information, wasn’t it? To review:

Resident Evil Village Gold Edition and the Winters’ Expansion launches on PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, and PC via Steam on October 28th, bringing the Winters’ family saga to a close with Shadows of Rose, adding a new viewpoint to the main campaign with Third Person Mode, and adding additional bonus content with The Mercenaries Additional Orders. That same day, the Mac version of Resident Evil Village will also be released alongside Resident Evil Village Cloud for Nintendo Switch, followed by additional cloud releases: Resident Evil 2 Cloud (November 11th), Resident Evil 3 Cloud (November 18th), and Resident Evil 7 biohazard Cloud (December 16th), and the Winters’ Expansion for Resident Evil Village Cloud (December 2nd). A new 60-minute Resident Evil Village demo featuring Third Person Mode from the Winters’ Expansion is also available to try starting today.

Resident Evil Re:Verse begins early access Sunday, October 23rd at 7:00 PM PDT through Tuesday, October 25th at 11:00 PM PDT, and also launches on October 28th with cross-play for all platforms.

Finally, Resident Evil 4 is coming to PlayStation 5, PlayStation 4, Xbox Series X|S, and PC via Steam on March 24th, 2023. Pre-orders begin today, including a special Collector’s Edition that features a variety of bonuses including a Leon statue.

For all the latest on Resident Evil, keep your eyes on the Resident Evil Twitter, Facebook, Instagram, and TikTok!


The Next Resident Evil Showcase Drops on October 20th!

Oct 17, 2022 // Kellen Haney

It’s official, the next Resident Evil Showcase is happening on October 20th at 3:00 PM PDT! Get revved up and ready for new info about Resident Evil Village Gold Edition and Resident Evil 4. Content creators of all types can also join in on the fun by co-streaming the event!

Where to Watch

Twitch: https://www.twitch.tv/residentevil

YouTube: https://www.youtube.com/residentevil

Facebook: https://www.facebook.com/residentevil

A Fest of Information Awaits

First things first, what can you expect? With the release of Resident Evil Village Gold Edition and the Winters’ Expansion just around the corner, we’ll have more information to share about the added content coming to the game, including a fresh look at Shadows of Rose and the terrifying world Ethan’s daughter must survive in order to rid herself of her strange powers.

We know you’re all hungry for more Resident Evil 4, as well. We don’t want to spoil any surprises, and you won’t want to miss what we have in store. Trust us, we’ve got a selection of good things to show you, strangers. Heh heh heh…

An Invitation to Co-Stream the Showcase

We want to share the excitement of this upcoming showcase with all of our fans, and that includes those of you who are streamers, content creators, and members of the Capcom Creators program! We’re inviting anyone and everyone to co-stream the event to your channels and share in the excitement with your communities.

Don’t forget, the Resident Evil Showcase is happening this week on October 20th, starting at 3:00 PM Pacific Daylight Time! We’ll see you there!


Monster Hunter Rise: Sunbreak – September 2022 News Roundup

Sep 30, 2022 // Joseph Bustos

It’s been a big month of Monster Hunter news with the release of free Title Update 2. We’re gathering a hunting party and setting out to get into all of the details of the update, and everything else that’s going on in the world of Monster Hunter in September!

Free Title Update 2

Sunbreak Free Title Update 2 is here at last – highlighted by 3 new monsters, the addition of layered weapons, a level cap increase for investigations, and more Qurious Crafting weapon additions. If you haven’t already seen the rundown of new content coming in this update, read the TGS2022 recap blog to get all the details.

This update is sure to expand your endgame options, and we can’t wait to see how you fare against some of the new monsters. Even though Risen Chameleos is the big MR110 challenge that we’re sure experienced Hunters have their eyes on, don’t underestimate the incoming heat from Flaming Espinas and Violet Mizutsune.

In case you missed it, Monster Hunter Rise: Sunbreak Director Yoshitake Suzuki also shared some helpful quality-of-life changes as part of the update.

If you’ve maxed out all of your shortcut loadouts and are looking for more, you’re in the luck. The maximum number of loadouts will be increased to eight. He also shared that fixed items like the BBQ Spit and kunai can now be hidden from displaying on your item bar. This should help you cycle through your items in the item bar during your time of need.

For changes to armor, Director Suzuki shared that the level cap on armor is getting an increase – a much needed addition especially with powered up monsters like Risen Chameleos and the increase to the investigations level cap. You can also lock your armor to prevent it from being sold or used in crafting, to give an extra sense of security with your favorite items.

Check the full patch notes for Version 12 here to get all of the details on the changes.

The update is out now on Nintendo Switch and PC/Steam. Be sure to double check that you’ve updated to the latest version of the game!

Things to Watch Out For

Heads up, Hunters. The Version 12 update includes a fix for an error that can occur on Nintendo Switch due to the size of your save file. A second fix will be released in October that will keep your save data from growing too large when registering armor to the “Vaunted Qurious Crafter” page of your Guild Card. Double check the page here if you’ve encountered these issues for updates on how to avoid them.

For PC players, please be aware of potential issues that can arise with modded quests. Since joining quests with unauthorized mods can cause issues, be sure to double check when joining quests that may fall outside of the normal values for quests. These quests won’t cause you to lose your save data and the team is continuing to work on ways to filter these out.

We’re continuing to monitor any issues, so keep on sharing your feedback with us. Thanks to all of our Hunters for your patience and understanding!

The Sounds of Sunbreak

With the Monster Hunter Rise: Sunbreak soundtrack, we gave a big spotlight to the game’s soundtrack. We’ve seen a lot of love for the new themes, like the peaceful tunes you hear in Elgado outpost, and the foreboding organ that marks the battle with Malzeno.

Read our interview with the game’s composers, Satoshi Hori and Mana Ogura, to learn more about their processes and inspiration for creating the soundtrack.

You can also take a look at the video showcasing the making of the soundtrack that was filmed at Abbey Road Studios. It features a few of our favorite songs, including Scarlet Feast – Malzeno and the incredible organ. Check out the video below if you haven’t already seen it (or just give it a rewatch)!

Check out the Sunbreak soundtrack on Spotify and Apple Music below!


Apple Music

This Month’s Event Quests

Each week we’ve released a new Event Quest with rewards for completing them. Read the rundown below of the quests we’ve added and the rewards available, and don’t forget that you can continue to take on these quests any time with no expiration date.

“Flash of Inspiration”

Face-off with a powerful Astalos in an electrifying challenge! Take down this fearsome foe to forge the new elegant Lien layered armor set. This is a fun one for all you Monster Hunter Frontier fans out there!

“Minor Inconveniences”

Aurora Somnacanth and Garangolm stand in your way a challenge featuring two titans. Overcome this challenge to earn the Delightful Pose Set!

“Dual Threat: A Song of Silver and Gold”

Dance with the deadly duo of Gold Rathian and Silver Rathalos in this double trouble Event Quest. Complete this quest and obtain some new special titles!

“Daimyo and Pearls”

Battle a Daimyo Hermitaur and strike for massive damage to complete this quest and acquire items that fetch a fair price! The reward is perfect for getting the extra Zenny you need to complete that perfect armor set or finish that big upgrade for your favorite weapon.

Good luck tackling those Event Quests! We’re continuing to add a new quest each week with new rewards and will be sure to alert you of the latest quest on the official social channels.

Discord Giveaway

In partnership with Discord, we’re giving out codes for the previously announced Fall Fashion Set layered armor DLC. This layered armor was added alongside the latest update and is available for purchase on both Nintendo Switch and PC.

To receive a free code, you’ll need to stream your gameplay using the “Go-Live” function on the PC Discord application. Discord can detect that you’re playing Monster Hunter Rise (or Sunbreak) on PC, so just play while you are screen sharing for at least 30 minutes and you’ll automatically receive a code in your gift inventory on Discord.

This giveaway lasts until October 23rd, 2022. Check out the blog by Discord to help walk through the details of getting setup for streaming.

Tales from the World of Sunbreak

Have you caught our Sunbreak Stories series yet? We’ve been releasing a series of short stories featuring characters from Monster Hunter Rise: Sunbreak, alongside special artwork to accompany each. You might learn a bit more about your favorite characters from Kamura and Elgado by giving these a quick read.

Visit the links below to catch up on the three stories that we’ve released so far, and be on the lookout for more to come in the weeks ahead!

Vol.4 Dear Princess

Vol.3 My Savior

Vol.2 Princess Chichae’s Adventure

Vol.1 Fiorayne’s Secret Mission

Monster Merch

Zenny greetings! We revealed some cool new items apparel and accessories from our partners this month. They’re perfect for showing off your Hunter spirit.

Here’s a look at the selection of fine goods.

TeeturtleMonster Hunter shirts

EightySixedMonster Hunter World accessories and apparel

For Fans By FansMonster Hunter accessories and apparel

ENDGAMEMonster Hunter Rise accessories and apparel

Monster Milestones!

The month of September marked two milestones for the Monster Hunter series. On September 6, we celebrated the third anniversary of the launch of Monster Hunter World: Iceborne. It’s been great seeing everyone share their memories for the game even from the beginning of Monster Hunter World, from taking your first steps in the new world to overcoming the legendary black dragon, and standing tall in Castle Schrade. Whether you’re reflecting on your most memorable hunts, still playing the game today, or coming to it for the first time, we really appreciate the love and support for Monster Hunter World and Iceborne.

On September 21 we celebrated the launch of the very first Monster Hunter game in North America. The game launched on PlayStation 2 a little over six months after the Japanese version, and marked the start of the series’ journey to western audiences.

It’s been a wild ride for Monster Hunter fans over the years and we’re so grateful to the amazing community for helping make the series what it is today. Here’s to many more milestones to come!

Quest Complete!

That wraps up nearly all of the Monster Hunter news from September! The next update for Sunbreak is set to arrive in late November, and we’re looking forward to sharing more on that one soon. Free Title Update 3 will be the last update for the game this year, but we’re far from returning from this quest. Here’s a look at the roadmap again to get your calendars ready for what’s next.

In the meantime, keep on following the Monster Hunter social media channels to stay on top of all the news and conversation in the community.

Thanks again for reading, and we’ll see you in the next one!


Update for Capcom Fighting Collection with More Features!

Sep 27, 2022 // Andy Wong

Capcom Fighting Collection launched back in June and brought 10 classic fighting game titles to the modern era. An update featuring a slew of changes and requests to Capcom Fighting Collection is available now!

As a quick recap, Capcom Fighting Collection contains all five games in the Darkstalkers series, Red Earth, Cyberbots, Super Puzzle Fighter II Turbo, Hyper Street Fighter II: The Anniversary Edition, and Super Gem Fighter Mini Mix. Some of the major features at launch were the ability to play online for all games, Training Mode for nine of the games, the ability to quick save, display filters, an expansive museum featuring over 500 pieces of art, and much more.

Now that we’re all caught up, let’s go over a few highlights of this update that the trailer above showcased.

Color Blind Accessibility Option (Super Puzzle Fighter II Turbo) – Due to community feedback, there are now new gem textures you can select to easily tell which gems are on screen without needing to see their color. We hope this new accessibility option can help more people play Super Puzzle Fighter II Turbo.

New Smooth Filter – A new filter will be added that smooths out the pixels and results in a more modern look for each of the games in the collection. Try it out when the update drops!

Hitboxes Viewable – For players who want to understand these classic fighting games in more detail, this feature will allow them to be more precise with their training. (Note: This feature isn’t available for Super Puzzle Fighter II Turbo.)

Online Opponents Latency Now Viewable (Lobby Only) – Searching for the perfect match with the best connection? You can now view a potential opponent’s latency to see if the match will be smooth.

Online Play Input Delay Setting– To further improve the quality of your matches, there is now a setting to adjust input delay before a match begins.

Dark Force in Training Mode (Vampire Savior: The Lord of Vampire, Vampire Savior 2, Vampire Hunter 2) – Dark Force is a mechanic in the Darkstalkers games that highlights each character’s uniqueness. Examples include Morrigan’s Darkness Illusion or Felicia’s Kitty Helper. With this update, players can now access Dark Force in Training Mode without any time limit.

Here are a few patch notes for this update that will improve your overall experience with Capcom Fighting Collection, whether that is through more gameplay options, accessibility, or quality of life improvements.

  • Super Gem Fighter Mini Mix – In Training Mode, you can select levels for special moves
  • Red Earth – Can now select bonus stages
  • Red Earth – Additional Training Mode options
  • Ability to cancel when players are waiting to be matched up
  • Players who don’t decide to rematch will immediately cancel
  • Improved clarity on photosensitivity options
  • Parameters for matchmaking are adjusted. Settings are now more flexible and matchmaking is easier
  • Number of rematches can now reach 10
  • Players can shuffle images within the Museum
  • PS4 version – Online ID now viewable
  • Various text updates

As you can see, the team has worked hard to update Capcom Fighting Collection! This update will drop on September 26 on PS4, Xbox One, Nintendo Switch, and Steam. Make sure to check it out and let us know how these new options and improvements feel!


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_!