It’s one of the biggest weekends for fighting games around the world! EVO 2018 is back from August 3-5 in Las Vegas, Nevada. We’re celebrating by hosting a FREE TRIAL on Steam for Street Fighter V and by having a dozen different sales for Street Fighter V !
SALES
Item
Dates
Original Price
Discount
Sale Price
Street Fighter V
8/2-8/5
$19.99
50%
$9.99
Street Fighter V: Arcade Edition
8/2-8/5
$39.99
40%
$27.99
Street Fighter V: Arcade Edition (Deluxe)
8/2-8/5
$69.99
40%
$41.99
Season 1 Character Pass
8/2-8/5
$9.99
50%
$4.99
Season 2 Character Pass
8/2-8/5
$19.99
(PS4) 50%
(Steam) 33%
(PS4) $9.99
(Steam) $13.39
Original Characters Battle Costumes 1 Pack
8/2-8/5
$29.99
70%
$8.99
2016 Summer Costume Bundle
8/2-8/5
$11.99
50%
$5.99
2016 Halloween Costume Bundle
8/2-8/5
$9.99
50%
$4.99
2016 Holiday Costume Bundle
8/2-8/5
$9.99
50%
$4.99
2016 Seasonal Costume Bundle
8/2-8/5
$21.99
50%
$10.99
CPT 2016 Pass (No sale on Steam, PSN only)
8/2-8/5
$24.99
50%
$12.49
CPT 2017 Pass
8/2-8/5
$24.99
50%
$12.49
In addition, Street Fighter 30 th Anniversary Collection is 25% off MSRP on PlayStation 4, Xbox One, Nintendo Switch, and Steam!
*Please note these sales are for the Americas only. Sales in Europe will be slightly different, so make sure to check your respective region.
SFV FREE TRIAL ON STEAM: AUGUST 2-6
Ready your spirit, for Street Fighter V will be free to play on Steam from August 2-6! Now is the time to become a World Warrior and witness the latest era of the legendary fighting game series. The free trial will begin on August 2 at 10am PT and go until August 6 at 10am PT. You must have internet connection to download the game, including the patches to implement the modes introduced with Street Fighter V.
If you’re new to Street Fighter V, here are the modes you can play during the trial period:
ARCADE
As the mode Street Fighter V: Arcade Edition is named after, Arcade Mode expands on the classic fighting game staple to provide an experience unlike any other. You’ll choose between six different paths, each representing a main title in the Street Fighter franchise: Street Fighter, Street Fighter II, Street Fighter Alpha, Street Fighter III, Street Fighter IV, and Street Fighter V. Each path contains characters faithful to the respective title or in some cases representative of other characters – for example, Zeku represents Geki in the first Street Fighter. The barrel-breaking Bonus Stage also returns in their respective paths to give you a chance to get a higher score.
STORY
Find out what each of your favorite characters and newcomers are up to during the events of Street Fighter V. Complete each character’s story to unlock the ability to purchase their story costume!
VERSUS
Play against a friend locally or against the computer. You can change the number of rounds and even the difficulty of the computer.
CHALLENGES
Learn more about each character, including combos and demonstrations on how to best utilize their unique move sets. Participate in Survival mode where you’ll face a set number of computer opponents depending on the difficulty you choose.
TRAINING
In this highly-customizable training mode, practice against a dummy with various parameters set to your liking. You can record the dummy’s actions, view attack and frame data, and turn on fight requests while practicing.
CFN
Fight against players all around the world! Casual matches won’t affect your overall ranking, while ranked matches will. You can also join a lobby to play against friends, find like-minded opponents, or to just spectate online matches.
If you’re not at EVO 2018 – or even if you are – and have yet to play Street Fighter V, this weekend is for you! Watch the highest level of play at EVO on Capcom Fighters all weekend for some inspiration!
Monster Hunter: World Free Title Update #4, which includes the legendary Behemoth (version 5.00 (PS4) / 5.0.0.0 (Xbox One)) is now live; patch notes available below.
Multiplayer Cutscenes
Like the gallery, if any button other than Options is pressed during a skippable cutscene, a control prompt now appears at the bottom-right of the screen to indicate that you can skip the scene.
Bug Fixes
Long Sword
A bug was fixed where Spirit Blade would be performed on its own when, after the player fails to connect with Foresight Slash, the R2 input would remain in the input buffer and execute after a side dodge was performed.
A bug was fixed where the Spirit Gauge would not decrease and damage would not increase when Jumping Spirit Blade III connected on a target with the Spirit Gauge at red. Damage will now be increased, with the Spirit Gauge being correctly consumed.
Insect Glaive
A bug related to Strong Jumping Advancing Slash was fixed where only the final attack would be receive the benefits from the Airborne skill. Now all attacks within the move will receive the skill buff.
Great Sword
Fixed a bug where holding the R2 button (PS4) or right trigger (Xbox One) while landing after the 2nd stage of a Plunging Thrust (after comboing into it from a Rising Slash after a slide) would not transition into a guard.
The behavior of the camera during Tackle I and II wasn’t going back to normal when the action finished, resulting in unforeseen behavior. They have now been fixed to match the behavior of the camera from Tackle III.
Lance
A bug was fixed where a Mid Thrust would occur if you attempted a Guard Dash after a Counter-thrust.
A bug was fixed where a forward Guard Dash would occur regardless of the direction pushed.
A bug was fixed where a Guard Dash would not work if the player preemptively input the Guard Dash when the player and the direction pushed were completely the same.
Hammer
A bug was fixed where a Charged Upswing would be performed when charging and attempting to perform a Spinning Strong Upswing while moving down a slope (before the player begins to slide).
Switch Axe
A bug was fixed where Directional Control Type 2 would not work properly when pressing forward during the Switch Axe’s Overhead Slash.
A bug was fixed where Wild Swing’s attack hitbox would disappear mid-attack when the timing to press Triangle (PS4) or Y (Xbox One) to perform Axe: Overhead Slash was too fast.
A bug was fixed where the phial gauge would not replenish when using a whetstone while the weapon was sheathed.
Charge Blade
A bug was fixed where the axe would continue to rotate when canceling from Super Amped Element Discharge to Amped Element Discharge with no phials stocked.
A bug was fixed where the connecting animation would not play and instead an attack would be performed when canceling the last half of a recovery animation (knockback, blow back, etc.) with Amped Element Discharge or Super Amped Element Discharge.
Bow
A bug was fixed where Dragon Piercer would fire outside the intended range when the reticle was moved out of range the moment Dragon Piercer is fired, and the player tries to aim the bow.
Slinger
A bug was fixed where a Circle button action would be performed after an R2 special weapon attack, after the player jumps off a ledge with the Circle button during the middle of a Slinger ammo load animation (including when the Sword and Shield is drawn). For this fix, we have rendered all buffered inputs invalid during the Slinger’s loading animation. While buffered inputs are invalid even during the Sword & Shield’s unsheathed Slinger loading animation, by canceling the loading animation there won’t be any noticeable difference, so the impact on controls should be minimal.
Appraisal Weapons
The element value for Rarity 7 Taroth Strongarm “Spark” and Taroth Strongarm “Mire” Charge Blades have been changed to the following values. Taroth Strongarm “Spark” Thunder 90 -> 150 Taroth Strongarm “Mire” Water 120 -> 180
Specialized Tools
A bug was fixed where usable time for mantles would decrease during animations such as sniffing tracks. It has now been fixed so that a mantle’s usable time will not decrease when standing still, which was the original intent.
Skills
A bug was fixed where the effective time of a Cool Drink would be overwritten by a player using a Cool Drink with the Wide-Range skill active, without checking the current Cool Drink effective time. It has now been fixed so it will only be overwritten only when prolonging the effect of the item.
A bug was fixed where the effect of Might Seeds, etc. would be overwritten by a weak effect produced by a low level Wide-Range skill given to the player by a Palico. It has been fixed so it will only be overwritten when the effect is larger than the one already applied. (Players were only able recreate this bug with the above Cool Drink bug)
Items
A bug was fixed where EZ Lifepowder’s effective range was smaller than a regular Lifepowder. It has now been increased to match the regular Lifepowder’s effective range.
Monsters
Fixed a bug that made it appear (to players on the guest side of multiplayer) that monsters were sliding when knocked down on a slope and the down animation was replaced by a paralysis animation or similar.
Target Camera
A bug was fixed where the target camera would target another monster by itself when a targeted slain monster’s body disappeared during multi-monster slay quests.
A bug was fixed where if you’re using the Focus Camera and lock on to a monster moving between areas, repeatedly locking on and canceling the lock on would cause the camera to keep its focus on the monster. The camera will now properly cancel lock on.
Other
A bug was fixed where players joining could not progress pass the loading screen if a quest failed while the host fired an SOS flare, resulting in the SOS flare continuing to stay active even when the quest was effectively over.
A bug was fixed where NPC dialogue would close automatically when the Hunting Horn’s Health Boost (S) effect runs out. This fix prevents the Grimalkyne cutscene event in the Coral Highlands from getting stuck.
A bug was fixed where updated data between players differed when a player talks to the characters at the Resource Center when the limited bounties are being updated.
The height on Vaal Hazak and Arch-tempered Vaal Hazak’s field of view settings have been tweaked.
A bug was fixed where if the player mounted Lunastra in a specific part of area 11 in the Elder’s Recess, Lunastra would move to a location where the player is not permitted to go, and would be forcibly removed from Lunastra. This has been fixed by changing Lunastra’s travel route when a player is mounted on her.
A bug was fixed where Lunastra would move to another area even if stunned by a flash pod. It has now been fixed so Lunastra cannot change areas when blinded by a flash pod.
Lavasioth’s monster field guide data has been fixed to match the game parameters. Physiology: “Chest: Breakable” was fixed to “Back: Breakable” Rewards: “Chest Broken” was fixed to “Back Broken”
A bug was fixed where the “Reload” message would not appear when switching from a Light/Heavy Bowgun to a Gunlance during a quest.
A bug was fixed where sharpness level would not actually change when switching to equipment with the Handicraft skill equipped during a quest. Sharpness level will now go to its maximum level, accounting for the Handicraft skill.
A bug was fixed where the item window order would change unintentionally if the player switched between two equipment loadouts where the first specialized tool for Loadout A was the same as the second specialized tool for Loadout B.
A bug was fixed where the number of owned and used armor spheres would not correctly display under certain circumstances when upgrading armor.
A bug was fixed where, under certain circumstances when changing the color of layered armor, the color icon would disappear from all body parts except for the head when “Change All” was highlighted by the cursor.
Due to a texture setting mistake, the bloomers under the Blossom layered armor skirt displayed as black and white. They have been fixed to display the intended color, like the original armor.
A bug was fixed where a female hunter’s legs would become twisted when performing specific gestures twice in a row while wearing the Vaal Hazak gamma armor.
The visual appearance of the following armor (including layered armor) have been fixed. 1. Male character’s hair would jut out of the Diablos Helm Alpha, Diablos Helm Beta, Empress Crown Alpha, Bushi Kabuto “Sabi” armor. It has now been reduced. 2. When a male character is wearing Brigade Lobos Alpha, part of their hair would go into the head of the character, and could be seen when the character opened their mouth.
Unlike during a quest, when talking to a First Wyverian during an expedition, the following information was not revealed to the player. It can now be obtained during an expedition. 1. Most slayed monster 2. Least slayed monster 3. Most captured monster
Localization-related bug fixes
A bug was fixed where, when playing the game in Arabic, after the Grimalkynes perform their assist move in the Ancient Forest the game would freeze.
In Italian, the translation for Quick Shot and Dashing Shot were the same. The translation for Dashing Shot has now been updated. Quick Shot Tiro Rapido (no change) Dashing Shot “Tiro Rapido” changed to “Tiro in corsa”
In French, the translation for Lunastra and Teostra’s bond attack contained an unintended translation. It has been fixed to the following. Lunastra Bond Attack “Super nova !” changed to ”Union avec la Lunastra !” Teostra Bond Attack “Hyper nova !” changed to ”Union avec le Teostra !”
In the gallery, a typo in the traditional Chinese title for “The Insatiable Deviljho” has been fixed. The Insatiable Deviljho “è²§é£Ÿçš„ææš´é¾” changed to “貪åƒçš„ææš´é¾”
You have to admit a huge part of what makes the Mega Man X series’ X-busting, Z-Sabering, air-dashing, and wall-climbing so memorable is that you get to do it with an iconic, pulse-pounding, rockin’ soundtrack playing in the background.
What’s more, the Mega Man X Legacy Collection Soundtrack features a ton of rad MMX remixes and brand-spanking new music from the “X Challenge” mode composed by Yasumasa Kitagawa (Professor Layton vs.Phoenix Wright: Ace Attorney, Resident Evil: The Mercenaries 3D) with additional guitar work by Taisuke Fujisawa and Yasuyuki Tsujino (Mega Man X8, Mega Man Battle Network 5 & 6), plus guest vocal performances by ERICA and Janet Hsu (Ace Attorney Localization Director)!
To celebrate the occasion, Capcom staff are chiming in with some of our favorite Mega Man X tracks and musical memories. Be sure to check out the music trailer and tracklists down below, buy the Mega Man X Legacy Collection 1 and Mega Man X Legacy Collection 2 soundtracks here and here , and then chime in with your favorite MMX tunes in the comments below!
Brett Elston (Capcom USA Fighting Game Brand Manager)
Favorite Mega Man X track: “Sigma Stage 2” – Mega Man X, Composed by Setsuo Yamamoto
It goes without saying that the entire Mega Man X OST lineup is loaded with standout tracks, and certainly in the original MMX every single song is a banger. There are numerous tracks that immediately come to mind, but given that I suspect they’ll show up elsewhere in this blog, I’ll choose MMX Sigma Fortress 2.
The whole vibe of the song is “dirty ‘80s.” This is probably my overall favorite “sound” of all time, which leans more into the mysterious / moody / ominous side of ‘80s synth than, say, a lot of the other soundtracks and pop-synth bands of the era. Some guitar, some synth, some standout bass guitar. Imagine a mishmash of John Carpenter and other moody (yet melodic) synth goodness mixed with a bit of guitar shredding from modern synthwave stuff like Carpenter Brut and you get something like “Sigma Stage 2”. At least, that’s the mental gymnastics my brain does when listening to this one!
It all really clicks when the main riff kicks in roughly 15 seconds into the track. That main hook floored me the first time I heard it as a kid, and listening today it still hits me hard! But, this is just ONE of like a hundred all-time-greats tucked inside the MMX series. Get ta listening!
Kellen Haney (Capcom USA Community & Social Media Specialist)
Favorite Mega Man X track: “Our Blood Boils” – Mega Man X7, Composed by Teruo Konishi
One of the friendly jabs I’ve liked to take at Mega Man X games over the years is that the music is made up entirely of electric guitar solos. That’s totally untrue, of course, with a wide variety of musical styles and instruments on display throughout the entire series as it advanced from beloved 16-bit tunes into the 32-bit era and beyond, and it’s a common thread throughout the 21XX saga that many of the most memorable tracks have a cohesive feel to them that complement the stage they’re featured in.
Armored Armadillo’s eclectic jazz-pop-rock mix booms as you dive through caves on out-of-control minecarts, while the deep, forlorn baselines that permeates Sigma’s and Doppler’s fortresses and Gate’s laboratory speak to the greater struggle that X and Zero face in their mission. The jungle beats of Web Spider’s stage add to the feeling of being tangled up in a dense woodland, and the chaotic strings that play as you plunge through the caverns Blaze Heatnix calls home remind you of the terrifying foe you’re about to face.
One of the most consistent themes, however, has been what you hear when you run afoul of Sigma as he makes his return time and time again. To me, nothing quite captures that feeling that you’ve reached the end like “Our Blood Boils,” the track that accompanies the Sigma fight in Mega Man X7. The moment that high-energy guitar kicks in, you know that you’re in for a truly challenging battle. Considering the theme, perhaps Sigma was a heavy metal singer in another life. The guitars and synth combine in a way that makes the music sound like it’s both encouraging you and attacking you at the same time, resulting in a frenetic track that keeps you on your toes. Added bonus: There’s an electric guitar solo. Some things never change.
Toshihiko Horiyama (Capcom Japan Audio Team & Mega Man X “Password” + Mega Man X4 Composer)
Listening to the Mega Man X4 songs again, I realized that every last one of them sounds really dense – not “bold and exciting”, per se, but just rich walls of sound. I’d forgotten what it was like to create music like that. Especially the final tracks like the “Sigma” themes; those two were as thick as arctic ice. Just what state of mind was I in when I composed those? There are some super harsh and dissonant sounds in there, but I’m sure I was laser-focused on my work, pounding intensely away with both hands on my electronic keyboard. Sigma must’ve inspired me to put those sounds in himself. He likes to tell people, “Tremble with terror, you are finished!” as I recall…
Janet Hsu (Capcom Japan Localization Director & “RE;FUTURE” vocalist / lyricist)
Favorite Mega Man X track: “Armored Armadillo Stage” – Mega Man X, Composed by Setsuo Yamamoto
Patrick was nice enough to invite me in since I wrote the English lyrics for and sang “RE;FUTURE feat. Janet”* on the Mega Man X Legacy Collection Soundtrack, so thank you, Patrick!
I think for my favorite tune I’m going to have to go old school and say that the “Armored Armadillo Stage” from Mega Man X is my favorite with the highway opening (also from MMX ) as a very, very close second. While the high-octane opening was a great way to set the tone for the rest of the brilliant soundtracks, it’s the jazz elements (diminished chords — yes…) in the Armored Armadillo stage that makes it really stand out in my mind. I love how it starts out all jazzy, then shifts into metal before seamlessly pulling off a wicked guitar solo and looping back to that jazzy first half.
My own, personal theory as to why this track is so extra is that the original composer knew that in order to get the Hadoken move, players would have to traverse this stage again and again, so it had to really shine. Because, honestly, most of my memories of the Armored Armadillo stage are of me jumping into that final chasm just before the Boss Room, lol.
As for “RE;FUTURE”, I used to play the X games until I had blisters on my thumbs, so it was a real honor to work on it. Unlike the other songs I’ve worked on for the Ace Attorney series, I was given Japanese lyrics this time around to adapt and sing. Therefore, one of the biggest challenges was how to convey the same content when the number of syllables required in each language was so different. I would often run into instances where the Japanese could convey what it needed to in one phrase while I needed to combine concepts from two phrases in order to make the words feel natural in the flow of the music while preserving what the Japanese was saying. And even after I had finished writing the lyrics, I found that some words worked better than others (some vowel sounds are harder to sing nicely at certain pitches, etc.) and had to bring out the thesaurus. But in the end, the recording went relatively painlessly. We recorded the melody line first and layered me singing the harmony line on top.
The mixing of this song was an interesting learning experience for me and Yasumasa Kitagawa. He had used some filters to get rid of the usual pops and noises (which is what you typically do), but when I listened to that initial mix, I was like, “Oh… where’d the final “s” in “arms” go…?” Turns out, the plug-ins he was using had erased some rather important final consonants from a number of words that we had to manually restore. It was something he hadn’t been expecting since Japanese doesn’t have closing consonants (apart from “n”) and certainly none that can make the difference between a singular “arm” and multiple “arms” as in English.
Finally, I just have to say that Kitagawa-san’s music is amazing fun to sing, but some of those jumps required some crazy vocal acrobatics! It’s been a while since I’ve had such a challenging song to sing that wasn’t from an opera. Yeah, operas. That was the other thing I discovered: pop singing is VERY different from classical singing, and I have had to find my “pop sound” as it were. I hope you like the results!
*Trivia side note: the title is “RE;FUTURE” with a semicolon because you can’t use a colon in a file name on a Windows machine, and Kitagawa-san wanted the title to be authentically Mega Man X style.
Patrick Kulikowski (Capcom USA Customer Service Representative)
Favorite Mega Man X track: “X vs. Zero” – Mega Man X5, Composed by Naoto Tanaka
Each Mega Man X soundtrack has earned its rightful place in the pantheon of amazing game music, so it’s incredibly difficult to pick just one favorite track.
I’ve drummed to my fair share of Mega Man X , Mega Man X3 , and Mega Man X6 tunes throughout the years, so some stand-outs include “Armored Armadillo”, “Spark Mandrill”, and “Storm Eagle” from Mega Man X. I also gotta hand it to the “Opening Stage” themes in Mega Man X – Mega Man X4 for sending shivers down my spine and instilling in me the impetus to blast everything in my way .
“Overdrive Ostrich Stage” from Mega Man X2 feels like an extended guitar solo, which increased my enjoyment of popping “wheelies” (“hoveries?”) with the jet bike, and “Crystal Snail Stage” gives me all the feels with its heavily emotive guitar melodies. I also love how“Gravity Beetle Stage” from Mega Man X3 solidifies itself as an instant classic within the first few seconds with its super-catchy guitar hook. “X vs. Zero” from Mega Man X5 takes the cake for being one of the hypest Mega Man boss tracks of all time; when the guitar riffage, bass licks, double bass kicks and orchestral hits graced my TV speakers, I knew I was in for a REALLY climactic battle.
One final shoutout to Akemi Kimura’s “Sigma 2” from Mega Man X6, which fuses the Sigma boss themes from Mega Man X + Mega Man X2 into one incredibly furious arrangement. DAYUM!!
Tim Turi (Capcom USA Brand Manager)
Favorite Mega Man X track: “Spark Mandrill Stage” – Mega Man X, Composed by Makoto Tomozawa
I fell madly in love with Mega Man X from the moment I saw a postage stamp-sized screenshot of X fight the Thunder Slimer mid-boss in an issue of Game Informer. After that I mowed enough lawns to buy a Super Nintendo, get the game, and the rest is wall-jumpin’ history.
The overall Mega Man X music has all the catchiness of the classic 8-bit Mega Man games, but with a borderline heavy metal edge that masterfully suits the game’s darker tone. Spark Mandrill’s stage theme hits on all cylinders from the word “Ready”. A wailing melody, galloping bassline, and aggressive percussion greet X as he infiltrates the electric primate’s deadly lair. The experience feels so appropriately bad-ass that you don’t even realize that the feeling is evoked with a tight, sub-one minute loop. So efficient!
To me, Spark Mandrill’s theme is the perfect encapsulation of Mega Man X’s key vibe: determination and adventure. The melody takes you for a ride of ups and downs while the reliable bass and drums keep the pace moving ever forward. It’s a spark that lights a fire in my soul!
Roll out, Maverick Hunters! Join the heroic tales of X, Zero, and Axl as they battle their way across eight futuristic adventures with Mega Man X Legacy Collection 1 and 2 , out now for PlayStation 4, Xbox One, Nintendo Switch, and PC!
Initially announced as part of Mega Man’s 30 th Anniversary celebration, all eight classic Mega Man X games are now available on modern consoles via two collections, with Mega Man X Legacy Collection bringing together Mega Man X, X2 , X3 , and X4 , and Mega Man X Legacy Collection 2 featuring X5 , X6 , X7 , and X8 ! In North America, fans can also grab a console bundle at retail for $39.99 that includes a disc for each collection on Xbox One and PlayStation 4. For Nintendo Switch, the pack will include a cartridge with the first collection and a digital download voucher for the second collection.
Compared to the colorful and cartoonish tone of the classic Mega Man games, the world of Mega Man X takes on a more mature vibe in a future roughly 100 years after the events of the original Mega Man saga. Keeping the vibrant stages and rock-solid gameplay that the classic platformers are known for, the future of 21XX introduces Dr. Light’s final and greatest creation, a robot named X. Building on the abilities of his predecessor, X is able to cling to walls to jump to greater heights, dash, and equip unique armor pieces that augment his combat and movement capabilities.
Eight action-packed adventures span X’s journey from a B-Class novice Maverick Hunter to an S-Class pro, with the addition of the cool and collected Zero and the hot-headed Axl as playable characters in later entries. Several visual filter options are available for Mega Man X through Mega Man X6 as well. With multiple resolution options, crisp, clean sprites are at your fingertips, and you can also apply smoothing or CRT filters to bring back those memories of sitting too close to the TV from the 16-bit and 32-bit days. The 3D visuals of Mega Man X7 and X8 have also received an HD upgrade, providing sharp, improved visuals for both games.
On top of that is the new X Challenge Mode , with Volume 1 included in Mega Man X Legacy Collection and Volume 2 included in Mega Man X Legacy Collection 2! This exciting mode pits X against pairs of classic Mavericks. Take three boss weapons with you into battle, or defy the odds with a buster-only run! Even the most die-hard X fans will have their skills put to the test, and even the least threatening Mavericks can surprise you when they’re teamed up together. Are you an S-Class Maverick Hunter? With additional online leaderboard support, you’ll be able to compare your best time and see how you stack up!
Both collections include The Day of Σ, a video originally included with Maverick Hunter X that sheds light on the origins of series antagonist Sigma and the rise of Mavericks while exploring the events that take place directly before the start of Mega Man X. Also included are vintage trailers; a gallery of various art; a music collection for all four games in each collection along with brand-new songs made specifically for Mega Man X Legacy Collection 1 and 2 ; and a gallery of toys, promotional items, and other products featuring X and company from over the years.
Mega Man X Legacy Collection 1 and 2 are available digitally on PlayStation 4, Xbox One, Nintendo Switch, and PC for $19.99 each, and as part of a retail bundle in North America for $39.99. For even more Mega Man goodness, check out Mega Man Legacy Collection 1, available on PS4, Xbox One, Nintendo Switch, Nintendo 3DS, and PC, and Mega Man Legacy Collection 2, also available now for PS4, Xbox One, Nintendo Switch, and PC.
Don’t forget – the one and only Mega Man will be making his triumphant return this year when Mega Man 11 launches in October 2018! For all the latest news, follow the official Mega Man account on Twitter and Facebook .
Ah, summertime. There’s nothing quite like the great outdoors, is there? You can join the Metalls as they sing campfire songs, roast s’mores by the fire of encroaching flame walls, and dodge mechanical spiders while you narrowly avoid being grilled on hot plates. Turns out camping is a little different when Torch Man is around!
For our last update we revealed Blast Man and his volatile theme park , but the surprisingly cool-headed Torch Man trades out the densely packed corridors of an abandoned movie studio for a lush forest and campsite that he’s turned into his personal training grounds to hone his “Fist of Fire” technique. The dense foliage may seem like a pretty unusual choice for a robot whose shoulders are quite literally ablaze, but before Torch Man turned evil, he used to teach campers about fire safety. What irony!
Starting at the edges of a campsite, your idyllic walk in the woods is quickly interrupted by the many robots littering the forest. With enemies both out and about under a twilight sky and hiding away in tents propped up along your path, you’ll have to watch your step navigating the platforms and perils scattered around the stage. Further complicating things are heavily forested areas, preventing even the faintest moonlight from shining through and making platforms impossible to see. Fortunately, some friendly-looking lantern-shaped owls can help light your way, making it easier to see where you’re headed. How helpful! Unfortunately, they also attempt to drip fiery globs of gas on to Mega Man, making it that much harder to get where you’re going. How… awkward.
About halfway between you and your mission to douse Torch Man is an idyllic scene of Metalls gathered around a bonfire. It’s interesting seeing so many of them not hiding under their helmets – maybe they’re only shy when Mega Man is nearby. The peaceful scene is quickly shattered by Sparkey, a flaming turkey that’s so fired up, the blaze on its back will absorb your Mega Buster shots! Erratically jumping around the arena, this flaming fowl lays eggs that hatch into smaller robots, so you’ll have to watch your feet and put the Speed Gear to good use while focusing fire – or rather, attacks – on its vulnerable areas. Once this mid-boss has cooled off a bit, unleash everything you’ve got to roast it for good.
There’s a lot more to Torch Man’s stage as well, with devious mazes to navigate and tricky platforms standing in your way as walls of flame bear down on you. If you’re starting to feel the heat, Rush is just a button press away! Use Mega Man’s faithful robot canine to bounce up and away from difficult enemies, and activate the Speed Gear to give yourself a bit of extra time so you don’t wind up charbroiled.
When you finally catch up to Torch Man, the woods ablaze behind him (nobody told him only he can prevent forest fires), you’ll have to deal with much more than a bit of fire here and there. Torch Man is surprisingly nimble, showing that he’s not just a disciple of fire, but a “Torch-jutsu” martial arts master as well! Time your jumps and slides well to dodge fireballs and maneuver your way around Torch Man’s red hot kicks while getting attacks in. Don’t drop your guard, or else you might find yourself at the mercy of this Robot Master’s fiery spirit when he loses his temper.
Stamping out Torch Man will grant you Blazing Torch, a weapon that diagonally fires a ball of red-hot fire into the air! Just like the Robot Master this weapon comes from, each flaming ball comes crashing back down as a searing projectile, reminiscent of Torch Man’s blazing kicks. Using the Power Gear, you can supercharge the move to turn up the heat and fire off three projectiles at once!
Aside from being a powerful weapon in its own right, Blazing Torch has plenty of other uses, too. You’ll get to try for yourself when Mega Man 11 comes to PlayStation 4, Xbox One, Nintendo Switch, and PC on October 2 nd ! Pre-order now to receive a suite of eight alternate instrumental music tracks for each Robot Master’s stage.
For more updates on the Blue Bomber, check out the Mega Man Twitter and Facebook pages, and head over to the official website to preorder Mega Man’s newest adventure.
San Diego Comic Con 2018 is just around the corner, taking place at the San Diego Convention Center from July 19-22 in San Diego, CA! Stop by the Capcom booth (Hall A, Booth #215) for some of the latest demos and signings. Be sure to attend our four exciting panels taking place in Room 6BCF!
Demos
Resident Evil 2 (Available January 25, 2019) – Once again, enter the survival horror when Resident Evil 2 comes to PlayStation 4, Xbox One, and PC! Raccoon City has been rebuilt from the ground-up to offer a new gameplay experience in a hauntingly familiar environment. Be one of the first to play this highly anticipated remake, with a demo featuring Leon S. Kennedy as he explores the Raccoon City Police Department.
Mega Man 11 (Available October 2) – Get equipped with classic gameplay combined with fresh new abilities in the Blue Bomber’s new quest! Play through Block Man’s colorful and challenging stage in Mega Man’s latest adventure crafted by a veteran development team at Capcom, and utilize the new Double Gear System to enhance Mega Man’s abilities in a fun new way. Mega Man 11 is coming to PlayStation 4, Xbox One, Nintendo Switch, and PC later this year.
Mega Man X Legacy Collection 1 + 2 (Available July 24) – The world of Mega Man X is at your fingertips with eight futuristic adventures featuring X, Zero, and Axl battling against Mavericks, high-tech robots gone bad. Check out all eight games ranging from 16-bit to 32-bit and beyond, and test your skills in the new X Challenge mode, pitting X against pairs of Mavericks ahead of next week’s launch on PlayStation 4, Xbox One, Nintendo Switch, and PC!
Panels
Date
Time (PT)
Room
Content
7/19 (Thursday)
3:30-4:30pm
6BCF
Mega Man 30 th Anniversary
7/20 (Friday)
11:30am-12:30pm
6BCF
World of Capcom
7/20 (Friday)
12:45-1:45pm
6BCF
Resident Evil Video Games
7/20 (Friday)
2-3pm
6BCF
Build Powerful Characters Featuring Street Fighter
Mega Man 30 th Anniversary – Celebrate 30 years of the Blue Bomber with the talented developers veterans from Capcom. Producers Kazuhiro Tsuchiya (Mega Man 11) and Nonaka Daizo (Mega Man X Legacy Collection 1 + 2) discuss their exciting work on the iconic side-scrolling series in a panel moderated by Capcom’s Tim Turi. Get equipped with behind-the-scenes insight on the brand-new Mega Man 11 and other recent titles. The festivities will include trivia, prizes, and more.
World of Capcom – If you have played video games at all in the last thirty years, chances are you may have played a game from Capcom. Think Resident Evil, Street Fighter or even the latest hit Monster Hunter World. Capcom continues to develop original and exciting game franchises for next generation game consoles. Come sit with the team from Capcom and learn about what is coming next!
Resident Evil Video Games – You have once again entered the world of survival horror. Hear from the producer (Yoshiaki Hirabayashi) and staff of the recently announced Resident Evil 2 on how Capcom reinvented a celebrated classic 20 years later. Get an exclusive behind the scenes look at Leon Kennedy, Claire Redfield, the Raccoon City outbreak and a few other surprises you won’t want to miss. Cosplay is encouraged.
Building Powerful Characters Featuring Street Fighter – Celebrating 30 years as the iconic fighting game franchise, Street Fighter features a cast of characters with something for everybody. In this very special event perfect for curious new challengers and seasoned champs alike, Capcom staff from the US and Japan will give you an exclusive peek behind Street Fighter V: Arcade Edition.
Signings
We have quite a few signings this year at San Diego Comic Con! While most signings will take place at the Capcom booth, there are a few at other locations. Please refer to the table below for all the information you’ll need to make sure you have room in your schedule to attend.
Date
Time (PT)
Booth
Series
Guest
7/21 (Thursday)
10-11am PT
Loyal Subjects
Mega Man 11
Producer Kazuhiro Tsuchiya
7/19 (Thursday)
11am-12pm
INNEX
Street Fighter V: Arcade Edition
Executive Producer Yoshinori Ono
7/19 (Thursday)
2-3:30pm
Capcom
Street Fighter V: Arcade Edition
Executive Producer Yoshinori Ono
7/19 (Thursday)
5:30-6:30pm
Capcom
Mega Man 11
Producer Kazuhiro Tsuchiya and Producer Daizo Nanoka
7/20 (Friday)
10-11am
nWay
Street Fighter V: Arcade Edition
Executive Producer Yoshinori Ono
7/20 (Friday)
10:30am- 11:30am
Capcom
Mega Man 11
Producer Kazuhiro Tsuchiya
7/20 (Friday)
12:30pm-1:30pm
Capcom
Mega Man 11
Producer Kazuhiro Tsuchiya
7/20 (Friday)
12:30pm-1:30pm
Man of Action
Mega Man: Fully Charged
Steve Seagle and Joe Casey
7/20 (Friday)
2:30-3:30pm
Capcom
Resident Evil 2
Producer Yoshiaki Hirabayashi
7/20 (Friday)
11am-12pm
3-4pm
Storm Collectibles
Street Fighter V: Arcade Edition
Chief Designer Kiki
7/20 (Friday)
4-5pm
Udon Entertainment
Mega Man 11
Producer Kazuhiro Tsuchiya and Producer Daizo Nanoka
7/20 (Friday)
4:30-6pm
Capcom
Street Fighter V: Arcade Edition
Executive Producer Yoshinori Ono
7/21 (Saturday)
11:30am-1pm
Capcom
Street Fighter V: Arcade Edition
Executive Producer Yoshinori Ono
7/21 (Saturday)
2-3pm
Udon Entertainment
Street Fighter V: Arcade Edition
Executive Producer Yoshinori Ono
7/21 (Saturday)
2-3pm
Capcom
Resident Evil 2
Producer Yoshiaki Hirabayashi
7/21 (Saturday)
11am-12pm
3-4pm
Storm Collectibles
Street Fighter V: Arcade Edition
Chief Designer Kiki
7/21 (Saturday)
4-5pm
Cryptozoic
Street Fighter V: Arcade Edition
Executive Producer Yoshinori Ono
7/21 (Saturday)
4-5pm
Capcom
Street Fighter V: Arcade Edition
Michael T. Coleman (Voice Actor for Cody)
Phew, that’s quite the lineup! We’ll see you at San Diego Comic Con in Hall A, Booth #215!
It’s been a while since we’ve talked about the PC version of Monster Hunter: World… but now we finally have some news to share:
First up, let’s answer the big questions, where and when you’ll be able to play the PC version of Monster Hunter: World. It’ll be available on Steam on August 9 th.
You can already head over to the Steam page to pre-order your copy, which means you’ll also get the pre-order exclusive Origin Armor Set and Fair Wind Charm. And to help you plan for next month’s release, here is the list of minimum and recommended specs for the game:
RECOMMENDED
OS
WINDOWS® 7/8/8.1/10 (64-BIT required)
CPU
Intel® Core’ i3 8350 4GHz or Intel® Core’ i7 3770 3.4GHz or AMD Ryzen’ 5 1500X
You’ll pay for the whole seat, but you’ll only need the edge – a new boss bursts onto the scene of Mega Man 11! Introducing Blast Man, a Robot Master with a flair for the theatric… and a taste for explosions. Lots and lots of explosions. This volatile ‘bot is no joke, so read on for what to expect from his stage and learn about newly revealed features for Mega Man 11 !
While Block Man’s stage has pitfall-riddled pyramids built around his ego, and Fuse Man’s stage takes place in a tricky power plant, Blast Man has a decidedly more… wait for it… explosive approach to the place he calls home. This Robot Master is clearly on a short fuse, and it shows in the design of his stage: the ruined remains of a theme park and movie studio hybrid that Blast Man has shaped into his personal playground. He’s added several personal touches, including a number of signs featuring himself as the star of “Blast Man Adventure.” It seems like Block Man isn’t the only one with a narcissistic streak!
Getting to Blast Man’s lair is certainly no walk in the park. New enemies such as fireball-launching foes and explosion-prone mini-bots are the least of your problems when you have to deal with volatile boxes littered about each room, just waiting for a reason to detonate. Familiar enemies like Sniper Joe make their return to try and foil players’ progress, threatening to turn this adventurous stage into a total blowout. Always seeming to show up in the most troublesome places, Sniper Joe’s shield is as strong as ever, but smart use of the Power Gear can help even the odds against this classic foe.
Just when you think things couldn’t get more off the rails, you’ll have to deal with a roller coaster ride of a mid-boss. Explosive mini-bots zoom around in rockets on rails, occasionally tumbling out when they’re upside-down – so much for proper safety precautions! You can’t damage the rockets with regular buster shots, so you’ll have to get creative as you dodge dive-kicks from the falling robots and jump over the out-of-control coaster.
Successfully dodging the bangs, booms, and bots of Blast Man’s stage will bring you to the Robot Master himself, whose short-fused nature is apparent by what’s left of the amusement park in the background. Taking cues from his bomb-tossing predecessors, Blast Man hops around the room while slinging explosives everywhere in his attempt to turn Mega Man into scrap metal.
When Blast Man has reached the end of his fuse, he pushes himself to the limit using the Power Gear! As you might expect from this explosion-loving robot, the Power Gear supersizes Blast Man’s bombs, giving them greater explosive force while his attack patterns become more erratic. You’ll have to be at the top of your game if you want to disarm Blast Man for good.
Your reward for defusing this volatile Robot Master is Chain Blast, a unique weapon that floats bombs across the screen that stick to enemies along the way. As the name suggests, you can chain together multiple bombs and detonate them all at once, or use the Power Gear to create massive explosives for even bigger blasts!
As you’re busy busting ‘bots in Mega Man 11, you’ll collect bolts dropped by enemies and scattered throughout each stage. Just like in past games, you’ll be able to use the bolts you’ve found to craft new items and upgrades at Dr. Light’s Lab thanks to the hard work of Roll, Auto, and Dr. Light himself. The aptly named Auto-Charge Chip shown above is just one of the many upgrades you can get equipped with throughout your adventure, including some icons that may look familiar to long-time fans.
When you want to take a break from the fight for everlasting peace, you can also check out a number of different challenges! The classic Time Attack mode drops players into Robot Masters’ stages, tasking them with completing individual stages as quickly as possible to make their mark on the leaderboards.
Balloon Attack mode is a unique take on Mega Man 11’s stages, removing all the enemies in stages in favor of colorful balloons that dot the landscape. It’s not all clowning around, though; you’re still working against the clock! As you make your way through stages, burst blue balloons as quickly as possible by using your Mega Buster or simply running into them. Every red balloon you burst and each blue balloon you miss along the way adds to your timer, so you’ll have to navigate stages carefully to get the fastest time possible. This mode is sure to put your platforming skills to the test, alongside a number of other challenging modes included with Mega Man 11 .
Hope you had a real blast reading up on the latest info for Mega Man 11! For more updates on the Blue Bomber, check out the Mega Man Twitter and Facebook pages, and head over to the official website to preorder Mega Man’s newest adventure, available on October 2.
Thank you for all your support of Street Fighter 30 th Anniversary Collection! We’ve received your feedback and have been hard at work on various improvements, which will be implemented Thursday, June 28 at around 10am PT.
PlayStation 4:
A matchmaking filter has been added. Users will now be able to select the minimum connection strength for opponents to match up with online
Lobby issues have been improved
Akuma is no longer playable in Ranked Mode for Super Street Fighter II Turbo
Street Fighter III: New Generation and Street Fighter III: 2 nd Impact – Giant Attack now output sound in stereo
Various localization improvements
Xbox One:
Akuma is no longer playable in Ranked Mode for Super Street Fighter II Turbo
Street Fighter III: New Generation and Street Fighter III: 2 nd Impact – Giant Attack now output sound in stereo
Various localization improvements
Note: The Xbox One version of Street Fighter 30th Anniversary Collection currently uses Microsoft’s system for optimizing matchmaking for users with strong signals. Therefore, a matchmaking filter was not implemented
Steam:
A matchmaking filter has been added. Users will now be able to select the minimum connection strength for opponents to match up with online
A fix for direct input controllers where some users were unable to use diagonal movements
Akuma is no longer playable in Ranked Mode for Super Street Fighter II Turbo
Street Fighter III: New Generation and Street Fighter III: 2 nd Impact – Giant Attack now output sound in stereo
Switch (July 30 at 5pm PT):
Akuma is no longer playable in Ranked Mode for Super Street Fighter II Turbo
Street Fighter III: New Generation and Street Fighter III: 2 nd Impact – Giant Attack now output sound in stereo
Online matchmaking performance improvements to reduce lag
Various localization improvements
When June 28 comes around, you will need internet connection to download this patch. Once again, thank you for supporting Street Fighter 30 th Anniversary Collection !
Are you up to the X Challenge? We previously announced that all eight Mega Man X games will be coming to modern platforms via two collections: Mega Man X Legacy Collection, featuring Mega Man X, X2 , X3 , and X4 , and Mega Man X Legacy Collection 2, featuring X5 , X6 , X7 , and X8 . Both of these collections come with the new X Challenge Mode, pitting X against pairs of Mavericks out for revenge. We’ve got a brand-new video showcasing a handful of these match-ups for you, alongside an amazing sweepstakes opportunity no Mega Man fan will want to let pass them by!
Check out the video above for brand new info on X Challenge mode, including some of the tricky sets of bosses you’ll have to take down. Even the most seasoned Mega Man X players will have to step up their game to defeat these Maverick duos and settle the score once and for all.
Get equipped with both collections as soon as they’re available on July 24 th with a digital bundle pre-order ! Pre-orders on PlayStation 4, Xbox One, and Steam will receive a 10% discount, and PlayStation 4 pre-orders made through PlayStation Network will also receive a free Mega Man X Legacy Collection 1 + 2 theme.
In North America, fans can also pre-order a packaged bundle for consoles for $39.99 in a combo pack that includes a disc for each collection on Xbox One and PlayStation 4. For Nintendo Switch, the pack will include a game card with the first collection and a digital download voucher for the second collection. For participating retailers, click here .
We’re also announcing a unique opportunity for Mega Man fans in the United States; the Mega Man 30 th Anniversary Sweepstakes, providing one lucky winner with a trip to Japan to get hands-on time with Mega Man 11 before it’s released, meet the Mega Man development staff, and visit the biggest video game event in Japan, Tokyo Game Show 2018!
Check out the link above for sweepstakes rules and details on how to enter. For all the latest on Mega Man, follow official Mega Man channels on Twitter , Facebook , and Instagram !
The results are in, and it’s time to announce the winners of our “Get Equipped” art contest! We had over 240(!) entries for the contest, and it was incredibly difficult to whittle things down to four final selections from dozens of amazing art pieces. We asked artists to imagine what the Blue Bomber would look like if his appearance changed in past games when he swaps to a defeated Robot Master’s weapon, just like it does in Mega Man 11. The talented Mega Man art community didn’t disappoint!
A mega thank you to everyone who took the time to submit an entry! Read on for our four winners, as well as some special commentary from two members of the development team for Mega Man 11: Yuji Ishihara , Art Director and Character Designer, and Ryuji Higurashi , Character Designer!
Let’s get started with our four winners, listed here in no particular order:
There were a handful of Gravity Man entries, but this one stood out by incorporating Gravity Man’s design into Mega Man’s helmet while keeping his appearance recognizable. It also acts as a great showcase of how Gravity Hold works and just feels very well thought-out.
Yuji Ishihara: Gravity Man’s design is brilliantly incorporated into Mega Man’s helmet. The lines you’ve used to show movement help accentuate the gravity sensation, too!
Ryuji Higurashi: The “mecha” aspects are really cool! Why won’t Roll let him take it easy for a bit? Haha!
Top Man also received a few different entries. This art really stood out by blending Mega Man’s iconic design with Top Man’s aesthetics, telling you exactly which weapon he’s using at a glance with the top built right in to Mega Man’s helmet. We love the pop-out jets that help him spin!
Yuji Ishihara: You’ve really put some thought into showing how Mega Man will spin at top speed. This is one of the best parts about designing robots, isn’t it?
Ryuji Higurashi: The tires on Mega Man’s feet sure will come in handy when he’s running!
This one’s unique, since the Lead Bubble shooter is attached to Mega Man’s arm instead of coming from his Mega Buster. It makes sense for underwater functions! The flippers and mask are nice nods to Bubble Man’s design, and the red gem replacing the protrusion on Mega Man’s helmet brings it all together.
Yuji Ishihara: The general rule for weapon changes is that only Mega Man’s buster and helmet change, but the fins really suit this look. Both his face and the overall look are cute.
Ryuji Higurashi: Roll is cute! Bubble Man isn’t able to walk in water, but will the same hold true for Mega Man in this form?
Sword Man was a popular choice and had a number of entries, but Taitotu’s design stood out for many of the reasons outlined above. Retaining Mega Man’s recognizable appearance while adding Robot Master details to the design, it’s a great blend of Sword Man’s appearance combined with Mega Man’s recognizable style.
Yuji Ishihara: That’s the pose! The fact that the back of his helmet is rounded shows that Mega Man, not Sword Man, is the base of your design.
Ryuji Higurashi: Mega Man is in the exact same angle as he was in Mega Man 8. I really like this design!
***
Thank you again to everyone who sent in your incredible art and designs. It’s always amazing to see what the Mega Man art community comes up with! While there were only four winners for this contest, there are tons of great artists out there in the Mega Man community. Midnite has compiled a Twitter Moment with dozens of artists who have posted their entries to Twitter, so be sure to check it out!
With the Blue Bomber making his triumphant return, I hope you’re all looking forward to all the new ways that Mega Man will change up his appearance when Mega Man 11 comes to PlayStation 4, Xbox One, Nintendo Switch, and PC on October 2nd! Fight on – and keep creating great art – for everlasting peace.