Return to Raccoon City with Resident Evil 2, out now
Jan 25, 2019 // Kellen Haney
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Brands: Resident Evil
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Hello Street Fighter fans!
We’re excited to reveal a brand new Street Fighter esports tournament for 2019: the Street Fighter Pro League – USA, a new teams-based series featuring a mix of seasoned pros, newcomers, and fan favorite players battling it out in Street Fighter V: Arcade Edition.
Street Fighter Pro League presents a unique opportunity to compete in a new 3-on-3 tournament series outside of the Capcom Pro Tour (CPT). We want to provide a fresh take on the format by adding new layers of strategy and drama and we hope fans will enjoy the series. We’ll be paying close attention to fan feedback to incorporate it into future seasons of the League.
As we announced at Capcom Cup 2018, CPT will return for 2019 so fans can continue to expect the best high level Street Fighter V: Arcade Edition singles competition.
How the North American Street Fighter Pro League will work:
Six teams comprised of three players each will compete over the course of two seasons to determine who will take home the first North America Pro League Championship. Each team will include a captain chosen from the top ranked players from the CPT 2018 North American leaderboards .
Online qualifiers will be held to fill the second slot of each team, with the third slot comprised of players voted in by the community. At the beginning of each season, captains will draft players to their teams and they’ll need to consider who they pick wisely to create the winning combination because the format of the League will be slightly different than traditional Street Fighter teams tournaments.
The League will introduce a “character ban” feature. At the start of each match, teams will have the opportunity to ban one character for the entirety of the match. Players must also choose different characters from their teammates for the duration of the match. The goal is for the teams to strategize the matchups in and out of game by working more closely as a team, especially if the best player may not necessarily get to play their best character exclusively.
Kicking things off
The first season is expected to begin in April 2019 with tournaments airing every Thursday through May. The finale will take place in June. The top two teams from season one will roll into season two.
The second season kicks off with the Draft in the Fall and runs through November, culminating in the first North American Pro League Champion.
Keep an eye out on details for the online qualifiers and community vote-in process in the coming weeks here, and follow us on Twitter and Facebook for updates on the Street Fighter Pro League.

Demons and zombies will invade San Antonio, Texas when Capcom arrives at PAX South 2019 from January 18-20 at booth #11864! In addition to action-packed demos, we also have a photo booth this year where you have the chance to win copies of some of our games!
Demos
Photo Booth
We have a special photo booth this year to celebrate three beloved series of ours that are making their way to new platforms this year! We’ll have props and backgrounds for you to choose from, so stop on by to show your love – and to win prizes, of course.
The best news? You can win a digital copy of one of these games by participating in the photo booth! Here’s how:
We hope to see y’all at PAX South 2019!

Who are ‘ya? What are you doing here? If you’re looking for info on the Resident Evil 2 “1-Shot” Demo, look no further! With the demo out in just a few days on January 11th, we’ve got fresh new details on what to expect from this unique slice from the full game.
Sorry ‘bout all that, thought you were one of them. You can never be too sure with what’s left of the once bustling Raccoon City. With the living dead shuffling about and even the supposedly safe Raccoon City Police Department, or R.P.D., being overrun by terrifying monsters, nowhere feels safe anymore. As rookie police officer Leon S. Kennedy, you’ll be setting foot into a reimagined R.P.D. station not only to seek shelter and figure out why none of your co-workers are calling you back, but also to find a way out of the nightmare that’s unfolding in front of you.

Leon’s welcoming party may have been cancelled, but your escape from the police station has just begun. Similar to the demo that we’ve had at various events since the game was first unveiled at E3 in 2018, you’ll be able to explore the R.P.D. as you like… but you’ll be on a time limit. Once those thirty minutes are up, so is your demo! Fortunately, you can continue if you die, or if you complete the mission objective. However, just like in real life, you can’t turn back the clock and you won’t be getting back the time you lost, so use what time you have wisely.
Play quickly and carefully if you want to see the end of the demo, and be sure to pick up any useful items you see laying around while conserving your ammo. It may be tempting to try and defeat every zombie that stands, or crawls, in your way, but sometimes it’s better to use a few bullets to make an escape route than empty a clip on a monster that refuses to stay dead.

No matter how your demo ends, you’ll get to see a brand-new trailer exclusive to the demo when it’s done, giving you another taste of what to expect from Resident Evil 2 in just a few weeks. Pre-order now , and you’ll be all ready to play as soon as the game is available! You’ll also score some bonus “Samurai Edge” handgun models to use in the full game when you pre-order (please check with your retailer about this offer).
If you’re ready to survive in style, you can also grab the Deluxe Edition , which includes a DLC Pack with bonus costumes for Leon and Claire, an additional “Samurai Edge – Albert Model” handgun, and a retro soundtrack swap that switches the music out for tracks from the original game.

No matter how you choose to play, get ready for the demo coming to PlayStation 4, Xbox One and Steam on January 11th, then prepare to once again enter the survival horror when Resident Evil 2 comes to PlayStation 4, Xbox One, and Steam starting January 25th!

Capcom Cup 2018 is now complete with the spotlight being shifted to the future. But with every light comes a shadow. Kage, the Embodiment of the Satsui, rises as the newest character and the beginning of the next season in Street Fighter V: Arcade Edition !

The Satsui no Hado is a dark force tied to the more sinister aspects of the human soul, including the hunger to survive, destroy, and conquer. Those who learn to control it become nearly unstoppable, but at the cost of their humanity. Akuma is one of these beings. In the past, Ryu was constantly struggling with keeping the Satsui no Hado at bay. If he was hypothetically unable to control it, Evil Ryu would manifest and bring a dark obsession to the otherwise peaceful Ryu. However, after the events of Street Fighter V: Arcade Edition, Ryu was able to overcome the Satsui no Hado’s temptation to ensure Evil Ryu would never see the light.

However, the Satsui no Hado living within Ryu became sentient and would rise as the entity known as Kage, meaning “shadow” in Japanese. Kage lives to prove Ryu is nothing without him and seeks to challenge Akuma and Sagat, two of Ryu’s most notorious rivals. Will Ryu succumb to Kage’s schemes?

Kage’s move set may resemble Evil Ryu’s, but the embodiment of the Satsui no Hado has his own twist on the abilities you may be expecting.
Hadoken – Kage’s Hadoken sees him emitting energy from his palm, but doesn’t create a traditional fireball, at least in the grounded version. The airborne version of Hadoken emits a fireball horizontally in the air.
Shakunetsu Hadoken – Similar to Akuma’s “red fireball,” Kage gathers energy in both fists and sends the projectile full screen.
Shoryuken – Kage wouldn’t come from Ryu if he didn’t have this iconic move!
Kurekijin – Kage jumps off the ground and rotates only once to deliver a single kick. Kurekijin can also be used in the air.
Ryusokyaku – Similar to Evil Ryu’s “Axe Kick” where he lifts his leg in an arcing motion and slams it down on the ground.
V-Skill: Senha Kassatsu – Kage gathers energy into his fist and lunges forward to punch the opponent. Senha Kassatsu has armor and can be charged for a more devastating blow.

V-Trigger I: Taigyaku Mudo – In this two-bar V-Trigger, Kage unlocks Ashura Senku, a teleport move that is performed by pressing HP+HK. Ashura Senku can be used on the ground and in the air as an air dash, which opens up multiple mix-up options and flashy combos. Taigyaku Mudo also improves Kage’s V-Skill so that he can now combo into it while the fully charged version will crumple the opponent.

V-Trigger II: Rikudo Osatsu – In this three-bar V-Trigger, Kage unlocks Misogi, a move that sends him into the skies before crashing down on the opponent by pressing HP+HK. Misogi can be cancelled into by a number of normal and specials, including blocked sweeps, which makes it a pressure monster.

Critical Arts:
Metsu Shoryuken – Ryu’s iconic super from previous games lets everyone know that Kage is indeed a part of Ryu. Kage does a devastating upper cut that ends in a flash full of red.

Shun Goku Satsu (V-Trigger II only) – Kage wouldn’t be the Satsui no Hado without having the Shun Goku Satsu! While only available in V-Trigger II, Kage’s version of the Raging Demon can be used to end particular combos with his signature red gracing the screen afterwards.

Kage’s Story Costume resembles a wilder version of Evil Ryu complete with the burned hole in his chest. Kage’s hair is grown out, his gi is on his torso instead of draped around his waist, and a large rope holds it all together.
On the other end of the spectrum, Kage’s Battle Costume is bright, ornate, and regal. Perhaps this is what Kage envisions himself as at the height of his power?
Kage is available for MSRP $5.99/€5.99/£4.99 or 100,000 Fight Money on December 16 along with battle balance changes and new moves for certain characters!
Kage is only the beginning of the next season of Street Fighter V: Arcade Edition! We’re doing things differently this year, so we’re eager to share the details with you soon! Thank you for all the continued support. We can’t wait to show off what’s next in 2019!
Make sure to follow Street Fighter on Twitter and Facebook for all the latest updates!

During Capcom Cup 2018, the newest character Kage was revealed alongside a new season of balance updates for every character. Take a look at the patch notes for the update on December 16, which includes developer notes on why certain changes were made.
GENERAL
Developer Notes: Crush Counters were adjusted as a part of the Season 3 adjustments, but as a result this lead to a decrease in risk for invincible moves, so this time around we’ve made adjustments based on that. For moves such as the EX Shoryuken that are invincible from 1F, and have counter-hit status until the end of the move, when blocked they will be subject to taking more damage upon counter-attack. Only the first hit will deal 1.2x damage, but depending on the move used to start the punish, it could lead to a very damaging punish.
Regarding moves with armor, considering that the number of armored moves is increasing while there aren’t very many armor break moves in the game, we’ve changed it so that a character can be KO’ed if their vitality drops below zero even during an armor absorb. As a trade-off, we’ve adjusted it so that the damage dealt to armored moves is reduced.
There was a large discrepancy in characters who could take advantage of the V-Trigger activation invincibility window, as well as the invincibility time or presence thereof, so we’ve made changes to make it more universal across the board.
Also, in regards to moves that trigger a Crush Counter, the amount of V-Gauge meter gain was adjuster overall taking into consideration the ease of inducing a Crush Counter and the strength of the return.
RYU
Developer Notes: Ryu is a standard character with a complete moveset, however it was difficult to see his character strength. In order to bring out his characteristics, we’ve buffed moves such as his Hadoken and C.MK, making it easier for him to control the match at the mid-range.
The command for Jodan Sokutou Geri was originally determined for ease of use, however as there were inconveniences such as unintended inputs and certain moves being difficult to use, we’ve changed the inputs.
We’ve also adjusted the ease of use of his combo parts for his overall performance.
KEN
Developer Notes: Unlike Ryu, Ken is an aggressive character who likes to drive his opponents into the corner. To better take advantage of that characteristic, we’ve increased his corner-carry abilities from mid-screen, and increased his combo damage on hits in the corner.
The hitbox on H Tatsumaki Senpukyaku have been reduced, but not to the point where it will affect the normal usage of the move. S.HP has been adjusted to allow for combos with a great deal of corner carry.
EX Tatsumaki Senpukyaku has been adjusted to better hit crouching opponents, giving you stable returns if you’re willing to spend a little meter.
Although the damage on L Tatsumaki Senpukyaku has been reduced, adjustments have been made so that all of the hits of H Shoryuken will connect off the corner juggle, so in this situation Ken gets an overall boost in damage dealt.
On the other hand, we’ve added a bit more risk to S.HK and Thunder Kick, as these moves tend to give him substantial rewards.
Additionally, we’ve increased the vacuum range of Shinryuken V-Trigger II, and increased the combo options on hit, leading to more opportunities for him to utilize it.
CHUN-LI
Developer Notes: We strengthened her ability to control the mid-range, making her into more of a character who excels at mid-range grounded combat.
We also adjusted the functionality of H Hyakuretsukyaku and EX Spinning BIrd Kick, reducing drops when used in combos and on anti-air hit.
She gains a new move in Souseikyaku, which can be performaned from Rankyaku. This increases her ability to surprise attack from long distance.
Also, the blowback from Rankyaku has been adjusted, which has a slight effect on her air combos.
NASH
Developer Comments: One of Nash’s unique traits is his ability to absorb his opponent’s EX gauge with Tragedy Assualt – as such, we’ve shortened the separation distance form the M and H versions on hit, allowing Nash to better keep up the pressure. Also, he can combo into M Tragedy Assualt from a mid-screen Justice Shell, increasing its versatility.
His V-Trigger II Stealth Dash, and the moves he can perform from it, have been improved overall.
As he can now cancel from Sonic Boom into activation, and with the improvements to Justice Corridor, there are a number of ways to really apply the pressure using VTII.
CAMMY
Developer Comments: Considering how continuously she can keep up the pressure, and her stun, we’ve adjusted the parameters for each of her special moves, and her defense. We believe this brings a balance to her risk/reward while keeping her sharp offensive flavor intact.
As Cammy’s C.LP was a bit too good as an in-close combo part, making her other L attacks useless, we increased the recovery.
M. BISON
Developer Notes: Up to now, his V-Skill Psycho Reflect has only been used against projectiles, so we’ve changed it so that if it stops a physical attack from the opponent, Bison will perform a quick physical attack of his own, allowing this move to serve as a mid-range counter attack.
Through adjustments such as reducing the recovery on EX Psycho Blast, making it more versatile, the opponent will have to be more aware of Bison’s various options, opening up new ways for him to deliver the explosive damage that makes him the threat that he is.
VEGA
Developer Notes: EX Crimson Terror has been changed to allow for additional actions after it hits, giving Vega the ability to do more damage off one chance.
It didn’t seem like there were many opportunities for Vega to score a Crush Counter from bare-handed C.HP, so we removed the CC aspect, and greatly changed the advantage on hit and block, making it useful for other situations.
We’ve also made a lot of changes to allow Vega to be more offensive, such as being able to cancel into Switch Claw from normal moves that use the claw, and improving the situation after hit for each of his special moves.
DHALSIM
Developer Notes: In close-range, Dhalsim can keep the pressure up using EX Yoga Flame into Jump MP -> Yoga Float even at mid-screen. Also, for long-distance battles, Dhalsim can now control the speed of EX Yoga Fire, giving him a versatile tool on both offense and defense.
We’ve also fixed the hurtboxes for each of his Drill Kicks, which didn’t line up with the visuals before.
ZANGIEF
Developer Notes: Zangief’s true power lies in getting in close and forcing the opponent to guess whether he’s going to attack or throw, but we felt it was difficult for Zangief to get to that point. As a result, we’ve adjusted each of his medium attacks and his V-Skill, giving him more options for getting in and playing his game.
We’ve also boosted the damage for each of his Screw Pile Drivers during V-Trigger II Cossack Muscle, increasing his damage output per opportunity.
KARIN
Developer Notes: S.HP was changed to trigger a Crush Coutner, but as her combos for normal S.HP hit and CC S.HP hit were radically different this made follow-up attacks difficult to confirm, and when using EX Seppo to combo, the following attacks in the combo ended up doing less damage – as a result we’ve removed the Crush Counter aspect.
Also, the recovery for Guren Resshu has been slightly reduced during V-Trigger I, making it a stronger choice for use during Guren Ken, and we’ve made it easier to hit ground combos when her V-Trigger II Yasha Gaeshi Tenchi connects. These adjustments have enhanced the strength of each of her V-Triggers.
R. MIKA
Developer Notes: Mika has been slightly weakened from the general adjustments, but as there aren’t any other major changes, she can be played the same as before.
BIRDIE
Developer Notes: We’ve readjusted the functionality of the unique moves Birdie uses to control the opponent. We’ve also increased the risk for having his armored special moves blocked, making him weaker defensively. Also, for V-Trigger II, we’ve reduced the number of V-Gauge blocks from 3 to 2, and increased the places where it can be activated, making it easier to use.
NECALLI
Developer Notes: Necalli’s moves are already extremely balanced, so there haven’t been any major changes. However since there wasn’t much usage for his Clouded Mirror during V-Trigger I, we’ve adjusted the functionality to make it easier to use in combos and for surprise attacks, further distinguishing it from V-Trigger II.
RASHID
Developer Notes: There was little variation in the special moves that Rashid used during the match, which took away from his character trait as having various kinds of movements. As such, we’ve reviewed the move parameters and the situation after the move ends, and enhanced the unique traits of his special moves, giving players more options to choose from.
His combo damage has been reduced from before, but by choosing the right move for the situation, Rashid can achieve even better results.
LAURA
Developer Notes: Adjustments have been made to increase the rewards for successful close-range mix-ups, which Laura is skilled at, with adjustments such as an increase of V-Gauge meter gain for her V-Skill and increase in damage for Sunset Wheel. The performance ability of both V-Triggers has been increased, which leads to an increase in the explosive damage Laura can do from the middle of the round onwards.
F.A.N.G
Developer Notes: With the addition of a new move, Nikyoushu, F.A.N.G’s ability to confuse and bewilder his opponent during footsies has increased. Another major change is that L Sotoja will now combo from C.LP, making it easier for him to counterattack.
Other adjustments have been made to improve the ease of usage for his unique toolset, giving him new movement methods he lacked before.
ALEX
Developer Notes: EX Air Knee Smash can now hit grounded opponents.
We’ve made adjustment to address the character weakness of Alex being able to do big damage, but it being difficult for him to keep things rolling.
Also, his V-Skill Overhaul can be canceled into from his EX special moves, and the Hard Hit benefits have been increased, which will lead to harder-hitting, flashier combos.
GUILE
Developer Comments: Guile’s ability to control the mid-range was a little too good, so his primary moves for mid-screen control have been weakened a bit. Primarily he’s getting more recovery on whiff, so Guile players will need to exercise more caution when trying to lock their opponent down.
Additionally, he can now cancel into V-Skill from his target combos which weren’t getting much use, and we’ve increased his combo options at mid-screen while giving him combos that can be used in the corner as well.
IBUKI
Developer Notes: Ibuki has been adjusted to reduce the bias in the space-control moves she uses at the mid-range. As such, her Tenrai and S.HK have been slightly weakened, so if Ibuki is careless in her usage of these moves she is at a greater risk than before.
On the other hand, we’ve reduced the pushback on hit for her C.MK, which did not see a lot of usage, which makes it easier for her to combo off it if she lands it on a retreating opponent or before their move comes out.
Considering the benefits she reaps upon successfully landing her V-Trigger II Fuma Shuriken – Haku, and in striking a balance with her VTI Rokushaku Horokudama, Ibuki will now be negative on block.
BALROG
Developer Notes: We have improved Balrog’s Dash Straight, which is one of his signature moves. When using it as a one-shot attack in the mid to far ranges, if your timing is good you can cancel into CA or further combo.
In particular, after the first hit of EX Dash Straight connects, he can transition into KKB – on regular hit he can combo into S.LK, and on counter hit he can combo into S.MP. Being able to confirm based on the condition can lead to some big rewards.
Considering its highly-versatile usage in combos, footsies, pressure, etc., we’ve slightly decreased the meter gain for Buffalo Swing.
JURI
Developer Notes: Compared to her VTI, there weren’t many places where Juri could active her VTII Feng Shui Engine beta, so we changed it so that she can cancel into it from each of her special moves, same as VTI. Also, as it enables juggle hits, this leads to combos that aren’t possible in VTI.
We’ve also improved her H Tensenrin to be better for anti-air. Basically, she can be played the same as before.
URIEN
Developer Notes: We’ve improved the functionality for his forward-moving attack moves, giving him more opportunities to go on the offensive.
We’ve greatly reviewed the functionality of his Quarrel Kick, which did not see a lot of usage in footsies – it no longer triggers a Crush Counter, giving him chances to combo from it even on a normal hit.
For his VTII Tyrant Blaze, we’ve made adjustments to the armor duration and number of hits for the max charge version as well as the V-Skill version, making it easier to use.
AKUMA
Developer Comments: We’ve changed the normal moves he uses at the mid-range and each of his projectiles to balance out the moves he uses during footsies.
Also, considering their performance, we’ve made nerfs to his recovery and advantage/disadvantage for EX Hyakkishu as well as each version of Hyakki Gosai.
We have also made adjustments to both of his V-Triggers – considering the pressure it leads to in footsies, Zanku Hadoken during VTI will use more V-Timer gauge. We also gave him a VTII version of his Ashura Senku, and adjusted the timer consumption, letting him go on the offensive in a manner different than that of VTI.
KOLIN
Developer Notes: We’ve slightly improved the performance of her normal moves, giving the ones that didn’t get much usage more versatility. Her character strength hasn’t changed greatly, but there are more little things that she can do.
Regarding EX Parabellum, since she could combo into it from a light, and it lead to follow-up attacks afterwards, it was a low risk/high reward situation for her, so as such we increased the disadvantage a bit.
ED
Developer Notes: Ed had difficulties getting rewards off his light moves and in footsies, so our adjustments were centered around addressing this.
We’ve increased the range on Psycho Upper, so it should be easier for him to deal damage in close-range combos as well as punishing an opponent from slightly further away. EX Psycho Upper will now combo from his light attacks, so now he can hit combos where Psycho Flicker wouldn’t connect.
C.HK had too many active frames, so we reduced those a bit. There are no changes to the advantage/disadvantage on hit or block, but since the overall active frames are shorter, he’ll be at less of a risk on whiff.

Hunters, it’s time to put your design hats on and get ready for another Weapon Design Contest!
We’ve ran a couple of community weapon design contests before, so I trust that by now you know the drill. But in any case, here’s the brief explanation:
It’s all laid out in our official contest rules ( Americas) ( EMEA, Australia, New Zealand) ( Japan ) ( Asia ) so be sure to thoroughly read those.
Oh, and following the theme of Iceborne being an expansion, we’re also expanding our contest with a new category: Palico Weapon & Armor Set! Can’t wait to see all the crazy, cool and cute cat gear designs you’ll cook up.
Here are some design samples from the development team in Japan, as well as a template reference for the Palico model:
Hunter weapon designs
Palico weapon designs
Palico armor designs
PALICO TEMPLATE:
Click to zoom.
Contest runs until February 6, 2019. Good luck!
EDIT: clarified that the Palico part of the contest includes Palico Weapon as well.
EDIT2: added Australia and New Zealand to the eligible regions pool.

Make room in your closet because we have a flurry of costumes and bundles coming your way in Extra Battle Mode and in-store.
EXTRA BATTLE
Mech Abigail – Mech Zangief, F.A.N.G, and Juri have brought a robotic rush to Street Fighter V: Arcade Edition, but we’re not done yet! Mech Abigail is the next costume in Extra Battle Mode running from December 21 to January 17!

Jin Saotome for Ryu – Going one step further with the robots, the next Crossover Costume after Mech Abigail is no other than Jin Saotome! Jin hails from the Capcom fighting game, Cyberbots, which features explosive fights between different mechas. As a playable character, Jin seeks to honor his father’s memory by being the best pilot alive. Seeing as how Jin can be seen as the protagonist of Cyberbots, it’s only fitting to have Ryu don his likeness.
You can also obtain the Cyberbots background music during this time in Extra Battle Mode!

You asked and we’re more than happy to keep delivering. Extra Battle Challenges for the following Crossover Costumes are currently ongoing from November 30 to December 27!
BUNDLES GALORE
A whopping 11 bundles are going to be on sale on December 11 with various themed costumes being offered. You don’t want to miss them! All of these prices and bundles are for North America. For any sales going on in other regions, please see their respective channels.

Capcom Legends Bundle (6 costumes, $9.99) – Five of these costumes are currently undergoing their second run in Extra Battle Mode, but if you’d rather purchase these – along with the Ingrid costume – this is your chance!
2017 Holiday Costume Bundle (4 costumes, $5.99) – Last year’s Holiday costumes are on sale for a special price! Individually, they’ll now cost $2.99, but you can purchase all four in a bundle for even cheaper.
Story Costume Bundle (32 costumes, $19.99)
Stage Bundle (17 stages, $19.99)
Professional Costume Bundle (10 costumes, $14.99)
Sports Costume Bundle (6 costumes, $9.99)
School Costume Bundle (9 costumes, $14.99)
2017 Halloween and Holiday Bundle (9 costumes, $9.99)
o Dhalsim
o Birdie
o F.A.N.G
o M. Bison
o Urien
o Alex
o Cammy
o Kolin
o Menat
Nostalgia Costume Bundle (15 costumes, $19.99)
Street Fighter 30th Anniversary Costume Bundle (4 costumes, $9.99)
Akiman Chun-Li Bundle (7 costumes, $14.99)
Don’t forget the free trial running from December 11-19 where all PlayStation 4 and Steam users can try out Street Fighter V: Arcade Edition for free!
And remember, Capcom Cup takes place at Esports Arena Las Vegas from December 14-16!

This year, we’ve launched Monster Hunter: World, our most ambitious Monster Hunter project to date, bringing in a new age for the series and breaking our own records left and right. All along we’ve maintain the same goal: make a premier game that fans worldwide will enjoy.
Shortly after launch, we let the Deviljho loose into the New World, introduced the all-new Kulve Taroth Siege, followed by a completely revamped Lunastra, and a mighty collaboration with Final Fantasy XIV to bring you the legendary Behemoth. But we’re not done yet; we have pretty big things in the works… and that’s what we’re here to talk about.
Introducing Monster Hunter World: Iceborne.
Looking at the main art, logo and after watching the teaser trailer above you should already start to feel a little chilly… but I sure hope that little stinger at the end warmed your heart; it certainly warmed mine!
So to reiterate, we’re working on a massive expansion to MH:W , including new environments, new monsters, a new quest difficulty rank, new moves, and much more. This is a paid expansion and will be delivered as DLC, so you can seamlessly transition from Monster Hunter: World into Monster Hunter World: Iceborne .
We’ll have more details in spring 2019, but for now our target release window is set to autumn 2019 for PlayStation 4 and Xbox One. Details on the release timeframe for the PC version are still in the works, but we’ll be sure to let you know ASAP.
It’s a long road until then, but we still have a lot of exciting content coming to Monster Hunter: World. For that, I’ll leave you with a Special Developer Update from Monster Hunter series executive producer Mr. Ryozo Tsujimoto:
Recapping some of the big reveals there…
Alright, we gotta watch that last one again; here’s the teaser trailer:
A lot of love from both Capcom and CD PROJEKT RED was poured into taking the best elements from Monster Hunter: World and The Witcher 3: Wild Hunt and crafting a unique RPG gameplay experience for fans of both game series. We’ll have more details on this soon, so stay tuned!
And to close it out with a bit of news for those who have not yet joined the hunt in Monster Hunter: World – from December 11 th 4pm PST until December 17 th 3:59pm PST, you’ll be able to play MH:W for free with our Trial Version.
This free Trial Version is the perfect way to get started and lets you play up to Hunter Rank 4 (3 Star quests), with the same content that’s available in the full version. This means you can take on some story quests, hunt a variety of monsters in two environments, craft weapons and armor with materials collected from those beasts, and join up with other hunters in multiplayer quests—you can even match up with hunters who own the full version, so feel free to call upon your veteran hunter buddies for help! It’s the best way to dive in to Monster Hunter as players are always super helpful to newcomers.
Speaking of the full version, when you do decide to transition from the Trial Version to the full game, you actually get to carry over all of your progress so far! And to sweeten the deal even more, select retailers are running a special price on Monster Hunter: World. So head on over to our Trial Version page for more details and an FAQ.
2018 has been a wild year for Monster Hunter fans, and 2019 will be even better. We can’t wait to show and tell you more about Monster Hunter World: Iceborne so make sure you’re following the Monster Hunter social channels on Twitter, Facebook and Instagram so you don’t miss anything.
And as always, happy hunting!



Capcom Cup 2018 is quickly approaching, where the best Street Fighter V: Arcade Edition players around the world will fight it out. As we eagerly await the next champion, we figured it would be a good time for new players or those who haven’t joined the fight to experience the game as the season ends and 2019 peeks above the horizon.
Click the “Try Free Demo” button on the left.
Scroll down and click “Play Game”
We’re hosting a free trial, which will begin on December 11 at 1pm PT (download begins at 9am PT) and will end on December 19 at 9:59am PT. For the trial on PlayStation 4, PlayStation Plus subscription is not required to download and take part, but is required to play online. For PC users, the Steam client is required to take part in the trial. All the initial content from the original Street Fighter V and the modes introduced in Street Fighter V: Arcade Edition are included for free during this time.
16 Characters – All 16 original characters are included in this free trial, including the legendary Ryu, Chun-Li, Ken, and M. Bison! This is also your chance to try out characters who are new to Street Fighter V like the electrifying Laura, nimble Rashid, and tricky F.A.N.G. As a bonus, three fan-favorite DLC characters will be available for free during this trial: Guile, Akuma, and Sagat! These three characters are only available in Ranked, Casual, Battle Lounge, Training, and Challenges.
Arcade – Introduced in Street Fighter V: Arcade Edition, this mode allows you to relive the past main entries in the series. If you’re able to defeat all the computer-controlled opponents, you’ll receive one of over 200 unique illustrations.
Versus – Play against another local player or against the computer with different difficulties.
Challenges – Learn how to use each character in Demonstrations and Trials or see how long you can fight in Survival Mode.
Training – Practice against a dummy AI as you test out set-ups, combos, and get used to a character without the pressure of a real match.
If you have friends or family who have always wanted to try Street Fighter V, spread the word! This is their chance to see what the hype around Capcom Cup is all about.
SPONSORED CONTENT
Sponsored Content will be introduced into Street Fighter V: Arcade Edition on December 11. Sponsored content will be displayed in several locations in-game to remind you about costumes, bundles, and the Capcom Pro Tour. When Sponsored Content is enabled, players can obtain additional Fight Money in Ranked and Casual Matches – these bonuses come with an upper limit. Here are the places where you will see Sponsored Content:


If you’d rather not see Sponsored Content, you can easily turn this feature off by going into Battle Settings, which will give you the following options:
We have also been keeping an eye on the number of Extra Battle Challenges cleared and would like to adjust the difficulty, the number of plays, and the rewards. An adjustment will be made on December 11. Please note that we may modify Extra Battle further in the future as we continue to keep tabs on it.
We hope to see players, both old and new, during the free trial from December 11-18!
