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Get ready to grind: there’s not a lot going on in the Monster Hunter Wilds Event Quests scheduled for the next couple of weeks
Game Reviews

Get ready to grind: there’s not a lot going on in the Monster Hunter Wilds Event Quests scheduled for the next couple of weeks

by admin June 3, 2025


A new week brings with it a fresh set of Monster Hunter Wilds Event Quests, just like we’ve gotten used to since the introduction of the feature a little while after the game launched. This is somewhat of a quiet batch, however, possibly because Wilds recently received a big update that introduced Akuma as a playable character, as part of the game’s Street Fighter cross-over event.

Akuma comes with his own quests, of course, so perhaps Capcom didn’t want to take too much away from the raging demon’s big moment. Nevertheless, anyone logging in these next couple of weeks will have some quests to tackle.


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This new set of Event Quests covers this week and next week. Put another way, you have May 28-June 3, June 4-June 10, and June 11-17. Notably, there are no Challenge Quests in any of those weeks, meaning you’ll just be dealing with Event Quests.

As always, once a quest becomes available, you’ll be able to attempt it as often as you’d like, until it’s gone. If you log in regularly, you’ll notice that quests repeat pretty regularly, so don’t fret if you miss something, it’s bound to come back again at some point.

Read on below for the full schedule:

May 28 to June 3

  • King of a Faraway Sky – 6 Stars (HR 31 or higher) – Hunt the Tempered Guardian Rathalos to obtain Artian materials for use in crafting Artian weapons.

  • Running Wild – 5 Stars (HR 21 or higher) – Hunt the Guardian Fulgur Anjanath to obtain Sealed Dragon Cloth α headgear!

June 4 to June 10

  • Three Tails Better Than None – 4 Stars (HR16 or higher) – Hunt the Quematrice to obtain special materials and earn the paw-some Faux Felyne α headgear.

  • Tongue-Tied – 5 Stars (HR 21 or higher) – Hunt the the Tempered Chatacabra to obtain Hard Armor Spheres and Advanced Armor Spheres.

  • Anguish and Atrocity – 5 Stars (HR 21 or higher) – Hunt the Guardian Doshaguma to gain a lot of Hunter Rank Points.

June 11 to 17

  • Three Tails Better Than None – 4 Stars (HR16 or higher) – Hunt the Quematrice to obtain special materials and earn the paw-some Faux Felyne α headgear.

  • Ballet in the Rain – 5 Stars (HR 21 or higher) – Hunt the Tempered Lala Barina to obtain Glowing Orb – Swords Decorations.

  • Sand-Scarred Soul – 5 Stars (HR 9 or higher) – Hunt the Doshaguma to obtain Glowing Orb – Armors Decorations.

Monster Hunter Wilds is a pretty dense game, so if you’re ever lost, our Monster Hunter Wilds guide is always here; ready to deliver.



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June 3, 2025 0 comments
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Space men standing in a science facility
Product Reviews

Lethal Company’s biggest update for months is finally out, and with it comes the much awaited first look at a new monster

by admin June 2, 2025



It’s been a hot minute since we got an update for Lethal Company, but Zeekerss has finally answered players’ hopes and wishes with a chunky slab of new content. Available to play right now, v70 brings an update to the mansion, overhauled features, and probably the best part, a scary new monster.

Work on Lethal Company has slowed down a little bit, with the time between updates growing larger and larger. Zeekerss previously mentioned that they were working on a separate game, but had also encountered a bit of creative block. That was until their spark was reignited after playing a REPO for over 50 hours.

So here we are, v70 comes hot off the heels of collecting trinkets in REPO, and while it may not be as monumental as the v50 update, you won’t hear me complaining, not when we have a new plant monster on our doorstep.


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“Long time no see,” Zeekerss says in a blog post. “The Company has a new update for all you hard workers.” Some of the minor add-ons include five new furniture items: the fridge, doghouse, sofa chair, microwave, and electric chair. There’s also a new log from Sigurd called “Team Synergy”, as well as a new plan for logs, which will let players find and collect them like rare scrap in the map interiors.

The Company Cruiser has also been updated with more reinforced materials to help it sustain larger hits, a self-correcting passive feature that causes it to try to set itself upright, and a small boost when you press down on the pedal after changing gears.

The Company has a new update for all you hard workers.

Zeekerss

But these are more just quality-of-life updates—the juicy stuff comes next. The radar has been completely overhauled, featuring a new face cam so you can see your coworker’s face on the terminal, a new compass HUD, a line indicating the path to the closest exit, and contour lines for the terrain outdoors. “This should bring the radar up to the visual standard of the rest of the game and make it easier to make a difference as the computer guy,” Zeekerss says.

The Mansion’s interior has also received a fair few changes. There are now eight new rooms or hallways with more interactable objects that can hide scrap inside, additional cabinets, and rooms with lower ceilings. “Now the Mansion should be more interesting to explore, and has more opportunities to loop back in on itself and create non-linear layouts,” Zeekerss says. An overhaul of the logic used to generate the layouts is a massive win, especially considering how hard it was to find your way through the Mansion, which was exacerbated by all the dead ends.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

(Image credit: Zeekerss)

I’m really happy to see some more work go into Lethal Company. As one of my favourite co-op horror games, it’s something that I do find myself returning to regularly. And it’s not as if Zeekerss just threw a bunch of stuff together—the updates and changes are thoughtful and made with the express intention of polishing existing features, rather than just throwing a bunch of stuff at a wall and hoping it sticks.

But with all of that said, I have to admit that I’m probably most excited about the new monster which has arrived with this update, the Giant Sapsucker. This is a new outdoor daytime creature, most common to Vow, which will surely add yet another layer of chaos to my already doomed runs.



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June 2, 2025 0 comments
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Ethereum price
NFT Gaming

Is Ethereum Price Gearing Up For A Monster Rally? ETH Up 80% The Last Time This Happened

by admin June 2, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

The Ethereum price has slowed down — repeatedly failing to breach the resistance zone around $2,800 — over the past few weeks after making a strong start to the month of May. The second-largest cryptocurrency will aim to replicate this brilliant form in the early days of June in order to reclaim the coveted $3,000 level over the coming months.

Since losing the $3,000 level in early February, the price of ETH has struggled to build a sustained bullish momentum, reaching only above $2,700 multiple times in the past few weeks. However, recent market data shows that the Ethereum price could be preparing for an extended rally over the next few months.

What Do Ether Whales Know?

In a May 31 post on the social media platform X, pseudonymous crypto analyst Darkfost provided an on-chain outlook on the Ethereum price momentum and investor sentiment. According to the market analyst, an on-chain signal that preceded a significant price rally for ETH in the past has gone off.

The relevant indicator here is Ethereum’s Average Order Size on Binance, which is calculated by dividing the total trading volume by the number of trades on the world’s largest cryptocurrency exchange (by trading volume). This metric offers insights into the classes of traders — whether it is large institutional investors or retail traders —  that are most dominant on a specific exchange.

Based on this on-chain metric, the Ethereum large investors are once again back in the market, as shown by the whale orders on Binance since May 19. Darkfost said the chart below provides “an instant snapshot of Ethereum’s sentiment and momentum on Binance, while combining key market data on spot and futures activity, cumulative volumes, with moving averages comparison.”

Source: @Darkfost_Coc on X

The on-chain analyst added:

In short, it’s an all-in-one signal, and today, it’s flashing something rare and powerful because the last time this indicator lit up like this was in December 2023, right before ETH rocketed from $ 2,200 to $ 4,000.

Darkfost also mentioned that whales aren’t always trying to find a low entry point, but rather position themselves early when a broader trend begins to show signs of strength. With the average orders on Binance predominantly placed by whales, it implies that the Ethereum price could be gearing up for another 80% move over the next few weeks.

Hence, Darkfost believes the month of May might have been a huge entry window, which most of the large investors seemingly took advantage of.

Ethereum Price At A Glance

As of this writing, the price of Ethereum stands at around $2,537, reflecting a 0.5% increase in the past 24 hours.

The price of ETH on the daily timeframe | Source: ETHUSDT chart on TradingView

Featured image from iStock, chart from TradingView

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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June 2, 2025 0 comments
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Darkmoor Epic Universe Opening
Product Reviews

Epic Universe’s Monster Lore Gives Us the Best Possible Dark Universe

by admin May 29, 2025


When you visit Epic Universe’s Dark Universe, you get hints of a story that’s so mysterious you’ll want to keep coming back to learn more. In Darkmoor Village, where monsters and humans co-exist—barely—the relationship between the villagers, the mad scientist in her castle with her monsters, and the vampires below is a very fragile menagerie of the macabre.

When io9 visited Darkmoor during Epic Universe’s opening week, we couldn’t help but wonder if the dense canon introduced would offer some insight into Universal’s abandoned Dark Universe film franchise. It turns out that some elements in the attractions, details in the land offerings, and immersive interactions echo what was once supposed to herald an Avengers-like assembly of the Universal Monsters on the big screen.

Landmarks

© io9 Gizmodo

When you enter Darkmoor, you pass by a massive crypt where you hear Victoria Frankenstein’s assistant Ygor shuffling about with the land’s version of Frankenstein’s Monster looking for victims to use in her experiments. There’s squelching noises and creepy creature screeches, and it’s so cool to get the sense of story as soon as you walk in.

We previously covered how when you meet Frankenstein’s Monster along with the Bride, she’s not his Bride but his friend. The Monster we’re more familiar with is displayed in a glass resting place within Frankenstein Manor. However, before you get that deep into the land, you first come across the village square which features a well that at night glows blood red. The familiars in the land shared that it’s there as a monument to the dominance the vampires have on the village, and is where blood sacrifices are made to the vampire hive below in the catacombs—dark unipart of a pact to keep a balance struck between the living and the dead.

In the ride Monsters Unchained: The Frankenstein Experiment, you see that the original Dr. Frankenstein played a huge role in the careful and sensitive cessation of carnage, and it’s something his granddaughter fights to maintain. We also learn that Victoria Frankenstein has assembled monsters under her “control;” the last remaining one she’s trying to dominate is Dracula, but he’s playing very hard to get.

When the Dark Universe films were still in play, Alex Kurtzman, the director of the only entry that actually made it to theaters—2017’s The Mummy, starring Tom Cruise—talked about the framework that was to have anchored the planned series. In his film, Russell Crowe’s Dr. Jekyll headed up an organization devoted to keeping tabs on supernatural bad guys.

“We wanted to know that monsters existed for millennia. And we knew that as the story evolved there was going to be an organization that was maybe cataloging them, following them, collecting them,” Kurtzman explained at a December 2016 press event io9 reported on at the time. “That would determine the good ones from the bad ones. That was sort of the keeper of that secret history.”

That idea carries over into the theme park, albeit very minimally. Dr. Jekyll currently only has a brief interactive moment at his apothecary window, where you can hear him tell you to discover more monsters at the Burning Blade Tavern—and to tell the bartender Dr. Jekyll sent you. We didn’t get to try this as alcohol was not provided to press but it results in you being offered a choice between two shots: a Jekyll or Hyde one. You can guess that in Darkmoor, Jekyll might side with Victoria’s initiative, while Hyde is definitely with the monsters.

The comic-themed merch

© Universal Studios Products and Experiences

In the panels of comics decorating Epic Universe merch (we’re waiting for real issues!) and in the Monsters Unchained ride queue, we see Victoria front and center doing just what was envisioned for the movies: cataloging, following, and collecting. So it feels like the concept for the theme park canon retained that through line. There are definitely some monsters who are more heroic than others aligning themselves with the side that will have the lowest body count.

Yet, it still mirrors the Dark Universe’s cinematic plans. In 2016, The Mummy director Kurtzman looked to the Dark Universe future at that same press event. “To me, the fun of the promise of bringing them together is that they’re probably going to fuck each other up pretty badly,” he said then. “It’s not going to be a pretty room with those guys in it. And that’s a lot more exciting than people who are going to behave nobly and predictably. It just makes it a more interesting experience, and a more interesting prospect.” And that’s pretty much what happens on the ride between Frankenstein, the Wolfman, and Dracula and his Brides (while the Phantom of the Opera plays sweet tunes on his organ).

Other pieces of merchandise that will get you other glimpses of the lore are the designs in the Dark Universe collection that depict the blueprints of Frankenstein Manor. Also, if you get transformed into a monster at the park’s Darkmoor Monster Makeup Experience, then run into Ygor, you’re recruited even more relentlessly than the average human to volunteer for the Frankenstein Experiment. Ygor is by far one of the most interesting walk-around characters created and really drives the lore in his interactions.

Restaurant lore

© io9 Gizmodo

When asked back in 2016 how the Dark Universe monsters would end up teaming up, Kurtzman said ideas around that were still being formulated. But most important, he said, was the question “Why would you bring them together? There has to be some kind of unifying reason if you’re going to do that.”

Dracula. Dracula is the drama. And I wonder if he was meant to be the big bad in the film universe just as much as he is the big bad in the theme park canon. When you go into the Das Stakehaus restaurant, you see the former vampire leaders of Darkmoor staked and on display atop the bar. Why? Well, Dracula felt their bending the knee to the Frankenstein family to try and co-exist to further the scientists’ agendas was an affront to their kind. (Really, the familiars have all the tea, it’s fabulous.) So the conflict is there—Dracula wants to take control back of the village for a feast, instead of letting Victoria Frankenstein continue her experiments.

Clearly, it’s an ongoing battle. Like the familiars at the restaurant, the interactive characters at the Burning Blade Tavern have even more to share. The monster hunters that hang out there motion to the monster heads on display behind the bar, including another “creature” from the Darkmoor swamplands, and be careful going in there in monster makeup.

We also got hunter knowledge as to why Dracula is barefoot with the ugliest toenails on the ride (a detail that’s going viral). Their version of why—and we are not sure if they were joking—is that allegedly it was done as a way to shame Dracula when he was captured, by taking his shoes off when he was chained. And honestly, that’s so foul I would be so mad about it too.

It’s rumored that the stories they tell of monsters they’re on the hunt for (and that we have yet to meet) are Easter eggs for future Dark Universe expansions and we hope it’s true. And it really ties in the monsters that were all floated for the cinematic universe, which included the Invisible Man (who is a roaming character at the park), Dracula, Jekyll/Hyde, the Wolfman, the Creature From the Black Lagoon, Frankenstein’s Monster, and the Bride. We’d love to see a boat ride featuring the Creature some day.

Dark Universe is now open at Epic Universe in Orlando, Florida.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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May 29, 2025 0 comments
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Lethal Company's next monster "does things that make absolutely no sense, just because it can"
Game Updates

Lethal Company’s next monster “does things that make absolutely no sense, just because it can”

by admin May 28, 2025



Ho, Lethal Companions! Put down your airhorns, let fall your precious armfuls of plastic fish, and prick up your freakin’ ears. Something is coming to 2023’s breakout horror multiplayer game. Something that will make the music boxes and springhead marionettes look like child’s playthings! I mean, like the child’s playthings they already look like, but without the parts that make them horrifying. That something is… to be announced, but I considered the below teaser text pithy enough to be worth a shout regardless.


“The new creature is technically maybe the most powerful creature in the game, and the power easily goes to its head,” explains appallingly young developer Zeekerss on social media. “Sometimes it does things that make absolutely no sense, just because it can.”


There is an infinity of enigma couched within the words “sometimes it does things that make absolutely no sense”. There are countless things in Lethal Company that defy sense-making, not least the game’s players, who repeatedly land on emaciated moons populated by giant spiders and ghost girls to harvest rubber duckies and V-type engines, which they then feed to a mouth in a wall. I look forward to experiencing how Zeekerss plans to raise the stakes.


In general, I like the idea of an entity deliberately deciding to do things that seem nonsensical. When we encounter this in other games, we tend to call it an error, depending on our flexible understanding of where the border between sense and nonsense lies. I’ve always enjoyed reading forum thread attempts to reach across the line and redefine “purely” errant behaviour as plausible. For example, weaving a little mythology around the fact that horses in Skyrim are able to witness crimes. It’s because every horse in Tamriel is descended from Horseplay, God of Tattletaling.


Lethal Company’s thunder has been stolen by, amongst others, the recent R.E.P.O., with its “Jim Henson does Nier Automata” characters. Still, it remains a grand and very sociable anti-capitalist chiller. I’m deeply thankful to Zeekerss for engineering a genre of extraction game in which the extraction process is fundamentally cursed. On which note, this news article is now over – please gather up your airhorns and plastic fish and get back to the ship, pronto. Does anybody hear giggling?



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May 28, 2025 0 comments
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Monster Hunter Wilds' Street Fighter collaboration is all about Akuma
Game Reviews

Monster Hunter Wilds’ Street Fighter collaboration is all about Akuma

by admin May 23, 2025


Capcom has officially announced that, yes, in case all the teasers weren’t clear enough, the first Monster Hunter Wilds collaboration event will be with none other than Street Fighter. Collaboration events provide an opportunity for Capcom to bring elements and characters from other games into Wilds.

The Monster Hunter series certainly isn’t a stranger to that sort of thing, and this one appears to be following in the same footsteps.


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First things first, the Monster Hunter Wild x Street Fighter event kicks off next week, on Wednesday, May 28. It’s going to arrive alongside a free patch, version 1.011 – though Capcom didn’t say what else we can expect from the update itself.

As for the Street Fighter event, it’s going to introduce Akuma to Wilds. The update will add a new side mission, completing which earns you materials that allow you to craft gear from the collaboration event.

The side mission will be available at Hunter Rank 21 and beyond, so it’s pretty accessible to most players. You’ll be able to pick it up from Quinn at the Oilwell Basin Base Camp. There are three sets of rewards you can expect to craft as part of this collaboration.

Watch on YouTube

There’s the Akuma full armor set and lawyered equipment, as well as a Blanka-Chan full armor set and layered equipment for your Palico. There’s also a hunter profile background, nameplate, pose and titles – all sporting new designs.

The mission itself will also unlock two new Arena Quests: Demonic Strength and True Strength, which will offer more ways for you to earn the materials required to craft all that gear. It wouldn’t be a collab without some paid cosmetics, of course, and so you can look forward to some new DLC in the store.

It’s all Street Fighter 6-themed, and includes two outfits for Alma that change her look to that of Chun-Li or Cammy, three gestures – Hadoken, Shoryuken, Tatsumaki Senpu-kyaku – a sticker set, and a Blanka-Chan Doll pendant.



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May 23, 2025 0 comments
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Monster Train 2 Review - Engine Ingenuity
Game Reviews

Monster Train 2 Review – Engine Ingenuity

by admin May 22, 2025


“No two runs are the same” is an oft-spoken line in reference to roguelikes, and it has perhaps never been more true than with Monster Train 2. With five new Clans, new card types, and a side mode of dimensional challenges, every run is distinct, but combat never becomes less satisfying. Despite some cutscenes that leave much to be desired, Shiny Shoe has crafted one of my favorite roguelikes of the year so far, improving on the previous title in every way.

In Monster Train 2, you lead various armies of Hell in a war against the Titans, an old, powerful faction that threatens the existence of your world. To stand up against such an imposing threat, you have control of multiple Clans, unique societies of magical creatures that each have their own playstyles. The angelic Banished Clan focuses on the Valor buff, granting additional armor and damage, while the draconic Pyreborn Clan hoards gold and inflicts pyregel, a debuff that causes enemies to take more damage. Each Clan also has two champions, powerful units you build your runs around, to choose from. When a run starts, you pick a primary Clan and a secondary Clan, and with five to unlock (plus a load of secret ones), the sheer number of combinations is staggering.

Combat takes place aboard the titular locomotive, which has four tiers of train cars – three for your units to battle, and a fourth to hold the Pyre, the train’s lifeblood. If it takes too much damage, it explodes and your run ends, so it’s in your best interest to eliminate enemies as soon as possible. The end result is part deckbuilder, part roguelike, and part tower defense, as you draw cards to place units on each floor and defend the train from waves of attackers. 

Most cards cast spells, dealing damage, healing, inflicting status conditions, and more, but Monster Train 2 introduces two new types of cards: equipment and room cards. Equipment is played on a friendly unit to give them better stats and abilities, while rooms add a modifier to an entire car, like boosting spell potency or granting money when units die. The game also adds unlockable Pyres, which have active or passive abilities to make your runs even more interesting. Each feature brings something new and exciting to the table, entering the gameplay so seamlessly that I often forgot they were absent from the last game.

Each run uses one of two clans, each with two champions and associated starting cards, meaning that if you exclude the game’s secret clans (which increase the total exponentially), there are 80 ways to start a run. While I haven’t played each permutation, every combo I’ve started with so far has been surprisingly exciting, as each cleverly designed Clan synergizes with another in a unique way. It isn’t randomness for the sake of big numbers – each run I’ve played has felt as fun as the one before it, and it’s an impressive feat.

Monster Train 2 also includes a collection of 21 Dimensional Challenges, restricting you to a preset combination of Clans and adding fun mutators to alter the game. For example, “Weapons Make the Warrior” reduces all cards’ upgrade slots to 1, but makes equipment cards twice as powerful and cost less to play. “Twofer” doubles all money earned, status effects inflicted, and makes it so each time you add a card to your deck, you get a copy of it. In contrast to the standard, ultimately customizable base game, it’s a collection of carefully curated rulesets and modifiers. I appreciate that these challenges adjust your strategies and the game’s difficulty beyond simply making it harder. Many roguelikes include unlockable settings or difficulty modes limiting your abilities, but sometimes I want to be challenged in different ways, and Monster Train 2 understands that.

My main issue with the game lies in its story, which is, thankfully, infrequent and easily ignored. Upon completing runs, you’re greeted by cutscenes of conversations between the Clans’ various Champions as they try to figure out what to do next in their battle against the Titans. It feels half-baked, with reused battle models standing against plain backgrounds and turning left or right to indicate which character they’re speaking to. The dialogue is mostly exposition disguised as conversation, and most characters are reduced to their Clans’ most basic traits – dragons are greedy and like gold, while the Lazarus League obsesses over science and experiments. Monster Train 2’s gameplay is inspired and expertly crafted, but its cutscenes are cliché and forgettable.

Still, I didn’t come to Monster Train 2 for an engaging story. I came for tense, strategic combat, hours of upgrading and optimizing spells and units, and that uniquely roguelike power fantasy of starting with scraps and blazing your way to the top. The realm of indie roguelikes is competitive and crowded, but despite years of tough competition, Monster Train 2 has strongly reasserted its series as one of the leaders of the pack. In other words, many games are good; few are as good as Hell.



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May 22, 2025 0 comments
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Monster Hunter Wilds nabs Street Fighter 6's Akuma, Chun-Li and more for a Capcom centric collab
Game Updates

Monster Hunter Wilds nabs Street Fighter 6’s Akuma, Chun-Li and more for a Capcom centric collab

by admin May 22, 2025



The unthinkable has happened, folks: Monster Hunter Wilds, from the one and only Capcom, is collaborating with Street Fighter 6, also from the one and only Capcom. This won’t be much of a surprise for many of you given that 1. Capcom own both titles and can arrange collabs like this pretty easily I assume and B. it’s been teasing it for days now. That isn’t to say the trailer showing off the crossover didn’t have anything concrete, as it did confirm that you’ll be able dress up as Street Fighter baddie Akuma.


The full armour set/ full layered armour set goes a bit further than just aesthetics too, as “equipping either set allows you to use Akuma’s unique item and gestures to perform his fighting moves.” Using the Assisted Combo: Akuma item command lets you a range of his combos like Gou Hadoken and Gou Shoryuken.

Watch on YouTube


Whatever weapon you have equipped will change how much attack power Akuma’s moves will have too. Capcom also shared that Street Fighter 6’s Drive Impact system has been recreated for this free update. Oh, your Palico will be able to dress up like Blanka-Chan too, which might be my favourite addition to the action game this update. In order to get all of these items, you’ll need to complete the side mission that comes along with it, Ultimate Strength.


On top of all of this, there’s a paid DLC pack on the way as well where you can dress up Alma in either a Chun-Li or Cammy outfit. The DLC also comes with a Blanka-Chan Doll pendant, Street Fighter 6 stickers, and gestures. These include classic moves like Hadoken and Shoryuken, which all have attack properties too!


Both the update and the DLC are due out next week, May 28th.



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May 22, 2025 0 comments
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Monster Hunter Wilds x Street Fighter 6 collaboration announced
Game Updates

Monster Hunter Wilds x Street Fighter 6 collaboration announced

by admin May 22, 2025


After a few playful teases earlier in the week, the Monster Hunter Wilds team has officially announced its Street Fighter 6 collaboration.

“A demon begins his HUNT,” reads the blurb on Capcom’s collaboration trailer, which you can check out for yourself below. Cap-come and have a go if you think you’re hard enough (or something like that).

Monster Hunter Wilds x Street Fighter 6 – Special Collaboration Trailer. Watch on YouTube

So, what exactly does this Capcom collab – which is slated to arrive in Monster Hunter Wilds on 28th May – include? Well, players will soon be able to get their hands on the free Akuma hunter layered armour, which comes with some special fist-focused actions, as well as a Blanka-chan Palico layered armour which doesn’t look at all strange, no sir-y.

To get hold of these Street Fighter inspired goodies, players will need to complete a new side mission known as Ultimate Strength. This is only available for those at Hunter Rank 21 or higher. Don’t fret if you aren’t quite there yet, though. Once the collaboration arrives later this month, it’ll be a permanent addition to the game.

In order to get the ball rolling with this new mission, players will need to have a chat with Quinn at the Oilwell Basin Base Camp.

Image credit: Capcom

Along with these freebies, the studio is also releasing separate cosmetic collaboration DLC, but these will need to be purchased. “Please note: these paid DLC items are sold separately and are not available as a pack,” Capcom emphasised.

This DLC will include a Chun-Li outfit and a Cammy outfit for Alma, as well as a Blanka-Chan Doll pendant, new gestures and more.

You can find further information on Capcom’s dedicated Monster Hunter Wilds x Street Fighter 6 collaboration blog post here.

Image credit: Capcom

Elsewhere in Capcom-related news, earlier today we got word that Jason Momoa and WWE wrestler Roman Reigns are currently in talks to star in Legendary’s live-action Street Fighter movie.



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May 22, 2025 0 comments
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Monster Train 2 review | Rock Paper Shotgun
Game Reviews

Monster Train 2 review | Rock Paper Shotgun

by admin May 21, 2025


Monster Train 2 review

A juicy and reasonably inventive roguelike card-battling sequel that will devour all the commutes you throw at it.

  • Developer: Shiny Shoe
  • Publisher: Big Fan Games
  • Release: May 21st 2025
  • On: Windows
  • From: Steam
  • Price: $25/£21/€20
  • Reviewed on: Intel Core-i7 12700F, 16GB RAM, Nvidia RTX 3060, Windows 11


The roguelike deckbuilder is a remorseless evil that strives to colonise every dream ever dreamt by the human brain. It is a sparkling, shuffling plague, germinated by Slay The Spire, that threatens to absorb every other mortal pastime, from space travel through poker to carpentry. We must find a way to neutralise the entity before it assimilates us all. But in the words of the oldest proverb: just one more go. Just one more go, before I dissipate raging into that goodnight. Just one more run, before I play all those shortform avant garde releases in my Itch.io wallet.


If Monster Train 2 were the last roguelike deckbuilder I ever played, I would consider myself fairly pleased, and also very relieved. While not a huge departure from the game that plunged Matt Cox (RPS in peace) into unholy raptures, it’s a great pick if you’re fond of numbers going up and realising it’s 1.30am and that you are now too addled by card synergies to sleep. You do not have to like or understand trains, but it’s a plus.


As with Monster Train, Monster Train 2 is about riding a demon locomotive through an alternating series of battles and upgrade or customisation opportunities. In the first game, you were trying to oust the angelic hosts from the heart of hell. In this one, the angels and devils have bandied together to chase off the Titans, who’ve taken possession of Heaven.

There’s a certain amount of plot lodged in the crevices of the lobby town. This worried me at first – character development? In my progression system? – but it mostly consists of gentle sitcom sketches in which dragons complain about their husbands. Rest assured that none of it will keep you from your precious synergies. While embarked on your celestial commute, you will also bumble into random storylets that sometimes offer boons plucked from other roguelike deckbuilders, such as Balatro. The roguebuilding decklike singularity is nigh.

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The game’s big draw versus those other turn-based card battlers is that it’s actually three card battles in parallel, each feeding into the next like cunningly enfolded lanes in a tower defence game. During each skirmish, you pop unit cards on the lower three floors of your train to protect the all-important pyre on your fourth floor. The pyre is the source of points you’ll spend to play cards each turn. If it gets smashed to bits, your run is over.


Following a deployment phase, waves of enemies appear at the bottom (mostly) and travel upwards through the train, fighting a single round of combat per floor. This continues until the final assault from the local boss, which dispenses with the single-round-per-floor parameter – the boss must clear each floor of defenders before moving on. While units do battle automatically at the end of each turn, generally targeting the first enemy in the opposing line-up, you can intervene manually using spell cards that, for example, coat critters in Pyrogel to multiply damage received, or dazzle them with stardust so that they miss a turn.


It may seem a rickety, unintuitive format on paper. In practice, it’s wonderful. The overall challenge is to divide your cards and points scientifically between floors. An obvious gambit is to stock the bottom floor with your tankiest, most damaging cards to bollard the onslaught and saddle enemies with debuffs early on – there are plenty of attackers that power-up as they fight or climb. But the one-round-per-floor setup ensures that you can’t rely on any single floor. Besides, if that over-fortified foundation crumbles, the other, under-crewed layers will probably fall as well.

Enemy waves also form deviously alternating combinations of unit types, which thwart efforts to optimise any particular floor. Your heavies in Second Class might excel at melting juggernauts, but they’ll struggle against the hordes of fungus making their way back from the cafeteria.

Image credit: Rock Paper Shotgun / Big Fan Games


Monster Train 2 retains all this curious, rattling magic, but fills out the gaps with a bunch of new card categories and interactables, probably derived from careful observation of the first game’s players. There’s now a choice of starting pyres, with varying stats and modifiers. Some unit cards have or may acquire abilities, which essentially give you a free move: these include conjuring back the last spell you cast, and body-slamming targets into the rearguard.

New equipment cards can be clapped on friend and foe alike to, for example, harm assailants based on the wearer’s max health, or chip-damage a unit when they shift between floors. I’ve found that last one especially useful in the case of more agile bosses, who roam around like disgruntled ticket collectors before committing to the push.


Room cards, meanwhile, help you specialise floors. Turn one into a fighting arena and you can farm the small fry for easy pyre points to spend on expensive cards elsewhere. Introduce a planetarium and you’ll amplify any magic you weave within. I have never been brave enough to play the burning room that does 50 points of damage to units inside, but there’s probably a way to hack the card chemistry so that the incendiary conditions actually benefit your defenders.


All of these ins and outs are shaped by the five factions, each a reworking and elaboration of elements from the original game. You pick two as your primary and secondary clan for each run, which dictates your starting champion card – a named unit with a choice of upgrade paths – and the kinds of cards you’ll acquire at rest stops between battles.


The factions are a treat, each a verdant entanglement of playstyles. I will spoil the workings of just two. The strength of the Lunar Coven waxes and wanes with the phases of the moon. As such, victory often comes from delicately timing your most powerful cards, but the hitch is that some cards are more potent when the moon is full, others when it’s in shadow.

The dragons of Pyreborn, meanwhile, are all about gold – grabbing fat stacks early in the run, melting it down into lobbable slag (“Make It Rain”), or jealously hoarding it for buffs. The first time I beat Monster Train 2 it was thanks to the Pyreborn’s Greed Dragons, who accrue health and attack points based on how many dragon eggs you’ve acquired. You can hatch those eggs for artifacts, which may be sensible when you’re trundling up to the last boss, but I consider that a poor return for sacrificing a train’s worth of Smaughs.


Buffs! Buffs? Buffs. As with many a Spirelike, much of Monster Train 2’s enchantment comes from “breaking” the combat, which is to say, violently skewing the starting card capacities in ways doubtless envisaged by the designers using an artful compound of hallucinogens and spreadsheets. A case study: here is how you transform Ekka, High Witch of the Coven with a proud total of five attack and health points, into a titan slayer. First, you’ll want to pick either the Celestial Spellweaver or Silver Empress upgrade paths, each of which steadily accrues magical power, or Conduit. The Spellweaver gains it for every spell you cast on the same floor, while the Empress gets a massive boost while the moon is full.


You’ll probably want to deploy Ekka alongside a Lunar Priestess, who performs a ritual each turn that slops yet more spelljuice over friendly units. Now, hand the High Witch a Moonlit Glaive that confers a “mageblade” multiplier based on all that pent-up sorcery. The result should be a champion who looks like an ailing fortune teller yet can somehow dish out 300+ damage a turn, mulching the chewiest of chthonic crusaders in a single hit – and that’s before you exploit the ludicrous multipliers for your spells on Ekka’s floor, afforded by her conduit level.

True, she still has a glass jaw, and true, if she cops it, your wizardly arsenal will be proportionately punier. But you can head off those risks by wedging her behind a Silent Sentinel that absorbs damage while making foes even more susceptible to spells.


I gaze upon my willowy Wiccan wrecking ball with boundless, aching pride and satisfaction. And then I start to feel like Bilbo Baggins regaining his senses after beating a large woodlouse to death in Mirkwood. The appeal of the roguelite deckbuilder is the joy of expressing your wit and invention through alchemical mastery of maths. At best, it is like improvising a tune in response to haphazard melodies, dancing your own composition into the cadences of enemies and bosses.


At worst, it is like doing times-tables with fancier graphics – not that much fancier, in the case of Monster Train 2, which is readable and digestible, but badly needs a more interesting colour scheme and some more creative character designs. And even at its best, there’s a necessary hollowness to it, as anybody who’s ever yielded 100 hours of day and night to such games will know. The randomisation element sinks its blood-crusted hook, even as the glittery card effects make no bones of the genre’s adjacency to casino slot machines. Run gives way to run gives way to run.

Still, that’s more of a wider, philosophical objection to the genre than a criticism of Monster Train 2 in particular. If you have no such hoity-toity qualms, this is as bountiful an experience as you could ask for. Each victorious raid on heaven produces a shower of unlockable cards and items that you can put immediately to the test. If you’re weary of raiding the main campaign for cards, there are bespoke puzzle-campaigns via dimensional portal back at the starting depot, where you can test out various overarching modifiers. Or, if you really trust the hand you’ve amassed, you can segue your victory directly into Endless mode and extend this roguelike railway unto infinity. Heaven is only a fleeting fiction, next to the protean immensity of the deck.



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May 21, 2025 0 comments
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