Ninja Gaiden 2 Black Review

There is a moment near the end of Ninja Gaiden 2 Black where you retrace the original Ninja Gaiden’s opening level in reverse. I know that level like the back of my hand, having played it over and over and over again two decades ago on a demo disk until I could beat Murai, the first boss, without getting hit. And though you aren’t forced to go all the way to the beginning of that first stage here, this area isn’t what it used to be. It’s dilapidated, rotting, falling apart; you can see the damage caused by time and the events of the first game clearly. Ninja Gaiden 2 Black never directly comments on this; Ryu doesn’t mention it, and the camera never pulls any tricks to call attention to it. It’s a moment of subtlety that’s very un-Ninja Gaiden, but as I ran back through these familiar stomping grounds, I had an enormous smile on my face. Like this remake as a whole, it may not quite be what it once was, but slicing and dicing my way through it feels as good as ever.

That moment is a good summary of Ninja Gaiden 2 Black, an Unreal Engine 5-powered remake of 2008’s Ninja Gaiden 2, one of the Xbox 360 era’s definitive action games. Ninja Gaiden 2 Black is, according to Team Ninja, supposed to be the definitive edition of Ninja Gaiden 2, combining a stunning visual upgrade with several balance changes. Unfortunately, as good as 2 Black is – and let me state without equivocation this is a remarkable visual upgrade to an already excellent action game – it is not the end-all, be-all edition of Ninja Gaiden 2 that the Black moniker implies. Like many of the weapons Ryu wields, 2 Black is something of a double-edged sword. Its changes cut both ways.

But before we dig into what 2 Black isn’t, let’s talk about what it is. This is what I like to call an Action Jackson: a 3D beat-em-up with a hyperintense focus on combat above all else. Like previous versions, 2 Black takes place a year after the Xbox reboot of Ninja Gaiden. This time, the Black Spider Ninja Clan and Greater Fiends have formed an alliance to resurrect the Archfiend, and Dragon Ninja and ultimate badass Ryu Hayabusa is the only one who can stop them (though he does get a little help from his friends and the CIA). The story is more an excuse for you to travel the world, meet exciting and interesting monstrosities, ninjas, and Fiends, and turn them into limbless torsos than it is a fleshed-out narrative.

That said, I forgot how funny it is. Greater Fiends voiced by Steve Blum quote Shakespeare at you! You fight a lightning man on the Statue of Liberty! A giant, four-armed werewolf named Volf brings you to the colosseum in Venice, which is full of more werewolves, for a duel to the death, and he’s like “do you want him to die?” and all the werewolves cheer, and then he’s like “who do you want to kill him?” and then all the werewolves are like “Volf!” and he’s like “Yes! I, Volf, will kill him!” and so you’re just fighting a giant four-armed werewolf in the colosseum while a bunch of werewolves are cheering him on. This, folks, is the best camp this side of the river.

Even by genre standards, Ryu Hayabusa is a walking arsenal.

But you’re not here for that. You’re here for the combat, and on that front, 2 Black delivers and then some. Ninja Gaiden 2’s whole deal is that you can delimb enemies, cutting off arms, legs, and even heads as you rip through rooms, opening up anyone who is suddenly short a body part for an instant execution if they’re still up and walking (or crawling) around.

The downside is that enemies that are injured are even more dangerous. These dudes will jump on you, stab you, and blow themselves up to kill you. Unlike Devil May Cry or Bayonetta, Ninja Gaiden is not about styling on your enemies. It is about surviving. Your foes will not stand there and wait for you to attack them, nor will they do long, slow attacks with a noticeable windup. No, these dudes are fast, ferocious, and unrelenting, and they think you kicked their dog and are pretty sure you said something about their momma. They want you dead.

The thing is, they’re up against Ryu Hayabusa. Ryu isn’t your typical Action Jackson protag; the dude, even by genre standards, is a walking arsenal. By the end of the roughly 10-hour campaign, you’re going to be walking around with no less than nine melee weapons, three ranged weapons, and four different flavors of fancy Ninja magic (Ninpo), and each melee weapon has a unique moveset with combos to learn and special techniques to master. You haven’t lived until you’ve decapitated someone with a Flying Swallow, used the Lunar Staff or Vigoorian Flail to combo half a dozen enemies at once, or pulled off the almighty Izuna Drop to slam a dude’s head into the ground so hard that it explodes.

Ryu feels like a character from a fighting game. He has a complex moveset and combos to learn, the ability to block attacks and then sidestep or dodge backward, special moves and magic, and a unique counter-attack ability specific to each weapon that allows him to transition from defense to offense in the blink of an eye. Oh, and he’s a Ninja, so he can do stuff like run up walls and leap down for a powerful blow, jump on his enemy’s heads, and leap forward and hurl them across the screen by the neck.

In recent years, action games have leaned heavily on parries and invincibility-frames to get you out of trouble, but that’s not how 2 Black operates. Ryu has excellent defensive tools, but Ninja Gaiden is about positioning, aggression, and mastery of both your weapons and slew of techniques. You are always moving, always looking for an opportunity to go on the offensive, and always prioritizing the biggest threat, whether it’s an injured enemy who might try to grab you, a caster hanging back to pepper you with spells, or an enormous werewolf looking to tear your face off and eat it.

This is a symphony of death and you are the conductor.

At its best, this is a symphony of death and you’re the conductor, chaining together combos, dodging and counter-attacking, and using the Essence dropped by enemies to immediately charge your Ultimate Techniques, which are attacks so powerful that they can slice and dice an entire room. Ryu is always the coolest guy on screen, and when you’re cooking, the enemies throwing themselves at you to die give off that “surely I will be the guy that kills John Wick” vibe. When you’re not, you can die very, very quickly. You’re going to get good, or you’re not going to progress.

It’s not as unforgiving as it sounds. Save statues restore your entire health bars the first time you use them, and most of your life (minus a red section that grows over time as you take damage) is restored once you finish any given encounter. Even then, you’ve got items to fix that red section, heal you in a pinch mid-combat, and if all else fails, you can always kill more enemies and pray for blue Essence that will restore health. It’s never over until it’s over.

So it’s a flawless combat system, right? Well… not quite. Just like in the original, the camera can be a little janky and get stuck in weird places from time to time. It’s not too bad if you’re proactive about managing it and smart about how you approach fights, though it can have issues with tight corners and you will get hit off-screen every now and then. It’s an annoyance, but a minor one.

The other major problem is the quality of the boss encounters. Some of them like Volf are challenging, memorable, fun, or a combination of the three. But then there’s fights like the Water Dragon, a weird worm thing in the subway, or the Nuclear Armadillo (yes, really). And those… well, those kinda suck. Not because they’re hard, necessarily, but because they’re just plain not engaging to fight, force you to play in ways that zap the fun from Ninja Gaiden 2’s combat system, or rely on some weird gimmick. Even some of the best fights can overstay their welcome with repeated re-runs. I mean, I love the Genshin fight, but did I really need to do it four times, especially when it doesn’t change much during the rematches? How many times do I need to teach you this lesson, old man?!

Between fights, you’ll get to explore each level, which are linear but still reward heading off the beaten path with health bonuses, Ninpo upgrades, Essence, and Crystal Skulls (Why was 2008 the year of the crystal skull?) that provide discounts at the shop. It’s here, in the stages themselves, that you see the depth of 2 Black’s visual upgrades. Yeah, the new character models look amazing (love the new hair, Sonia), but the lighting changes and texture upgrades really make these environments pop. Ninja Gaiden 2 has always been gorgeous, but it’s easy to forget how ambitious it was. These levels are huge, and occasional camera issues aside, the platforming sections are largely really enjoyable and provide some nice variety between combat encounters. I particularly like the one in the clock tower – running up walls and doing bird flips is fun! Who knew?

The stages are where you can best see the visual upgrades.

So overall, Ninja Gaiden 2 Black is pretty great. If anything, though, its biggest flaw is that it’s based more on the 2009 PlayStation 3 port Ninja Gaiden Sigma 2 than it is the original 360 version. This is a little inside baseball, but bear with me for a second: For those who don’t know, Ninja Gaiden 2 and Sigma 2 are very, very different. I’m not going to go into extreme depth here because there’s too much to list, but Sigma 2 added or removed certain bosses, costumes, and weapons, reworked levels, changed how weapon upgrades work, and even added three new characters (Rachel, Momiji, and Ayane) with their own story chapters. It’s… a lot. So much so that Team Ninja has even crafted a handy dandy comparison table listing what’s in all the different versions.

The differences I really want to highlight, though, are the changes to enemy density and health, as they have the single biggest impact on how 2 Black actually plays. Compared to the original, Sigma 2 substantially reduced the number of enemies on-screen at once. There are dozens of enemies on iconic sections like The Stairs in the original release, so many that it could actually force the framerate into the single digits on Xbox 360. In 2 Black, you might get eight or so on screen at once in the same sequence. In exchange for sheer numbers, enemies in Sigma 2 (and thus, 2 Black) get more health and take longer to delimb, but are less aggressive. Even a Ninja Dog could tell you that these changes make combat worse. Environments are often empty and enemies feel spongy. Certain enemies, especially bigger ones like werewolves or the gargoyle-esque Van Gelfs (which are already immune to staple attacks like the Izuna Drop) take much, much longer to delimb and kill, making combat encounters with a lot of them drag.

I played 2 Black on the Path of the Acolyte difficulty (Normal) for this review because I figured it is what most people will play, though this was considered Easy in the original 360 release. After finishing it, I fired up the original Ninja Gaiden II on my Xbox Series X and played for a while on Path of the Warrior, which 2 Black lists as Hard and the original lists as Normal. Even on a higher difficulty, enemies died more quickly – I could often delimb or outright kill individual ninjas with a single attack from the Dragon Sword when it might take a full combo to do so in 2 Black – and it was exciting to fight more enemies on-screen at a time. Ninja Gaiden 2 just feels faster and better than Ninja Gaiden 2 Black. Ryu even seems to move through the environments more quickly, and it’s more exciting to play as a result.

2 Black’s issues don’t stop there. The combat changes from Sigma 2 also mean that enemies will sometimes block attacks in a combo after being hit or fall out of a combo mid-string. While this inconsistency does technically make 2 Black more like its predecessor, 2’s combat system isn’t built for it the way Ninja Gaiden Black’s is and it feels bad every time it happens.

That said, however, 2 Black does do a lot right in addition to the visual upgrade. The higher level of gore from the original release is back, as is the weapon upgrade system. Sigma 2 just gives you free upgrades at certain points; in 2 Black and the original, you can buy upgrades at any shop with Essence, which you also spend on healing items. I challenged myself to play through 2 Black without using any healing or Ninpo restoration items unless I found one when I was already full up, so this didn’t affect me a ton, but having upgrades cost Essence again is a good change because it forces you to choose between saving it to boost your weapons or spending it on items that will help you stay alive. Even intro screens before each mission resemble the more appealing ones from the original release more than Sigma 2. These things may feel minor, but they matter.

Enemies are spongier than in the original, but less than in Sigma 2.

2 Black also smartly removes the not-great Giant Buddha Statue and Statue of Liberty (yes, really) boss fights that Sigma 2 added while retaining good additions like the Dark Dragon. And while enemies are still spongier than in the original, they do at least feel less spongy than Sigma 2 and there seem to be more of them. Still not quite as many as in the original, though without playing all three games back to back to back and counting corpses, it’s impossible to say.

And the good stuff from Sigma 2 is still here. I like the new levels with Rachel, Momiji, and Ayane. None of these characters have Ryu’s expansive kit, so there isn’t as much depth to them, but they all feel unique and are fun to play as, especially in one-off chapters. This is still Ninja Gaiden, so they still look Like That (Ayane’s costume is particularly silly), but 2 Black never treats them as anything less than Extremely Competent Action Girls and they’re a nice change of pace, even if the transition from Ryu to them occasionally feels jarring from a story perspective.

Finishing the campaign unlocks additional costumes for every character (though not as many as in Sigma 2, and even some of the costumes from the original are not present), which is neat. You’ll also open up Chapter Challenges if you wanna replay chapters and compete for a high score, though there aren’t online leaderboards, and 2 Black does not bring back the original’s New Game Plus mode. There’s the Formerly Co-op With Another Real Person But Now Only With an NPC Friend Tag Team Missions, too, if you’re looking for more to do, which is nice. And I also appreciate the return of Sigma 2’s Hero difficulty, which is great for folks new to action games or who might need additional accessibility options.

If I have one other complaint with 2 Black, it’s that there are bugs here and there. It crashed on me once, had a few texture bugs in extremely funny places like The Stairs (if you know, you know), and once a door with some enemies (and goodies) behind it failed to open. The latter was, admittedly, really funny: I just heard rocket ninjas shooting at me from inside a train as I furiously tried to get in and kill them and they furiously tried to get out and kill me, but it did mean I had to restart from my last checkpoint to fix it.

Beyond: Two Souls TV Series on the Way from Star Elliot Page

PlayStation and Quantic Dream’s story-driven adventure game Beyond: Two Souls is getting a TV series reimagining from original star Elliot Page.

Deadline reports that Page’s Pageboy Productions has acquired the rights from Quantic Dream in the hopes of adapting it into a television show. The project is said to be in early development and is expected to keep the video game experience’s non-linear narrative in mind as work progresses. Additional details, including casting information and release plans, have yet to be revealed.

Page told Deadline that filming Beyond: Two Souls was “one of the most challenging and fulfilling acting experiences” of his career. He continued: “The story’s rich narrative and emotional depth offer us a fantastic foundation. We want to create a unique vision of the characters and their journeys that resonates with fans and newcomers.”

Pageboy head of development and production Matt Jordan Smitt elaborated on how he, Page, and the rest of the team plan to “honor the game’s legacy while inviting fresh perspectives.” He added: “Delving into questions of survival and how split-second decisions can alter not just our lives, but the lives of others, are key to telling the story.”

The original Beyond: Two Souls launched for the PlayStation 3 in 2013 before eventually making its way to PlayStation 4 and PC in 2015 and 2019, respectively. Directed and written by Quantic Dream’s David Cage, it follows the story of Jodie Holmes, a girl with psychic powers that allow her to communicate with a spirit she calls Aiden. Aside from the non-linear narrative that explores different sections of her life, the game was known for its inclusion of big-name actors like Page and Willem Dafoe.

Cage said he is collaborating with Page on the Beyond: Two Souls TV show, though the extent of his involvement is unclear.

“We are absolutely thrilled to collaborate again with Elliot Page on this project,” Cage said. “I was blown away by his acting performance in the game, and I couldn’t think of anyone else to tell this story with the same passion on another medium. Beyond: Two Souls is a very special game for millions of players around the world who were moved by the story of Jodie and Aiden, and their journey in life and beyond. I know that Elliot has all the talent and instinct to make it something really unique on TV.”

It will be some time before the Beyond: Two Souls TV series makes its debut. In the meantime, you can see IGN’s original review for the game here and all of our Quantic Dream video game reviews here.

Michael Cripe is a freelance contributor with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP.

Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Super Mario RPG Drops to $25 at Gamestop

While supplies last, Gamestop is offering the excellent Super Mario RPG remake for Nintendo Switch for only $24.99. Pro members can get it even cheaper at $22.49. You can get free shipping on orders over $79 or choose in-store pickup, otherwise pay a $6.99 shipping fee. This game is a brand new and sealed physical copy so you can sell or trade it off when you’re done with it.

Note that this is part of a greater Gamestop Sale Event that’s discounting other games at the lowest prices we’ve seen, like Dragon Age: Veilguard for only $24.99.

Super Mario RPG for $24.99

Super Mario RPG is a remake of the 1996 SNES classic. It was one of the best games to grace the console back then amidst a sea of other incredible titles, and Nintendo did a great job of staying faithful to the game’s charm and fun factor. A whole slew of improvements have been implemented to bring this game up to modern day standards, including updated visuals, music, gameplay mechanics, and several small yet welcome quality-of-life UI improvements.

In our Super Mario RPG review, Tom Marks wrote that “Super Mario RPG is considered a classic for a reason, and this wonderfully faithful remake makes it easy for anyone who missed it in the SNES era to see why. It’s unabashedly odd, reveling in the unexpected with writing that constantly had me bursting out laughing at jokes I’d heard a dozen times before. Its turn-based combat is fairly simple outside of its very clever boss fights, but it’s also ultra satisfying to keep your timing string going even when you’re plowing through pushovers. And while the updated graphics are equal parts pretty and sort of unambitious when it comes to interpreting the original’s style (with some unfortunate menu lag), the new takes on its excellent music are truly exceptional. Super Mario RPG already held up pretty well if you didn’t mind a bit of dust on its different systems, but now there’s no excuse not to see why Mario’s most unexpected adventure is still so beloved.”

Looking for more Mario games? Here’s a list of every Mario game for the Nintendo Switch.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

Score Select Games on Sale for Just $25 at GameStop: Super Mario RPG, Dragon Age, and More

2025 has already kicked off with a few different video game sales at various retailers, and as we make our way into February, the discounts just keep dropping. GameStop currently has a selection of games on sale for Xbox, PlayStation, and Nintendo Switch that are down to just $24.99, including Dragon Age: The Veilguard, Super Mario RPG, Starfield, and more.

Below you can see some of our favorite picks from this sale, but to see the full list of available discounted options head to GameStop’s sale page here.

Select Games on Sale for $25 at GameStop

If you want to check out even more game deals but have a preferred platform you play on, it’s worth having a look through our individual roundups of the best PlayStation deals, the best Xbox deals, and the best Nintendo Switch deals. In each of these we’ve highlighted some of the best game deals we’ve come across for each console alongside discounts on hardware and accessories.

If you’d prefer to have an overall look at the best discounts from each platform, check out our roundup of the best video game deals. And if you’re curious when the next big sale event is to save even more on games, have a look at our breakdown of the best times to buy video games. There, we’ve explained some of the biggest sale events of the year for games so you can plan ahead.

Another great place to look for gaming discounts is in our Daily Deals roundup, which features excellent discounts on the Final Fantasy Pixel Remaster Collection and Sonic X Shadow Generations. It’s not just for gaming deals, though. Daily Deals also highlights discounts that have caught our eye across tech, physical media, and more, so you can see our favorite deals of the moment in one convenient roundup.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

Long-Awaited Warhammer 40,000 Animation Astartes 2 Is Back From the Dead With Incredible Teaser Trailer — but There’s a Catch

Games Workshop has brought missing-in-action Warhammer 40,000 animation Astartes 2 back from the dead with an incredible teaser trailer that has wowed fans of the hobby. However, there’s a catch: nothing in the teaser will be in the new animation.

Astartes 2 is Games Workshop’s follow-up to the fan-made original Astartes animation, created by Syama Pedersen. It is widely accepted as the greatest Warhammer 40,000 animation ever made, official or unofficial, only perhaps bettered by Amazon’s recently released and excellent Space Marine 2 animation for the Secret Level anthology series.

Indeed, Astartes was so good that it inspired Saber Interactive’s hugely successful Space Marine 2, and Games Workshop eventually brought Syama in-house to work on the sequel.

But fans hadn’t heard a peep out of Games Workshop on Astartes 2 for years, leading some to wonder whether the company had quietly cancelled it. Fast forward to today, January 29, and the surprise reveal of the teaser trailer, which is a feast for Warhammer 40,000 fans.

The teaser suggests an animation on a scale never-before-seen from Warhammer 40,000 at this quality level, with melee combat, shooting, vehicle combat, and even spaceship battles all showcased. We see a number of different Space Marine chapters in battle across varied environments, and multiple enemy races, including Tyranids, Orks, and Tau.

It certainly hypes up Astartes 2, but it turns out nothing in the teaser will be in the animation itself when it finally launches in 2026 exclusively on Games Workshop’s subscription-only Warhammer+ streamer. According to a post on the Warhammer Community website:

“This teaser trailer is not actually clips from the new animation, instead showing a compilation of shots that represent the former lives of the characters that will appear in the show. There’s a pretty unsubtle hint at the end as to the nature of the final story… We’ll leave you to speculate and start putting the pieces together yourselves.”

So, while the teaser is certainly cool, that’s all it really is for now. We still haven’t seen anything of Astartes 2, and the lack of a disclaimer on the trailer probably won’t do it any favors in the long term. A fan who catches this teaser would reasonably expect what it shows to appear in Astartes 2; most won’t see the Warhammer Community post.

Still, it’s hard not to get excited as a fan and speculate about what it all means. It looks like the characters in the trailer end up in an Inquisition-led Deathwatch Terminator squad, based on the final image. But that’s about all I’ve managed to glean from it so far.

Meanwhile, I’ve already seen Space Marine 2 fans look jealously upon the Astartes 2 teaser and hope for some or all of it to make its way across to the game. Capes are an early shout. Saber is continuing to update the game, so perhaps it’s time for the developers to take some inspiration from Astartes once again.

Image credit: Games Workshop.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Pokémon TCG Pocket Gets Trading Today and Players Absolutely Hate It

Pokémon Trading Card Game Pocket has received its long awaited trading update today and, despite players slamming the mechanic upon developer Creatures Inc. revealing how it would work last week, it’s somehow launched to an even worse reception.

Players have taken to social media to share their frustration at the trading feature, criticizing it for having too many requirements and too many restrictions. While the latter were revealed upon trading’s announcement last week, the former was veiled under the statement “items must be consumed in order to trade.”

Unlike the Wonder Pick feature or opening booster packs, every instance of trading will require two separate, new use of items. The first is similar to those other mechanics, where in order to trade players must have Trade Stamina. This recovers over time or can be exchanged for Poké Gold, meaning real world money.

Trade Tokens

The other item is what’s causing a stir amongst the Pokémon TCG Pocket community, however. Trade Tokens are also required for trading any card at 3 Diamonds or higher. 120 Trade Tokens are required to trade a 3 Diamond card, 400 are required to trade a 1 Star card, and 500 are required to trade a 4 Diamond card, meaning an ex Pokémon.

Trade Tokens can only be obtained by essentially selling cards. Players can delete from their collection a 3 Diamond card for 25 Trade Tokens, a 1 Star card for 100, a 4 Diamond card for 125, a 2 Star card for 300, a 3 Star immersive card for 300, and a Crown gold card for 1500. Cards of lower rarities are worthless, though require no Trade Tokens to trade either.

This means players must sell, for example, five ex Pokémon before they can trade one ex Pokémon, or five 1 Star card (the rarest available to trade) before they can trade one 1 Star card. What’s more, selling one Crown rarity card, which are the rarest in the game and may not be obtained even after months of playing, will only net players enough tokens to trade three ex Pokémon.

Selling one of the next rarity, the 3 Star immersive art cards used a selling point for Pokémon TCG Pocket itself, doesn’t grant enough Trade Tokens to trade either a 1 Star card or a 4 Diamond card.

‘A Monumental Failure’

“The trading update is an insult,” wrote hurtbowler on Reddit in a post with over 1,000 upvotes, a player who vowed not to spend another penny on the game. “It’s just frustrating. The greed is just so excessive I can’t be inclined to spend another dollar. They should probably remove ‘Trading Card Game’ from the title screen. It’s just insulting to look at.”

“It’s silly to have to burn two immersive cards to be able to trade just one 4 Diamond ex,” said someone in the comments. “I understand they want to keep people from creating bots and exploiting the system, but this is currently absurd.”

Others called it “hilariously toxic” and “monumental failure,” and lamented that a “safe way for the community to connect more” was sacrificed for something “so laborious.” Exchanging something for Trade Tokens also takes around 15 seconds, meaning many will have to spend minutes in menus before they can trade a single card.

“If these are the trade costs, the app should be renamed to Pokémon Card Game Pocket wrote Darkmalice in the comments of a post discussing the high costs. “I don’t think they want people trading at all,” said another user. “That’s why they made it so bad.”

Pay Day

Fans have complained trading is fairly clearly being implemented as a means of increasing revenue for Pokémon TCG Pocket, which is estimated to have made $200 million in its first month, before trading was possible.

This is also evidenced by the inability to trade cards of 2 Star rarity or higher, as if players could immediately trade for their missing cards, they wouldn’t need to spend $10 or $100 or more for a random chance of getting them. It cost one player around $1,500 just to complete the first set, for example, and the third in three months will be available tomorrow.

“The trading system is predatory and downright greedy,” wrote ACNL on Reddit, who outlined the Trade Token conversion rates. “That’s just messed up man. Like who designed this? If there were other ways to get tokens, this might be passable, but at the moment there are no other ways to get tokens.

“This isn’t sustainable at all. On top of that, you can’t even burn a card unless you have three copies of it. If you want to trade in this game, you better buy a ton of packs and keep buying them.”

Creatures Inc. Stays Quiet

Creatures Inc. has not yet commented on the backlash to trading. Doing so is a rare move for the developer but it did so for the initial complaints when trading was revealed last week. “Your concerns are seen,” it said at the time. “Once this feature becomes available, I’d like to invite everyone to try it and provide feedback. This way, the game can continue to evolve in an enjoyable way for everyone.”

This response made it sound as though things may be better than fans expected, but that is certainly not the case. IGN as asked Creatures Inc. for comment on this reaction and if any changes are planned.

As mentioned by some users, the trading mechanic could be rectified somewhat by Pokémon TCG Pocket including Trade Tokens as rewards for missions and such. It’s more likely Trade Stamina will feature in these though, as it has so far included adjacent items like Wonder Stamina and Pack Hourglasses as rewards.

Regardless, the introduction of such a poorly received mechanic today is a bad look for a game about to debut its next big update, which will introduce Diamond and Pearl Pokémon such as Dialga and Palkia to the digital card game.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Konami Hails Silent Hill 2 Remake After Hitting 2 Million Sales Milestone

Konami has hailed the success of the Silent Hill 2 remake after it shot through the 2 million sales mark.

Silent Hill 2 remake, developed by Bloober Team, went on sale on PlayStation 5 and PC via Steam on October 8, 2024 (there’s no word on an Xbox Series X and S version yet), and just a few days later had sold one million copies. This was thought to have made Silent Hill 2 remake the fastest-selling Silent Hill game ever, but Konami has yet to rubber stamp that potential record.

“Since its release, Silent Hill 2 has received a multitude of accolades including several ‘perfect’ review scores, multiple award wins and nominations cementing itself as a timeless entry in the horror video game genre,” Konami said.

IGN’s Silent Hill 2 remake review returned an 8/10. We said: “Silent Hill 2 is a great way to visit – or revisit – one of the most dread-inducing destinations in the history of survival horror.”

The sales success of the Silent Hill 2 remake will perhaps embolden Konami’s plans for the franchise, which have ramped up significantly in recent years. Silent Hill f and Silent Hill: Townfall are both still in the works, but perhaps Konami will also continue to remake past Silent Hill games. There’s a film adaptation of Silent Hill 2 coming, too.

Modders are doing eye-catching things with the Silent Hill 2 remake on PC, too, including removing hair sheen, the game’s famous fog, and even turning it into Sunny Hills.

The Silent Hill 2 remake features several new puzzles and redesigned maps, so if you need help navigating through it all, head to our Silent Hill 2 Walkthrough Hub. We’ve also got a comprehensive guide to the Silent Hill 2 Remake endings, all Key Locations in the game, and what changes in New Game+.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

GOG Resurrects Dino Crisis and Dino Crisis 2 on PC

Dino Crisis and Dino Crisis 2 are back from the dead with re-releases on PC via GOG.

Both cult classic PlayStation survival horror games are available on the CD Projekt-owned platform DRM-free, with their original content fully intact as part of GOG’s Preservation Program.

Capcom released Dino Crisis on the original PlayStation in 1999 and then Dino Crisis 2 just a year later. Dino Crisis 3 launched as an original Xbox exclusive in 2003 and fans have yet to see a new game since.

Despite the occasional groundswell of opinion that Dino Crisis should return with a brand new entry in the series or a HD remake, Capcom seems uninterested. Indeed Capcom’s 2022 announcement of Exoprimal, a multiplayer-focused action game featuring dinosaurs, was seen as the final nail in the coffin for Dino Crisis. And in August last year, Dino Crisis creator Shinji Mikami said the popularity of Capcom’s Monster Hunter doesn’t leave room for a reboot or remake of the beloved PlayStation game.

The PC ports of the first two Dino Crisis games were difficult to find and tricky to get up and running on modern machines, so GOG’s work here is welcome.

“Thanks to the tremendous efforts of Capcom and GOG, Regina’s iconic line, ‘You’re extinct!’ no longer applies to the game itself,” GOG said of Dino Crisis. “The timeless thriller that defined a generation of gamers is made to last forever, enhanced for today’s systems, featuring all the original content you loved with numerous improvements.”

Dino Crisis PC: what to expect with GOG’s version of the game:

  • Full compatibility with Windows 10 and Windows 11
  • All 6 localizations of the game included (English, German, French, Italian, Spanish, and Japanese)
  • Original, Arrange, and Operation Wipe Out modes included
  • Improved DirectX game renderer
  • New rendering options (Windowed Mode, Vertical Synchronization Control, Gamma Correction, Integer Scaling, Anti-Aliasing, and more)
  • Increased rendering resolution to ~4K (1920p) and color depth to 32-bit.
  • Improved geometry calculation, more stable transformation and texturing.
  • Improved alpha transparency
  • Improved game registry settings
  • Issue-free animation, video, and music playback
  • Issue-free saving (the game no longer corrupts save files after leaving dropped weapons)
  • Full support for modern controllers (Sony DualSense, Sony DualShock4, Microsoft Xbox Series, Microsoft Xbox One, Microsoft Xbox 360, Nintendo Switch, Logitech F series and many more) with optimal button binding regardless of the hardware, hotplugging and wireless mode

Dino Crisis 2 PC: what to expect with GOG’s version of the game:

  • Full compatibility with Windows 10 and Windows 11
  • All 2 localizations of the game included (English, Japanese)
  • Easy difficulty, Dino Colosseum and Dino Duel included
  • Improved DirectX game renderer
  • New rendering options (Windowed Mode, Vertical Synchronization Control, Gamma Correction, Integer Scaling, Anti-Aliasing and more)
  • Improved music playback and volume scaling
  • Improved item rendering and fogging
  • Improved cartridge boxes alignment
  • Issue-free video playback, task switching and game exit
  • Full support for modern controllers (Sony DualSense, Sony DualShock4, Microsoft Xbox Series, Microsoft Xbox One, Microsoft Xbox 360, Nintendo Switch, Logitech F series and many more) with optimal button binding regardless of the hardware and wireless mode

Meanwhile, GOG announced its Dreamlist, a community-based tool anyone can use to vote for the games they want to see revived or added to the platform. These votes help GOG show community interest to IP owners and bring these games to life on the platform, it said.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Hideaki Nishino Elevated to Sole CEO of Sony Interactive Entertainment, Hiroki Totoki Promoted to Sony CEO

Hideaki Nishino has been promoted to the sole CEO of Sony Interactive Entertainment, with his new position effective on April 1, 2025.

This comes from a press release dropped this evening, which also reveals that Sony CFO Hiroki Totoki is being promoted to president and CEO of the entire company. He replaces Kenichiro Yoshida, who served as CEO of the company since April 2018, succeeding Kazuo Hirai. Additionally the SVP, finance, corporate development and strategy Lin Tao is being promoted to CFO.

Just last year, it was announced that Nishino and Hermen Hulst would split the leadership of SIE between them after former CEO Jim Ryan’s retirement, with Hulst serving as head of PlayStation Studios and Nishino overseeing hardware and tech. With this change, Nishinio now oversees the entire SIE operation as well as leading the platform business group, while Hulst will remain in his role heading up PlayStation Studios specifically.

Nishino has worked with Sony since 2000, previously serving as SVP, platform experience group.

“I am truly honored to take the helm at Sony Interactive Entertainment,” he said. “Technology and creativity are two of our biggest strengths as we continue to focus on developing experiences that deliver entertainment for everyone. We will continue to grow the PlayStation community in new ways, such as IP expansion, while also delivering the best in technology innovation. I want to thank Hermen for his expertise and leadership as he continues his role as CEO, Studio Business Group. I am deeply grateful for the PlayStation community and their continued support and I am very excited for what the future holds.”

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Monster Hunter Wilds Interview: Meet Nu Udra, Apex of the Oilwell Basin – IGN First

From dry deserts, bustling forests, blazing volcanos to even frozen tundra, a variety of environments appear throughout the Monster Hunter series, each with its own unique ecosystem created by a diverse cast of monsters. The experience of adventuring through an unknown world, walking across its lands as you hunt, is one of the great joys when playing Monster Hunter.

This holds true for Monster Hunter Wilds, the newest game in the franchise. After the Windward Plains and Scarlet Forest, hunters will take their next step into the harsh lands of the Oilwell Basin, a place covered in flames and oilsilt. Once there, they’ll find their path blocked by dripping, viscous oil and all-blazing magma. While it may seem to be a sterile, lifeless place, one can see the sluggish movements of small creatures wriggling around in the mire. And here and there in the Oilwell Basin sits what looks like the remains of some ancient civilization.

Yuya Tokuda, director of both Monster Hunter: World and Monster Hunter Wilds, describes the Oilwell Basin to us.

“During the Fallow, the Oilwell Basin is a place filled with mud and oil. When the Inclemency known as the Firespring comes, it burns away that oilsilt, and at times during the Plenty the burned-away oil and soot vanishes, revealing the minerals, microorganisms and the original color of the manmade artifacts hidden underneath,” he says.

Down in the Muck

What kind of concept did the development team have in mind when constructing the Oilwell Basin? We ask Kaname Fujioka, director of the first Monster Hunter as well as executive director and art director for Wilds.

“We had two horizontally broad locales in the Windward Plains and Scarlet Forest, so we decided to make the Oilwell Basin a vertically connected place,” he says. “The environment there changes slightly when you travel between the top, middle and bottom strata. Sunlight reaches the top strata, where oil gathers like mud, and the lower you go, the hotter the place becomes, with lava and other substances.”

Tokuda continues: “From the middle to bottom strata, you’ll find creatures not unlike aquatic life that may remind you of the deep seas or underwater volcanoes. In World, we created the ecosystem of the Coral Highlands using the idea of what it would look like if aquatic creatures lived on the surface, and we’ve used the knowledge we gained in the process to create the Oilwell Basin’s creatures and ecosystem.

It’s a blazing and barren wasteland that becomes filled with vitality once the Plenty comes. Fujioka says he wants players to enjoy this contrast.

“During the Fallow and Inclemency, smoke comes out of everywhere in the Oilwell Basin like it’s some sort of volcano or hot spring,” he explains. “But during the Plenty, it takes on a clear, marine-like tone as we just mentioned. Look closely at the environmental biology and you’ll find that it’s even a region inhabited by the kinds of creatures you’d expect to find on the ocean bed.”

The Oilwell Basin’s environment is made in a way that differentiates it from other locales. While it may look lifeless when covered in oilsilt, not only do shellfish like shrimp and crabs live under it, so do small monsters that provide raw meat. Large monsters eat small monsters, small monsters filter out and consume microorganisms from the environment and oilsilt, and microorganisms derive energy from the heat of the earth. If the Windward Plains and Scarlet Forest are ecosystems built upon sunlight and vegetation, the Oilwell Basin is an environment belonging to creatures that live by way of geothermal energy.

The large monsters that live in the Oilwell Basin are distinct from those found in other locales as well. One such monster is Rompopolo, a globular and noxious creature with a mouth resembling thin needles. What ideas could have led the developers to Rompopolo’s bizarre design? Fujioka explains

“We designed it as a tricky monster that lives in swamps and creates chaos for players by using its stored up toxic gas,” he says. “The idea of a mad scientist came up often when we were trying to depict this trickiness. We were inspired by this concept when giving it a slightly chemical purple color and glowing red eyes. The equipment you can craft from it is surprisingly cute, though. So is its Palico equipment.”

While Tokuda categorizes the Rompopolo Palico equipment as “amusing,” I could see exactly what they both meant when I got to play with it myself. I hope you’ll craft the equipment and check it out, too.

Flames of Ajarakan

Another new monster appearing in the Oilwell Basin is Ajarakan, a monster that feels like a massive gorilla enveloped in flames. That said, unlike the Scarlet Forest’s Congalala, it seems to have a slimmer sort of silhouette.

Another new monster appearing in the Oilwell Basin is Ajarakan, a monster that feels like a massive gorilla enveloped in flames. That said, unlike the Scarlet Forest’s Congalala, it seems to have a slimmer sort of silhouette.

While we saw many scenes of Rompopolo and Ajarakan fighting for turf in this video, we actually see it grab Rompopolo’s body with both arms to give it a bear hug. Its martial arts-inspired movements make frequent use of its fists, giving it a charm unlike that of fanged beasts we’ve seen before.

“Normally when we design fanged beasts, their hips are low to the ground, putting their heads at about eye level with the hunter,” says Tokuda. “We thought that this can make it harder to sense the threat that the monster poses. That’s why we were conscious of giving this monster a more top-heavy and towering silhouette. We then added flame elements that are at home in the Oilwell Basin, as well as grabbing attacks reminiscent of a wrestler that highlight its physical strength. It’s a monster that combines strength, physical attacks and flames, like its attack where it melts something and tosses it at you.”

Fujioka also comments on Ajarakan’s design: “With one unique monster after the next making an appearance, we thought that this might be a good time to add a monster whose strengths are easy to understand. That’s how we got Ajarakan. It just punches or slams its fists on the ground to make flames shoot up, making it the kind of monster that’s strong by way of all its super-straightforward attacks.”

Ajarakan occupies a fairly high position in Oilwell Basins’s ecosystem. Compared to Rompopolo, which makes full use of poison gas and oilsilt, Ajarakan really does stand out with its flashy appearance, with flames and magma accompanying each one of its attacks, making you very conscious of the area’s pecking order.

“At first it was just kind of a physically powerful monster,” says Fujioka. “That’s why I talked quite a bit with our artists and designers about giving it more personality in some way. It’s a monster in a fiery location, so I wanted to make use of flames and heat. That said, I didn’t want it to simply breathe fire or create flames. That’s how we ended up with a design where the monster seems to be wearing flames on its back, similar to the Buddhist deity Acala. From there we got the idea of Ajarakan’s rising internal temperature giving it enough heat and power to melt anything in front of it, which seemed to give it so much more personality. Ajarakan will grab the hunter or hug Rompopolo, and we wanted to make players think about how much they’d want to avoid getting hugged by an absurdly hot creature. We decided to make it seem scary by making it so hot that it’ll melt anything and everything around.”

Unlike the tricky Rompopolo, Ajarakan’s design focuses on straightforward power. As there’s the risk of its concept of depicting simple strength leading to no-frills movements, Fujioka says the team kept giving it flashier and flashier moves as they reached the end of development.

“We kept adding lots of different interesting techniques, like it jumping into the air, balling itself up and falling to the ground,” he says.

A monster generations in the making

Ruling over the Oilwell Basin’s ecosystem as its apex predator with octopus-like tentacles is the “Black Flame,” which we can finally name for the first time: Nu Udra. With its slimy body covered with the flammable oil it secretes, it stretches and wriggles around the Oilwell Basin in every direction. Just as the Windward Plains’ Rey Dau controls lightning and the Scarlet Forest’s Uth Duna envelops itself in water, Nu Udra coats itself in flames. The two developers say that apex predators in Wilds are designed with the element of their region strongly in mind. Of course, finding an octopus in a scorching hot area is odd. Was this really the animal that inspired the monster?

“Yes, it was octopuses,” says Fujioka. “We also wanted its silhouette to be striking when it rises up and gave it what look like demonic horns, but we also tried designing it in a way where you can’t tell where its face is.”

Tokuda explains that even the music that plays when fighting Nu Udra is based on demonic imagery.

“We had the composers include phrases and musical instruments reminiscent of black magic,” he says. “I think it ended up being a unique and good piece of music.”

The squirming movements of Nu Udra’s tentacles apparently follow in the footsteps of monsters like Lagiacrus, which appeared in Monster Hunter Tri. A tentacled monster like this is a concept that both Tokuda and Fujioka have long wanted to make a reality.

“One of the concepts in Tri was underwater combat, so I did write a proposal for an octopus-shaped monster at the time, emphasizing its distinctive underwater movements,” says Tokuda. “I had fun coming up with all kinds of ideas, like ‘It has lots of legs, which means lots of parts you can sever!’ There were challenges keeping us from making that a reality, though, including technical ones. But even so, I’ve been holding onto that proposal for all this time.”

We’ve seen monsters in the past such as Yama Tsukami and Nakarkos that wriggle around as they use appendages like their tentacles. I ask Fujioka if they took the movements of these past monsters into consideration when developing Nu Udra.

“We’re always interested in using monsters who move like that in moments where they’d stand out, as their silhouette and the impression they give are nothing like standard monsters with limbs and wings,” he says. “While including too many unique monsters will cause players to get tired of seeing them, dropping one in at just the right moment leaves such a strong impression. That’s why we had Yama Tsukami appear in the game the way it did,” he says, referring to the scene in Monster Hunter 2 (Dos) where you encounter Yama Tsukami floating over the mountains in a deep forest. “You glance up, see it flying above you, and think, ‘What the heck is that?’ I think there’s a kind of adventurous feeling you get from seeing something a bit odd, similar to cryptids.”

Hearing this, Tokuda adds with a nostalgic tone, “You know, I’m the one who put that (Yama Tsukami) there.” While they weren’t able to create the same kind of actions for Yama Tsukami as they have for Nu Udra due to the technology at the time, they say they wanted to find some way for it to leave an impression.

A constant feeling I get throughout this interview is one of just how sincere Monster Hunter’s team is throughout the development process about creating monsters, and that they make use of so many techniques in the process. Even if it can’t be done with current technology, these creators have countless ideas in their heads about how they want to use a monster. Then when they develop a new title, they draw on this stockpile when creating new monsters. In that sense, you could call the realization of a monster that makes full use of its tentacles like Nu Udra a major accomplishment for both Tokuda and Fujioka.

“While Yama Tsukami and Nakarkos were monsters that attacked you with their tentacles while fixed there in a stage, Nu Udra makes use of its physical traits as a cephalopod to freely move around the area. In that way, the gameplay it enables could be seen as something we’re trying for the very first time here.”

Fujioka continues: “Monsters with tentacles like that pose a lot of technical challenges, like controlling it with respect to the terrain and its target. When we began development on Wilds, the technical department’s tests went incredibly well, and so we felt like we could really make it happen this time.”

“When we saw the tests, we also thought to make it the apex predator of the Oilwell Basin,” adds Tokuda. “That’s just how much of an impact this monster has.”

“While there are countless proposals that I’ve had rejected due to technical reasons, it feels like I’m finally getting to attempt one of those this time around.”

Even outside of hunting, I get the sense that fine attention was placed on Nu Udra’s animations. After you deal it enough damage, it wraps itself around what looks like an ancient ruined pipe in order to wriggle its way around the area. It even enters into small holes in the terrain without any trouble at all. Every one of Nu Udra’s movements posed a challenge to the art team led by Fujioka.

“We did quite a lot of work on depicting flexible bodies this time with Nu Udra,” he says. “At the start of development, we try coming up with pretty unreasonable ideas, whether or not we can actually achieve them. It’s a challenge to ourselves in a way, and while it does cause a lot of challenges for our artists, the final product looks so amazing if we’re able to actually make it take shape.”

The team uses new technologies to make possible the ideal expressions they’ve accumulated as the series progresses. They give it a try even if they aren’t sure they can make it happen. I even get a sense of what it feels like to be on the Monster Hunter development floor when I hear these two talk.

“When we first implemented the movement of it going inside a hole, an animator told me, ‘When you weaken it and it starts heading back to its nest, please wait here for a moment!’,” says Tokuda. “Apparently they wanted me to see it going into its little hole, and I still remember replying, ‘Oh, that really is amazing!’ The animator looked so satisfied as well.”

“It might not be easy to get the chance to see it, but the way it squirms around while wrapped around a pipe is so well made too,” says Fujioka. “I do hope you check it out. Only games are able to depict things like that in real-time instead of as some premade scene. I’m incredibly proud of it as a crystallization of the staff’s efforts.”

Fujioka’s tone of voice gives me a strong sense of just how satisfied he is with the level of detail of Wilds’ monsters and how proud he is of the team who created this game.

Once I actually try taking on Nu Udra, I have significant trouble finding an opening on its flexible and ever-changing body. If I let my guard down and stick too close to it, it uses its head to launch a powerful counterattack. While I struggle, I somehow manage to focus enough of my attacks to successfully break a tentacle part, only for its severed tip to thrash around on the ground. Is it possible to destroy all of its many legs?

“You can cut off so many tentacles,” Tokuda explains. “While I suppose it depends on how you count them, all of the parts that resemble legs that touch the ground can be severed. While the tentacles do move right after they’ve been cut off, they begin to rot after some time passes. If you try to carve a part that’s rotten and no longer moving, you won’t get good materials from it. The same also applies for breakable parts of other monsters, like tails.”

“Nu Udra uses its tentacles to launch attack after attack on its target. We were conscious to give its attacks a unique tempo through a combination of focused attacks, and area-of-effect attacks using its head and flames. We wanted to make it a massive monster that still seemed to launch a barrage of attacks. With all of its tentacles, though, it’s possible that it becomes difficult to tell who it’s targeting in situations like multiplayer hunts. That’s why we’ve made it so that it has sensory organs at the tips of its tentacles that use light to indicate when and who it’s going to attack.”

At times, Nu Udra will hold its tentacles in the air and slam them into the ground as an attack. Like Tokuda says, its area that would correspond to the palm of a human hand gives off light when it does this. This light-emitting section of its body is Nu Udra’s sensory organ. But as it doesn’t use vision to understand the world around it, Flash Bombs don’t affect it.

Nu Udra poses a significant challenge. I ask Tokuda what players can do to start working toward defeating it.

“Its body itself is fairly soft, and it has lots of breakable parts,” he replies. “I think hunters should think about how to determine where to attack. Cutting off a tentacle will also shorten its area of effect attacks, making it much easier to move around. You could also call it a monster made for multiplayer, as that means its targets will be split up. You may be able to enjoy it even more by using SOS flares, Support Hunters included.”

Fujioka expands further. “As we designed this monster, I thought it’s one that can be tackled in a way that’s very much like an action game in the sense that destroying its parts can help you get closer to defeating it. Gravios is another monster where you discover a way to defeat it as you destroy its tough armor, right? The ability to carefully watch a monster’s movements and use that to make a decision fits perfectly with Monster Hunter’s overall approach.”

A welcome reunion

In his answer, Fujioka brings up the name Gravios. That’s right, players can reunite with Gravios, who hasn’t been seen since Monster Hunter Generations Ultimate, in the Oilwell Basin. As a monster covered in what looks like a rocky carapace and which emits hot gas, Gravios really is a perfect monster for the area.

I ask Tokuda what led them to decide to have Gravios make another appearance (for more details, check out this Gravios interview as well).

“When we were thinking of monsters that match the Oilwell Basin’s environment, make sense in the game’s overall progression and don’t play too similarly to any other monsters, we thought that we could make Gravios seem like a fresh challenge and decided that it would reappear,” he says.

As Tokuda says, the reappearing Gravios had become a monster with an even harder body than I remembered. Its massive presence is overwhelming when compared to the other monsters in the Oilwell Basin. When I somehow figure out a way to attack its rocky carapace, I’m able to form red wounds on its body like any other monster and unleash a Focus Strike.

“When bringing Gravios over to this game from previous titles, above all else, we wanted to make sure it still had its distinguishing features like its hardness,” says Tokuda. “From a game design perspective, we also wanted it to be a monster that appeared after you’ve progressed a good bit and had gone through everything the game’s design has to offer. That’s why I came up with the idea of it being a monster where it’s difficult to figure out a way to defeat its hard body at first, only for hunters to find more and more clues as they make good use of the wound system and part breaking.”

If Gravios is making an appearance, does that mean we’ll also be seeing its juvenile form, Basarios? I ask the question, only for Fujioka to simply reply, “Sorry, but Basarios will be taking this one off.” It seems like the time isn’t quite right yet, and we’ll have to wait longer before we see Basarios again.

As the two explained during our interview about monster selection, the Monster Hunter team is careful to not make offhanded decisions about having monsters reappear, only doing so if they can be used to their fullest in a game. That means that the team must have decided to not include Basarios in this game after multiple discussions. Though a bit unfortunate, many other monsters not touched on in this article will also make an appearance in the Oilwell Basin. I can’t wait for the day when I get to go hunting there, Cool Drink in hand.

Monster Hunter Wilds is scheduled for release on PlayStation 5, Xbox Series X|S and PC on February 28. For more, check out our exclusive 4K gameplay videos hunting Ajarakan and Rompopolo in the new Oilwell Basin area, our interview with the development team on how Monster Hunter has evolved over the years, and details on the game’s delicious food system. And look out for more monstrous exclusives throughout January as part of IGN First!

Shuka Yamada is a freelance writer for IGN Japan. This article was translated by Ko Ransom.