Hot on the heels of Free Title Update 2 comes the next seasonal event in Monster Hunter Wilds: the Festival of Accord: Flamefete, running from July 23 to August 6. In this summer-themed event, the Grand Hub will be decorated to match the season. Hunters can collect tickets to obtain special equipment, take on special Event Quests, and enjoy some fun in the sun in the Grand Hub.
The Grand Hub heats up for Summer
Download the image
Download the image
Visit the Grand Hub – your space to hang out and gather with fellow hunters – decorated to celebrate summer. Listen to a new song performed by the Diva, chow down on a special meal, and make some fun summer memories.
Forge Special Armors
Special armor sets only obtainable during the Festival of Accord: Flamefete can be forged with tickets earned through Event Quests and just for logging in.
Here’s a breakdown of what you can earn during the event:
Special Login Bonuses During the seasonal event, you’ll receive daily rewards such as tickets just for logging in. Use these to forge special equipment and use meal vouchers to eat the special summer-themed meal in the Grand Hub.
Enhanced Regular Login Bonuses Throughout the event period, the usual login bonuses will be boosted:
Lucky Vouchers will be doubled to 2 per day
Barrel Bowling Vouchers will be increased to 3 per day
Daily Limited Bounties Special tickets and items can be earned through daily bounties. Additionally, the Provisions Stockpile will be running an extended sale for the duration of the event.
Special Barrel Bombs, perfect for the beach
Get the Beach Barrel Bomb as a login bonus.
Forge the Afi Armor Set
Collect the special tickets to forge the Afi α series for your Hunter and Felyne Afi α series for your Palico. Having the Afi α series equipped will reward you extra seasonal event slots for certain quests. Make sure to have the armor equipped so you can stock up on tickets and Beach Barrel Bombs.
Additional Limited Contents
Those who claim login bonuses during the event will also receive limited contents. Here’s a look at some exclusive items you can obtain.
Blaze through the Forbidden Lands with the Firebird Caparison Seikret decoration.
You can also get special Titles, as well as a Nameplate, Background, and Pose to use in your Hunter Profile.
Show off your summer spirit by customizing your pop-up camp with special items.
Cool off from the hot weather with a new additional Water Gun gesture to cool down Hunters from all over the world.
By selecting the Water Gun gesture, your Hunter will equip and raise their water gun, ready to cool off anyone in the line of fire. You can rapidly shoot, as well as run around and dodge. How about having a water gun fight with your fellow hunters in between quests?
Enjoy the new Flamefete Felyne Teddy pendant and additional music (BGM).
During the event, you will also be able to have Fabius join the hunt.
New and returning Event Quests
Here’s a look at the new Event Quests debuting alongside the Festival of Accord: Flamefete.
Event Quest: “Pick Your Poison”
Collect special materials to obtain the Diver α series and Felyne Aloha Set α for your Palico.
Event Quest: “Putting Up a Stink”
Download the image
Download the image
Every summer BBQ is better with corn. If you agree, you’ll want to take on this Event Quest to obtain the corn-styled gunlance: Cornpopper. The Half Rim Glasses and Lovely Shades headgear for your hunter and Alma are also available to forge by completing this quest.
The Handlers and the Smithy get a new look for the Seasonal Event
During the seasonal event, Alma, Erik, and Gemma are getting in the summer mood with special new outfits.
They’ll wear these outfits during the seasonal event, and can be purchased as paid DLC to be worn after the event ends
Download the image
Download the image
Download the image
The Flamefete DLC Pack will become available when the event starts, including the festive special outfits, “Alma Outfit: Summer Poncho, Gemma Outfit: Summer Coveralls,” and Erik Outfit: Summer Hat. In addition, the pack will also include special pendants, gestures, sticker sets, and Seikret decoration. The contents included in the DLC pack can also be purchased individually.
Happy Hunting!
*Please note that it may take some time for the contents to be reflected in the store.
The Edge of Fate is a title that’s perhaps a bit too on the nose for a game balanced on a blade honed by years of iteration but also worn dull by time. In the storied and rich tradition of Destiny 2, this latest expansion once again takes a few major steps back after finally feeling like maybe it’d found its footing. The 14-mission campaign is monotonous and padded to the gills with busywork (despite having a sometimes-compelling story), the RPG and buildcrafting rework is locked behind one of the worst grinds Destiny has ever seen, and the new planetoid of Kepler isn’t up to Bungie’s usual standards. But even as it stumbles in its attempt to redefine itself after the excellent ending to its original story in The Final Shape last year, I do admire the risks The Edge of Fate takes, both in the bold new direction of its story and the unexpected mechanics it tries throughout its experimental campaign – though it doesn’t exactly nail either one. I still need to play through the raid before my final review, but the 20 hours I’ve spent with it so far feel like that messy spot the MCU was in after Endgame, fumbling for what comes next following a conclusion that felt pretty, well… conclusive.
I wish I could say The Edge of Fate picks up where The Final Shape left off, or that it can easily be enjoyed on its own, but both of those are extremely not true. If you haven’t been playing every little scrap of seasonal content in the past year, you’ll certainly be off to a rocky start – there’s a new antagonist wearing the face and voice of an old character, godlike beings formerly relegated to vendors and goofy gameshow hosts who have been repositioned as omniscient puppetmasters who we’re now supposed to take seriously, and about 30 minutes of nearly nonstop info dumping, which feels like something out of a pulp sci-fi novel as voices explain how “dark matter” is totally different from “the darkness” and other such gobbledygook. It’s such a terrible opening, I feared the worst for a series that’s missed the storytelling mark more often than it’s hit by a pretty wide margin. But a weak first couple of hours makes way for a tale that was actually much better than I was expecting thanks to a very strong new supporting character in Lodi, who is shrouded in a mystery involving time travel, and a completely unexpected backstory finally given to one of Destiny’s longstanding cast members that really blew me away.
There’s still plenty of wonky dialogue, less interesting characters like Orin who mostly just fill space, and an overreliance on established lore across over a decade of content that can leave even longtime fans scratching their heads – plus, in an effort to make the new baddie intimidating, they do one of my biggest story pet peeves and retcon it so that actually all of the stuff that’s ever happened was all part of their master plan (insert massive eyeroll here). But on the whole, this is one of the better stories Destiny has pulled off, and I’m especially impressed by how many massive swings are taken to make me care about the next saga in this weird universe. This is perhaps best showcased by Lodi, who manages to effortlessly feel like an invaluable part of the cast despite literally showing up out of nowhere.
The actual campaign, and especially the planet it takes place on, fare less well though. Kepler is Destiny’s first foray beyond the celestial bodies in our immediate solar system, so one might hope to marvel at places that feel new and alien, but instead we get an overly familiar setting that reuses assets we’ve seen a hundred times and slaps them onto loads of rocky cliffs and caves filled with big yellow warts. For an excursion that’s supposed to be a bold frontier that represents the future for the shooter, this is definitely one of the most lackluster settings they’ve added – to the point where I sometimes forgot The Edge of Fate was supposed to take place on a new planetoid. Seemingly in an effort to disguise how small the new area is, you aren’t allowed to summon your sparrow, which is instead replaced with a host of gimmicky abilities you have to use to access certain parts of the map, like one where you turn yourself into a tiny ball and squeeze through narrow passageways, Samus-style. This structure has the vaguest possible resemblance to a metroidvania, but usually only succeeds in making the trek back and forth to complete humdrum quests more irritating.
The new abilities can interrupt the flow of combat in an odd way.
Although these new abilities are generally irksome when they’re required to get around, they’re much more welcome in the context of solving puzzles during story missions. One such ability has you picking up a portal gun that lets you teleport to otherwise inaccessible areas, while another lets you shift the positioning of objects in the environment to create platforms or clear obstructions. So there are times where you find some loot just out of reach and have to use a combination of the Samus-ball and the other two to clear the way, which can be pretty neat. Unfortunately, these puzzles are so incredibly easy to solve they often feel more like busywork to artificially stretch out the adventure’s 8-hour runtime than anything of note, and since you can only use these abilities by finding specific nodes that grant you their power for a short time, I spent about 95% of my time running around searching for the tools needed to complete puzzles, and only the other 5% actually solving them.
And even though I admire that Bungie has tried to incorporate these same tools into combat, they usually only serve to interrupt the flow in an odd way. For example, it’s really weird that in order to kill certain enemies or progress a boss to its next DPS phase, you’ve gotta turn yourself into a little ball of light and roll around collecting items while enemies absolutely lather you in gunfire you’ve little hope of dodging. This awkwardness is magnified by the fact that they reuse these three tricks nonstop throughout the journey on Kepler, and it starts to feel needlessly repetitive in pretty short order. Still, I’ve been saying for some time now that Destiny’s been resting on the laurels of its awesome gunplay for far too long and needs a shot in the arm to keep my interest, and these puzzle-forward abilities are at the very least an interesting attempt at doing just that, even if the execution is not always successful. Here’s hoping this is the prototype for something more engaging and fleshed out in future expansions.
The wonky abilities and forgettable location aren’t the only reasons the 14 main missions in The Edge of Fate’s story are quite underwhelming though, as characters fill empty space with exposition as you fight bosses that are carbon copies of bad guys we’ve slain repeatedly throughout the years. To its credit, there are a few new enemies here and there, like flying aliens called corsairs and little robot bees that swarm you, but their impact on moment-to-moment gameplay is pretty minor when you spend 90% of the time shooting the exact same Fallen and Vex we’ve been murdering for over a decade. Even worse than the main missions though are the handful of side quests that have you literally retreading the same places you visited in story missions to scan objects and hear some more characters chatting over comms before learning you’ve completed the quest unceremoniously. Even for a game that has struggled to make interesting supplemental content, these are some of the most boring we’ve been subjected to, offering almost no benefit for completing them to boot.
The biggest changes to Destiny 2 since The Final Shape are the reworks to guns and armor, which have been overhauled yet again. I’m not one of those players who frets when updates and power creep invalidate my hard-earned loadout, so I don’t actually mind most of the changes here. A new tier system provides extremely clear labels to just how good your loot is, so you can spend less time sweating over stuff you just dismantle, and adding set bonuses to armor is a feature I’ve craved in Destiny for many years that finally gives me a real reason to hunt for different armor sets instead of finding one good set and never taking it off. The problem is that, at least right now, there isn’t enough loot to chase, with just a handful of armor sets and a little over 30 weapons added to the pool at this point, so I didn’t feel much of an incentive to rip and replace my current loadout just yet.
The real issue is that even if I did feel compelled to hunt down the new gear available, the insane, painful grind to do so is in no way worth the effort required. Once you’ve completed The Edge of Fate’s campaign, you’re directed towards various playlists containing old content that you’re asked to replay over and over again, slowly upping your power level until you can complete activities that grant higher tier loot. What’s more, even these high level activities are just pulling from the exact same legacy content that has already been one of the main ways you’re expected to engage with Destiny 2 for years now. I was truly shocked to find that after I’d rolled credits on the new story, I was almost immediately loaded into a story mission from 2021. The new loot system has basically turned the endgame of Destiny 2 into an almost endless hamster wheel where you’re force fed the old content made arbitrarily more difficult based on the world tier and modifiers in play, all so you can get slightly better versions of existing weapons that have little use beyond (you guessed it) grinding more difficult versions of those same activities. Destiny has suffered through some pretty egregious grinds over the years, but this might just be the most brutal and ill-conceived one yet, and it almost immediately made me accept the fact that I’ll likely never have any high tier items until they decide to respect my time.
The final activity on my checklist before slapping a final score on this review is to play the new raid, The Desert Perpetual, which at the time of this writing was only very recently beaten by the Destiny community’s brave day-one raiders. I’ll be hopping in shortly to see what pleasant surprises, if any, are to be found. For now, The Edge of Fate strikes me as incredibly just okay, with some new experiments that don’t always work, a neat story attached to a weak campaign, and some cool tweaks to the loot game that are hidden behind the most monstrous and boring grind Destiny has ever had.
There’s something nostalgic about going back to Monument Valley. Ustwo’s indie hit debuted on mobile in 2014 and helped establish (at least for a mainstream audience) that the mobile space could include the artistry of the wider indie games scene with thoughtful, immaculately presented, perspective-bending puzzlers alongside all the clickers and tappers and match-threes. The striking presentation and Escher-style designs put it squarely in the ‘games as art’ category. And though short, it was sweet enough to linger long after you’d finished. I remember having a wonderful time with it on iOS.
Two sequels eventually came, and now they’re all on PC and consoles. 1 and 2, available separately or as a bundle, are joined by Monument Valley III, previously a Netflix Games exclusive since its December ’24 mobile launch. These console versions expand the canvas to 16:9 and adapt the controls for a gamepad. And it works, just. It’s a shame, though, to see the impeccable presentation let down a little by some odd choices and a glitch or two at launch.
Ruffy and the Riverside Lets you Copy and Paste the World – Literally
Max Geyer, Art Director at Zockrates Laboratories
Summary
Experience the unique and fun gameplay of the Swap.
Explore an all hand-drawn open world.
Multiple side quests and customizable environments.
Experience the Unique and Fun Gameplay of the Swap
Wouldn’t it be great if you could change the world? In Ruffy and the Riverside, you can! Use the magical Swap to turn lava into ice or a waterfall into a climbing vine. It’s as easy as copy and paste, and it feels fantastic when your ideas suddenly become reality. Swap is a truly unique game mechanic that you can use to transform the world around you. Whether you want to unlock a new path, solve a puzzle, or defeat an opponent, just use Swap and the world will instantly become a better place!
The Swap opens up whole new gameplay possibilities, whether you want to take out a few bully sharks with hot lava or boost your score in the skate contest by swapping a few numbers on the scoreboard. You just can’t stop the Swap!
Explore an All Hand-Drawn Open World
Completely hand-drawn? Yes, that’s right! We drew every character and every texture by hand, and it took seven years. If you look closely, you can even see which pencils we used. Ruffy alone has over 600 drawings, because no matter what he does, we drew him from every angle. And he is doing a lot. He can run, fight, climb, skate, and flick his finger like a pro. And if you need a break, just let your cheeky bee Pip carry you through the air. She’ll take you to faraway places and help you explore the world. And that’s a good thing, because there are treasures and collectibles hidden around every corner waiting to be found. Some are even hidden in two dimensional walls full of riddles and dangers, but no worries, Ruffy can go 2D as well. Jump into the walls and grab those treasures. Just make sure to swap all obstacles out of the way first.
Story, Side Quests, Collectibles and Creativity
Ruffy and the Riverside has an adventurous story that will take you to the most extraordinary places. Explore ancient locations and solve their mysteries, explore deep dungeons, and show off your skills in crazy competitions as you search for the six golden letters to save the world. Along the way, you can pursue a variety of side quests and find extraordinary collectibles. Can you find the hiding places of all the legendary Etoi? These little furry creatures look cute, but they have the power to free the world from a dark curse! And can you help Quintus the fox collects all the butterflies from Riverside? Along the way, you might even find one of the legendary gemstones and let Sir Eddler tell you its story. And if you really need a break, just start the world over again. That’s right! You can paint your own textures and give the world your own personal look. Riverside is truly a magical place!
Ruffy and the Riverside is out Now on Xbox Series S|X and Xbox One
Ruffy and the Riverside is a magical game, and with the power of your Xbox it really shines. Jump into this wonderful adventure on your Xbox Series S|X or Xbox One.
Join Ruffy on an exciting quest to stop the mischievous villain Groll from destroying the World Core and throwing Riverside into chaos. Along the way, you’ll travel to fantastic places with helpful friends like Pip the sassy bee, Sir Eddler the adventurous mole, and Silja the wise turtle. Meet a lively cast of characters, each with their own unique stories and dialogues, as the exciting adventure unfolds with unexpected surprises for Ruffy around every corner.
Unique Gameplay
As Ruffy, the Chosen One, you’ll harness the magical power of SWAP, and use it to transform the game world. With SWAP you’ll change the sun into the moon or ice into lava while overcoming countless puzzles and effortlessly manipulating objects to your will. You can turn a stone into wood to create a boat or swap a wall into rubble to clear your path, and much more as you fight, jump, and ride hay bales throughout the adventure. The unique SWAP ability opens up endless possibilities, making every moment feel magical and full of surprises.
2D levels and puzzles
Ruffy just won’t stop! When the 3D world ends, he leaps into new 2D levels to collect even more treasures, but watch out – many obstacles must be swapped before you can safely pass through walls. Use your cleverness and the magical SWAP mechanic to transform objects and unlock new paths in your delightful adventure!
Explore a magical open world
Explore the marvelous open world of Riverside, where Ruffy embarks on playful side quests, masters challenges, and collects magic treasures across seven distant regions. Ride hay bales, perform tricks on secret rails, and discover unknown areas as you meet the mysterious Etoi and team up with the Fish Gang to defeat bully sharks. Unleash your creativity by designing your own textures with Pix, transforming the game world into your personal adventure filled with surprises around every corner.
Today marks the Virtual Boy’s 30th birthday, so we thought now was the right time to tidy up this list and republish it to honour what may well be Nintendo’s weirdest console ever. Plus, now, it’s ranked by you lovely lot. Enjoy!
Nintendo is an odd company in many ways; deeply appealing and safe in some respects, but also able to swing for the fences and invest money and resources in the pursuit of pure novelty. Time and again it puts out products that no other platform holder would have dreamed of, and more often than not those frivolities turn out to be delightfully entertaining. Not every idea can be a winner, though, and there are few more high-profile failures in the Kyoto company’s back catalogue than the Virtual Boy.
Stonemaier Games has an all-star lineup, including titles such as Wingspan, Scythe, and Viticulture. Vantage is the publisher’s latest hotly anticipated release, and it’s the culmination of eight years of work from studio head Jamey Stegmaier. It’s a game full of secrets and exploration, capturing some of the same vibes as mystery box series like Lost and Scavenger’s Reign. It also just may be Stonemaier’s most revelatory game yet.
Vantage begins with a simple premise. Players take on the role of crew members of an intergalactic spaceship en route to an uncharted planet. Before landing on the destination, something goes wrong, and everyone bails in isolated escapade pods. You are now hurtling towards this heretofore unexplored world with zero understanding of what you will find.
That’s the setup. While each player receives an individual named character with a specialty, there’s no lengthy backstory. You don’t even know what organization, government, or coalition you work for. Beyond a relatively light ruleset, you know nothing.
This is the mystique of Vantage. It’s an open-world exploration board game built atop the bones of video games like The Legend of Zelda: Breath of the Wild and Subnautica. This style of board game isn’t novel. There have been some popular entries in recent years, including the fantastic Sleeping Gods and 7th Continent. But those other tabletop games are based on a foundation of historical reality with a fictional layer on top. Vantage turns this idea on its head, providing no footing for understanding or tradition. Everything is weird and unusual, sometimes bearing a resemblance to what we know, but even then, this is often used as a device to subvert expectations.
Each player arrives on the planet at a randomized location. You are lost, like detritus heaved into the wind and violently scattered across a foreign body. Your position, and the conduit for the bulk of interaction, is the location card. This large rectangular card depicts your current perspective in the first person. This is your vantage.
Each card lists a half-dozen actions, each mapped to a separate skill. These categories are broad in application, with titles such as “take”, “look”, and “help”. They are denoted by colors, with the specific use of each category given a name corresponding to the circumstances you’re currently in.
This means the location card will often list a separate colored action for each of the six categories. For example, the overpower action may be displayed as a red “steal” on the card, while the blue move could be listed as “chase”. This is where the game is murky, requiring players to lean on intuition by studying the card’s artwork and trying to infer a sense of context.
After selecting the action you want to perform, another player picks up the narrative booklet of the same color and flips to the entry with the same number as your location card. Each action type has its own bespoke book of story entries, making for a massive amount of content on the whole.
Each action type has its own bespoke book of story entries, making for a massive amount of content on the whole.
The story entries list a difficulty and a brief description of what you are trying to do. So the steal example above could be: 4 – steal the satchel laying next to the sleeping sentient. Tests in this game are straightforward. You roll a handful of dice equal to the difficulty of the action, and then either lose health, stamina, or morale based on the roll. Some dice results avoid losing any vital signs, and are typically the best possible outcome.
Cleverly, your character – as well as other cards you may have attained on your journey, such as items or other followers – may store rolled dice so you don’t have to suffer the consequence. Other players may even absorb some of these dice depending on their abilities, effectively representing support or encouragement. This is the main throughline of the system, performing actions and then eating the results while hopefully maintaining enough mental and physical integrity to keep the adventure going. The more tools and followers you can amass during the journey, the more complex your system of mitigation becomes allowing for more interesting abilities and effects.
Crucially, you never fail an action in Vantage. Every test automatically succeeds, with the tension residing completely around the cost. If any of your three core stats is lowered to zero, whether as the result of a roll or triggered effect, the mission immediately ends. The action system is also where the core frustrations may arise. The fuzzy context regarding descriptors, such as what “steal” actually means, and not knowing how many dice will be rolled prior to the selection, can feel too unpredictable. This approach folds into the central philosophy of discovery quite neatly, but it’s not a particularly strategic system and can sometimes take you by surprise. This can lead to abrupt endings that are unsatisfying.
One of Vantage’s most compelling details is the mission. You are assigned a random goal at the outset of play that the whole group must work towards. This could be something like “attain two artifacts” or “build a home”. These are invented to avoid spoiling content, but the actual missions parallel this methodology. In pursuing your goal, you may also come across a destiny. Destinies are organically discovered objectives which can be pursued in tandem with your mission. They’re more impactful emotionally, as they arise naturally through play and often flow from actions. As a device to spur creative dynamic interest, they’re superb.
While I don’t view the murkiness of Vantage’s action system as a substantial flaw, I do have a more critical view of the destiny and mission structure. Mostly, this system is problematic in conjunction with the unique format of multiplayer play. Since each player is scattered in an unknown land, sessions can often feel as though several characters are playing their own separate games. This leads to slow progress, uneven investment, and a finish that can be unsatisfying. In one session, a player was pursuing a series of odd developments and weird discoveries. They were learning a mysterious craft and building a life for themselves on the planet. Meanwhile, another player on a completely separate side of the world accomplished our goal and triggered the end game. The first player was never able to pursue their own interests and felt as though they were not linked to the greater story at all.
Vantage tries to correct for this. It allows you to keep playing if you’d like, but this rarely feels satisfying. Should we all have sat by, spending another hour or so wandering around while we waited for the other player to reach the conclusion of their own goals? It’s not a great position to be in.
The isolated positioning of players works much better when pursuing a destiny or mission that can be accomplished in pieces. Occasionally, narrative will align perfectly with players calling out landmarks they’re near and trying to orient themselves. Sometimes you have to work together across massive distances. When this occurs it’s magical. Everything feels right and Vantage is hitting its peak. These moments, however, emerge unpredictably. This is why the game works much more reliably with lower player counts, or even as a solo board game. With no downtime, the tempo just hums along and the exploration is wholly immersive.
Beyond the unique approach of scattered perspectives and its quirky take on mission objectives, Vantage’s real innovation is in how it approaches discovery. Most games of this ilk are campaign board games that ask you to commit to a scenario and play it over a handful of sessions. Vantage shoves its gameplay into a single two- or three-hour engagement. Although, that’s not the whole story.
While a game begins and wraps in a single session, the true experience of Vantage is one of extended play. The knowledge you gain is the primary achievement and what you take with you. In future sessions you’ll learn more about the world, various key locations, and the mysterious nature of “the traveler” who continually reaches out to you. It’s a single-session game on the surface, with a campaign format smuggled in. This is frankly brilliant. Much of this rides on the sheer amount of content offered and the compelling nature of discovering it. The things you will find are wild and powerful, often impressing beyond expectation.
It’s a single-session game on the surface, with a campaign format smuggled in. This is frankly brilliant.
This box will stand up to dozens and dozens of hours of play. There are hundreds of locations and hundreds of items and characters and creatures to discover. Every time you arrive at a location you can only trigger a single action. You cannot engage in a second action on that card in the same session. This is artificial, but it highlights how every single set-piece has multiple things to discover. Returning to previously seen spots yields new revelations.
This is subtle, but perhaps the design’s strongest mechanical trick. One of the weaknesses of games like 7th Continent is that you must retread previously broken ground. Many locations in that game lose their wonder and spontaneity upon repeated play. Vantage overcomes that problem by presenting richer locations, as well as mission objectives that can be accomplished in many different ways. It’s structurally very different to locate two artifacts on a planet that holds dozens, than it is to locate a temple at a specific location.
All of this ties in with the core motif of creativity. The rulebook explicitly suggests you may bring your own personal goals into a session and even forego the assigned mission. The nature of play reinforces this as well, as the outcome of any particular objective is a sparse section of text lacking fanfare. Vantage is about the journey and your agency in shaping it. This cuts right to the spirit of the design, highlighting that the central experience is yours, and yours alone. Make of Vantage what you will. What I make of Vantage is that it’s one of the best games of 2025.
I am a long-time fan of Capcom’s Street Fighter series, having hurled my first Hadouken all the way back on the Super Nintendo with Street Fighter 2 Turbo, and have loved the fighters ever since. These days, folks are mostly playing Street Fighter 6, but I’ve been dabbling back with its predecessor. Instead of pressing buttons and inputting directions on my controller’s D-pad, I’ve been playing cards and rolling dice with Kess Entertainment’s Street Fighter V: Champion Edition – Legends board game. While I may have had a fine enough time with it, it always felt more in line with another of Capcom’s series than it did with the one-on-one brawler that is Street Fighter.
Street Fighter V Legends is a cooperative board game in which one to four players work together to take down one of the heads of the evil Shadaloo organization, led by the evil M. Bison. Among them are Bison himself, Balrog, Vega, and Sagat. Each player selects a character to play as from the roster of the original eight world warriors: Ryu, Ken, Chun-Li, Guile, Dhalsim, Blanka, E. Honda, or Zangief, with each character bringing their unique attacks that fans of the video games will instantly recognize.
With your character selected, you then get to choose a deck of cards that represents your fighting style – one of my favorite aspects of the game. In Street Fighter, the actions you can take on your turn are based on cards that you draw and play from these respective decks of cards, with each deck tailored to different strategies and named after common terms in the fighting game communities that have built up around the video games.
Take, for instance, the “Shoto” deck, which has more projectile cards, as though you are spamming Ryu or Ken’s Hadoukens. Or there’s the Rushdown deck, which is more about maneuvering around opponents and hitting them hard with attacks like the Cross Up.
With your character selected, you then choose a deck of cards that represents your fighting style – one of my favorite aspects of the game.
On each turn, players place down and activate two of these cards from their hands, rolling dice to dish out damage, and with each card adding various resources to their available pool, which can then be spent to use their character’s special abilities. These resources include punches, kicks, and my personal favorite, joysticks. The six included decks offer some sense of asymmetry to how a character can play. I wish this was pushed a little farther to highlight further the different playstyles used in competitions, but their inclusion is still a neat easter egg that I appreciate.
Games of Street Fighter V take place in one of four possible stages that you build from poster-board tiles that come with the game. Each stage has some unique rules that go with it, as well. It would be too easy if the big bad were out from the get-go for you and your friends to take out. Instead, you need to prove yourself first and get strong by taking out various minions that spawn on the board, or fighting your rival (an AI-controlled Street Fighter character assigned to each player at the start of the game). Taking out these enemies earns you EX bars that can be used to upgrade your character’s abilities, putting you in a better spot for when the Nemesis boss character appears.
Bison, Balrog, Sagat, and Vega – the Nemesis characters – each have their own set of abilities that are triggered depending on what is pulled from the Nemesis deck, which also determines where new minions spawn. Once you and your team manage to deal enough damage to knock out the nemesis, you win – but if even one of your team is taken out, then it’s game over. The general flow of the game is pretty simple, and by the second or third turn through, everyone I played with had a good grasp on how the game worked, and things went pretty quickly.
Moving my character around, hurling fireballs, and beating up minions was fun, which caused my friends and me to, on more than one occasion, yell out the signature moves as we performed them. The lack of enemy variety is a bit of a bummer, with only three minion factions to pick from, each with only two options. That means you will quickly run out of new enemies to fight against, made worse by the fact that each game only has you go up against one of the three factions.
Maps aren’t overly large, which is nice. It’s never a hassle to get to the various objectives or wherever you want to go, and the additional few “Hard” Nemesis cards you can mix into the deck do increase the challenge, but I wouldn’t turn down more offerings or tweaks to increase the difficulty or complexity of the game. If you are just looking for a game to beat up thugs with your friends, Street Fighter is fine enough now and then.
I have played a good number of board game adaptations of popular video games, from Resident Evil to Slay the Spire, and even ones like Guilty Gear Strive that are also based on a fighting game. But Street Fighter V: Champion Edition – Legends feels the most disjointed and confused as to what it wants to be. Looking at just the gameplay, the concept of running around with your friends, taking out small minions before tackling the stage’s boss is far more in line with, say, Capcom’s Final Fight series of beat-’em-ups. A series, mind you, whose characters have made the jump into Street Fighter previously, such as the ninja Guy. But Street Fighter has always been about duking it out with your friend in a 1v1 fight, and by making this a strictly cooperative game, both of those core components of the game are missing.
This disparity includes even those little easter eggs that I mentioned, like the various fight style decks and joystick resource on the cards. These little nods will be appreciated most by members of the fighting game community and glossed over by others who would appreciate this game more for what it is, rather than the package we got that honestly feels like it simply got the Street Fighter V property slapped on top of a different game and called it a day.
Ubisoft boss Yves Guillemot has responded to a shareholder question about the Stop Killing Games campaign – and in a very newsworthy corporate question and answer session, revealed that a new Ghost Recon game’s in the works.
To quickly recap, Stop Killing Games aim to stop publishers rendering online games unplayable after the cessation of official support. They were inspired to take action by Ubisoft themselves ‘sunsetting’ online racer The Crew.
Ubisoft’s response to their campaign comes around the time the group’s petition to the EU to take action against the mass extinction of online games hits 1.4 million signatures. Despite some doubts about potential signature spoofing, the petition’s recently attracted support from EU politicians and industry trade bodies, so it’s no surprise Guillemot’s fielding questions about it from moneyfolk.
A brand new survey of 180,000 players aged 15-69 years old in Japan has been conducted by GEM Partners, and there are some interesting stats on gender and age splits across multiple Nintendo franchises.
Wildgate: A Reach Rookie’s Guide to All the Spaceships
Craig TingCommunity Manager, Wildgate
Tomorrow, July 22, will see the release of Wildgate, our team-based shooter featuring both spaceship and FPS battles (with a side of space crimes)! In Wildgate, you’ll team up in crews of four in your own spaceship to explore a dangerous stretch of space known as the Reach. Explore and fight in exotic locations, loot and upgrade your ship, then look to win a match in one of two ways. Either locate and escape the map with the Artifact – a mysterious relic of immense value – or man your guns and be the last ship standing!
Choosing a ship is one of the biggest decisions you’ll make before heading into the Reach. Your trusty vessel is your base, your weapon, your getaway plan, your home, and occasionally, a flaming pile of scrap – but hey, accidents happen, we’re not judgy!
Ahead of your first launch, we’re here to break down what each ship does, who it’s best for, and why every one of them has the potential to create the kind of battles and chaos that makes Wildgate so fun.
The Hunter: Fast, Focused, Ferocious
Class: Gun Ship / All-Rounder
Health: 80
Features: 3 forward-facing cannons
Special Trait: Increased speed when shields are dropped
The Hunter is Wildgate’s starting ship for a reason. It’s fast, deadly, and extremely flexible! If you’re not sure what kind of playstyle you prefer yet, this is the perfect place to begin. With lower health than some of its big siblings, you’ll need to fly smart, but its fast shield-drop acceleration can give you an edge when it comes to both chasing down enemies and running away from your very bad decisions.
Pick Hunter if: You like to be in the action, but want a ship that can pivot between offense and escape at a moment’s notice.
If the Reach is a chaotic storm, the Bastion is your shelter. This ship is slow, Makes a Statement, and is impossible to ignore – which is exactly the point! It has the highest health pool in the game and built-in defensive doors that make it incredibly hard to board or burn down. If you’re the kind of crew that likes to bunker down, arm up, and make other teams regret stepping foot onboard, this is your ride.
Pick Bastion if: You love big fights, hate being interrupted while flying, and think “defense is the best offense.”
The Privateer doesn’t know the meaning of subtlety. What it does know is how to melt enemy ships into scrap with overwhelming firepower. With a powerful gun deck and solid durability, this is your pick for when you want to be the apex predator of the Reach. It’s not the most nimble, but if you get a smart drop on another crew, they won’t last long enough to complain.
Pick Privateer if: You think negotiations should begin and end with cannons.
The Scout: Fly Like the Wind
Class: Fast Ship
Health: 90
Features: Lighter loadout, big boost to movement
Special Trait: Faster speed and turn rate, longer boost duration
The Scout is the fastest, slipperiest ship in Wildgate, and it knows it! If your playstyle is more “snatch and run” than “stand and fight,” this ship is your jam. Whether you’re dodging through asteroid fields, running the Artifact across the map, or making an aggressive flank with laser rams or mines, the Scout lets you be where others can’t.
Pick Scout if: You believe that maneuverability is survivability, and want to be the Speed Demon of space. Just try not to fight anyone head on!
Time to Ship Out!
In Wildgate, your ship isn’t just a tool, it’s a reflection of your crew. Are you scrappy brawlers? Tactical looters? Mad geniuses with a laser ram and nothing to lose? Whatever your style, there’s a ship for you. Learn its strengths, cover its weaknesses, and when in doubt, punch the throttle and make a scene.
Wildgateis out tomorrow, July 22 on Xbox Series X|S. Pick a Prospector, grab your crew (or find a new one), and we’ll see you in the Reach!
Blast off into high-stakes spaceship battles and intense first-person shootouts, where no two matches are ever the same. If you want to claim the ultimate prize — the mysterious and priceless Artifact — you’ll need to improvise on the fly, whether it’s chasing down rival crews and stealing their gear, repairing your damaged ship, or scanning for precious resources.
Your ship is your home and lifeline — for you, and your prospector crew. Keep it topped up with ice, fuel and ammo so you’re ready for anyone or anything the Reach throws at you.
EPIC SPACESHIP BATTLES
Blast your enemies with hi-tech cannons and gadgets, lure them into deadly traps, or even mess with their ship… as long as they don’t sabotage yours first. When your perfect plan goes out the airlock, there’s only one option… wing it!
NEW ADVENTURES, EVERY MATCH
Stay one step ahead as you and your crew navigate the Reach — a vast, procedurally-generated map that changes with every game.
UNIQUE PROSPECTORS
Choose from a variety of daring prospectors, each with their own abilities and tools. Whether you’re a brave pilot or a clever trickster, there’s no wrong way to commit space crimes!
EXPLORE THE REACH
The Reach is a dangerous, unpredictable place, filled with deadly hazards and treasure beyond your wildest dreams. Navigate through cosmic storms, battle space vermin, and plunder alien ruins for lost caches of loot. Just make sure you beat the other prospectors to the punch, or you’ll fly away empty-handed!
OUTRUN OR OUTGUN
The Artifact is the most valuable object in the known universe. Be the first to find it, snatch it, and pass through the Wildgate, or destroy the ships of every other crew and be the last crew standing.