Famitsu’s Japanese chart figures are now in for the week ending 25th April, revealing that Monster Hunter Rise has fallen from first place for the first time since its launch last month.
Rise’s sales are understandably continuing to drop slightly week-on-week, with this week’s 86,258 estimated physical sales leaving it just shy of two million in total. Those 86,000 sales weren’t enough to match PS4 newcomer NieR Replicant ver.1.22474487139…, which debuted with a strong 108,838 physical sales.
Elsewhere, the new Atelier Mysterious Trilogy DX Premium Box also debuted in the top ten on Switch with 6,022 copies sold, and the usual Nintendo first-party suspects can be found making up the rest of the chart.
Here are the top ten (first numbers are this week’s estimated sales, followed by total sales):
[PS4] NieR Replicant ver.1.22474487139… (Square Enix, 04/22/21) – 108,838 (New)
In its opening week, it shipped four million units globally and now it’s experienced yet another sales milestone. Following on from it reaching five million units earlier this month, Capcom has now announced it’s sold six million copies (this includes physical and digital sales). That’s quite an impressive feat for a third-party title on the Nintendo Switch.
To celebrate this special occasion, Capcom has once again released a special celebration package. It contains 30 Mega Potions, 20 Well-done steaks, 10 Large Bomb Barrels, 5 Mega Demondrugs and 5 Mega Armorskins.
“This item pack can be claimed in the main game of Monster Hunter Rise. You will need to update the game in order to claim this item pack. This item pack can only be claimed once. Go to the Courier to claim this item pack.”
Today also sees the arrival of the game’s big Version 2.0 update. It gives players access to new monsters, Apex monsters, event quests and armour. Have you purchased a copy of Monster Hunter Rise yet? Leave a comment down below.
It’s no secret that the Track Editor has always been one of the most appreciated features in the Monster Energy Supercross – The Official Videogame franchise. It empowers the players by letting them use their infinite creativity to build their tracks and showcase them to the world, telling them: “Hey players, look at this track I created for you! I’d love you to have some laps on it!”
As a fan of the discipline myself, one of the things that has amazed me from the day I started following this sport was the fact that the tracks the riders race on are different every new championship. The track designers from the Supercross federation must come up with new ideas, new challenges every year to keep the track interesting, challenging and fun to watch. So, when we designed the Track Editor feature, we asked ourselves, “Why don’t we give the players the same opportunities as those track designers?”
At the beginning, the idea of the contest was limited to giving a prize to the player with the most appreciated track created… but it wasn’t enough. The more we talked about the prize, the more we were thinking. “What if the prize is the creation of the track itself?”
Therefore, after a lot of research and discussions, the idea became a project: “Let’s have the winner the satisfaction to have their creation become real!”
Every year, players submit thousands of tracks on each platform, creating amazing tracks from every point of view: it doesn’t matter if it’s from a layout or flow point of view. There are dedicated communities that compare their creations, ask for feedback, improve their tracks to find the perfect mix of elements to create the best track.
Some of these tracks receive so much positive feedback and are so fun to play that we thought that the Track Editor Contest could be even stepped up to the level that the winner’s track will be used as a track of the next official Supercross championship.
This is incredible from so many points of view. We’re so used to the fact that videogames mimic and are inspired by reality we are not even surprised anymore. This is one of the few times where reality will be inspired by what is created inside a video game.
This Track Editor Contest empowers players to a level almost never seen in the videogame industry, giving them the chance to create something that will truly have a huge impact on reality, on a Championship where the strongest riders in the world will compete on.
As a designer, this is something that goes beyond anything I’ve always dreamt about and I’m more than happy to see one of the players of Monster Energy Supercross – The Official Videogame 4 seizing this opportunity and make a difference in the future Supercross Championship! Learn more about the Track Editor Contest here.
Monster Energy Supercross – The Official Videogame 4
Cross is Super Again! The official videogame of the Monster Energy AMA Supercross Championship is back with its fourth edition, the most extreme ever! A SUPER CAREER Make your way along the path that will lead you to success. A new career mode will put your abilities to the test in order to bring out the champion inside you! Learn new riding abilities in the ”Future” category; refine them and obtain new sponsors in the ”Rookie” category. Become a real ”Pro” by taking your riding style to the limit and challenging the toughest adversaries in the 450SX class. CREATOR OF YOUR OWN FUN Unbridle your imagination with the new editor. Build unique tracks with the modules inspired by the official tracks and share your creations with the community. THE NEW COMPOUND Explore, seek out new adventures, train, and challenge your friends in the new compound. Hurtle through fantastic island scenarios. Satisfy your desire for thrills! SUPER RIDERS, SUPER TRACKS Choose your favorite rider from an army of over 100 riders as you range over the 450SX and 250SX categories. Race in the 11 stadiums and on the 17 tracks of the season. FULL CUSTOMIZATION Over 100 official brands for customizing bikes and riders. Autograph your Supercross!
Federico Spada, Lead Game Designer, Milestone
This article originally appeared on Xbox Wire
Soapbox features enable our individual writers to voice their own opinions on hot topics, opinions that may not necessarily be the voice of the site. Today, Kerry looks at how Capcom’s latest Monster Hunter game empowered her for the first time to feel adequately skilled when it comes to hunting big ol’ monsters…
I have been terrible at Monster Hunter for so long I was a millstone around the neck of any online team back when the now-respected series was just one weird import-only PlayStation 2 game. So many years have passed since that shameful start, I’ve had enough time to raise a kid who is somehow instantly better at any entry in the series he touches than I have ever been, at all of them combined.
I’ve always kept up with new entries because I like the idea of perhaps not being awful at just one of them (any one, please). Still, I always knew before I’d even decided on the colour of my soon-to-be-fainted character’s underwear that I was in for another round of quietly messing around with baby-level wyverns and struggling to keep up with the series’ deep well of clever strategies and expansive weapon mechanics.
My time with Rise was going to be different: because I didn’t want to be outdone again by someone younger than the series they’d become a casual master of; because that limited edition Switch wasn’t cheap; because it was about time I stopped being the only person in the world who got nervous tackling anything bigger than a Kulu-Ya-Ku. Because… just because.
I play Rise now and I’m amazed every time my character auto-crafts a potion from a single herb as I charge by on the back of a large armoured dog towards the wyvern I can see on the map at all times as if I’m slurping down classic-style Monster Hunter psychoserum from a beer hat.
I didn’t expect adjusting to this brave new world to be easy: I was still stuck in classic Monster Hunter mode; the games where I’d spend more time gathering items from a farm run by talking cats — unable to interact with any rich veins of mineable ore I’d come across because I’d forgotten to bring enough pickaxes — than fighting gigantic muscular knots of teeth and flame.
I play Rise now and I’m amazed every time my character auto-crafts a potion from a single herb as I charge by on the back of a large armoured dog towards the wyvern I can see on the map at all times as if I’m slurping down classic-style Monster Hunter psychoserum from a beer hat. Between this and the wirebugs and the everything else Rise should feel like too much all at once (again), but instead this latest Switch exclusive is effortlessly charming and welcoming; Kamura village is small and homely, and all the people within are pleasant, interesting, or both.
And so I began Rise with an entire village cheering me on and a teenaged hunting expert by my side; energised, but carrying worries — of holding him back, of being the first and only one to fall, of finding myself the one who contributed nothing to the local co-op party — that being part of a team brings. It was fantastic. Rise was exciting, tense, and so enthralling we both decided we’d rather hastily scramble for charging cables and Switch docks mid-hunt when the low battery warnings started to appear than take a break.
I couldn’t have wished for a better start. Everyone in Kamura has a tirelessly can-do attitude to hunting, and it was thanks to their encouragement, as well as my son’s bafflingly casual attitude to questing, that I got to see for myself that I really could just go kill a weird new monster that spat poison or threw things, that a good enough strategy was “Keep out of the way and attack when it’s safe to do so” with little idea of combos, resistances, or the skill to consistently attack softer body parts. It started to feel like quests were set up just so I could knock them down, and those one-star, two-star, three-star quests I used to fruitlessly throw myself against all kept falling, first time (co-op and solo).
It felt, well, weird. I shouldn’t be doing this. I shouldn’t be this goo- OK, I realise clearing a three-star quest isn’t all that far above “Well done, you know how to hold a controller” but… this isn’t how Monster Hunter games usually go for me. The only logical conclusion is that I’m not any better than I’ve always been and instead Rise must be Monster Hunter: Let’s Make Rubbish Players Feel Good About Themselves Edition. So, I ask my son — the teen who effortlessly kills bosses I’ll never see in other Monster Hunter games just to pass the time — if Rise is easy. It’s got to be easy, hasn’t it?
“I think it’s about the same asMonster Hunter World.”
This, to me, is like hearing about Super Mario Bros. cloud-bush shenanigans all over again. I was bad at World, so bad I couldn’t even get the PC version of the game to recognise my normally reliable Xbox One controller, and I’m supposed to believe it’s roughly as difficult as Rise? But… but that would mean I could’ve been carving and crafting my way through these games years ago and I just… didn’t?!
At least Magnamalo, the extremely violent entity believed to be responsible for the early “rampages” that threaten Kamura and a watershed moment in the game, would set things straight and definitively end this bizarre lucky streak I’ve blundered my way into. I almost prove myself right as the fight goes right down to the wire and finishes on a real action movie moment — with no retries remaining, dwindling supplies, and a charging Magnamalo, it really did all depend on one perfect shot.
I could’ve cried. I think I did, actually. Almost two decades of mediocrity swept away in an instant and replaced with certified mild competence and a bundle of fresh quests
I’ve never seen Monster Hunter’s credit sequence outside of somebody else’s YouTube video before now — I could’ve cried. I think I did, actually. Almost two decades of mediocrity swept away in an instant and replaced with certified mild competence and a bundle of fresh quests. At that point I finally stopped worrying about being good or bad or how Rise compares to its peers and just carried on: at the time of writing I’ve run out of single player quests to unlock and in multiplayer I’m one productive half of an unstoppable Monster Huntin’ family duo; I think the last time I felt this utterly content in a team I was playing Phantasy Star Online.
Is Rise easier or more streamlined than the vast expanses of Generations Ultimate or World that came before it? Maybe. Have I experienced more of Rise than any other Monster Hunter game ever and finally found the one version of the game I will happily play until my thumbs drop off? Definitely.
And if I can do all this, then I know you — perhaps another interested-but-nervous monster hunter in the making — can do it, too.
Are you getting battered by Bombadgys or are you mangling Mizutsunes and wrestling with Rathalos? Let us know in the comments below!
Monster hunting is tough work, and if you want to get the kill or capture one, in most cases, you’re going to need some items to help you out in battle.
To celebrate Monster Hunter Rise shipping more than five million copies globally, Capcom is gifting a commemorative item pack to all the hunters out in the wild. All up, you’ll get 30 Mega Potions, 20 Well-done Steaks, 10 Large Barrel Bombs, 5 Mega Demondrugs, and 5 Mega Armorskins.
First week numbers are in: #MHRise has shipped over 5 million units worldwide!
As a token of our gratitude, we’re giving out a Commemorative Item Pack. ❤️ Check in with Senri the Mailman to claim your Kamura Pack 1. 💌 pic.twitter.com/1NlCFvAylO— Monster Hunter (@monsterhunter)
April 7, 2021
This item is only redeemable in the main game of Monster Hunter Rise and will require you to update your copy in order to be claimed. It also can only be claimed once from the Courier.
How has your Monster Hunter experience been so far? Enjoying the hunt? Leave a comment below.
Monster Hunter Rise already topped the charts in Japan in its opening week – shifting more than 1.3 million physical copies and shipped four million units globally, and now Capcom has revealed its latest milestone.
All up – more than five million copies of the latest entry are now out in the wild (this includes physical and digital sales), with cumulative sales of the series exceeding 66 million units as of 31st December 2020, since the original game’s debut in 2004.
If you’ve not already got this game, what are you waiting for – we gave it an excellent nine out of ten stars and described it as another “stone-cold classic” for the Nintendo Switch:
“New mechanics, monsters and a gorgeous setting make Monster Hunter Rise a new high-water mark for the franchise. The Wirebug, Switch Skills, Palamute and carefully thought-out monsters shake things up enough to make the game feel fresh for hunters who have previously spent thousands of hours with the series, and while the package could be slightly intimidating for newcomers, it’s arguably the ideal place to get started if you’re serious about getting into the franchise. And, with a peerless four-player multiplayer experience, the new Rampage quests are a blast. After spending some serious time with the game, it’s very easy to say that Monster Hunter Rise is one of the strongest entries into the franchise to date, and another stone-cold classic for the Nintendo Switch.”
There’s a new update scheduled for the end of the month as well – this will bump the game up to Version 2.0 and add more monsters.
Are you one of the many millions of Switch players who picked up Monster Hunter Rise in its first week? How have you found it so far? Leave a comment down below.
Monster Train has launched their new DLC, The Last Divinity, introducing the sixth clan and a seriously huge final end boss. And there’s more, like a whole new resource system called Pac Shards, letting you merge two of your favorite units into one super strong unit.
Let’s focus first on the new clan, The Wurmkin.
This new clan has risen from the depths of Hell to join forces with your 5 original favorites. The Wurmkin Clan is led by two powerful new champions. The Spine Chief uses the power of Charged Echoes to do damage and make compatriots even more powerful and the Echowright can tap into the power of consumable spells in all new ways. Charged Echoes create buffs for the whole floor and bring a completely new gameplay mechanic.
During your runs you will have many new Concealed Cavern Events. Some give temporary buffs and others make you design your own card. Some you will see more than others; the special ones are always rare to encounter.
With the DLC we introduce another new mechanism, Pact Shards. Pact Shards are a brand-new currency; unlike gold, you reap benefits when you GAIN shards rather than when you spend them. But beware the tradeoff, they also enhance the power of your enemies in battles throughout your run. You acquire the Pact Shards in the Shard map nodes on your journey in the Boneshaker. Each ring has one Shard map node, so be sure to look for them.
You can take on more Shards to gain gold, artifacts, or spell upgrades, or to perform a new mechanic called unit synthesis where two monster units are merged into one. For the player this means combining the core powers of any characters to create your ultimate unit. Choose wisely, it can only be done once per unit.
Through using the Pact Shards powers, you accumulate quickly a lot of Shards. If you have gained 100 or more Shards when you defeat Seraph, a new battle unlocks and you can face – The Last Divinity!
You thought your quest to relight the fires of Hell was already done? Think again, a new ominous deity interferes with the ongoing battle between the forces of Heaven and Hell. The true end boss The Last Divinity has revealed itself. It is so huge it can’t be contained to one area and instead imposes itself over all 3 floors at once. This will take a whole new strategy…
And then there is more with new rare clan units, new artifacts, mutators, challenges and deep strategic mayhem. It is all about providing the right amount of complexity to allow for multiple successful strategies. For all you achievement hunters, we have 3 magnificent mastery card frames to unlock.
We can’t wait to discover which successful strategies you create!
The Last Divinity
Good Shepherd Entertainment
$ 11.99$ 10.79
The Wurmkin Clan The 6th clan has been summoned! A new clan has risen from the depths of hell to join forces with your five original favorites. The Wurmkin Clan is led by two powerful, new champions: The Spine Chief and the Echowright. The Spine Chief uses the power of Charged Echoes to do damage and make compatriots even more powerful, while the Echowright can tap into the power of consumable spells in all new ways. Charged Echoes create buffs for the whole floor and bring a completely new gameplay mechanic to the already diverse world of Monster Train. Pact Shards Gain new divine powers, but beware of the costs! Pact Shards are a brand-new currency. Unlike gold, you reap benefits when you GAIN shards rather than when you spend them. But beware the tradeoff: they also enhance the power of your enemies in battles throughout your run. You acquire Pact Shards in the Shard map nodes on your journey in the Boneshaker. Each ring has one Shard map node, so be sure to look for them. You can take on more Shards to gain gold, artifacts, spell upgrades, or to perform a new mechanic, called Unit Synthesis, where two monster units are merged into one. If you have gained 100 or more Shards when you defeat Seraph, a new battle unlocks and you can face – The Last Divinity! The Last Divinity A new danger has awoken to challenge all those who absorb the power of the Pact Shards! The clans of Hell will need to rally together and support the Wurmkin Clan, as a new, ominous deity interferes with the ongoing battle between the forces of Heaven and Hell. The Last Divinity is so huge it can’t be contained in one area and instead imposes itself over all 3 floors at once. Prepare, as all your previous knowledge and strategy will be pushed to the limit to defeat this last divine force. What will tip the balance?
Good Shepherd Entertainment
PC Game Pass
Xbox Game Pass
Hell has frozen over. Only you can protect the final burning pyre from the forces of heaven and restore the inferno. Monster Train brings a new strategic layer to roguelike deckbuilding, with three vertical playing fields to defend. Includes the released updates Wild Mutations and Friends & Foes! No playthrough is ever the same, it’s a fresh challenge every time. You’ll never play the same deck twice! * 25 covenant (difficulty) levels * over 250 cards * 5 monster clans, each with their own distinct gameplay * Each clan has 10 levels to unlock, bringing new cards to your deck * Upgrade your clan champions multiple times * Challenge your friends to beat your score Visit powerful locations To take back hell, you’ll need to power up. Choose your route carefully, different locations yield different benefits; upgrade your champion, recruit powerful units, upgrade cards, gain passive bonuses or duplicate any card in your deck. Strategize to fit your playstyle With five clans to choose from, each has its own unique and surprising gameplay. Pick your primary and supporting clan to gain access to all cards from both. During your run you will be able to improve cards by mixing and matching upgrades to open up new roads to victory. You can even duplicate your favorite card at special map nodes before facing off against the final boss. Multiplayer HELL RUSH In the Hell Rush multiplayer mode, eight players compete in a frantic real-time contest. Each player has the same resources and opponents to create a level playing field. With the clock ticking, it’s a test of who can make the best decisions under pressure. Only a true speed demon can remain undefeated. DAILY CHALLENGE Take on a new challenge every day with a hugely modified run due to gameplay mutators. Compete globally and against friends, and climb the leaderboards with a skill-focused scoring system. CUSTOM CHALLENGE Design your own unique challenge and share it with friends. Each custom challenge has its own leaderboard so you can send your friends straight to hell.
Famitsu’s Japanese chart figures are now in for the week ending 28th March, revealing that Monster Hunter Rise has had a – ahem – monstrous launch in Nintendo’s home region.
The game sold a whopping 1,302,132 physical copies in its opening weekend, dominating the charts and leading the pack by a ridiculous margin. Second place went to Super Mario 3D World + Bowser’s Fury, which sold another 37,166 physical copies to put its current lifetime total up to 592,683.
We haven’t seen a launch in Japan like this for any game since Animal Crossing: New Horizons, which sold a staggering 1,880,626 physical copies in its first three days on sale in the country.
Here are the top ten (first numbers are this week’s estimated sales, followed by total sales):
[PS4] The Quintessential Quintuplets ∬: Summer Memories Also Come in Five (Mages., 03/25/21) – 10,378 (New)
[NSW] Super Smash Bros. Ultimate (Nintendo, 12/07/18) – 10,270 (4,218,939)
The Monster Hunter launch had a huge knock-on effect in the hardware chart, too, with sales of both the Switch and Switch Lite rising significantly. The original model saw the biggest boost, which is perhaps to be expected owing to the nature of Rise’s gameplay. Here are this week’s figures, followed by lifetime sales in brackets:
Switch – 190,133 (15,558,365)
Switch Lite – 77,364 (3,526,983)
PlayStation 5 – 51,931 (485,476)
PlayStation 5 Digital Edition – 10,364 (94,735)
PlayStation 4 – 2,174 (7,775,056)
New 2DS LL (including 2DS) – 933 (1,160,124)
Xbox Series S – 847 (9,373)
Xbox Series X – 432 (30,636)
PlayStation 4 Pro – 15 (1,575,723)
< Last week’s charts
Any surprises this week? Let us know in the comments.
Capcom’s already released a day one update for Monster Hunter Rise, but it seems there’s one other issue it needs to sort out.
The official Monster Hunter Twitter account says it’s “aware” of a glitch that can prevent players from opening a save file and is working on an immediate fix. As explained below, it’s all tied to the Action/Hurt Pose DLC gestures.
We’re aware of an issue with the Action/Hurt Pose DLC gestures where setting either to the action bar and quitting the game can cause an error preventing you from opening the same save file the next time you launch the game.
We’re working on an update to fix this ASAP.— Monster Hunter (@monsterhunter)
March 27, 2021
Until it releases a patch, it’s advised players avoid setting these gestures to the action bar (or remove them, if you already have) and use them from the start menu only.
Early this week, Capcom also revealed Version 2.0 of the game was scheduled for the end of April. It will include several new monsters. Have you encountered the above glitch yourself? How are you finding the game so far? Leave a comment below.