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	<title>Monster Hunter &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Breaking Down RE Engine&#8217;s Technical Brilliance</title>
		<link>https://gamingbolt.com/breaking-down-re-engines-technical-brilliance</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Wed, 11 Mar 2026 19:49:20 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[Graphics Analysis]]></category>
		<category><![CDATA[Monster Hunter]]></category>
		<category><![CDATA[resident evil]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=638918</guid>

					<description><![CDATA[This powerhouse has brought a diverse range of experiences to life with style, while also tackling the unique challenges each title presents.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>t&#8217;s always great to see a wide gamut of gaming experiences from a single studio, released one after the other, with a momentum that can be sustained only if the studio in question is backed up by tools that make such a feat possible. The developer has had quite the run in these last few years, with its games flitting between claustrophobic horror, hunting massive monsters, stylized mythical action, and even a crisp competitive fighting title under its belt. It&#8217;s a testimony to the talented minds behind each of them that they&#8217;ve all managed to be quite successful outings for the studio.</p>
<p>But aside from the people behind great titles like Monster Hunter Wilds, Resident Evil Requiem, Dragon&#8217;s Dogma 2, and so many more, there&#8217;s an unsung hero that has worked behind the scenes to ensure that each game has brought the vision behind it to life with both substance and style. And it&#8217;s managed to do that across varying design philosophies, achieving differing goals each time without requiring a rebuild of the studio&#8217;s pipeline with each one.</p>
<p><iframe title="Is RE Engine The Defining Game Engine of This Generation?" width="500" height="281" src="https://www.youtube.com/embed/ZSXsZizVwZA?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>How has it managed to do so? That&#8217;s what we&#8217;re here to explore, as we dive into how it has powered some of modern gaming&#8217;s best titles in ways that matter.</p>
<h2>The Beating Heart Of Some of the Best Titles</h2>
<p>It&#8217;s a good idea to define the engine itself at this point, and the best way to do that is to look at it as more than just a graphics filter that produces incredible visuals (although it&#8217;s gotten quite good at that over the years). It&#8217;s a production ecosystem that brings shared tools, talents, and better iteration of key gameplay elements across different teams.</p>
<p>When you look at it as a toolset that builds assets, materials, lighting, animations, and physics while handling streaming all of those elements in real-time as you play any game it powers, you begin to see its potential, and why it deserves its time in the spotlight. What&#8217;s more, it scales those systems according to very different performance targets, with each game that it powers bringing different design pillars to the table.</p>
<p>For instance, <em>Resident Evil Biohazard&#8217;s</em> focus on setting a very claustrophobic mood via tight spaces and high-fidelity graphics was quite different from the need to showcase scale and run complex systems in games like <em>Monster Hunter Wilds</em> and <em>Dragon&#8217;s Dogma 2</em>. Alternatively, <em>Street Fighter 6</em> needed a more performance-focused approach thanks to the need for slick, responsive gameplay.</p>
<p>It can be tricky for a single engine to sustain a high level of quality across such vastly different experiences, but that&#8217;s just what the RE Engine has done, time and time again. But how has it managed to do so over the many years it&#8217;s been around?</p>
<h2>A Story As Interesting As The Games It Has Powered</h2>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-635082" src="https://gamingbolt.com/wp-content/uploads/2026/01/Resident-Evil-Requiem_03-1024x576.jpg" alt="Resident Evil Requiem_03" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/01/Resident-Evil-Requiem_03-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/01/Resident-Evil-Requiem_03-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/01/Resident-Evil-Requiem_03-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/01/Resident-Evil-Requiem_03-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/01/Resident-Evil-Requiem_03-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2026/01/Resident-Evil-Requiem_03.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>Looking at the different phases of how the RE Engine evolved over the years is an interesting look at how it managed to evolve with each title. From 2017 up to 2019, it was utilized in <em>Biohazard</em>, where it operated in controlled spaces with high material fidelity and worked to create lighting control in the environments we explored as Ethan. It did well, but that was simply the beginning of its evolution into what it is today.</p>
<p>2021&#8217;s Resident Evil Village expanded its capabilities to include wider environments and differing camera styles whilst sustaining the level of quality it had brought to Ethan&#8217;s previous outing. Simultaneously, it also got woven into 2023&#8217;s <em>Street Fighter 6</em>, a title in which animations and tight gameplay would become a standard part of the RE Engine&#8217;s toolkit. It was quite the level up, and the engine proved more than capable of handling the extra demands being placed on it.</p>
<p>And then came <em>Dragon&#8217;s Dogma 2</em> (2024) and <em>Monster Hunter Wilds</em> (2025). While it had previously handled open environments, the engine would need to power an entire world this time around, while also handling the added load of complex systems that were constantly interacting with each other to present a more dynamic map for its players. That might have been a challenge, but the RE Engine sailed through with flying colors.</p>
<p>Which brings us to <em>Resident Evil Requiem,</em> where the results of its evolution over the years are there for all to see. It has brought a very extensive lighting system in that one, and some very fine details on its characters and environments to bring an almost ethereal layer of cinematic quality to the whole thing, making Grace and Leon&#8217;s adventure feel more real than any of the titles in the franchise&#8217;s illustrious history.</p>
<p>But how does it manage to achieve all of this with so much style? We&#8217;re glad you asked.</p>
<h2>Bringing The Magic To Life</h2>
<p>Any tool is only as good as the input you feed into it, and the RE Engine is no different. Its excellence begins with providing real-world references of the materials and environments it&#8217;s meant to reproduce, a process that involves capturing textures, programming photogrammetry, and accurately representing imperfections on surfaces. That might seem like a lot of effort, but giving the engine believable inputs helps it create similarly realistic outputs.</p>
<p>The next step is to create assets with a suitably high level of detail. High-poly sculpts, lots of compressing high-resolution meshes into lower polygon models with their geometry still intact, integrating UVs, and baking, which is pre-computing complex details like lighting and shadows in order to reduce the load on streaming in real-time. All of these help the engine make efficient use of available resources while sustaining the best possible level of quality across the board. There are also details like collisions and streaming splits to consider, all of which run in the background while you interact with your game. Great examples of this phase in action are the open worlds in <em>Wilds</em> and <em>DD2</em>, where long drawn distances with a lot of dynamically interacting objects make having an effective strategy toward the level of detail on display paramount. But it&#8217;s equally important in experiences like <em>Biohazard</em>, where there are fewer objects, but the closer camera perspective puts more scrutiny on each one.</p>
<p><img decoding="async" class="aligncenter wp-image-577727" src="https://gamingbolt.com/wp-content/uploads/2024/02/Dragons-Dogma-2-Warfarer_01-1024x576.jpg" alt="Dragon's Dogma 2 - Warfarer_01" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/02/Dragons-Dogma-2-Warfarer_01-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/02/Dragons-Dogma-2-Warfarer_01-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/02/Dragons-Dogma-2-Warfarer_01-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/02/Dragons-Dogma-2-Warfarer_01-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/02/Dragons-Dogma-2-Warfarer_01-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/02/Dragons-Dogma-2-Warfarer_01.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>The next step is where realism is born, as Physically Based Rendering (PBR) is done on assets to ensure that they interact with light and present a realistic simulation of how each object would behave in the real world. It&#8217;s where objects are programmed to interact with light based on physical traits such as roughness, metallic surfaces, dirt, wetness, decals, and other crucial parameters.</p>
<p>Look at the streets in <em>Requiem</em>, for instance. It&#8217;s quite easy to see how a street in normal weather looks and feels different from the same one once it&#8217;s had a bit of rain to add a layer of moisture to the environment, with light glancing off wet surfaces to present a more realistic reflection on not just roads, but cars and windows. It&#8217;s a sort of emphasis on microdetails and realistic reproductions of real-world scenarios.</p>
<p>Next, the environments make way for animations, with rigging, blending, and motion capture being crucial in presenting readability of player and enemy movements, camera behaviour in intense situations, and hit reactions across the board. This is a crucial step in games like <em>SF6</em> and <em>Monster Hunter Rise</em>, where smooth framerates, frame clarity, effect discipline, and animation timing readability all play a role in giving players smooth, responsive combat systems that allow a game to feel as immersive and engaging as it can be.</p>
<p>Lighting and rendering are another big step, with direct and indirect light having to work in tandem to give scenes a proper mood while accurate shadows keep it grounded. There are also volumetrics and fog to consider, and they are important factors in crafting the right atmosphere for any given in-game event, while reflections via ray tracing make it all come together. A great example of this would be <em>Village</em>, where there were a ton of different environments, each with complex setups, similar to Requiem, where lighting paths were an important part of the experience.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-633426" src="https://gamingbolt.com/wp-content/uploads/2025/12/Resident-Evil-Requiem-1024x576.jpg" alt="Resident Evil Requiem" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/12/Resident-Evil-Requiem-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/12/Resident-Evil-Requiem-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/12/Resident-Evil-Requiem-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/12/Resident-Evil-Requiem-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/12/Resident-Evil-Requiem-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/12/Resident-Evil-Requiem.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Next, there are details like exposure, tone mapping, Lookup Tables (LUTs), which act as a sort of automated translator that applies color schemes to scenes, bloom, depth of field, and motion blur, which must all be woven in to give games that cinematic feel without taking things too far. Restraint is an important sentiment in this step, as overdoing it ruins all of the engine&#8217;s hard work. Village, for instance, handled this very well with varying scenarios exhibiting an excellently consistent cinematic quality.</p>
<p>All of these steps help the RE Engine achieve the results it managed in the titles it has powered. Its ability to optimize and scale according to a game&#8217;s needs as opposed to the game being needed to be molded to fit within its framework is a superpower of sorts, allowing it to be a versatile tool that has handled a bunch of varying requirements. It was able to handle different hardware targets in Rise, while also handling the systemic load from <em>Wilds</em> and the CPU-heavy world simulation in <em>DD2</em>.</p>
<h2>Versatility Across Genres</h2>
<p>This is our favorite part, as we get to see just how the RE Engine has managed to make itself a crucial part of the success its games have enjoyed, and the reason it has managed to be an engine that works across genres.</p>
<p>Resident Evil has been a great showcase of how it can present tight, high-fidelity environments with aplomb, with very realistic close-ups of differing materials, nuanced lighting, and very moody atmospheres that sell the fear and tension that the franchise is known for very well. Once again, looking at even a few minutes of Requiem&#8217;s gameplay or cutscenes is enough to prove its chops.</p>
<p>When it comes to massive worlds with a lot going on in them, the engine has once again risen to the occasion. It handles the worlds in <em>Monster Hunter</em> and <em>DD2</em> with style, balancing a multitude of factors like streaming assets, sustaining LODs and traversal speed, simulating systems, and handling memory pressure across platforms with a fairly consistent experience across the board for all players.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-630143" src="https://gamingbolt.com/wp-content/uploads/2025/10/Monster-Hunter-Wilds-Festival-of-Accord-Dreamspell-1024x576.jpg" alt="Monster Hunter Wilds - Festival of Accord Dreamspell" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/10/Monster-Hunter-Wilds-Festival-of-Accord-Dreamspell-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/10/Monster-Hunter-Wilds-Festival-of-Accord-Dreamspell-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/10/Monster-Hunter-Wilds-Festival-of-Accord-Dreamspell-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/10/Monster-Hunter-Wilds-Festival-of-Accord-Dreamspell-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/10/Monster-Hunter-Wilds-Festival-of-Accord-Dreamspell-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/10/Monster-Hunter-Wilds-Festival-of-Accord-Dreamspell.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>In <em>SF6</em>, where a performance-first approach dictated the entirety of its gameplay loop, the engine maintained stable framerates while allowing for excellent animation and effect clarity, factors that were tantamount to presenting the explosive action that the game needed to stand out.</p>
<p>Heck, it also proved quite good for remasters, with <em>Dead Rising Deluxe</em> and <em>Ghost Trick</em> being fine examples of how it can bring older games to life. But <em>Requiem</em> is probably its magnum opus, with an astounding sharpness to its microdetails that stay intact even in motion-intensive situations, stable lighting responses across surfaces, excellent geometry and hair physics, and clean reflections with accurate shadows that really sell the scenes where they operate.</p>
<p>It can be easy to just say it&#8217;s insanely good at powering the best of what the developer offers, but that would be doing it an injustice.</p>
<h2>What Does The RE Engine Mean For Modern Gaming?</h2>
<p>Aside from what it manages to do in-game, it&#8217;s also what it manages to do behind the scenes that makes this one so relevant to a generation of games that are constantly getting more ambitious.</p>
<p>As an engine built from the ground up, its assets, tools, technical know-how, optimizations, and workflows allow for both consistency and compounding benefits to the studio with every successive release. It isn&#8217;t an engine that just puts out pretty graphics easily, but is now a benchmark in game production.</p>
<p>As the worlds in our games get bigger and lighting gets more ambitious, engines that scale well become the competitive edge. And the RE Engine is one that&#8217;s doing a hell of a good job on that front. We can&#8217;t wait to see where it shows up next, but you can bet that we&#8217;re going to be diving in with a smile on our faces, secure in the knowledge that this is an engine that’s capable of making great games even better.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">638918</post-id>	</item>
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		<title>Monster Hunter Series Producer Promoted to Chief Product Officer of Capcom&#8217;s Development Divisions</title>
		<link>https://gamingbolt.com/monster-hunter-series-producer-promoted-to-chief-product-officer-of-capcoms-development-divisions</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 03 Mar 2025 22:46:03 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[Monster Hunter]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=613289</guid>

					<description><![CDATA[Ryozo Tsujimoto, who produced Monster Hunter Wilds, will succeed Yocihi Egawa when the latter retires from Capcom on April 1st.]]></description>
										<content:encoded><![CDATA[<p>Capcom has <a href="https://www.capcom.co.jp/ir/english/news/html/e250303.html" target="_blank" rel="noopener">announced</a> changes to its personnel and directors, promoting Ryozo Tsujimoto to Chief Product Officer of its development divisions. He will replace Yoichi Egawa, who retires on April 1st.</p>
<p>Tsujimoto is best known as the producer of the <em>Monster Hunter</em> series. On top of successful outings like <em>Monster Hunter World</em> (currently the <a href="https://gamingbolt.com/monster-hunter-world-hits-28-10-million-sales-monster-hunter-rise-at-16-70-million">best-selling title in Capcom&#8217;s history</a>) and <em>Monster Hunter Rise</em>, he also produced the recent <em>Monster Hunter Wilds</em>. The latter saw nearly 1.4 million peak concurrent players on Steam, though sales numbers have yet to be revealed.</p>
<p>The impact of Tsujimoto&#8217;s promotion remains to be seen, but Capcom has a pretty healthy line-up ahead. <em>Onimusha: Way of the Sword</em> launches in 2026, <a href="https://gamingbolt.com/onimusha-way-of-the-sword-gameplay-showcases-combat-and-miyamoto-musashi">starring Miyamoto Musashi</a> as the protagonist (with <a href="https://gamingbolt.com/onimusha-way-of-the-sword-protagonist-is-based-on-japanese-actor-toshiro-mifune">late actor Toshiro Mifune&#8217;s likeness</a>). It also helped establish Clovers to develop <a href="https://gamingbolt.com/okami-sequel-announced-directed-by-hideki-kamiya">a sequel to <em>Okami</em></a>. Head <a href="https://gamingbolt.com/okami-2-continues-the-first-games-story-amaterasu-returns">here</a> for more story details.</p>
<p>As for <em>Monster Hunter Wilds</em>, its first Title Update <a href="https://gamingbolt.com/monster-hunter-wilds-title-update-1-launches-in-early-april-adds-the-gathering-hub">arrives in early April</a>, adding <a href="https://gamingbolt.com/monster-hunter-wilds-will-get-mizutsune-in-first-post-launch-title-update">Mizutsune</a> as a new monster, the Gathering Hub, and a new difficulty.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">613289</post-id>	</item>
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		<title>Top 25 Hardest Monster Battles in the Entire Monster Hunter Series</title>
		<link>https://gamingbolt.com/top-25-hardest-monster-battles-in-the-entire-monster-hunter-series</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 25 Feb 2025 16:22:50 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[Monster Hunter]]></category>
		<category><![CDATA[Monster Hunter 3 Ultimate]]></category>
		<category><![CDATA[monster hunter frontier]]></category>
		<category><![CDATA[Monster Hunter Generations Ultimate]]></category>
		<category><![CDATA[Monster Hunter Rise]]></category>
		<category><![CDATA[Monster Hunter Rise: Sunbreak]]></category>
		<category><![CDATA[monster hunter world]]></category>
		<category><![CDATA[Monster Hunter World: Iceborne]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=612662</guid>

					<description><![CDATA[The Monster Hunter franchise is full of brutal monsters. Here are 25 of the most challenging and why they're so nightmarish to fight.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he <em>Monster Hunter</em> franchise is no stranger to challenging boss fights. When your whole gameplay loop revolves around slaying monsters to craft better gear to face tougher monsters, it&#8217;s a given that some difficulties will arise. However, from the very beginning to its more recent entries, <em>Monster Hunter</em> has doled out some of the most arduous bosses in gaming. Without further ado, here are the top 25 most difficult monsters, starting with&#8230;</p>
<p><strong>25. Safi&#8217;jiiva (Iceborne)</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/12/Monster-Hunter-World-Iceborne-Safijiiva_02.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-425260" src="https://gamingbolt.com/wp-content/uploads/2019/12/Monster-Hunter-World-Iceborne-Safijiiva_02.jpg" alt="Monster Hunter World Iceborne - Safi'jiiva_02" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2019/12/Monster-Hunter-World-Iceborne-Safijiiva_02.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/12/Monster-Hunter-World-Iceborne-Safijiiva_02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/12/Monster-Hunter-World-Iceborne-Safijiiva_02-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2019/12/Monster-Hunter-World-Iceborne-Safijiiva_02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/12/Monster-Hunter-World-Iceborne-Safijiiva_02-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p>If Xeno&#8217;jiiva was the somewhat awkward final boss for <em>World</em>, then Safi&#8217;jiiva is its revenge arc. As a Siege quest, it has the same requirements as Kulve Taroth – 16 Hunters in separate groups of four, battling and breaking its parts to slay it. The difference is its sheer power and range of attacks, especially the beams, which it can fire off at a moment&#8217;s notice. It also possesses a supernova attack that, like Behemoth&#8217;s Ecliptic Meteor, recovers by running behind cover to evade. While it becomes easier as you bring more suitable weapons for breaking its parts and taking advantage of the environment, soloing Safi&#8217;jiiva is another endeavor entirely.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">612662</post-id>	</item>
		<item>
		<title>Monster Hunter Franchise Hits 100 Million Units Sold</title>
		<link>https://gamingbolt.com/monster-hunter-franchise-hits-100-million-units-sold</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 22 May 2024 13:32:24 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[Monster Hunter]]></category>
		<category><![CDATA[Monster Hunter Rise]]></category>
		<category><![CDATA[Monster Hunter Rise: Sunbreak]]></category>
		<category><![CDATA[monster hunter world]]></category>
		<category><![CDATA[Monster Hunter World: Iceborne]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
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		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=587858</guid>

					<description><![CDATA[Monster Hunter World sits at 25.3 million units sold worldwide, while Monster Hunter Rise climbs up to 14.7 million.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/resident-evil-village-hits-9-8-million-units-sold-resident-evil-2-remake-at-13-9-million">Multiple <em>Resident Evil </em>titles are continuing to sell at an impressive pace</a>, and unsurprisingly, the <em>Monster Hunter </em>franchise is also performing in similar fashion for Capcom. The company has provided updated sales figures for a number of its titles on its <a href="https://www.capcom.co.jp/ir/english/business/million.html" target="_blank" rel="noopener">Platinum Titles</a> page, and predictably enough, <em>Monster Hunter </em>remains a big seller for the Japanese giant.</p>
<p>As of March 31, <em>Monster Hunter World </em>has sold 20.1 million units, but combined with its Master Edition (which also includes the <em>Iceborne </em>expansion), sales for the game stand at 25.3 million units, up from earlier in the year <a href="https://gamingbolt.com/monster-hunter-world-crosses-25-million-units-sold-worldwide">by 300,000 units</a>. Meanwhile, <em>Iceborne </em>alone has enjoyed impressive sales as well, selling an addition million units over the course of the January-March quarter to take its total up to 12.6 million units.</p>
<p><em>Monster Hunter Rise </em>is also continuing to post strong numbers, which isn&#8217;t surprising either. Its sales now stand at 14.7 million units worldwide, which is <a href="https://gamingbolt.com/monster-hunter-world-has-sold-19-6-million-monster-hunter-rise-at-14-2-million-sold">an increase of half a million</a>, while its expansion, <em>Sunbreak</em>, sold an additional 600,000 units, taking its total up to 7.7 million units.</p>
<p>Collectively, the franchise has now hit the 100 million units sold milestone, with an additional three million units sold since <a href="https://gamingbolt.com/monster-hunter-series-tops-97-million-units-sold">earlier in the year</a>.</p>
<p>Capcom is currently at work on <a href="https://gamingbolt.com/monster-hunter-wilds-announced-launches-in-2025"><em>Monster Hunter Wilds</em></a>, the franchise&#8217;s next mainline instalment, which is due out sometime next year.</p>
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		<title>Street Fighter 6 x Monster Hunter 20th Anniversary Collab is Now Live</title>
		<link>https://gamingbolt.com/street-fighter-6-x-monster-hunter-20th-anniversary-collab-is-now-live</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 01 Apr 2024 10:34:43 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[Monster Hunter]]></category>
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		<category><![CDATA[ps4]]></category>
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		<category><![CDATA[street fighter 6]]></category>
		<category><![CDATA[Xbox Series S]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=583255</guid>

					<description><![CDATA[New Monster Huntered-themed cosmetics, including a Rathalos Armor outfit and Palico head, are available for 250 Fighter Coins. ]]></description>
										<content:encoded><![CDATA[<p>Capcom&#8217;s <a href="https://gamingbolt.com/street-fighter-6-x-monster-hunter-20th-anniversary-collaboration-announced-starts-in-april">latest collaboration for<em> Street Fighter 6</em></a>, celebrating the 20th anniversary of <em>Monster Hunter</em>, is now available. It offers a Rathalos Armor outfit for the player avatar, emotes and titles, alongside 15 accessories based on well-known weapons. Check out the trailer below, showcasing all of the new items.</p>
<p>The new content includes a Palico head, photo frame, music, titles, device wallpaper and stickers. You can even get <em>Magic Sword: Heroic Fantasy</em>, a classic SNES hack-and-slash title playable in the Battle Hub arcade. These premium rewards require purchasing the Fighting Pass for 250 Fighter Coins, but some free items are also available. At least viewing the new decorations in the Battle Hub is free.</p>
<p><em>Street Fighter 6</em> is available for Xbox Series X/S, PS4, PS5 and PC. Check out our review of the base game <a href="https://gamingbolt.com/street-fighter-6-review-run-this-town">here</a>. It&#8217;s received three DLC characters &#8211; Rasheed, Ed and A.K.I. with <a href="https://gamingbolt.com/street-fighter-6-producer-is-very-excited-for-players-to-see-akuma">Akuma joining the roster this Spring</a>. Year 2 content <a href="https://gamingbolt.com/street-fighter-6-akumas-new-look-revealed-in-teaser-year-2-content-in-development">is also in the works</a>, so stay tuned for announcements of future characters.</p>
<p><iframe loading="lazy" title="Street Fighter 6 - Monster Hunter 20th Anniversary Collaboration Content Showcase Trailer" width="500" height="281" src="https://www.youtube.com/embed/TNLRQTgAIH0?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Street Fighter 6 x Monster Hunter 20th Anniversary Collaboration Announced, Starts in April</title>
		<link>https://gamingbolt.com/street-fighter-6-x-monster-hunter-20th-anniversary-collaboration-announced-starts-in-april</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 12 Mar 2024 13:29:21 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[Monster Hunter]]></category>
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		<category><![CDATA[ps4]]></category>
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		<category><![CDATA[street fighter 6]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=581442</guid>

					<description><![CDATA[Players can dress up and fight in Rathalos Armor through different modes or explore a Battle Hub decorated with Monster Hunter displays.]]></description>
										<content:encoded><![CDATA[<p>Capcom&#8217;s <em>Monster Hunter</em> 20th Anniversary livestream didn&#8217;t offer any new details about the upcoming <em>Monster Hunter Wilds</em> (as it <a href="https://gamingbolt.com/monster-hunter-wilds-wont-be-getting-any-new-details-at-the-series-upcoming-anniversary-event">clarified beforehand</a>). However, there was one announcement &#8211; a collaboration with <em>Street Fighter 6</em>. Check out the announcement trailer below.</p>
<p>The collaboration adds Rathalos Armor for players to dress up their custom fighters in, whether in the Battle Hub for multiplayer or during World Tour mode. The Battle Hub will also have displays dedicated to <em>Monster Hunter&#8217;s</em> 20th Anniversary, including a giant Rathalos display (complete with two out-matched Palicoes) in one space.</p>
<p>The <em>Monster Hunte</em>r collaboration quest begins in April, so stay tuned for more details, including how to obtain the Rathalos Armor. <em>Street Fighter 6</em> is available for Xbox Series X/S, PS5, PS4 and PC. It will receive its fourth and final Year 1 DLC character, Akuma, this Spring &#8211; check out his first teaser <a href="https://gamingbolt.com/street-fighter-6-akumas-new-look-revealed-in-teaser-year-2-content-in-development">here</a>. Year 2 content is also in development, though no characters have been announced yet.</p>
<p>As for <em>Monster Hunter Wilds</em>, it&#8217;s out in 2025 for Xbox Series X/S, PS5, and PC, with <a href="https://gamingbolt.com/monster-hunter-wilds-offers-new-level-of-detailed-creatures-and-ecosystems-series-producer">more details coming this Summer</a>.</p>
<p><iframe loading="lazy" title="Street Fighter 6 - Monster Hunter 20th Anniversary Collaboration Announcement" width="500" height="281" src="https://www.youtube.com/embed/XOJlaE-5SWI?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Monster Hunter Series Tops 97 Million Units Sold</title>
		<link>https://gamingbolt.com/monster-hunter-series-tops-97-million-units-sold</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 19 Feb 2024 13:04:23 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Monster Hunter]]></category>
		<category><![CDATA[Monster Hunter Rise]]></category>
		<category><![CDATA[monster hunter world]]></category>
		<category><![CDATA[nintendo switch]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=579297</guid>

					<description><![CDATA[Capcom's action RPG franchise sold an additional 2 million units during the quarter ending December 31. ]]></description>
										<content:encoded><![CDATA[<p>The <em>Monster Hunter </em>franchise has turned into one of Capcom&#8217;s biggest and most successful properties in recent years, while also enjoying sustained sales over prolonged periods. Unsurprisingly, the series continued to move a solid amount of copies in Q3 of fiscal year 2023/24 (October-December).</p>
<p>In its recently published <a href="https://www.capcom.co.jp/ir/english/data/pdf/explanation/2023/3rd/explanation_2023_3rd_01.pdf" target="_blank" rel="noopener">report</a> for the quarter, Capcom revealed that the <em>Monster Hunter </em>series has collectively sold 97 million units worldwide as of December 31. That&#8217;s up 2 million from the end of the preceding quarter, at which point it stood at 95 million units sold.</p>
<p>Recently, the company revealed that <a href="https://gamingbolt.com/monster-hunter-world-has-sold-19-6-million-monster-hunter-rise-at-14-2-million-sold"><em>Monster Hunter World </em>has sold 19.1 million units</a>, though that number goes up to 24.1 million units when counting <em>Monster Hunter World: Iceborne Master Edition. </em><em>Iceborne </em>alone stands at 11.6 million units sold. Meanwhile, <em>Monster Hunter Rise </em>has climbed to 14.2 million units sold, while its expansion, <em>Sunbreak</em>, has hit 7.1 million units.</p>
<p>In December, Capcom <a href="https://gamingbolt.com/monster-hunter-wilds-announced-launches-in-2025">announced the series&#8217; next mainline instalment, <em>Monster Hunter Wilds</em></a>, which is set to launch sometime in 2025. Shortly after its announcement, <em>Montser Hunter World </em>saw a resurgence in player activity, <a href="https://gamingbolt.com/monster-hunter-world-on-pc-gets-highest-concurrent-players-in-3-years">hitting its highest concurrent player count on Steam in three years</a>.</p>
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		<title>Exoprimal Season 3 Receives New Trailer Showcasing Monster Hunter Content</title>
		<link>https://gamingbolt.com/exoprimal-season-3-receives-new-trailer-showcasing-monster-hunter-content</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 16 Jan 2024 12:31:46 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[Exoprimal]]></category>
		<category><![CDATA[Monster Hunter]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=575967</guid>

					<description><![CDATA[Season 3 starts January 18th and includes new co-op boss fights, the Jungle map, new skins and four Beta Variant Exosuits.]]></description>
										<content:encoded><![CDATA[<p>Season 3 of Capcom&#8217;s <em>Exoprimal</em> is nearly upon us, <a href="https://gamingbolt.com/exoprimal-adds-rathalos-from-monster-hunter-on-january-18th-2024">going live on January 18th</a> and promising the most content yet. It adds a new map, Jungle, <em>Monster Hunter</em>-focused content, and a Double XP Campaign (which lasts till January 22nd). Check out the latest trailer below.</p>
<p>When playing in Dino Survival, players can collect tracks and begin a special mission leading to a fight against Rathalos. It&#8217;s a co-op fight for ten players and also features several Velociprey. Rewards include a Rathalos Armor skin for Murasame, Kirin Armor for Skywave, Nergigante Armor for Barrage and a Rajang skin for Roadbolock.</p>
<p>There are also emotes, charms, decals and stamps based on <em>Monster Hunter</em> to collect. The season also debuts another ten-player co-op fight against the Neo Triceratops and new Beta Variant Exosuits for Deadeye, Barrage, Roadblock and Skywave. New Rigs and Modules are also being added.</p>
<p>If that weren&#8217;t enough, some limited-time events are coming up, with the Lunar New Year Campaign running from January 31st to February 12th, awarding a Lion Dance hat skin. The Chocolate Campaign is from February 13th to February 29th and includes the Chocolate Exosuit skin.</p>
<p><em>Exoprimal</em> is available for Xbox Series X/S, PS5 and PC, Xbox One and PS4. Check out our review <a href="https://gamingbolt.com/exoprimal-review-infinite-crisis">here</a>.</p>
<p><iframe loading="lazy" title="Exoprimal - Season 3 Trailer" width="500" height="281" src="https://www.youtube.com/embed/JjDFxq2Fp7c?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Capcom Will Announce Another Big Game in 2023 and Release it in 2024 &#8211; Rumour</title>
		<link>https://gamingbolt.com/capcom-will-announce-another-big-game-in-2023-and-release-it-in-2024-rumour</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 27 Nov 2023 08:41:05 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Rumors]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[Monster Hunter]]></category>
		<category><![CDATA[monster hunter 6]]></category>
		<category><![CDATA[pc]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=571770</guid>

					<description><![CDATA[A prominent leaker has claimed that Capcom still has a major game left to announce before the year is over, but it's not a Resident Evil title.]]></description>
										<content:encoded><![CDATA[<p>Capcom is set to <a href="https://gamingbolt.com/dragons-dogma-2-showcase-set-for-november-28th">show off <em>Dragon&#8217;s Dogma 2 </em>at a dedicate showcase</a> tomorrow, where it&#8217;s expected to announce an <a href="https://gamingbolt.com/dragons-dogma-2-listed-for-march-22-2024-launch-by-pegi">alleged March release</a> for the highly anticipated action RPG, though it seems that might not be the only major release the Japanese publisher has planned for 2024.</p>
<p>That&#8217;s as per prominent leaker Dusk Golem, who recently claimed in a series of Discord messages (via <a href="https://www.resetera.com/threads/dusk-golem-capcom-still-has-another-big-game-to-be-announced-in-2023-not-related-to-dd2-no-re-remakes-in-2024.789099/" target="_blank" rel="noopener">ResetEra</a>) that Capcom will be announcing another major game before this year is over, and that the game will be releasing sometime in 2024. As per the leaker, that game isn&#8217;t going to be a <em>Resident Evil </em>game (previously, they have claimed that <a href="https://gamingbolt.com/resident-evil-9-to-launch-in-2025-reveal-likely-set-for-2024-rumour"><em>Resident Evil 9 </em>will launch sometime in 2025</a>).</p>
<p>One game that could be likely to be announced in the near future is the next mainline <em>Monster Hunter </em>title. In a recent video celebrating the series&#8217; 20th anniversary, the company <a href="https://gamingbolt.com/next-monster-hunter-teased-in-20th-anniversary-video">seemingly teased its next mainline instalment</a>. Leaks have also claimed that the game <a href="https://gamingbolt.com/next-monster-hunter-will-launch-for-nintendo-switch-2-rumour">will see a simultaneous release on Nintendo&#8217;s rumoured next-gen console</a>.</p>
<p>Of course, another question is when Capcom will be making this alleged announcement. The Game Awards, scheduled for December 7, might be a suitable stage.</p>
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		<title>Exoprimal Adds Rathalos from Monster Hunter on January 18th, 2024</title>
		<link>https://gamingbolt.com/exoprimal-adds-rathalos-from-monster-hunter-on-january-18th-2024</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 02 Nov 2023 12:22:56 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[Exoprimal]]></category>
		<category><![CDATA[Monster Hunter]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox One]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=569628</guid>

					<description><![CDATA[Skins based on armor sets like Rathalos and Nergigante, a new Jungle map, four Beta Variant Exosuits, and more are also coming.]]></description>
										<content:encoded><![CDATA[<p>The <a href="https://gamingbolt.com/exoprimal-x-monster-hunter-collab-announced-seasonal-roadmap-revealed">next collaboration</a> for Capcom&#8217;s <em>Exoprimal</em> goes live on January 18th, 2024, focusing on its wildly successful <em>Monster Hunter</em> series. As part of Season 3, players can don skins resembling armor sets for Rathalos, Nergigante and Kirin and even take on Rathalos in a co-op boss fight. Check out the trailer below to see it all in action.</p>
<p>Season 3 also adds the new Jungle map, four Beta Variant Exosuits, new Rigs and Modules, and the Neo Triceratops as a new boss in the ten-player co-op challenge. There&#8217;s even a Rajang skin for Roadblock. While Season 4 doesn&#8217;t have a release date, it&#8217;s teased to include a new ten-player Challenge Mode, the Time Loop Rebellion, and Custom Match for inviting other players for Wargames or playing through the story.</p>
<p>Stay tuned for more details (including the conditions for Rathalos to spawn) and updates in the coming months. <em>Exoprimal</em> is available for Xbox One, Xbox Series X/S, PS4, PS5 and PC. Check out our review <a href="https://gamingbolt.com/exoprimal-review-infinite-crisis">here</a>.</p>
<p><iframe loading="lazy" title="Exoprimal - Monster Hunter Collaboration Trailer" width="500" height="281" src="https://www.youtube.com/embed/KJra14gfCHY?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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