
Capcom's lineup at Summer Game Fest was a mix of bold and boring
Capcom had an interesting showing at Summer Game Fest with three titles that will carry the developer into 2026 and beyond: Onimusha: Way of the Sword, Resident Evil Requiem, and Pragmata. I got hands-on previews with both Requiem and Pragmata, and a hands-off presentation for Onimusha. Across the three games, I saw a mix of fresh ideas with Onimusha, some stale ones with Requiem, and some weird but interesting choices with Pragmata.
Of the three games, Pragmata represented the biggest tension between what I liked about it and what I didn't. In the game, you play as Hugh, an astronaut stranded on the moon who is aided by a small, child-like robot named Diana. To be frank, I'm utterly exhausted by the trope of a big, gruff dude protecting a small, innocent child. Enough! It's 2025, we have plenty of dad games at home, Capcom, there has to be a more interesting way to do this.
That said, I was impressed by Pragmata 's combat. What I thought was a straightforward shooter was still mostly that but with a complexity that dramatically changes the calculus of how you fight. Enemies in Pragmata are shielded and take little damage from Hugh's weapons. To fight effectively, you must use Diana's hacking skills, represented via a minigame that's basically a stripped-down version of the hacking minigame from Bioshock.
What's most interesting about this is that it all must be done mid-combat. Time doesn't stop as you're building a circuit to the end goal in order to stun your enemy. It meant I had to juggle hacking effectively with dodging enemy attacks in a way that felt fresh and exciting for what I thought would be a simple action shooter. I just wish they had applied that innovation to some of the game's narrative elements.
For Onimusha, Capcom revived a long-dormant series in a big way, first with a remaster of Onimusha 2: Samurai's Destiny and now with this new entry, the first in almost 20 years. During the hands-off presentation, all I could think was, 'This is Capcom's take on a soulslike.' Some of that is in the aesthetics. The world is dark, overrun by grotesque-looking demons who brutally cut down fleeing peasants before turning their swords on Musashi, the protagonist. In other ways, it's the combat. Enemies have stagger bars you deplete through deflecting and parrying attacks. In boss fights, as you slowly wear down your enemy, you can choose which part of the boss to damage to produce a certain effect. I did not get to play Onimusha myself, but I'm intrigued to see if any more soulslike elements are embedded within the game.
Finally, Requiem stole the Summer Game Fest show as Geoff Keighley closed the keynote event with a surprise reveal of the game and its February 2026 release date, after previously teasing that we wouldn't see it for a while. Later during Play Days, Summer Game Fest's in-person media event, I was treated to a short gameplay presentation and demo that offered a brief glimpse into the harrowing experience of Grace Ashcroft as she tries to escape an abandoned hospital.
During the gameplay presentation, Capcom emphasized that Grace would have to rely on her wits to survive rather than any kind of training as a soldier or law enforcement like the Leons, Adas, or the Chrises of that T-virus infected world. I liked that approach and how it was reflected in both the presentation and the demo. Since Grace had no weapons to protect herself, I had to find clues in the environment that would help me survive. That meant paying attention to my surroundings and reading everything I could find, landing on the one tip that got me through my time with the demo.
On the other hand, my brief look at Requiem felt like Capcom was tapping into old routines instead of doing something truly innovative for the ninth mainline entry in the Resident Evil series. Yes, the big monster lady was scary, and that delicious tension was heightened by the fact that I had no guns to shoot my way out in case my wits failed me. But there are only so many times I can be chased through hallways by a slowly plodding monster before it gets to be old hat. I've seen that not just in other Resident Evil games but in horror games in general, and I'm bored by it.

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The Verge
an hour ago
- The Verge
Final Fantasy fans, now is the time to get into Magic: The Gathering
The Final Fantasy Magic: The Gathering set is here, and there's never been a more perfect assemblage of Magic cards. The set features cards taken from every mainline Final Fantasy title, including the two MMOs, so there's something for every generation of Final Fantasy lovers. And while Magic has featured other video game crossovers in the past (hello, Assassin's Creed and Fallout!), with the way this set is constructed, from card mechanics to art, you can tell this one is a developer favorite, sure to appeal to the massive chunk of people who love both games. But what if you don't inhabit the center circle in the Venn diagram of Magic and Final Fantasy lovers but are still interested in experiencing this set for yourself? Magic: The Gathering is an intimidating game, even if you're a seasoned player like myself. There are so many ways you can play, both in person and online, that it can be overwhelming to figure out the best way to jump in. So here's a few tips and tricks to playing the Final Fantasy Magic set. Be warned, though: this is the best-selling set in Magic's 30-plus-year history, and you will pay for the pleasure of this experience — if you can find the product to pay for it at all. How to play: physical edition Over the years, the designers at Magic developer Wizards of the Coast have realized it can be intimidating as hell for a new player looking to start their planeswalking journey. To help these new players along, Magic developers have created a line of products called Starter Kits. Each is a set of two 60-card decks featuring cards specifically designed for new players and an instruction booklet that goes over the game's basic rules and cadence of play. Keep one deck for yourself, give one to a friend, and learn as you play together. For MTG x FF, the starter kit features two decks themed around Final Fantasy's greatest rivalry: Sephiroth vs. Cloud. These decks are a decent introductory course to Magic. Cloud's is themed around equipment cards (think the Buster Sword or the Ultima Weapon), which are essentially weapons you can attach to your creatures to pump up their damage and hit hard. Sephiroth's deck is all about him. Kill creatures (yours and your opponent's) to make him as big as possible. I played both decks against the set's designers and managed to beat them both, a monumental feat for any Magic player. However, if you want to play them for yourself, the Starter Kit is currently sold out on Amazon, so your best bet to find one is to hit up your local card shop (known in the community as your LCS) to see if it has any in stock. Wizards' website does feature a handy store locator if you don't know where your nearest LCS is. There are also four Commander decks you can buy and play, with each one themed around a specific title in the series. Commander is the most popular format of Magic, but the rules are slightly different from standard play, and matches can often include more than one opponent. The Final Fantasy Commander decks are beginner-friendly but expensive, running anywhere from $80 to $130 when Commander decks in other sets are much cheaper. How to play: online edition If you don't have any friends you can beg, bribe, or beat into playing Magic with you, there is another, far easier option: the game's online version, Magic: The Gathering Arena. Arena is the best way to experience the Final Fantasy set as there's no worry about stock, it's relatively cheaper, and there are so many different ways to play that in-person playing simply does not accommodate. Once you've made your account and downloaded the game, you can play through the game's tutorial, which I recommend to get your bearings. Not only does it explain how to play, but the color challenges also give you a feel for the playstyles of Magic's five different colors. Think of colors and color combos as characters in your favorite hero shooter. Each has different abilities and favors a specific style of play. Blue and white center on going over your opponents' heads with flying creatures, while mono green (my favorite and the best way to play) favors big, stompy creatures that run over your opponents' defenses. The Final Fantasy set makes it easy to find a color or combo that works for you. If you want to get straight into the Final Fantasy set, you can simply skip the tutorial to unlock all of Arena's many game modes and features, and it'll still be there to try if you ever need to go back. Once you're ready, you have a number of options available. You can get right into the thick of things and start playing the game's constructed modes. If you've never played Magic before, do not do this. It is expensive, costing a lot of resources your account will not have unless you buy them in the game's cash shop, and it is hard. Making decks is difficult; even I don't like it that much compared to playing decks preassembled for me. Your best, most economical option is to play Jumpstart mode. In Jumpstart all the hard work of making a viable deck is done for you. You are presented with a number of archetypes: Bold, Mage, Chocobos, Equipment, and more. You can pick two of them based on nothing more than vibes and personal preference, and the game will automatically create a deck using those two archetypes. Then you play your deck against other Jumpstart decks and rack up the wins or the valuable experience that comes with losing. The great thing about Jumpstart is that it's cheap — a new account grants you enough currency to try the mode three times — and the cards you pick are yours to keep. Do it enough times and you'll eventually have enough cards to tool around with making your own decks to try out in the game's friendly mode, Quick Start. I've enjoyed all the different Jumpstart decks I've made, but if you really wanna have some fun, pick chocobos whenever you get the chance. They're creatures that get stronger whenever you play a land card (think of land like the gas that powers your deck's engine) and have incredible synergy with other card types, leading to a deck that will overwhelm your opponent. Also, they're chocobos! What could be more Final Fantasy than chocobos? If you are a Final Fantasy fan, I cannot stress enough how much fun its Magic set is. And if you're intimidated by Magic's difficulty, don't be. There are so many beginner-friendly ways to play, and there are so many beginners trying this set out for the first time, that you'll be in good company. Plus, I've found the community is always happy to help newcomers. When I played at an in-person event, my first opponent had never picked up the game before. Over the course of our match I taught him everything I knew as best I could, and before the end, he beat me. Badly. I've never had more fun.


Forbes
3 hours ago
- Forbes
‘Monster Hunter Wilds' Collapses With 1% Of Launch Players, 82% Negative Reviews
Monster Hunter Wilds While Monster Hunter Wilds received a lot of praise at launch, the longer-term fortunes of the game four months later have been dismal. Both review sentiment and playercount have collapsed. On Steam, recent reviews are just 18% positive, giving the game the dreaded Overwhelmingly Negative classification and dropping its overall reviews to 'mixed.' Playercount is even crazier. Monster Hunter Wilds now has fewer concurrent players on Steam than the seven-year-old, 2018 Monster Hunter World, which fans have deemed the superior long-term game. The negative reviews are largely split into two camps. The first is the fact that PC performance is horrible, and for many, seemingly getting worse over time with Capcom's fixes failing or not coming fast enough, even months after release. Here's one excerpt: That seems to be the more pressing issue, but further complaints highlight a lacking endgame that has not been expanded enough over time, despite Capcom's stated plans to add more interesting and engaging content. Speaking from personal experience, as someone who sunk maybe 10 total hours into past Monster Hunter games, I found myself reaching the end, grinding the best gear, and running out of stuff to do relatively quickly into what was supposed to be the endgame. Despite some new monsters and new difficulty increases, it's just not enough, and so fans are heading back to Monster Hunter World. Monster Hunter Wilds Wilds launched with 1.38 million concurrent players. It's now peaking at around 17,000 a day, around 1.23% of launch. Some may now cite the old 'you can't judge a game's playercount this far after launch' idea, but yes, in this case, you absolutely can. As evidenced by Worlds, the seven-year-old game, this is a series meant to be played and grinded for an extremely long time. Dropping to 1% of its playercount just four months after release, and below Worlds, is absolutely abysmal; there's just no getting around that. Monster Hunter Wilds will be releasing its second title update at the end of this month. Title Update 1 briefly tripled the game's players but soon lost them, and sentiment around the game has gotten increasingly worse since then. Unless this new update comes with a huge amount of fixes and content, it's unlikely to reverse the game's fortunes, and Capcom needs to pull back and figure out what went wrong here and how to truly fix it. Follow me on Twitter, YouTube, Bluesky and Instagram. Pick up my sci-fi novels the Herokiller series and The Earthborn Trilogy.


CNET
3 hours ago
- CNET
How to Fight Elden Ring Nightreign's Everdark Sovereign Bosses
Everything you've learned about Limveld over the weeks since Elden Ring Nightreign's launch has just been flipped on its head. Developer FromSoftware previously announced that enhanced versions of the game's bosses would feature in post-launch updates, but they were shadowdropped with little to no warning on Wednesday, with full details from publisher Bandai Namco. These Everdark Sovereigns have certainly been eating their Wheaties, because they're bigger, stronger and have wicked special moves that you'll have to learn if you want to stand a chance against this new threat. But if you can conquer the next iterations of the Nightlord, you'll earn a special currency that opens up an endgame shop filled with loot. Here's everything you need to know about the Everdark Sovereigns, ranging from what they are, how to take them on and what goodies you can earn if you're skilled enough to take one of these bad boys out. What are the Everdark Sovereigns? If you've put the beat down on Elden Ring Nightreign's roster of Nightlord aspects and come out the other side thinking they were too easy, the Everdark Sovereigns are designed with you in mind. These foes are enhanced "hard mode" versions of the regular expedition bosses, and they add new moves and mechanics to the already challenging night three fights. Everdark Sovereign fights begin with the boss's second phase before shifting into a new third phase, making them some of the deadliest enemies in Nightreign. Each Everdark Sovereign expedition is available for a week, after which a new fight will become available. The first Everdark Sovereign is Adel, the Gaping Jaw, and Everdark Sovereign versions of the Sentient Pest and Darkdrift Knight will rotate in and out over the coming weeks. Eventually, there'll be an Everdark Sovereign variant of every Nightlord aspect, though there's no word on if they'll be ready after the first three hard mode bosses have rotated into the game. Bandai Namco/Screenshot by CNET How can you embark on an expedition to fight one of Nightreign's new bosses? You don't have to jump through too many hoops to try to take on the Everdark Sovereigns, but they won't all be accessible at the same time. These bosses are time-gated and are in the game for one week each. So long as you've beaten the normal version of the currently available Everdark Sovereign, you'll be able to access the special expedition during this time. A new expedition outlined in purple will appear at the bottom of the list, and embarking on the current Everdark Sovereign expedition is as simple as choosing this option and proceeding normally. If you've beaten the easier, base game version of the current Everdark Sovereign and you don't see the special expedition in your list of available options, make sure you have a functioning internet connection. You can take the Everdark Sovereigns on in solo mode (if you're a masochist), but you'll need to remain online and connected to the Elden Ring Nightreign servers to access this new content. How can you beat these hard mode bosses? If you want to beat an Everdark Sovereign, you'll have to "get good." There are no two ways about it: These bosses are much harder than their base game counterparts. They start in their second phase, have new third phases and special moves that hit like a truck. With that being said, there are still ways you can even the odds after mastering the basics of Elden Ring Nightreign. Many of the skills that you should learn to challenge base game bosses still apply to Everdark Sovereign expeditions. It's more important than ever to set up a cohesive relic build that synergizes with your class's play style. Buying chalices from the Jar Bazaar and farming Murk to buy up some more relics will help you create the right build for your favorite Nightfarer. During your expeditions, you'll obviously want to pick up weapons and shields that provide you with passive stats that pair well with your Nightfarer, as well as your general play style with the character. You should also be running the most optimized rune-earning route possible to get as close to level 15 as you can by the time you enter the third night. Most importantly, you'll want to pick up weapons that have status effects that the bosses are weak to. If the enhanced version of Adel is anything to go by, Everdark Sovereigns will move quickly and have short windows of vulnerability. Pick up a weapon that exploits their weakness to break down their poise and extend the amount of time you can whack at the boss. High damage per second is a virtue. The quicker you can knock out a boss, the less time it has to defeat you and your friends. A war of attrition is an easy way to lose an expedition in Nightreign, so plan ahead before you ever face down the new Nightlord aspect. Bandai Namco/Screenshot by CNET What do you get for beating an Everdark Sovereign? In addition to the normal expedition rewards, you'll have a chance to earn new boss relics and a special currency called Sovereign Sigils. The boss relics are incredibly powerful alterations to popular play styles. The first Everdark Sovereign, the Gaping Jaw, drops the Dark Night of the Baron relic. This relic improves the damage of critical hits twice over and makes you generate runes upon landing one of those crushing blows. It seems as though Everdark Sovereign relics will be a powerful new way for Nightreign's min-maxers to advance their build in a game where you don't pick how your stats change past the character select screen. Beating your first Everdark Sovereign unlocks a new merchant in the Roundtable Hold. The Collector Signboard is located on the beachy area just outside of the Jar Bazaar. It can be found in the southwest corner of the hub. This is where you'll spend the currency you earn from beating the new bosses. Spending Sovereign Sigils is a great way to grow your power between runs. They're also the keys to unlocking quality-of-life features that many players have been clamoring for. Sovereign Sigils can be spent to unlock a suite of new chalices that unlock more relic rites for your Nightfarers, as well as an improved version of the Scenic Flatstone that guarantees you purple-rarity relics. Nightfarer garb can also be purchased with Sovereign Sigils, but it's the same wardrobe of skins purchasable with Murk, the other currency you earn from expeditions. This currency can also be spent to choose specific Shifting Earth events for your next run, restore the Roundtable Hold to its appearance from before the defeat of the final Nightlord and change the appearance of the relic earned at the end of the Guardian's remembrance questline. Beating one of the Everdark Sovereigns for the first time will reward you with 25 Sovereign Sigils, while subsequent runs will earn you just 5 of the coveted new currency. The most expensive items in the shop -- the skins that are worth 35,000 Murk -- cost 20 Sovereign Sigils, so the earn rate of this currency is fairly generous so long as you can consistently beat these bosses.