Milano’s Odd Job Collection Review – A Faithful Port For An Odd Game

Milano's Odd Job Collection Review - A Faithful Port For An Odd Game

The act of game preservation and localizing games that were previously exclusive to other regions feels like a dying art nowadays. More often than not, developers are content to leave certain titles in the past, rather than re-releasing them for modern audiences. While there have been successful examples of great localizations recently, there are just as many that have turned out to be a disaster due to strange design choices or a lack of polish. 

As such, when it came time for me to play Milano’s Odd Job Collection, I was admittedly a little nervous. A game that was initially released in 1999 is finally making its way to modern consoles worldwide, the ultimate act of preservation. At the same time, it could demonstrate the game’s age and potentially highlight flaws that are unacceptable in the modern gaming landscape. As a whole, Milano’s Odd Job Collection is somewhere in between both extremes, as it’s a successful localization for a game that sometimes shows its age. 

Become The Ultimate Junior Capitalist

Milano's Odd Job Collection

Milano’s Odd Job Collection focuses on a little girl named Milano whose parents are away on a trip to the hospital. They send her to her uncle, but her uncle is on vacation, and asks Milano to take care of the house. In order to do so, Milano resolves to get herself a job. In fact, she attempts to get as many jobs as possible so she can decorate the house, buy new items, and keep herself busy until her parents get back. 

The premise of the game is, for lack of a better phrase, absolutely insane. The sheer absurdity of a little girl trying to get as many jobs as she can so she can take care of a house left to her by her absentee family is so weird, yet somehow, kind of charming. Immediately, I was all in on Milano’s journey, and I found it very easy to get invested in her determination to get a job, make money, and buy new things for her house.

Milano's Odd Job Collection

This leads to the biggest question related to Milano’s Odd Job Collection: how does it function as a localization? Thankfully, the port itself faithfully recreates the original game while featuring essentially quality-of-life updates. The main thing is that, aside from some text in the opening cutscene, all of the dialogue and written text has been translated into English. I didn’t notice any particularly odd lines that seemed to be mistranslated, so it seems like it succeeded at its goal. 

Further, the visuals have also been lovingly done. It maintains the graphics of the PS1 version, but far smoother. It helps that the graphics haven’t been meaninglessly upscaled for no reason, and instead, it keeps the original style intact with very few compromises. The music is also great, albeit slightly repetitive, since you’re often going to be doing the same things over and over again. 

Milano's Odd Job Collection Localization

In terms of the overall gameplay foundation, it’s exactly as you might expect. You’re going to be doing a lot of minigames back to back, and with each successful task, you get a little bit of money. You can then use that money to buy new items at the store and customize your house further. As you progress, you will unlock new jobs by raising your stats. 

The premise, on paper, works well. It’s unique and feels like the right kind of cozy adventure for players who really want to take their time with the game. It helps that, once you beat the title for the first time, there’s actually an arcade mode that adds some replay value if you want to experience the minigames in a more focused setting. However, even if the setup is good in theory doesn’t mean it’s good in execution. 

Milano Store

So, how is the gameplay of Milano’s Odd Job Collection? Does it stand the test of time after over twenty-five years? For the most part, yes, it does, but it can sometimes feel repetitive. 

Work, Work, Work!

Milano Minigames

There are quite a few minigames to play through in Milano’s Odd Job Collection. Each job has a unique gameplay hook and concept that it asks you to master. In one minigame, you’ll be washing dishes at a restaurant, while in another, you’ll milk a bunch of floating cows. There’s a job where you bake cakes, one where you deliver pizza, and one where you work at a fast food restaurant. 

At first, the controls for these minigames can take a while to get used to, and some of them are more difficult to understand than others. Thankfully, if there are certain jobs you prefer to others, you can spend most of the runtime playing those instead of others. Certain shifts are only open on certain days, so there’s an element of strategy in which jobs you choose to take on. 

Milano's Odd Job Collection

The act of undertaking different jobs and earning money is kind of satisfying for the first few days. I personally ended up playing the milking and fast food minigames the most, and that served me well throughout my runtime. Further, I enjoyed the process of saving up to buy more expensive items like a TV, a radio, and a gaming console (even if it did hit a little bit too close to home at times). 

A lot of times, though, especially as you continue, the act of doing the same things every day can feel extremely repetitive. Regardless of whether you choose to do the same few jobs or try to add more variety, each day follows the same pattern. You wake up, choose which job to do, play through a short minigame, then go back home to do chores and eventually go to sleep. While it starts as a cozy life sim, it quickly feels monotonous due to a lack of variety in things you can do beyond minigames, shopping, and chores. 

Milano's Odd Job Collection Gameplay

The actual moment-to-moment gameplay feels great, don’t get me wrong. Perhaps my issues would’ve been mitigated if I had chosen to stretch out my playtime, rather than trying to complete it in one setting. However, I can’t deny that it would’ve been nice to have more to do during each day, though I understand that this is an unintended consequence of faithfully recreating a game from 1999. 

That presents a conundrum that most localizations/ports have to take into consideration: how to bring a potentially dated game into the modern day. The issues with repetition may not have been an issue back in the 90s, but nowadays, when life sims and minigame collections are far more common, it feels a lot more noticeable. In the end, the biggest issue with Milano’s Odd Job Collection is that while it functions as a great port, it’s not a very fun game to play in the modern day. 

Not The Most Graceful Aging (But Not The Worst Either)

Milano's Odd Job Collection Conclusion

There is arguably nothing more important in this day and age than the act of preservation. Preserving forgotten movies, TV shows, and, of course, video games is a noble art that is frequently being overlooked in favor of releasing the next new thing. Sometimes, though, the reason that certain games are left behind by time is due to their visible age and a lack of staying power in the modern day. Milano’s Odd Job Collection walks the line between still being fun today and suffering from issues unique to its age. 

On the one hand, the charming concept makes each of the minigames feel satisfying to play through. In general, each job is great, and the actual controls of each are smooth as butter. That said, the fact that you’ll be doing the same thing over and over again, whether it’s doing a job, customizing your house, or doing chores, will quickly get repetitive, even if those actual tasks are fun. 

Milano Conclusion

As a whole, though, Milano’s Odd Job Collection succeeds at its main goal of localizing a forgotten experience that would’ve been forever lost to time if not for the developers. In that sense, even if the design choices from 1999 are frustrating, I understand why these issues couldn’t be entirely fixed. After all, if all of the game’s blemishes were removed, then it wouldn’t be a particularly good localization. 

Even still, I find myself struggling to recommend this game to everyone. If you are someone who likes short bite-sized life sims, then for $14.99, then you will probably get a kick out of Milano’s Odd Job Collection. Otherwise, this may not be the experience for you. Either way, the overall package is still an impressive work of game preservation that is needed in the modern day. 

Disclaimer: Marvelous (XSEED Games) provided a PlayStation 5 copy of Milano’s Odd Job Collection for review purposes. 

Bubble Bobble Sugar Dungeons Review – Cute Roguelike Suffering from Bad Design Choices

Bubble Bobble Sugar Dungeons

It’s been nearly 40 years since TAITO’s Bubble Bobble game burst into the arcade scene in 1986 with its unique bubble-popping mechanics. Bubble Bobble Sugar Dungeons aims to recapture the magic of that original game while incorporating modern elements that players are accustomed to in the roguelike genre. This is the revitalization of the Bubble Bobble series, but unfortunately, it’s clear from the very start that Bubble Bobble Sugar Dungeons is going to miss the mark, despite the game’s really cute and inviting atmosphere.

Bubble Bobble Sugar Dungeons doesn’t follow much of a story, but there’s a general premise that could keep some players invested in the game’s tutorial and beyond. Bub, the protagonist of the series, wakes up in a strange laboratory, where the mysterious Dolcen appears and gives him a mission to uncover treasure in dungeons and castles. This prompts Bub to begin his journey in earnest, and from the player’s perspective, a tutorial. From the tutorial onward, players experience the core gameplay loop, and in all honesty, it’s not great. 

Bubble Bobble Sugar Dungeons is a Charming Game on the Surface

Starting with the positives, Bubble Bobble Sugar Dungeons exudes charm with its artstyle, ranging from its vividly drawn character illustrations to the actual in-game character and enemy models. The game is very dream-like with its depiction of candy and pastry-themed dungeons full of fantastical enemies. While playing as Bub, you feel a sense of nostalgia, even if you’ve never played a Bubble Bobble game before. At its core, Bubble Bobble Sugar Dungeons is a simple arcade platformer that is easy to pick up and play, with only a few systems worth noting. You can shoot bubbles to trap enemies and defeat them, and since Bub can be easily defeated by just touching an enemy, you’ll have to get good at shooting bubbles and timing jumps around enemies.

Bub’s abilities can be upgraded with sweets (in-game materials), and there’s an item inventory for extra bubble-related moves and abilities. Naturally, you’ll want to improve your abilities and get better items as you play, and you’ll able to do so by completing missions. Missions involve tasks like progressing through a sugar dungeon or level and fulfilling conditions like buying a certain amount of consumables from the in-game sweets shop. There are also optional missions you can complete for rewards.

The roguelike elements of Bubble Bobble Sugar Dungeons lie in the actual sugar dungeons themselves. Essentially, they’re levels with a set amount of floors that change in layout during each run. The main goal usually involves making it through the floors, opening treasure chests to get loot, and defeating a boss at the final floor. If you die, you retain a small amount of loot and can immediately try the dungeon again. It’s worth noting that there are more traditional levels with slight side-scrolling elements to them, but for the most part, the sugar dungeons are the ones you’ll play most often for the gameplay loop.

The Gameplay Loop is Dreadful

Admittedly, I found the gameplay loop to be really shallow and boring. Although there are fun boss fights and levels, Bubble Bobble Sugar Dungeons gets really repetitive, and there’s a lack of a compelling progression system. Repeating the same dungeons and level patterns becomes draining, and the upgrade system doesn’t really reward you with better and more fun gameplay, either. In fact, the upgrade system doesn’t have legs to stand on until the post-game, where certain materials and currencies actually become useful. 

While playing Bubble Bobble Sugar Dungeons, I thought to myself and pondered why I was still going. This is a sign of a game that doesn’t offer much for the player. Unless you’re a diehard Bubble Bobble fan, you likely won’t get the most out of this game, which is very little to begin with. You can only bring four items with you at once near the end of the game, and to power up Bub to his maximum potential, you’ll have to play content that doesn’t feel very meaningful. This is on top of the poor in-game balance, which infuriated me quite a lot. 

I could explain more what gameplay experiences you could have in Bubble Bobble Sugar Dungeons, but at the end of the day, a game is played to have fun, and there’s not much fun to be had here. Strangely, the SEGA Saturn version of 1997 Bubble Symphony is more fun, and that’s packed with Bubble Bobble Sugar Dungeons as a separate download. Bubble Symphony is a true arcade experience that’s fun and feels coherent, and the two-player co-op mode makes it a more versatile and replayable game. If this were a separate paid release, I’d definitely recommend Bubble Symphony, if the price is right in such a scenario.

Bubble Bobble Sugar Dungeons Feels Like an Unfulfilled Concept

Bubble Bobble Sugar Dungeons Castle

From my experience with Bubble Bobble Sugar Dungeons, I believe this game is an incomplete project with bad design choices, instead of being an arcade-like roguelike adventure. The gameplay systems are sound and the aesthetic are cute and satisfactory, but there’s so much that this game lacks in terms of progression and replayability. There’s only so much that the core Bubble Bobble gameplay can give you, and repeating the same dungeons will wear out its welcome too, even if it feels good to play sometimes.

In a gaming landscape where there are games coming out every day, even a smaller budget game like Bubble Bobble Sugar Dungeons needs to deliver. I’ll have to give this one a no at its $39.99 price, but I hope updates or a future Bubble Bobble game can greatly build off of what’s here, at the very least. If you’re curious about trying Bubble Bobble Sugar Dungeons, you’ll definitely want to wait for a sale.

Bubble Bobble Sugar Dungeons is available now for Nintendo Switch, PlayStation 5, and PC via Steam. 

Disclaimer: Arc System Works provided a Nintendo Switch copy of Bubble Bobble Sugar Dungeons for review purposes.

Final Fantasy VII Remake Intergrade Switch 2 and Xbox Demo is Out Now

Square Enix has released a free demo for Final Fantasy VII Remake Intergrade on Nintendo Switch 2 via the Nintendo eShop (redeem code below) and Xbox Series X|S via Microsoft Store. In terms of file size, the Final Fantasy VII Remake Intergrade demo is 7.9 GB on Switch 2 and 20.82 GB on Xbox Series X|S.

In the demo, players can progress through the entire first chapter featuring the mako reactor bombing mission. Save data from the demo transfers over to the full game, and players who clear the demo also unlock the bonus items “Revival Earrings” and “Survival Set.” It’s worth noting that save data can’t be transfered if the player already has data for the full game.

To celebrate the demo’s release, creative director Tetsuya Nomura shared new collaborative Final Fantasy VII Remake Intergrade and Dragon Quest VII Reimagined artwork. 

A new “One-Winged Angel” trailer for Final Fantasy VII Remake Intergrade is also now streaming on YouTube:

The Xbox Series X|S and Nintendo Switch 2 versions of Final Fantasy VII Remake Intergrade release on January 22, 2026, followed by Final Fantasy VII Rebirth and Remake Part 3 at a later date. Featuring the base game and the Episode INTERmission DLC featuring Yuffie Kisaragi, the Nintendo Switch 2 version includes a “Streamlined Progression” feature, giving players access to unlimited MP and HP, unlimited limit and ATB gauge during battles, 9,999 damage, easier weapon ability acquisition, and more.

The Final Fantasy VII Remake Intergrade and Final Fantasy VII Rebirth Twin Pack physical edition launched on December 4 for PlayStation 5. Final Fantasy VII Remake Intergrade & Rebirth Twin Pack physical copies include both games across three Blu-ray discs for $69.99.

The Good Old Days Review – A Personal Tale Bogged Down By Repetitive Gameplay

The Good Old Days Header

I’m at an age where I spend a lot of time reminiscing with my friends and family whenever we’re together. Sharing stories we’ve all heard a hundred times about years gone by and past friends whom we haven’t seen in years. As I approach middle age, I’m seeing just how much I cherish those memories and how they helped shape me into who I am today.

Maybe that’s why I was initially drawn to The Good Old Days, a 2D Metroidvania roguelite that follows four friends on one last adventure together. The tale of Sean, Foodie, Bruce, and Doc, who call themselves The Noogies, searching for hidden treasure while discovering who they are, is a heartwarming one with some touching moments sprinkled throughout. This is why it is such a shame that the encompassing game around this story is so lackluster.

Waxing Poetic

The Good Old Days Beginning

The story of The Good Old Days begins with a loan shark visiting the home of our main protagonist, Sean. Sean’s dad racked up an outstanding debt before mysteriously disappearing, and now they expect Sean to pay it back in full by the end of the day. On top of this, the rest of the Noogies have been kidnapped and are being held somewhere in the twisting labyrinth beneath Sean’s house. Sean must explore the tunnels below his home to rescue his friends and uncover the hidden treasure left behind by his ancestors to pay off his father’s debt. It is a fun setup, and the game places many mysteries in front of you from the get-go. Where is Sean’s father? Who is the black-robed figure that kidnapped the Noogies? What’s the deal with the Versal family, who are also exploring the caverns for the treasure? After each successful run in The Good Old Days, you will get a bit more information about the fallout of the adventure and a couple of answers to some of these lingering questions.

There is a good story hidden somewhere beneath The Good Old Days’ web of characters and environments. You can tell this is a deeply personal story with a lot of meaning for the solo developer behind it. There are moments of quiet reflection and sincere dialogue that genuinely work, and when the game allows these moments to breathe, they are effective. Unfortunately, having to replay the game over and over again with very little difference in each run only holds the story back from truly shining through. By having the map stay static through each run, you quickly get tired of seeing the same opening environments, which makes every subsequent playthrough feel increasingly tedious.

Thankfully, the game allows you to keep most of your items and major upgrades between runs, but this does little to address the larger issue of repetition. Instead of feeling motivated to uncover the next piece of the narrative, I often felt like I was simply going through the motions to reach the next story beat. I fully believe the developer should have dropped the roguelite elements of The Good Old Days and reworked the experience into a traditional Metroidvania with a stronger emphasis on storytelling. Not only would this have helped the pacing significantly, but it would have also allowed more focus to be placed on refining the platforming and core mechanics, which are sorely needed.

Bad Combat, Cumbersome Platforming

The Good Old Days Test

As you rescue each of Sean’s friends, you gain access to their unique abilities for that run. Foodie has a headbutt that can break walls or kill enemies, Bruce can roll and shoot tornadoes vertically while also being the fastest of the Noogies, and Doc can scan for hidden items and locations while also being able to jump higher than any other character. This seems like it would be fun to play around with, but once you have all four unlocked, it quickly becomes tiring to swap between them. Instead of assigning each member to a button or key to quickly swap on the fly, you are forced to scroll through each character one by one. This makes swapping characters feel clunky and unintuitive, especially during boss fights where quick reactions are essential.

The platforming itself is also lacking in polish. There were frequent moments where my jump inputs felt unresponsive, causing me to miss jumps or take unnecessary damage. Movement never quite feels precise, which is a major issue for a genre that relies so heavily on tight controls. Combat and boss encounters do little to redeem the experience. Each character technically has a distinct combat ability, but none of them feel particularly satisfying or effective. Sean’s bombs are difficult to control due to inconsistent physics, Foodie’s headbutt barely feels impactful, and Bruce’s tornadoes are severely limited by their vertical-only trajectory. Boss fights often feel more like endurance tests against awkward mechanics rather than meaningful challenges that reward you for beating them. I can’t stress enough how much the gameplay undermines the narrative. Time and time again, just as the story began to pull me back in, the game would trip over its own systems and break that immersion.

Forgive and Forget

The Good Old Days Menu

The Good Old Days is a frustrating experience. On one hand, it tells an earnest and heartfelt story that clearly means a great deal to its creator. On the other hand, that story is wrapped in systems that actively detract from its emotional impact. If The Good Old Days had fully committed to being a traditional Metroidvania and abandoned its roguelite structure, the narrative would have had room to breathe and land with greater weight. I also believe this would have given the developer more time to smooth out the rough edges in the combat and platforming.

By the time I wrapped up my time with The Good Old Days, I found myself appreciating the story the game wanted to tell more than the game I actually played. There is something very meaningful buried here, but it is weighed down by repetition, awkward mechanics, and a lack of refinement that is difficult to overlook.

Disclaimer: GRAVITY provided a PC (Steam) copy of The Good Old Days for review purposes.

Crunchyroll Reveals Dragon Ball DAIMA and Solo Leveling Season 2 Blu-ray Releases for March 2026

Crunchyroll has announced its lineup of anime Blu-ray releases for the month of March 2026, including Dragon Ball DAIMA and Solo Leveling Season 2 -Arise from the Shadow-. All of the Blu-ray releases will be available at the Crunchyroll Store, and pre-orders are available.

Releasing on March 3, 2026, the Blu-ray release of Dragon Ball DAIMA celebrates the 40th anniversary of the Dragon Ball manga’s serialization and the 40th anniversary of the original Dragon Ball anime’s debut in 1986. The Limited Edition Blu-ray offers additional exclusive materials, such as a silver foil rigid box set showcasing art by Dragon Ball DAIMA’s animation character designer Katsuyoshi Nakatsuru, several silver foil art cards featuring multiple main characters, and a Goku (Mini) x Vegeta (Mini) x Piccolo (Mini) sticker.

Solo Leveling Season 2 -Arise from the Shadow- steals the show once more with a new Blu-ray set releasing on March 17, 2026. The Limited Edition version features a 68-page art book featuring interviews from the Japanese cast and staff, four art cards, and a sticker sheet featuring shadow characters. Both versions include bonus content such as episode previews, promo videos, and textless opening and ending sequences.

Moreover, Crunchyroll will release a complete season Blu-ray set for Possibly the Greatest Alchemist of All Time on March 10. Pre-orders are available through the Crunchyroll Store or other retailers as listed, and you might discover a great gift for an anime lover this holiday season by checking out the links below:

March 3, 2026

March 10, 2026

March 17, 2026

I Became a Legend After My 10 Year-Long Last Stand Anime Reveals New Visual and Cast Members

The official website for the TV anime adaptation of Ezogingitune and DeeCHA’s I Became a Legend After My 10 Year-Long Last Stand (Koko wa Ore ni Makasete Saki ni Ike to Ittekara 10-nen ga Tattara Densetsu ni Natteita) light novel series revealed a new teaser visual and two new cast members. The new cast additions for I Became a Legend After My 10 Year-Long Last Stand include Yui Ishikawa as Celliss Morton and Mayu Sagara as Sia Wolcott.

I Became a Legend After My 10 Year-Long Last Stand anime teaser visual
© Ezogingitune, SB Creative/KOKOORE Partners

The main cast includes:

  • Gakuto Kajiwara as Luck
  • Toshiyuki Morikawa as Erik
  • Tsuyoshi Koyama as Golan

Hiroyuki Kanbe (Viper’s Creed) directs the I Became a Legend After My 10 Year-Long Last Stand anime at studio Gekkō. Mitsutaka Hirota (Edens Zero) is handling the series composition, and Majiro (Macross Delta) is the character designer.

The web novel series began in June 2018, and the seventh and latest volume of the light novel series released in July 22. Chaco Abeno and Kitsune Tennōji launched the manga adaptation on Square Enix’s Manga UP! service in August 2019, and the 18th compiled book volume released on October 7.

Square Enix and Comikey are publishing the manga in English. Here’s a description of the story, via Square Enix:

With no other options, Luck makes the choice to hold the line against the unending demonic hordes alone, to make sure his comrades can escape with their lives. However, through a combination of fortune, skill, and ingenuity, he holds that line for ten straight years, eventually coming out on top single handedly. Now he has to tackle the dilemma of how to occupy himself in a world where he holds a myriad of roles: that of a legend, that of a veteran, and that of a brand new face.

MARRIAGETOXIN Anime Reveals New Trailer, Key Visual, Staff and Cast Members

A new main visual, first trailer, and additional staff and cast members for Shueisha and BONES Film’s TV anime adaptation of Joumyaku and Mizuki Yoda’s MARRIAGETOXIN manga series have all been revealed. The new MARRIAGETOXIN anime is set to premiere in 2026, and the anime’s new cast members all shared comments regarding their roles. 

MARRIAGETOXIN main visual
©Joumyaku・Mizuki Yoda/SHUEISHA, MARRIAGETOXIN Project

Get the latest details below:

New MARRIAGETOXIN Character Introductions

Kyoko Himekawa (voiced by Anna Nagase)

She works to recover art that has been unjustly taken and return it to its rightful owners. Highly skilled in communication, she can become friends with anyone, yet rarely speak much about herself. She has a deep love for sharks, and collects shark-themed merchandise and movies.

Shizuku Ushio (voiced by Mariya Ise)

“Water Master.” A businessman of the underworld. Highly businesslike and thorough in her work, she completes every task with precision. She’s always dressed in a diving suit.

Shiori Ureshino (voiced by Asaki Yuikawa)

A college student and the heir to Balzak, a major party supply corporation worth 1.5 trillion yen. Shy and overly considerate of others’ feelings, she is aware of this trait and wishes to change. Her hobby is performing magic tricks, and she loves making people smile.

Genya Naruko (voiced by Soma Saito)

A direct descendant of the “Sound Master” lineage. Possesses a unique aura and distinctive way with words. Not only is he extremely handsome, he is highly popular among the ladies. Since he needs to stay relaxed to use his abilities, he’s come up with his own unique ways to unwind.

Kimie Arashiyama (voiced by Hinano Shirahama)

A “Hamster Master,” a branch descendant of the “Beast Master” bloodline. Sirius, her partner, is highly skilled in intelligence work. During her childhood, she was once saved by Gero, which led her to be his secret admirer. She currently works at a small-to-medium-sized advertising agency as she is searching for her long-lost brother.

Piichi Nakagawa (voiced by Simba Tsuchiya)

An ordinary human, but a genetic anomaly with abilities far beyond a Master. He possesses exceptional information-processing skills along with superhuman physical abilities but needs to sleep over 10 hours a day to function properly. However, after sleeping, his body can heal almost any injury or ailment. In terms of pure talent as an assassin, he is among the very best in the modern era.

New MARRIAGETOXIN Voice Cast Comments

Anna Nagase: voice of Kyoko Himekawa

“I’m Anna Nagase, and I’ll be voicing Kyoko Himekawa. When I first read the original manga, I was surprised by the unexpected combination of “marriage hunting” and “hitmen,” and I couldn’t help but laugh at the contrast between the two themes. I’m truly thrilled to be playing Kyoko Himekawa, a character I absolutely love!”

“I was immediately drawn to Kyoko’s boldness, straightforward nature, and strong inner core the moment I started reading. I can’t wait for the broadcast to begin… and I hope all of you are looking forward to it as well!”

Mariya Ise: voice of Shizuku Ushio

“​​I’m Mariya Ise, and I will be playing Shizuku Ushio! When I first read the original manga, my reaction was, ‘She’s wearing a helmet… and she’s underwater…? How am I supposed to voice her?’ (laughs). I approached the role with the hope of bringing out Ushio’s coolness and mysterious aura, so I hope you enjoy my performance!”

Asaki Yuikawa: voice of Shiori Ureshino

“​Because of her father’s death and the enormous pressure of being the next president of a major corporation, Shiori often finds herself spiraling into negative thoughts. But at her core, she’s an incredibly hard-working girl.

Thanks to her own sincerity—and the presence of Gero and the others—she grows little by little throughout the story.

Please look forward to seeing how these already charming heroines become even more wonderful as they encounter Gero and move forward together!”

Soma Saito: voice of Genya Naruko

“​I’m Soma Saito, and I have the honor of voicing Genya Naruko, the ‘Sound Master.’ As someone who has long enjoyed this series as a reader, being able to participate as the voice of my favorite character is truly a joy. We’ve already completed the recording sessions, and the atmosphere was both stimulating and wonderful—I honestly can’t wait to see the finished version.”

Hinano Shirahama: voice of Kimie Arashiyama

“​I’m Hinano Shirahama, and I’m honored to be playing Kimie Arashiyama.
It is truly a privilege to be involved in such a fun and wonderful series!
​
Arashiyama is a wonderfully bold and straightforward girl who throws her whole heart into everything she does—but I also find the moments when her delicate side peeks through to be a big part of her charm.With her expressive, ever-changing emotions, and with the unique appeal that shines all the more in a world filled with ‘sound,’ I approached the role with all my strength and passion—with as much energy and passion as Arashiyama herself.

Please look forward to the MARRIAGETOXIN TV anime!”

Simba Tsuchiya: voice of Piichi Nakagawa

“To me, Piichi Nakagawa is a character who embodies ‘love’” itself—someone who carries both kindness and madness within him. I hope to express the intense emotions flickering inside him with the same honesty and unfiltered sincerity that define Piichi.”

Motonobu Hori is directing the MARRIAGETOXIN anime series. Kimiko Ueno is in charge of series composition and scripts, Kohei Tokuoka is the character designer and chief animation director, and Taisei Iwasaki and yuma yamaguchi are the music composers. BONES Animation is supervising the production by BONES Film and MARRIAGETOXIN Project.

Additional staff includes:

  • Sub Character Design: Yurika Sako
  • Costume Design: Kotono
  • Prop Design: Ayumi Nagaki, Ryo Hirata
  • Art Design: Toshiki Amata
  • Art: Bihou
  • Color Design: Hiroko Umezaki
  • Photography Director: Go Kanbayashi
  • 3DCG: SANZIGEN Inc.
  • CG Animation Director: Taiki Nagashima
  • Editing: Kumiko Sakamoto
  • Sound Director: Haru Yamada
  • Sound Effects: Tomokazu Mii

The confirmed cast of the anime includes:

  • Hikaru Gero: Haruki Ishiya
  • Mei Kinosaki: Shion Wakayama
  • Kyoko Himekawa: Anna Nagase
  • Shizuku Ushio: Mariya Ise
  • Shiori Ureshino: Asaki Yuikawa
  • Genya Naruko: Soma Saito
  • Kimie Arashiyama: Hinano Shirahama
  • Piichi Nakagawa: Simba Tsuchiya
  • Akari Gero: Haruka Shiraishi
  • Toshiki Hanamaki: Isamu Yusen

Here’s an overview of the anime, courtesy of Shueisha:

For centuries, the deadly arts have been perfected by those known as the Masters. Among them, the Poison Masters of the Five Great Families hold the most fearsome power and influence. Hikaru Gero, heir to the Poison Masters’ Gero Family, has lived his entire life in the underworld, far removed from love or marriage.

But when the Gero Family head decrees that Hikaru’s sister must bear an heir to preserve the bloodline – by force if necessary – Hikaru resolves to protect her at all costs. It is then that Hikaru encounters Mei Kinosaki, a brilliant marriage swindler who becomes the target of his latest job. Realizing that the only way of solving the family succession problem and protecting his sister is through marriage, Hikaru impulsively asks Mei for help in finding a bride.

“That’s the first time anyone’s ever proposed like that.”

And so, with the cunning marriage swindler Mei as his advisor, elite assassin Hikaru embarks on the most challenging mission of his life: finding a wife!

Their goal: the ultimate marriage.

This is the world’s toughest mission for love, brought to you by the ultimate duo – an assassin and a marriage swindler!

Monolith Soft Hopes to Continue Partnering with Nintendo on Future Zelda Game Development

Tears of the Kingdom Zelda

Monolith Soft has released a new interview titled ‘Walking Together With Nintendo: Looking Back on 15 Years of Zelda Development’ tonight on its blog, which overviews the company’s history of working with Nintendo on The Legend of Zelda series.

In this interview, Daiki Iwamoto, the Zelda Assistant Producer and member of the Monolith Soft Board of Directors, shared that he hopes to continue working with Monolith Soft on new Zelda games in the future. Iwamoto previously directed Phantom Hourglass, Spirit Tracks, The Wind Waker HD, and Skyward Sword HD. He served as Assistant Director on Breath of the Wild. Monolith Soft and Nintendo have collaborated on Skyward Sword, Breath of the Wild, and Tears of the Kingdom. 

A translation of the interview can be found below, via Final Weapon Staff Writer Ryuji Shiryu:

Finally, please tell us about your outlook for the future.

Yasuhiro Fujita: Developing The Legend of Zelda always brings new challenges, so I think it’s important for the team to stay flexible enough to handle them. I’d like our team to consist of people with diverse skills and experience who are able to communicate well, and constantly strive for the best possible outcome, while also evolving. And I want us to take on even more responsibilities moving forward.

Daiki Iwamoto: I would love it if MonolithSoft continued to be a strong partner that takes on the core development of The Legend of Zelda from the ground up. Building on the know‑how we’ve cultivated over the years, I hope to further boost our overall team strength and continue creating unique series titles together.

Team Cherry Reveals Hollow Knight: Silksong ‘Sea of Sorrow’ Expansion and Hollow Knight Nintendo Switch 2 Edition

Hollow Knight Silksong Sea of Sorrow

To celebrate seven million copies sold, Team Cherry has revealed the new “Sea of Sorrow” expansion for Hollow Knight: Silksong, which will launch in 2026 for free. Hollow Knight: Silksong Sea of Sorrow features new areas, bosses, tools, and much more. 

What’s more, Team Cherry has announced Hollow Knight Nintendo Switch 2 Edition, which features all the updates and enhancements that Hollow Knight: Silksong received, including high frame-rate modes, higher resolutions, and additional graphical effects. Hollow Knight Nintendo Switch 2 Edition will be free to all owners of Hollow Knight on Switch in 2026.

In preparation for the launch of Hollow Knight Nintendo Switch 2 Edition, all existing versions of the original game will be updated with features and bug fixes. PC gamers can experience many of the updates now with the public beta branches on Steam and GOG. These branches include 16:10 and 21:9 aspect ratio support for Steam Deck and ultrawide monitors, respectively. The full list of fixes and improvements that were made can be read on Steam, and more details will be revealed at a later date before the full release.

Lastly, Hollow Knight: Silksong is available now for $19.99 for Nintendo Switch, Nintendo Switch 2, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC via Steam. Xbox Game Pass subscribers receive Hollow Knight: Silksong at no additional cost with their membership.

Monster Hunter Wilds Reveals Patch Notes for Version 1.04 (Free Title Update 4)

Monster Hunter Wilds version 1.04

Capcom has revealed patch notes for Monster Hunter Wilds version 1.04, also known as Free Title Update 4, which launches on December 16. Monster Hunter Wilds version 1.04 will introduce Elder Dragon Gogmazios, expanded endgame content, weapon buffs, seasonal events, and performance improvements. 

Read up on the patch notes for Monster Hunter Wilds version 1.04 below, via the game’s official website:

Monster Hunter Wilds Version 1.04 Update Patch Notes

Release Date

  • Tuesday December 16, 2025 4:00 a.m. UTC (Monday December 15, 2025 8:00 p.m. PT)
  • Note: Release date and time are subject to change without prior notice.

Required Space (Current Update Only)

  • PlayStation 5: Approx. 11.0 GB
  • Xbox Series X|S: Approx. 10.0 GB
  • Steam: Approx. 12.0 GB (With High Resolution Texture Pack: Approx. 21 GB total)
    • Note: Make sure to have enough additional storage to allow for slight differences in final size.

Major Additions and Changes

Monsters

  • Arch-tempered Jin Dahaad has been added. (It will be made available in a future Event Quest.)
  • Gogmazios has been added. Reach HR 100+ to unlock an extra mission that unlocks Gogmazios.
  • Additional 9★ tempered monsters (Doshaguma etc.) will be added as event quests.
  • Tempered (9★) Rathalos will now roam the Scarlet Forest and Oilwell Basin at Hunter Rank 100 or above.
  • For quests with two or more targets, the minimum quest time has been raised, resulting in longer quest durations overall. For existing saved Investigations, if the quest time falls below the new minimum time, it will be adjusted accordingly.

Player

  • Added new Support Hunters—Griffin (Great Sword), Nightmist (Light Bowgun), and Nadia—which will become available to join quests after completing the main mission “A Hunter’s Pride.” Nadia will only be available during a limited-time seasonal event, excluding certain quests.

Story Progression

  • The extra mission “An Ancient Resting Place” has been added. (This mission becomes available after having completed the main mission “A First Cry” and reaching HR 100.)
  • The extra mission “Ghosts Pay No Heed to Tomorrow” has been added. (This mission becomes available after having completed the extra mission “An Ancient Resting Place.”)

Bases and Facilities

  • A new Festival of Accord event will be held from December 19, 2025 to January 14, 2026.
  • The following features will be temporarily modified during the Festival of Accord: the Handler’s Outfit; Seikret decoration; the Diva’s song list; the Grand Hub decorations; the Canteen’s menu; Barrel Bowling; and Barrel Bowling Bombs.
  • In the Grand Hub, The Diva’s song list has been updated.
  • Added new pin setups to Barrel Bowling.
  • Added options to upgrade to and reinforce Gogma Artian Weapons at the Smithy.
  • Added an option to perform Transcendent armor upgrades at the Smithy.
  • In the Reinforce Artian Weapons menu at the Smithy, the default sorting order in the weapon selection list has been updated, and new sorting criteria have been added while existing ones have been adjusted.
  • In the Dismantle Artian Weapons menu at the Smithy, new sorting criteria have been added for the weapon selection list while existing ones have been adjusted.
  • When smelting Armor Spheres and ore at the Smelting Foundry, the Smelting Points obtained from certain monster materials has been increased.
  • Added new sorting options for the following categories at the Quest Counter:
    Investigations: Most Attempts Left / Least Attempts Left
    Lobby Member Quests: No Passcode / Newly Started Quests / Open Member Slots
  • Adjusted the ordering of completed side missions within the Recommended sort option for Optional Quests at the Quest Counter.
  • Adjusted the ordering of quests displayed under SOS Flare Quests, Lobby Member Quests, and Link Member Quests at the Quest Counter so that quests set to Auto-accept appear before those set to Manual Accept, making Auto-accept quests easier to identify.
  • Added a Quest Last Played quick access option to the Quest Counter menu.
  • Removed the Settings category from the Quest Counter menu. Settings can now be accessed directly via a shortcut button which varies by platform.
  • When beginning a Field Survey or saving as an Investigation from the map, a Begin Survey prompt has been added to the summary and the corresponding tooltip icons have been adjusted.
  • Added a feature that sends an important message notification at the start of a quest to remind players to use a Lucky Voucher. (This notification can be toggled on or off in the Quest Counter Settings.)
  • Added an option to reset settings to their default in the Training Area.
  • When opening the Customize Radial Menu screen from the Start Menu, the game will now automatically detect the input device in use and display the appropriate controller or keyboard-specific screen.
  • Adjusted the display of monster icons, bonus rewards, and quest difficulty to improve visibility for the following Environment Overview events:
    • Monsters troubling settlements
    • Multiple target quests
    • Pack quests

System

  • CPU/GPU optimization will be implemented across all hardware by:
    • Applying frame distribution, reviewing collision detection, and reducing the number of simultaneous effects to optimize processing time.
    • Reducing the overall load by eliminating unnecessary processing.
    • Implementing over 100 performance improvements for players, monsters, Seikret, Palicoes, NPCs, GUI, effects, gimmicks, and more.
  • When a communication error message is displayed, player movement and camera control will now remain available.
    • Note: Depending on your settings in Open Menu Controls, player movement may still be disabled.
  • The Hunter Friends list will now display in order of most recent login time.
  • SOS Flare Quests will now include Arch-tempered monsters as targets.
    • Note: These are treated as separate targets compared to regular monsters.
  • The following Event Quests can now be accepted even during offline mode:
    • A Silent Flash (Arch-tempered Rey Dau)
    • These Roots Run Deep (Arch-tempered Uth Duna)
    • Be Cursed, Ye Shadowy Flame (Arch-tempered Nu Udra)
    • Planetes Protocol (Savage)
  • 2 Dragon Ammo can now be obtained during one round of crafting.

Miscellaneous

  • Made adjustments so that the player can no longer be pushed by the handler while in Photo Mode.

Bug Fixes and Balance Adjustments

Bases and Facilities

  • Sorting armor by skill now also highlights the individual armor pieces that have the skill.
  • The “Equipment Skills” sort criterion in the Equipment Box now only displays available skills possessed by equipment you own.
  • Equipment appearance loadouts now include an option for registering the currently applied hair design data.
  • Layered armor in the Equipment Appearance menu can now be filtered by α and β types.

Monsters

  • Fixed an issue where, if the player moves locales after the Jin Dahaad notification appears (indicating that Jin Dahaad is moving from the Iceshard Cliffs to Rimechain Peak) but before Jin Dahaad completes its move, the Jin Dahaad quest will fail to spawn.
  • Fixed an issue with the High Purrformance Barrel Puncher where Focus Strikes were not contributing correctly to the combo count.
  • Fixed an issue where Uth Duna’s veil destruction animation could be canceled by another action, causing the veil to remain intact.
  • Fixed an issue where canceling Arkveld’s Unleashed state (in which its chainblades sweep out in a wider area) during certain actions would fail and instead restore the damage required to cancel the state.

Player

General
  • Increased the max elemental values possible for the player’s status.
  • Reduced the size of the reaction when performing a Perfect Guard against an attack that would cause a small knockback when guarding.
  • You can now chain from a Perfect Guard reaction more quickly into certain actions after performing a Perfect Guard against a powerful attack when using the sword & shield, great sword, lance, gunlance, charge blade, or heavy bowgun.
  • Fixed an issue where the Hook Slinger’s range would be reduced when the capture net is equipped.
  • Fixed an issue where there was not enough guide info displaying when the player receives a restraining attack from a large monster.
  • Fixed an issue where the player would move much more quickly than intended during certain actions.
  • Fixed an issue where using The Blackest Night behind a Giant Ice Chunk during Jin Dahaad’s powerful attack could cause the player to still take damage from the attack.
  • Fixed an issue where you could take damage from the Palico’s Water Gun reaction when carrying a Barrel Bowling Bomb.
  • Fixed an issue where certain inputs during the Pumpkin Head gesture could prevent you from being able to dash.
  • Fixed an issue where the Water Gun gesture could not be performed when equipped with Omega’s Sword or Omega’s Rod.
  • Fixed an issue that would cause the player to thank Support Hunters at unintended times in response to their support actions.
  • Fixed an issue that prevented the Fender collaboration gesture from appearing correctly to other players during online play.
  • Fixed an issue where the player’s longsword would not sit correctly in its sheath when performing the pose Battle-Ready Pose (Extra).
  • Fixed an issue where canceling the Pumpkin Head gesture under certain conditions would temporarily cause the player’s hair to disappear.
Great Sword
  • Raw damage and elemental scaling for Charged Slash, Strong Charged Slash, and True Charged Slash have been increased.
  • Fixed an issue preventing the player from guarding again for a while depending on whether any directional inputs occurred after a Perfect Guard.
Long Sword
  • Special Sheathes will now take longer to be automatically deactivated if the player is waiting during a Special Sheathe.
  • Spirit Release Slash will no longer hit captured monsters.
  • Fixed an issue preventing the player from unsheathing their weapon for a while if there is no directional input after a Spirit Release Slash.
Sword & Shield
  • – Adjusted the hitbox of Perfect Rush to make it easier for some inputs to land.
  • – Forward Slash raw damage has been increased.
  • – Forward Slash now combos into Lateral Slash more smoothly than before.
  • – Perfect Guard now transitions into a regular Guard slightly more quickly.
  • – Perfect Guard now combos into a Lateral Slash slightly more quickly.
  • – Fixed an issue where the Sidestep Slash behavior during Focus Mode differed depending on the control type settings.
  • – Fixed an issue that prevents you from performing basic actions after drawing your weapon from a stationary position.
Dual Blades
  • The amount of weapon sharpness consumed while performing Focus Strike: Turning Tide or Turning Tidedrill has been reduced.
  • Made adjustments to keep Demon Boost Mode active even after sheathing your weapon.
  • You can now exit Demon Mode mid-movement after performing a Demon Dodge in Demon Boost Mode.
  • Fixed an issue where the Focus Strike: Turning Tide action was canceled after deflecting off certain monster parts.
  • Fixed an issue with Type 2 Directional Controls that prevented you from moving in the intended direction after dodging in Demon Mode.
Hammer
  • During a Follow-up Spinslam, you can now use movement inputs to extend your movement distance during the attack.
  • Fixed an issue where portions of Focus Blow: Earthquake were dealing fixed raw damage.
  • Fixed an issue with Type 2 Directional Controls where moving in certain directions after an Overhead Smash would cancel the movement.
Hunting Horn
  • Performance Beat raw damage has been increased slightly.
  • Fixed a bug where the performance effects and attack timings were misaligned with player actions during certain performances.
Lance
  • High Thrust III and Mid-Thrust I, II, and III raw damage has been increased.
  • Grand Retribution Thrust and Double Counter-thrust raw damage has been increased.
  • Triple Thrust raw damage and elemental scaling have been increased.
  • Perfect Guard now chains into other actions more quickly.
  • The damage reduction rate for large guard reactions during a guard or Perfect Guard has been increased.
    • Note: The Guard Up damage reduction rate will apply for attacks that become blockable due to the skill effect.
  • Fixed an issue with Type 2 Directional Controls where Leaping Thrust could not be performed in the intended direction from a stationary position.
Gunlance
  • The Wyrmstake Cannon was adjusted to make it easier to hit monsters.
  • Wyrmstake Cannon attacks in Focus Mode have been adjusted to make it easier to fire in the direction of the reticle.
  • The damage reduction rate for large guard reactions during a guard or Perfect Guard has been increased.
    • Note: The Guard Up damage reduction rate will apply for attacks that become blockable due to the skill effect.
  • Fixed an issue where Wyrmstake Shots would disappear if a Wyrmstake Cannon attack hit another player.
Switch Axe
  • Sword: Counter Rising Slash can now be chained into a sidestep.
  • Sword: Counter Rising Slash has increased invulnerability to knockback, and can be quickly chained into an evade.
  • You can now evade while charging Unbridled Slash and Full Release Slash.
  • You can now quickly chain into an evade when landing after performing a Zero Sum Discharge Finisher.
  • Focus Assault: Morph Combination was adjusted to make it easier to hit wounds and weak points.
  • Focus Assault: Morph Combination raw damage has been increased.
  • Raw damage has been increased for Sword: Overhead Slash, Sword: Right Rising Slash, Sword: Left Rising Slash, and Sword: Heavenward Flurry.
  • Unbridled Slash raw damage has been increased.
  • Element scaling for multi-hit attacks and raw damage has been increased for Element Discharge and Zero Sum Discharge.
  • Axe: Spiral Burst Slash raw damage has been increased.
  • Raw damage has been increased for Sword: Downward Fade Slash, Sword: Morph Double Slash, and Axe: Morph Rising Double Slash.
  • Sword: Morph Slash raw damage has been increased when chaining from an evade in Sword Mode.
  • Fixed an issue where the values on the status screen for Dragon Phial, Poison Phial, Paralysis Phial, and Exhaust Phial would show a higher number than the maximum possible value.
    • This does not change the actual functionality, just the numbers that are displayed.
Charge Blade
  • Hit stops that occur during multi-hit attacks in Power Axe Mode have been reduced.
    Note: “Hit stops” are visual effects where your movement temporarily freezes or slows down when an attack connects with a monster.
  • During Axe: Morph Slash, the window for utilizing guard points or executing a Perfect Guard has been extended, and the actions will now trigger sooner.
  • Savage Axe Slash raw damage has been increased.
  • Axe: Element Discharge and other attacks now chain into moves like Axe: Morph Slash more quickly.
  • The first hit of Axe: Element Discharge II now chains into Axe: Morph Slash.
  • Focus Slash: Double Rend can now chain into Axe: Morph Slash.
  • Focus Slash: Double Rend can now chain into other actions more quickly.
  • Fixed an issue where Axe: Element Discharge II couldn’t chain into Axe: Amped Element Discharge when certain inputs were used.
  • Fixed an issue when initiating a guard where there was a delay before turning in the intended direction.
  • Fixed an issue where the button guide display differed from the actual inputs during certain Sword: Morph Slash combos.
Insect Glaive
  • You can now chain into a Descending Slash using short button inputs. The Charge Level will increase depending on the preceding attacks.
    • Note: With the right timing, you can use △+○ (PS5) / Y+B (Xbox) / Default Left + Right Click (PC) to chain into a Descending Slash.
  • Sidestep Slash and Sidestep Slash Combo raw damage has been increased, and attack speed after harvesting all three extracts has been raised.
  • The player will no longer be knocked back after initiating a Rising Spiral Slash.
  • Jumping Slash/Strong Jumping Slash can now chain into a Descending Slash/Strong Descending Slash.
  • Fixed an issue where certain charged attacks would not chain into a Descending Slash during Focus Mode, even after releasing the charge.
  • Fixed an issue where the Kinsect behaved abnormally while performing a Focus Strike: Leaping Thrust on certain monsters, such as Nu Udra.
  • Fixed an issue where the Kinsect stopped moving after encountering ledges in certain terrain.
Light Bowgun
  • Focus Blast: Eagle Strike Rapid Fire Gauge recovery amount has been greatly increased.
  • Chaser Shot responsiveness has been improved, and it is now easier to chain into evades or other shots after firing.
  • Rapid Chaser Shot responsiveness has been improved, and it is now easier to chain into evades or other shots after firing.
  • Burst Step now chains more easily into Rapid Chaser Shot.
  • Adhesive Ammo explosions now restore the Rapid Fire Gauge.
  • Wyvernblast raw damage has been increased, and the cooldown time has been greatly reduced.
  • It is now easier to chain into basic actions after setting up a Wyvernblast.
  • Normal Ammo raw damage has been increased.
  • Normal Ammo Chaser Shot raw damage has been increased.
  • Normal Ammo Rapid Chaser Shot firing rate has been increased.
  • The raw damage of the final shot of Normal Ammo Rapid Chaser Shot has been increased.
  • The number of shots from Pierce Ammo Rapid Chaser Shot has been increased.
  • Spread Ammo Rapid Chaser Shot firing rate has been increased.
  • The raw damage and elemental values of elemental ammo Rapid Chaser Shot (excluding Dragon Ammo) has been increased.
  • Elemental ammo Rapid Chaser Shot (excluding Dragon Ammo) firing rate has been increased.
  • Dragon Ammo Rapid Chaser Shot firing rate has been increased.
  • Dragon Ammo has shorter time between hits and is more likely to hit monsters.
  • Dragon Ammo max effective range has been increased.
  • Rapid Chaser Shot firing rate has been increased when using Poison Ammo, Paralysis Ammo, and Sleep Ammo.
  • Reduced the amount of Rapid Fire Gauge consumed by ammo that can be used for rapid fire.
  • Fixed an issue where moving diagonally while aiming could cause you to move much slower than intended.
Heavy Bowgun
  • Wyverncounter Ignition now restores Ignition Gauge upon a successful offset.
  • The player is no longer knocked back when firing Wyverncounter Ignition.
  • The responsiveness of Wyverncounter Ignition between loading and firing the attack has been improved.
  • Wyverncounter Ignition now chains more easily into other actions after firing.
  • You can now chain into guarding or sidestepping when readying Wyvernblast Ignition or Focus Blast: Wyvern Howl. The evade performed when readying or after firing these moves has also been changed to a sidestep.
  • Reduced the amount of Ignition Gauge that Wyvernblast Ignition consumes.
  • Wyvernblast Ignition raw damage and Fire damage has been increased.
  • Wyvernblast Ignition now chains more quickly into guards, evades, and other actions after firing.
  • Wyvernpiercer Ignition raw damage and max number of hits has been increased.
  • Wyvernheart Ignition raw damage has been increased.
  • Focus Blast: Wyvern Howl now restores Ignition Gauge when hitting weak points or destroying wounds.
  • The responsiveness of Focus Blast: Wyvern Howl between loading and firing the attack has been improved.
  • Focus Blast: Wyvern Howl now chains more easily into other actions after firing.
  • Focus Blast: Wyvern Howl raw damage has been increased.
  • Dragon Ammo has shorter time between hits and is more likely to hit monsters.
  • Dragon Ammo max effective range has been increased.
  • Ignition Mode ST I and II damage multiplier scaling has been increased. (Affects Wyvernpiercer Ignition, Wyvernheart Ignition, and Focus Blast: Wyvern Howl.)
  • Fixed an issue where, under certain conditions, player actions would become erratic while performing Stalwart Guard.
Bow
  • Dragon Piercer and Arc Shot raw damage has been increased.
  • Increased the raw damage of Tracer arrows and Fuse arrows.
  • Charged Shot, Power Shot, Power Volley, and Thousand Dragons raw damage and elemental scaling has been increased.
  • Power Coating and Piercing Coating raw damage scaling has been increased.
  • Coating application speed has been increased.
  • You can now chain from a Charging Sidestep into loading a Tracer arrow.
  • Fixed an issue where damage scaling and the effects of the Partbreaker skill were not reflected properly when destroying multiple wounds or weak points at the same time with Focus Fire: Hailstorm.
  • Fixed an issue where stamina would not naturally recover under certain conditions when performing a backward Discerning Dodge.
Skills
  • Guard Up: Now also reduces damage taken when guarding regardless of the attack. The skill details are now as follows:
    • Reduces damage taken when guarding and allows you to guard against ordinarily unblockable attacks.
    • Level 1: Reduces damage taken by 10%, plus an additional 20% when conditions are met.
    • Level 2: Reduces damage taken by 20%, plus an additional 30% when conditions are met.
    • Level 3: Reduces damage taken by 30%, plus an additional 50% when conditions are met.
  • Charge Up: Now also boosts the damage of Hammer charged attacks.
  • Ballistics: Now also boosts the raw damage of Level 3 shots made at critical range.
  • Elemental Absorption: Reduced the cooldown time between skill activations.
  • Flayer: Increased the activation rate and effect strength.
  • Flayer: When activated, the skill deals bonus damage even if a monster part has exceeded its maximum wound limit.
  • Flayer: Fixed an issue where the skill activation notification would not display in high-rank quests when triggering bonus damage (after enough buildup value has been accumulated).
  • Binding Counter (Set Bonus Skill): Increased the effect duration.
  • Flawless Armor (Set Bonus Skill): Increased the effect strength.
  • Protein Fiend (Set Bonus Skill): Increased the effect duration and the Level 2 effect strength.
  • Bad Blood (Set Bonus Skill): Reduced the cooldown time between skill activations, and increased the effect strength.
  • Scorcher (Set Bonus Skill): Reduced the cooldown time between skill activations, and increased the effect strength.
  • Whiteflame Torrent: Reduced the cooldown time between skill activations, and increased the effect strength when used together with the set bonus skill Scorcher.
  • The following weapon moves for each weapon have been added to the pool of moves that can trigger bonus damage skills:
    • Long Sword: Spirit Thrust, Spirit Helm Breaker, Spirit Blade II
    • Hammer: Charged Upswing, Mighty Charge Upswing, Mighty Charge Slam
    • Lance: Triple Thrust
    • Gunlance: Wyrmstake Cannon, Wyrmstake Full Blast, Multi Wyrmstake Full Blast
    • Charge Blade: Sword: Condensed Element Slash, Axe: Amped Element Discharge, Axe: Super Amped Element Discharge
    • Insect Glaive: Descending Thrust, Strong Descending Thrust, Descending Slash, Strong Descending Slash
    • Heavy Bowgun: Wyvernheart Ignition, Wyvernpiercer Ignition
    • Bow: Thousand Dragons, Piercing Coating on normal arrows and Tracers, Power Shot (excluding when Piercing Coating is applied), Power Volley (excluding when Piercing Coating is applied), Flying Swallow Shot (excluding when Piercing Coating is applied)
  • Binding Counter (Set Bonus Skill): Fixed an issue where the skill activation would unintentionally carry over after resetting a challenge quest.
  • Bubbly Dance (Set Bonus Skill): Fixed an issue where the required evasion count for activating the skill would not reset during challenge quests.
Support Hunters
  • Slightly increased the attack power for Olivia, Rosso, Mina, and Kai for when the quest leader is at HR 50 or higher.
  • Improved the response of Support Hunters when the player has not performed any attacks for a certain period of time: it is less likely for Support Hunters to stop attacking, and they also return to combat faster after the player resumes attacking.
  • Fixed an issue where Support Hunters could lose health and faint even after a quest has been completed.
  • Fixed an issue where Support Hunters would go into standby near a trap placed for a Nerscylla Clone (during the Omega Planetes hunt) even if the trap would have no effect.
  • Fixed an issue where in some situations Support Hunters would not attack Omega Planetes even when standing near it.
  • Fixed an issue where Mina would aim for out-of-reach body parts on certain monsters.
  • Fixed an issue where a monster would not enter the Power Clash state when Rosso successfully triggers a Power Clash.
  • Fixed an issue where system messages would not properly appear when the host player received melody effects from Kai’s Performances.
  • Fixed an issue where Support Hunters would unintentionally and repeatedly use Flash Pods or traps.
  • Fixed an issue where weapon and slinger ammo would unintentionally disappear upon hitting a Support Hunter mounted on a Seikret.
Seikret
  • When riding a Seikret and attempting to use an item, the item use will not be cancelled even if the Seikret performs an automatic evasion at the same moment.
  • It now takes less time for the Seikret to be able to speed up again after performing an automatic evasion.
  • Fixed an issue where performing a jumping dismount from the Seikret could unintentionally call the Seikret again even if no inputs were made at the time.

Miscellaneous

System
  • Limited bounties under the categories “Research Help: Monsters”, “Research Help: Fishing”, and “Research Help: Endemic Life” have been adjusted to reward more armor spheres.
  • Fixed an issue where some lobbies where joining is limited to Lobby ID Search could still be joined via Hunter Friend Search.
  • Fixed an issue where you could not post or join quests in online lobbies after switching your crossplay settings from “Disable” to “Enable” in the title screen options.
  • Fixed an issue where, under certain conditions, a chat notification claiming a seasonal event would be “Ending Soon” would mistakenly appear even if there is significant time left for the event.
  • The squad member list now shows the name of your active squad in the header.
  • You can now also send Hunter Friend requests from the squad member list.
  • Made slight adjustments to the flow for editing and deleting widgets in the Hunter Profile.
  • Removed the confirmation window that appeared when finishing editing Hunter Profile widgets.
  • Fixed an issue where the The Equipment Loadouts widget in the Hunter Profile would show mistakenly updated reinforcement bonuses for Artian weapons.
  • Exiting your Hunter Profile now prompts a confirmation window.
  • Added a confirmation window to the Reset Widgets function in the Hunter Profile (to help prevent accidental resets).
  • In addition to how many you currently own, the save data selection screen now shows you the max number of Character and Palico Edit Vouchers you can own.
  • New text has been added to the end of each Support Hunter profile briefly explaining their strengths.
  • Moved the in-game tips related to Lagiacrus from “Hunting” to “Lagiacrus” in the Tip List category of the Play Guide.
  • Using the Take All function with Nata’s Material Retrieval feature now displays the names and amount of all items you are obtaining.
  • Omitted the confirmation window that appears when selecting an item for Material Retrieval.
  • Added an option to the supply item confirmation window to let you discard items from the item pouch.
  • The endemic life menu at Ecological Research now shows how the current number of captured creatures and the max number possible.
  • Adjusted the icons so that, when outside of combat, parts removed from monsters (such as tails) are easier to find.
  • The red wave effect on the health gauge (the effect that triggers when your health is at critical levels) is now disabled when the “Health Gauge Warning” option is set to “Do Not Display”.
  • A new “Hide During Combat” setting has been added to the “Hide Other Seikret” option.
  • A new “Radial Menu Selection Type” option has been added.
  • Adjusted the text and icons that appear in the fishing controls.
Handler
  • The Handler will now avoid getting too close to large monsters.
Palico
  • Fixed an issue where the Palico would cancel in-progress support moves when the player performs certain actions, such as a Focus Strike with a bow.
  • Fixed an issue where the Palico would continue to glow after performing certain inputs during the Hocus Palicosus gesture.
Other
  • Fixed an issue where some voice lines would not trigger properly.
  • Fixed various text issues.
  • Fixed other miscellaneous issues.

Monster Hunter Wilds is available for PlayStation 5, Xbox Series X|S, and PC via Steam. Before launch, Final Weapon reviewed Monster Hunter Wilds and gave it a 4 out of 5 score, noting that the game is “a worthy follow-up to Capcom’s most successful game ever.”