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Apex Legends Year 4 Championship: Prize pool, schedule & how to watch
The Apex Legends Global Series comes to Japan for the first time to crown a world champion.
The Apex Legends Global Series has come to Japan for the first time in its history. Sapporo, Hokkaido will welcome Electronic Arts, Respawn Entertainment, and the top Apex Legends players from across the globe for the ALGS Year 4 Championship. Group stages have played out all week and now it’s time to get into the elimination rounds. Shacknews is on the ground to help get you prepared for the biggest weekend of the Apex Legends esports season.
How much is the ALGS Year 4 Championship prize pool?
According to the Apex Legends Global Series website, the ALGS Year 4 Championship prize pool is at $2 million USD. Here’s how the prize money (USD for all amounts shown) is set to be distributed:
- 1st place – $600,000
- 2nd place – $320,000
- 3rd place – $210,000
- 4th place – $170,000
- 5th place – $130,000
- 6th place – $100,000
- 7th place – $80,000
- 8th place – $60,000
- 9th place – $50,000
- 10th place – $40,000
- 11th place – $32,000
- 12th place – $30,000
- 13th place – $28,000
- 14th place – $26,000
- 15th place – $24,000
- 16th place – $22,000
- 17th place – $21,000
- 18th place – $20,000
- 19th place – $19,000
- 20th place – $18,000
ALGS Year 4 Championship schedule
Source: Electronic Arts
The group stages played out over the course of Wednesday and Thursday of this week. The Bracket Stage is set to begin later today. That’s Friday, January 31 in Japan, but it’ll begin in the evening on Thursday, January 30 for everyone in North America.
Match Point finals will happen on Sunday, February 2 at 11:30 a.m. JST. For North American fans, that’ll be in the evening on Saturday, February 1.
We’ve done all the necessary conversions here at Shacknews. Here’s the schedule for North American Apex Legends fans:
- Bracket Stage Day 1 (Thursday, January 30)
- Elimination Round 1 (8 matches) – 7:00 p.m. PST/10:00 p.m. EST
- Creator Showmatch – 12:00 a.m. PST/3:00 a.m. EST
- Bracket Stage Day 2 (Friday, January 31)
- Opening Ceremony – 6:00 p.m. PST/9:00 p.m. EST
- Winners Bracket – 6:15 p.m. PST/9:15 p.m. EST
- Elimination Round 2 POI Draft – 11:00 p.m. PST/2 a.m. EST
- Elimination Round 2 – 11:45 p.m. PST/2:45 a.m. EST
- Finals POI Draft – 4:15 a.m. PST/7:15 p.m. EST
- Match Point Finals (Saturday, February 1)
- Opening Ceremony – 6:30 p.m. PST/9:30 p.m. EST
- Match Point Finals – 6:45 p.m. PST/9:45 p.m. EST
The Bracket Stage round will feature rounds of single, eight-match series. By the end, 20 teams will remain and advance to the final Match Point round day of competition. For the Match Point Finals stage, teams must reach the 50-point threshold in order to trigger Match Point. If a team on Match Point wins another round, that team will be named the ALGS World Champion. Games will be contested on the World’s Edge, Storm Point, and E-District maps with Respawn touting E-District as the first new map addition to ALGS competition since February 2022.
As for who’s competing, here’s a look at everyone in the four groups.
Source: Electronic Arts
How to watch the ALGS Year 4 Championship
The ALGS Year 4 Championship weekend can be seen in its entirety live on the Apex Legends Esports YouTube channel and Apex Legends Twitch channel. There’s a helpful YouTube embed for the final day of competition above, too. Those interested in following specific teams from their perspective can head over to FACEIT Watch and follow up to four teams simultaneously. FACEIT Watch is also available via Google Chromecast.
ALGS Year 4 Championship Twitch Drops
Twitch drops are coming back for Year 4 Champs!
Tune in to https://t.co/r72Mt7R5bP from Jan 29 to Feb 2 to get sweet drops like the “Champs Trophy Sticker” or the “Golden Nessie Gun Charm”.
Oh, and one more thing.
We’ll be giving away a total of 50,000 Apex Coins so…… pic.twitter.com/HLQ2gdeqQw
— Apex Legends Esports (@PlayApexEsports) January 25, 2025
While it’s possible to check out the action on YouTube, Twitch would like to make it worth the Apex Legends player’s while to watch on their platform. Twitch Drops will be enabled throughout the weekend. Did you miss any over the course of the weekend, including during the group stages earlier this week? That’s ok, because they’ll all be available on Match Point Finals Sunday (or Saturday, for those of you in North America). Stickers, skins, Holosprays, Charms, and more will be available. Apex Coins will also be given to random users throwing out the hashtag #hotdrops.
More details on these Twitch Drops can be found on the Apex Legends website.
How to watch the ALGS Year 4 Championship VODs
The full archives of the ALGS Year 4 Championship will be available on the Apex Legends Global Series YouTube channel under the live tab. Look for full recaps on that page as well.
Shacknews will be watching the ALGS Year 4 Championship this weekend. We’ll have more throughout the weekend, plus we’re talking to members of the Respawn team about what’s on the horizon for Apex Legends. Stay tuned to Shacknews in the coming days for more and watch along with us as a new world champion is crowned.
Are you ready for the ultimate Apex Legends showdown? Year 4 Championship is just around the corner, and the stakes are higher than ever! With a massive prize pool and some of the best teams in the world competing, this is an event you won’t want to miss.Prize Pool:
The prize pool for the Apex Legends Year 4 Championship is a whopping $1 million, making it one of the biggest in the game’s history. The top teams will be battling it out for their share of the prize money, with the winners taking home a substantial cash prize and bragging rights as the best Apex Legends team in the world.Schedule:
The Year 4 Championship will take place over the course of a few days, with multiple matches being played each day. The schedule will be released closer to the event, so be sure to keep an eye out for updates on when your favorite teams will be competing.How to Watch:
If you want to catch all the action from the Year 4 Championship, you’ll be able to watch the matches live on various streaming platforms. The official Apex Legends Twitch channel will be broadcasting the event, as well as other popular gaming channels. Keep an eye on social media for updates on where you can tune in to watch the matches.Don’t miss out on the excitement of the Apex Legends Year 4 Championship! With a massive prize pool, intense competition, and the best teams in the world going head-to-head, this is an event you won’t want to miss. Be sure to mark your calendars and tune in to watch all the action unfold!
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Apex Legends Devs Want To Be “More Agile With Responding To The Community”
“Our taxi driver was an ALGS fan, our server at the restaurant last night was an ALGS fan, and the bassist in a rock band we saw last night was an Apex fan, Bloodhound main,” says John Larson, Apex Legends’ live balance designer. Japan is Apex crazy, and Sapporo has become a hub for fans of the game, whether they’re attending the tournament or not. “Everyone we cross paths with, they see the Apex logo and they’re like, oh. Everyone is very passionate out here. It’s good to be here.”
Seeing the passion in person is a reminder of the global scale of Apex Legends esports, and Larson notes that it’s sometimes easy to forget that when you’re working from home, in your own little bubble, looking at the game with the most intense scrutiny.
“I consider myself lucky to be able to get here to witness it firsthand,” he says. “Apex is like our universal language out here. I can be talking with someone who doesn’t speak English and I don’t speak Japanese, but we have that commonality and we both recognise what it means and what it gives us.”
From Avid Player To Integral Developer
Larson has an interesting background, as he was not a qualified developer when he joined the Respawn team. He studied mechanical engineering but always knew he didn’t want to pursue a career in the industry as he preferred looking for more creative solutions. “Design is that marriage of technical and creative problem solving that I really like,” he tells me, explaining that he’s “not surprised” to have found himself in a development role thanks to the analytical eye he applies to any game he plays.
A fan of Respawn’s Titanfall games, Larson dove straight into Apex when it was released. His countless hours grinding got to the point that he thought he “might as well try to make some money off this.”
With a career as a pro over before it ever began, he spotted a tweet from former design director Jason McCord advertising a role in the company requiring someone with scripting skills and a high-level knowledge of the game. He applied, and Respawn found its new live balance designer. Larson utilised that high-level Apex knowledge to work his way up the ladder, to the point where he was pivotal in bringing the Legend Upgrade System to fruition in Season 20, a system which completely restructured the game, rebalanced the Legends, and changed how we play Apex Legends forever.
Apex Legends Might Be Getting A Next-Gen Upgrades As Season 12 Approaches
“That was my baby for the best part of a year,” he says. “Season 20 was a great testament to how the team came together to come up with this unified vision.” From the weapons and balance teams to the map designers, Larson says everyone worked as a cohesive unit to change the Apex Legends experience.
Fundamentally an RPG mechanic, the Legends Upgrade System allows players to pick buffs to their abilities as the game progresses. This progress is tied to your Evo Shield, which itself scales with the damage you dish out and (sometimes) passive abilities you utilise. There are also caches of Evo scattered across the map to give a boost to your shields and abilities all at once, which – from a design perspective – also force players to rotate across the map and engage other teams.
Respawn tried many different iterations of the system, with Larson explaining that originally the team had three upgrade choices for each level, but pulled that back to take a “quality over quantity” approach to provide punchier upgrades for each Legend.
“A lot of my time was spent thinking about those [skill] trees and creating compelling builds,” he explains. “I felt pretty motivated and qualified to do justice to different Legends with my experience of playing the game a lot and understanding the ins and outs of different Legends. It was just a great opportunity to dive deeper into that. Upgrades is a highlight of my career so far.”
As a keen player, ranked grinder, and balance designer, Larson is often at the heart of regulating the meta of the game. He’s not surprised by the defensive meta – it’s the result of the recent ‘Season of Support’ that was pushed to the game a few months ago – but the recent uptick in Ramparts we’ve seen across all three maps has raised an eyebrow.
“I can’t say that I personally expected it,” he says, before launching into a deep dive about the specifics of why Rampart has been so strong. “The accelerant hop-up – and baking that into some already-strong weapons – had an effect, because [of] the amount of Sheila uptime during fights; you secure a knock, you get that many more bullets reloaded back into the chamber.” This is in addition to the fact that she quite obviously counters Newcastle, of course.
“Let’s pack those upgrades full of power and get people to experiment on those.”
I must admit I hadn’t thought about how the hop-up interacted with Rampart’s abilities, or how it might have impacted her effectiveness in the game. I’m not sure many of us could honestly say we had. It’s moments like this, where Larson effortlessly breaks down precisely why Rampart is enjoying her time in the spotlight in such an incisive manner, that makes you realise just how deeply he understands this game.
Larson’s Legend Upgrade System obviously synergises with his role as a balance specialist, as the developers can now use these upgrades to tweak the strength of Legends instead of changing their core abilities. However, it doesn’t always land right with the players, as recent changes to Mirage and especially Loba have been controversial in the community.
“That’s a great example of cases where we were like, let’s pack those upgrades full of power and get people to experiment on those,” Larson explains. “I’m not going to say we’re not oblivious to the fact that Loba is now, you could argue, a better skirmisher than Pathfinder, but it’s the Season of Support and [we] really want to shake things up and get people off their mains.”
What To Expect From Apex Legends Season 24
However, Larson understands the community sentiment surrounding Loba’s upgraded abilities, and wants to reassure players that Respawn is trying to be more flexible in issuing hotfixes to problem areas of any update.
“We want to be more reactive with a lot of those things,” he explains, referencing how the team removed the gold knockdown shield this season due to how powerful it was in the hands of support Legends. “The support meta is not going to be around forever. I think Season 24 has its own suite of totally game shifting changes there too and we’re excited to be more agile with responding to the community and really pushing on shaking things up.”
So what shake-ups can we expect to see in the future? Larson thinks that Alter is currently being slept on at every level of the game, from public matches to the esports scene, but he urges players to keep their eyes on Ash now and in Season 24.
“Ash is one that I’m excited to for in [Season] 24 because we’ve been sitting on some Ash changes for a while,” he explains “The current Ash is compelling in this meta where once you get a knock you really have to capitalise on that; both with the tether to secure someone and then Ult in and finish up the fight. We’ve got some changes coming – if you’re sleeping on Ash now I don’t think you’ll be sleeping on her for much longer.”
Next
The Esports Player Who Moved 8,000 Miles To Compete
Guild Esports’ Phony moved from the US to Thailand to secure a spot at the Apex Legends Global Series Championship.
In a recent interview, the developers of Apex Legends expressed their desire to be “more agile with responding to the community.” With the rapid growth and ever-changing landscape of the battle royale game, the team at Respawn Entertainment understands the importance of listening to player feedback and making quick adjustments to meet the needs of the community.“We want to be more in tune with what our players are experiencing and feeling in the game,” said lead designer, Drew McCoy. “We know that communication is key, and we want to be more proactive in addressing issues and implementing changes based on player feedback.”
The developers have already made strides in improving communication with the community, including regular updates on social media and forums, as well as implementing a feedback system directly within the game. They are also working on streamlining their internal processes to allow for quicker turnaround on addressing player concerns and implementing new features.
“We want to show our players that we are listening and that we care about their experience with Apex Legends,” said McCoy. “Our goal is to create a game that is fun, engaging, and constantly evolving based on the feedback we receive from our community.”
Overall, the developers of Apex Legends are committed to being more agile and responsive to the needs and desires of their players. With a focus on communication and community engagement, they are dedicated to making the game the best it can be for all who enjoy playing it.
Tags:
Apex Legends, Respawn Entertainment, community feedback, game development, agile development, community engagement, Apex Legends updates, gaming news
#Apex #Legends #Devs #Agile #Responding #CommunityHORI Racing Wheel Apex for Playstation 5, PlayStation 4 and PC – Officially Licensed by Sony – Compatible with Gran Turismo 7
Price: $119.99
(as of Jan 29,2025 11:06:49 UTC – Details)
HORI brings the best in build-quality, customization options, and authentic racing simulation with the Racing Wheel APEX for the PlayStation 5 and PlayStation 4. HORI’s design team has brought all the features and quality of a full-size racing wheel at an affordable price. Massive 270 degree turn-ratio – Completely programmable & adjustable -PS5, PS4 & PC compatible. The Racing Wheel APEX clamps securely to your table or racing wheel stand with sturdy clamps and steel parts (suction cups not included). The full-size pedals are built to last. Change from 270 degree to 180 degree turn ratio on the fly and fine tune other settings such as dead zone, pedal sensitivity and more. Cross the finish line with the all new RWA: Racing Wheel APEX for PlayStation 5, PlayStation 4 and PC. Officially licensed by Sony.
Compatible with PlayStation 5, PlayStation 4, and PC .Use the HORI Device Manager app to download firmware, adjust settings and make up to 4 custom profiles
Full-size racing wheel and pedals optimized for authentic racing simulation
270-degree turn radius with adjustable output options
Mount security with sturdy clamp system
Use the HORI Device Manager app to download firmware, adjust settings and make up to 4 custom profiles
Officially Licensed by SonyCustomers say
Customers find the video game controller easy to set up and use. They find it suitable for beginners and those on a budget. However, opinions vary regarding functionality, value for money, build quality, responsiveness, steering angle, and realistic feel.
AI-generated from the text of customer reviews
Attention racing game enthusiasts! Get ready to take your gaming experience to the next level with the HORI Racing Wheel Apex, officially licensed by Sony for PlayStation 5, PlayStation 4, and PC.Designed for precision and realism, this racing wheel is compatible with the highly anticipated Gran Turismo 7, allowing you to feel every twist and turn as you race through stunning tracks and compete against friends and rivals.
With a comfortable grip, responsive pedals, and customizable settings, the HORI Racing Wheel Apex provides an immersive and thrilling driving experience that will have you feeling like a professional racer in no time.
Don’t settle for a basic controller – upgrade to the HORI Racing Wheel Apex and dominate the competition in Gran Turismo 7 and other racing games. Get yours today and start your engines! #GranTurismo7 #RacingWheelApex #PlayStation5 #PlayStation4 #PC #SonyLicensed
#HORI #Racing #Wheel #Apex #Playstation #PlayStation #Officially #Licensed #Sony #Compatible #Gran #Turismo,ps5Monster Hunter Wilds Interview: Meet Nu Udra, Apex of the Oilwell Basin – IGN First
From dry deserts, bustling forests, blazing volcanos to even frozen tundra, a variety of environments appear throughout the Monster Hunter series, each with its own unique ecosystem created by a diverse cast of monsters. The experience of adventuring through an unknown world, walking across its lands as you hunt, is one of the great joys when playing Monster Hunter.
This holds true for Monster Hunter Wilds, the newest game in the franchise. After the Windward Plains and Scarlet Forest, hunters will take their next step into the harsh lands of the Oilwell Basin, a place covered in flames and oilsilt. Once there, they’ll find their path blocked by dripping, viscous oil and all-blazing magma. While it may seem to be a sterile, lifeless place, one can see the sluggish movements of small creatures wriggling around in the mire. And here and there in the Oilwell Basin sits what looks like the remains of some ancient civilization.
Yuya Tokuda, director of both Monster Hunter: World and Monster Hunter Wilds, describes the Oilwell Basin to us.
“During the Fallow, the Oilwell Basin is a place filled with mud and oil. When the Inclemency known as the Firespring comes, it burns away that oilsilt, and at times during the Plenty the burned-away oil and soot vanishes, revealing the minerals, microorganisms and the original color of the manmade artifacts hidden underneath,” he says.
Down in the Muck
What kind of concept did the development team have in mind when constructing the Oilwell Basin? We ask Kaname Fujioka, director of the first Monster Hunter as well as executive director and art director for Wilds.
“We had two horizontally broad locales in the Windward Plains and Scarlet Forest, so we decided to make the Oilwell Basin a vertically connected place,” he says. “The environment there changes slightly when you travel between the top, middle and bottom strata. Sunlight reaches the top strata, where oil gathers like mud, and the lower you go, the hotter the place becomes, with lava and other substances.”
Tokuda continues: “From the middle to bottom strata, you’ll find creatures not unlike aquatic life that may remind you of the deep seas or underwater volcanoes. In World, we created the ecosystem of the Coral Highlands using the idea of what it would look like if aquatic creatures lived on the surface, and we’ve used the knowledge we gained in the process to create the Oilwell Basin’s creatures and ecosystem.
It’s a blazing and barren wasteland that becomes filled with vitality once the Plenty comes. Fujioka says he wants players to enjoy this contrast.
“During the Fallow and Inclemency, smoke comes out of everywhere in the Oilwell Basin like it’s some sort of volcano or hot spring,” he explains. “But during the Plenty, it takes on a clear, marine-like tone as we just mentioned. Look closely at the environmental biology and you’ll find that it’s even a region inhabited by the kinds of creatures you’d expect to find on the ocean bed.”
The Oilwell Basin’s environment is made in a way that differentiates it from other locales. While it may look lifeless when covered in oilsilt, not only do shellfish like shrimp and crabs live under it, so do small monsters that provide raw meat. Large monsters eat small monsters, small monsters filter out and consume microorganisms from the environment and oilsilt, and microorganisms derive energy from the heat of the earth. If the Windward Plains and Scarlet Forest are ecosystems built upon sunlight and vegetation, the Oilwell Basin is an environment belonging to creatures that live by way of geothermal energy.
The large monsters that live in the Oilwell Basin are distinct from those found in other locales as well. One such monster is Rompopolo, a globular and noxious creature with a mouth resembling thin needles. What ideas could have led the developers to Rompopolo’s bizarre design? Fujioka explains
“We designed it as a tricky monster that lives in swamps and creates chaos for players by using its stored up toxic gas,” he says. “The idea of a mad scientist came up often when we were trying to depict this trickiness. We were inspired by this concept when giving it a slightly chemical purple color and glowing red eyes. The equipment you can craft from it is surprisingly cute, though. So is its Palico equipment.”
While Tokuda categorizes the Rompopolo Palico equipment as “amusing,” I could see exactly what they both meant when I got to play with it myself. I hope you’ll craft the equipment and check it out, too.
Flames of Ajarakan
Another new monster appearing in the Oilwell Basin is Ajarakan, a monster that feels like a massive gorilla enveloped in flames. That said, unlike the Scarlet Forest’s Congalala, it seems to have a slimmer sort of silhouette.
Another new monster appearing in the Oilwell Basin is Ajarakan, a monster that feels like a massive gorilla enveloped in flames. That said, unlike the Scarlet Forest’s Congalala, it seems to have a slimmer sort of silhouette.
While we saw many scenes of Rompopolo and Ajarakan fighting for turf in this video, we actually see it grab Rompopolo’s body with both arms to give it a bear hug. Its martial arts-inspired movements make frequent use of its fists, giving it a charm unlike that of fanged beasts we’ve seen before.
“Normally when we design fanged beasts, their hips are low to the ground, putting their heads at about eye level with the hunter,” says Tokuda. “We thought that this can make it harder to sense the threat that the monster poses. That’s why we were conscious of giving this monster a more top-heavy and towering silhouette. We then added flame elements that are at home in the Oilwell Basin, as well as grabbing attacks reminiscent of a wrestler that highlight its physical strength. It’s a monster that combines strength, physical attacks and flames, like its attack where it melts something and tosses it at you.”
Fujioka also comments on Ajarakan’s design: “With one unique monster after the next making an appearance, we thought that this might be a good time to add a monster whose strengths are easy to understand. That’s how we got Ajarakan. It just punches or slams its fists on the ground to make flames shoot up, making it the kind of monster that’s strong by way of all its super-straightforward attacks.”
Ajarakan occupies a fairly high position in Oilwell Basins’s ecosystem. Compared to Rompopolo, which makes full use of poison gas and oilsilt, Ajarakan really does stand out with its flashy appearance, with flames and magma accompanying each one of its attacks, making you very conscious of the area’s pecking order.
“At first it was just kind of a physically powerful monster,” says Fujioka. “That’s why I talked quite a bit with our artists and designers about giving it more personality in some way. It’s a monster in a fiery location, so I wanted to make use of flames and heat. That said, I didn’t want it to simply breathe fire or create flames. That’s how we ended up with a design where the monster seems to be wearing flames on its back, similar to the Buddhist deity Acala. From there we got the idea of Ajarakan’s rising internal temperature giving it enough heat and power to melt anything in front of it, which seemed to give it so much more personality. Ajarakan will grab the hunter or hug Rompopolo, and we wanted to make players think about how much they’d want to avoid getting hugged by an absurdly hot creature. We decided to make it seem scary by making it so hot that it’ll melt anything and everything around.”
Unlike the tricky Rompopolo, Ajarakan’s design focuses on straightforward power. As there’s the risk of its concept of depicting simple strength leading to no-frills movements, Fujioka says the team kept giving it flashier and flashier moves as they reached the end of development.
“We kept adding lots of different interesting techniques, like it jumping into the air, balling itself up and falling to the ground,” he says.
A monster generations in the making
Ruling over the Oilwell Basin’s ecosystem as its apex predator with octopus-like tentacles is the “Black Flame,” which we can finally name for the first time: Nu Udra. With its slimy body covered with the flammable oil it secretes, it stretches and wriggles around the Oilwell Basin in every direction. Just as the Windward Plains’ Rey Dau controls lightning and the Scarlet Forest’s Uth Duna envelops itself in water, Nu Udra coats itself in flames. The two developers say that apex predators in Wilds are designed with the element of their region strongly in mind. Of course, finding an octopus in a scorching hot area is odd. Was this really the animal that inspired the monster?
“Yes, it was octopuses,” says Fujioka. “We also wanted its silhouette to be striking when it rises up and gave it what look like demonic horns, but we also tried designing it in a way where you can’t tell where its face is.”
Tokuda explains that even the music that plays when fighting Nu Udra is based on demonic imagery.
“We had the composers include phrases and musical instruments reminiscent of black magic,” he says. “I think it ended up being a unique and good piece of music.”
The squirming movements of Nu Udra’s tentacles apparently follow in the footsteps of monsters like Lagiacrus, which appeared in Monster Hunter Tri. A tentacled monster like this is a concept that both Tokuda and Fujioka have long wanted to make a reality.
“One of the concepts in Tri was underwater combat, so I did write a proposal for an octopus-shaped monster at the time, emphasizing its distinctive underwater movements,” says Tokuda. “I had fun coming up with all kinds of ideas, like ‘It has lots of legs, which means lots of parts you can sever!’ There were challenges keeping us from making that a reality, though, including technical ones. But even so, I’ve been holding onto that proposal for all this time.”
We’ve seen monsters in the past such as Yama Tsukami and Nakarkos that wriggle around as they use appendages like their tentacles. I ask Fujioka if they took the movements of these past monsters into consideration when developing Nu Udra.
“We’re always interested in using monsters who move like that in moments where they’d stand out, as their silhouette and the impression they give are nothing like standard monsters with limbs and wings,” he says. “While including too many unique monsters will cause players to get tired of seeing them, dropping one in at just the right moment leaves such a strong impression. That’s why we had Yama Tsukami appear in the game the way it did,” he says, referring to the scene in Monster Hunter 2 (Dos) where you encounter Yama Tsukami floating over the mountains in a deep forest. “You glance up, see it flying above you, and think, ‘What the heck is that?’ I think there’s a kind of adventurous feeling you get from seeing something a bit odd, similar to cryptids.”
Hearing this, Tokuda adds with a nostalgic tone, “You know, I’m the one who put that (Yama Tsukami) there.” While they weren’t able to create the same kind of actions for Yama Tsukami as they have for Nu Udra due to the technology at the time, they say they wanted to find some way for it to leave an impression.
A constant feeling I get throughout this interview is one of just how sincere Monster Hunter’s team is throughout the development process about creating monsters, and that they make use of so many techniques in the process. Even if it can’t be done with current technology, these creators have countless ideas in their heads about how they want to use a monster. Then when they develop a new title, they draw on this stockpile when creating new monsters. In that sense, you could call the realization of a monster that makes full use of its tentacles like Nu Udra a major accomplishment for both Tokuda and Fujioka.
“While Yama Tsukami and Nakarkos were monsters that attacked you with their tentacles while fixed there in a stage, Nu Udra makes use of its physical traits as a cephalopod to freely move around the area. In that way, the gameplay it enables could be seen as something we’re trying for the very first time here.”
Fujioka continues: “Monsters with tentacles like that pose a lot of technical challenges, like controlling it with respect to the terrain and its target. When we began development on Wilds, the technical department’s tests went incredibly well, and so we felt like we could really make it happen this time.”
“When we saw the tests, we also thought to make it the apex predator of the Oilwell Basin,” adds Tokuda. “That’s just how much of an impact this monster has.”
“While there are countless proposals that I’ve had rejected due to technical reasons, it feels like I’m finally getting to attempt one of those this time around.”
Even outside of hunting, I get the sense that fine attention was placed on Nu Udra’s animations. After you deal it enough damage, it wraps itself around what looks like an ancient ruined pipe in order to wriggle its way around the area. It even enters into small holes in the terrain without any trouble at all. Every one of Nu Udra’s movements posed a challenge to the art team led by Fujioka.
“We did quite a lot of work on depicting flexible bodies this time with Nu Udra,” he says. “At the start of development, we try coming up with pretty unreasonable ideas, whether or not we can actually achieve them. It’s a challenge to ourselves in a way, and while it does cause a lot of challenges for our artists, the final product looks so amazing if we’re able to actually make it take shape.”
The team uses new technologies to make possible the ideal expressions they’ve accumulated as the series progresses. They give it a try even if they aren’t sure they can make it happen. I even get a sense of what it feels like to be on the Monster Hunter development floor when I hear these two talk.
“When we first implemented the movement of it going inside a hole, an animator told me, ‘When you weaken it and it starts heading back to its nest, please wait here for a moment!’,” says Tokuda. “Apparently they wanted me to see it going into its little hole, and I still remember replying, ‘Oh, that really is amazing!’ The animator looked so satisfied as well.”
“It might not be easy to get the chance to see it, but the way it squirms around while wrapped around a pipe is so well made too,” says Fujioka. “I do hope you check it out. Only games are able to depict things like that in real-time instead of as some premade scene. I’m incredibly proud of it as a crystallization of the staff’s efforts.”
Fujioka’s tone of voice gives me a strong sense of just how satisfied he is with the level of detail of Wilds’ monsters and how proud he is of the team who created this game.
Once I actually try taking on Nu Udra, I have significant trouble finding an opening on its flexible and ever-changing body. If I let my guard down and stick too close to it, it uses its head to launch a powerful counterattack. While I struggle, I somehow manage to focus enough of my attacks to successfully break a tentacle part, only for its severed tip to thrash around on the ground. Is it possible to destroy all of its many legs?
“You can cut off so many tentacles,” Tokuda explains. “While I suppose it depends on how you count them, all of the parts that resemble legs that touch the ground can be severed. While the tentacles do move right after they’ve been cut off, they begin to rot after some time passes. If you try to carve a part that’s rotten and no longer moving, you won’t get good materials from it. The same also applies for breakable parts of other monsters, like tails.”
“Nu Udra uses its tentacles to launch attack after attack on its target. We were conscious to give its attacks a unique tempo through a combination of focused attacks, and area-of-effect attacks using its head and flames. We wanted to make it a massive monster that still seemed to launch a barrage of attacks. With all of its tentacles, though, it’s possible that it becomes difficult to tell who it’s targeting in situations like multiplayer hunts. That’s why we’ve made it so that it has sensory organs at the tips of its tentacles that use light to indicate when and who it’s going to attack.”
At times, Nu Udra will hold its tentacles in the air and slam them into the ground as an attack. Like Tokuda says, its area that would correspond to the palm of a human hand gives off light when it does this. This light-emitting section of its body is Nu Udra’s sensory organ. But as it doesn’t use vision to understand the world around it, Flash Bombs don’t affect it.
Nu Udra poses a significant challenge. I ask Tokuda what players can do to start working toward defeating it.
“Its body itself is fairly soft, and it has lots of breakable parts,” he replies. “I think hunters should think about how to determine where to attack. Cutting off a tentacle will also shorten its area of effect attacks, making it much easier to move around. You could also call it a monster made for multiplayer, as that means its targets will be split up. You may be able to enjoy it even more by using SOS flares, Support Hunters included.”
Fujioka expands further. “As we designed this monster, I thought it’s one that can be tackled in a way that’s very much like an action game in the sense that destroying its parts can help you get closer to defeating it. Gravios is another monster where you discover a way to defeat it as you destroy its tough armor, right? The ability to carefully watch a monster’s movements and use that to make a decision fits perfectly with Monster Hunter’s overall approach.”
A welcome reunion
In his answer, Fujioka brings up the name Gravios. That’s right, players can reunite with Gravios, who hasn’t been seen since Monster Hunter Generations Ultimate, in the Oilwell Basin. As a monster covered in what looks like a rocky carapace and which emits hot gas, Gravios really is a perfect monster for the area.
I ask Tokuda what led them to decide to have Gravios make another appearance (for more details, check out this Gravios interview as well).
“When we were thinking of monsters that match the Oilwell Basin’s environment, make sense in the game’s overall progression and don’t play too similarly to any other monsters, we thought that we could make Gravios seem like a fresh challenge and decided that it would reappear,” he says.
As Tokuda says, the reappearing Gravios had become a monster with an even harder body than I remembered. Its massive presence is overwhelming when compared to the other monsters in the Oilwell Basin. When I somehow figure out a way to attack its rocky carapace, I’m able to form red wounds on its body like any other monster and unleash a Focus Strike.
“When bringing Gravios over to this game from previous titles, above all else, we wanted to make sure it still had its distinguishing features like its hardness,” says Tokuda. “From a game design perspective, we also wanted it to be a monster that appeared after you’ve progressed a good bit and had gone through everything the game’s design has to offer. That’s why I came up with the idea of it being a monster where it’s difficult to figure out a way to defeat its hard body at first, only for hunters to find more and more clues as they make good use of the wound system and part breaking.”
If Gravios is making an appearance, does that mean we’ll also be seeing its juvenile form, Basarios? I ask the question, only for Fujioka to simply reply, “Sorry, but Basarios will be taking this one off.” It seems like the time isn’t quite right yet, and we’ll have to wait longer before we see Basarios again.
As the two explained during our interview about monster selection, the Monster Hunter team is careful to not make offhanded decisions about having monsters reappear, only doing so if they can be used to their fullest in a game. That means that the team must have decided to not include Basarios in this game after multiple discussions. Though a bit unfortunate, many other monsters not touched on in this article will also make an appearance in the Oilwell Basin. I can’t wait for the day when I get to go hunting there, Cool Drink in hand.
Monster Hunter Wilds is scheduled for release on PlayStation 5, Xbox Series X|S and PC on February 28. For more, check out our exclusive 4K gameplay videos hunting Ajarakan and Rompopolo in the new Oilwell Basin area, our interview with the development team on how Monster Hunter has evolved over the years, and details on the game’s delicious food system. And look out for more monstrous exclusives throughout January as part of IGN First!
Shuka Yamada is a freelance writer for IGN Japan. This article was translated by Ko Ransom.
Interviewer: Welcome, Monster Hunter fans! Today, we have a special treat for you as we sit down with Nu Udra, the Apex monster of the Oilwell Basin in Monster Hunter Wilds.Nu Udra, thank you for joining us today. Can you tell us a bit about yourself and what makes you stand out as an Apex monster in the game?
Nu Udra: Thank you for having me. I am Nu Udra, the ruler of the Oilwell Basin. I am a fierce and powerful monster, known for my sharp claws and ability to manipulate the earth around me. What sets me apart is my intelligence and cunning, which make me a formidable opponent for any hunter brave enough to face me.
Interviewer: That sounds both intimidating and exciting! Can you give us a sneak peek into what players can expect when they encounter you in Monster Hunter Wilds?
Nu Udra: When players face me in the Oilwell Basin, they can expect a challenging battle that will test their skills and strategy. I am not to be underestimated, as I will use all of my abilities to defend my territory and emerge victorious. Hunters will need to be prepared for a tough fight if they want to claim victory over me.
Interviewer: It sounds like players will have their work cut out for them when they come face to face with you. Are there any tips or strategies you can share with players to help them in their hunt for you?
Nu Udra: My advice to players facing me is to study my movements and patterns carefully. I am a smart and adaptive monster, so hunters will need to be quick on their feet and ready to react to my attacks. Using the environment to their advantage and coordinating with their teammates will also be key to taking me down.
Interviewer: Thank you for those insights, Nu Udra. Before we wrap up, is there anything else you would like to share with our readers about your role in Monster Hunter Wilds?
Nu Udra: I just want to say that I am thrilled to be a part of Monster Hunter Wilds and to challenge players in the Oilwell Basin. I hope to provide a memorable and exciting experience for all who face me in battle. Remember, hunters, prepare well and come ready for a true test of your skills.
Interviewer: Thank you, Nu Udra, for taking the time to speak with us today. We can’t wait to see you in action in Monster Hunter Wilds. And to all our readers, stay tuned for more exclusive interviews and updates on the game. Happy hunting!
Tags:
Monster Hunter Wilds, Nu Udra, Apex of the Oilwell Basin, IGN First, Monster Hunter interview, Monster Hunter Wilds interview, Nu Udra interview, Oilwell Basin, Monster Hunter Wilds gameplay, IGN exclusive interview
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