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The best-selling game of 2025 outsold by Devil May Cry games from decades ago

The best-selling game of 2025 outsold by Devil May Cry games from decades ago

Metro5 days ago
Capcom's latest financial report has shown a severe drop in sales for the supposed biggest game of the year, as Devil May Cry and Resident Evil sales spike.
Monster Hunter Wilds is the best-selling game of the year so far, with over 10 million sales worldwide, but its success has sharply declined over the last financial quarter.
While it's normal for sales of games to drop after their initial launch, Monster Hunter Wilds, which launched February 28, has seen a dramatic decline during the period from April to June 30, 2025.
As highlighted in Capcom's financial report for Q1 2025, the sequel sold 477,000 units and was their ninth best-selling game overall. This is only just above its four-year old predecessor Monster Hunter Rise, which sold 389,000 within the same period.
While this alone is surprising, the steep drop is even more noticeable when you see what's above it. The best-selling Capcom game of Q1 was 2019's Devil May Cry 5 at 1.7 million, while Devil May Cry HD Collection and Devil May Cry 4 Special Edition (games with roots as far back as 2001) both topped it too with 594,000 and 495,000 sales, respectively.
The reason for this bump is Netflix's Devil May Cry series, which came out on April 3, 2025 and has generally been well received. It was renewed for a second season a week after the first season came out, so it's clearly done well ratings wise – not that Netflix ever provides figures.
This boom in popularity for the Devil May Cry games is reminiscent of the Fallout TV show's success, which also lifted sales of the games, some of them extremely old. It's unclear when the second season of Devil May Cry will come out, but based on these figures, Capcom would be wise to coincide its release with the long overdue, yet still unannounced, Devil May Cry 6.
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Devil May Cry 5 – 1.7 million Resident Evil Village – 923,000 Resident Evil 4 remake – 706,000 Resident Evil 7 – 635,000 Devil May Cry HD Collection – 594,000 Street Fighter 6 – 538,000 Devil May Cry 4 Special Edition – 495,000 Resident Evil 2 remake – 482,000 Monster Hunter Wilds – 477,000 Monster Hunter Rise – 389,000
Beyond Dante's boost, Resident Evil Village, Resident Evil 4 remake, Resident Evil 7, and Resident Evil 2 remake all outsold Monster Hunter Wilds too – something Capcom attributes to the announcement of Resident Evil Requiem in early June.
In the report, Capcom acknowledged sales for Monster Hunter Wilds 'were soft', but highlighted how Monster Hunter Rise 'continued to see sales growth'.
The big question is, why has Monster Hunter Wilds sales dropped off a cliff? On Steam, the game carries an 'overwhelmingly negative' rating due to its poor performance on PC, which still hasn't been properly addressed since launch.
A more general complaint across platforms is the lack of endgame content, which is vital to any online game's longevity. Like past titles in the series, there will likely be an expansion in the future to rectify this issue, but at the moment (for some players at least) it's lacking in both difficulty and reasons to return.
An update on release date and content of update Ver.1.021The expansion of endgame content which was originally planned as part of Title Update 3 in late September will now be released ahead of schedule as part of the Ver.1.021 update. To accommodate this change, this update… pic.twitter.com/aQF1oFMCFR — Monster Hunter (@monsterhunter) July 29, 2025
This sales downturn might be why Capcom is pushing forward the release date of extra endgame content for Monster Hunter Wilds. More Trending
As announced on X this week, endgame additions which were planned as part of the Title 3 update in late September will now be released 'ahead of schedule', as part of the Ver.1.021 update on August 13, 2025.
Along with expanded weapon balance adjustments, this update will now contain a new level of quest difficulty and a new rewards system for certain quests.
Beyond this update, an additional monster is set to be added in September as part of the Title Update 3, while Title Update 4, planned for 'winter', will come with another new monster and 'more challenging hunts'.
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The tragic story of the little girl who 'haunts' the castle in Wednesday s2
The tragic story of the little girl who 'haunts' the castle in Wednesday s2

Metro

time2 hours ago

  • Metro

The tragic story of the little girl who 'haunts' the castle in Wednesday s2

The new season of Wednesday hasn't even aired yet, but Ireland's Charleville Castle has already welcomed avid fans of the Netflix show on a gothic pilgrimage to see the sets. The second season – the first part of which arrives this Wednesday (!) –delivers the fandom a whole new batch of locations, after the production moved from Romania to Ireland. Albeit, with Romanian actor Victor Dorobanțu as the scene-stealing Thing still scuttling in tow. Among the Irish locations scouted out for the new bundle of episodes is the gothic Grade I listed fortress Charleville, in County Offaly, whose crow and bat topped corridors have been walked by Jenna Ortega, Tim Burton – and us, as Metro was treated to a visit. In many ways Charleville Castle is the ideal place to unspool Wednesday's tale of mystery, mayhem and murder, because it's a lore-laden place itself, where things are said to go bump in the night. By things, we mean creepy ghost children. One of the spots the production used to film scenes was Harriet's staircase, named after an 8-year-old girl who tragically fell to her death there. Wake up to find news on your TV shows in your inbox every morning with Metro's TV Newsletter. Sign up to our newsletter and then select your show in the link we'll send you so we can get TV news tailored to you. The story goes that the youngest daughter of the third Earl of Charleville, who once upon a time owned the castle, was asked by her governess to go upstairs and wash her hands before a meal. On the way back down the gloomy three-story staircase, Harriet is said to have clambered up onto the bannister to slide down. She slipped and fell to her death on the flagstone tiles below. A brass guard was subsequently installed on the bannister to stop those who might have a similar idea. Since then, the staircase has become one of the castle's hotspots for so-called activity, of the paranormal kind. 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Bonnie shut the door when we were inside, leaving everyone with a brief but queasy feeling before we were released. 'My official statement on the ghosts is I don't believe in them,' says Bonnie's son Jonathan, the only one of her three children who stuck around to help manage the castle, 'but I won't say it loud enough for them to hear me.' Bonnie insists she isn't scared of the ghosts ('They're friendly') and speaks very tenderly of late Harriet. What the Wednesday cast made of all these eerie tales, we don't know. They were spared an overnight stay, instead setting up in the nearby town Tullamore. But Ortega and co did get on very well with the castle's black cat, Mirka, who was known to take up residence on their hot water bottles. (The castle has no central heating and hit-and-miss power supplies). 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When scouting out the building that would become Nevermore Academy's exterior (with an ornate new canopy digitally plonked on top in post-production) Tim tasked Maria with scrambling up ladders to get onto the roof for a proper looksee. This building sits within Powerscourt Estate, the other chief location used, beside Ashford Studios for the interior scenes, and owned by the Slazenger family (of the sporting gear). A mossy foliage-covered graveyard was one of the spots, with smoke machines pumping away during moody night shoots, just inches from the Slazenger family's own private graveyard in the corner. The 19 hectare County Wicklow estate has swanky gardens, a dramatic nearby waterfall and a 36-hole golf course – which avid golfer Catherine Zeta Jones made full use of while filming. There was less of a requirement for this part to fit into the mould of what had gone before, since it serves as the home of new cast addition Joanna Lumley's character Hester. 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The Winning Try Episode 6 Preview: Release Date, Time & Where To Watch
The Winning Try Episode 6 Preview: Release Date, Time & Where To Watch

The Review Geek

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  • The Review Geek

The Winning Try Episode 6 Preview: Release Date, Time & Where To Watch

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Gradius Origins interview - ‘This is truly a wonderful thing'
Gradius Origins interview - ‘This is truly a wonderful thing'

Metro

time7 hours ago

  • Metro

Gradius Origins interview - ‘This is truly a wonderful thing'

GameCentral speaks to producer Ryosaku Ueno about Gradius Origins, Salamander 3, and how to get younger gamers into 2D shooters. We don't usually like doing email interviews, because you never get as much out of people if you're not meeting them face to face, but there's always an exception worth making and considering we're such big fans of 2D shooters we jumped at the chance to put some questions to Ryosaku Ueno – producer of Gradius Origins at Konami. You can read our review of the retro compilation here, but the short version is we loved it, especially the all-new sequel Salamander 3. It's a great example of the genre, that looks like it's stepped straight out of the 90s but we're well aware that that won't necessarily be a draw for many people nowadays. So we asked Ueno what the future for 2D shooters is in the modern games industry, and how franchises like Gradius and Salamander can continue to appeal to nostalgic veterans while also attracting younger players that are new to the genre. GC: Are you confident there is still a significant audience for 2D shooters? It seems a very old-fashioned kind of genre but can it still appeal to younger gamers who have little or no previous experience with it? RU: I can't say there are many, but I feel there is a certain number, and I have the impression that the number has been increasing over the past few years. The game system is very simple in terms of experience, so I think it will be easy for young players who have never played before to understand and enjoy. We have added various support functions so that even beginners can enjoy it, and we have made it possible to gradually reach the difficulty level of the original game, so I am looking forward to everyone's reactions. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. GC: How do you feel the games have stood the test of time? What makes a good 2D shooter in terms of the weapons, level design, and bosses? RU: It's like the origins of classical music. After Gradius, bullet hell shooters and other types of shooters were born. Weapons, stage design, bosses, etc. have gone through various trends over the years, and I think what constitutes a good game varies depending on the era and the player. However, I believe that masterpieces are works that transcend these trends and provide enjoyment, and have something that is passed down through the ages. What that something is really depends on the work itself. GC: What particular elements does Gradius do best and how has it influenced the genre as a whole? Would the 2D shooter genre even exist without Gradius? The innovative system which allows players to choose their own power-ups. Using three buttons to play alongside the advanced graphics for the time. Each stage featured different background music and stage concepts which were largely unprecedented at the time. The excellent soundtrack and challenging gameplay further enhanced the experience. While these elements may seem common today, this series remains a timeless classic, embodying the core enjoyment that made it so beloved originally. It's clear that this game had a significant influence on future 2D shooters; so whilst it may be arrogant to say that 'without Gradius…' there would be nothing, there are numerous works that have inherited the spirit of the Gradius series, as they continue to be created even today. This is truly a wonderful thing. GC: Why does Origins have such a particular focus on Salamander? I have to admit it's my favourite aspect of the franchise but how would you define the difference between it and regular Gradius? RU: There are two groups of thought regarding Gradius and Salamander: one considers them separate series, while the other views them as part of the same series. However, by 1990, the two series began to be treated as one. They are essentially two series with the same core line but different expressions. The difference lies in whether one focuses on the core line or the overall perspective. Still, since both lines are kind of the same, those who loved one are likely to lean toward the other as well… I hope. That's how I feel. For me, they are still both separate series and part of the same series, but I love both equally. However, to be honest, while the Gradius collection makes sense, the Salamander series is difficult to compile as a standalone collection… so we decided to release them together at this time. In my opinion, and Mr Hori from M2's opinion, Gradius is 'delicate' and Salamander is 'bold.' GC: Was it difficult to make Salamander 3, given there are presumably fewer and fewer people today that have the skill to make 2D shooters? How does the sequel attempt to evolve the gameplay and visuals of the franchise? RU: The production was handled by M2, but Konami was also involved from the beginning. There are fewer staff members and companies capable of producing 2D shooters these days, but that's precisely why we teamed up with M2, who possess the expertise and staff to make it happen. When creating this collection of original titles, we reluctantly had to exclude Gradius 4 due to production schedule, porting difficulty, and cost considerations. However, we discussed with M2's Mr Hori and decided to create a new title, Salamander 3, as an additional unique point. Both M2 and I simply wanted to create a new entry in the series, rather than focusing on making a sequel. The reason a new game was added for Salamander, rather than Gradius, is because we wanted to minimise scheduling issues, especially as the time needed for tuning the restart points within Gradius would have proven too difficult compared to Salamander, in which respawning is instant. Additionally, the Salamander series aligns better with our current ideal conditions of a playthrough time of approximately 15–20 minutes and six stages. New features include Burst Attack, which temporarily boosts weapon power for some seconds, allowing for powerful attacks, but reduces attack power during the cooldown period. However, the concept behind Salamander 3 is what if M2 had made a sequel to Salamander 2 in the late 1990s?' so the system, graphics, and music are designed to evoke the atmosphere of that time. The main appeal is probably the sense of familiarity, like 'Yes, this is it!' It's not a 'brand new Gradius series!' I think that experienced players will feel that 'it's Gradius'. The scenes that fans wanted to see appear one after another, and there are predictable developments that make you think, 'That's how it goes,' as well as moments that make you laugh. We've scattered various elements from Salamander and Salamander 2 throughout the game. Like Gradius ReBirth, the more knowledgeable you are, the more you'll find little details that make you smile. On top of that, there are also developments that surpass fans' expectations. So, in a nutshell, it's a 'solid yet chaotic Salamander.' However, the difficulty adjustment has been updated to suit modern tastes, rather than staying true to the original. It's not designed to be finished in 5 or 10 minutes like an arcade game, but rather balanced for home play while still feeling modern and it's not too easy either. After having some practice, I think you'll be able to complete the game once, so please give it a try and enjoy it! GC: Origins has an impressive range of features for more inexperienced players, including training mode, easy mode, and rewind, but do you worry that belated, faux-retro sequels focus too much on the high difficulty level? I've never considered it an important part of the appeal and yet it's usually the number one priority for most retro titles. RU: It depends on the preferences of the target users and the developers, doesn't it? If the demand and supply for extremely high difficulty are properly matched, then that's the right approach. Titles like Gradius and Parodius have also evolved towards higher difficulty levels in the past. Since the early Gradius titles have been ported multiple times in the past, when we decided to create the definitive collection, we aimed to pack in as many support features as possible so that even those who had purchased previous ports would feel that this collection was something entirely different and worth purchasing. Perhaps this is the result of all the accumulated experience we've gained over the years. GC: Is there any long-term future for 2D shooters beyond retro-themed sequels and remakes? The original Star Fox remains one of the few attempts to extrude the gameplay into 3D but there were very few clones and the series quickly moved into a different style of action. Can you imagine a future where there is a new 3D Gradius game of any kind? More Trending RU: 3D Gradius! There was a large arcade game called Solar Assault in the past, but the machine performance left much to be desired… A future that goes beyond sequels and remakes of 2D shooting games… That's a difficult question. It's like asking if classical music can become modern pop songs. If it's arranged in a modern style, is it still classical music? Can it still be called classical music? I am not sure of a future where a new 3D Gradius is released, but whether it can still be called Gradius is another matter. While some elements and the essence may remain, it would feel like a different game. On the other hand, if the project is too constrained by the 2D Gradius format, it will likely fail. And many 2D Gradius fans (or even me) can imagine a future where a new 3D Gradius is dismissed as 'this isn't Gradius (because it's not 2D).' It's a dilemma. Personally, I want to explore the possibilities, but I also dream that the new generation of young people who played the Gradius Origins will embrace the past and create a project that captures the soul of Gradius and 2D shooters for the next step. Email gamecentral@ leave a comment below, follow us on Twitter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. 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