Pokemon Legends Z-A Wild Zone 11 Guide | All Pokemon, Items & More

Pokemon Legends Z-A Wild Zone 11 Guide

Lumiose City is becoming a paradise not only for people but for Pokémon as well. The addition of Wild Zones allows wild Pokémon and people to live together in harmony within the city. In this guide, we provide a complete overview of Wild Zone 11 in Pokemon Legends Z-A, including all catchable Pokémon, their known levels, items found, and helpful tips.

Quick Links

Location: Wild Zone 11

Below is the location of the eleventh Wild Zone in Pokemon Legends Z-A as shown on the Lumiose Map.

Catchable Pokémon in Wild Zone 11

Here are the Pokémon you can catch in Wild Zone 11 along with their levels.

Recommended Level Range: Higher Area

  • Clauncher — Level Unknown
  • Furfrou — Level Unknown
  • Gyarados — Level Unknown
  • Inkay — Level Unknown
  • Slowpoke — Level Unknown
  • Weepinbell — Level Unknown

Alpha Pokémon

Currently, there are no known Alpha Pokémon in Wild Zone 11.

Items Found

Items in this Wild Zone are currently undocumented. This section will be updated as more information becomes available.

Wild Zone 11 Notes & Tips

At this time, no additional noteworthy information has been discovered for Wild Zone 11. Stay tuned for updates.


About This Page:
This page is maintained by The Game Haus Pokémon team and is updated regularly as new information, trailers, and guides are released.

Last Updated: October 16, 2025

Stay Connected

Explore more guides like this in our Pokemon Legends Z-A Guides section. Don’t forget to check out other sports and esports articles by our talented writers, including Robert, at The Game Haus.

“From Our Haus to Yours.”

https://thegamehaus.com/pokemon-legends-z-a/pokemon-legends-z-a-wild-zone-11-guide-all-pokemon-items-more/2025/10/16/

Key Longhorns lineman will miss Kentucky game

The Texas offense truly impressed in the second half against Oklahoma during the 2025 Red River Rivalry.

Coming into the game, the Sooners boasted one of the best defenses in the sport. However, the Longhorns managed to dismantle that reputation, making Oklahoma’s defense look anything but formidable in the final 30 minutes of game time.

Texas’s strong offensive performance played a key role in shifting the momentum and ultimately defining the outcome of this intense rivalry matchup.
https://www.kxan.com/sports/key-longhorns-lineman-will-miss-kentucky-game/

Ananta’s ‘kitchen sink’ approach to game design is as overwhelming as it is impressive

Some folks will tell you that comparisons are a lazy crutch for critics. Don’t tell your reader what a game is like; tell them how it stands on its own merits. The problem is that game design is an iterative process. One of the first video games was *Tennis for Two*, but the first breakout hit was eerily similar, yet much more refined: *Pong*. Hell, we used to call FPSs “Doom clones.”

Comparison is a useful tool because so much of game design is based on iterating on the competition. *Ananta* takes this logical endpoint by essentially acting as a blender to emulsify popular game mechanics together for something bizarrely unique in its sheer lack of new ideas.

### An Everything Bagel Game

So what is NetEase’s next big game? Well, to use a useful crutch, it is one part *Grand Theft Auto* open world, one part *Batman Arkham* combat. There is a dash of *Like A Dragon’s* zany side missions, a touch of *Spider-Man* movement, alongside some of the bones of a linear Sony first-party action game. There is also a sprinkle of *Persona* character building.

All of this is held loosely together with an anime aesthetic and gacha structure that amounts to a game feeling like a dozen experiences you’ve had before—resulting in something less than the sum of its many parts.

In a lot of ways, it’s like an everything bagel, or, more accurately, it’s like when you were a kid and your friends mixed together every flavor drink at the freestyle machine for something truly nightmarish. *Ananta* won’t make you want to throw up like a Coke, Pepsi, Seven-Up, and milk combo drink, but even after a thirty-minute demo, I can tell that its “everything, everywhere, all at once” game design approach is making me wince in places.

None of these elements are bad; in fact, in isolation, they are excellent distillations of the core ideas they are borrowing from other games. Developer Naked Rain clearly understands that video game innovation comes from iteration. However, when this many elements are combined together after being recreated so authentically, the disparate pieces quickly rub against each other and cause an untold amount of friction while playing *Ananta*.

### Concessions in the Name of Volume

This first became apparent as soon as I started playing. The demo kicks off with a story mission where our Spider-Man in a sharp business suit is ambushed by countless assailants. This is where you’re introduced to the first form of combat: hand-to-hand Arkham-style brawling.

In theory, this combat plays out just like a *Batman: Arkham* game, or *Middle-earth: Shadow of Mordor*-like, or *Mad Max*-like. Take your pick. However, in practice, because so many buttons on the controller have been reserved for movement abilities you use in the open world, punching and blocking are shifted to the shoulder buttons—making the controls feel much less comfortable.

This is further exacerbated when you take out a gun, as the triggers are reserved for special moves, meaning aiming and shooting are also assigned to the shoulder buttons. That said, in scripted missions like the one I played, it’s not like you’ll need to worry about hitting your shots. The car chase segment I played through was nearly impossible to fail.

In these sequences, you magically forgo the need to reload with your assault rifle, letting loose an endless barrage of bullets.

These issues are far from deal breakers, but every element of the game feels like it has to cede ground to several other mechanics and ideas in order for things to keep functioning.

This game does have GTA-inspired driving, which I describe that way because the driving model feels just like GTA rather than other open-world driving games. However, why would you ever use that when playing as the main character, or Captain, who can literally swing above the traffic at twice the speed? Or when you could fast travel on the subway—which, yes, also has the Spider-Man-esque loading screens of the Captain commuting with city locals?

### Gacha Theft Auto

It’s worth noting that this gameplay diversity is somewhat justified both narratively and structurally.

You see, *Ananta* will apparently be a free-to-play gacha game. This means you’ll take on the role of an ever-growing cast of characters, expanded through updates and endless pulls. So, yeah, it makes sense that one character controls like Peter Parker and another has an electric unicycle to get around quickly.

In fact, gacha mechanics are one of the few things that seem cleanly integrated with the overall GTA-like open world. You’ll be able to create a roster of three characters you can quickly swap between with a “zoom out on a world map and then zoom back in” quick menu—directly inspired by GTA 5. Usually, you’ll pick up with your new character in the middle of a funny little encounter.

Keeping up the pattern of borrowing beloved mechanics, the character building from *GTA: San Andreas* is also present. After trying some side missions, I found myself taking one of my characters to the gym to level up their stats and abilities—like CJ trying to get cut.

Are gacha pulls and character leveling really something I wanted in my GTA-like game? Not really. I can’t exactly see myself excited to spend a bunch of money to pull a legendary future cop. However, I am apparently in the minority, considering the game’s recent Tokyo Game Show trailer has over five million views on the official PlayStation YouTube channel alone.

### Like Like A Dragon

After all that, and having played the game myself, I still can’t help but wonder: What am I doing in *Ananta*? What is this game?

Yes, it will have a main narrative focusing on the Captain, with set pieces and the like, but what am I doing with the roster of gacha characters? Why would I continue to put time and money into a free-to-play GTA-like?

It seems like each character you gain access to will have their own set of missions. These missions seem to lean into the wackiness of *Like A Dragon* sub-stories, with the structure of GTA filler content.

In the mission I played, I was tasked with delivering a mysterious crate in the back of a kei truck to a destination. After a quick hand-to-hand brawl and some driving, it quickly became clear that what I was delivering was a sleeping vampire—who eventually awoke due to our rough driving and vomited rainbows.

Yeah, I don’t really know either.

This mission capped off with an admittedly pretty funny sequence where the bunny girl I was playing as was recruited to continue making similar deliveries before she could even protest.

While this cutscene was fun, I realized I was ultimately partaking in the much-derided GTA mission structure, which has rightfully been called out as padded filler since *GTA 3*. I drove to a place, beat up some guys, got in a car, listened to some character dialogue as I drove, and finished the mission.

While games like *Genshin Impact* and *Honkai Star Rail* have similarly repetitive mission structures, the gameplay that they’re based on is inherently more engaging moment to moment. Genshin’s exploration and Honkai’s turn-based combat both lend themselves to a satisfying rhythm of completing dailies.

I am skeptical I would ever find similar joy driving the same streets repeatedly for missions like the one I played in *Ananta*.

### Less Is More

The more I think about it, the more *Ananta* might well be the everything bagel of video games. It sounds great on paper because I am getting a bunch of all the things I love, all filled with salmon and other toppings.

However, halfway through eating an everything bagel, I usually have the same thought: “I kinda wish I was just having a poppy-seed bagel with cream cheese. Nothing fancy, but doing one thing better than anyone else.”

I may well end up eating my words, but I wish *Ananta* was doing less.

The idea of an anime-style GTA-like game is fun, but there are so many systems and ideas taken wholesale from other games that it ends up cluttering itself with constant bloat.

While gaming innovation usually starts with borrowing someone else’s good idea and building on it, I don’t know if yanking a dozen different ideas and adding nothing to them will lead to anything other than an overcomplicated bagel.
https://www.shacknews.com/article/146329/anantas-kitchen-sink-approach-to-game-design-is-as-overwhelming-as-it-is-impressive

Yokozuna Stroll Through London Eating Hotdogs

Wrestlers were recently seen posing for commemorative photos with Hello Kitty, who, originally from London, is serving as the official ambassador for the tour.

Dressed in traditional attire, the wrestlers visited popular tourist spots such as the London Eye, Buckingham Palace, and Westminster Bridge. Their presence drew attention from locals and tourists alike, many of whom were eager to take photos with them.

At one point during their walk, the pair stopped to enjoy hot dogs, laughing and savoring the local street food.

As excitement builds for sumo’s first London performance in 34 years, banners have already been raised outside the historic Royal Albert Hall, the venue set to host the event. According to organizers, tickets for the 27,000-seat venue are almost sold out ahead of opening day.

Source: TBS.
https://newsonjapan.com/article/147290.php

Ball x Pit review: The deadliest ball pit you’ll ever see

I find myself growing more and more tired of roguelikes lately, and I don’t really believe in “guilty pleasure” as a concept. But if you held a gun to my head and asked me to identify my gaming guilty pleasure, I’d probably answer with **Vampire Survivors**. It’s the perfect combination of brainless dopamine and just-thoughtful-enough build-crafting that makes me dump hours into something that isn’t up to my usual tastes.

So when another game in the “like Vampire Survivors, but with a Specific Twist” pool floats up to the surface, I’ll gladly check it out. This time it’s **Ball x Pit**, a strange combination of brick-breaker (think *Arkanoid*) and survival roguelike, with a touch of base-building and… pachinko, kind of? It’s an odd one, and with a somber tone and setting that combines *Wizardry* with something like *Made in Abyss* (without the excess, mind), it definitely has a distinct vibe.

It’s fun to play with its unique mechanics and combination-oriented system, but it’s extremely grindy and has some issues making its own nuances stand out.

### Ballbylon’s Fall

The story is very silly. The city of **Ballbylon** is hit with a massive (ball-shaped, of course) meteor, which pierces the depths of the Earth and leaves a clean, morbidly intriguing pit in its wake. Naturally, the surviving locals decide to explore the pit, and find several layers of godforsaken horrors inhabiting the abyss.

But they also find hella resources, so into the pit they go, with their fancy makeshift elevator platform. Each explorer has the power of combat pinball or something, with unique powers they can use to take down hundreds of skeletons, dragons, sand lizards, and whatever else they come across on their way to the bottom. If there even is one.

### Combining Powers Like Never Before

The cool thing about *Ball x Pit* is where it takes the idea of combining powers. We see this all the time with games like *Vampire Survivors*, where you can combine two powers to make a new one. But while most games treat those combinations as a setup for an endgame state, *Ball x Pit* pushes those combinations freely—not just as power-ups but as a way to clear up an inventory slot.

And not only are there specific evolutions, but powers that don’t evolve can still be crammed together to fit both effects into one ball. There’s a rush to get new powers, level them up fast, smash ’em together regardless of the result, and keep going as much as you can before the level’s boss shows up.

It makes for some wacky builds by the end, albeit ones that lack cohesion compared to similar games. I can put these things together!

### The Grind Sets In

It’s a fun premise, but it immediately stumbles over itself by how obnoxiously grindy *Ball x Pit*’s entire structure is. This game DPS-checks the bejeezus out of you, and if you aren’t set up in a way that does enough damage, the scroll of enemies will just take over and crush you effortlessly.

All you can do is watch, then collect some EXP and resources to build up the passive numbers in the background that make up the progression system. Back home, you build bases from blueprints you find in battle, giving you more passive upgrades and game-adjusting abilities. Also, more characters with their own powers.

So, there’s tons of unlocking, which is certainly exciting. But the pace can be glacial, especially as some of the passive benefits ask you to beat each stage with every character you can or require multiple upgrades that cost more and more resources.

Resources you barely earn in battle and mostly earn by doing these goofy, little pachinko-like maneuvers you can initiate after each run, giving you a stack of stuff—assuming you’ve smartly arranged your buildings and aimed true.

Some buildings can take several runs to afford, then you have to hit them a bunch of times, which may also take several runs as you adjust to the system. It can take forever to build up power, especially as you fill out the levels and have to get some of the more finicky characters through later stages.

### Numbers Must Go Up, or Die

Because of the serious DPS requirements, build-crafting suffers as a result. I found myself not caring about finding potential new evolutions after a while, skipping tons of different sub-weapons and powers I knew wouldn’t get me through the level.

It was also hard to discern, in the moment-to-moment action, the differences between many of the power-ups beyond basic stuff like damage over time or area of effect. It was always about damage: how quickly enemies could be cleared before the screen got crowded.

I couldn’t tell you the specifics about some of my winning builds if my life depended on it. Heck, there’s even a character with a gimmick that chooses upgrades for you, which I often found success with due to its high stats.

Despite having a lot of verbs, stats, tinkering, and codexes, *Ball x Pit* feels brainless. I’m just clicking on things to make numbers go up, because numbers going up is the only way I’m going to get through a level.

There’s no clever strategy or hidden breakthroughs buried off the beaten path, which is weird in an action game based on pinball that you can mold into turn-based combat at one point.

### Final Thoughts

For all the gimmicks, ideas, and mechanics *Ball x Pit* has up its sleeves, it’s so focused on *Being a Roguelike* that it misses the forest for the trees and corners you with stats from the jump.

While *Vampire Survivors* makes me sidestep my own tastes, *Ball x Pit* simply reinforced them.

### Availability

*Ball x Pit* is available on **October 15, 2025**, for PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch. A Switch code was provided by the publisher for this review.
https://www.shacknews.com/article/146348/ball-x-pit-review-score

ソフトバンクがサヨナラ勝ち CSファイナル開幕

スポーツ|ソフトバンクがサヨナラ勝ち CSファイナル開幕

2025年10月15日 21:35 更新:21:38

プロ野球のクライマックスシリーズ(CS)は15日、セ・パ両リーグのファイナルステージ(6試合制)が開幕しました。

パ・リーグではソフトバンクが延長10回に劇的なサヨナラ勝ちを収め、北海道日本ハムファイターズに2-1で勝利しました。

この勝利により、ソフトバンクはリーグ優勝チームとしてのアドバンテージを生かし、シリーズの好スタートを切りました。

※本記事は有料会員限定です。クリップ機能は有料会員のみご利用いただけます。

7日間無料トライアル1日37円で読み放題の年払いプランもご用意しています。

https://www.nishinippon.co.jp/item/1411733/

Ananta’s ‘kitchen sink’ approach to game design is as overwhelming as it is impressive

Some folks will tell you that comparisons are a lazy crutch for critics. Don’t tell your reader what a game is like; tell them how it stands on its own merits. The problem is that game design is an iterative process. One of the first video games was *Tennis for Two*, but the first breakout hit was eerily similar, yet much more refined: *Pong*. Hell, we used to call FPSs “Doom clones.”

Comparison is a useful tool because so much of game design is based on iterating on the competition. *Ananta* takes this logical endpoint by essentially acting as a blender to emulsify popular game mechanics together for something bizarrely unique in its sheer lack of new ideas.

### An Everything Bagel Game

So, what is NetEase’s next big game? Well, to use a useful crutch, it is one part *Grand Theft Auto* open world, one part *Batman Arkham* combat. There is a dash of *Like A Dragon*’s zany side-missions, a touch of *Spider-Man* movement, alongside some of the bones of a linear Sony first-party action game. There is also a sprinkle of *Persona* character building.

All of this is held loosely together with an anime aesthetic and gacha structure that amounts to a game feeling like a dozen experiences you’ve had before—resulting in something less than the sum of its many parts.

In a lot of ways, it’s like an everything bagel. Or, well, maybe more accurately, it’s like when you were a kid and your friends mixed together every flavor drink at the freestyle machine for something truly nightmarish.

*Ananta* isn’t going to make you want to throw up like a Coke-Pepsi-Seven-Up-milk combo drink. But even after a thirty-minute demo, I can tell that its “everything, everywhere, all at once” game design approach is making me wince in places.

### Great Alone, Cluttered Together

None of these elements are bad; in fact, taken in isolation, they are excellent distillations of the core ideas they borrow from other games. Developer Naked Rain clearly understands that video game innovation comes from iteration.

However, when this many elements are combined together after being recreated so authentically, the disparate pieces quickly begin to rub against each other, causing an untold amount of friction in the act of playing *Ananta*.

### Concessions in the Name of Volume

This first became apparent as soon as I started playing. The demo kicks off with a story mission where our Spider-Man in a sharp business suit is ambushed by countless assailants. This is where you are introduced to the first form of combat: hand-to-hand Arkham-style brawling.

In theory, this combat plays out just like a *Batman: Arkham* game, or *Middle-earth: Shadow of Mordor*, or *Mad Max*. Take your pick.

However, in practice, because so many buttons on the controller are reserved for movement abilities used in the open world, punching and blocking are shifted to the shoulder buttons, making combat feel much less comfortable.

This is further exacerbated when you take out a gun, as the triggers are reserved for special moves, meaning aiming and shooting are also mapped to the shoulder buttons.

Although, when you are in a scripted mission like the one I played, it’s not like you’ll need to worry about hitting your shots—the car chase I went through was nearly impossible to fail.

In these segments, you magically forgo the need to reload your assault rifle, letting loose an endless barrage of bullets.

These issues are far from deal breakers, but every element of the game feels like it has to cede ground to several other mechanics and ideas in order for things to keep functioning.

The game does have GTA-inspired driving, which I describe that way because the driving model feels just like GTA rather than other open-world driving games. However, why would you ever use that when playing as the main character, or Captain, who can literally swing above the traffic at twice the speed? Or when you could just fast travel on the subway (which, yes, also has the Spider-Man-esque loading screens of the Captain commuting with city locals)?

### Gacha Theft Auto

It is worth noting that this gameplay diversity is somewhat justified both narratively and structurally.

You see, *Ananta* will apparently be a free-to-play gacha game, meaning you’ll take on the role of an ever-growing cast of characters, expanded through updates and endless pulls.

So, yeah, it makes sense that one character controls like Peter Parker while another has an electric unicycle to get around quickly.

In fact, gacha mechanics are one of the few things that seem cleanly integrated with the overall GTA-like open world.

You can even create a roster of three characters to quickly swap between via a “zoom out on a world map and then zoom back in” quick menu, which is right out of *GTA 5*—down to the fact that you’ll usually pick up with your new character in the middle of a funny little encounter.

Keeping up the pattern of borrowing beloved mechanics, the character building of *GTA: San Andreas* is also here. After trying some side-missions, I found myself taking one of my characters to the gym to level up their stats and abilities like CJ trying to get cut.

Are gacha pulls and character leveling really something I wanted in my GTA-like? Not really. I can’t exactly see myself excited to spend a bunch of money to pull a legendary future cop.

However, I am clearly in the minority, considering the game’s recent TGS trailer has over five million views on the official PlayStation YouTube channel alone.

### Like Like A Dragon

So after all that, and having played the game myself, I still can’t help but wonder: what am I doing in *Ananta*? What is this game?

Yes, it will have a main narrative focusing on the Captain, with set pieces and the like, but what am I doing with the roster of gacha characters? Why would I continue to put time and money into a free-to-play GTA-like?

It seems like each character you gain access to will have their own set of missions. These missions lean into the wackiness of *Like A Dragon* sub-stories, with the structure of GTA filler content.

In the mission I played, I was tasked with delivering a mysterious crate in the back of a kei truck to a destination. After a quick hand-to-hand brawl and a bit of driving, it quickly became clear that what I was delivering was a sleeping vampire, who eventually awoke due to our driving to vomit up rainbows.

Yeah, I don’t really know either.

This mission was capped off with an admittedly pretty funny sequence where the bunnygirl I was playing as was recruited to continue making similar deliveries before they could even protest.

However, while this cutscene was fun, I realized that I was ultimately partaking in the much-derided GTA mission structure, which has rightfully been called out as padded filler since *GTA 3*.

I drove to a place, beat up some guys, got in a car, listened to some character dialogue as I drove, and finished the mission.

While games like *Genshin Impact* and *Honkai Starrail* have similarly repetitive mission structures, the gameplay they’re based on is inherently a bit more engaging moment to moment.

*Genshin’s* exploration and *Honkai’s* turn-based combat both lend themselves to you finding a satisfying rhythm of completing dailies.

I am skeptical that I would ever find similar joy driving the same streets, over and over, for missions like the one I played in *Ananta*.

### Less Is More

The more I think about it, the more *Ananta* might well and truly be the everything bagel of video games.

It sounds great on paper because I am getting a bunch of all the things I love, all filled with salmon and other toppings.

However, halfway through eating an everything bagel, I usually have the same thought: “I kinda wish I was just having a poppy-seed bagel with cream cheese. Nothing fancy, but doing one thing better than anyone else.”

I may well end up eating my words, but I wish *Ananta* was doing less.

The idea of anime-style GTA is fun, but there are so many systems and ideas taken wholesale from other games that it ends up cluttering itself with constant bloat.

While gaming innovation usually starts with borrowing someone else’s good idea and building on it, I don’t know if yanking a dozen different ideas and adding nothing to them will lead to anything other than an overcomplicated bagel.
https://www.shacknews.com/article/146329/anantas-kitchen-sink-approach-to-game-design-is-as-overwhelming-as-it-is-impressive

Erling Haaland vs Harry Kane: Decoding their stats in 2025-26

By Rajdeep Saha | Oct 15, 2025 | 09:12 PM

**Erling Haaland and Harry Kane Start the 2025-26 Season in Style**

Erling Haaland and Harry Kane have kicked off the 2025-26 season on a high note for their respective clubs, Manchester City and Bayern Munich. Haaland has been exceptional in the Premier League, recently earning the September Player of the Month award. Meanwhile, Kane has stood out as a leader across Europe’s top five leagues, dominating both the Bundesliga and the Champions League.

Let’s take a closer look at the stats behind their impressive starts.

### Erling Haaland – Manchester City

**Season Overview:**
Haaland has scored a remarkable 12 goals and provided 1 assist in 9 matches across all competitions this season. Out of these, 9 goals and 1 assist have come in 7 Premier League games. The remaining 3 goals have been scored in 2 Champions League appearances.

**Premier League Performance:**
– Goals: 9
– Assists: 1
– Shots (excluding blocks): 28
– Shots on Target: 14
– Chances Created: 13
– Woodwork Hits: 1
– Touches in Opposition Box: 45
– Through-Balls Completed: 2
– Lay-offs: 6
– Take-Ons: 3

### Harry Kane – Bayern Munich

**Season Overview:**
Kane has been in phenomenal form, netting 18 goals and assisting 3 in 10 matches across all competitions. In the Bundesliga alone, he boasts 11 goals and 3 assists from just 6 matches. In the Champions League, Kane has scored 4 goals in 2 matches. Additionally, he scored once in Bayern’s German Super Cup victory and has 2 goals from one DFB-Pokal encounter.

**Bundesliga Performance:**
– Goals: 11 (including 4 penalties)
– Assists: 3
– Shots (excluding blocks): 19
– Shots on Target: 16
– Chances Created: 13
– Touches in Opposition Box: 32
– Through-Balls Completed: 5
– Lay-offs: 8
– Take-Ons: 6

### Champions League Comparison

**Erling Haaland:**
– Goals: 3
– Shots (excluding blocks): 8
– Shots on Target: 4
– Shots Converted to Goals: 3
– Chances Created: 0
– Touches in Opposition Box: 8
– Through-Balls Completed: 0
– Lay-offs: 2
– Take-Ons: 0

**Harry Kane:**
– Goals: 4 (including 1 penalty)
– Shots (excluding blocks): 8
– Shots on Target: 6
– Shots Converted to Goals: 4
– Chances Created: 6
– Touches in Opposition Box: 15
– Through-Balls Completed: 1
– Lay-offs: 6
– Take-Ons: 2

Both Haaland and Kane have made significant impacts for their clubs in the early stages of the 2025-26 season, showcasing clinical finishing and creative playmaking. While Haaland dominates through sheer goal-scoring prowess in the Premier League, Kane’s all-around contributions in Bundesliga and Champions League show why he’s a vital asset for Bayern Munich.

Fans across the world will be eager to see if these two prolific scorers maintain their exceptional form as the season unfolds.
https://www.newsbytesapp.com/news/sports/erling-haaland-vs-harry-kane-decoding-their-stats-this-season/story

Plans for Monster Hunter Wilds x Final Fantasy 14 collab started at Gamescom 2024

These last couple of weeks, Capcom and Square Enix released the **Monster Hunter Wilds x Final Fantasy 14 collaboration event**, bringing various Final Fantasy elements to Monster Hunter Wilds and vice versa. This isn’t the first time these two gaming giants have teamed up, and for this project, they were eager to collaborate again as early as Gamescom 2024.

### From Gamescom 2024 to Tokyo Game Show 2025: The Collaboration Journey

At Gamescom 2024, Monster Hunter Wilds Producer Ryozo Tsujimoto, Director Yuya Tokuda, and Final Fantasy 14 Producer and Director Naoki Yoshida had a pivotal meeting about teaming up once more. This discussion eventually set into motion a new series of collaboration plans, culminating in the event we saw this year. The game leads shared these insights during a roundtable interview at Tokyo Game Show 2025.

### A Collaboration Built on Mutual Trust

For those unfamiliar, Monster Hunter Wilds launched its Final Fantasy 14 collaboration event on **September 29, 2025**. This event introduced a hunt for Omega Planetes and a related storyline, alongside new gear and cosmetics such as the Dark Knight armor set, Soul of the Pictomancer, Chocobo and Moogle skins, and endemic life like Malboro and Cactuar.

Meanwhile, on **October 6, 2025**, Final Fantasy 14 released Patch 7.35, featuring an eight-player battle against the formidable Guardian Arkveld. This quest involved a Palico and its secret companion, while players could also enjoy Monster Hunter-themed cosmetics for their characters and mounts.

### Origins of the Partnership

According to Tsujimoto and Yoshida, the foundation for this latest collaboration was laid with the success of the 2018 Final Fantasy 14 x Monster Hunter World event. Their renewed partnership began in earnest over dinner at Gamescom 2024.

Ryozo Tsujimoto reflected on the relationship:
“I’ve known Mr. Yoshida for a very long time. I have a great deal of respect for his creativity and commitment as a producer. Our first collaboration happened quite casually — we just asked if there was anything we could do together, and that led to the original Monster Hunter World event.

Last year at Gamescom, I had dinner with Mr. Yoshida and my team. We reminisced about how much fun the last collaboration was. Monster Hunter Wilds wasn’t out yet, but we were already thinking about it. While no final decisions were made then, we agreed to have more productive talks, which eventually led to the agreement at Tokyo Game Show.”

Naoki Yoshida also shared his thoughts on working with Capcom’s Monster Hunter team:
“Working with the Monster Hunter team was a no-brainer, even back in 2018. When I took over Final Fantasy 14’s redevelopment between 2010 and 2013, the Monster Hunter team reached out to support us.

Tsujimoto-san told me, ‘Why are you taking on such a crazy plan? It seems like a lot, but if there’s anything we can do to help, we want to support you, whether the game is successful or not.’ Their support was instrumental, and it’s why Final Fantasy 14 is where it is today.”

### Looking Ahead: More Exciting Content on the Horizon

It’s clear that this partnership is built on a strong foundation of mutual respect and shared enthusiasm. Both teams hope the current collaborations will not only excite fans of their respective games but also encourage players to explore what’s happening in each title.

Importantly, nearly all the collaboration content in Monster Hunter Wilds and Final Fantasy 14 has been created from scratch. Yoshida noted, “There is one scene with a character drinking a potion that we reused in Final Fantasy 14, but everything else is completely new. This will make the event feel very different from the Monster Hunter World collaboration.”

With such dedication to originality and quality, fans can look forward to more innovative and compelling crossover events between these two iconic franchises in the future.
https://www.shacknews.com/article/146317/monster-hunter-wilds-final-fantasy-14-interview-tokyo-game-show-2025

PBA: Meralco blows big lead, holds off Blackwater for first win

Meralco Secures First Win of the PBA Philippine Cup with a 105-96 Victory Over Blackwater

MANILA, Philippines – The Meralco Bolts narrowly avoided another potential collapse as they defeated Blackwater, 105-96, on Wednesday at the Smart Araneta Coliseum. This win marked Meralco’s first victory in the PBA Philippine Cup, helping them bounce back after starting the season with two consecutive losses.

Chris Newsome led the team’s offense with 22 points, while four other players also finished in double figures, contributing significantly to the Bolts’ comeback and solid performance throughout the game.

With this win, Meralco gains momentum as the season-opening conference progresses, showing resilience and determination that could propel them further in the tournament.

https://sports.inquirer.net/644395/pba-meralco-blows-big-lead-holds-off-blackwater-for-first-win

Exit mobile version