logo
Hotel Inhumans Episode 3 Preview: Release Date, Time & Where To Watch

Hotel Inhumans Episode 3 Preview: Release Date, Time & Where To Watch

Hotel Inhumans
Hotel Inhumans takes place inside, well, Hotel Inhumans. It's a hotel designed for assassins and owned by a pair of assassins named Ikuro Hoshi and Sara Haizaki, who will do whatever they can to ensure that their customers get their desired demands.
On the line between life and death, two concierges, Namuro and Sara, who never say 'no,' are ready to grant every assassin's wish.
If you've been following this anime, you may be curious to find out when the next episode is releasing. Well, wonder no more!
Here is everything you need to know about episode 3 of Hotel Inhumans, including the release date, time, and where you can watch this.
Where Can I Watch Hotel Inhumans?
Hotel Inhumans is airing in Japan on TXN (TV Tokyo). For everyone else though, this one is also available to stream on Crunchyroll worldwide.
Hotel Inhumans Episode 3 Release Date
Hotel Inhumans Episode 3 will release on Sunday 20th July in Japan at approximately 11:45pm (JST). Of course, this means that for most of the world, this one will debut at approximately 3pm (GMT) / 8am (PT).
Hotel Inhumans's episodes will drop in the native Japanese language with subtitles. Dubbing may well arrive later on down the line, but will largely be dependent on how popular this anime will be.
How Many Episodes Will Hotel Inhumans Have?
It has been officially announced that Hotel Inhumans will drop with a 12 episode season order, which is consistent with the other seasons.
One episode will be releasing a week, while each chapter will run for around 23 minutes long. So with that in mind, we've got 9 more episodes left after this week's chapter.
Is There A Trailer For Hotel Inhumans?
Yes! You can find a trailer for Hotel Inhumans below:
What do you hope to see as the series progresses? What's been your favourite moment of Hotel Inhumans so far? Let us know in the comments below!
Orange background

Try Our AI Features

Explore what Daily8 AI can do for you:

Comments

No comments yet...

Related Articles

Top Bananza! Donkey Kong's long-awaited return is a literal smash-hit
Top Bananza! Donkey Kong's long-awaited return is a literal smash-hit

The Guardian

time6 hours ago

  • The Guardian

Top Bananza! Donkey Kong's long-awaited return is a literal smash-hit

When you think of Nintendo, it's almost impossible not to picture Donkey Kong. The ape that started it all, Donkey Kong's tie-donning, barrel-launching arcade antics introduced Mario to the world and almost bankrupted Nintendo in the process, after a near-miss legal battle over alleged King Kong copyright infringement. Yet despite Donkers' undeniable place in gaming history – and obligatory appearances in Smash Bros and Mario Kart – for the last few console generations, Donkey Kong platformers have been MIA. Enter DK's first standalone adventure in 11 years, Donkey Kong Bananza. While Mario's recent adventures saw him exploring the reaches of outer space or deftly possessing enemies with an anthropomorphic hat, DK's grand return is all about primal rage. Employing a similar voxel-based technology to Minecraft, DK's Switch 2 adventure swaps the former's thoughtful Lego-esque world-building for gleeful destruction, letting players shatter every colourful level into smithereens. As you smash and punch your way through walls, floors and ceilings, you can burrow all the way to the ground below, forging new paths and unearthing hidden treasures. It's a novel and enjoyably chaotic twist on the usually neatly ordered Nintendo platformer. 'Bananza started when my superior, Koizumi-san, came to our team and asked us if we could create a 3D Donkey Kong game,' recalls Donkey Kong Bananza producer and Super Mario Odyssey director, Kenta Motokura. It was a full-circle moment, he tells me, with the plastic bongo-controlled Donkey Kong Jungle Beat starting off his career at Nintendo 25 years earlier. 'The first time I ever played Donkey Kong was on Game and Watch, but as Donkey Kong became 3D, I started working on 3D games myself,' he says. 'In Donkey Kong Jungle Beat Koizumi-san was director and I learned a lot from him in terms of taking on new challenges and figuring out the characteristics of Donkey Kong.' The question was, with Donkey Kong's last foray into 3D being on the Nintendo 64, where would Nintendo take its monkey mascot next? Seeking wisdom from Mario creator Shigeru Miyamoto and Motokura's old boss, it wasn't long until the team were drawn to DK's gigantic, furry hands. 'Speaking with Miyamoto-san, who had worked on the original and on developing the DK games with Rare, he said that he had focused on the power and the actions of Donkey Kong, such as the hand claps,' Motokura says. 'We were testing voxel technology – we were actually using it in Super Mario Odyssey – and we thought that by bringing together and combining the power of Donkey Kong and the voxel technology, it would fit together with the theme of destruction.' Motokura and the Super Mario Odyssey team had their fair share of 3D platformer experience. But Bananza's game director Kazuya Takahashi, who joined the project midway through development, had only worked on open world RPGs. 'It wasn't too intimidating,' Takahashi says about the pressure of reviving Donkey Kong, 'because the team had worked on Odyssey as well, there were a lot of people on the team who had skills related to 3D platform action games.' Yet even with the team's platforming pedigree, the voxel-based destruction presented a unique challenge for Nintendo's Tokyo team. 'For this sort of game, where you can destroy anything, there was no precedent,' Takahashi says. 'So in that sense, we did struggle with various things. Developing the levels was quite challenging. For each stage, we wanted to make sure that the level would be fun even without that destruction element.' Luckily, the team wasn't going in blind – they had help from an all-star playtester. 'We had Miyamoto-san check the game occasionally,' says Motokura. 'But instead of progressing through the game, he just stuck to one point, smashing and digging around a lot. It was a good thing to see him playing that way … it proved that there are a lot of things that players could potentially be curious about in the game.' To many Nintendo fans, there is no Mario or Donkey Kong without Nintendo veterans like Miyamoto or Takashi Tezuka, but the next generation of developers tell me they're more than ready to carry on their mentors' legacy. 'Longtime developers like Miyamoto-san and Teztuka-san also allow us younger developers to discuss things on the same level, so in that sense, I think a lot of ideas are going to be shared among the developers,' Motokura says. 'Newer, younger developers are also going to carry on the legacy of the developing that we do at Nintendo.' 'Although I joined this team partway through, I really enjoyed the work that I was able to do on this team, and that Nintendo was very open to being able to explore these kinds of new and challenging concepts,' Takahashi reflects. 'Having the freedom to find your own shortcuts in Bananza … In that sense, there's an expanded level of freedom compared with Odyssey and we were really able to provide a completely new kind of gaming experience.' Like most millenials, I've been reliving my mispent youth via the ultimate piece of playable noughties nostalgia: Tony Hawk's Pro Skater 3+4. While there are some disappointing soundtrack omissions (and a bizarrely stripped-down take on 4's original sandbox campaign), grinding and kickflipping your way across Rio, London, Canada and Alcatraz is still as compulsive as it was in the early 2000s. While players of the originals might grimace at the lack of Alien Ant Farm, Papa Roach and Less Than Jake, the addition of Denzel Curry, Turnstile, Fontaines DC, Drain, Vince Staples and Mastodon – whisper it – almost makes up for it. Almost. This time around, I've opted to flail and face-plant on Nintendo's shiny new Switch 2. One of the first third-party releases on the platform, it's a surprisingly solid port, allowing me to take my trick-tastic escapades with me wherever I go. Here's hoping future Switch 2 ports fare as well. Ultimately, while this isn't quite as lovingly made as Vicarious Vision's 2020 1+2 remakes, when you're in the zone and have that six-figure high score going, Pro Skater is still an arcade-like thrill that satisfies like little else. Available on: Switch 2, PS5, Xbox, PCEstimated playtime: 20-2,000 hours, depending on how gnarly you are Sign up to Pushing Buttons Keza MacDonald's weekly look at the world of gaming after newsletter promotion Stop Killing Games, a petition dedicated to preserving online media, has received 1.2m signatures, prompting a response from one of the vice-presidents of the European parliament, Nicolae Ștefănuță. The initiative seeks to highlight consumer rights and navigate the complexities of 'ownership' in a world where live service games are turned off. A noble fight, but I'm still a little shocked that this has all kicked off because of The Crew, of all games. You can read more on PC Gamer. Did you miss out on nabbing anything from the PS5 30th Anniversary range last year? Fear not, fellow stuff lovers, as these retro PS1-inspired controllers, consoles and PS Portals are getting a restock on 21 July. I absolutely adore my anniversary controller, so I thought I'd selflessly share the news. Get all the details over on Eurogamer. After laying off thousands of its workforce, several Xbox employees have added salt to the wound by endorsing AI, in two rather tonally insensitive LinkedIn posts. In one, a publishing lead suggested that laid-off employees should turn to AI for career guidance, while in the second, Xbox posted a job advertisement that clearly used an AI image. Aftermath has a suitably depressing summary of events. 'The way a child plays is the way they live': how therapists are using video games to help vulnerable children 'It fully altered my taste in music': bands reflect on the awesome power of the Tony Hawk's Pro Skater soundtracks Cosy video games are on an unstoppable rise. Will they unleash a darker side? Gaming in their golden years: why millions of seniors are playing video games Reader P Holck asks this question about how to bridge the generational gaming divide: 'I used to really enjoy my son's Civilization III. Now I've bought a PlayStation 5 and thought I'd play some modern and more active games. But the ones I've tried are simply too hard – I get stuck and have no idea how to move forward! What games do you recommend for a 70-plus player?' First, congratulations on taking the playable plunge! Much like encountering a genre of music for the first time – or, heaven help you, getting into anime – reconnecting with gaming can often feel overwhelming. Finding genres that you click with can be challenging – let alone having to learn the increasingly complex control schemes, gameplay mechanics and visual cues that longtime players take for granted. It's hardly an action-packed experience, but a game I'd recommend if you liked the original is Tetris Effect – which takes the classic block-dropping puzzler and adds a psychedelic visual layer, taking you on a weirdly profound journey. Uncharted 4: A Thief's End and 2018's God Of War are both good action games to start with. They are fun story-led epics, and the gameplay is fairly simple at lower difficulty settings, giving you a good grasp of third-person game mechanics. If you want something a bit deeper, The Witcher 3 is a brilliantly immersive RPG, as is Baldur's Gate 3 – the latter of which comes with the option of pausing combat to help make the action more manageable, and the Mass Effect trilogy offers a nice blend of turn-based RPG choices and third-person action. Last year's Astro Bot is a jolt of colourful, platforming-based serotonin. If you're after something a little scarier, the Resident Evil 4 remake and The Last Of Us Part 1 are modern masterpieces, and again, have lower difficulty settings to help ease you in. Best of luck – let us know how you get on. If you've got a question for Question Block – or anything else to say about the newsletter – hit reply or email us on pushingbuttons@

Donkey Kong Bananza review - delirious destruction derby takes hammer to platforming conventions
Donkey Kong Bananza review - delirious destruction derby takes hammer to platforming conventions

The Guardian

time6 hours ago

  • The Guardian

Donkey Kong Bananza review - delirious destruction derby takes hammer to platforming conventions

A lot rests on Donkey Kong Bananza. As Nintendo's first major single-player Switch 2 game, it will set the quality bar for the console in the way Breath of the Wild did when the original Switch was released. But as the latest game from the team responsible for the exceptional 3D Mario series, it is already begrudged by some Nintendo fans as a distraction: what could possibly be so exciting about a tie-wearing gorilla to justify making Bananza ahead of another Super Mario Odyssey? Donkey Kong demolishes those concerns. He demolishes a lot in Bananza. It may resemble a Mario 64-style 3D platformer on the surface, with its themed worlds festooned with giant bananas to sniff out and collect, but DK's fists show total disregard for the playground as built. All terrain is destructible. Mash the buttons and his powerful arms thump tunnels through hills, pound pristine lawns into muddy craters and tear up wodges of stone to swing as sledgehammers for even speedier landscaping. He is less a platforming mascot than a potassium-powered level editor. On a primal level, that's almost enough to hold your attention. There's an easy, repeatable joy in throwing a punch this well programmed: the jolt of pause as knuckles collide with rock, the snarl of Joy-Con 2 rumble, the way surfaces splinter before another hit brings down the entire wall. I can see Bananza having a second life as an executive stress reliever; a virtual rage room where you heave exploding boulders at cliffs to reduce them to pockmarked swiss cheese. You can even invite a co-op pal along to shoot projectiles from DK's back and accelerate the chaos (or act as a devilish tag along to a player trying to avoid any carnage). There is motivation behind the mayhem. The existing Kong clan (getting some choice cameos that channel the comic spirit of Rare's Donkey Kong Country games) is expanded by villainous mining Kongs set on snagging a treasure at the planet's core. En route they kidnap Pauline, the young singer whom Donkey Kong originally snatched in his arcade debut. But Kong and Pauline are on better terms here: she coaxes animal superpowers by belting out powerful earworms straight into his skull. If my plot recollection seems hazy, it's only because it's been supplanted in my mind by her Latin pop ditty about the joy of being a zebra. This is a strange world but an even stranger platforming proposition. How do you design obstacles for a hero who can tunnel under laser fences or jackhammer doorways through barriers that would have stopped Mario in his tracks? Truthfully, it takes a beat to find the answers. There is an initial mushiness to worlds that can be excavated from any angle. Sometimes you blindly mine into rewards intended for challenges you have not yet uncovered or parsed, and the haphazardness of these unearned prizes has you wondering, for a second, if the game's freeform audacity rings as hollow as the caves you're punching into existence. But no. Later, rolling plains and jaunty lagoons make way for more dangerous landscapes, where solid ground protects you from poison swamps, icy lakes and lava. Down here, land is life, so your treatment of it becomes more deliberate, your strikes more surgical. When metal caterpillars gobble a wooden life raft or a pogoing menace punches through a platform you tenderised into a thin sliver, you suddenly appreciate the method in Nintendo's morphable madness. Boss fights make exceptional use of fragile terrain, keeping DK from walloping chunks from their giant bodies by rendering arenas more and more uneven as fights unfold. The only fumble in these later stages is the overpowered nature of the Bananzas themselves. These animal transformations imbue DK with speed, flight, strength and more, and when contained in the challenges or levels built for them they sing. You are reminded of Mario's Odyssey possessions and how perfectly realised each of those physical sensations was. But taken out of that context – when returning to earlier stages to mop up collectibles, for example – they become instant win buttons, dulling the ingenuity of Nintendo's platforming designs. I'm not sure Bananza has the same legs as Mario Odyssey. Where that game blossomed in a rich, post-credit endgame, DK lives more in the moment: moving ever forward, chewing through new ideas and never stopping to pulverise the roses. Come the game's epic climax, he has smashed through concrete, rubber, watermelon, ostrich eggs, entire Donkey Kong Country homages, glitter balls – even the NPCs he's trying to protect. If the weight of Switch 2 does lie on his shoulders, that's just one more tool to bash a hole in the universe. His appetite for destruction is infectious.

Dandadan season 2: what time is Dan Da Dan episode 3 out?
Dandadan season 2: what time is Dan Da Dan episode 3 out?

Scotsman

time10 hours ago

  • Scotsman

Dandadan season 2: what time is Dan Da Dan episode 3 out?

Dandadan's Evil Eye arc will continue with another episode - what time is it out? 👽👻 Sign up to our daily newsletter Sign up Thank you for signing up! Did you know with a Digital Subscription to Edinburgh News, you can get unlimited access to the website including our premium content, as well as benefiting from fewer ads, loyalty rewards and much more. Learn More Sorry, there seem to be some issues. Please try again later. Submitting... Dan Da Dan will be back with another episode this week. The Evil Eye arc will continue on Netflix and Crunchyroll. But when exactly can you watch Dan Da Dan? Dandadan's much anticipated second season continues to thrill audiences. The anime blockbuster is set to release another episode this week. Netflix and Crunchyroll both have the rights to the series - which is based on the manga by Yukinobu Tatsu. Dan Da Dan took the world by storm when it debuted last autumn and the second season has continued the success. Advertisement Hide Ad Advertisement Hide Ad The first three episodes of the season were released in cinemas in June - but the Evil Eye arc has now come to the small screen. Find out when you can watch the next episode: What time is Dandadan season 2 episode 3 out? Dan Da Dan season 2 is starting on July 3 | Netflix Fans will be wanting to make sure they know exactly when the first episode of season two will be released. Episodes will be released weekly on Netflix and Crunchyroll - the same as the first series. Dan Da Dan season two episode three will be released this week on Thursday (July 17). It is due to land on streaming platforms, including Netflix, at 5pm BST for UK audiences - Noon ET/ 9am PT for viewers in America. Who is in the cast of Dan Da Dan season 2? Momo Ayase - Shion Wakayama (Japanese), Abby Trott (English) Ken Takakura (Okarun) - Natsuki Hanae (Japanese), A.J. Beckles (English) Seiko Ayase - Nana Mizuki (Japanese), Kari Wahlgren (English) Aira Shiratori - Ayane Sakura (Japanese), Lisa Reimold (English) Jin Enjoji - Kaito Ishikawa (Japanese), Aleks Le (English) The cast features plenty of familiar voices, Shion Wakayama is Yunli in Honkai: Star Rail as well as Ellen Joe in Zenless Zone Zero. Advertisement Hide Ad Advertisement Hide Ad Natsuki Hanae is the Japanese voice of Tanjiro in Demon Slayer. He has also had roles in Tokyo Ghoul, Food Wars, Haikyu!! and more. Abby Trott is the voice of Nezuko in the English dub of Demon Slayer - so a few links to the famous anime in this show. She is also Shizuka Mikazuki in Zom 100: Bucket List of the Dead. If you love TV, check out our Screen Babble podcast to get the latest in TV and film.

DOWNLOAD THE APP

Get Started Now: Download the App

Ready to dive into a world of global content with local flavor? Download Daily8 app today from your preferred app store and start exploring.
app-storeplay-store