All of Resident Evil Village’s Villains Revealed

The Internet is already obsessed with Resident Evil Village’s towering Lady Dimitrescu – but she will be only one of four main Lords who serve Mother Miranda in the game. Today, IGN can exclusively reveal the full roster of these villainous boss characters, as well as a little info on the horrific locations they each inhabit.

After playing the main game for five hours, I was still in Castle Dimitrescu, but the game’s map – which we revealed last week – shows that this is only one area in a much larger game. Each area is not just unique from a visual standpoint, but also comes with different enemy types, gameplay mechanics and boss fights. The village, located somewhere in Eastern Europe, is ruled by a figure known as Mother Miranda. She comes across as a type of cult leader, and the villagers can be seen worshipping her like a deity.

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In previous footage, you can see Lady Dimitrescu talking with Mother Miranda over the phone. From their conversation, it becomes clear that even everyone’s favorite giantess is a servant to Mother Miranda. Mother Miranda has four main servants located in different areas of the village, known as the four Lords – of which Lady Dimitrescu is one. The four Lords function as the game’s main villains. “Village’s creatures and characters were inspired by classic gothic horror. Lady Dimitrescu was inspired by vampires, while other characters were based on werewolves, mermen and ghosts,” Village’s art director Tomonori Takano explains.

Portraits of Mother Miranda and the four Lords, found in a church inside the village.
Portraits of Mother Miranda and the four Lords, found in a church inside the village.

Caption: Portraits of Mother Miranda and the four Lords, found in a church inside the village.

Lady Dimitrescu and her castle have already been introduced in detail, so let’s see what the other lords and their hideouts look like in this exclusive reveal.

Karl Heisenberg and Heisenberg’s Factory

Karl Heisenberg can be seen in multiple trailers. He is an engineer who lives in his family factory. Heisenberg carries a giant iron hammer with one hand, while he casually holds a cigar in the other hand. With sunglasses, a hat and leather jacket, Heisenberg’s design seems rather extravagant for someone in a remote Eastern European village. Takano says that like Lady Dimitrescu, his appearance was inspired by fashion from the 1960s.

Karl Heisenberg
Karl Heisenberg

Turning the act of killing into a game, the session of Heisenberg’s torture that takes place in the beginning of the game sets a good example of what this character is capable of. Having barely survived his games during my hands-on, just thinking about what could be awaiting at Heisenberg’s Factory makes me shiver.

Compared with other areas in the village, the factory appears to be in sync with the times, with modern facilities available. Another aspect that differentiates the factory is the fact that it’s not covered in snow. The factory is located on the Northeastern edge of the map, perhaps on a lower altitude.

Heisenberg's Factory
Heisenberg’s Factory

Salvatore Moreau and Moreau’s Reservoir

Salvatore Moreau’s design was inspired by mermen from gothic horror. Compared with the other humanoid Lords, Moreau looks more like your typical Resident Evil creature. Moreau hides most of his appearance with a long robe. The character briefly made an appearance during my time playing the game, waddling into view in a scene where protagonist Ethan is at the mercy of the four Lords. ”We designed Moreau with the concept of creating the most repulsive character on Earth,” Takano says.

Salvatore Moreau
Salvatore Moreau

Moreau lives by a reservoir close to an obsolete fishing village. Two windmills can be spotted nearby on the game’s map, one being displayed in the image above. The windmill has a ladder, suggesting that players might be able to climb all the way up.

The game map also shows an illustration of a huge whale-like monster in the reservoir, which can also be briefly spotted in the latest trailer. Takano mentions that the lake he saw when traveling to Eastern Europe for research was frozen, but the team eventually decided against including a frozen lake in the game, as it would be hard for the area’s creatures to survive under such conditions.

Moreau's Reservoir
Moreau’s Reservoir

Donna Beneviento and House Beneviento

Donna Beneviento operates a puppet called Angie. Clad in mourning black with her face covered, everything about Donna remains a mystery. Another question that remains is to what extent Angie is alive. Director Morimasa Sato says that when presenting the game to his Capcom colleagues in the United States, he was surprised to find out that many people found the duo to be the most frightening of all of the Lords.

Donna Beneviento
Donna Beneviento

“In the United States, people’s reactions towards the puppet were pretty intense,” Sato says. “Of course, this made me happy, but as a Japanese person, it surprised me that they found the puppet that scary.”

Takano says that for Angie’s design, the team went for something they hoped would have instant impact rather than being purely frightening, but he is also happy that the reactions turned out this way. Donna and Angie live at House Beneviento, located on the outskirts of the village. No visitors ever come by. Sato hinted that House Beneviento is in many ways an evolution of the horror elements he used in Resident Evil 7 – and we won’t have to wait long to find out what that connection will be.

House Beneviento
House Beneviento

Resident Evil Village is set to release on May 7. Be sure to check out our in-depth preview of the first five hours of the game. For those curious about the last-gen version, be sure to check out our PS4 Pro gameplay footage. If you can’t wait to get your blood drained by Lady Dimitrescu, don’t miss our feature on the towering villain, and also be sure to check out our reveal of the game’s map and Mother Miranda art. Look forward to more exclusive Resident Evil Village content throughout April as part of IGN First.

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Esra Krabbe is an editor at IGN Japan. He’s confident the four Lords will give him plenty of sleepless nights.

8BitDo Pro 2 Review

At first glance the 8BitDo Pro 2 may look nearly identical to the SN30 Pro+ controller that came before it. While it shares the same design, the new model has some meaningful improvements both physically and with its optional software. With more of an emphasis on “pro” than ever before, this is the definitive 8BitDo controller to own for retro enthusiasts and modern gamers alike.

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8BitDo Pro 2 – Design and Features

Drawing inspiration from the SNES controller, the 8BitDo Pro 2 has an immediate nostalgic feel, albeit with contemporary features like dual analog sticks, vibration, and more. The controller has great ergonomics, so it feels comfortable to hold. It’s very comparable to PlayStation’s DualShock 4 controller in both size and weight – with the Pro 2 weighing just 18 grams more than Sony’s controller. Even the “enhanced grip” on the back of both controllers feels the same. The major difference is that the stems are a bit straighter on the 8BitDo, while the DualShock 4 extends at more of an angle.

As far as compatibility goes, the Pro 2 can be used with Nintendo Switch, Windows PCs, macOS computers, Android smartphones and tablets, and Raspberry Pi. It supports Bluetooth 4.0 on all compatible devices, as well as a wired mode, if you prefer.

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8BitDo has nearly perfected the modern D-pad, reproducing something that feels like the best version of what appeared on the SNES controller while maintaining the original size, shape, and feel. Opposite the D-pad are four face buttons (laid out in Nintendo’s A/B/X/Y style) which have a satisfying click when pressed. They are slightly taller than the buttons found on modern controllers like the DualShock, DualSense, and Xbox Series X/S controllers – but the point at which the button registers a press feels roughly the same.

The analog sticks sit below the pill-shaped Start and Select buttons and are spaced out just a tad more than the DualShock 4’s analog sticks. The sticks themselves feel a bit stiff, but very responsive, snapping back to the default position almost instantly. Both have a distinct click when pressed in and a comfortable groove for your thumbs.

8BitDo Pro 2 Review

On top, the L and R buttons are similar to what you’d find on a SNES controller as well. They are both long, narrow buttons that curve with the controller and are easy to press. Further back, the L2 and R2 buttons feel great. They are easy to press down, but have a bit of tension to them. In fact, these are analog triggers, meaning they can distinguish how far they are being pressed for games that support it.

Also on the front of the controller are 8BitDo’s two signature buttons: Star and Heart, each on opposite sides of the controller. These buttons function as the screenshot and home buttons on Nintendo Switch, respectively, but can be mapped to whatever you like on any platform. There’s also a button in the center that allows you to quickly toggle between three preset profiles that you can customize.

8BitDo Pro 2 Review

On the back are two “pro” back paddle buttons. These low-profile buttons are nestled comfortably into the natural curvature of the grips and make an audible click when pressed. This is one of the new features on the Pro 2, and is a nice touch for those looking to optimize their inputs. Another new feature is a small toggle switch on the back that allows you to select between four devices to connect to: Switch, macOS, Android, and Windows. This is a welcome improvement over previous 8BitDo controllers which required holding the Start button and one of the face buttons simultaneously in order to change the paired device.

There’s also a battery door that houses 8BitDo’s removable 1000mAh lithium-ion battery pack, allowing you to replace it if necessary without buying a new controller. The battery lasts for around 20 hours on a single charge and can be recharged in roughly four hours via the USB-C port on top of the controller. Wired modes are supported for playing and charging simultaneously, however, you’ll likely want to pick up another USB-C cable as the one provided is only about three feet long.

8BitDo Pro 2 Review

8BitDo Pro 2 – Software

8BitDo’s Ultimate Software tool is the bread and butter of its modern controllers. By plugging in to your PC or Mac, you can customize just about every aspect of the controller to suit your playstyle.

What sets the Pro 2 apart is that it can now be configured with either an iOS or Android device via a companion app. This is an absolute game changer, as it allows even casual gamers to begin tinkering with their controller and easily remap the buttons to their liking. The UI is easy to navigate, and changes sync instantly over Bluetooth. My only complaint is that while the controller can be customized on iOS via the app, it can’t actually be used on iPhone or iPad to play mobile games, which feels like an odd omission.

8BitDo Pro 2 Review

Within the customization software/app, you can adjust the active and inactive areas of both the left and right analog stick, as well as invert the axes for one or both sticks. The rear triggers can also be customized, allowing you to determine how far down each one needs to be pressed. Vibration levels can be tweaked for both sides of the controller, as well. Even more, Ultimate Software allows you to create your own macros, allowing a series of commands with a single button press.

The customization software, either on PC/Mac or iOS/Android, is also the only way to configure the pro back paddle buttons, as they aren’t assigned out of the box. While having a way to configure these rear paddles directly from the controller would’ve been nice, the fact that you no longer need a computer for customization is a welcome addition and something I hope to see in all future 8BitDo controllers.

Every customization you make can be saved to one of three custom profiles that can then be toggled between by pressing the button on the middle of the controller. What’s great is it actually saves three profiles per platform, meaning you could have separate profiles for different Switch games that don’t interfere with configurations you have for certain PC games.

8BitDo Pro 2 Review

8BitDo Pro 2 – Gaming

Swapping between games on Nintendo Switch and PC is a breeze on the Pro 2, thanks to the platform toggle on the back. Once you’ve paired the controller initially it remembers the device for each input mode, allowing you to use a single controller across multiple platforms with ease.

On Switch, I spent time playing Super Mario 3D World where movement felt tight and responsive from the analog sticks. Having built-in rumble was also a nice touch, as many third party controllers lack this crucial feature. During my gameplay, I had no noticeable input delay, and all buttons responded as expected. The only drawback is that it can’t wake the Switch up from sleep, which is a minor inconvenience.

8BitDo Pro 2 Review

After finishing my search for green stars, I popped over to Super Smash Bros. Ultimate, where I dug into customizing profiles. Because I was able to configure them so easily through my smartphone, I made custom configurations for different characters that made playing them much easier. For instance, I created a macro for one of the rear paddles that let me quickly swap between Pyra and Mythra instead of pressing down and B simultaneously. While this may not seem substantial, the fact that you can essentially bind entire moves to a single button press had me genuinely excited.

I also played through a handful of retro games on SNES Online to really put the D-pad through its paces. I’m pleased to report that 8BitDo still makes a fantastic D-pad that actually feels good to use, unlike the last few Xbox controllers, and many other 3rd-party controllers I’ve used. Movement was precise and platforming in the various Mario games felt as good as ever. I even spent some time with Spelunky 2 on my gaming PC, a game that requires the utmost precision, and was not let down a single time by the D-pad, or the controller itself.

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Purchasing Guide

8BitDo Pro 2 is available on Amazon for $49.99.

Parasite HBO Series Will Be an Original Story, Not a Remake of the Movie

Bong Joon-ho and Adam McKay’s Parasite HBO series will tell an original story “in the same universe” as the Oscar-winning movie.

McKay, who is serving as one of the executive producers on the series along with Bong, the director of the 2019 movie, shared some details about the HBO limited series during a recent appearance on MTV’s Happy Sad Confused podcast. In particular, McKay offered some clarity on how the series will connect to the original movie – which told the story of two families on opposite ends of the economic scale.

Speaking about the story they have planned out for the six episodes, McKay emphasized that HBO’s Parasite will not be a remake of the South Korean thriller but rather an original series with an all-new story that takes place in the same world as the movie. “It’s an original series,” he confirmed. “It’s in the same universe as the feature, but it’s an original story that lives in that same world.”

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McKay also revealed that the series is “chugging full speed ahead,” with pre-production starting to ramp up before they move onto the later filming stages. “We’re just having the best time,” he said. “We’ve just staffed up with an incredible writers’ room. I basically outlined the series with director Bong during the quarantine, with him overseeing.”

HBO’s Parasite series was previously described as “a high-quality, expanded film,” with Bong explaining how the TV show format would offer them a space to expand upon the movie and explore the different types of stories “that could happen in between the sequences you see in the film, and some background stories for each character” from the award-sweeping movie.

Parasite made history at the Oscars last year when it became the first foreign-language film to win Best Picture. The movie also picked up awards for Best International Feature, and Best Original Screenplay, while Bong became the first South Korean filmmaker to win Best Director. With armfuls of trophies, Bong tied with Walt Disney for the most Oscar wins in one night.

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In addition to its Academy Awards success, Parasite picked up a Golden Globe for Best Motion Picture in the Foreign Language category as well as a BAFTA Award for Best Film Not in the English Language. The movie also became the first non-English language feature to win the Screen Actors Guild Award for Outstanding Performance by a Cast in a Motion Picture.

IGN’s review of Parasite commended Bong for crafting “a stellar dark comedy about class warfare” told via “a heartbreaking tale of why the haves and have-nots will stay that way, crafted by a virtuoso director at the very top of his game.” IGN also named Parasite the best movie of 2019 and one of the best movies of the past decade.

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Hitman 3’s Latest Elusive Target Is Now Available, And This One Is Different

Hitman 3’s latest elusive target is now available, and it has a unique twist. The target is Dame Barbara Elizabeth Keating, but she has a body double, so you’ll need to be absolutely sure you’re going after the right target before you execute.

This elusive target mission is set in Hawke’s Bay in New Zealand. Keating is a crooked politician who has found herself in your sights. You can check out a teaser video for the mission below, which explains more of Keating’s background and her body double.

The elusive target is also available in the free starter pack version of Hitman 3. The contract is available until May 3, so the clock is ticking.

This elusive target is part of Hitman 3’s Season of Greed, which will feature even more new content in the days and weeks ahead.

In other Hitman news, developer IO Interactive has confirmed that the Hitman series will take a break so the studio can focus on its James Bond game. It appears the project is still in the early days of development, as the studio made plans earlier this year to hire some 200 more people to work on James Bond and other in-progress games.

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Evercade VS Retro Home Console Announced

After releasing a handheld console in 2020 that featured a collection of officially supported retro games on it, Blaze Entertainment has revealed its Evercade VS home console. Like the Evercade Handheld, the Evercade VS uses the companies’ own proprietary cartridge technology to create a more authentic gaming experience.

The Evercade VS can have two carts inserted simultaneously, which Blaze Entertainment says expands the playable game library by up to 40 games at any time. The console has support for up to four players at once with the use of Evercade Game Controllers or other USB Game controllers, features built-in WiFi, 512MB DRAM, and a 1.5Ghz CPU allowing for 1080p output. If you already own an Evercade Handheld, that can also be used as an extra controller.

As for the actual games, the current library has 280 officially licensed classic titles such as Earthworm Jim, Brawl Brothers, and Earth Defense Force. Since the Evercade VS uses the same cartridge-based game system as the Evercade Handheld, that means that any games you own for that mobile system will be supported on the home console. This won’t work for every game due to licensing issues, as the popular Namco Museum will only be playable on the Evercade Handheld.

Evercade VS
Evercade VS

Gallery

One extra trick that both consoles do have, though, is the ability to transfer save states between each other, which will have a new visual area within the new user interface to show users exactly where they last saved their progress.

Preorders will begin on May 28, 2021, and will be priced from $100. Exact pack configurations and prices for those specific bundles will be announced the week before, with the Evercade VS currently scheduled for a November 2021 release. Retro gaming with a modern touch is a big focus these days, as the Evercade will be going up against the Analogue Pocket around the same time.

Originally scheduled for a May release, the Analogue Pocket is a pocket-sized console that can play all your old handheld games and will instead arrive in October.

Ubisoft Admits Assassin’s Creed Valhalla Updates Haven’t Been Great, Will Take More Time

Ubisoft has admitted that some of the recent updates for Assassin’s Creed Valhalla have not lived up to expectations, and it’s changing its production pipeline in order to improve these in the future. That includes a longer development cycle for each update, as well as delaying the upcoming Wrath of the Druids expansion.

“Our community is at the heart of everything we do, and we always strive to provide you with great experiences,” Ubisoft said. “That said, we recognize that some of our recent title updates may not have met your expectations or been up to our standards.”

The development team explained that title updates, separate from smaller hotfix updates, are split into six stages: Issue Identification, Issue Reproduction, Fix Development, Internal Testing, Submission, and Deployment.

The Internal Testing phase can vary wildly in how long it takes, ranging from hours to several days, and the submission phase can also sometimes take up to a week.

Ubisoft outlined timelines to resolve three separate issues in Assassin’s Creed Valhalla. One is for missing fish across England, and while a full fix isn’t coming until June, a partial fix is arriving in April. The “In the Absence of an Ealdorman” quest doesn’t have a final fix date yet, though there are several causes for issues with it that could be fixed in earlier updates. Lastly, the “Pig of Prophecy” side quest is scheduled for a fix in April, as well. In the past, some content updates have broken other features or caused instability.

Title Update 1.2.1 is now planned to release on April 27, with the Wrath of the Druids expansion arriving on May 13. The next update will then arrive in late spring, as will a free Mastery Challenge game mode.

Assassin’s Creed Valhalla is available for Xbox One, Xbox Series X|S, PS4, PS5, PC, Amazon Luna, and Google Stadia. Ubisoft is currently working on several projects related to Assassin’s Creed, though none of the announced ones are games. When that game comes, Jordan Ramée is hoping Ubisoft goes for a smaller, more personal setting.

Now Playing: The Hidden History Of Assassin’s Creed: Valhalla

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Super Nintendo World Temporarily Closes Amid COVID Outbreak

Universal Studios Japan, which houses the new Super Nintendo World attraction, has announced it is temporarily closing starting on April 25 due to a state of emergency in the Osaka region caused by the COVID pandemic. The theme park has not announced when it plans to reopen, only that it will remain closed until the emergency order is lifted.

The announcement apologizes for the inconvenience to anyone who made plans to visit the park, and says that instructions for those who have already purchased tickets will be detailed soon.

Japan has seen a sharp increase in COVID cases since early March, going from a 7-day average of new cases of roughly 1,000 to a current 7-day average of 4,500, according to JHU data. It hasn’t yet reached the all-time peak of almost 6,500 cases that occurred in January, but officials are taking steps to mitigate further spread.

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Prime Minister Yoshihide Suga and ministers met on Wednesday before deciding to declare a state of emergency in Tokyo, Osaka, Kyoto, and Hyogo, The Star Tribune reports. The Osaka region, where Universal Studios Japan is located, has been the hardest hit.

The Nintendo-themed park is a major new attraction for Universal, offering Mario Kart-themed rides, Mushroom Kingdom decor, and even a Bowser Jr. boss battle. Attendees can use special arm bands to track their achievements at the park, which can then link up with their Nintendo Switch system. Universal is planning to open a similar attraction at Universal Studios Florida in 2025.

New Pokemon Snap Website Gives a Tour of the Lental Region Ahead of Launch

New Pokemon Snap has received a snazzy new website dedicated to helping players learn the basics before jumping into the Lental region when the game launches next week.

The game will be released on April 30 and this new website is perfect for those excited for what awaits them in New Pokemon Snap. The website, aptly named ExploreLental.com as if it were the tourism site for a real place, will require you to log in with your Nintendo account before gaining access to it. That’s because you can earn My Nintendo Points while exploring the site.

New Pokemon Snap Website

When you make it to the actual site, you’ll be shown an overview of the Lental region and you’ll see eight different icons on the map. By “visiting,” as it were, the eight icons on the map, you’ll earn My Nintendo Points. From left to right across the map above, they are the Nature Park, Nighttime, the Desert, the Jungle, “Using Items,” the Beach, “Photodex & Album,” and Daytime.

In the Nature Park part of the map, you’ll be given a brief glimpse of what to expect there in a quick, 10-second video. The Nature Park is exactly what it sounds like: a beautiful, natural park with Pokemon like Bouffalant, Taillow, and Swanna freely roaming about.

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After viewing the video, you’ll be brought to a landing page with four unique photos that show some of the things players can expect to encounter in the game such as a Grookey and a Pichu playing together, a Florges waiving at the camera, and more.

Be sure to click each photo to watch a quick video showcasing how that photo was captured in the game. After checking out each of the four photos, you can then take a photo or upload your own to the site. The site will then automatically apply a website-exclusive frame based on that part of the map to your photo, at which point, you’re free to save and share said photo on social media.

In the Nighttime section of the map, you’ll encounter Pokemon doing some unique “nighttime” activities, such as a Lyrcanroc howling in the night. It’s here that you’ll likely learn about the hidden trivia questions scattered about the site — we were asked how many forms of Lycanroc are in the game here.

New Pokemon Snap Lycanroc

Each of the other named areas of the map like the Nature Park, the Desert, the Jungle, the Beach, and Daytime feature the same kind of setup: a quick video introducing this part of the map, four photos showcasing what players can expect to see there, and a button to grab the photo frame for that area.

Two of the icons on the map — “Using Items” and “Photodex & Album” — led to the more informational pages of the site. The “Using Items” page had quick explainers for how items like Fluffruit, Illumina Orbs, and Melodies work in the game.

The “Photodex & Album” page explains the game’s many mechanics related specifically to your photo captures such as the ability to edit them by adjusting blur, focus size, focal point, brightness, and more. The videos here also demonstrate how players can add filters, stickers, and frames to each of their photos as well as how photos are rated in the game based on the pose, size, direction, placement, whether another Pokemon is present in the capture, and the background of the photo.

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You can check out all of this and more for yourself by going to ExploreLental.com, which is now live. Be sure to check out this New Pokemon Snap overview trailer after that and then check out our list of every Pokemon confirmed in New Pokemon Snap.

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Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.

Monsters: Weapon X’s Barry Windsor-Smith Returns to Comics

Barry Windsor-Smith has undoubtedly earned his reputation as one of the comic book industry’s finest living artists, from his hugely influential run on Marvel’s Conan comics to the seminal 1991 graphic novel Weapon X. Windsor-Smith has kept a fairly low profile for the past two decades, but that promises to change very soon. Fantagraphics is finally set to release Windsor-Smith’s Monsters, a graphic novel that’s been in the works for no fewer than 35 years.

IGN can exclusively reveal several pages from this haunting new book. Get a feel for Windsor-Smith’s long-awaited return to comics in the slideshow gallery below:

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Monsters isn’t necessarily an easy book to describe, but certain elements may resonate with fans of Windsor-Smith’s Weapon X graphic novel. The book’s protagonist, Bobby Bailey, is also a man trying to escape his tragic past, leading him to become a test subject for a top-secret government program. The tragic events of this story are set in motion when Bailey’s commanding officer, Sergeant McFarland, attempts to intervene on his behalf, setting the stage for a multi-generational story that’s equal parts espionage thriller, family drama and metaphysical character study. In this case, the monsters are both literal and figurative.

For those unfamiliar with his career, Windsor-Smith rose to prominence in the early ’70s through his work on Conan the Barbarian. Windsor-Smith drew the majority of the first 24 issues of that series, arguably doing more than any artist apart from Frank Frazetta to shape the look of Conan in the public consciousness. Along with writer Roy Thomas, Windsor-Smith also created Red Sonja, a character loosely based on Robert E. Howard’s heroines Red Sonya of Rogatino and Dark Agnes de Chastillon.

Windsor-Smith worked on a number of Marvel titles throughout the ’70s and ’80s, including Daredevil, The Avengers and Uncanny X-Men. His Marvel work culminated with 1991’s Weapon X, a story serialized in the pages of Marvel Comics Presents that revealed how Wolverine first acquired his adamantium skeleton. Windsor-Smith also played a key role in the original incarnation of Valiant Comics, serving as the company’s lead artist and creative director. Monsters will be his first published work since 2005’s The Freebooters.

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“I’ve known Barry for over 50 years now,” said Fantagraphics publisher Gary Groth in the company’s press release, “so publishing his biggest and most artistically mature work to date is a personal and professional milestone for me, and I’m grateful that he’s entrusted this important work to us.”

The hardcover edition of Monsters clocks in at 360 pages and is priced at $39.99. The book will be released on Tuesday, April 27.

In other recent comic book news, Dark Horse will publish a prequel to Netflix’s Masters of the Universe: Revelation, DC is continuing a classic animated universe in Justice League Infinity and Game of Thrones star Emilia Clarke is making her comic book writing debut with M.O.M.: Mother of Madness.

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Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Returnal: Gameplay Time Loop Explained

Returnal’s core gameplay loop can be confusing to wrap your head around without having played it yourself. Sure, it may be familiar to those who have played the likes of Hades, Rogue Legacy and Dead Cells, but it varies enough from those to warrant explanation. Here, we try to succinctly as possible, and without spoiling any of the story, describe just what you’ll be doing in a loop of Returnal.

The First Loop

Returnal opens with protagonist Selene having crash landed on the alien planet of Atropos. With communications down and no help on the way you’re given the mysterious main objective of “Locate the White Shadow Broadcast”. With only a semi-automatic pistol to help protect you (unless you get lucky and find a new weapon) you’ll likely not get far, and end up dying to either one of these razor-fisted Titanops, or maybe these teleporting tree aliens. Don’t worry though, dying is very much part of Returnal and it won’t be the last time that you live, die and repeat.

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The Loops Until You Clear the First Biome

The first time you do die in Returnal, you’ll wake up inside Selene’s crashed ship from the first-person perspective. You can then choose to exit the ship and continue on your way to death again.

This is where Returnal differs from the likes of Hades, there isn’t the same level of persistence to be found and you won’t be popping points into stat boosts or permanent upgrades to gain tangible strength at the start of each run. There are some things that will be carried over from run to run, but we’ll get onto that a bit later.

For now, you’ll be improving your arsenal over the course of each lifecycle, getting your hands on shotguns, carbine rifles and so on, but then losing them each time you die. Every run starts with just your sidearm in hand, and finding better weapons along the way should be one of your main focuses in Returnal.

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You’ll also find power ups that offer unique abilities such as auto health regeneration and the risk/reward option to attach parasite arm-huggers to your body. These can give you very helpful perks, but always come packaged with a negative side effect. A run in Returnal ultimately comes down to making your way through an area, getting stronger by finding weapons and boosts, before feeling powerful enough to take on the boss of that biome.

Defeating the boss may take several attempts, and finding out the best loadouts to take down enemies may take many experimental trial runs. But once you’ve defeated that boss once, things will get a whole lot easier.

Every Loop After

This is where Returnal yet again mixes things up when compared to Hades or Dead Cells. Once a boss is killed in an area, you won’t have to kill them again. Instead, killing them gives you a special key that opens the gate to the second biome of Atropos, which is now permanently stored in your inventory for every subsequent run. This also applies to other key items in the game, such as your lightsaber-like melee weapon.

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While the combat within each of Returnal’s encounters can be challenging, the fact that you can just find the gate to the next area each time from here on in and pass through, does make it a much more forgiving experience on the whole. By bringing some of the persistent elements of rogue-lites into this more rogue-like game, Returnal makes it easier for you to progress the story and see more of the world at a quicker pace.

Once you’ve cleared the first biome you’ll then be able to interact with the daily challenge terminal on your ship. These are high-score chasing runs that won’t progress the story but will satiate those looking to top leaderboards like only Housemarque know how to make you want to.

Hopefully that’s cleared up any questions you may have had about what exactly you’ll be doing in Returnal. The best way of course though, is to experience the world of Atropos and all of its horrors for yourself.

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Simon Cardy still thinks that Returnal is not a great name for what is shaping up to be a great game. Find him over on Twitter at @CardySimon.