Returnal Boss Fight Guide: How To Survive Every Battle

Note: This guide contains spoilers for all of Returnal‘s bosses, and the game is best enjoyed by experiencing it for yourself without any prior knowledge. We recommend going in blind, but if you still need help, read on.

Bullet-hell roguelike Returnal will put you through your paces with its fast-paced battles, and that’s never more true than against its tough, powerful boss characters. You’ll find a boss at the end of just about every biome and they’ll challenge you to utilize all your skills, weapons, and consumables to defeat them.

However, if you know what to expect from each boss, and can read their moves, it’s more than possible to defeat them–sometimes without even taking a hit. The key is to watch their moves, anticipate their actions, and avoid their attacks. We’ve powered through every boss in Returnal to help you master each one. Below, you’ll find all the info and strategies you need to defeat Returnal’s toughest challenges, find the White Shadow, and uncover the mysteries of Atropos and its eternal cycle. Here’s everything you need to know to beat Returnal’s bosses.

We’ve got lots more Returnal coverage for you. Check out our tips and tricks to survive on Atropos (many of which the game never mentions), read why you should definitely let yourself die a lot in Returnal, find out how to open those pesky orange barrier doors, and read our Returnal review.

Table of Contents [hide]

What To Bring To A Boss Fight

First and foremost, you’ll want to prep for every boss fight well before you take it on. You’ll usually need to unlock the boss chamber as you work through each new biome, but once you’ve opened it, it’ll stay open–you can just sprint straight to the boss on later runs. It’s always a good idea to find as much Silphium Resin as you can to increase your health before a boss fight, and to bring a hard-hitting gun with you as well. It’s a good idea to prioritize having a gun you like and are comfortable with over one with the highest stats you can find, however. These boss fights are battles of attrition where sustained damage is the most important thing, so bring something you can use well to do a lot of damage quickly.

You should also try to find and power a Recombinator in the biome you’re exploring. These are the large, round machines with an indentation of an alien body inside. You’ll need six Ether to run them, so make sure you’ve stockpiled some. A Recombinator will give you an extra life should you die, so you’ll have a second shot at the boss.

In addition to the Recombinator, prioritize a few key artifacts and items to bring with you. If you can find one, the Astronaut Figure and Child’s Watch artifacts are great; they’ll instantly bring you back to life mid-fight if you die, which is even better than the Recombinator, since you won’t have to restart the fight from the beginning. Other key items are Large Silphium Vials, which can heal you in a pinch, and Damage Siphons, which allow you to convert the damage you do to the boss into health for yourself. Other than that, bring the items you like and which are good for defense, such as Shield Vials.

Phrike

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Phase 1

Phrike is pretty easy to deal with for the first phase of the fight, especially if you stay well away from it. The boss tends to stand very still and fire off blasts of shots that you can avoid mostly by strafing left and right, and dodging only if you really need to. Pay attention to how many of its hands are glowing, as this will dictate what’s coming your way. Be most careful of the big blasts of blue rockets fires from all three hands; these fast projectiles will arc up into the air and coalesce on your position, and they have tracking, so you’ll want to sprint or dash to build enough speed to get away. It’ll also fire off plumes of purple shots into the air with two hands, which will drift down slowly, but while these seem like they’ll be problematic, you can generally just ignore them–they tend to scatter so much that you can avoid them easily.

When Phrike isn’t just blasting umbrellas of attacks at you, it’ll aim more pointed bursts of orange bullets your way with one hand. These, too, are fairly easily avoided by strafing, but they come fast and it’ll try to lead you with them. If you stay back, you can stand still and gauge which way you need to move to avoid them pretty easily.

Phrike will draw energy into its chest for a quick, vertical laser beam blast from its eyes that arcs forward, burning the ground straight in front of the boss. When you see this, dash fast to one side; it’s easy to get clear of, but it hurts a lot if you’re caught in it.

Every so often, Phrike will disappear and move to a new location in the room; you can anticipate this by watching for an orange glow on the ground, which shows its movement and where it’ll come up next. Move away from where it’s headed so you can be ready for its next attack.

Phase 2

When you get Phrike to its second phase, the boss will add two attacks you need to watch out for most: a blast toward the floor that releases a radial wave of energy you must jump over or dash through; and a melee attack in which it’ll dash toward you to slap you with its arm. These two attacks come together, with the boss starting the wave and then coming after you itself when you’re distracted. First, stay back so you have ample time to deal with the wave, then wait for Phrike to come at you and dash away, being sure to hold down the dash button so you get the full distance. You’ll then probably need to hop to dodge the wave, but it’s slow and easily timed. Another way to handle this attack is to jump and dash toward the blast wave when Phrike comes at you, effectively dodging both moves at once, but the distance on this can be tough to judge depending on your location in the room.

You’ll also see the boss now using its disappearing fog trick to close the distance on you for a melee strike. Keep an eye on it when it goes to ground, and be prepared to dash.

Less often, Phrike will do its eye beam attack, but horizontally, rather than vertically. You can jump this, but it’s more reliable to dash through it to avoid the hit. It comes very fast, so be ready to dash toward the beam as soon as you see the boss readying this one.

Phase 3

Its final bag of tricks, several of Phrike’s attacks become twice as dangerous. It’ll continue to do the melee dash, but now, it’ll often add a second dash to the mix, right after the first, requiring two dashes. There’s a slight delay between the two attacks, so keep the camera angled toward Phrike so you can see it coming. When Phrike does its downward blast attack, you’ll have two slow-moving waves coming at you, plus its melee attacks. The best way to handle this is to jump and dash so that you can avoid the melee strike and get yourself in the air to land clear of the slower waves.

The same is now true of its sweeping horizontal eye beam attack–it’ll swing it across the room in one direction, and then after a second, back across in the other direction. Again, keep an eye on the boss and be ready to make a second dash opposite the first. You still want to dash through the beams or jump over them.

Phrike also inverts the combination of purple bullets and blue rockets–it’ll now spray purple bullets downward, sending them out in a spiral moving across the ground, while shooting rockets at you in the air. The rockets remain top priority because they’re fast, but you’ll have to watch where you move on the ground. The purple bullets are spacey but numerous, so you can slip between them, but be careful you don’t catch one while distracted.

Keep your head on a swivel and avoid getting overwhelmed during this phase and you can take down Phrike with sustained fire. It won’t require too much damage, but you’ll have to be careful especially of its melee attack–that second one can be a doozy because of the delayed timing.

Ixion

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Phase 1

The boss of the Crimson Wastes flies, which can make dealing with it a bit tougher as it mixes aerial strikes and ground strikes. However, the boss’s head is a big weakness, and if you can sustain fire on it, you can stagger it and knock it out of attack animations when you do enough damage. That’s a big part of this fight: Keep hitting Ixion in the head and it’ll stop fighting for a second, giving you a chance to hit it even harder.

In the first phase, Ixion will try to hit you with a series of inaccurate bursts of bullets. It’ll shoot a heap of blue bullets straight at you that are easily dodged, and when it dashes to a new location, it’ll release a blast of orange bullets that just spread out in all directions and can be mostly ignored if you’re not close to them. Watch out for Ixion to charge up and fire a cone of blue bullets straight at you, though–you’ll need to move quickly sideways to get out of the range of fire.

Keep hitting Ixion in the head, though, especially with a powerful gun, and you can stagger it out of several attack animations. Do that, and you might be able to render this first phase mostly trivial.

Phase 2

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Here’s where things get tougher. Ixion will shoot up into the air and then land in the center of the arena–stay well back. Waves of fire will then start to emanate out from the boss, which are a pain to deal with. You’ve first got a big blue wall-shaped wave to deal with; you can dash through this, but it’s often better to try to jump straight over it. Hold the X button to ensure you get maximum height. On the other side of the wave will be both orange bullets that move along the ground toward you, which are fairly well spaced out and can be slipped between, and bursts of blue bullets Ixion will blast out from its hands that make being in the air a bit dicier. Ixion will fire off three or four bursts of this attack, but none of these are hard to dodge so long as you’re able to reliably get over or through the blue waves.

After that, Ixion will take to the air again and fly at you from the sides of the arena, blasting out two blue wall waves and a spiral of bullets that fill the area between them. Watch the ring around Selene’s head for an indication of where Ixion is coming from so you can get clear of its initial swoop; using headphones and listening to the direction Ixion is coming from is also really, really helpful here. The boss will cross the arena in a straight line, so identify where he’s coming from and get well to the sides of it, then jump or dash through the blue wave it leaves behind. It’ll do this three times in succession, but it seems like it always comes from the same direction once he’s committed, so stay where you were safe and repeat your dashes.

Now Ixion will hover around the arena, blasting bursts of blue bullets at you before dashing away, just like in the first phase. However, the blue bursts will be more sustained and aimed a little better, so keep moving sideways and dodging to avoid them. If you can hit Ixion in the head here, you can stagger it out of these attacks, so keep up the fire whenever you can.

When it’s not shooting straight at you, Ixion will fire a ton of blue bullets back and forth across the arena like a sprinkler passing back and forth over a lawn. If you stay far enough back, you can position yourself to pass between the spaces between the bullets without issue; if not, dash through a group quickly and reposition. Try to go forward or back, though, and not sideways.

As it nears the end of this phase, Ixion will trade its blue bullets for those tracking blue rockets, firing a heap of them. Run sideways or dash hard to one side to get clear–these come fast, although you can get past them if you force them to track you as you move left or right relative to Ixion. It’ll also fire a big blue laser beam in a straight line in front of it , just like Phrike did; move sideways quickly and you can avoid both.

Phase 3

Ixion will take to the air again and come down in the center of the arena, kicking off the waves you dealt with at the start of the last phase. This time, though, the bullets he shoots from his hand will come out in an angled disc formation, making it tough to jump up and over bullets. Try to keep moving to the side where the high edge of the disc is and you can avoid these altogether; if they’re angled right at you, you’re probably going to take a hit. Luckily, this part lasts only a second before Ixion moves on to something new.

Here, Ixion pulls a melee weapon from its chest, a sort of whip. This is the most dangerous portion of the fight–Ixion will be on the ground and stalking directly toward you instead of flying around in the air in random directions. The boss will then jump straight at you and come down with a melee attack. Dash away and run from it, as the attack will also release a short burst wave of red energy. It’ll likely try to strike you again, but if you’re moving away, you should be able to dash clear of the second strike as well. Hop to get over the first two waves as they catch up to you and watch for Ixion to shoot a third red wave at you as well.

Ixion will then charge up and start slapping the whip against the ground, sending more waves your way. These are slow and thus easy to jump over, but use the time to get as much distance from Ixion as you can. It’ll now take shotgun-like shots of bullets at you, alternating blue and red. The blue bullets are the dangerous ones; they come fast and straight at you, and you’ll need to dodge them. The red ones are more of a red herring (heh), as they’re super slow and spread out over time, and thus easy to sidestep. They’re meant to confuse you as you prioritize dodging fire, though–pay closest attention to the blue shots and use your speed to avoid them, and keep your distance from Ixion to give you time to recognize and avoid the red ones.

Get ready for more melee attacks from Ixion at this point–you’ll want to run for it, hopping to avoid the red waves and running and dodging to get clear of it as he takes multiple swings at you. Finally, it’ll start to stalk toward you, dashing to close the distance and releasing rings of bullets in your general direction. Hop, dash, and run to get away from it; head toward the side of the arena he’s not and you should be able to get distance on it to avoid these attacks. If you’re keeping up the fire, it won’t be long until you take Ixion down.

Nemesis

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This big boss is actually pretty easy once you get the hang of fighting it. It’s recommended that you bring a strong, long-range gun to this fight, however–the Thermogenic Launcher is a good one in particular, but shy away from things like the Sidearm or anything with an arc in its trajectory. You’re going to need bullets to cover a long distance accurately, so keep that in mind.

Phase 1

First, Nemesis starts launching stuff at you as you stand on a big platform in front of it. Shoot the big red spot on its chest–that’s your weak point, and where you’ll be aiming for the duration. The first few attacks are easy to deal with, as Nemesis fires bursts of orange bullets at you and volleys of purple rockets that you can avoid by running sideways. It’ll fire more bullets at you in general, but all of these are pretty easy to handle while strafing.

What you need to be worried about are the four puppet-like things floating around Nemesis. One by one, these will float down toward the battlefield and shoot straight laser beams at you. They’ll first start high, cutting a beam at a diagonal across the middle of the battlefield while Nemesis throws waves of blue bullets; prioritize dodging the beams and slip between the rows of bullets, as they’ll be very spaced out.

After two puppets fire diagonal lasers, one in each direction, another two puppets will come at you, one at a time. These will go down parallel to the ground to sweep their lasers across the entire arena. You’re going to need to dash through them to avoid them, so stay back so you can avoid Nemesis’s bullets after you’re clear of the beams.

When all four puppets have swept the arena, Nemesis will shift to bursts of blue bullets aimed at you, while its puppets shoot lasers straight at the arena, which will release waves of red energy. Watch where the waves are starting from so you can hop over them; you’ll need to do so while keeping clear of the bullets Nemesis has aimed at you, which will be potentially deadlier because they’re targeted. If Nemesis is still up after one puppet creates three red waves, it’ll send two puppets to start cutting beams across the center of the battlefield. Avoid these by staying to one side and keep laying on the fire to try to end this phase quickly.

Phase 2

Next, Nemesis starts teleporting around the arena, which shatters and splits into pieces. You can use your grapple to move around here, and pointedly, if you fall off, you can use it to catch yourself and get back; look for the grapple points on the ledges behind you when you’re facing Nemesis, as these are usually easier to snag.

You can identify where Nemesis will be by where the puppets arrange themselves. Get in position for the fight and start wailing on the weak point. Keep moving from side to side to dodge the bullets Nemesis sends your way.

Again, the puppets’ laser beams will be the more dangerous attacks. Nemesis will send two to shoot their beams straight at the arena to create red energy waves for you to doge, all the while continuing to fire at you. If a single puppet comes down, it usually means you can expect a beam to sweep all the way across the arena; if there’s a puppet on each side of the arena, you’ll get two energy waves (two sets of two together); and if two puppets are on one side of the arena, you’re going to get two beams cutting across at a diagonal in rapid succession. Dash through the beams and watch out for Nemesis’s many bullets in the meantime.

Toward the end of the phase, NEmesis will start heaving a ton of extra bullets at you that will be tough to avoid, especially in concert with the laser beams. Try to stay back from the boss to slip between the gaps; you can fall back to other platforms if you have to, or hop off the side of the arena in an emergency and save yourself with the grapple.

Phase 3

This is where things get bonkers. Nemesis will explode, turning all the platforms into a series of falling blocks, while sending you falling through the air. The fall might panic you for a second but unless you go very, very far down, you won’t descend too far and die. That means you’re free to jump off platforms whenever you need to–in fact, this is a great way to avoid Nemesis’s bullets and laser beams, as the platforms can often act as cover. Your grapple will save you when you need it. In fact, the grapple is as good as a dash. It protects you from damage when you’re using it in most cases and can reposition you very fast. Use it to get out of danger and don’t be afraid to get aerial.

Open fire on Nemesis no matter how far away you are–remember when I told you to bring a gun with good range? You can hammer the boss quite a bit, but slowly make your way toward it. Your first clear and present danger are the puppets, which will shoot lasers at you as you approach. They’ll target you directly but they’re easily avoided, so just look for when one is readying to fire. Use platforms and the rapple to zap clear and you shouldn’t ever take a hit from one of these.

As you near Nemesis, it’ll start sending all kinds of bullets at you, and they track a bit better than in the past. The blue bullets are generally easily avoided–dive off the side of a platform if they’re coming in too hot. The orange bullets, however, will home a bit more and are more dangerous when you’re in the air, so make sure you’re using the grapple, rather than just freefalling, as you make an easy target. Keep firing but try not to get too close to Nemesis, as he’s tougher to dodge when you’re right up close to it. After a bit, he might explode again, sending you flying to the back of the area and forcing you to close the distance again–but just repeat the process from before and you’ll be fine.

The other thing to avoid are Nemesis’s blasts of purple rockets. These can come either in tight volleys or in huge groups, but the big groups are actually another distraction. When you see a giant bloom of purple rockets, know that there’s actually a group of only four or five at the very center that are actually dangerous and actively coming straight at you; the rest are going to fly off around the edges of the area, so just dodge the core group. It can be tough to see them, but as a big rocket blast is coming in, use the grapple and you can zip yourself out of the line of fire without incident.

Even when you’re falling, keep firing on Nemesis and you should handle this last phase with relative ease.

Hyperion

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This might be the toughest boss in the game. Hyperion really leans into the bullet-hell genre’s moniker, throwing all sorts of stuff your way throughout this fight. The good news is that the boss stays mostly stationary, meaning it’s easy to hit it continually with fire and to strafe back and forth to avoid its attacks. The bad news is that they are many, varied, and wide-reaching–constant motion is a must, as is the ability to read attacks coming in at all different altitudes, including far overhead.

Phase 1

Of course, the first phase is the easiest, specifically because Hyperion stays in one place the entire time–the back of the arena, at the organ. Unload on it constantly while you dodge the attacks it fires from this one spot. Get used to running side to side from one end of the arena to the other, as this is the best way to avoid a lot of its incoming fire. You’ll also need to get used to jumping and dodging forward so that you can land clear of danger, as Hyperion fires a lot of bullets that track across the ground, making your landing zones perilous.

Stay well back in the beginning of this phase, as Hyperion likes to use several attacks in tandem so that it can be hard to prioritize which to dodge and when. Watch for blue rockets matched with a red energy wave to start, which you can strafe and hop fairly easily, especially if you move from the center toward the sides of the arena. Later, you’ll get the rockets, energy wave, and a laser beam that sweeps the arena all at the same time, but varied just enough that you can strafe the rockets and dash through the beam to protect yourself.

When it’s not doing that, Hyperion will shoot a plume of bullets that will fall toward the ground around itself, while also launching a heap of untargeted bullets into the air. If you stay back, you can generally avoid all of them without too much trouble, but it’ll likely limit your movement so get ready to use the dash to mitigate incoming damage.

At about a quarter health for this phase, Hyperion will lean into the organ, firing a mess of bullets from its pipes. These come in arcing blasts of different types; some will just flutter down in loose groups, some will stay in tight vertical lines, and some will be rockets that track you. Keep strafing and dashing sideways, prioritizing the rockets; you can keep away from the loose bulasts fairly easy if you gauge about where they’ll drop, and make sure to stay between the vertical lines. Keep firing this whole time to end this part of the phase as fast as you can.

Phase 2

Here’s where things get bonkers. Hyperion leaves the organ and comes to the center of the arena, where it’ll stay put, launching all sorts of intense volleys at you. Never stop moving and strafing, but stay well back from the boss. This whole time, Hyperion will flood the arena with random bullets spraying out in all directions around it, but you can mostly ignore these–they’re meant to crowd your vision but aren’t targeted and mostly are pretty thin, so just be sure not to accidentally smack into one.

When you see blue and Hyperion swinging its arms, start running sideways and dodging–you’ve got rockets incoming, and a lot of them. Hyperion will follow this up with another plume of bullets that fall toward the ground around it, but when you see it raise his arm straight up, start dashing again. The boss calls on vines from the ground to snag you, slowing your movement and damaging you, but if you’re quick you can get clear and avoid them altogether. Hyperion will attempt to use the opportunity of having you slowed to hit you with two big blasts of bullets arrayed in a cross–pick a direction and sprint sideways, dashing to come through the attack without taking damage. The cross covers a really, really big area, while moving very fast, so you really need to commit to dodging it.

Hyperion will send more bullets along the ground while replicating the cross with his tracking rockets. You can run and dash clear of it generally, but it’s a big attack as well, and you might need to jump to get over the horizontal group of bullets.

Keep hammering Hyperion and you should send it back to the organ again. Expect the same set of dangers as last time, but with more variants this time–the rockets are still your priority, but you can’t get too far out to the sides because bullets are dropping like rain on the edges of the arena, and you’ll now have waves of bullets moving along the ground. This is where jumping and dashing toward Hyperion will serve you well, so you can land clear of any danger. Just keep firing. The faster you’re through this section, the less damage you’re likely to take.

Phase 3

If you thought that was nuts, get ready for this–if you’ve got healing items, you’ll probably need them at the ready here. Hyperion again comes out to the center of the arena and will do everything previously mentioned, but with scarier, more intense variations. Hyperion will send bullets to the sky that will rain down in diagonal patterns, then send more bullets tracking along the ground toward you, and then try to grab you and hold you with vines, so keep moving and be ready to dash before the ground erupts beneath you. It’ll also fire more big X-shaped blasts of bullets that come in fast, but you can side-step or dash past those relatively easily. It’ll continue with X-shaped blasts in groups of two, but it’ll try to anticipate your direction and shoot them where you’re headed; if you quickly change direction and strafe the other way, you can avoid them.

One of the most damaging things Hyperion will do here is call up a mess of plants to create a walls on either side of you, walling you into a narrow hallway. Stop moving when you see it bend over, as that’s the telegraph for this move, and the walls will damage you if you touch them. Next, stand in the center and watch for Hyperion to send vertical waves of bullets at you; you should be able to sidestep them. As you’re dodging these, watch near Hyperion’s feet for a charge of energy–as the walls fall, Hyperion sends a blast of bullets low to the ground that spread out horizontally and these are very tough to dodge. As soon as those walls drop, dash clear.

Hyperion will again summon the cross-shaped attacks of rockets, but in rapid fire volleys. Try to dash toward Hyperion when these groups come, as the vertical group of rockets is fairly easy to avoid but the horizontal group will angle down and often nail you, even if you try to jump them. Hyperion will pair these with a red energy wave, so don’t forget that as you plan your landing.

Keep hammering Hyperion to try to limit the number of times you have to deal with any one of these attacks and you’ll send it back to the organ one last time. As mentioned before, this is a mad dash to do as much damage as you can before you’re overwhelmed, because there’s a lot happening here. Stay back from the boss–get too close and it’ll summon the vines again–and keep sprinting around to try to lose the blue rockets as you unload. You’ll still have to deal with vertical waves of bullets, groups of bullets falling in a tight area, and waves of bullets spreading out from the boss on the ground, and you’re probably going to take some hits here. If you’ve got any consumables for health, healing, or protection, this might be an emergency worth using them.

Keep up the damage, though, and you’ll eventually outlast Hyperion and silence the music.

Ophion

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Ophion is a bit of a different speed from the other bosses, as it has several weak spots on its body, and you’ll have to destroy all of them in each phase to advance–which means you need to hammer a spot until it’s gone, a tougher targeting requirement than any other boss has had up to now. What’s more, you’ll need to reveal those weak points by shooting the glowing white orbs floating on the sides of the boss, and they’ll periodically disappear, requiring you to continually target the orbs to reveal them again.

Generally, any sustained fire weapon is good for this fight, but I really like the Thermogenic Launcher with rapid fire. It allows you to spray a lot of explosive damage with a fair degree of accuracy at the boss very quickly. Note however, that it’ll often cover its chest with its hands to obstruct your aim.

Phase 1

Your dash is actually much less useful than usual in this fight, because Ophion employs laser beams you can’t dash through. Thes will come in straight beams emanating from portals the boss deploys in front of it, as well as in waves that come from impacts when it smashes its tentacles on the ground. Because of this, you don’t want to stray too far to the sides of the arena in this part of the fight; Ophion’s tentacles are a problem and they’re very big, so you’ll probably get smashed by them if you get too close.

Nail one of the white orbs to start the fight and watch for its field to disappear every so often; whenever that happens, shoot another one, so that the weak points on Ophion are constantly revealed. Try to pick one and focus on it until it’s gone, then move on to the next one, as it’s a bit easier to keep track of what you need to destroy if you don’t fire haphazardly at the boss.

Ophion summons bullets and lasers from portals, while also smashing the ground to send purple energy waves your way on the ground. You can deal with these by jumping, not dashing–your underwater jump gives you the height to get over them and you’ll still take damage if you dash through, so get vertical. Watch out for multiple waves crossing at the arena at the same time and pick your landing spot.

While you’re dealing with that, Ophion will shoot bullets at you either in haphazard sprays that go everywhere, or in tighter grids that you can dash through and avoid. Try to get through these while in the air jumping over the purple waves and you’ll be better able to choose your landing position. Watch out, though, for Ophion to open a bunch of portals roughly in a straight horizontal line, all of which will spit bullets directly at you–sprint sideways or dash forward or sideways to get clear.

Generally, everything Ophion throws at you in this phase, you’ve seen before. In addition to the grid formations, spray patterns, and blasts of bullets, you’ll also get those tracking rockets that you can easily dash past or outrun. The most dangerous attacks are undoubtedly the energy waves, as well as beams that Ophion will shoot from portals, starting high in the air and then dropping down. Again, you can’t dash through these, so get between the beams and jump to avoid the simultaneous waves. Dealing with these attacks is all about placement and spacing, so just focus on staying away from and between them.

A lot of the bullet-based attacks can be dodged simply by sprinting hard to one side of the arena or the other or using your increased jump height, so keep moving and jumping over the energy waves and keep firing until all the weak spots are destroyed to trigger the next phase.

Phase 2

Ophion trades tentacles for hands in the second phase, and they’re a lot more present in the battle. It’ll reach into the center of the arena and smash down with one or both hands, trying to either hit you with its hand or nail you with the purple energy waves created by the impact. All this takes up a ton of room in the middle of the fighting area. It’ll also sweep a hand across the entire arena from one side to the other. You need to avoid those, so if you’ve been fighting relatively close to Ophion up to now, move to the back of the arena, almost to the wall, and prepare to use the sides a bit more.

When it’s not trying to nail you with one giant hand, Ophion is spraying lots more bullets at you from portals this time. The rocket volleys increase in volume, and the boss will pair scatterings of bullets to fill the air with purple beams criss-crossing the arena and taking up a lot of space, which you can’t dash through. Both of these are best dealt with by sprinting hard to the sides of the room, while trying to be conscious of Ophion’s hands–you don’t want it smashing you with one while you’re over there, but the rockets and beams have a hard time threatening you when you’re far to the left or right of the boss.

Along with the bullets he shot at you last time, Ophion has new tricks for those purple laser beams. It’ll send them across the arena from up in the air downward, moving at diagonals and in large groups. You’re going to want to try to strafe sideways across the arena toward them as they come down to you so you can pass beneath them. They’re not too hard to avoid especially if you make it out to the side of the arena, where fewer will get near you. Ophion also summons beams to track along the ground horizontally, sweeping the arena so that you have to jump over them.

As opposed to the beams in the air, you don’t want to be at one side of the arena when this happens, because that’s where the beams tend to start and they’ll nail you as soon as they erupt. Try to stay somewhat centered as soon as you’re clear of the beams dropping through the air, and make use of your elevated jump to avoid the sweeping ones. Along with those sweeping beams, Ophion likes to shoot a heap of bullets at you from several portals at once, so get ready for a quick dash in the air when you see those beams pop up. Keep hammering the weak points until they’re all gone again, triggering the last phase.

Phase 3

In this phase, tentacles are back, as are the impact waves they create when they hit the arena. But now Ophion will target you with those purple lasers directly, so get to sprinting to stay clear of them. Most of what it throws at you from here on out will be combinations of things you’ve seen before–grids of bullets paired with direct blasts of them, for instance. With all the slower-moving bullets, they’ll seem overwhelming until you realize how slow and spaced out they are. Stay in the back of the arena and slip through the gaps.

The tough attack is when Ophion summons a ton of portals at once to shoot a spiraling blast of bullets at you that cover a huge area, coupled with a massive circular volley of rockets, and direct, targeted masses of bullets to go with them. Essentially, this is a mess, and you should just sprint for the sides of the arena to dodge as much as you can. When you run out of room, change direction, dash straight back through the incoming fire, and sprint back the other way. Everything should move slowly enough that you can probably avoid most of it if you’re quick, but speed here will be essential, because most of the arena will be a death trap during this attack.

The last item you’ll have to worry about is a new orientation for the purple lasers, which Ophion will send your way arrayed in two spinning windmills of death. The lasers will cut across the arena as they spin, but you can pretty easily step through and past these wheels if you have enough opportunity to time it accurately. Stay toward the back of the room and watch them, then move forward to get past them, all the while firing away at weak points.

Ophion mostly just looks scary, thanks to those easy-to-nail weak points, though. Keep destroying them, and you’ll send it back to the depths in no time.

Now Playing: 11 Returnal Tips to Help you Survive

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Konami Pulls Out of E3 2021, Says It Will “Not Be Ready To Present”

Konami has claimed the mantle of “first game publisher to pull out of E3 2021,” formally announcing its decision on Twitter.

The tweet explains that Konami–originally announced to be an E3 2021 attendee in early April–“will not be ready to present at E3 this year.” The statement also tells Konami fans “we are in deep development on a number of key projects, so please stay tuned for some updates in the coming months.”

In a statement to GameSpot, an ESA representative said the following: ‘We support our partner Konami’s decision to not participate in E3 this year and are excited to see what they’ll be announcing in the future when they’re ready to do so. We can’t wait for their return to E3 2022, but in the meantime, we look forward to sharing all of the highly-anticipated reveals, programming and so much more at this year’s E3.”

E3 2021 has been confirmed as an all-digital event, to be held June 12-15. Companies that have signed on to the event include Xbox, Nintendo, Capcom, Ubisoft, Take-Two Interactive, Warner Bros. Games, and Koch Media.

How Long To Beat Returnal?

Like other roguelikes, the question of how long it’ll take you to “beat” Returnal in part comes down to a combination of your personal skill and the luck of the draw. Weapons, upgrades, and health drops are all randomized, as is the map you face on each run and the challenges that might stand in your way. So how long it takes you to hit the credits is going to come down to whether you get a series of solid runs or not and how much difficulty you find in the bullet-hell battles developer Housemarque throws at you.

But there are more caveats to the length of Returnal as well. Though it’s not immediately apparent, the game is divided into sections, with some key story developments dividing up the experience. The end of the first section leads to significant changes in the game, creating something of a midpoint from there on out. After the next section, you’ll see the credits and an ending cutscene.

However, there’s more to uncover in Returnal after that point. So with all those exceptions in mind, here’s a rough idea of how long it’ll take you to complete each of the big portions of Returnal and how much time you will likely sink into the game.

How Long To Beat Returnal?

Critical Path

Again, experiences are going to vary wildly on this front, but I managed to clear the first section of Returnal in around five hours. The second section is roughly the same length, but a fair deal tougher. The requirements for moving forward are also more involved, so you can expect this portion to take longer to beat.

Altogether, though, to get to the credits, a decent player with some solid runs can probably expect to commit 12-15 hours. You can get there quicker if you avoid exploring and forego searching for audio logs and other story collectibles. Returnal’s mapping system is also good about identifying doors that will take you along the path to your goal, as opposed to side rooms that might have extra fights or additional drops in them, if you’re looking for other things to avoid to speed up your progress.

Completionist Path

Once you roll the credits, though, Returnal will send you right back to the start of another cycle with new elements unlocked. You’ll also still have some unanswered questions, suggesting there’s more to see. We won’t spoil what happens here, but you can uncover more of Returnal’s story by exploring the areas you’ve already visited.

To uncover all of Returnal’s secrets and find all its story collectibles to get the full picture, you can expect to spend a lot more time in the game. That’s partially because some collectibles are locked behind the random, procedurally generated nature of each biome’s map, so you’ll need to visit them several times to find everything. After the credits roll, expect to push your total count up to 25-35 hours or more, depending on luck, skill, and exploration choices. Let’s just say that there’s a payoff for the time spent, though.

We’ve got even more helpful Returnal coverage to keep you alive on Atropos. Check out our big rundown of survival tips and tricks, as well as a guide for opening those pesky orange barrier doors, and our Returnal review. We’ve also got a piece explaining why you should probably die more and keep your runs shorter in Returnal–the story is better for it.

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PUBG Update 11.2 Live On PC; Patch Notes Invite You To Get Cozy

“Cozy” probably isn’t the first word you think of when PUBG comes to mind–“guns”, “battle to the death”, and “explosives” are more likely–but in the latest patch, you can now don pajamas along with your friends with the new Survivor Pass that arrives with PUBG’s latest update. You can check out the patch notes at the bottom of this article; the update is live now on PC and is coming on May 6 to consoles.

PUBG Update 11.2 adds a Pajama Party Survivor Pass to let players switch things up with all manner of nightwear. You can acquire up to 30 awards by progressing through the pass, most of which are PJ-themed as shown off in the update video below.

Starting this past March, PUBG‘s live game features have been tweaked to decouple the cosmetic progression in Survivor Passes from the big content drops rolled out in seasons. Rather than paralleling the seasonal progression, Survivor Passes now run independently. The Pajama Party pass will be live until June 8.

In addition to the Survivor Pass, this update also includes an overhaul to two specific bridges on the Arangel map. Several structural features have been modified, including an addition of staircases and a repositioning of a dump truck. While these might seem like small changes, any geographic change on PUBG maps can have big ramifications for players who may have played these maps hundreds or thousands of times.

Finally, the patch includes a set of game balance changes, bug fixes, and other various improvements. These range from animated nameplates now available for purchase to game stability tweaks. You can see the full patch notes below.

PUBG Update 11.2 Patch Notes

World Changes – Erangel Military Island Bridges

The iconic bridges between Erangel mainland and Sosnovka Island have been given an upgrade.

  • The two bridges connecting Sosnovka Island and the Erangel mainland have had major changes, including additional cover and widening of the bridges.
  • Catwalks have been added, providing additional avenues to both defend and attack from.
  • The dump truck has been repositioned.

Survivor Pass: Pajama Party

  • Survivor Pass: Pajama Party can be purchased within two different item packages.
    • PAJAMA PARTY WEAPON PACK (990 G-Coin).
      • Premium Pass + The Big Sleep – AUG weapon skin.
    • PAJAMA PARTY WEAPON AND LEVEL PACK (3270 G-Coin).
      • Premium Pass + The Big Sleep – AUG weapon skin + Lv.30 coupon.
  • Survivor Pass: Pajama Party provides over 30 rewards as players progress through 50 levels.
    • You can earn XPs by playing matches and completing missions. Additional levels can also be purchased with G-Coin.
  • Survivor Pass: Pajama Party has the following mission types.
    • Daily Missions, Weekly Missions, Challenge Missions.
  • Survivor Pass: Pajama Party will begin on April 28th 11:00 KST and end on June 9th 11:00 KST.
    • Claim your rewards before the pass ends, as there is no-longer an additional grace period to claim rewards once the season ends.

Gameplay and Balance

  • In-vehicle recoil has been increased by 10%.
    • This change does not apply to sidearms.

Reputation System Balance Adjustment

  • Spamming multiple reports through the replays system no-longer unfairly impacts the targeted player’s reputation level compared to regular reports.
  • Set an upper limit to the amount of reputation loss per match to prevent misuse, especially in situations where multiple pre-made squad members report their random teammate.
  • Increased the potential number of reputation points available for players with reputation level 1 or below.
    • Also increased available reputation points for players at reputation level 4.

SLR Muzzle Update

  • The Flash Hider model on the SLR has had major improvements to its visuals.

Match History and Match Report Improvements

  • Improved the overall page design and rearranged certain elements for better visibility.
    • Increased size of the map images.
    • Improved icon design for Last 20 Match Stats details.
    • View Report is now displayed only when hovering over each match entry.
    • Your Placement Trend is now displayed as a line graph, rather than a bar graph to give a more clear picture of your results.
  • Replaced Avg Kills with K/D Ratio.
  • Added Assists to the list of recorded stats.
    • Assists have also been added to Match Reports.

Performance Improvements

  • Improved client performance by disabling certain voice chat related features when voice chat is disabled.
  • Improved client FPS stability through a reduction in hitches related to optimization work.
  • Optimized CPU performance by adding additional multi-threaded rendering support.
  • Optimized CPU performance through animation optimization.
  • Optimized some server and client performance pipelines to reduce both server and client hitches.

Items and Skins

  • Adjusted the tier of certain common, gray rarity items to improve consistency among similar item types. The adjusted items are now exchangeable for 60BP each.

The following items will be removed from the shop after maintenance on April 29.

  • Road Warrior – Helmet (Level 1)
  • [BATTLESTAT] Rip Tide – M16A4, P18C, Vector, SLR, Beryl, S12K, MP5K, QBZ, P92, SKS
  • [BATTLESTAT] Finish Line – G36C, Skorpion
  • [BATTLESTAT] Convergence – S686, UMP45
  • [BATTLESTAT] Bloody Snowday – SCAR-L
  • [BATTLESTAT] Danger Zone – Mk47 Mutant
  • [BATTLESTAT] Firestarter – QBU
  • [BATTLESTAT] Spartan – P1911

Animated PUBG ID Nameplates

Nameplates–500 G-Coin (Available April 28, 2021–April 27, 2022)

  • Vikendi Birb
  • Hand Drawn Holdup
  • Dogs of War
  • Searchlight
  • Feline Fury
  • Retro Ride
  • Bark at the Moon

Nameplates Batch 2–500-GCoin (Upcoming, available May 19, 2021–May 18, 2022 )

  • Two Smoking Barrels
  • Adrenaline
  • Julie
  • The End

Animated Nameplate animations will be active on following screens:

  • Career > Survival
  • User Profile
  • End-game screen – Opponent’s PUBG ID
  • Spectator – Spectating player’s PUBG ID
  • Death Cam – Killer’s PUBG ID

Animations are not active on the following screens:

  • Match Report > Survival, Overview
  • Team info in the in-game system menu

Sheepover G-Coin Value Pack–1050 G-Coin (Available April 28–June 9, 2021)

  • Sheepover Sleep Mask
  • Sheepover Pajama Top
  • Sheepover Pajama Shorts

Labor Day Sets (Availble April 28–June 9, 2021)

Bundle and individual item prices are displayed below.

  • Streetwear Bundle (990 G-Coin)
    • Hipster Jean Jacket (700 G-Coin)
    • Hipster Skinny Jeans (350 G-Coin)
    • Hipster Canvas Shoes (150 G-Coin))
  • Coffee King Uniform Bundle (900 G-Coin)
    • Coffee King Hat (200 G-Coin)
    • Coffee King Apron (200 G-Coin)
    • Coffee King Leggings (700 G-Coin)
  • Sporty Bundle (1090 G-Coin)
    • Retro Track Jacket (700 G-Coin)
    • Her Galaxy Shirt (200 G-Coin)
    • Her Galaxy Shorts (350 G-Coin)
    • Soccer Cleats and Socks (Teal) (150 G-Coin)
  • Victory Dance 48 (500 G-Coin)
  • Victory Dance 49 (500 G-Coin)

New Worker’s Gloves

  • Worker’s Gloves (Yellow) (300 G-Coin)
  • Worker’s Gloves (White) (300 G-Coin)
  • Worker’s Gloves (Black) (300 G-Coin)

The Greatest Show on Erangel! Circus Sets

Bundle and individual item prices are displayed below.

  • Circus Star Bundle (1290 G-Coin)
    • Circus Star Uniform (1190 G-Coin)
    • Circus Star Shoes (200 G-Coin)
    • (Bonus) Circus Star Hair
    • (Bonus) Circus Star Makeup
  • Ringleader Bundle (1490 G-Coin)
    • Ringmaster’s Tophat (300 G-Coin)
    • Ringmaster’s Jacket (990 G-Coin)
    • Ringmaster’s Vest (300 G-Coin)
    • Ringmaster’s Pants (500 G-Coin)
    • Ringmaster’s Boots (200 G-Coin)
  • Sideshow Bear Costume Set (1290 G-Coin)
    • Sideshow Bear Mask (600 G-Coin)
    • Sideshow Bear Costume (800 G-Coin)
    • Sideshow Bear Feet (200 G-Coin)
    • (Bonus) Clawing Grizzly – Emote
  • Harlequin Helmet Pack (1000 G-Coin)
    • Harlequin–Helmet (Level 1) (500 G-Coin)
    • Harlequin–Helmet (Level 2) (500 G-Coin)
    • Harlequin–Helmet (Level 3) (500 G-Coin)
  • Harlequin Weapon Pack (1980 G-Coin)
    • Harlequin–AKM (990 G-Coin)
    • Harlequin–SLR (990 G-Coin)
    • Magic Bullet–Groza (990 G-Coin)
  • Bigtop Backpack Pack (1000 G-Coin)
    • Bigtop Backpack (Level 1) (500 G-Coin)
    • Bigtop Backpack (Level 2) (500 G-Coin)
    • Bigtop Backpack (Level 3) (500 G-Coin)
  • Victory Dance 50 (500 G-Coin)

Explore Rugged New Looks: EXPLORER Sets (Available May 26, 2021–May 25, 2022)

  • Pathfinder Outfit Set (1190 G-Coin)
    • Pathfinder’s Uniform (700 G-Coin)
    • Pathfinder’s Skirt (700 G-Coin)
    • Pathfinder’s Shoes (150 G-Coin)
  • Survivors Biker Outfit Set (1190 G-Coin)
    • Survivors Biker – Helmet (Level 2) (300 G-Coin)
    • Survivors Biker Vest (700 G-Coin)
    • Survivors Biker Shirt (200 G-Coin)
    • Survivors Biker Jeans (350 G-Coin)
    • Survivors Biker Shoes (150 G-Coin)
  • Hiker’s Outfit Set (1190 G-Coin)
    • Hiker’s Neck Scarf (350 G-Coin)
    • Hiker’s Overshirt (700 G-Coin)
    • Hiker’s Shorts (350 G-Coin)
    • Hiker’s Shoes (150 G-Coin)
    • (bonus) Hiker’s Tanktop
  • “Range Shredder” Zima (990 G-Coin)
  • “Snake Hunter” BRDM (990 G-Coin)
  • Victory Dance 51 (500 G-Coin)
  • Victory Dance 52 (500 G-Coin)

Streamer’s Pack–MOZZ (Available May 5–July 28, 2021)

  • MOZZ’s Pack (1340 G-Coin)
    • MOZZ’s Dress (1000 G-Coin)
    • MOZZ’s M24 (990 G-Coin)

Replay System

  • The replay system has been updated. Replay files from previous updates are now unable to be used.

Bug Fixes

General Fixes

  • Fixed an issue where regular players could make certain changes, or take certain administrative actions on other players custom games.
  • Fixed an issue where raindrops formed on vehicles when located indoors with overcast weather settings.
  • Fixed an graphical issue which caused awkward movement of your character’s left arm when equipping a weapon in slot 2.
  • Fixed an issue where bots firing a weapon would cause the sound to be played twice.
  • Fixed an issue where vehicles could not drive through and properly destroy small fences (mainly on Erangel), allowing them to affect vehicle movement/positioning.
  • Fixed an issue where Panzerfaust’s backblast was shorter than intended.
  • Fixed an aiming issue in FPP when a player aims at a certain direction in a passenger seat of Pick up truck, causing a visual issue.
  • Fixed the inaccurate shape of the Duckbill attchment.
  • Fixed the issue where depleted Jammerpacks could be fully restored after using the Emergency Pickup feature.
  • Fixed the issue where players could interact (looting items, opening doors etc.) through an unbroken window.
  • Fixed an issue with the Motorbike and Mirado sliding or shaking up and down.

World

  • Fixed multiple world related bugs in Camp Jackal (Training Mode).

UI

  • Fixed the error message displayed when sending a friend request to a bot.
  • Fixed the issue where helmets and vests appear in a broken state on the inventory screen while their durability is still above 0.
  • Fixed an incorrect system error message displayed when navigating to the Survival page.

Skins and Items

  • Fixed the clipping issue with other items when equipping the PGI.S Beast-Mode Mask item.
  • Fixed a texture with the PGI.S COLORSHIFT items when viewed on the Career – Weapons menu.
  • Fixed the invisible texture displayed when equipping the Crash Test Handwraps item.
  • Fixed the clipping issue which occurred when equipping both EVENING BLOOM DRESS BOX and Major Trouble Jacket (Green) items.
  • Fixed the awkward loop animation for Victory dance 43.

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Hulu’s Live TV Service Gains ViacomCBS Channels, Including Nickelodeon, Comedy Central

Hulu announced in January that it would be adding a bunch of popular channels to its live TV subscription courtesy ViacomCBS. Nearly four months later, the channels are now available, The Verge reports.

The deal between Hulu and ViacomCBS includes Comedy Central, Nickelodeon, Nick Jr., BET, VH1, MTV, CMT, TV Land, and Paramount Network. These channels are part of Hulu’s $64.99 live TV package, which also comes with access to a bunch of shows from ViacomCBS’ back catalog. A bunch of other channels like BET Her, Discovery Life, MTV2, and TeenNick are also available via a separate “Entertainment Add-On” package, which is an additional $7.99.

The good news here is that these additional channels arrive without a commensurate price hike–at least for now. The Verge notes that Hulu raised the price of this package by $10 back in November, so another increase so soon seems unlikely.

The current pricing is in line with many other live TV services. YouTube TV, FuboTV, and AT&T TV are priced similarly for similar numbers of channels, and a price increase would put it above these other services, putting it at a disadvantage.

First Official Photo of CW’s Naomi Series Pays Homage to Issue #1 of the Comic

The CW’s DC line-up continues to get bigger. The first official photo from the network’s upcoming adaptation of Naomi has been released, depicting Kaci Walfall as the DC heroine as she strikes a pose that recreates the original comic series’ first issue.

Image

Though Naomi’s pilot is currently in production, The CW has not given a series order yet. Should the network order a full season, Naomi would join a line-up featuring many other series based on DC properties. Superman & Lois was recently renewed for Season 2. Additionally, a Wonder Girl series focused on Yara Flor is in development. Meanwhile, The Flash, Black Lightning and Batwoman are all in the middle of airing new seasons.

However, there has been no official confirmation that a Naomi series will take place in the Arrowverse continuity.

Naomi was created by writers Brian Michael Bendis and David F. Walker and artist Jamal Campbell in 2019. The comic series follows Naomi McDuffie as she explores DC’s multiverse and comes to terms with her powers. The character has gone on to play a role in both Young Justice and the Justice League.

The CW series will follow Naomi as she moves from humble beginnings in a small northwestern town after she sets out to discover the origin of a supernatural event.

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Naomi is being executive produced and written by Jill Blankenship and Ava DuVernay. Blankenship served as writer and co-executive producer on Arrow. DuVernay was set to helm a New Gods film for Warner Bros., though the studio recently cancelled the project.

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J. Kim Murphy is a freelance entertainment writer.

Everything New to HBO Max for May 2021

To kick things off this month, Christopher Nolan’s Tenet will make its streaming debut on HBO Max on May 1. And if you missed the initial release of Wonder Woman 1984, you’ll be able to catch Diana Prince in action on May 13.

HBO Max will also be home to a new film from director Taylor Sheridan (Yellowstone, Sicario) on May 14, titled Those Who Wish Me Dead. This new thriller starring Oscar-winner Angelina Jolie centers on “a smokejumper reeling from the loss of three lives she failed to save from a fire, who comes across a traumatized 12‐year‐old boy with nowhere else to turn,” according to a logline from Warner Bros.

You can watch the action-packed trailer for Those Who Wish Me Dead in the video below:

[ignvideo url=”https://www.ign.com/videos/2021/04/07/those-who-wish-me-dead-official-trailer”]

On the TV front, HBO Max is debuting the series premiere of its new dramedy, Hacks, on May 13, and the reimagining of the HBO series In Treatment on May 23. Check out the slideshow gallery below for the highlights of HBO Max’s May offerings, followed by the full list:

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May 1

  • 17 Again, 2009
  • Abraham Lincoln: Vampire Hunter, 2012 (HBO)
  • Anaconda, 1997
  • Anger Management, 2003 (HBO)
  • Baby Boom, 1987 (HBO)
  • Barry Lyndon, 1975
  • Black Hawk Down, 2001
  • The Cable Guy, 1996
  • Charlie and the Chocolate Factory, 2005
  • Cursed, 2005 (HBO)
  • Daddy Day Care, 2003
  • Darkest Hour, 2017 (HBO)
  • Darkness, 2004 (Extended Version) (HBO)
  • The Dirty Dozen, 1967
  • Dumb & Dumber, 1994
  • Employee Of The Month, 2006 (HBO)
  • Firehouse Dog, 2007 (HBO)
  • Flight Of The Intruder, 1991 (HBO)
  • Free Willy, 1993
  • Frida, 2002 (HBO)
  • Generation Por Que? (HBO)
  • God’s Not Dead, 2014 (HBO)
  • Good Morning, Vietnam, 1987 (HBO)
  • Happy Feet Two, 2011
  • Happy Feet, 2006
  • Harley Davidson And The Marlboro Man, 1991 (HBO)
  • Hercules, 1983 (HBO)
  • Igby Goes Down, 2002 (HBO)
  • Igor, 2008 (HBO)
  • Insomnia, 2002 (HBO)
  • The Interview, 2014
  • Jackie Brown, 1997
  • Kansas, 1988 (HBO)
  • Magic Mike, 2012
  • Menace II Society, 1993
  • Michael, 1996 (HBO)
  • Mortal Kombat, 1995
  • Movie 43, 2013 (HBO)
  • Muriel’s Wedding, 1995 (HBO)
  • My Baby’s Daddy, 2004 (HBO)
  • Mystery Date, 1991 (HBO)
  • Norbit, 2007 (HBO)
  • Para Rosa (Aka For Rosa) (HBO)
  • Precious, 2009 (HBO)
  • Rabid, 1977 (HBO)
  • Romance & Cigarettes, 2007 (HBO)
  • Rosewater, 2014 (HBO)
  • Rudy, 1993
  • Rush Hour 2, 2001
  • Rush Hour 3, 2007
  • Rush Hour, 1998
  • Save The Last Dance, 2001 (HBO)
  • Save The Last Dance 2, 2006 (HBO)
  • Senseless, 1998 (HBO)
  • Separate Tables, 1958 (HBO)
  • Serpico, 1974 (HBO)
  • Serving Sara, 2002 (HBO)
  • Summer Rental, 1985 (HBO)
  • Tenet, 2020 (HBO)
  • The Debt, 2010 (HBO)
  • The Immigrant, 2014 (HBO)
  • The Kingdom, 2007 (HBO)
  • The Last Of The Finest, 1990 (HBO)
  • The Perfect Man, 2005 (HBO)
  • The Tuxedo, 2002 (HBO)
  • The Wings Of The Dove, 1997 (HBO)
  • The Witches Of Eastwick, 1987 (HBO)
  • Tomcats, 2001 (HBO)
  • Trust Me, 2014 (HBO)
  • Tyler Perry’s Madea’s Witness Protection, 2012
  • Varsity Blues, 1999 (HBO)
  • Welcome To Sarajevo, 1997 (HBO)
  • When Harry Met Sally, 1989
  • Willy Wonka & the Chocolate Factory, 1971
  • Won’t You Be My Neighbor?, 2018 (HBO)
  • Words And Pictures, 2014 (HBO)

May 2

  • Uri and Ella, Season 1

May 3

  • 300: Rise of an Empire, 2014
  • Pray, Obey, Kill, Docu-Series Finale (HBO)

May 6

  • Hunger, 2008
  • Legendary, Max Original Season 2 Premiere
  • Take Me Out To The Ball Game, 1949
  • That Damn Michael Che, Max Original Series Premiere
  • West Side Story (TCM CFF Opening Night), 1961

May 7

  • La Boda De Rosa (Aka Rosa’s Wedding) (HBO)

May 8

  • Greenland, 2020 (HBO)
  • Re:ZERO -Starting Life in Another World- Season 2 , (Subtitled, Episodes 14-25) (Crunchyroll Collection)

May 9

  • Axios (HBO)

May 10

  • Jujutsu Kaisen – Season 1, (Subtitled, Episodes 13-24) (Crunchyroll Collection)
  • Race for the White House, Season 2
  • The Crime of the Century, Two-Part Documentary Premiere (HBO)

May 13

  • Hacks, Max Original Series Premiere
  • Wonder Woman 1984, 2020 (HBO)

May 14

  • Those Who Wish Me Dead, Warner Bros. Film Premiere, 2021 (Available on HBO Max for 31 days from its respective theatrical release in the U.S. included at no additional cost to subscribers.)

May 15

  • The Personal History Of David Copperfield, 2020 (HBO)
  • The Nevers, Part 1 Finale (HBO)

May 19

  • Apple & Onion, Season 2A

May 20

  • Adventure Time: Distant Lands – Together Again, Max Original
  • The Big Shot with Bethenny, Max Original Season Finale
  • Ellen’s Next Great Designer, Max Original Season Finale
  • Territorio (Aka Close Quarters) (HBO)
  • This Is Life with Lisa Ling, Season 7

May 23

  • In Treatment, Season 4 Premiere (HBO)

May 25

  • Cinderella Man, 2005 (HBO)
  • Real Sports with Bryant Gumbel (HBO)

May 26

  • Curious George, 2006 (HBO)

May 28

  • A Black Lady Sketch Show, Season 2 Finale (HBO)

May 30

  • Mare of Easttown, Limited Series Finale (HBO)

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David Griffin still watches DuckTales in his pajamas with a cereal bowl in hand. He’s also the TV Editor for IGN. Say hi on Twitter.

Terry Crews Demanding the Localization of Mother 3 is Your Friday Mood

It’s Friday, which means it’s another week gone by with no news of Mother 3 coming to the West. It’s been 15 years and 10 days since the game launched in Japan, and ideas of a localization have long felt like a pipe dream. Well, Terry Crews is trying to change that. On Twitter, Crews left a simple and clear message for Nintendo, saying nothing besides, “LOCALIZE MOTHER 3!”

While Crews’ wishes certainly won’t sway Nintendo one way or another, it’s already adding fuel to the hype train, with dozens of folks voicing their approval of Crews’ demands.

Mother 3 is the Japan-only sequel to the SNES cult-classic EarthBound, which was titled Mother 2 in Japan. Mother 3 was originally released for the Game Boy Advance in 2006. Fans have been asking for its localization basically ever since.

At E3 2018, IGN asked then-Nintendo of America President Reggie Fils-Aime about a potential English release for the EarthBound sequel. At the time, Reggie said Nintendo is aware of the wishes for Mother 3’s localization, adding, “When we have something to announce, we will.”

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Having since retired from Nintendo, Reggie recently tweeted that an English version of Mother 3 was his oldest backlog game, saying he puts off playing it every time he gets trolled about it.

While an official localization has not yet come to fruition, Nintendo occasionally comes back to the Mother franchise. Mother 3 protagonist Lucas has been a member of the Super Smash Bros. roster for the last four entries of the series, beginning with 2008’s Super Smash Bros. Brawl. Additionally, Nintendo localized the original Mother as ‘EarthBound Beginnings’ back on the Wii U Virtual Console in 2015.

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As for Crews, the actor has always made his love for video games known. When rumors were swirling about the Overwatch character Doomfist, Crews was not shy about his wishes to voice the hero. The actor also voiced the main character in 2019’s Crackdown 3.

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Logan Plant is a news writer for IGN, and the Production Assistant for Nintendo Voice Chat, IGN’s weekly Nintendo show. You can find him on Twitter at @LoganJPlant.

Returnal Doesn’t Let You Save And Wants You To Die–And That’s Just How It Should Be

A lot of the pre-release discussion about Returnal has focused on how tough it is. Here’s the thing, though: You’re supposed to die in Returnal. You should probably die more.

Developer Housemarque is known for its difficult, intense bullet-hell arcade games, and it brings those sensibilities to a third-person shooter that can definitely ratchet up the difficulty at times. That combines with the game’s roguelike nature, where every time you start playing, you’ll face a different, randomized map of rooms and start with the bare minimum of equipment. Some upgrades you’ll earn are permanent, but many are lost whenever you die, forcing you to build up the power to survive on the alien world of Atropos anew.

That’s caused some critics and players to complain that Returnal is too punishing–some of the popular consensus is that you’ll have to really step up your shooter skills to hang with it.

At the same time, much has been made about another aspect of Returnal: the inability to save mid-run. Returnal opens with a message telling you that if you quit the game at any point, your current run will end, and you’ll be returned to Helios, protagonist Selene’s crashed spaceship. If you want to stop playing, you’ll have to give up everything you’ve earned on a run–and as some have said, runs can last hours.

Roguelike fans have been mentally primed to try to go as far as possible in a single run, but that actually flies in the face of how Returnal is made and should be played. Your runs aren’t meant to be hours long, but divided into manageable bits with clear goals. If your run is lasting hours, you should, uh…die.

Like some other roguelikes, Returnal is the story of a time loop. Every time she’s killed, Selene awakens again at Helios, fully cognizant of everything that she experienced up until her last death. Figuring out why you’re in this eternal loop of returns–Returnal, get it–is part of the story.

If you're clearing more than one biome at a time, you're not dying enough.
If you’re clearing more than one biome at a time, you’re not dying enough.

And indeed, every new run rearranges the world before you, causing you to stumble on new information. Returnal is littered with audio logs left by past Selenes during other attempts to reach her goal, a strange broadcast on Atropos called White Shadow, and clues to the alien civilization on Atropos that seems to have been wiped out. If you don’t die, you can miss those items because they’re tied to the game’s procedurally generated map. You need the map to rearrange itself to find them.

So Returnal’s story is built expecting you to die and replay portions of the same biomes over and over. There are also logs in the Helios computer that illuminate what’s going on (somewhat–it’s all a bit vague and trippy in a New Weird fiction sort of way) and some specific story moments that only become available as you defeat bosses and enter new biomes. Returnal expects you to die and return to your starting point and, in fact, provides more story and context when you do.

That’s why I think both the lack of saving and the difficulty discussion are overblown, taking focus away from the things that make Returnal interesting and centering instead on mechanical aspects of the game that were purposely, thoughtfully designed. Returnal is made with death as an expectation and is supposed to be difficult to match. If you don’t die, things get…wonky. I can tell you that from experience.

Through some combination of luck and skill, I ripped through a huge chunk of Returnal on what was essentially my first run. (There’s a monster you fight early in the game that I believe is meant to kill you once to demonstrate the time loop, so this was the run after that one). I found an artifact that healed me when I was close to death, which helped keep me from ever getting down to one hit from death. Another artifact gave me what was essentially an extra life at a key moment. I uncovered powerful guns and avoided “malignant” pickups that have a chance of giving you serious, painful debuffs. I made use of the Recombinator, a machine you can find somewhere in each biome that will revive you if you die on that map. And I cleared the first three biomes and the first three bosses of Returnal in one big four-to-five-hour stretch, leaving my PlayStation 5 in Rest mode when I needed to quit.

Should have let this guy kill me.
Should have let this guy kill me.

Not long after, I completely regretted my deathless, overpowered, boss-smashing run.

Without spoiling too much, there are twists and turns in Returnal’s story that recontextualize the narrative at key moments as you play. The trouble is, as mentioned, you need to return to Helios and re-play the game’s biomes in order to see a few big parts of that narrative. I never died–so I never saw those things. And when Returnal started throwing twists at me, I had no idea what was going on. Eventually, I just decided to restart the game and throw away five-plus hours of progress so I could die more.

So when it comes to difficulty, well, that’s kind of the point. Selene’s many deaths are mirrored in her struggle to uncover the truth of what’s happening to her, and Returnal is built so that you experience that frustration along with her. The audio logs, in particular, start to paint a picture of what it’s like to go through cycle after cycle on Atropos, something you’re supposed to start to feel as well. If you don’t die, you don’t get that, and Returnal is weaker for it.

That’s not to say you have to get punched in the face by the game over and over to really “get” it. In fact, I think Returnal is extremely forgiving about a great many elements of how you make progress. This isn’t a roguelike in the same vein as something like Hades or Dead Cells; Returnal is aware of the fact that biomes are big and can take a long time to cross, and it puts a bunch of elements in your path that help you cut that time down.

For instance, most biomes have a boss, and to reach that boss, you have to unlock a door by finding one or more keys. That means you have to scour the biome for the keys, often fighting some tough battles along the way. But keys are persistent–once you find them, you’ve got them, even if you die. And once you’ve unlocked the boss door, it stays unlocked on subsequent runs. What’s more, even though biome maps are procedurally generated, they tend to flow in a predictable way; you’ll usually reach a central area that’s near the boss room pretty early on, and once you have the keys, you can blow off searching the sections of the map that would normally house them. All doors on your map are also clearly marked as either part of the critical path or as optional side rooms, further allowing you to prioritize. With the keys found, you can go straight to your fight with the boss–it might be a good idea to spend some time gearing up for the battle, but you definitely don’t need to spend an hour or more in the biome getting ready.

Yes, you'll revisit some of the same areas in Returnal, but it's so full of shortcuts and persistent upgrades that you can move fast if you want to.

Unlocking a boss is persistent, getting to a boss is relatively easy, and once a boss is defeated, you never have to fight it again if you don’t want to. Defeating each boss gives you a key or a traversal item that lets you then access the next biome, and that item is persistent as well. So once you have the ability to travel to the second biome, the Crimson Wastes, for instance, you can just run through the first biome until you hit the teleporter that lets you move on. When you arrive in the Crimson Wastes, a weapon upgrade will be waiting for you to guarantee that any gear you find will be up to snuff against local enemies. You can effectively skip to the next section of the game while spending minimal time replaying areas you’ve already seen–unlike in a roguelike such as Hades, where you have to fight through every biome and every boss on every single run.

Returnal continually provides you with ways of cutting down on how much you have to replay, and you should be using those shortcuts. If you’re clearing every biome over and over in order to gear yourself up to be as strong as possible, yeah, your runs will last hours, but they aren’t supposed to. You’re supposed to run through a small portion of a biome you’ve already seen, maybe pick up some new story elements, and move along to somewhere new. You’re supposed to die a few times so that you get kicked back to Helios to read a new ship log and to stop by a key location for another story cutscene before you return to your destination. You’re supposed to focus on finding the next key, killing the next boss, or opening the next path.

Really, it’s too easy not to die in Returnal, and the usual roguelike mentality that incentivizes getting as strong as you can to go as far as you can is antithetical to the way the game is actually made. In truth, you want to die and return to Helios at least one time after you enter a new biome. A lot of the time, it’s better to give up a run and restart a cycle than go for hours and hours, either in one sitting or by using your PS5’s Rest mode. That’s the way Returnal is built; that’s why it doesn’t let you save mid-run.

Still, some are already clamoring for Housemarque to add a save feature to Returnal. And if there’s a good argument for the feature, it’s that even short runs are too long for busy people, folks with children and other commitments, and the like. The developer responded to a Reddit thread about the issue, saying that it was listening to the community but had no plans for updates.

As mentioned, though, Returnal is built to encourage you to quit, die, and restart. It doesn’t want you to get too committed to a build or to slam through several biomes at once. The solution here isn’t a save feature–it’s quitting a run and being okay with it. I think that’s what Housemarque is trying to get across through the design of the game, and why it isn’t committing to making a change.

All that to say, when you’re considering Returnal, struggling with its difficulty, or wishing you could log out of the game without losing all your sick upgrades, consider how the game was designed. Death is part of the experience. It’s actually essential. Everything about Returnal is made with that in mind–and lots of parts of the game exist to make dying a part of the experience without being punishing.

It’s okay to die in Returnal and to give up a run and start a new cycle sometimes. You’ll have a better experience if you let it happen. Trust me on this one.

Now Playing: 11 Returnal Tips to Help you Survive

New Pokemon Snap: How To Find The Seafloor Illumina Pokemon

Your overarching goal in New Pokemon Snap is to help Professor Mirror research the Illumina phenomenon, a mysterious occurrence causing certain Pokemon and plant life around the Lental region to inexplicably glow. As part of this research, you’ll need to travel about the region’s different islands and photograph the elusive Illumina Pokemon, which are the key to unraveling the mystery behind the phenomenon.

While most of the six Illumina Pokemon you need to photograph are fairly easy to find, the one located in the Lental Seafloor area, in particular, may give you some trouble, as it’s tied to a very specific interaction that you need to trigger using Illumina Orbs. This is the only instance in which you need to use these orbs to open a new pathway, but the game offers no clear indication of this, so you may find yourself at a loss for how to progress. If you get stuck, here’s how to find the Seafloor Illumina Pokemon.

How To Find The Seafloor Illumina Pokemon

Before we get into the specifics, it’s important to note that your quest to find Illumina Pokemon is primarily tied to Research Levels, one of the new features that New Pokemon Snap boasts over the original game. Each locale you visit has its own Research Level, which you can increase by taking photos of its endemic Pokemon and having them evaluated by Professor Mirror. The more photos you take, the more Expedition Points you’ll earn, especially for photos that the professor scored higher–this is the quickest way to boost your Research Level. As a locale’s Research Level increases, you’ll open up more photo opportunities; new kinds of Pokemon and interactions will appear around that area, and you’ll even gain access to alternate pathways that will help lead to Illumina Pokemon.

Keep in mind that in order to boost the Research Level of a course, which is required to progress in the story (and uncover the Seafloor Illumina Spot), you only need to keep playing the course until you’ve earned enough Expedition Points to level up. Partway through the story, you’ll start to receive requests from the other research team members. While these are a great way to snap up some four-star photos, they have no bearing on story progression–so if you’re simply looking to progress in the story and find all the Illumina Pokemon, you don’t need to spend any time completing these requests. You can always come back to them later.

Pay attention to this Clawitzer.
Pay attention to this Clawitzer.

Before you can find the Seafloor Illumina Pokemon, you’ll need to raise the area to Research Level 2. Shortly after you set off on the Level 2 route, you’ll spot a Clawitzer attempting to destroy a pile of rocks blocking an underwater cave to your left. However, the Pokemon won’t be able to destroy the rocks on its own; you’ll need to throw an Illumina Orb at it to power it up, giving it the strength it needs to smash through the rubble.

Once the rocks have been destroyed, quickly scan the opening that Clawitzer created to discover a new route, which, upon returning to the research camp, will give you access to the fourth Illumina Spot.

Once you manage to hit it with an Illumina Orb, the Clawitzer will then destroy the boulders blocking the entrance to the hidden route.
Once you manage to hit it with an Illumina Orb, the Clawitzer will then destroy the boulders blocking the entrance to the hidden route.

As previously mentioned, this is the only time in New Pokemon Snap that you need to use an Illumina Orb to power up a Pokemon and open up a new route. Whereas the paths to the other Illumina Spots are primarily found by scanning a new route (with the game even prompting you to do so), this particular Spot requires you to trigger a specific Pokemon reaction beforehand, and the game doesn’t really give you any clear hints as to what you need to do. With this guide, however, you should be able to find the Seafloor Illumina Spot without any difficulty.

New Pokemon Snap is out now on Nintendo Switch. While the game sticks very close to the original’s formula, developer Bandai Namco has made some pretty notable tweaks to the gameplay. Be sure to check out our guide on the biggest changes in New Pokemon Snap before you set off on your adventure.

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