Resident Evil Village Beginner’s Guide: Essential Tips To Help You Survive

Resident Evil Village is a bit involved even by most survival horror game standards, with its fair share of inventory management, exploration, a merchant you should regularly return to in order to help arm and upgrade yourself with the equipment you need to survive, and even hunting.

If you’re new to the series, or even survival horror in general, these tips will help you find your footing rather than tremble as you round every corner in fear. Below, we break down our essential tips into three sections: combat, exploration, and the Duke, with helpful insight in each category.

COMBAT

Like it or not, you’re inevitably going to face some horrific baddies on your quest to find Ethan’s daughter, Rose. Fortunately, the essentials of combat aren’t too tricky to master.

Go For The Knees

We know you want to be a hotshot with your headshots, but going for the dome isn’t always the best option in Resident Evil Village. The game’s werewolf-like enemies, Lycans, are unruly, somewhat unpredictable foes that scour the village. They’ll go from gaining on you real quick to slowly stalking you as they get closer and closer. But don’t be fooled, aim for the head, and they’ll duck and juke out of the way, leading to some wasted rounds. It’s annoying.

A well-placed knee shot can give you that headshot opportunity you crave.
A well-placed knee shot can give you that headshot opportunity you crave.

Instead of wasting your time trying to go directly for their noggins, a few well-placed shots to the knees is a far better way to bring them down, allowing for ample opportunity to land that powerful headshot you crave. The hitbox on their legs is also much more forgiving, making it easier to aim down and fire without getting too precise about it.

The same strategy applies to the cave-dwelling ghouls known as the Moroaica. These terrifying scoundrels wield sharp weapons and will often lumber their way toward you as a group. If you absolutely must engage with them, you can easily create some distance between you and them to take some shots at their kneecaps to give you the opening you need.

Keep in mind that there are various enemies in Village, some of which are more bullet spongy, while others wear armor–so this tip isn’t entirely universal. However, you’ll be fighting Lycans and ghouls the most, so this strategy will be your go-to in most encounters. It’s also good for controlling a crowd, as you can bring multiple enemies to their knees in a row and switch to your shotgun for a quick spray attack. However, when it comes to those other enemy types we mentioned, just be observant, and their weak spots should be pretty apparent. We’d rather not spoil what other surprises lie ahead, so we’ll leave it at that.

Time Your Counters

If you block an attack (by holding the top left shoulder button if you’re playing on a controller), you have a small window of time to press block again and trigger a counter that’ll kick your enemy back, which will also disarm them and have a knockback effect on any baddies around you.

If you time your guards properly, you can do far more than reduce damage.
If you time your guards properly, you can do far more than reduce damage.

In some cases, when you’re surrounded and overwhelmed, deliberately taking a hit from an enemy, blocking it, and then countering it can really pay off, giving you a solid opening to punish them with some shots to their knees.

Sometimes, It’s Okay To Run

Sometimes, fighting just isn’t worth your resources. The Moroaica, in particular, are slow and don’t prance around like Lycans, so sometimes it’s better to save your resources and simply go around them to get where you’re going. In some scenarios, you’ll confront groups of enemies, so turning and running to create some distance between you and them is typically a good idea. However, in classic survival-horror risk/reward fashion, sticking around and killing them can reward you Lei, Village’s in-game currency. Basically, just consider your resources and the environment before getting in an altercation.

While it’s okay to run, it’s also smart to set a mine down before doing so, especially when you’re dealing with overwhelming numbers; your guns and knife aren’t your only answers to a fight, after all. If you set down a mine, be sure to bait your enemies to it accordingly. Get their attention well enough, and those wobbling dummies won’t know what they’re walking into. Of course, if all else fails, tossing a Pipe Bomb can be a great way to create an opening. Just be sure to push through quickly before any surviving enemies get up.

You don't always have to stick around and fight groups like this the moment you see them.

Though, as mentioned, there are other bigger, more challenging enemies to content against, and while we won’t say much about them, we will note that the best way to dodge their attacks is often to turn ever so slightly by 45 degrees, and then sprint. Movement in Resident Evil Village can be oddly sluggish at times in hectic encounters, but luckily, the game does tune the AI of these enemies to help make evasion manageable with your limited capability.

EXPLORATION

When it comes to exploration in Resident Evil Village, you’ll always want to be as thorough as possible, as it’s vital to take the time to gather as many resources as you can. With useful stuff like ammunition, crafting materials, and valuable sellable treasure all ripe for the taking, you can never go wrong scouring the environment high and low for any handy supplies you can take with you.

Always Check Your Map Before Leaving a Room

Like recent games in the series, Resident Evil Village has a nifty feature that indicates whether you’ve collected everything in a room. When a room you’re in is marked blue, that means you’ve collected everything. Otherwise, if there’s still stuff to find, it’ll appear red.

So if you’re having trouble clearing a room, it might be because you missed a hidden treasure. Before leaving an area, make sure to look up at the ceiling for anything that sparkles. If you see it, shoot it. These are typically crystals that can be sold to The Duke, the game’s merchant.

If you're one to scavenge, then be sure to refer to the map constantly, so you know you're getting everything.

On the other hand, some rooms will have containers that require a lockpick to unlock or a sealed door to open with a key, which you’ll have to open before they’ll turn blue. ut thankfully your map marks hotspots like that once you’ve been in the vicinity of them, so it’s easy to go back and clear them out at a later point–which is very, very nice.

Lastly, keep in mind that there are some areas you won’t be able to return to, so again, it pays to be thorough along your journey, as opposed to leaving your map filled with uncleared rooms packed with supplies you could’ve used to more easily survive.

Backtrack. It’s Worth it.

While a few areas won’t be available later, the actual village is an area you’ll be returning to many, many times. The village is a connecting hub between each major area of the game. One way or another, you’ll be returning there, and each time, you’ll return with something that can likely unlock something new, whether it’s a wheel for a well, a crank to lower a bridge, lockpicks, or straight-up keys. So before trudging into the next new area, make sure to take a moment and circle back around with your newly found items to see what you can open up, even if it’s just a simple small chest.

There's plenty more to find in the village upon subsequent revisits.

But, like anything relative to Resident Evil, be wary of the risk/reward, as sometimes being a thorough player will reward you with a big ol’ treasure or new special gun, but it also likely means you may have to deal with an onslaught of baddies ready to drain you of your resources.

Go Hunting

It doesn’t feel great killing pigs, fish, and goats, who are just minding their own business in an already dreadful village infested with werewolves and other nightmarish creatures. But as it turns out, their true enemy is, in fact, actually Ethan Winters. Still, killing animals and taking their parts to The Duke has some significant benefits, as he’ll make meals for you that permanently increase your health, block resistance, and movement speed.

Eating is important in this particular Resident Evil--just not in the way you might think.

Also, be on the lookout for pictures of animals hidden around the village, which are needed for finding ingredients for creating special cooking recipes. And while you’re on a killing spree, make sure to shoot the crows, too, as they drop extra Lei to spend!

Craft Only When You Need To

A useful point to consider is that you can actually hold off on crafting items until you absolutely need them since the game lets you pause the action to craft–something that’s particularly handy when in combat or any other sticky situation. Crafting materials don’t take up inventory space; crafted items do. As such, it’s often best to craft only when the need arises, so you can ensure you’ve got enough slots open to pick up resources.

THE DUKE

As mentioned, The Duke is Resident Evil Village’s merchant. He’s an intriguing fellow who has all sorts of valuable wares you can purchase to aid you on your journey, whether that’s ammunition, weapon parts, or health items. He also offers you the ability to buy weapon upgrades, further maximizing the effectiveness of your loadout.

Check Your Treasure Before You Sell It

Selling treasure is a vital part of Village’s gameplay loop, giving you a bump in the funds needed to acquire valuable resources and upgrades. If you’re a Resident Evil 4 veteran, this is a near copy/paste version of how it works in that game.

ABCT (Always Be Combining Treasure)

Like Resident Evil 4, it’s important to check that another piece of treasure can’t combine with the one you’re looking to sell. This is, thankfully, indicated in the treasure’s description listed next to its value. Combining a piece of treasure with another increases the overall value, earning you far more than what you’d get if you sold each separately. So if you have any treasure that’s still incomplete, consider holding off selling it until you find a part that can combine with it.

Know Your Strengths, and Upgrade Accordingly

There’s quite a selection of weapons to choose from in Resident Evil Village, with each having distinct benefits and utilities. They generally all have use in a combat situation, but it’s important to prioritize upgrading the ones you like the most to suit your preferred playstyle. Are you a pistol slinger who likes to go for a few consistent shots one enemy at a time? Or do you prefer using the shotgun for that much-needed crowd control when things get too hairy? Or maybe you just prefer to dispatch things with a sniper rifle from a distance. Self-awareness and knowing your strengths isn’t just vital in life; it’s crucial in this game as well, because it’ll help guide the path of your weapon upgrades.

Consider which upgrades suit your playstyle--more importantly, cover your weaknesses.

After using a weapon enough times in combat, be sure to upgrade its categories accordingly when you’re at the Duke’s shop. The best practice is to lean into what you know you want. The categories are as follows: Power, Rate of Fire, Reload Speed, and Ammo Capacity. Do you like going all-in on damage, then maybe Power and Rate of Fire are where you want to invest. If you’d rather not waste time reloading, then you should increase your Reload Speed and max Ammo Capacity–you might want to consider these factors for the shotgun especially.

It’s important to note that not all upgrade levels for individual categories are available at first, as subsequent levels only unlock after you progress the game past certain points. Take that into consideration when you’re contemplating where to pour your hard-earned Lei.

Sell Your Guns

As the game progresses, you’ll naturally find better versions of your arsenal along the way. While you may have grown a sentimental attachment to your starting pistol and have upgraded it all the way, it takes up inventory space, and as the game goes on, that space will become more and more scarce. And even upgraded, old guns are usually just not as powerful as the new guns you’ll find. You’re better off just selling the old ones and using that Lei to upgrade your new guns.

While you’re at it, sell ammo for weapons you don’t use as often, and use that money to replenish the weapons you use a lot. Keep in mind that the Duke’s inventory is also limited, though it does replenish with every new area you enter.

For more about Resident Evil Village, be sure to read our review. And if you need help getting through the game, we recommend having our full spoiler-free walkthrough handy to get you through the game’s tougher sections.

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Titanfall 2’s 2021 Comeback

Respawn Entertainment decided to allow free access to Titanfall 2 from April 30th to May 3rd, and suddenly, new players abound have discovered the brilliance of Titanfall 2. So, after repeatedly being dealt a bad hand, this is why Titanfall 2’s resurgence is well deserved.

While Titanfall 2 was an oft missed gem in 2016, suddenly longtime players are posting videos stomping on a horde of new players. That’s right – new players. The game just had one of its best weeks in years, but why now, and what exactly have new players been missing all this time? This is the history of Titanfall 2, and why, 5 years after the fact, people are just now discovering its brilliance.

Fortnite: Where To Get Intel From Bushranger, Tarana, Rex, Cluck, And Grill Sergeant

Looking ahead to the Fortnite Week 9 challenges, one of the next Epic Quests coming players’ way will ask them to gather intel on wildlife from a group of five named NPCs. That list includes Bushranger, Tarana, Rex, Cluck, and Grill Sergeant. While this challenge is scheduled to appear in-game on May 13 at 6 AM PT / 9 AM ET, our guide will help you plan ahead, knowing where to find each NPC before Week 9 even kicks off.

Bushranger, Tarana, Rex, Cluck, and Grill Sergeant Locations

Most NPCs hang out inside named locations, making finding them quite simple, but a few of this challenge’s assortment of NPCs are off the beaten path. Here’s where you can find each of them:

  • Bushranger: West of Pleasant Park under a tree
  • Tarana: In a house within Boney Burbs
  • Rex: East of The Spire among some scrap materials and a campfire
  • Cluck: South of The Spire by some small huts
  • Grill Sergeant: East of Stealthy Stronghold at the Durrr Burger food truck

If you’re a better cartographer than reader, we’ve also pointed them out on the map below.

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With most of them concentrated around The Spire, you may want to consider visiting Grill Sergeant to the north first, before heading south to get the rest, Storm permitting, of course. Once you’ve cleaned up that challenge, you’ll be 24,000 XP richer, plus you’ll have completed another of this season’s Epic Quests, which gradually unlock bonus Styles for Season 6 Battle Pass characters.

If you still need to finish up the Week 8 challenges, use our complete guide right here.

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Best Perks For Call Of Duty: Warzone

As with most battle royales, Call of Duty: Warzone matches start with dropping down and scavenging the best ground loot you can find. Staying alive is the primary objective, but you’ll likely want to grab enough cash for the hefty $10k price tag of a loadout drop. Or maybe you don’t scrounge up enough money, so you wait for the free loadout drop to arrive. Regardless, you want to make sure that your custom tailored loadout is going to give you the best chance at survival.

Gun builds are generally the focus of custom loadouts, as the weapon meta is constantly shifting, but the perks you choose can definitely factor into whether or not you win or lose your gunfights in Warzone.

Maybe you’re new to Warzone, or maybe it’s been awhile since you’ve given your perks a second glance. It’s easy to set perks for each loadout and forget about them. Despite the shift to the Cold War and Season 3’s new Verdansk ’84 map, Warzone still uses Modern Warfare’s perks. The perk selection never changes, and it’s rare for a shift in the meta to require you to change them up.

The one real exception being something like the popularity of thermal scopes, which occurred shortly before or around the start of Season 1. During that time I switched the first perk on some of my classes to Cold Blooded, because Cold Blooded keeps you from being detected by thermal optics. Once the meta shifted away from thermal scopes, Cold Blooded was no longer the smart choice for the first perk slot. Not enough players use thermal scopes to make it more viable than something like E.O.D., which reduces the damage you take from non-killstreak explosives and fire. You’re much more likely to get semtex or grenades thrown at you than you are to get picked off by someone with a thermal scope.

Here are some recommended perks for Warzone:

PERK 1

E.O.D.

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E.O.D. is the top choice for the first perk slot, because again, it reduces explosive damage taken from non-killstreak explosives and fire. If you’re pinned down in a building and don’t have a trophy system to intercept enemy equipment, you’ll want E.O.D. to help you avoid dying to a barrage of enemy grenades or some molotovs.

Double Time

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Double Time is another solid choice for the first perk slot. Mobility is important in Warzone, whether you’re pushing an enemy squad or just trying to escape the circle of gas with your life. And Double Time allows you to Tactical Sprint for longer, as well as boosts your crouch movement speed by 30%.

The benefits of both E.O.D. and Double Time far outweigh the other options in the perk one category. If you’re still running Scavenger to resupply ammo from dead players, consider swapping to E.O.D. or Double Time for standard Warzone matches. You will likely find enough ammo without the perk. You’d only really need to consider Scavenger for something like Rebirth Island, where players won’t always have a lot of ammo to scavenge. But even then, I still don’t think it’s more crucial than the benefits that come from E.O.D. or Double Time.

PERK 2

Ghost

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Ghost is the most commonly used perk in Warzone. This perk makes you undetectable by UAVs, radar drones, and heartbeat sensors. Your life matters so much in battle royale, especially in non-respawn modes, so it’s important to keep yourself off the radar. With the threat of enemy UAVs and the fact that heartbeat sensors are so commonly used, Ghost is a no-brainer for the second perk slot.

Overkill

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However, you might want to dedicate a few loadouts to Overkill. The Overkill perk allows you to equip two primary weapons, making an Overkill loadout a great pick for your first loadout drop. This gives you the best chance at winning the early gunfights, as you’ll have two primary weapons that provide you with effectiveness at the various ranges. So, this is where you’d pair your preferred long-range weapon with your best close- to mid-range gun.

If you are able to score an early first loadout with Overkill, eventually, you’ll want to pick up a second loadout and switch to a Ghost class. The matches tend to slow down and get a bit more campy near the end, so you’ll want to make sure you get off enemy radars.

Restock

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Restock is the only other second perk option worth suggesting here. Restock recharges your equipment over 50 seconds. This is mostly for those really aggressive playstyles. Players with Restock likely have stun grenades as their equipment with the intention of seeking out the fights.

Overall, Ghost is your overall most important and effective second perk. Depending on your playstyle, you might choose Overkill or Restock for some more aggressive options. But if you’re a quieter player or squad looking to drop somewhere lowkey and loot, maybe you just stick with Ghost loadouts.

PERK 3

Amped

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Amped is undoubtedly the top choice for the third perk slot. It provides faster weapon swap and rocket launcher reload speed. There’s nothing worse than losing gunfights because you needed to reload, and you died while trying to switch weapons. Amped lets you swap weapons with barely any delay, and it’s a very noticeable difference in time if you’re not running this perk.

Tracker

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The only other third perk that could be viable for Warzone is Tracker, which allows you to see enemy footprint trails, so it can be helpful for players who like to hunt down bounty contracts. I see a lot of players run Tracker in solo, and maybe that’s worth your risk of losing out on the faster weapon swap, but tracking players footsteps in something like trios or squads won’t be as useful. You’ll want Amped equipped to help you fight off multiple enemies.

Just like weapons, perks can come down to personal playstyle preferences, but Ghost and Amped are highly recommended for most of your loadouts. And unless there’s another thermal shift in the meta, you shouldn’t have to worry about adjusting your perks again.

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Resident Evil Village’s Castle Used To Be Filled With “Dozens Of Sisters,” Says Art Director

The castle in Resident Evil Village used to be a lot more crowded than it is now. The initial design for the environment was filled with dozens of vampire daughters, not just Alcina Dimitrescu and her three daughters.

“There was also a point in time where it wasn’t a trio of sisters, but dozens upon dozens of sisters inhabiting the castle, all ready to feast on Ethan’s blood,” art director Tomonori Takano said, according to PlayStation Blog. “However, after trial and error and testing the game’s tempo, the Dimitrescu family was ultimately decided to be Alcina Dimitrescu and her three daughters.”

He continued: “We had experimented with a lot of different variations during the initial development stage. At one point they had giant scissors. Another design had them with leech-like long tongues. Yet another time, they wielded whips.”

Takano also clarified that the Dimitrescu family solely feeds on the blood of human males, explaining why players will find only men crucified just outside Castle Dimitrescu. Those men are previous meals. When designing the family, Capcom wanted to create individuals that players would find genuinely creepy, but also oddly beautiful.

“We had a central theme or focus when designing each location of the village,” director Morimasa Sato added. “For the castle section, the central theme was creating ‘beautiful horror.’ That gave birth to the idea of having multiple daughters appear, all wearing expressions of complete madness.”

In GameSpot’s Resident Evil Village review, Phil Hornshaw wrote, “Village is an intelligent reintroduction of the best action elements of Resident Evil. Though it captures some of the same things that made RE7 such a breath of fresh air (or maybe rancid, stale, mold-filled air, but in a good way), Village evolves to become its own unique creature. It makes you wonder what beautifully twisted fiend Resident Evil might mutate into in the future.”

Now Playing: Why Do We Love Being Chased In Horror Games So Much?

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Remnant: From The Ashes Gets Free PS5/Xbox Series X|S Upgrade On May 13

Developer Gunfire Games has announced that Remnant: From the Ashes will be getting free Xbox Series X|S and PS5 upgrades on May 13. The new generation of consoles will play Remnant at an enhanced frame rate and resolution.

On Xbox Series X|S and PS5, you’ll be able to play Remnant at 1080p resolution at 60fps. On PS5 and Xbox Series X (but not Series S), you’ll also have the option of playing Remnant at 4K resolution at 30fps.

Also on May 13, Remnant will be added to the Microsoft Store App, Windows 10 Xbox App, and Xbox Game Pass for PC–all of which will support cross-play with the Xbox One and Xbox Series X|S versions of the game.

First releasing in August 2019, Remnant: From the Ashes is a third-person action game that’s designed similarly to From Software’s Dark Souls series, though it focuses on firearms instead of swords and other close-range fantasy weapons. Since its release, Remnant has gotten two post-launch DLCs: Swamps of Corsus and Subject 2923.

If you’re curious as to whether Remnant is your type of game, check out our review. In GameSpot’s Remnant: From the Ashes review, Alessandro Barbosa wrote, “Confusing accurately describes Remnant: From the Ashes a lot of the time, especially when its combination of established ideas doesn’t mesh. But for the most part, the experiment is a success, resulting in deeply satisfying combat against creative and challenging enemies.”

Now Playing: Remnant: From the Ashes Gameplay

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Sacha Baron Cohen To Receive “Comedic Genius Award” At MTV Movie Awards

MTV has announced that actor and comic performer Sacha Baron Cohen will be honored with the “Comedic Genius Award” at the 2021 MTV Movie & TV Awards. The award ceremony will be airing live from Los Angeles on May 16 PM at 9 PM ET/PT and hosted by Leslie Jones.

Cohen is, of course, receiving the honors for his brilliant, surprise reprisal of his infamous Borat character in last year’s Borat 2–which drew tens of millions of viewers to Amazon Prime and cost the streaming service a reported $80 million to secure the digital release. Cohen, never one to break character, used his allotted time during his Golden Globes acceptance speech for Best Picture to give kudos to Rudy Giuliani, who the actor says deserves the MTV honors over himself.

Cohen and Borat 2 are both well-deserving of the accolades, and here’s hoping after a run of award wins, a release date for the recently announced Borat 2 behind-the-scenes featurette won’t be far off. Supplemental Recordings will be presented in a multi-part special with behind-the-scenes footage and also extended cuts of certain scenes. Rumors have indicated there was enough footage shot from Borat 2 to create another entire movie, but it’s unclear how long the featurette content will run, in total.

Meanwhile, Cohen insists he is done playing Borat because it’s gotten “too dangerous.” Cohen says he’s “going to stay with the scripted stuff” for the foreseeable future–but, again, that is exactly what Cohen would say if he was planning something absurd, unscripted, and outrageous.

Opinion: Returnal Isn’t Too Hard, It’s Just Too Long

Last night I made it further than I’ve ever been able to progress in Returnal. With the help of an Astronaut Figure and some key health consumables, I was able to penetrate deep into the desert biome, fending off waves of difficult enemies in the process. I finally succumbed to the attacks of a teleporting alien, sending me all the way back to my ship while wiping away 90 minutes of progress.

As I watched the flaming wreck of the Helios dive through the atmosphere for the hundredth time to crash on the planet below, I took a deep sigh and put away my PS5 controller. At that moment I wondered if I would have the time and energy to finish Returnal. It’s not that it’s really hard, per se. I can deal with difficulty. Nor is it a bad game, as our positive review can attest. It’s more that, in my opinion, the expectations surrounding blockbuster games are an awkward fit for the traditionally lean, fast-paced roguelite genre. Or to put it more simply, I think runs in Returnal take too long to complete.

Returnal is being touted by some observers as one of the first ‘triple-A roguelites’ — a big budget version of the successful indie genre. It features many of the elements that have proven successful in Hades, Dead Cells and other games, particularly in the way that it makes dying over and over again into a storytelling conceit. Considering  how popular roguelites have been over the past several years, it was inevitable that some major developer would eventually tackle the genre that has so effectively popularized challenge runs and permadeath.

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In its defense, Returnal is much more than a cynical repackaging of established tropes from the indie space. With fewer than 100 employees, Housemarque  — until recently an arcade developer — still feels like something of an indie itself. You can feel that arcade pedigree in its bones, from its rapid pace to its love of particle effects and big, fat energy bullets.

Nevertheless, it has a pacing problem, and it’s not just because it lacks an auto-save feature.

Its formula, which sees you playing  as a lost astronaut trapped in a time loop who returns to the moment of their crash each time they die, is typical of the roguelite genre, steadily ratcheting up the stakes by holding the prospect of permadeath over your head. The difference is that where a run through Hades can be wrapped up in less than an hour, it takes at least that long or more to explore a single biome in Returnal. What’s more, where Hades slowly ramps up its difficulty over a long period of time, Returnal is very challenging right from the start, heaping loads of powerful monsters into its earliest areas.

I find it, to put it mildly, kind of exhausting. Where games like Dead Cells beg for “just one more run,” Returnal is the kind of game that I put  away and don’t return to until the following day. It’s scary and intense in the moment, but when a lengthy run ends in failure, the momentum dissipates.

Returnal Lays Bare the Friction Between Roguelite Genre and Big-Budget Gaming

Returnal’s pacing lays bare the friction between the roguelite genre and the big-budget gaming space. Where roguelites built on less expectation tend to focus on the core gameplay loop of  multiple runs, Returnal feels  bigger and more unwieldy. When I finished Hades, I played it again a dozen more times to see the final ending, and then a few more on top of that to master all of the weapons. If I ever finish Returnal, it will be because I dragged myself to the credits, bloody and broken and ready to play something else.

When it comes to repetitive experiences like the one in Returnal, I believe the smaller the better. Ideally you should be able to knock out a run in 30 minutes or less. Any more than that and the grind can start to feel acute. I acknowledge that Returnal tries to mitigate its two-three hour-long single runs by allowing you to jump straight to the next biome after finishing a boss, but even that comes with strings attached, as it’s unwise to head straight to a later level without first building up your weapon proficiency and parasites. It can take 15 to 20 minutes just to get to the point where you’re comfortable going on another run.

Considering its $70 price tag, it feels as if Housemarque is under pressure to stretch out the experience as much as possible, thus granting players some nebulous sense of value. Where many games these days at the same price point are open-world, Returnal seems desperate to provide a sense of scope — to avoid feeling too small. It’s ultimately successful, but at the cost of frequently feeling like an absolute slog to play through.

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Returnal certainly isn’t the first big-budget game to face this pacing conundrum. In the sports world, Sony San Diego has spent years trying to get around the fact that a game typically takes up to an hour to complete. Both MLB The Show and Madden have implemented features like March to October and Play the Moment, which are built around bite-sized challenges that can be completed quickly. Monster Hunter Rise is another grind heavy game that has sought to streamline its experience as much as possible without sacrificing its grand sense of scale.

There’s no easy way to slim Returnal down to the size of a Hades or Dead Cells, but there are steps that Housemarque can take to better balance the pace in Returnal. More generous buffs when embarking on a new run wouldn’t go astray, and yes, an auto-save feature so you don’t feel chained to your PS5 lest you lose your run. Returnal doesn’t need to be made ‘easier’, but it would be nice, at least for this player, if it felt like less of an undertaking.

Returnal’s Internal Contradictions

Returnal has very real strengths. For as much as a grind as it can be at times, I still push myself just that little bit further on a regular basis. It’s been a long time since I’ve played an action game as striking as Returnal. It suffers from the roguelite genre’s weaknesses, but it also carries its strengths, particularly its raw intensity. Even Returnal’s opening levels had me sweating profusely as I sprinted through its dank arenas, frantically dodging energy bullets and huge, tentacled beasts. When I beat the first boss, I gasped in relief, then let out an involuntary, “Oh thank god.” Then I put my PS5 in rest mode, because I was physically spent.

Moments like these have made Returnal more memorable than the frequently rote blockbuster action games populating the major consoles, which is one reason I like it so much. I just wish Housemarque had been better able to match the scope of big-budget gaming with the pace that defines the roguelite genre. I love the moment-to-moment excitement of slicing through alien monsters, but in my opinion its strengths too often get lost in its grinding progression.

Regardless, I believe Returnal is a good first step toward truly uniting roguelites and big-budget action games. Now it’s time to take the next one.

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Kat Bailey is a Senior News Editor at IGN. You can follow her on Twitter at @the_katbot.

LEGO Star Wars: The Bad Batch Attack Shuttle Is Up for Preorder

If you’re interested in the new Disney+ animated series Star Wars: The Bad Batch, you’ll want to check this out. LEGO has unveiled a new construction pulled right from the show. It’s LEGO Star Wars The Bad Batch Attack Shuttle (75314), and it’s available for preorder now at a number of retailers (see it at Amazon).

The set releases on August 1, it’s comprised of 969 pieces, and it has a list price of $99.99. Here’s where you can lock in your preorder.

Preorder LEGO Star Wars The Bad Batch Attack Shuttle (75314)

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This set includes all the blocks you need to build the assault shuttle itself, plus two speeders. Also included are five brand-new clone minifigures and one droid. You get Hunter, Wrecker, Tech, Echo, Crosshair, as well as Gonk Droid.

The shuttle sports adjustable wings you can raise or lower depending on what kind of mischief you want the clones to get into. It also has two spring-loaded shooters and offers easy access to the cockpit, where you’ll find room for two minifigures and a cache of weapons.

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Star Wars: The Bad Batch is a new show on Disney+ that looks and sounds a whole lot like the show it was spun off from: The Clone Wars. It picks up after the events of that show’s seventh season (actually, after the events of Revenge of the Sith) and follows the adventures of Clone Force 99.

It’s a good show so far; take a look at our Star Wars: The Bad Batch series premier review for details. And LEGO isn’t the only company making merch for The Bad Batch. You can also preorder a set of cool-looking Bad Batch Funko Pops of each of the clones from the show.

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Chris Reed is a commerce editor and deals expert at IGN. You can follow him on Twitter @_chrislreed.

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Why Dave Bautista Chose Army Of The Dead Over Suicide Squad

Actor Dave Bautista may be starring in the upcoming Netflix movie Army of the Dead. But before he got that role, he could have worked on with Guardians of the Galaxy director James Gunn once again, this time on The Suicide Squad.

In an interview with Digital Spy, Bautista explained that Gunn wrote a role for him in The Suicide Squad, and while it would reunite the duo–who haven’t worked together since Guardians of the Galaxy Volume 2–the actor had to pass.

“I had The Suicide Squad where I got to work with my boy again, even though it’s a smaller role, and then I had Army of the Dead on which I get to work with Zack, I get to build a relationship with Netflix, I get a lead role in a great film–and I get paid a lot more money,” he jokingly said.

Bautista then had to call Gunn to turn him down because the actor felt Army of the Dead was a smarter career move. Gunn told Bautista he was proud of him and proud of the position the actor found himself in–where he had to choose over two high-profile projects.

In addition to Bautista, Army of the Dead stars Ella Purnell, Ana de la Reguera, Garret Dillahunt, Omari Hardwick, Theo Rossi, and Tig Notaro. The film is directed by Zack Snyder, who also co-wrote the film. Snyder began writing the movie back in 2004, after he directed the remake of Dawn of the Dead. For years, the movie was in develop hell before Netflix decided to finance it.