New Genshin Impact Anime Trailer Isn’t a Tease of Ufotable’s Project

HoYoverse, the company behind Genshin Impact, Tears of Themis, and others, has released a new animated Genshin Impact trailer called "Scenery and Sentiment: Mondstadt Edition" that showcases Genshin Impact's first region.

In it, notable NPCs from Mondstadt are shown briefly throughout, living their lives in and around the windswept town. HoYoverse shared that this trailer was produced by Danish animation studio, Sun Creature Studio, clearly noting it's different from their animated series project with Ufotable.

It's unclear whether this trailer is meant to be a scenic advertisement for Genshin Impact, a continued piece to celebrate the game's second anniversary, or something more. At the very least, it's possible to imagine HoYoverse will release more of these to feature the other three major regions in Genshin Impact based on the trailer's name.

Sun Creature Studio has experience with short licensed projects. It's done several animation projects for Riot Games ranging from League of Legends Skins teasers to Legends of Runeterra expansion trailers.

If you haven't seen the Scenery and Sentiment: Mondstadt Edition trailer yet, you can view it below.

HoYoverse recently announced the aforementioned long-term anime project with the popular Japanese animation studio Ufotable (Demon Slayer, Fate/Zero). HoYoverse also revealed to IGN how it's considering making limited-time events replayable for players who missed them and walked us through some behind-the-scenes of the Dendro element's development.

For more on Genshin Impact, be sure to check out IGN's Genshin Impact guide for the 3.1 version update, and a walkthrough of the latest Archon quests.

Miranda Sanchez is the executive editor of guides at IGN and a member of Podcast Unlocked. She's a big fan of stationery and fountain pens. You can find her on Twitter and Twitch.

Resident Evil 4 Producer on How the Remake Will Tackle QTEs, Inventory Management, and the Sequels

How do you improve on one of the finest survival horror games ever made? That's the question facing the team at Capcom, many of whom worked on the original Resident Evil 4, as they tackle the remake for the PS5, Xbox Series X|S, and PC,

"After [17 years], we too have gained a lot of knowledge about making games. We're now able to make games that are enjoyed on both a deeper and a broader level even when it comes to elements like controls and storytelling. We thought that adding this knowledge to Resident Evil 4 would make it an even more enjoyable title," says Yoshiaki Hirabayashi, who was the lead designer of the original game's cinematics and is now a producer of the remake. "That's why we decided to tackle Resident Evil 4 with the mindset of, 'Even if it's a difficult project, let's see if we can do it.'

First announced over the summer, Resident Evil 4 will be the most ambitious version yet of the classic game, which has been released on everything from Nintendo Wii to mobile devices. Capcom has enjoyed quite a bit of success with its Resident Evil remakes to this point, but it faces a tough task in living up to the expectations of fans who love the original.

We recently got a closer a look at the remake for ourselves in an extended hands-on demo. In addition to playing Resident Evil 4 for our preview, we had an opportunity to talk to Hirabayashi about topics including quicktime events [QTEs], whether the original inventory structure will return, and more. Read on for our full preview of Resident Evil 4 Remake, which is due out March 24, 2023.

IGN: I'd like to start by asking about how the proposal for a Resident Evil 4 remake came about. Was it a natural follow-up to Resident Evil 2 and Resident Evil 3?

Yoshiaki Hirabayashi: That is how the order went. That said, remaking a game as beloved by players and available on as many platforms as Resident Evil 4 seemed like a difficult project for us.

As part of the original's development team and a fan of the game, I believe that Resident Evil 4 is an excellent overall product. At the same time, I also feel amazed that seventeen years have passed since its release already.

After that much time, we too have gained a lot of knowledge about making games. We're now able to make games that are enjoyed on both a deeper and a broader level even when it comes to elements like controls and storytelling. We thought that adding this knowledge to Resident Evil 4 would make it an even more enjoyable title.

That's why we decided to tackle Resident Evil 4 with the mindset of, "Even if it's a difficult project, let's see if we can do it."

IGN: I feel that way too, as a fan. Resident Evil 4 isn't just highly regarded, it's nearly been deified.

Yoshiaki Hirabayashi: It really has. To be honest, the work can start to feel tiring (chuckles). We're trying out different ways to make a game like that more fun for players, but what did you think after playing it?

IGN: It was quite fun. Given how well-made the recent remakes have been, I was sure that this one wouldn't miss either, but it exceeded my expectations.

Yoshiaki Hirabayashi: Thank you!

IGN: There were scenes in the demo that felt even more nerve-wracking than the original, and I enjoyed the action as well thanks to additions like being able to parry with the knife.

Yoshiaki Hirabayashi: Kazunori Kadoi and Yasuhiro Anpo, who worked on Resident Evil 2, are overseeing this game's creation as directors. Kadoi is supervising gameplay elements, and he's quite fixated on the knife.

You can even use the knife for follow-up attacks on fallen enemies, or to perform emergency escapes when grabbed by enemies. These actions will reduce the knife's durability, though, so it's important to think carefully about when to use them. It allows for a wider variety of playstyles.

IGN: Would it be fair to say that parrying is an element meant for veteran gamers, while follow-up attacks and emergency escapes are also there for players who aren't as experienced?

Yoshiaki Hirabayashi: I think so. There are a lot of different ways to play the original Resident Evil 4, and it's been striking to see the different methods people use to make their way through the game. There's a kind of fun that comes from not being forced to play in a certain way, and these various knife actions are a part of us trying to bring that to this remake as well.

We've put a particular emphasis on the interactions between characters, as we'd like to show even more about the game's human relationships than the original does.

IGN: Resident Evil 4's story has also been restructured. The demo featured some background that wasn't discussed much in the original, and it felt like it was trying to highlight the story. Does that trend hold up overall?

Yoshiaki Hirabayashi: Yes, it's fair to see it that way. We've put a particular emphasis on the interactions between characters, as we'd like to show even more about the game's human relationships than the original does.

For example, take Ashley, someone the main character Leon rescues. We want to show how both of them feel, rather than making her story just be about getting rescued and escaping. Of course, these aren't feelings of love, and they're expressed in a tense way appropriate for a survival horror title. The mysterious Luis also has more depth to him than the original.

When the Resident Evil 4 first came out, there of course hadn't been a Resident Evil 5 or a Resident Evil 7: Biohazard. We've restructured the story with this history in mind.

IGN: There were quick time events [QTEs] in the original, like where you have to escape from rocks. Are there any changes to these in the remake?

Yoshiaki Hirabayashi: I'd say there are "barely any" QTEs. Different people have different definitions of what a QTE is, so while I can't tell you that there aren't any at all, I can say that there aren't prompts to press buttons mid-cutscene.

However, there are times when you need to press a button based on a situation. The whole team has been working to properly fit what some would call QTEs into the actual game.

IGN: I was struck by the demo's serious situations that really made me feel afraid. The original gave me more of a brighter impression overall, with no lack of comedic scenes that could make the player smirk. What kinds of changes are you making on that front?

Yoshiaki Hirabayashi: I personally think that Resident Evil 4 is full of both witty moments and moments that make you feel fear. The horror elements were emphasized in the demo you played, as it's the introduction to the game. You'll see scenes with more wit as you proceed further.

We're working to make adjustments that feel natural to players, with the horror elements of the original maintaining their horror, and Leon's cynical appeal still shining through. We've been sure to keep moments where Leon insults his enemies in as well.

IGN: One memorable part of Resident Evil 4 is the briefcase. Fitting all your items in and managing your ammo well was part of the game's charm. Is that still in the game?

Yoshiaki Hirabayashi: We've been sure to leave in the fun that is the briefcase's puzzle-like resource management. After all, part of what makes the game interesting is rotating weapons and items to make them fit just right and agonizing over what to keep and what to throw away.

In addition to the large, medium, and small briefcases, there are a few customization options to add style to your bag, like charms you can attach and different briefcase colors. The gold briefcase you can get as a preorder bonus actually has the effect of slightly increasing the amount of money that enemies drop.

IGN: The remake has also added ammo crafting through gunpowder. Are there any other crafting elements?

Yoshiaki Hirabayashi: I can't speak about that right now, but there may be something. We're thinking about ways to let people experience the game using the playstyle they enjoy.

IGN: The graphics have made a big leap forward as well this time. I was struck by moments like seeing leaves carried in the wind, or the Chainsaw Man's bloodshot eyes.

Yoshiaki Hirabayashi: There's a particular focus on dynamic expressions and atmosphere when it comes to the art for this title. Light and shadow are important when it comes to survival horror, for example, so while a game gets easier to play when it's easier to see, it also ruins the atmosphere. We're trying to tune things down so that players don't feel stress, but rather a feeling of "it's dark but I think I can make my way through," and we've done this through the striking use of light and shadow in a horror title.

There was a plaza scene in the demo you played, and you're walking toward the sun at first there. This makes everything behind you dark and eerie, but it also means if you turn around because an enemy appears, they're well lit and easy to see.

IGN: The release date for a PlayStation 4 edition was announced the day before this interview. It seems like it would be hard for it to handle this level of graphics, but was the release planned from the start?

Yoshiaki Hirabayashi: The game's being made in the RE Engine, allowing us to handle lots of different platforms. That said, this game really has been made for latest-gen hardware. We'll be taking the game we made for newer hardware as our base and optimizing it for older hardware.

Changing the experience of the game is out of the question for us, so the development staff is very hard at work doing their best to bring this game to multiple generations of hardware.

Interview conducted by Takuya Watanabe via IGN Japan. Translation by Ko Ransom.

Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Resident Evil 4 Producer on How the Remake Will Tackle QTEs, Inventory Management, and the Sequels

How do you improve on one of the finest survival horror games ever made? That's the question facing the team at Capcom, many of whom worked on the original Resident Evil 4, as they tackle the remake for the PS5, Xbox Series X|S, and PC,

"After [17 years], we too have gained a lot of knowledge about making games. We're now able to make games that are enjoyed on both a deeper and a broader level even when it comes to elements like controls and storytelling. We thought that adding this knowledge to Resident Evil 4 would make it an even more enjoyable title," says Yoshiaki Hirabayashi, who was the lead designer of the original game's cinematics and is now a producer of the remake. "That's why we decided to tackle Resident Evil 4 with the mindset of, 'Even if it's a difficult project, let's see if we can do it.'

First announced over the summer, Resident Evil 4 will be the most ambitious version yet of the classic game, which has been released on everything from Nintendo Wii to mobile devices. Capcom has enjoyed quite a bit of success with its Resident Evil remakes to this point, but it faces a tough task in living up to the expectations of fans who love the original.

We recently got a closer a look at the remake for ourselves in an extended hands-on demo. In addition to playing Resident Evil 4 for our preview, we had an opportunity to talk to Hirabayashi about topics including quicktime events [QTEs], whether the original inventory structure will return, and more. Read on for our full preview of Resident Evil 4 Remake, which is due out March 24, 2023.

IGN: I'd like to start by asking about how the proposal for a Resident Evil 4 remake came about. Was it a natural follow-up to Resident Evil 2 and Resident Evil 3?

Yoshiaki Hirabayashi: That is how the order went. That said, remaking a game as beloved by players and available on as many platforms as Resident Evil 4 seemed like a difficult project for us.

As part of the original's development team and a fan of the game, I believe that Resident Evil 4 is an excellent overall product. At the same time, I also feel amazed that seventeen years have passed since its release already.

After that much time, we too have gained a lot of knowledge about making games. We're now able to make games that are enjoyed on both a deeper and a broader level even when it comes to elements like controls and storytelling. We thought that adding this knowledge to Resident Evil 4 would make it an even more enjoyable title.

That's why we decided to tackle Resident Evil 4 with the mindset of, "Even if it's a difficult project, let's see if we can do it."

IGN: I feel that way too, as a fan. Resident Evil 4 isn't just highly regarded, it's nearly been deified.

Yoshiaki Hirabayashi: It really has. To be honest, the work can start to feel tiring (chuckles). We're trying out different ways to make a game like that more fun for players, but what did you think after playing it?

IGN: It was quite fun. Given how well-made the recent remakes have been, I was sure that this one wouldn't miss either, but it exceeded my expectations.

Yoshiaki Hirabayashi: Thank you!

IGN: There were scenes in the demo that felt even more nerve-wracking than the original, and I enjoyed the action as well thanks to additions like being able to parry with the knife.

Yoshiaki Hirabayashi: Kazunori Kadoi and Yasuhiro Anpo, who worked on Resident Evil 2, are overseeing this game's creation as directors. Kadoi is supervising gameplay elements, and he's quite fixated on the knife.

You can even use the knife for follow-up attacks on fallen enemies, or to perform emergency escapes when grabbed by enemies. These actions will reduce the knife's durability, though, so it's important to think carefully about when to use them. It allows for a wider variety of playstyles.

IGN: Would it be fair to say that parrying is an element meant for veteran gamers, while follow-up attacks and emergency escapes are also there for players who aren't as experienced?

Yoshiaki Hirabayashi: I think so. There are a lot of different ways to play the original Resident Evil 4, and it's been striking to see the different methods people use to make their way through the game. There's a kind of fun that comes from not being forced to play in a certain way, and these various knife actions are a part of us trying to bring that to this remake as well.

We've put a particular emphasis on the interactions between characters, as we'd like to show even more about the game's human relationships than the original does.

IGN: Resident Evil 4's story has also been restructured. The demo featured some background that wasn't discussed much in the original, and it felt like it was trying to highlight the story. Does that trend hold up overall?

Yoshiaki Hirabayashi: Yes, it's fair to see it that way. We've put a particular emphasis on the interactions between characters, as we'd like to show even more about the game's human relationships than the original does.

For example, take Ashley, someone the main character Leon rescues. We want to show how both of them feel, rather than making her story just be about getting rescued and escaping. Of course, these aren't feelings of love, and they're expressed in a tense way appropriate for a survival horror title. The mysterious Luis also has more depth to him than the original.

When the Resident Evil 4 first came out, there of course hadn't been a Resident Evil 5 or a Resident Evil 7: Biohazard. We've restructured the story with this history in mind.

IGN: There were quick time events [QTEs] in the original, like where you have to escape from rocks. Are there any changes to these in the remake?

Yoshiaki Hirabayashi: I'd say there are "barely any" QTEs. Different people have different definitions of what a QTE is, so while I can't tell you that there aren't any at all, I can say that there aren't prompts to press buttons mid-cutscene.

However, there are times when you need to press a button based on a situation. The whole team has been working to properly fit what some would call QTEs into the actual game.

IGN: I was struck by the demo's serious situations that really made me feel afraid. The original gave me more of a brighter impression overall, with no lack of comedic scenes that could make the player smirk. What kinds of changes are you making on that front?

Yoshiaki Hirabayashi: I personally think that Resident Evil 4 is full of both witty moments and moments that make you feel fear. The horror elements were emphasized in the demo you played, as it's the introduction to the game. You'll see scenes with more wit as you proceed further.

We're working to make adjustments that feel natural to players, with the horror elements of the original maintaining their horror, and Leon's cynical appeal still shining through. We've been sure to keep moments where Leon insults his enemies in as well.

IGN: One memorable part of Resident Evil 4 is the briefcase. Fitting all your items in and managing your ammo well was part of the game's charm. Is that still in the game?

Yoshiaki Hirabayashi: We've been sure to leave in the fun that is the briefcase's puzzle-like resource management. After all, part of what makes the game interesting is rotating weapons and items to make them fit just right and agonizing over what to keep and what to throw away.

In addition to the large, medium, and small briefcases, there are a few customization options to add style to your bag, like charms you can attach and different briefcase colors. The gold briefcase you can get as a preorder bonus actually has the effect of slightly increasing the amount of money that enemies drop.

IGN: The remake has also added ammo crafting through gunpowder. Are there any other crafting elements?

Yoshiaki Hirabayashi: I can't speak about that right now, but there may be something. We're thinking about ways to let people experience the game using the playstyle they enjoy.

IGN: The graphics have made a big leap forward as well this time. I was struck by moments like seeing leaves carried in the wind, or the Chainsaw Man's bloodshot eyes.

Yoshiaki Hirabayashi: There's a particular focus on dynamic expressions and atmosphere when it comes to the art for this title. Light and shadow are important when it comes to survival horror, for example, so while a game gets easier to play when it's easier to see, it also ruins the atmosphere. We're trying to tune things down so that players don't feel stress, but rather a feeling of "it's dark but I think I can make my way through," and we've done this through the striking use of light and shadow in a horror title.

There was a plaza scene in the demo you played, and you're walking toward the sun at first there. This makes everything behind you dark and eerie, but it also means if you turn around because an enemy appears, they're well lit and easy to see.

IGN: The release date for a PlayStation 4 edition was announced the day before this interview. It seems like it would be hard for it to handle this level of graphics, but was the release planned from the start?

Yoshiaki Hirabayashi: The game's being made in the RE Engine, allowing us to handle lots of different platforms. That said, this game really has been made for latest-gen hardware. We'll be taking the game we made for newer hardware as our base and optimizing it for older hardware.

Changing the experience of the game is out of the question for us, so the development staff is very hard at work doing their best to bring this game to multiple generations of hardware.

Interview conducted by Takuya Watanabe via IGN Japan. Translation by Ko Ransom.

Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

New Resident Evil 4 Remake Trailer Shows Updated Ashley Graham, Ada Wong, and Other Familiar Faces

A brand-new Resident Evil 4 Remake trailer was revealed during today's Resident Evil Showcase, showing Ashley Graham and Adam Wong, as well as providing a further glimpse of the gameplay on PS4, PS5, Xbox Series X|S, and PC.

While the trailer doesn't directly spoil Resident Evil 4's reveal, it strongly hints at many of the mysteries behind the Los Plagas and the plight of the villagers in Spain. The trailer also features updated versions of Ramon Salazar, a familiar villain from the original Resident Evil 4, as well as Ashley Graham.

Ashley Graham, as you may recall, is the president's daughter in the original telling of the story. She's obviously older in this version, with a more modern hairstyle. On the villain side, Salazar appears less like the comic villain than he did in the original, though he does retain his 18th-century European styling. You can see all of these characters and more in the slideshow above.

In addition to the trailer, Capcom provided a deeper look into their remake of Resident Evil 4 as a whole. They include the return of the classic merchant, as well as confirmation that the remake will once again feature the Tetris-like inventory system of the original.

First announced over the summer, Resident Evil 4 seeks to update the original survival horror classic for a new generation. It faces a tall order as the original game is one of the most beloved entries in the Resident Evil 4 canon.

Resident Evil 4 Remake is due out March 24, 2023.

Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

New Resident Evil 4 Remake Trailer Shows Updated Ashley Graham, Ada Wong, and Other Familiar Faces

A brand-new Resident Evil 4 Remake trailer was revealed during today's Resident Evil Showcase, showing Ashley Graham and Adam Wong, as well as providing a further glimpse of the gameplay on PS4, PS5, Xbox Series X|S, and PC.

While the trailer doesn't directly spoil Resident Evil 4's reveal, it strongly hints at many of the mysteries behind the Los Plagas and the plight of the villagers in Spain. The trailer also features updated versions of Ramon Salazar, a familiar villain from the original Resident Evil 4, as well as Ashley Graham.

Ashley Graham, as you may recall, is the president's daughter in the original telling of the story. She's obviously older in this version, with a more modern hairstyle. On the villain side, Salazar appears less like the comic villain than he did in the original, though he does retain his 18th-century European styling. You can see all of these characters and more in the slideshow above.

In addition to the trailer, Capcom provided a deeper look into their remake of Resident Evil 4 as a whole. They include the return of the classic merchant, as well as confirmation that the remake will once again feature the Tetris-like inventory system of the original.

First announced over the summer, Resident Evil 4 seeks to update the original survival horror classic for a new generation. It faces a tall order as the original game is one of the most beloved entries in the Resident Evil 4 canon.

Resident Evil 4 Remake is due out March 24, 2023.

Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Adam Sandler’s Next Film Reunites Him With Uncut Gems Directors

Netflix has given Adam Sandler’s next film the greenlight, reuniting the actor with Uncut Gems directors Benny and Josh Safdie.

According to Deadline, the untitled Safdie brothers project is “likely set in the world of high-end card collecting,” with Sandler starring again. Netflix has not provided specifics on timing but aims to begin filming in the second quarter of 2023 as the script wraps up.

The Uncut Gems director duo last teamed up with Sandler in 2019 for their jewelry heist thriller, but that hasn’t stopped chatter around another project reuniting the three. Earlier this year, Indiewire reported another project was already in the works, and Sandler later confirmed he was working with the Safdies to Entertainment Weekly.

While Sandler’s grimy New York comedy drew fan attention for his unusually serious performance, the actor has remained busy as part of his Netflix agreement. In 2014, Sandler and the streaming service announced the beginnings of their partnership in an exclusive four-movie deal. The collaboration led to films like The Ridiculous 6, Murder Mystery, and his most recent role in the Netflix Original, Hustle.

In our Uncut Gems review, IGN praised Sandler’s performance and called it “another rough film [from the Safdies], but once again there’s a diamond at the center of it.”

Andrea Shearon is a freelance writer at IGN

Adam Sandler’s Next Film Reunites Him With Uncut Gems Directors

Netflix has given Adam Sandler’s next film the greenlight, reuniting the actor with Uncut Gems directors Benny and Josh Safdie.

According to Deadline, the untitled Safdie brothers project is “likely set in the world of high-end card collecting,” with Sandler starring again. Netflix has not provided specifics on timing but aims to begin filming in the second quarter of 2023 as the script wraps up.

The Uncut Gems director duo last teamed up with Sandler in 2019 for their jewelry heist thriller, but that hasn’t stopped chatter around another project reuniting the three. Earlier this year, Indiewire reported another project was already in the works, and Sandler later confirmed he was working with the Safdies to Entertainment Weekly.

While Sandler’s grimy New York comedy drew fan attention for his unusually serious performance, the actor has remained busy as part of his Netflix agreement. In 2014, Sandler and the streaming service announced the beginnings of their partnership in an exclusive four-movie deal. The collaboration led to films like The Ridiculous 6, Murder Mystery, and his most recent role in the Netflix Original, Hustle.

In our Uncut Gems review, IGN praised Sandler’s performance and called it “another rough film [from the Safdies], but once again there’s a diamond at the center of it.”

Resident Evil Village Third-Person Mode Demo Available Today

Capcom has announced that a demo for Resident Evil Village's upcoming third-person mode will be available tonight, October 20, and will include 60 minutes of gameplay to try out in the new mode or in first-person for comparison.

Announced during the latest Resident Evil Showcase, this demo will be released at 4pm PT/7pm ET. If you live in the BST or AEST timezone, that translates to October 21 at 12am BST/9am AEST.

Included will be a small glimpse of what owners of the Resident Evil Village's Gold Edition or Winters' Expansion DLC can look forward to when both are released on October 28, 2022. And yes, the entire game will be playable in third-person. For those worried about a simple rework, Capcom had previously stated that creating this new perspective for Resident Evil: Village took "about as much effort as creating a new game."

Those who choose to purchase the Gold Edition or Winters' Expansion will get access to the third-person mode alongside The Mercenaries: Additional Orders and the story expansion Shadows of Rose.

The Mercenaries: Additional Orders will allow players to become Chris Redfield, Karl Heisenberg, and even Lady Alcina Dimitrescu, and each will have their own unique abilities.

Shadows of Rose takes place 16 years after the events of Resident Evil Village and follows Ethan Winters' daughter Rosemary, who finds herself "struggling with terrifying powers." To cure herself of this curse that has befallen her, she will have to enter the "consciousness of the Megamycete" and face her past, as well as new horrible nightmares.

Furthermore, it was revealed that this DLC will "conclude the Winters family saga."

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Resident Evil Village Third-Person Mode Demo Available Today

Capcom has announced that a demo for Resident Evil Village's upcoming third-person mode will be available tonight, October 20, and will include 60 minutes of gameplay to try out in the new mode or in first-person for comparison.

Announced during the latest Resident Evil Showcase, this demo will be released at 4pm PT/7pm ET. If you live in the BST or AEST timezone, that translates to October 21 at 12am BST/9am AEST.

Included will be a small glimpse of what owners of the Resident Evil Village's Gold Edition or Winters' Expansion DLC can look forward to when both are released on October 28, 2022. And yes, the entire game will be playable in third-person. For those worried about a simple rework, Capcom had previously stated that creating this new perspective for Resident Evil: Village took "about as much effort as creating a new game."

Those who choose to purchase the Gold Edition or Winters' Expansion will get access to the third-person mode alongside The Mercenaries: Additional Orders and the story expansion Shadows of Rose.

The Mercenaries: Additional Orders will allow players to become Chris Redfield, Karl Heisenberg, and even Lady Alcina Dimitrescu, and each will have their own unique abilities.

Shadows of Rose takes place 16 years after the events of Resident Evil Village and follows Ethan Winters' daughter Rosemary, who finds herself "struggling with terrifying powers." To cure herself of this curse that has befallen her, she will have to enter the "consciousness of the Megamycete" and face her past, as well as new horrible nightmares.

Furthermore, it was revealed that this DLC will "conclude the Winters family saga."

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Darth Vader to Glimpse the Future of the Star Wars Universe in Star Wars: Revelations #1

2023 is going to be a huge year for the Star Wars franchise, between the return of The Mandalorian, the debut of Star Wars: Ahsoka and the 40th anniversary of Return of the Jedi. Marvel Comics is cooking up some big plans for next year, and readers will get their first taste of what's to come in Star Wars: Revelations #1.

Revelations is a new standalone special written by Arrow's Marc Guggenheim and illustrated by Salvador Larroca, Pere Pérez, Emma Kubert, Justin Mason and Paul Fry. This issue aims to reveal future storylines for every ongoing Star Wars comic set in the post-Empire Strikes Back era, including Star Wars, Star Wars: Darth Vader, Star Wars: Bounty Hunters and Star Wars: Doctor Aphra. This issue will also help set the stage for the Hidden Empire crossover, which serves as the final part of the trilogy that began with 2021's War of the Bounty Hunters and the reveal that Han Solo's ex-girlfriend Qi'ra is now the leader of the Crimson Dawn crime syndicate. That story continued in the follow-up series Star Wars: Crimson Reign.

Star Wars: Revelations is dealing with a fairly controversial plot device in Star Wars circles - time travel. This story is framed from Darth Vader's point of view, as the Dark Lord of the Sith communes with the Eye of Webbish Bog on Mustafar and is given a shocking glimpse of the future. We wouldn't be surprised if Revelations draws parallels to Anakin Skywalker's earlier prophetic vision in Star Wars: The Clone Wars' Mortis Trilogy, or if that vision winds up playing a part in his turn back to the light during Return of the Jedi.

“Now, we all know that the Force can be used to glimpse the present, the past, and possible futures,” Guggenheim told StarWars.com. “Well, The Eye is going to show Vader all of the above, including moments that will be coming into play in 2023 all across the Star Wars line. It’s our clever way of giving readers a preview of what everyone has up their sleeves for next year, but this isn’t a 40-page movie trailer. It’s a real Star Wars story with Vader at the center.”

One of the big developments in this issue involves the introduction of a new villain named Ajax Sigma, a droid so deadly even Vader and Emperor Palpatine may have reason to be wary. Revelations will also shed more light on Qi'ra's ultimate plan of overthrowing Palpatine and destroying the Sith. Her old boss would be proud...

Star Wars: Revelations #1 will be released on November 23, 2022.

In other Star Wars in 2023 news, Hasbro is marking the 40th anniversary of Return of the Jedi by rereleasing six classic Kenner figures as part of the Star Wars Retro Collection.

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