The Witcher: Corvo Bianco Comic Is a Direct Sequel to The Witcher 3: Wild Hunt

Spoiler Warning: The following article contains spoilers for The Witcher 3: Wild Hunt and its Blood and WIne expansion.

The Witcher 3: Wild Hunt is getting a direct sequel in the form of a Dark Horse comic book called The Witcher: Corvo Bianco.

Revealed on Dark Horse’s website, the Corvo Bianco name will be familiar to those who played the Blood and Wine expansion, which took players to Toussaint and rewarded protagonist Geralt of Rivia with his own vineyard.

That vineyard was called Corvo Bianco, and while Geralt retired there with his beloved Yennefer (or Triss), the comic will see that lush life uprooted as he must return to the rugged life of a witcher once more.

“For a witcher, the simple life can be hard to come by, and even harder to pass up,” the official synopsis said. “When Geralt acquires a taste for a slower pace — good wine and good company — the routines of a witcher are easily eclipsed. With Yennefer at his side, one might hope that Geralt will truly get to enjoy a taste of the good life. But the stains of history are deep, and with blood and wine, every drop attracts those who want more.”

The first issue of the five part comic will arrive on May 8, 2024, three months after the current comic run, The Witcher: Wild Animals will end. It’s written by Bartosz Sztybor with art from Corrado Mastantuono. Corvo Bianco will be the ninth comic released by Dark Horse that tells a fresh story within CD Projekt Red’s canonical Witcher universe.

Another game is coming too, though what’s essentially The Witcher 4 but codenamed Polaris will not follow Geralt and instead tell a new story.

Image Credit: Dark Horse

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Super Metroid Original Soundtrack Recreated on Vinyl is Up for Preorder (and On Sale)

For vinyl collectors and Super Metroid fans, this is a preorder that’s well worth checking out. From Jammin’ Sam Miller, this is a Full HD recreation of Super Metroid’s original soundtrack on vinyl. This double LP is currently available to preorder for $39.99 (down from the MSRP of $45.99) and also features some incredible artwork on the cover that’s worth showing off in your vinyl collection.

It’s set to release on February 16 this year, so you won’t have to wait too long to get your hands on it, either. Head to the link below to preorder your copy today.

Super Metroid Original Soundtrack Recreated on Vinyl is Up for Preorder

On the topic of vinyls that are up for preorder at the moment, you can also preorder the Cyberpunk 2077 Radio Vol. 1 and Vol. 2 vinyls for $29.98 each. These records are bright yellow and both feature a wide variety of artists on them — playing the latest and greatest hits from Night City’s top radio stations, of course — and are set to release on April 26 this year. If you recently got back into Cyberpunk following its 2.0 update and the Phantom Liberty expansion, then this is a very fun investment for you.

Alongside these, there are some other preorders that are worth keeping on your radar for the months ahead. Outside of music, there are some upcoming Blu-ray and 4K releases that are worth checking out. In particular, the Se7en 4K UHD and Blu-ray Ultimate Collector’s Edition and “What’s In The Box?” Special Edition are available to preorder, with a release date of May 3, and there are quite a few video games up for preorder at the moment, including the highly-anticipated Final Fantasy 7 Rebirth, and Persona 3 Reload, amongst many others.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.

Review: Hitman: Blood Money – Reprisal (Switch) – Small But Potent QoL Additions Keep 47 Spry

Fibre-wired.

Before IO Interactive blew everyone’s socks off with the sublime World of Assassination Trilogy, Hitman: Blood Money was widely considered to be the crown jewel of the stealth franchise. In fact, many consider Blood Money to be the progenitor of World of Assassination; a game that thrives on freedom of choice, offering up a total of 14 excellent sandboxes, from a Chilean vineyard to the White House.

This re-release on Switch, dubbed Hitman: Blood Money – Reprisal, is a straightforward port of the original, retaining the same controls and visuals with slight tweaks to the user interface. What Feral Interactive has done, however, is take a few cues from IO’s more modern Hitman titles and introduce a few quality-of-life updates for players who might not have joined Agent 47 back in 2006.

Read the full article on nintendolife.com

Sam Barlow’s studio has two new horror games in the works, is “reinventing 3rd person horror again”

I wasn’t as sold on Half Mermaid’s Immortality as the internet at large, but I’ll give Sam Barlow as much rope for his FMV games as anyone else. He recently Xeeted about the studio’s upcoming projects C and D, described as “next level FMV, hold onto your seats”, and “reinventing 3rd person horror again”, respectively. The games now have heavily redacted Steam pages, and Barlow revealed a few more details on Kinda Funny Games (helpfully transcribed a bit by VGC if you can’t be arsed watching).

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Palworld updates will add PvP arenas, Raid bosses, new islands, server transfers and Steam-Xbox crossplay

Forthcoming Palworld updates will add PvP multiplayer, raid bosses, pal arenas, Xbox feature improvements, Steam-Xbox crossplay, extra islands, server transfers, new pals and new technologies, according to an early access roadmap just released by developers Pocketpair. The monster-catching survival sim continues to set concurrent play records on Steam, and Pocketpair are presently focussed on fixing bugs. Beyond that, though, the sky appears to be the limit, as you might expect of a game that shifted a million copies in eight hours. In particular, Pocketpair seem markedly more confident about the odds of adding PvP to the game, having downplayed the idea in interviews before release.

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Palworld’s Incredible Launch Continues, Sells Over 7 Million in Just 5 Days

Palworld’s explosive launch shows no sign of slowing down, with the ‘Pokémon with guns’ crafting and survival game selling another million copies in a day.

According to developer Pocketpair, Palworld has now sold over seven million copies in just five days.

“Thank you very much!!” a tweet from the developer read. “We continue to be hard at work addressing the issues and bugs some users are experiencing.

“Thanks for your support!”

The Game Awards boss Geoff Keighley tweeted to say he had confirmed with Pocketpair that the seven million sold figure is for Steam sales only, and so does not include Xbox and Windows PC sales. It’s worth noting Palworld launched day-and-date on Game Pass, too.

“That translates into approximately $189 million USD in Steam sales in 5 days,” Keighley added.

It’s an incredible result for Pocketpair, whose game has dominated the video game community since going on sale on January 19.

Yesterday, January 23, Palworld posted an incredible 1,864,421 peak concurrent players on Steam, a figure that saw it overtake Valve’s own Counter-Strike in Steam’s all-time most-played games list.

Palworld is second only to PUBG, whose remarkable Steam concurrents peak of 3,257,248 was set during the game’s glory days amid the battle royale boom, and is unlikely to be topped.

While Palworld is already one of the biggest game launches ever, it’s also one of the most controversial. Pocketpair has said its staff have received death threats amid Pokémon “rip-off” claims, and Nintendo has moved quickly to remove an eye-catching Pokémon mod. Palworld’s enormous launch has seen its servers struggle, too.

IGN’s early access review of Palworld on Steam returned an 8/10. We said: “Palworld may crib quite a bit from Pokémon’s homework, but deep survival mechanics and a hilarious attitude make it hard to put down – even in Early Access.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

‘PJ Masks Power Heroes: Mighty Alliance’ Saves The Day On Switch This March

Where is my super suit?

Outright Games and Hasbro have today announced that the popular cartoon series PJ Masks will be swooping back onto the Switch as PJ Masks Power Heroes: Mighty Alliance steps out of the shadows on 15th March.

Following on from 2021’s Heroes of the Night, this side-scrolling adventure game will once again see you playing as the superhero squad, setting out to thwart Luna Girl, Night Ninja and Romeo’s evil plans.

Read the full article on nintendolife.com

Metroid Prime 4 Development Updates Seemingly Discovered

We’re ready when you are, Nintendo.

It feels like we’ve been waiting forever for Retro Studios to get Metroid Prime 4 out the door, and well technically speaking it’s been more than six years since the original announcement. One of the more recent updates was about a company recruitment drive, so what’s the latest? The Nintendo-focused YouTube channel ‘SuperMetalDave64’ has reportedly spotted some new information online related to a new Retro Studios partnership and details about Metroid Prime 4’s playtesting.

The latest video from this channel sheds light on a new Retro “production partnership” with Next-Gen Dreams 3D – a “triple AAA co-developer production studio for hire” that has previously worked with companies like Ubisoft and TakeTwo and specialises in stylised trailers. It previously worked on a Game Awards trailer for the TakeTwo title Judas. The head of Next-Gen also has Retro Studios listed on their work profile with the date of “September 2022” attached.

Read the full article on nintendolife.com

Inti Creates’ Umbraclaw Brings Side-Scrolling Action And Cat Reincarnation To Switch This May

The cat’s out of the bag now.

After being revealed last summer, Inti Creates has today announced that the cat-based side-scroller Umbraclaw will be pouncing onto Switch on 30th May.

The new trailer (above) provides a full rundown of what this one is all about — and we’d recommend giving it a watch just to prove that what you’re about to read isn’t entirely made up.

Read the full article on nintendolife.com

Stargate: Timekeepers Review

You never quite know what you’re going to find on the other side when you step through the stargate, and when it came to Stargate: Timekeepers, I certainly wasn’t expecting a very competent stealth tactics game. All the same, slinking across varied alien worlds and setting up well-timed tactical ambushes ended up feeling like a natural fit for the types of budget-constrained capers SG-1 got up to in earlier seasons of the show. The story isn’t anything to report back to command about, but the vibes and presentation hit the spot.

Timekeepers definitely takes its cues from the Stargate: SG-1 television show – though it focuses on a completely new team of quippy characters. The slightly campy tone is pleasantly reminiscent of an era before prestige TV, when things were a bit less grim and serious and you might see United States Air Force officers knocking out alien soldiers and tying them up with ropes. At the same time, it doesn’t come off as overly goofy or comedic, striking what I found to be a good balance.

The fast-paced plot is set in the same universe as SG-1 and Atlantis, picking up during the seventh season’s climactic Battle of Antarctica, before following a parallel adventure completely new to Timekeepers. Therein lies a bit of a problem, though. If you don’t know anything about Stargate lore, the writers are basically hurling you off a cliff. There’s no effort made to explain what Stargate Command does, who the Jaffa or the Goa’uld are, or why Earth is currently at war with someone named Anubis. I had to go wiki diving to remember what was going on at this point, and I’ve seen the whole series multiple times – granted, it’s been more than 10 years since my last rewatch. It seems intended for existing SG-1 fans only.

The team I assembled across Timekeepers’ seven initial missions – the first half of what is planned to be a 14-episode “season,” with the second half coming later this year – is made up of soldiers and misfits who are a bit two-dimensional in their portrayal, but endearing enough. Each deployment can take anywhere from 45 minutes to a couple hours, depending heavily on how careful or aggressive I wanted to be. Our intrepid leader is Store Brand Samantha Carter: Colonel Eva McCain. No, I mean really – from appearance to personality, it seems almost like this character originally was intended to be Amanda Tapping’s Colonel Carter from the TV show. At least, they’re definitely cut from the same cloth. Not that I mind that too much.

Each area is a delicate knot I loved picking apart from the edges.

We also have the too-cool-for-school sniper Max Bolton, a rebel Jaffa named A’ta who comes with her very own “Indeed,” and the nervous, quirky scientist Derrick Harper. The way they play off each other in dialogue isn’t especially impactful, but how their skills mesh together certainly can be. Timekeepers reminds me, more than anything, of now-defunct studio Mimimi’s excellent Shadow Tactics and Shadow Gambit games. Each area is a delicate knot of enemy vision cones and well-placed obstacles that I loved picking apart from the edges using each character’s abilities in combination.

Most areas can be approached with a range of playstyles. Eva is particularly good at a run-and-gun doctrine, clearing out whole squads with an exciting barrage of grenades and rifle fire. Limited ammo and the risk of alerting other nearby enemies meant I had to carefully consider when to go full commando, though. Alien expert Sam Watson, on the opposite end of the spectrum, can disguise himself as a Jaffa and even speak their language, keeping guards distracted with small talk while the others slip by. This mechanic is especially interesting as only enemies of lower rank will be fooled, so missions with Sam often revolve around looking for more senior warriors you can isolate and knock out to upgrade your disguise.

The handy Tactical Mode makes it easier to coordinate multiple characters. I found the ability to issue multiple orders and automatically sync them to happen at the same time especially useful, for instance, when you need to knock out two guards without either of them noticing. I was a bit disappointed there’s no action queue, however – though you can tell a character to move to a specific spot before using an ability. Selecting multiple characters can also be a bit of a pain, especially if they’re not standing close together. I would have killed for a Ctrl + A command to select all my units like in an RTS, or the ability to hold Shift when hitting the F1 – F5 keys to add a squadmate to my existing selection, instead of cycling through them one by one.

Also, for all the freedom of playstyle it offers, Timekeepers doesn’t really reward stealth or nonviolence in any particularly impactful ways. There are lethal and nonlethal attacks, and for the first few missions I tried to only use nonlethal ones. The Jaffa are just brainwashed humans, after all. But I was never even verbally commended for doing so, much less given any kind of mechanical reward. Decisions in one episode don’t seem to carry over to the next.

Levels have a satisfying difficulty curve as they add new elements.

And while you will be told how many alarms you triggered at the end of a mission, there isn’t even any kind of medal or S-rank for going undetected. The only reasons to use stealth and nonlethal options at all, it seems, are to keep from alerting certain enemies who can call reinforcements – which will make the whole level harder – and the fact that ammo and grenades are a limited resource.

Timekeepers doesn’t look half bad, all things considered. The portraits, character models, and particle effects aren’t especially modern or detailed. But each level features rich and interesting alien environments, from a starlit forest settlement to an ancient jungle temple, with plenty of character to keep things from feeling repetitive. The level design also provided a satisfying difficulty curve, adding in new elements, like patrolling drones, at a steady pace and always making me think on my feet to adapt to the scenario.

I also really liked the mission intros, which are formatted like the “Previously on…” recaps from the TV show. A couple of them cut off awkwardly and seem like they may be missing some animations that were meant to transition seamlessly into a level. But it’s a nice touch. I feel like I’m playing through an episode of SG-1, and that’s a welcome experience for me. I also have to give a nod to the clean, readable UI and dialogue subtitles. The loading screens even show coordinates being dialed in on the stargate, which is pretty neat.

Things can go a bit sideways sometimes, though. In one mission, a patrolling enemy randomly found a body I had hidden something like 30 minutes ago and alerted all of his friends to come look for me. But we’d already left the area completely, so they were just running around randomly in a panic, bunching up on ladders, and completely breaking each-other’s AI and animations. What makes this worse is that you can’t save your game if there are any enemies alerted anywhere on the map. So I just had to hit fast-forward – a great feature for speeding up patrol cycles, and dealing with nonsense like this – and wait for them to calm down and go back to their posts.