Capcom’s Resident Evil franchise has produced some of the vilest creatures ever seen in a video game. From gigantic bugs dripping liquid to unyielding psychos brandishing chainsaws, here are nine of the most horrible enemies the series has ever produced.
When people think of Resident Evil, they think of the heroic warriors like Chris Redfield, Leon Kennedy, Jill Valentine… the ones who get business taken care of. They also think of the heinous villains such as Albert Wesker, Nemesis, Mr.X… the ones who are out to unleash evil.
Today, we want to hover the magnifying glass over the enemies that reoccur throughout Resident Evil games – sometimes across multiple titles. We’re not looking at the one-off bosses or sub-bosses that give you a temporary headache.
This is our official ranking of the nine most horrible enemies seen during Resident Evil games ranked from worst to best.
9. Crimson Head – Resident Evil 1
A tame but terrifying entry to kick off this list. The Crimson Heads aren’t as imposing and brutish as other enemies here, but they tick many boxes for being horrible.
Unlike the regular zombies you’ve encountered to this point, the Crimson Head is faster, stronger, and is certain to cause you bother. Worse still, if you don’t have explosive or flammable items, then you won’t be able to put them down for good – allowing them to bite back once more.
8. Hunter – Resident Evil 1
One of the first real, regular tests in Capcom’s Resident Evil games has to be the fearsome Hunter. A big, tanky-like lizard-human that can pounce to close the gap very quickly.
Their unbelievable strength combines nicely with their claws to deliver devastating blows to your characters. If that wasn’t bad enough, it’s green, scaly body is an unsettling sight to endure as well.
7. Garrador – Resident Evil 4
This dude is horrible. The worst part is that unlike the dogs in the original Resident Evil game, you can already see the Garrador before he triggers and tries to turn you into a beef patty.
Their painfully slow, methodical movement is as jarring as it gets as they play off of sound. So as long as you’re quiet, you could easily walk around this murderous maniac with ease. But upset him, and you’re prone to his lightning-quick charge and follow-up Wolverine claw barrage.
6. Drain Deimos – Resident Evil 3 Remake
It makes us nauseous just thinking about these revulsive creatures, but if that’s what Capcom was going for then it worked to perfection.
When Jill first encounters one in the Resident Evil 3 Remake, she is violated by its powerful arms as it force-feeds a parasite down her throat. The idea of this is repugnant, but it adds so much more tension and anxiety as you fear one of them getting a hold of you to do it again.
5. Executioner Manjini – Resident Evil 5
Resident Evil 5 certainly gives you the most hostile welcome imaginable by starting off the game with Chris and Sheva holed up in a contained area, being hounded by Manjini. Then out of nowhere, the big fence separating you from freedom is torn down by this large presence.
His body being showered with blood and sharp things sticking into him his bad enough, but slowly being chased by a menacing giant wielding the world’s biggest weapon is something else. His mobility hinders his scariness, but if he gets to close, then you might want to scarper pronto.
4. Chainsaw Guy – Resident Evil 4
A fan-favorite enemy for many reasons: the shirt and braces, the straw mask, and of course, that death animation. It’s not often a character is lauded for its brutal execution of the player’s character, but Chainsaw Guy comfortably merits these plaudits.
The sound of that chainsaw whirring for the first time is something that you don’t ever forget. His appearance isn’t outwardly grotesque like other enemies, but there’s an unmistakable sense of fear whenever one gets too closer for comfort.
An honorable mention does go to Resident Evil 5’s Manjini version, but there’s nothing quite like the original in this case.
3. Reaper – Resident Evil 5
The fact that Reapers are only normal enemies is insane. These deadly bugs absolutely dwarf Chris and Sheva and they come prepared with two sets of razor-sharp pincers that can puncture any number of holes in you.
- Read More: How to play the Resident Evil 8 Village demo
What’s worse is that when it moves towards you it can mask its presence using a weird mist. This causes some annoying depth perception issues and it can actually be a lot closer than it appears. If a Reaper manages to grab you, then enjoy your instant death.
2. Regenerator/Iron Maiden – Resident Evil 4
The Regenerators and Iron Maidens could easily have been number one on our list because we can’t think of one thing we don’t dislike about them.
Is it the chilling piece of music that echoes and sounds like someone struggling to breathe when they appear? Is it the sinister grinning face of the Regenerator that makes you want to cower, or the mangled wreckage that is the Iron Maiden’s face? The fact they can keep coming back if not dealt with properly? Or their ability to take damage, and still pounce at you to inflict damage?
We’ve copped out slightly by including both, but they are both very similar enemy-types with the Iron Maiden differing thanks to its spikey body attack. We hate them…equally.
1. Licker – Resident Evil 2 Remake
The most horrible enemy award in Resident Evil has to go to the Lickers because quite frankly, they’re hideous, unpleasant, and legitimately terrifying. Like the Garrador, Lickers are completely blind as an exposed brain occupies the entire top half of their head.
Their Resident Evil 2 Remake appearance helps to scoop the award as the technology has allowed them to achieve their maximum potential. Oodles of goo dripping from their enormous tongue is one thing, but their ability to go from silent predator to deadly hunter in seconds is stressful.
Their look is grotesque, they can cause big damage, they can hide away in the open, and there’s a reason they’ve appeared in multiple Resident Evil games.
We hope you enjoyed our list, don’t forget to check out every Resident Evil game ranked from worst to best and the top Resident Evil Villains ranked from worst to best.
Image credits: Capcom
Apex Legends best Arenas Legends: Arena Legends ranked
Apex Legends Arenas is a different experience to BR where some characters fare better than others. Here’s our ranked list for the 3v3 mode.
Apex Legends’ 3v3 mode, Arenas, forces an isolated way to play the battle royale which causes some Legends to be more useful than others, so we ranked them all to help you decide on team composition.
There’s a great variety of game modes to choose from in Apex Legends, and while you might be tempted to test your skill in the new Ranked Leagues system for Season 13, Arenas is also a great place for some competition.
Figuring out what Legend to use in Arenas can be a difficult decision, especially when the 3v3 mode is so different from the standard battle royale mode.
With that being said, we ranked all the Legends in Apex according to their viability in the 3v3 mode. Here are the best Legends to use in Arenas.
Best Legends in Apex Legends Arenas for Season 13
Keep in mind that this tier list is solely based on a Legend’s contribution to the team within Arenas, not Respawn‘s battle royale mode. If you’re interested in the best Legends to use for battle royale, check out our piece here:
Remember, due to the nature of Arenas, some of the Legends’ abilities are deemed much less effective, like Loba‘s Black Market. However, that doesn’t mean you shouldn’t use them if you would like to, as they can still be great as long as you hit your shots!
- Mad Maggie
Top 3 Legends for Arenas
The interdimensional skirmisher, Wraith, takes the number 3 spot for her offensive capabilities and survivability.
Her small hitbox makes it hard for enemies to get shots off on Wraith, allowing her to move fast and get to where she needs to go.
Being aggressive is vital in Arenas, and Wraith’s abilities allow her to do just that, being able to get in and out of the fight easily with her tactical, as well as make a defensive play with the portal for survivability.
Newcastle is Season 13’s brand-new Legend, and not only does he perform very well in the battle royale, but he also dominates in Arenas, hence why he is at the number two spot.
Newcastle’s Passive shield revive is extremely strong for getting teammates back into the fight, especially if you purchase a Gold Backpack. His Tactical mobile shield is also great for Arenas, as it allows your team to push and put pressure on the enemy team while being behind moving cover.
Lastly, his Ultimate, Castle Wall, can be bought every round, and although it’s quite expensive, the defensive protection and offensive capabilities of blocking off paths and creating advantageous cover in positions of power are extremely powerful.
Lifeline is a great option for Arenas, mainly due to her ability to keep teammates alive and get more health consumables from Loot Bins.
Lifeline’s health drone can get you or a teammate back to full health without the need to pop a syringe or medkit, which could save precious time. Further, although her Ultimate is fairly useless, her Passive drone revive is arguably her best trait for Arenas.
Combine this with the Gold Backpack and you’ll be reviving teammates back with shield and health, which allows them to get right up and help out. This is unbelievably clutch and also the main reason she is number one on our ranked list.
That’s it for our Apex Legends Arenas ranked list. For more on Apex Legends, check out the best guns to use in Season 13.
Image Credits: Respawn Entertainment
All Apex Legends Mobile characters: Full roster & exclusive Legends
Apex Legends Mobile offers players a new way to play Respawn’s battle royale, but what Legends are available?
Apex Legends Mobile is a separate entity from the PC and console version of the battle royale. With that being said, let’s take a look at the full roster and exclusive Legends in the mobile shooter.
As well as this, the mobile FPS also has its first mobile-only Legend in Fade, who isn’t being introduced into the PC and console versions of Apex Legends anytime soon, especially as Season 13 just brought Newcastle.
With that being said, what is the Apex Legends Mobile roster, and which Legends are mobile-exclusive?
Apex Legends Mobile full Legend roster
Apex Legends Mobile is a completely separate game from the PC and console version of the battle royale. With that comes a different Legend roster from the main game, and in its current state, it is much smaller.
Currently, there are ten Legends in Respawn‘s Apex Legends Mobile, giving players a decent number to choose from. Players will have to play a fair amount before they are able to unlock all these Legends, but these are the current characters that can be seen in-game:
Of course, as time goes on and the game is updated we may see more Legends from the PC and console version, as well as exclusive Legends, enter the game.
Apex Legends Mobile-exclusive Legends
Currently, Apex Legends Mobile only has one exclusive Legend. With the launch of Apex Legends Mobile, Fade was introduced as the first Mobile-exclusive Legend.
- Read more: When is Apex Legends Season 14?
As more exclusive Legends are introduced, we’ll be sure to update this piece. If you’d like to know more about the exclusive Legends, check out our guide on Fade and whether the mobile-first Legends will make their way to PC and console.
If you’re interested in the PC and console versions of Apex Legends, check out the best Legends to use.
Image Credits: Respawn Entertainment
Battlefield 2042 Update 4.1 patch notes: Release date, Boris nerf, recoil adjustments, 64 player Breakthrough
Battlefield 2042’s Update 4.1 brings a ton more bug fixes, as well as nerfs to Boris, recoil adjustments, and removes Breakthrough 128.
Battlefield 2042’s Season 1 update is almost here and ahead of its release, DICE is dropping Update 4.1 to squash even more bugs, nerf Boris, and limit Breakthrough to only 64 players. Here’s everything included in Battlefield 2042’s Update 4.1.
It’s no secret that Battlefield 2042’s launch didn’t go according to plan, with the player base immediately criticizing both its buggy launch and core design choices. After delaying Season 1 to early summer, DICE have been releasing huge updates that seek to get the game back on track.
The latest patch to arrive is Update 4.1, which brings even more bug fixes, Specialist buffs and nerfs, adjustments to recoil, and more. Here’s when the update goes live as well as the full patch notes.
- Battlefield 2042 Update 4.1 release date & time
- Boris’ Sentry Gun nerfed in Battlefield 2042 Update 4.1
- 128 player Breakthrough removed in Battlefield 2042 Update 4.1
- Full Battlefield 2042 Update 4.1 patch notes
Battlefield 2042 Update 4.1 release date & time
DICE confirmed that Battlefield 2042’s Update 4.1 will go live on May 19 at 1 AM PT / 4 AM ET / 9 AM BST.
- Read more: Will Battlefield 2042 be on Xbox Game Pass?
The developers also confirmed that it’ll be a zero-downtime update, so you can jump straight back in as soon as the download has finished.
Boris’ Sentry Gun nerfed in Battlefield 2042 Update 4.1
Battlefield 2042 players have long complained that Boris’ Sentry Gun was simply too powerful, so Update 4.1 is set to give it a sizeable nerf.
While its spotting ability has been buffed, almost every other aspect of the Sentry Gun has been nerfed. Alongside removing its ability to track targets through walls, its health, damage, range, and reload speed have all taken a massive hit.
128 player Breakthrough removed in Battlefield 2042 Update 4.1
Many Battlefield 2042 players preferred the less chaotic and more tactical 64 player Breakthrough, so this becomes standard with Update 4.1.
Battlefield 2042’s maps can hold a whopping 128 players, but the devs felt that such a huge player count was a detriment to the Breakthrough mode, so they removed the option to search for it.
While Breakthrough 128 will still exist in the Discarded, Manifest, Orbital, and Kaleidoscope maps, they confirmed that they’ll “be keeping a close eye on how our changes help to improve the experience ahead of the start of Season 1.”
Full Battlefield 2042 Update 4.1 patch notes
Fixes, Changes, and Improvements
- Vehicle Aim Sensitivity and Transport Vehicle Freelook Sensitivity Controller settings now always correctly apply their effects
- Aim Assist has been improved while aiming at moving targets
- Aim Assist should no longer incorrectly acquire targets through thin obstacles
- When not ranking up, you should no longer see the “You have been promoted screen” during End of Round
- Delivered improvements that help to reduce input lag
- Adjusted Trigger Weight to ensure that inputs feel more responsive when applying successive inputs
- The Announcer Voice Over for Battlefield 1942 and Battlefield 3 experiences has been remastered, and now includes new radio sound effects
- Specialists will now correctly display animations during the End of Round screen while in Battlefield Portal modes
- Made the following changes to Hardcore Templates within the Battlefield Builder to align them with our Featured Experience offerings.
- Enabled HUD in Hardcore Templates
- Disabled Mini-map and Compass in Hardcore Templates
- Hitting enemies with EMP effects now correctly triggers Player Disrupted XP
- Removed placement delay for deployable gadgets so they now appear instantly
- Deployable gadgets are now easier to deploy
- The size of the Insertion Beacon has been increased so it’s easier to see
- The Insertion Beacon is now visible from further away
In this update, we’re making multiple updates to the All-Out Warfare rotations. Our leading change is the removal of the 128 player version of Breakthrough. When reviewing the available experiences in All-Out Warfare, we felt that the 128 player modes are better suited for Conquest where gameplay spaces are larger, and where you have a more natural fit for sandbox gameplay.
In Breakthrough’s 128 player mode, we feel that the value and impact of an individual player, and squad is reduced due to the increased intensity and chaos of the combat.
When reviewing Breakthrough, we noted that the 64 player version represented a more tactical experience. Reducing our player count here helps to remove some of the chaos from the experience, and in combination with the reductions that we have made to the number of available combat vehicles, it means players are better able to hold frontlines more effectively. Players will also find more space to work together and fulfill their individual roles
As a result, squads in Breakthrough 64 have a better opportunity to work together, to flank the enemy, place a spawn beacon, use their plus menu to attach suppressors, then clear, and hold a point – one squad helping turn the tide as an example. We believe that the move to 64 players will bring back the pacing that helps celebrate these moments of teamwork and PTFOing, and will be keeping a close eye on how our changes help to improve the experience ahead of the start of Season 1.
- Breakthrough 64 for PC, PlayStation 5 and Xbox Series X|S now have set map sizes for specific maps:
- Discarded, Manifest, Orbital, Kaleidoscope will play the 128 player version
- Hourglass, Breakaway, Renewal will play the 64 player version
- The Compass now expands while in ADS to improve its readability
- Angel will no longer be able to grant Armor Plates via his Supply Bag
- Spotting via the SG-36 Sentry Gun now highlights spotted players via a red dot, and spotted enemies are now also visible for friendlies
- The SG-36 Sentry Gun will no longer track players behind walls
- Overall damage and health for the SG-36 Sentry Gun has been lowered
- RPM reduced from 450 -> 250
- Start Damage 16 -> 10
- End Damage 10 -> 7
- Fall Off Damage Range 50 -> 40
- Projectile Speed 960 m/s -> 500 m/s
- Health 200 -> 150
- Lock-on time increased by 0.3 seconds
- Target Forget Time 2 -> 1.5 seconds
- Target lock-on range 65 -> 50m
- Reload Speed 5.2 -> 4.2 seconds
- Bashing with the SOB-8 Ballistic Shield while inside smoke should now always deal damage
- Fortification System recharge rate reduced from 25 -> 20 seconds
- Update 0.4.0 introduced an unintended change to the behavior of some weapons via incorrect values on their damage tables. In this update we’re restoring performance to its intended design and you should feel an overall improvement to weapon performance
- The impact of recoil affecting attachments has been lowered, while base weapon recoil has been improved to compensate. This means weapons without attachments now handle better
- Bolt Action Sniper breath control now lasts a max of 5 seconds, with an added 5 second penalty if used entirely
- Underbarrel Attachments no longer affect weapon deploy speed
- Overall horizontal recoil for DMR’s has been reduced
- Sidearms are now faster to deploy
- Increased the AC42 distance damage dropoff at higher ranges
- Removed the AK24 Semi Auto fire mode
- Increased AK-24 Burst Mode rate of fire to 900RPM
- Improved the NTW-50 effectiveness against vehicles
- Added an additional damage multiple versus tank tracks
- Increased PKP-BP vertical recoil, and added a new horizontal recoil profile
- Improved the SFAR-M GL damage at short to medium range
- Taking down an enemy now requires 5, instead of 4 bullets while at 20m
- Decreased the SFAR-GL distance damage dropoff
- Reduced SVK’s Horizontal recoil to make it easier to land follow-up shots
- Increased the SVK distance damage dropoff past 40m
- SVK’s High-Power Rounds damage lowered past 150m
- Taking down an enemy now requires 3, instead of 2 bullets
- Fixed a bug for no XP being rewarded when capturing an objective in a vehicle that wasn’t spawned via the Deploy Menu
Following the release of Update 0.4.0, we’re continuing to make balance adjustments to vehicle gameplay by updating the total number of vehicles that can be active at any time across maps in Conquest and Breakthrough.
- Kaleidoscope – Reduced each teams light ground vehicle allocation by 1
- Manifest – Reduced each teams light ground vehicle allocation by 1
- Adjusted Sector 4 to reduce the Attackers number of Transport Air Vehicles by 1, and reduced the number of Heavy Ground Vehicles for Attackers and Defenders to 1
- Adjusted Sector 3 to remove the Defenders allocation of Transport Air Vehicles, and also reduced the number of Heavy Ground Vehicles for Attackers and Defenders by 1
- Adjusted Sector 4 to reduce the Attackers and Defenders allocation of Heavy Ground Vehicles to 1, removed the Defending teams allocation of Transport and Combat Air Vehicles
- Adjusted Sector 4 to reduce the Attackers and Defenders allocation of Heavy Ground Vehicles to 1
- Adjusted Sector 4 to reduce the Defenders allocation of Heavy Vehicles to 1
- The MAV is now part of the Transport vehicle category
- The M5C Bolte’s Missile Launcher no longer deals unintentional increased damage to air vehicles
- The M5C Bolte is now part of the Armored vehicle category
Source: DICE / EA
Image Credit: DICE
CoD Warzone 2: Leaks, rumors, platforms & release window
Activision are reportedly developing Warzone 2, so here's everything we know about the rumored sequel to CoD's battle royale.
Apex Legends best Arenas Legends: Arena Legends ranked
Apex Legends Arenas is a different experience to BR where some characters fare better than others. Here's our ranked list...
All Apex Legends Mobile characters: Full roster & exclusive Legends
Apex Legends Mobile offers players a new way to play Respawn's battle royale, but what Legends are available?