Dungeons & Dragons Announces New Book and Fall Event
Tasha's Cauldron of Everything is scheduled for release on November 17, 2020, and is a companion to 2017's Xanathar's Guide to Everything.It provides plenty of new options for players and dungeon masters alike, some of which consist of updated "official" versions of published content or playtest material previously released as Unearthed Arcana, while other content will be wholly new. "There are even more new levers that people will be able to use," said D&D's Lead Rules Designer Jeremy Crawford during a recent press briefing. "The amount of customization that's available is huge."
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Totaling 192 pages, the book has four major chapters that cover a wide variety of game options, including:
- A chapter featuring new/updated character options
- 22 updated/officialized UA subclasses
- 5 reprinted subclasses*
- An updated version of the Artificer class
- New class features (updated/imported from UA)
- New player feats
- New character "lineage" options that allow players to divest their character's race from their feats and ability score adjustments
- A chapter full of new spells, magic items, and high-level artifacts
- A chapter on group patrons, originally seen in the Eberron: Rising From the Last War sourcebook
- A chapter focused on tools for the DM, including...
- Expanded sidekick rules (originally introduced in the D&D Essentials Kit)
- Rules for running magical or supernatural environments
- A full section of puzzles from veteran TRPG designer Elisa Teague
New Nintendo Switch to Launch in 2021 Claims Report
The Suicide Squad: A Gritty War Movie With Crazy Characters & Comedy
New Wonder Boy Directed by Series Creator Announced
IGN is happy to reveal that a new game in the Wonder Boy series, Wonder Boy - Asha in Monster World, has been announced with members of the original development team behind the wheel.
A full reveal with gameplay is set to arrive later this week during the gamescom Awesome Indies showcase, which kicks off at 10am Pacific Time on Saturday, August 29 right here on IGN. In the meantime, you can see a sneak peek at some key art below, with more details about Wonder Boy - Asha in Monster World under that.
This next entry in the Wonder Boy series stars the titular Asha, the protagonist of 1994’s Wonder Boy IV. She is assisted by her flying, blue Pepelogoo (a creature also originally from Wonder Boy IV), and together the two of them must set off to save the world – what exactly is threatening it, however, we don’t know quite yet. Excitingly, this will be the first game in the history of the series to be fully voiced, with the announcement describing Asha and other characters as “lively and talkative.”
Wonder Boy - Asha in Monster World is being developed by STUDIOARTDINK alongside ININ Games, with members of the original Wonder Boy creative team at the helm. That includes series creator Ryuichi Nishizawa (who has returned to lead and direct this new game), original composer Shinichi Sakamoto (who will be producing the game’s sounds, this time around), character designer Maki Ōzora, and creative manager Takanori Kurihara.
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The long-awaited sequel arrives after the success of 2017’s Wonder Boy: The Dragon’s Trap (a remake of 1989’s Wonder Boy III: The Dragon’s Trap), as well as the 2018 follow-up to the series, Monster Boy and the Cursed Kingdom. Wonder Boy - Asha in Monster World is set to release on PlayStation 4 and Nintendo Switch at the beginning of 2021.
A Wonder Boy teaser site is currently live with a link for a mailing list, but more information and first gameplay will be revealed during the gamescom Awesome Indies showcase on August 29. You can watch gamescom Awesome Indies live starting at 10am Pacific Time right here on IGN, and follow all of our gamescom 2020 coverage here.
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Tom Marks is IGN's Deputy Reviews Editor and resident pie maker. You can follow him on Twitter.
Yakuza: Like a Dragon Release Date Set For Mid-November
Cuphead: Exclusive Preview of Dark Horse’s Next Graphic Novel
Our plucky heroes return in this brand-new collection of adventures starring Cuphead, Mugman, and now Ms. Chalice! The trio can't seem to catch a break as they find themselves in a plethora of peculiar positions and side stories in the all-cartoon magical wonderworld of the Inkwell Isles! This original graphic novel features fresh new tales, all authentically drawn to match the glorious, award-winning vintage animation style of Cuphead!Cuphead Vol. 2 is priced at $10.99 and will be released on March 2, 2021. You can pre-order the book on Amazon. Dark Horse continues to release lavish hardcover art books geared toward various iconic video game franchises. IGN recently debuted the cover to The Art of Halo Infinite and several pages from The World of Cyberpunk 2077. You can also watch an unboxing of both the regular and deluxe editions of The World of Cyberpunk 2077 in the video below: [ignvideo url="https://www.ign.com/videos/2020/07/24/the-world-of-cyberpunk-2077-artbook-is-packed-with-lore"] [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.
The Lord of the Rings: Gollum Is a ‘Prince of Persia-Like’ Stealth Game With a Branching Narrative
The Lord of the Rings: Gollum's Stealth Gameplay
Gollum will be a game broadly spent in two distinct states - either stealthily making your way past the various hulking threats living in Mordor, and making narrative chocies as the warring personalities of Sméagol and Gollum fight for control. The former should be familiar to many: "The game mixes stealth with vertical climbing parkour," explains lead game designer Martin Wilkes. "If you want a reference you might think of it as similar to Prince of Persia. It is mostly a non-combat game, but Gollum will be able to stealthily take out enemies. However, this will not be easy and always come with big risks. We want players to carefully weigh these encounters. After all, Gollum’s strengths lie in cunning not combat."
That focus on cunning over combat means you won't be directly taking on enemies - instead you'll be relying on scavenged items, environmental hazards, and even newfound friends for help. Wilkes continues: "Gollum doesn’t use weapons, but he can distract enemies with throwables. In parts of the game, he will also profit from the abilities of special allies and can use the environment to his advantage."
That mention of "special allies" is interesting - will we meet familiar characters along the way?
"You will!" says lead narrative designer Tilman Schanen. "We cannot wait to talk about this but it's still a bit early for that. Keeping in mind the scope and timeline of our narrative, we have to closely consider who Gollum would even be able to meet, where, and when. This means that for the most part, they will play smaller - but in some cases very significant - roles in the story."
The Lord of the Rings: Gollum's Narrative Gameplay
Between those stealth sections, Gollum will be forced to make decisions and dialogue choices, choosing from responses proposed by both his gentler Sméagol personality, and the Gollum psyche that emerged after he was corrupted by the One Ring. So, do those decisions mean there's a branching narrative to play through? "There is," explains Schanen. "Also, the decisions you make affect the way the game feels. You always either play as Sméagol or as Gollum as the 'dominant' persona and that can influence animations, soundscapes, certain gameplay situations, and in-game dialogue."
Daedelic's quick to make clear that it won't be changing the source material - this is a prequel to the Lord of the Rings books, meaning Gollum has to reach a set place by the end of the game, but the journey there can change:
"We naturally stay within certain limits," Schanen continues. "It won’t be like you’re going to end up destroying Middle-earth because you never made a Sméagol choice. In the end, of course, Gollum's fate is pretty much determined by the books. But your decisions can and will have effects, for example, for other NPCs in the game. Some decisions will have a bigger impact, others very little. Just as in real life."
Wilkes adds that it's "sort of" a morality system as seen in other narrative-focused titles (although we won't see any physical changes in the character, a la Fable), "but a bit more twisted than in most other games. It's not as simple as, 'Choose Sméagol to be good, choose Gollum to be evil'. Our first rule is to stay true to the character (or our interpretation of him at least). Since you play two personalities in one character, choosing sides will give you some control. But it's more like maneuvering a truck with two flat tires and trying not to drive it off a cliff."
The Lord of the Rings: Gollum's Level Design and Structure
Middle-earth is a huge place, and we've seen other games adapt it as an open world, but Gollum will take a slightly more curated approach. "The game is, for the most part, structured in sets of levels and hubs," Wilkes explains. "When Gollum arrives at a new location the places where he can go from that hub are limited until he either works his way in (for example, the prisons of the Dark Tower), finds secret passages or information, or manages to scheme his way into otherwise restricted areas. "Some levels are completely open in all three dimensions and can be explored freely, while others are more linear but often with alternative routes where players can, for example, decide if they rather sneak around some guards or take a risky parkour route in vertiginous heights to pass the next segment."
The idea seems to be to balance player choice with allowing for satisfying puzzle solving and perhaps even platforming, with Wilkes saying that, "Verticality plays a big role in our levels, and the outstanding climbing skills of our main character not only provide us with epic views but also really open up this dimension for the players from a gameplay perspective."
As for the look of the world itself, Daedelic's environments are in part inspired by J.R.R. Tolkien's own drawings, but without straying too far from expectations of what Middle-earth should look like because of the film series:
"Peter Jackson’s movies are fantastic but our game is based on the original book license," says Wilkes. "The source material for both is, of course, largely the same. Our world follows the same descriptions and is also in parts inspired by the same artworks as were the movies. Their influence on popular culture has been tremendous, so we have to be mindful of players who might only know Middle-earth from the two film trilogies."
Art director Mathias Fischer adds, "Our approach is therefore to create a unique and distinctive style but at the same time not deviate entirely from the iconic shapes that are familiar from the movies. Sauron's Dark Tower will still look like a tower and not like a broad fortress, even if the books would allow such interpretation."
The Lord of the Rings: Gollum's Story
So what are we doing all of this stealthing and inner warring for? We knew previously that the game would be set in the relatively unexplored time period before we meet Gollum in the Lord of the Rings books, and now we know how this new story begins, with Schanen explaining:
"We start our story parallel to the first book when Frodo is still in the Shire and knows nothing about anything. Gollum at that time ventures to Mordor still desperately looking for Bilbo Baggins and the Ring. Unfortunately, he gets caught by Sauron’s servants and this is basically where our story begins.
"Gollum’s overall goal in the game?" adds Wilkes. "Well, that’s a bit more complicated. Obviously, Gollum wants to escape his captors and retake the Ring (and hopefully get his hands on some nice fish along the way). After some time, though, the Sméagol-side causes trouble and distractions and opens up new, conflicting goals that we cannot talk about yet."
The Daedelic team says they've worked closely with Middle-earth Enterprises in order to stay respectful to Tolkien's work (a process that has apparently been "an absolute pleasure"), but they're having to create their own story as they go simply due to a lack of direct source material:
"We follow Tolkien's story quite strictly and only take some freedom for purposes of gamification or sometimes simplification," says Schanen. "Tolkien doesn't describe Gollum's story before he appears in the book in great detail. So mainly, we draw from small notes in the appendices and second-hand reports from characters like Gandalf. Since we need to fill in many gaps, it gives us quite a bit of creative freedom to pursue our narrative vision.
"At the same time, we would have never gotten the chance to work on this project if that vision would not be in tune with the source material. Think of it like taking a few verses from the bible and extending them to a novel without changing the overall narrative."
And what of Gollum himself? As many pointed out after the first screenshots emerged, the character looks like a slightly more wide-eyed take on the version Andy Serkis made famous. As it turns out, that's more or less the point. Fischer explains the goal with the design of their anti-hero:
"With Gollum himself, our goal is to make him more relatable, as players have to be able to slip into his skin for the course of an entire game. That's why our Gollum looks less creepy (and has more hair) than the movie version."
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The Lord of the Rings: Gollum will come to PS5, Xbox Series X, and PC in 2021
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Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.The Batman Casts The Eternals’ Barry Keoghan as Jim Gordon’s Partner
The Batman: The Riddle in the First Trailer Might Have Already Been Solved
"He lies still," is the answer, according to the fan who worked to crack the code. Lane shared his methodology below the original tweet, explaining how he analysed the symbols to find recurring ones and then started to substitute those with the most commonly used letters. Game designer Mike Selinker reached the same conclusion when he tried to solve the puzzle by "brute force."So hyped for Matt Reeve’s Batman Movie, I decided to solve The Riddler’s code. #TheBatman pic.twitter.com/vsxVxucedv
— Andrew Lane (@TheMasterD101) August 23, 2020
His Twitter thread details the lengthy process of unravelling the secret message, revealing a similar process of elimination for decrypting the sentence. However, the meaning behind that sentence still appears to be unclear. "He lies still" is a double entendre because the word "lies" can relate to an individual being in a resting position or a person giving an intentionally false statement. [ignvideo url="https://www.ign.com/videos/2020/08/23/the-batman-trailer-breakdown-riddler-penguin-catwoman-and-no-more-lies-explained"] Despite not making an official appearance on screen in the new footage, Paul Dano's Edward Nashton (AKA the Riddler) seems to be one of the main villain's in Matt Reeves' The Batman, though it is not yet known whether he will turn out to be the masked killer from the trailer or whether he will simply serve as an obstacle in the Dark Knight's quest to bring the true enemy to justice. We've examined all of the evidence of The Riddler as friend or foe as part of our roundup of DC FanDome's biggest announcements and reveals. For even more Bat-coverage, feast your eyes on the first images from The Batman, The Batman's new logo and this sweet Jim Lee artwork, get the latest on when The Batman will resume filming, and learn about the GCPD spin-off series coming to HBO Max. [widget path="global/article/imagegallery" parameters="albumSlug=the-batman-official-trailer-1-stills&captions=true"] [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.In the new #TheBatmanTrailer, the Riddler leaves a card with the question “What does a liar do when he’s dead?” I could just solve it like a riddle (and did), but it’s a good opportunity to show how to solve a puzzle by brute force, so you’re sure of the answer. Here goes. (1/12) pic.twitter.com/sHveBmU2Pt
— Mike Selinker (@mikeselinker) August 23, 2020
Cyberpunk 2077 Will Have Free DLC Alongside Paid Expansions
— Cyberpunk 2077 (@CyberpunkGame) August 22, 2020Beyond the free DLC, it was previously confirmed back in April of 2020 that Cyberpunk 2077 will feature paid expansions of similar size to those that were available for The Witcher 3, such as Hearts of Stone and Blood and Wine. There will be more than just DLC available to complement and flesh out the world of Cyberpunk 2077 - a comic book series based on the game's Trauma Team is on its way from publisher Dark Horse Comics. You can check out the full broadcast of Night City Wire Episode 2 to catch up on all of the latest news about Cyberpunk 2077. [widget path="global/article/imagegallery" parameters="albumSlug=cyberpunk-2077-june-2020-screenshots&captions=true"] In other CD Projekt Red news, a 12" Geralt of Rivia action figure clutching a wreath of Harpy heads was recently revealed by McFarlane Toys. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

