New Last of Us Part 2 Merchandise Includes a $2300 Replica Guitar

The Last of Us Part 2 will officially be released at midnight tonight eastern time, and PlayStation has updated its official merchandise store with new Last of Us 2 gear, including a $2,300 guitar. It’s almost release day for The Last of Us Part 2 and there’s new merch directly from PlayStation for you collector’s out there looking for some swag to round out your Last of Us collection. PlayStation has always released stuff like t-shirts and mugs for its first-party games, but it looks like PlayStation has gone a little further to commemorate the new Naughty Dog game. [widget path="global/article/imagegallery" parameters="albumSlug=the-last-of-us-part-2-merchandise&captions=true"] The most expensive item on the PlayStation Gear store is a Replica Taylor 314ce Guitar designed to look exactly like the guitar Ellie uses in the game. If you think the $2,000 price tag is steep, you should be aware that non-collectors Taylor guitars actually do cost almost that much. Other new offerings include a Last of Us Part 2 Sherpa Jacket, a faux leather journal, and figures from Nendoroid, Funko, and Tubbz. You can check out the full list of items on PlayStation’s Gear store. The Last of Us Part 2 is a sequel to Naughty Dog’s critically-acclaimed post-apocalyptic action game. Set five years after the events of the first Last of Us game, players will take control of Ellie who sets out on a mission for revenge. [ignvideo url="https://www.ign.com/videos/2020/06/12/the-last-of-us-part-2-review"] IGN awarded The Last of Us Part 2 a perfect score calling it a “masterpiece that evolves the gameplay, cinematic storytelling, and rich world design of the original in nearly every way.” You can check out IGN all weekend for guides, walkthroughs, and more for The Last of Us Part 2. [poilib element="accentDivider"] Matt Kim is a reporter for IGN.

New Last of Us Part 2 Merchandise Includes a $2300 Replica Guitar

The Last of Us Part 2 will officially be released at midnight tonight eastern time, and PlayStation has updated its official merchandise store with new Last of Us 2 gear, including a $2,300 guitar. It’s almost release day for The Last of Us Part 2 and there’s new merch directly from PlayStation for you collector’s out there looking for some swag to round out your Last of Us collection. PlayStation has always released stuff like t-shirts and mugs for its first-party games, but it looks like PlayStation has gone a little further to commemorate the new Naughty Dog game. [widget path="global/article/imagegallery" parameters="albumSlug=the-last-of-us-part-2-merchandise&captions=true"] The most expensive item on the PlayStation Gear store is a Replica Taylor 314ce Guitar designed to look exactly like the guitar Ellie uses in the game. If you think the $2,000 price tag is steep, you should be aware that non-collectors Taylor guitars actually do cost almost that much. Other new offerings include a Last of Us Part 2 Sherpa Jacket, a faux leather journal, and figures from Nendoroid, Funko, and Tubbz. You can check out the full list of items on PlayStation’s Gear store. The Last of Us Part 2 is a sequel to Naughty Dog’s critically-acclaimed post-apocalyptic action game. Set five years after the events of the first Last of Us game, players will take control of Ellie who sets out on a mission for revenge. [ignvideo url="https://www.ign.com/videos/2020/06/12/the-last-of-us-part-2-review"] IGN awarded The Last of Us Part 2 a perfect score calling it a “masterpiece that evolves the gameplay, cinematic storytelling, and rich world design of the original in nearly every way.” You can check out IGN all weekend for guides, walkthroughs, and more for The Last of Us Part 2. [poilib element="accentDivider"] Matt Kim is a reporter for IGN.

Baldur’s Gate 3: 12 Things We Learned From the Latest Gameplay

More Baldur’s Gate 3 gameplay was shown today as part of Dungeons & Dragons Live and IGN’s Summer of Gaming. Founder of Larian Studios, Swen Vincke, streamed himself playing the game for 90 minutes, and the journey revealed many interesting new features, changes, and improvements from when we last saw Baldur’s Gate 3 in action in February.

For the important highlights from the stream, keep reading to discover 12 new things we learned about Baldur’s Gate 3.

[ignvideo url="https://www.ign.com/videos/2020/06/18/baldurs-gate-3-is-more-like-dungeons-dragons-the-more-its-developed"]

A re-written narrator

One of the most controversial features of the original gameplay reveal was that the narrator spoke in past tense, as if retelling the story of Baldur’s Gate 3 around a campfire long after the events of the game had passed. Many fans found this an odd approach, and so Larian has re-written the narrator with a more traditional present-tense voice. Now, the narration and your dialogue options make it feel as if it is you making the decisions.

A new initiative order

The Initiative system has been adjusted a little since we last saw it in February, and it is now a hybrid of two Dungeons and Dragons systems: traditional and side initiative. Originally, Baldur’s Gate 3 planned to use side initiative, in which an entire party - yours or the enemy’s - takes their turn, and then the action swaps to the other party. This allows for more intricate combinations of attacks, as multiple friendly characters can attack together. The new system, however, opts for a traditional initiative order based on individuals. An example of this may be an order of two of your party members followed by three enemies and then another party member. But elements of side initiative do remain. Should you have two or more of your party members clustered together in the initiative order, you can activate them in whichever order you’d like. You can even bounce back and forth between them should they have actions remaining. This allows for combining character abilities, but also maintains a speedy back-and-forth between sides. [widget path="global/article/imagegallery" parameters="albumSlug=baldurs-gate-3-early-access-announcement-screenshots&captions=true"]

Reactions

In tabletop Dungeons and Dragons, characters can make reaction moves to interrupt an enemy attack. These are represented in Baldur’s Gate 3 by a condition you set on each character. When that condition is triggered, your character automatically makes the reaction move. We saw this early in the stream when a party member had Opportunity Attack set as their reaction, which was triggered by an enemy coming too close. Feather Fall was also shown as a reaction; when activated, it will kick in if you fall from a great height, ensuring that you gracefully land without taking damage. The stream showed this being used to survive a jump into the subterranean Underdark, which would usually be a fatal fall. The maps in Baldur’s Gate 3 are significantly more vertical than most RPGs, and so Feather Fall looks like it will come in pretty useful.

Inspiration

The Dungeons and Dragons mechanic Inspiration is in Baldur’s Gate 3, which allows you to re-roll a skill check if you’d like to take a stab at rolling a higher number. How Inspiration is earned has not yet been fully revealed, but Inspiration points can be held onto and used when you feel they’re most useful.

Environmental skill checks

We’ve already seen how skill checks are part of conversations, and that they require you to actively roll dice to discover the outcomes. However, it appears that passive skill checks are also a thing that are activated while exploring the world. During the section of the stream spent exploring the Underdark, player character Lae’zel is seen automatically making a passive Nature check upon discovering a Torchstalk plant. The player doesn’t have to manually roll for the check, but because it succeeds Lae’zel then speaks dialogue explaining that the Torchstalk will explode if approached. A failed check would not reveal that information, and so players could accidentally blow themselves up. [ignvideo url="https://www.ign.com/videos/2020/06/18/baldurs-gate-3-aims-to-take-the-best-of-divinity-and-make-it-better"]

Destructible environments

Another form of passive skill check is Investigation, which again is automatically rolled when exploring the world. An example was seen in the stream when one party member, Gale, was exploring a dungeon and discovered a crack in the wall thanks to a successful Investigation check. This indicates a weak wall that can be broken down. Destructible elements of the environment - which can also include bridges - will require the right kind of equipment; a sword won’t break bricks, but a warhammer can. Alternatively, spells or explosives can be used, too, such as barrels of explosive powder.

UI changes

The UI has received an overhaul since we last saw it, making it more distinct from the style used for Larian’s previous game, Divinity: Original Sin 2. The actions hotbar has been redesigned, with a more distinct split between your character’s natural actions - such as jumping and pushing - and their class skills such as spells. The tool tip cards for each also have new artwork and presentation. We also saw some neat quality of life adjustments, too, such as the line drawn to show your characters movement being highlighted in red if it takes them through dangerous terrain.

Multi-level spell casting

Within that UI we also saw that spellcasting, like in the tabletop rules for Dungeons & Dragons, is based on level tiers. For example, the player character knew the spell Thunderwave, but was able to choose to cast it at level one or the more powerful level two. It appears that our choices in regards to abilities will be deep.

Stealth

Characters are able to sneak, and a visual indicator on the cursor shows how well you can be seen by enemies. A full sun icon indicates you are fully visible, a half-sun denotes partial visibility, and an empty sun means you are completely concealed. For particularly tricky sections, it was shown that you can manually enter turn-based mode at any time to complete moves one by one. This was demonstrated for use in a difficult exploration area, but you can see how this helps you see where enemies are looking and plan ahead one step at a time while in stealth. [widget path="global/article/imagegallery" parameters="albumSlug=baldurs-gate-3-gameplay-screenshots&captions=true"]

The best of the Monster Manual

The stream showed off some iconic D&D enemies, including goblins, giant spiders, and Hook Horrors lurking in the Underdark. Also briefly noted was a Spectator, a form of the widely recognised Beholder monsters. Simply put, alongside the Mindflayers we’ll be going toe-to-toe with some of D&D’s best monsters. Sometimes even literally; one segment of the stream provided the option of kissing a goblin’s toe rather than fighting them.

Volothamp Geddarm is back

Volothamp Geddarm - better known to D&D fans as Volo - is in Baldur’s Gate 3. One of the longest serving characters in the Forgotten Realms lore, we got a short look at Volo bumbling around with some drunken goblins. Larian promises that you will be given the opportunity to recruit him as a camp follower should you wish. The term ‘camp follower’ suggests that you can have more people at your camp than just your main party members, too.

Choice and consequence

As ever with Larian, choice and consequence is at the heart of the game. Almost everything done in the stream was based on a choice from a collection of options. Early on we saw a gnome strapped to a windmill by goblins, and it was the player’s choice how to approach the situation. Later, a goblin leader demanded that Lae’zel kiss his foot, with a plethora of options provided with how to get out of the situation (viewers of the stream opted to force him to kiss Lae’zel’s foot, which ended… badly at first, but better after some violent coercion.) It appears that every story beat, regardless of if they seem small or huge, has elements of choice and consequence. On the heavier side, the stream properly introduced us to Raphael the Cambion, a devil looking to take your soul in exchange for removing the Mindflayer tadpole from your head. Your approach to him can range from obedient to careless, and the suggestion is your attitude with him could have longstanding consequences. For more from Baldur’s Gate 3, check out the news that it’s releasing in early access really soon, and that its story is confirmed to connect to the first two games. And if you missed it, be sure to see the original gameplay demo from February to see some more features in action. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer, and resident Larian obsessive. Follow him and the occasional adventures of his D&D character, Ranghar, on Twitter

Baldur’s Gate 3: 12 Things We Learned From the Latest Gameplay

More Baldur’s Gate 3 gameplay was shown today as part of Dungeons & Dragons Live and IGN’s Summer of Gaming. Founder of Larian Studios, Swen Vincke, streamed himself playing the game for 90 minutes, and the journey revealed many interesting new features, changes, and improvements from when we last saw Baldur’s Gate 3 in action in February.

For the important highlights from the stream, keep reading to discover 12 new things we learned about Baldur’s Gate 3.

[ignvideo url="https://www.ign.com/videos/2020/06/18/baldurs-gate-3-is-more-like-dungeons-dragons-the-more-its-developed"]

A re-written narrator

One of the most controversial features of the original gameplay reveal was that the narrator spoke in past tense, as if retelling the story of Baldur’s Gate 3 around a campfire long after the events of the game had passed. Many fans found this an odd approach, and so Larian has re-written the narrator with a more traditional present-tense voice. Now, the narration and your dialogue options make it feel as if it is you making the decisions.

A new initiative order

The Initiative system has been adjusted a little since we last saw it in February, and it is now a hybrid of two Dungeons and Dragons systems: traditional and side initiative. Originally, Baldur’s Gate 3 planned to use side initiative, in which an entire party - yours or the enemy’s - takes their turn, and then the action swaps to the other party. This allows for more intricate combinations of attacks, as multiple friendly characters can attack together. The new system, however, opts for a traditional initiative order based on individuals. An example of this may be an order of two of your party members followed by three enemies and then another party member. But elements of side initiative do remain. Should you have two or more of your party members clustered together in the initiative order, you can activate them in whichever order you’d like. You can even bounce back and forth between them should they have actions remaining. This allows for combining character abilities, but also maintains a speedy back-and-forth between sides. [widget path="global/article/imagegallery" parameters="albumSlug=baldurs-gate-3-early-access-announcement-screenshots&captions=true"]

Reactions

In tabletop Dungeons and Dragons, characters can make reaction moves to interrupt an enemy attack. These are represented in Baldur’s Gate 3 by a condition you set on each character. When that condition is triggered, your character automatically makes the reaction move. We saw this early in the stream when a party member had Opportunity Attack set as their reaction, which was triggered by an enemy coming too close. Feather Fall was also shown as a reaction; when activated, it will kick in if you fall from a great height, ensuring that you gracefully land without taking damage. The stream showed this being used to survive a jump into the subterranean Underdark, which would usually be a fatal fall. The maps in Baldur’s Gate 3 are significantly more vertical than most RPGs, and so Feather Fall looks like it will come in pretty useful.

Inspiration

The Dungeons and Dragons mechanic Inspiration is in Baldur’s Gate 3, which allows you to re-roll a skill check if you’d like to take a stab at rolling a higher number. How Inspiration is earned has not yet been fully revealed, but Inspiration points can be held onto and used when you feel they’re most useful.

Environmental skill checks

We’ve already seen how skill checks are part of conversations, and that they require you to actively roll dice to discover the outcomes. However, it appears that passive skill checks are also a thing that are activated while exploring the world. During the section of the stream spent exploring the Underdark, player character Lae’zel is seen automatically making a passive Nature check upon discovering a Torchstalk plant. The player doesn’t have to manually roll for the check, but because it succeeds Lae’zel then speaks dialogue explaining that the Torchstalk will explode if approached. A failed check would not reveal that information, and so players could accidentally blow themselves up. [ignvideo url="https://www.ign.com/videos/2020/06/18/baldurs-gate-3-aims-to-take-the-best-of-divinity-and-make-it-better"]

Destructible environments

Another form of passive skill check is Investigation, which again is automatically rolled when exploring the world. An example was seen in the stream when one party member, Gale, was exploring a dungeon and discovered a crack in the wall thanks to a successful Investigation check. This indicates a weak wall that can be broken down. Destructible elements of the environment - which can also include bridges - will require the right kind of equipment; a sword won’t break bricks, but a warhammer can. Alternatively, spells or explosives can be used, too, such as barrels of explosive powder.

UI changes

The UI has received an overhaul since we last saw it, making it more distinct from the style used for Larian’s previous game, Divinity: Original Sin 2. The actions hotbar has been redesigned, with a more distinct split between your character’s natural actions - such as jumping and pushing - and their class skills such as spells. The tool tip cards for each also have new artwork and presentation. We also saw some neat quality of life adjustments, too, such as the line drawn to show your characters movement being highlighted in red if it takes them through dangerous terrain.

Multi-level spell casting

Within that UI we also saw that spellcasting, like in the tabletop rules for Dungeons & Dragons, is based on level tiers. For example, the player character knew the spell Thunderwave, but was able to choose to cast it at level one or the more powerful level two. It appears that our choices in regards to abilities will be deep.

Stealth

Characters are able to sneak, and a visual indicator on the cursor shows how well you can be seen by enemies. A full sun icon indicates you are fully visible, a half-sun denotes partial visibility, and an empty sun means you are completely concealed. For particularly tricky sections, it was shown that you can manually enter turn-based mode at any time to complete moves one by one. This was demonstrated for use in a difficult exploration area, but you can see how this helps you see where enemies are looking and plan ahead one step at a time while in stealth. [widget path="global/article/imagegallery" parameters="albumSlug=baldurs-gate-3-gameplay-screenshots&captions=true"]

The best of the Monster Manual

The stream showed off some iconic D&D enemies, including goblins, giant spiders, and Hook Horrors lurking in the Underdark. Also briefly noted was a Spectator, a form of the widely recognised Beholder monsters. Simply put, alongside the Mindflayers we’ll be going toe-to-toe with some of D&D’s best monsters. Sometimes even literally; one segment of the stream provided the option of kissing a goblin’s toe rather than fighting them.

Volothamp Geddarm is back

Volothamp Geddarm - better known to D&D fans as Volo - is in Baldur’s Gate 3. One of the longest serving characters in the Forgotten Realms lore, we got a short look at Volo bumbling around with some drunken goblins. Larian promises that you will be given the opportunity to recruit him as a camp follower should you wish. The term ‘camp follower’ suggests that you can have more people at your camp than just your main party members, too.

Choice and consequence

As ever with Larian, choice and consequence is at the heart of the game. Almost everything done in the stream was based on a choice from a collection of options. Early on we saw a gnome strapped to a windmill by goblins, and it was the player’s choice how to approach the situation. Later, a goblin leader demanded that Lae’zel kiss his foot, with a plethora of options provided with how to get out of the situation (viewers of the stream opted to force him to kiss Lae’zel’s foot, which ended… badly at first, but better after some violent coercion.) It appears that every story beat, regardless of if they seem small or huge, has elements of choice and consequence. On the heavier side, the stream properly introduced us to Raphael the Cambion, a devil looking to take your soul in exchange for removing the Mindflayer tadpole from your head. Your approach to him can range from obedient to careless, and the suggestion is your attitude with him could have longstanding consequences. For more from Baldur’s Gate 3, check out the news that it’s releasing in early access really soon, and that its story is confirmed to connect to the first two games. And if you missed it, be sure to see the original gameplay demo from February to see some more features in action. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer, and resident Larian obsessive. Follow him and the occasional adventures of his D&D character, Ranghar, on Twitter

D&D Reveals Icewind Dale: Rime of the Frostmaiden

The latest Dungeons and Dragons tabletop adventure has been revealed at D&D Live 2020. Titled Icewind Dale: Rime of the Frostmaiden, the module's story features a "modern horror" theme and will send players into the frozen north of the Forgotten Realms, first made famous in the Drizzt Do'Urden novels of the late 1980s and the 2000 Icewind Dale CRPG from Black Isle Studios. [caption id="attachment_236814" align="aligncenter" width="720"]RotF_Books Cover art for Rime of the Frostmaiden for the standard edition (right) and alternate cover (left).[/caption] While many of the adventure's story details are still unknown, the design team says that DMs and players wanting to prepare for Rime of the Frostmaiden would be wise to watch (or re-watch) John Carpenter's icy horror classic The Thing, among others. [widget path="global/article/imagegallery" parameters="albumSlug=dd-rime-of-the-frostmaiden-art-accessories&captions=true"] "There are a number of inspirations," says Chris Perkins, D&D's Principal Story Designer. "At the Mountains of Madness, the novella, was an inspiration, but you’ll also see nods to things like Ridley Scott’s Alien and Stanley Kubrick’s The Shining, among other things. There are all kinds of little horror flourishes throughout... I thought dealing with the themes of isolation, paranoia, and secrecy made for a compelling story." It may not be about shape-shifting alien parasites (or maybe it is, I don't know), but the team says they're working hard to make sure those themes reinforced throughout the book, from player's character options - each character is recommended to begin the campaign with "a secret" - even down to the design of the book itself. "In the art, and in a lot of the descriptions, when you encounter people, if you encounter them outside, you can’t tell who they are," says Perkins. "They’re bundled up – it could be three kobolds in a trenchcoat, for all you know," he laughs. "That all adds to the paranoia and the mystery of the setting. ‘I don’t know what that shape is walking towards me.' It might be just a person, or it might be something else," he says ominously. [caption id="attachment_236815" align="aligncenter" width="720"]IcewindDale-Concept_02 Artwork from Rime of the Frostmaiden[/caption] It isn't all paranoia and loneliness, however “Unlike some of our horror inspirations," says D&D's Principal Rules Designer Jeremy Crawford, "like any great D&D adventure, this one is ultimately about the people coming together and working together, because that is the lifeblood of D&D. That eve when the party might have competing goals, secrets, different motivations – at the end of the day, to overcome what’s ahead of them, the must unite.” And there's plenty to unite against in Icewind Dale, beyond the unknown evil of the adventure's namesake. In addition to a host of new monsters - which consist of both frosty ice-themed monstrosities and creatures that can be translated into other campaign settings as well - players will face a number of challenges and encounters that stem solely from the harsh northern climate of the region. "Throughout the adventure, you come up against dangers which, often, are not monsters but they are the environment itself. And this adventure, over and over, presses the adventurers to try to beat an encounter which is 'the weather,'" he laughs. "Icewind Dale is out to get you," adds Perkins. [caption id="attachment_236816" align="aligncenter" width="720"]IcewindDale-Concept_06 Artwork from Rime of the Frostmaiden[/caption] Coupled with these new themes and challenges are a number of structural changes and formatting updates based on feedback and critiques the team has received on other 5th Edition adventures. “A big influence was the Essentials Kit, and that relates to a piece of feedback we’ve gotten consistently for a number of years," says Crawford. "That DMs - while they do sometimes want giant epic stories – also sometimes want things that they can play through with their groups in more bite-sized chunks. And so this quest format is a big part of this adventure reflecting us listening to the feedback that they’ve received. And is a way to get both in the same product," he chuckles. "If you want the big epic adventure, it’s here, but also if you’d like some shorter adventures that you can experience, you get those, too.” [ignvideo url="https://www.ign.com/videos/2019/07/24/dungeons-dragons-unboxing-the-dd-essentials-kit"] "Another thing we’ve learned – and this is very granular," adds Perkins, "is that a lot of DMs don’t have as much time to prep anymore. So we’ve treated every chapter as sort of a self-contained thing and have a little walkthrough at the beginning, ‘Running the Chapter’, where the DM can get an overview of how best to handle the content in that chapter.  How to read it, how to absorb it, how to use it, what’s important and what’s not, that sort of thing." RotFM_D+M-01 Icewind Dale: Rime of the Frostmaiden will be launching on September 15, 2020, alongside a new set of Dice & Miscellany accessories, WizKids miniatures (which you can see more of in the gallery above) and a new Platinum Edition from Beadle & Grimm's – to get a sense of the B&G experience, check out our unboxing of the first set with co-founder Matthew Lillard. For more on this year's D&D Live event, check out the latest Baldur's Gate 3 gameplay demo, new screenshots of the upcoming Dark Alliance video game (also set in Icewind Dale, but ~100 years earlier), or check out the official D&D Live: Roll w/ Advantage hub for a full schedule of the weekend's events. [poilib element="accentDivider"] JR is a Senior Editor at IGN and is very excited to roll up a human fighter named Rurt Kussell for this. He also urges you to donate to the ACLU or NAACPLDF if you're able. [poilib element="accentDivider"] [poilib element="accentDivider"]

D&D Reveals Icewind Dale: Rime of the Frostmaiden

The latest Dungeons and Dragons tabletop adventure has been revealed at D&D Live 2020. Titled Icewind Dale: Rime of the Frostmaiden, the module's story features a "modern horror" theme and will send players into the frozen north of the Forgotten Realms, first made famous in the Drizzt Do'Urden novels of the late 1980s and the 2000 Icewind Dale CRPG from Black Isle Studios. [caption id="attachment_236814" align="aligncenter" width="720"]RotF_Books Cover art for Rime of the Frostmaiden for the standard edition (right) and alternate cover (left).[/caption] While many of the adventure's story details are still unknown, the design team says that DMs and players wanting to prepare for Rime of the Frostmaiden would be wise to watch (or re-watch) John Carpenter's icy horror classic The Thing, among others. [widget path="global/article/imagegallery" parameters="albumSlug=dd-rime-of-the-frostmaiden-art-accessories&captions=true"] "There are a number of inspirations," says Chris Perkins, D&D's Principal Story Designer. "At the Mountains of Madness, the novella, was an inspiration, but you’ll also see nods to things like Ridley Scott’s Alien and Stanley Kubrick’s The Shining, among other things. There are all kinds of little horror flourishes throughout... I thought dealing with the themes of isolation, paranoia, and secrecy made for a compelling story." It may not be about shape-shifting alien parasites (or maybe it is, I don't know), but the team says they're working hard to make sure those themes reinforced throughout the book, from player's character options - each character is recommended to begin the campaign with "a secret" - even down to the design of the book itself. "In the art, and in a lot of the descriptions, when you encounter people, if you encounter them outside, you can’t tell who they are," says Perkins. "They’re bundled up – it could be three kobolds in a trenchcoat, for all you know," he laughs. "That all adds to the paranoia and the mystery of the setting. ‘I don’t know what that shape is walking towards me.' It might be just a person, or it might be something else," he says ominously. [caption id="attachment_236815" align="aligncenter" width="720"]IcewindDale-Concept_02 Artwork from Rime of the Frostmaiden[/caption] It isn't all paranoia and loneliness, however “Unlike some of our horror inspirations," says D&D's Principal Rules Designer Jeremy Crawford, "like any great D&D adventure, this one is ultimately about the people coming together and working together, because that is the lifeblood of D&D. That eve when the party might have competing goals, secrets, different motivations – at the end of the day, to overcome what’s ahead of them, the must unite.” And there's plenty to unite against in Icewind Dale, beyond the unknown evil of the adventure's namesake. In addition to a host of new monsters - which consist of both frosty ice-themed monstrosities and creatures that can be translated into other campaign settings as well - players will face a number of challenges and encounters that stem solely from the harsh northern climate of the region. "Throughout the adventure, you come up against dangers which, often, are not monsters but they are the environment itself. And this adventure, over and over, presses the adventurers to try to beat an encounter which is 'the weather,'" he laughs. "Icewind Dale is out to get you," adds Perkins. [caption id="attachment_236816" align="aligncenter" width="720"]IcewindDale-Concept_06 Artwork from Rime of the Frostmaiden[/caption] Coupled with these new themes and challenges are a number of structural changes and formatting updates based on feedback and critiques the team has received on other 5th Edition adventures. “A big influence was the Essentials Kit, and that relates to a piece of feedback we’ve gotten consistently for a number of years," says Crawford. "That DMs - while they do sometimes want giant epic stories – also sometimes want things that they can play through with their groups in more bite-sized chunks. And so this quest format is a big part of this adventure reflecting us listening to the feedback that they’ve received. And is a way to get both in the same product," he chuckles. "If you want the big epic adventure, it’s here, but also if you’d like some shorter adventures that you can experience, you get those, too.” [ignvideo url="https://www.ign.com/videos/2019/07/24/dungeons-dragons-unboxing-the-dd-essentials-kit"] "Another thing we’ve learned – and this is very granular," adds Perkins, "is that a lot of DMs don’t have as much time to prep anymore. So we’ve treated every chapter as sort of a self-contained thing and have a little walkthrough at the beginning, ‘Running the Chapter’, where the DM can get an overview of how best to handle the content in that chapter.  How to read it, how to absorb it, how to use it, what’s important and what’s not, that sort of thing." RotFM_D+M-01 Icewind Dale: Rime of the Frostmaiden will be launching on September 15, 2020, alongside a new set of Dice & Miscellany accessories, WizKids miniatures (which you can see more of in the gallery above) and a new Platinum Edition from Beadle & Grimm's – to get a sense of the B&G experience, check out our unboxing of the first set with co-founder Matthew Lillard. For more on this year's D&D Live event, check out the latest Baldur's Gate 3 gameplay demo, new screenshots of the upcoming Dark Alliance video game (also set in Icewind Dale, but ~100 years earlier), or check out the official D&D Live: Roll w/ Advantage hub for a full schedule of the weekend's events. [poilib element="accentDivider"] JR is a Senior Editor at IGN and is very excited to roll up a human fighter named Rurt Kussell for this. He also urges you to donate to the ACLU or NAACPLDF if you're able. [poilib element="accentDivider"] [poilib element="accentDivider"]

Could This Puzzle Be Teasing a New Crash Bandicoot Game or Remaster?

Activision has sent out a mysterious puzzle to certain influencers and members from the press from "Your Favorite Bandicoot," hinting a new game or remaster featuring Crash Bandicoot may be on the way. IGN's own Jonathon Dornbush received this 200-piece puzzle, which included nothing further than a message from "Your Favorite Bandicoot" stating "A little something to help pass the TIME." Yes, TIME is in all caps. You can watch a time-lapse of the puzzle being put together below, which reveals a mask of sorts and some broken shards of what appear to be glass. [ignvideo url="https://www.ign.com/videos/2020/06/18/crash-bandicoot-puzzle-teaser"] It is interesting to note that, as pointed out by Gematsu, this is not the first time we have seen this mask. It made an appearance at the 11-second mark in PlayStation's "It's Time to Play" advertisement that aired in November of last year. Crash Bandicoot games have obviously featured masks before, including Crash Bandicoot's trusty friend Aku Aku, yet this one has yet to get the spotlight. Another strange thing is that IGN's puzzle was missing a few pieces on the bottom right. Others, like Game Informer's Andrew Reiner, Kinda Funny's Tim Gettys, and YouTubers Canadian Guy Eh and CrystalFissure, had complete puzzles. [widget path="global/article/imagegallery" parameters="albumSlug=mysterious-your-favorite-bandicoot-puzzle&captions=true"] This is not the first time Activision has sent out promotional materials teasing new games. In 2018, Falcon McBob sent out a dragon egg the preceded the announcement of Spyro Reignited Trilogy. Also in 2018, Anonymous sent out a pair of orange fuzzy dice that was then followed by the reveal of Crash Team Racing Nitro-Fueled. In 2017, Vicarious Visions and Activision released Crash Bandicoot N. Sane Trilogy, a remaster of the first three Crash Bandicoot games - Crash Bandicoot, Cortex Strikes Back, and Warped. Could this be a hint that Crash is coming back for a brand new adventure? Only TIME will tell. Speaking of TIME, Twitter user @ZAXXINE mentions that this "TIME" could suggest "either time travel (similar to Warped), or perhaps the game will have a day/night system. The mask's hourglass earrings and the design on its face back up both of these guesses." [ignvideo url="https://www.ign.com/videos/2017/06/29/crash-bandicoot-n-sane-trilogy-review"] [poilib element="accentDivider"] 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.

Could This Puzzle Be Teasing a New Crash Bandicoot Game or Remaster?

Activision has sent out a mysterious puzzle to certain influencers and members from the press from "Your Favorite Bandicoot," hinting a new game or remaster featuring Crash Bandicoot may be on the way. IGN's own Jonathon Dornbush received this 200-piece puzzle, which included nothing further than a message from "Your Favorite Bandicoot" stating "A little something to help pass the TIME." Yes, TIME is in all caps. You can watch a time-lapse of the puzzle being put together below, which reveals a mask of sorts and some broken shards of what appear to be glass. [ignvideo url="https://www.ign.com/videos/2020/06/18/crash-bandicoot-puzzle-teaser"] It is interesting to note that, as pointed out by Gematsu, this is not the first time we have seen this mask. It made an appearance at the 11-second mark in PlayStation's "It's Time to Play" advertisement that aired in November of last year. Crash Bandicoot games have obviously featured masks before, including Crash Bandicoot's trusty friend Aku Aku, yet this one has yet to get the spotlight. Another strange thing is that IGN's puzzle was missing a few pieces on the bottom right. Others, like Game Informer's Andrew Reiner, Kinda Funny's Tim Gettys, and YouTubers Canadian Guy Eh and CrystalFissure, had complete puzzles. [widget path="global/article/imagegallery" parameters="albumSlug=mysterious-your-favorite-bandicoot-puzzle&captions=true"] This is not the first time Activision has sent out promotional materials teasing new games. In 2018, Falcon McBob sent out a dragon egg the preceded the announcement of Spyro Reignited Trilogy. Also in 2018, Anonymous sent out a pair of orange fuzzy dice that was then followed by the reveal of Crash Team Racing Nitro-Fueled. In 2017, Vicarious Visions and Activision released Crash Bandicoot N. Sane Trilogy, a remaster of the first three Crash Bandicoot games - Crash Bandicoot, Cortex Strikes Back, and Warped. Could this be a hint that Crash is coming back for a brand new adventure? Only TIME will tell. Speaking of TIME, Twitter user @ZAXXINE mentions that this "TIME" could suggest "either time travel (similar to Warped), or perhaps the game will have a day/night system. The mask's hourglass earrings and the design on its face back up both of these guesses." [ignvideo url="https://www.ign.com/videos/2017/06/29/crash-bandicoot-n-sane-trilogy-review"] [poilib element="accentDivider"] 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.