Monday, June 1, 2020

Animal Crossing: All New June Fish and Bugs

Sharks and Beetles have flooded into your Animal Crossing: New Horizons islands this month - see the full list.

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The Last of Us Part 2 Director on How the Infected Have Evolved

The Last of Us Part 2 sees Ellie facing off against new human threats as she ventures into Seattle, Washington, but of course the world of Naughty Dog's post-pandemic series is home to plenty of infected enemies as well. And while the familiar forms these foes take return in the sequel, they've changed in some notable ways, as new types have also begun to appear. While you can check out IGN's The Last of Us Part 2 final preview for a breakdown of how the new and improved combat can play out, Part 2 Director Neil Druckmann spoke to IGN about how the development team approached the return of the Clickers, Bloaters, Stalkers, and the new Shamblers. "Like everything we do in The Last of Us, it has to feel grounded and believable in the world we built in the first game. With this game specifically, we wanted to find ways to add greater mechanical depth than any previous Naughty Dog game," Druckmann said. When it came to adding a new type of infected enemy, the Shambler, Druckmann noted that it has to "have a lineage, it has to have the same physiology that we established in the first game," to feel believable as something new in this world. [ignvideo url="https://www.ign.com/videos/2020/06/01/the-last-of-part-2-the-final-preview"] Shamblers have the ability to hurl noxious gas bombs at the player, which explode into a damaging, sight-obscuring cloud of smoke, and the foe does the same thing itself when defeated. Druckmann said this enemy idea played to the team's combat ambitions for the sequel. "One [reason for the Shambler] is it gets you to move, and the corrosive damage is [useful] when we don't want you to just stand still, we want the fights to feel dynamic," he said. "And, two, like any good horror [enemy], it limits your senses, it blocks your vision. So while the mechanic on its own might seem simple on paper, it's when you start combining it with all the other infected that can be coupled with the Shambler, it becomes really interesting. You have this situation where it bursts and you have this cloud you're trying to run away from and you don't quite see where the Shambler is. Now you have a Runner running through that cloud emerging from it; now the Runners become more dangerous." And, given that time has passed between the original and the sequel, and that Naughty Dog has also spent time improving Ellie's suite of moves, with new abilities like jumping and dodging, the returning infected types needed to be altered to present new challenges as well. [widget path="global/article/imagegallery" parameters="albumSlug=the-last-of-us-part-2-new-screenshots&captions=true"] "Because we introduced dodge and now you can dodge Clickers in a way you couldn't in the first game, now with Clickers, we have to find ways to make them more dangerous. Because when they charge at you, with Joel, he'd die; Ellie can dodge out of the way. So now Clickers are faster and more nimble as well to compensate for all the new mechanics that Ellie has," he said. "Likewise because of the tech of the PS4, we can have more infected onscreen. There are scenarios where you could have a whole hoard of Runners chasing you and, when the number is larger, Runners become more dangerous." Perhaps one of the scariest foes Ellie will face is the Stalker infected type, which returns from the original game but marks a chance for Naughty Dog to more deeply explore this type of enemy. "With the first game we introduced the Stalkers, [but] we didn't really get a chance to develop them and develop different setups with them," Druckmann explained. "We can really play to the horror of the infected and instead of just charging at you, they will actually run away from you and hide, and look for opportunities to surprise and lunge at you. Then they'll attack as a pack, which creates a different kind of tension. You know they're around, they're actually more quiet, so listen mode doesn't always reveal where they are." [ignvideo url="https://www.ign.com/videos/the-last-of-us-part-2-state-of-play-impressions-beyond-episode-647"] For more on The Last of Us Part 2's combat, find out what Druckmann told us last year about how enemy dogs lead to tough choices in The Last of Us Part 2, learn about some of the incredible tiny details Naughty Dog is filling the sequel with, and find out when you can read IGN's The Last of Us Part 2 review. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, IGN's weekly PlayStation podcast. Find him on Twitter @jmdornbush.

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Assassin's Creed Valhalla Drops to $49.94 on PS4 and Xbox One / Series X

The next game in Ubisoft's long-running historical series is Assassin's Creed Valhalla. It's coming "Holiday 2020" to Xbox Series X, PlayStation 5, Xbox One, PS4, PC, and Stadia (phew). You play as Eivor, a Viking warrior who leads a clan out of Norway and begins raiding English towns during the Dark Ages. When you're not looting and plundering, you can build and grow your own settlement to gain power in the region. Eivor can be male or female, and the game features a new combat system that includes dual-wielding weapons. You can read more in our Assassin's Creed Valhalla reveal. As usual with major Ubisoft releases, Assassin's Creed Valhalla will be available in a number of editions. Here's a look at what comes in each one, plus details about what preorder bonuses to expect. Note: the next-gen versions of the game are not yet up for preorder, but if you buy the Xbox One version, you'll get the Xbox Series X version for free.

Assassin's Creed Valhalla Standard Edition

assassins-creed-valhalla-standard-editionPS4

Xbox One / Xbox Series X

PC

The standard edition comes with the game itself, as well as the preorder bonus (see below).

Assassin's Creed Valhalla Gold Edition

assassins-creed-valhalla-gold-editionPS4 Xbox One / Xbox Series X PC The gold edition includes the game itself, as well as the season pass.

Assassin's Creed Valhalla Ultimate Edition

assassins-creed-valhalla-ultimate-edition PS4 Xbox One / Xbox Series X PC The ultimate edition comes with the game, the season pass, and the Ultimate Pack, which includes the following exclusive customization content: the Berserker Gear Pack, the Berserker Settlement Pack and the Berserker Longship Pack, along with a Set of Runes to improve weapons or gear.

Assassin's Creed Valhalla Collector's Edition

assassins-creed-valhalla-collectors-edition The Ubisoft Store-exclusive collector's edition includes the base game, the Season Pass, the Ultimate Pack, a high-end Ubicollectibles replica of Eivor and her longship (30 cm high), a Collector's Case, a SteelBook with unique artwork, a numbered certificate of authenticity, a Viking Statuette of Eivor with a raven and Dane axe (5 cm high), exclusive lithographs as well as a selected soundtrack of the game.

Assassin's Creed Valhalla Preorder Bonus

assassins-creed-valhalla-preorder-bonusEveryone who preorders Assassin's Creed Valhalla will receive an additional mission called The Way of the Berserker, "in which players will join a legendary Norse Berserker on his quest for revenge."

Other Preorder Guides

[poilib element="accentDivider"] Chris Reed is IGN's shopping and commerce editor. You can follow him on Twitter @_chrislreed. [widget path="ign/modules/recirc" parameters="title=&type=articles%2Cvideos&tags=us-shopping&count=3&columnCount=3&theme=article"]

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Codemasters Regains WRC License After 18 Years

Codemasters has secured the official WRC (World Rally Championship) license as part of a new deal that runs through until 2027. This restores the license to Codemasters, who last made an official WRC licensed game in 2002. As reported by GamesIndustry, Codemasters has signed the exclusive five-year deal that not only allows the company to develop and publish official WRC games, but also run associated esports tournaments. [ignvideo url="https://www.ign.com/videos/2020/03/20/wrc-9-announcement-trailer"] The developer's last game shipped as an official WRC product was 2002's Colin McRae Rally 3. The license was then passed to Evolution Studios, who began the WRC series in 2001. The official license was picked up by developer Milestone in 2010, and then Kylotonn in 2015. Kyloton and publisher BigBen Interactive will maintain the license until 2023, when it will pass over to Codemasters. With the WRC series, Codemasters will have two rally franchises in-house, as the developer currently has the Dirt series, itself the evolution of the once WRC-official Colin McRae Rally games. Codemasters plans to continue Dirt, and already has another entry planned ahead of the start of their tenure on WRC in 2023. This will also mark the company's second major license; Codemasters currently develops the official F1 racing video games. [ignvideo url="https://www.ign.com/videos/2020/05/07/dirt-5-announcement-trailer"] The WRC games from Codemasters will be released annually for console, PC, and mobile platforms, with the first game arriving in the 2023/2024 financial year. For more from Codemasters, check out the upcoming F1 2020, and the latest details on Dirt 5, which features voice actor legends Troy Baker and Nolan North. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. You can follow him on Twitter

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The Last of Us Part 2's Combat Cycle: Beating Hearts and Butchery

Note: The following article contains NO STORY SPOILERS for The Last of Us Part 2. The E3 2018 gameplay reveal trailer for The Last of Us Part 2 promised a blend of stealth and savagery not seen before from Naughty Dog. Having now played this section myself, along with the surrounding hour or so, it's clear to me just how much the combat system has evolved when compared to the original, not to mention how dynamic each fight can be. There's a brutality, yet fragility to each engagement that make them a thrill to negotiate, but also intrinsically link to the larger themes at play. Staying hidden and striking from the shadows is heavily encouraged at the beginning of any encounter, but especially when you find yourself in an overgrown Seattle park surrounded by mysterious brown cloth-clad torch bearers searching the area for 'stragglers'. Tall grass is often Ellie's best friend, although it doesn't make her completely invisible to enemies. The AI are smart, let them get too close and even if you're lying down motionless, they'll spot you and bad news often follows. Being proactive and constantly on the move proved successful for me as I bypassed some enemies before ultimately having to strike. [ignvideo url="https://www.ign.com/videos/2020/06/01/the-last-of-us-part-2-the-final-preview-no-story-spoilers"] In my time with The Last of Us Part 2 so far, I've discovered that if one thing is certain, it's violence. It doesn't want you to necessarily play it like a traditional stealth game as you ghost through the streets, but actively engage in the action and become a violent participant in its world. As I make my way through the park, I manage to isolate one enemy and grab them from the undergrowth. I then proceed to stab them in the neck as the camera hangs on both of our strained facial expressions; my victim's eyelids poetically make their final few flutters next to the butterfly now tattooed on Ellie's forearm. There's no time to reflect though. The multiple bodies hanging from street lamps serve as a good indicator as to why. I cautiously press on, keeping my ear to the ground and my finger on R1, as listening mode paints white enemy outlines onto my vision. As one approaches I swiftly craft a silencer for my pistol using a rag and a canister in a familiar but more streamlined crafting menu that offers many more options than the first game, which directly influences your chosen playstyle. I then proceed to make my first mistake. [poilib element="quoteBox" parameters="excerpt=The%20gunplay%20in%20Part%202%20feels%20majorly%20improved%20on%20the%20previous%20game%E2%80%99s%20efforts%2C%20with%20every%20pull%20of%20the%20trigger%20feeling%20hefty%20and%20purposeful."] I carefully aim at the oncomer's head and pull the trigger, just after they make a sudden step to the left. Clearly alerted by the bullet that whizzed past their ear, they begin to look in my direction as the sound of Ellie's heartbeat intensifies and a droning tone gets louder indicating I'm on the cusp of becoming exposed. Just before that moment, however, I manage to successfully hit them with my pistol as the splatter of the headshot brings a sudden end to the drone. The gunplay in Part 2 feels majorly improved on the previous game's efforts, with every pull of the trigger feeling hefty and purposeful. All too quickly the noise returns again as another enemy gets closer. I quickly aim at them before making my second mistake. My bullet hits them in the chest but does not fatally wound, so I aim again and confirm the kill – but not without alarming every other enemy in the area. In the heat of the action I had forgotten that my silencer only lasts for three bullets, and so a full unsuppressed 9mm bang can be heard cascading through the trees. Whistles and shouts follow as I'm forced to sprint away and into cover, although not before a well-placed arrow is fired into Ellie's right shoulder. I'm forced to tear it out of a grimacing Ellie to prevent the damage it will cause over time, but the few seconds that it's grinded me to a halt has only allowed my hunters to surround me. It's a desperate scenario that The Last of Us Part 2 seems to relish putting you in again and again. [widget path="global/article/imagegallery" parameters="albumSlug=the-last-of-us-part-2-new-screenshots&captions=true"] The time for subtlety is over as I am now forced to utilise the tools at my disposal. I count four enemies but only 3 rounds of ammunition. I peek over my cover with a hunting rifle and dispatch one as their friends cry out his name. The pain can be heard in their voice but not as loudly as when I approach them with my shotgun and promptly remove their head with it. The look, and in particular the audio design of the blood splatter is incredible and only adds to the already gruesome experience. There's no time to dwell on that, though – a burly, bald man is running at me with an axe in his hand and hatred in his eye. I use my last shotgun shell on him and am now forced to improvise to remove the one remaining enemy. [poilib element="quoteBox" parameters="excerpt=The%20look%2C%20and%20in%20particular%20the%20audio%20design%20of%20the%20blood%20splatter%20is%20incredible%20and%20only%20adds%20to%20the%20already%20gruesome%20experience."] I pick up the discarded axe and weave towards them. Not well enough, though, as a bullet hits me square in the stomach and I'm knocked down to the floor. You get a real sense of the impact as Ellie when you're shot in The Last of Us Part 2, shots leaving you temporarily incapacitated and struggling to get back onto your feet. The heavier the calibre of ammunition, the bigger the fall as well. It's another improvement on the original that further makes each encounter feel genuinely life-threatening. After gathering myself, I realise just how foolish an idea it is to charge headlong at someone holding a rifle. Instead, I equip a trusty brick that served me and Joel so well in the prequel – but this time around they have an extra use. Quick Throw allows you to use an object to temporarily stagger enemies, allowing you a brief window to go in for the kill. It's particularly useful when faced with onrushing infected (more on them later). It's equally effective on people holding rifles, so without further ado I lobbed the brick at them and promptly ran over and sunk my axe into their neck. Again, the sound design adds extra weight to these actions as you feel and hear flesh being hacked into. [ignvideo url="https://www.ign.com/videos/the-last-of-us-part-2-official-story-trailer"] A freshly blood-soaked Ellie is now free to scan the area for any items that will aid her in the next battle. I then clamber down to the next area where a new patrol is marshalling the area, and so begins the violent cycle again. Crucially, each of these encounters feels different to the last. Sometimes you just don't have resources to go toe-to-toe firepower-wise, forcing you to slowly and silently take each enemy down one-by-one. The biggest variable, though, are the enemy types themselves. [poilib element="quoteBox" parameters="excerpt=Crucially%2C%20each%20of%20these%20encounters%20feels%20different%20to%20the%20last."] In the roughly hour-long section I can discuss here, I fought two different human enemy factions. The aforementioned mysterious brown-clothed Scars, who favour crippling bows and arrows, and heavy melee weaponry. Coming up against these axe or sledgehammer wielders provide moments for the vastly improved melee combat system to shine. Through a series of well timed dodges and strikes you can eventually get the better of your opponent – they're often bruising affairs, where you feel every punishing blow. The other human enemy group, known as the WLF, favour guns and utilise attack dogs that sniff you out by following your scent. You can distract the dogs, or if you can put your conscience to one side, eliminate them, making your life a lot easier. Again, I cannot stress how unpleasant a lot of this is. [ignvideo url="https://www.ign.com/videos/why-video-game-leaks-are-here-to-stay"] Most unpleasant of all though are the infected that roam the city. Even the previously tame runners seem a lot more threatening than before and require a good few punches into their fungal flesh to take down. The Stalkers also make their return after briefly appearing in the first game and are more terrifying than ever – a near-silent enemy that doesn't show up when using listening mode, and hunts you down in enclosed spaces. [poilib element="quoteBox" parameters="excerpt=My%20meeting%20with%20Stalkers%20in%20an%20abandoned%20newspaper%20office%20transformed%20the%20game%20into%20a%20full-fledged%20horror%20experience."] My meeting with Stalkers in an abandoned newspaper office transformed the game into a full-fledged horror experience, feeling something like Resident Evil crossed with the velociraptor scene from Jurassic Park. There are different ways to deal with this scenario and if you feel compelled to fight them then I'd recommend coming armed with short-range, high-damage weaponry. Or you could just do what I did and sprint through the building screaming, desperately trying to find the way out while dodging grappling limbs. Enemy encounters are frequent, but it's credit to Naughty Dog that each one feels different to the last. Whether that be down to the variety in enemy type, items at your disposal, or your chosen playstyle, every fight feels dynamic. You can go in with a plan, but have to think quickly on your feet as Ellie's cover is blown or a new threat enters the scene. The combat of The Last of Us Part 2 is constantly rotating between heart-pounding tension and brutal butchery and forms a circle of violence that is wholly unpleasant, but necessary for the story it is trying to tell. Simon Cardy has so much more to say about The Last of Us Part 2 but can't until June 12th. Follow him on Twitter here.

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The Last of Us Part 2: PlayStation Boss Says Preorders Weren't Hurt By Spoiler Leak

PlayStation boss Jim Ryan has revealed that demand for The Last of Us Part 2 "remains strong" despite major story spoilers circulating online. Specifically, the spoilers appear to have had a limited effect on preorders for the game. In an interview with CNET, Ryan acknowledged the unfortunate situation, but mentioned that Sony has "tallied more preorders in Europe for The Last of Us Part 2 than it did for Marvel's Spider-Man at the same point before its launch." Ryan went on to say that he hopes The Last of Us Part 2 will be "a defining game for this generation," and added that while there haven't been any plans revealed for bringing the game to the PS5, The Last of Us Part 2 will run on the new console "without issue." [ignvideo url="https://www.ign.com/videos/2020/05/13/the-last-of-us-part-ii-inside-the-story-video"] Back in late April, major spoilers for the game circulated online, ruining some major moments of the game for fans waiting to play the hotly anticipated sequel. They're still doing the rounds, so please, be careful out there! Not long to go now until June 19, when the game launches worldwide on PS4. For more on The Last of Us Part 2, check out our article covering the game's incredible tiny character details. IGN's review of the game will go live on Friday June 12, at 12:01AM Pacific Time. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

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Prey VR for PSVR Listed by Retailer

A listing for an unannounced 'Prey VR' has been found on the website of UK retailer ShopTo. The page, which was seemingly taken down after being discovered, suggests that the game would be exclusive to PSVR. Following the original link to the listing now results in a 404, but Twitter user Nibellion managed to grab a screenshot prior to its deletion.

If the listing wasn't made in error, it's currently unclear what form the supposed game would take. Bethesda has a prolific recent history with VR games, previously porting VR versions of its tentpole games, such as Doom VFR, Fallout 4 VR and Skyrim VR. It may well be that Arkane's Prey is getting a similar treatment. Prey has already had a VR outing in the form of Typhon Hunter, a PC/PSVR spinoff from the main game where you can solve puzzles inside of VR escape rooms and enjoy a multiplayer game mode similar to Prop Hunt from Garry's Mod, where players can mimic inanimate objects. [ignvideo url="https://www.ign.com/videos/2017/02/15/the-first-11-minutes-of-prey"] This Shopto listing appears to be distinct from Typhon Hunter, however, which has stoked a lot of interest from fans of the base game. We reviewed Prey back in 2017, calling the game's space station setting "fantastically explorable." In other Arkane news, footage of the studio's cancelled Half-Life episode, Ravenholm, was recently revealed to the public for the first time. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

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