Amazon is offering a Buy One Get One 50% Off promo on select board games. The list of eligible board games include several popular and highly rated titles like Wingspan, Cascadia, Star Wars Armada, Pandemic Legacy, Marvel Dice Throne, and more. We’ve sorted out our favorite picks below.
Wingspan Board Game
Wingspan from Stonemeier Games is an incredibly good board game. It came out in 2019, but it’s still one of the best board games to play in 2024. Wingspan looks like a deceptively simple game; the endgame goal is to attract as many birds as you can to your wildlife preserve and help them proliferate. There are only four actions you can perform: draw a bird card, play a bird card, get food, and lay eggs. Sounds simple enough, right? Well let’s just say these four actions mask an incredibly complex engine-building game with which you will have to juggle between bringing new birds into the fold and keeping your existing birds well stocked and in a breeding frenzy. Wingspan is infinitely replayable, and you’ll find yourself developing and honing new strategies with every subsequent playthough.
Cascadia Board Game
There are few games with quite the wide appeal of Cascadia. For starters, it’s got a wholesome theme of exploring the ecology of the Pacific Northwest. The mechanics are very simple, involving you picking one of four pairs of animal token and terrain hex to add to your growing map. The aim is to satisfy a random range of scoring cards by getting animals into particular patterns, and they range in difficulty from an easy family version to challenging gamer-level objectives. There’s even a fun solo campaign where you’re tasked with crossing off a range of variants and objectives. If there ever was a game for absolutely everyone, this is it.
Dice Forge Board Game
Dice Force is one of our favorite dice rolling board games. The faces of the dice change throughout a game of Dice Forge, where you can make offerings to the gods to earn their favor and add bigger numbers to your dice, giving you a better chance at rolling the result you need to succeed. New dice faces can reward different types of resources or even be applied to your opponents dice so you can get a reward based on what they roll. Players compete to earn the most glory, rolling dice to seek divine blessings and spending resources to achieve heroic feats, sometimes kicking other players out of game spaces in the process. Success can reward them with permanent bonuses, giving them the ability to call for reinforcements and gain resources used to improve dice or take extra actions.
Pandemic Legacy Board Game
If competitive gameplay isn’t your thing, how about working together to purge the world of infectious diseases? Building on the success of the original Pandemic, the Pandemic Legacy series introduces “legacy” concepts to the game, in which components are added or removed as you progress through the game, based on your decisions, successes and failures. After a few plays, your copy will be a unique record of your group’s play. So in addition to offering a very personal tale to engage you, Pandemic: Legacy also individualizes your strategic experience. We picked the Pandemic Legacy series as one of the best cooperative board games of 2024.
Fortnite, one of the biggest third-person shooters in, well, ever, could be about to become one of the biggest first-person shooters ever. Epic have revealed that a first-person camera mode is headed to their ridiculously popular battle royale game later in 2024, letting you blast Peter Griffin, Solid Snake’s flat butt and other pop-culture icons up-close.
To mark the golden anniversary of Dungeons & Dragons, Wizards of the Coast is unleashing one of its most powerful monsters to destroy it all.
At GaryCon XVI in Lake Geneva, Wisconsin (the hometown of D&D co-creator Gary Gygax), gaming publisher Wizards of the Coast unveiled its product plans for the 50th anniversary of the revolutionary tabletop role-playing game.
In a press-only presentation at GaryCon, Wizards of the Coast — repped by story designers Amanda Hamon, Justice Arman, Jason Tondro, and senior story designer Chris Perkins — revealed more in-depth information about each of the new books than what’s been previously announced.
The main attraction is undoubtedly Vecna: Eve of Ruin, a high-level campaign in which players must stop the dark lich wizard Vecna. While Vecna’s origins date back to the Greyhawk setting in 1976, his name became widely known more recently through the blockbuster fourth season of Netflix’s Stranger Things.
Perkins says that all the books for D&D’s 50th anniversary “tie so closely to the past, present, and future of Dungeons & Dragons.”
IGN quickly runs down each of the new books hyped by Wizards of the Coast for D&D’s 50th-anniversary celebrations, which you can read below.
Vecna: Eve of Ruin
A new hardcover adventure at 256 pages, Vecna: Eve of Ruin is designed to take player characters from level 10 to maximum level 20. It is scheduled for release on D&D Beyond on May 7, and at retail on May 31.
Vecna: Eve of Ruin’s story opens in the Forgotten Realms, where players are recruited by three powerful known mages — Alustreil Silverhand, Tasha, and Mordenkainen — who inform them of Vecna’s plans to enact his Ritual of Remaking. If successful, all of D&D becomes Vecna’s domain.
Story designer Amanda Hamon revealed Eve of Ruinas “a journey of the multiverse.” “The player characters are made aware of a plot by Vecna to remake the multiverse,” Hamon said. “As you can imagine, that is not a good situation. Vecna is a nasty, petty, evil jerk who has permeated D&D’s fifty year history.”
She added that a key plot device is the Rod of Seven Parts, an artifact weapon from Advanced Dungeons & Dragons 2nd Edition. Players must travel to different D&D settings, including Dragonlance, Ravenloft, Eberron, Greyhawk, Avernus, and more, to assemble the Rod of Seven Parts before fighting Vecna head-on. Hamon teases these locations also house more iconic villains from D&D past who will show up in Eve of Ruin to foil their efforts.
Perkins says the return of the locations, almost all of which have been reintroduced throughout D&D’s Fifth Edition, are meant to be “subtle nods” to its history. With the inclusion of Greyhawk, Perkins teases Wizards is seeding possibilities for the future.
In addition to Eve of Ruin, Wizards of the Coast will also release the “prequel” adventure Vecna: Nest of the Eldritch Eye. Described as a “bonus adventure,” it is designed for lower-level players to acquaint themselves with Vecna as a threat through his minions, the Cult of Vecna. Nest of the Eldritch Eye will be available with all pre-orders of Eve of Ruin. It can also be purchased for $4.99 on D&D Beyond.
Quests From the Infinite Staircase
A new 224-page anthology book,Quests From the Infinite Staircase republishes six classic adventures from D&D history, all updated for Fifth Edition. It will be released for early access on July 9, and at retail on July 16.
Senior game designer Justice Arman explained that Quests From the Infinite Staircaseis unified by a theme of “historical significance.” “I wanted to select adventures that were memorable, beloved, [and] had a common theme to them,” he said. These include creative innovations for D&D, such as quests that subverted hack-and-slash conventions, or defined D&D as a brand, such as adventures written by luminaries Tracy and Laura Hickman.
The revised adventures of Quests From the Infinite Staircase are as follows: The Lost City (1982), When a Star Falls (1984), Phaorah (1982), Lost Caverns of Tsojcanth (1982), and Expedition to the Barrier Peaks (1976).
Arman revealed the adventures are connected by a central nexus: The Infinite Staircase, an extra-dimensional realm with a staircase that spirals, well, infinitely. Every landing opens a door that leads to one of the adventures. Inhabiting the Infinite Staircase is Nafas, a new character and noble genie whose existence comes from winds blown through Infinite Staircdase’s doorways for eternity. “He is a distant and benevolent observer that helps characters travel from place to place,” Arman said. Arman confirms that Nafas has a statblock, but cautions against fighting him.
Unlike other D&D anthology books featuring planar travels, there is no requirement for plane shift spells or spellcasters. “All that’s needed is to happen upon the right door,” Arman explained. He adds that Quests From the Infinite Staircase are “slottable” into virtually any other campaign.
“I wanted to select adventures that were memorable, beloved, [and] had a common theme to them.
While all the adventures are updated for Fifth Edition, including a cultural inclusion process, Arman says their revival is more “translation, not a transcription.”
“I like to think [that], when we update adventures, we polish the text so the best part of these can shine,” he added. “It’s about the journey, not the destination.”
Revised Core Rulebooks
2024 isn’t just the 50th anniversary for Dungeons & Dragons. It is also the tenth anniversary for Dungeons & Dragons Fifth Edition, or 5E, which Perkins confirmed at GaryCon is still the most popular iteration of D&D of all time.
To mark the occasion, Wizards of the Coast is revising the three core rulebooks: Player’s Handbook (releasing September 17), Dungeon Master’s Guide (November 12), and Monster Manual (February 18, 2025). Each will also be made available for access on D&D Beyond a few weeks earlier, on September 3, October 28, and February 18 respectively. The 2024 editions will be priced as they were in 2014.
Perkins clarified that the new revised core rulebooks, officially designated by parenthesis 2024 — e.g. Player’s Handbook (2024) — are not “burning down the game,” but “taking books that are many people’s first steps into worlds of imagination to make them more accessible, easier to reference, [its] content easier to find, [to be] more useful at the game table.”
Overall, each revised book features UX improvements, new art, and “other things people have been asking for.” Perkins didn’t say much more on that particular subject, though he did tease an upgrade to the weapons system.
Player’s Handbook (2024) is a revised and expanded edition of the 2014 original. It has the same core 12 character classes, but now with a total of 48 subclasses with new illustrations for each of them. Perkins said that art is often the invitation that leads players towards classes and subclasses, so it was critical the art feel “aspirational.”
The Dungeon Masters Guide is also updated “for better flow,” along with tips for new DMs to run “a top notch game.
Other changes include a total rearranging of how it dishes out information; Perkins confirmed that the book will first inform players how to play D&D before even creating a character. Character creation will also ask players to select a class first before their species (formerly race) and background.
In a fun twist, Perkins said the characters from the cult classic Dungeons & Dragons animated series from the 1980s appear as illustrations (and aged up, so they are no longer children). Their gear also appears in the handbook with stats.
The Dungeon Masters Guide is also updated “for better flow,” along with tips for new DMs to run “a top notch game.” The revisions are the result of several major DMs that Wizards of the Coast consulted for input; Perkins confirmed only Matthew Mercer of Critical Role and Daredevil star Deborah Ann Woll by name.
The Monster Manual is “bigger” in 2024, with “apex-level monsters” and expanded statblocks for NPCs. Statblocks also have tweaked visuals, with initiative bonuses and even a set initiative score should DMs be disinterested in rolling for them. The revised Monster Manualwill not contain every new monster in D&D 5E. Rather, it contains all the monsters from the original 2014 Monster Manual — each monster having undergone mechanical “fine tuning” — plus brand new monsters. Perkins said that other monsters that have appeared in other 5E source books “are still compatible.”
The Making of Original Dungeons & Dragons 1970-1977
The last book associated with D&D’s 50th year is not a source book, but rather a historical one. Billed as the publication of a historical document, The Making of Original Dungeons & Dragons1970-1977 is a thick tome (it does 1d4 bludgeoning damage, or so Perkins joked) that publishes D&D creators Gary Gygax and Dave Arneson’s original notes that created Dungeons & Dragons. It will be released on June 18.
The book is sourced from the original documents themselves, which entered public record (and subsequently archived at the National Archives in Chicago) by Arneson’s lawsuit against TSR in the 1970s. At GaryCon, Tondro clarified that the book aims to show fans old and new just how D&D originated, without much editorializing. While the book contains commentary by D&D historian Jon Peterson, it is not a documentary nor even a “textbook.” Instead, the book is intended to act as a record that shows the precise germination of one of the world’s most influential and consequential games of all time.
”A lot of our players, quite frankly, don’t know any of this,” said Tondro. “They don’t know where the game came from. They don’t know how it evolved. I think they’d like to know.”
After its gorgeous Steam Next Fest demo last month, tiny little house builder Summerhouse has now arrived on Steam in full, launching just a couple of weeks ago on March 8th. I’ve been having a swell time with this over the last few days, particularly as I noodle about in the other big backdrops that weren’t available in its earlier demo.
But there’s been another Summerhouse development this week that has arguably delighted me even more. Solo developer Friedemann took to Xwitter on Monday to detail all the games that inspired him to make Summerhouse in the first place, and there are some really surprising, but fascinating call outs in there, including Stronghold Crusader and Sword & Sworcery. I love it when developers go in-depth about things they’ve seen in other games and tried to riff on in their own creations, so please, let’s make this a tradition for all new game releases, yeah?
Back in 2021, Nintendo announced that it was building a museum-style facility, then called the “Nintendo Gallery”, on the site of its Uji Ogura Plant in Kyoto, with expectations that construction would be finished in March 2024. The building work on the site — since given the official title Nintendo Museum — looked to be on course from the outside, but it seems the museum will miss its target completion date by a month or so.
The construction notice displayed at the site, as captured below by @hanayohaneNEKO on Twitter (thanks, Kyotogamer), now lists the completion date as 30th April. It’s unclear how long this notice update has been up, but it does appear that the museum won’t quite be ready for the end of March.
This year at GDC, the ID@Xbox Showcase featured 10 creative titles by developers from all corners of the world.
Sopa (Colombia), The Sinking City 2 (Ukraine), Sonzai (India), and Go-Go Town (Australia) shared what it’s like to develop indie games in their home countries.
GDC is an exciting time on gamers’ calendars, when the collective knowledge of the game industry comes together to share ideas, reveal upcoming projects, and engage with players and creators. It’s also a great time to see what some of the world’s most talented indie game developers are working on.
The ID@Xbox Showcase returned to GDC this week and hosted 10 game creators and their upcoming projects from seven different countries — all of which are in development for Xbox players to enjoy.
Xbox Wire had a chance to talk with game creators behind the upcoming Sopa (Colombia), The Sinking City 2 (Ukraine), Sonzai (India), and Go-Go Town (Australia) to learn more about these games and the people who make them, far from the more established indie game development scenes like Japan and the United States.
What’s the Indie Game Development Scene Like in Your Country?
Studio Bando Creative Director & CEO Juan Castañeda: Colombia is booming and there’s a lot of great and super talented studios. There’s also a Colombian Video Game Association. The studios have some of the most established, talented, and super experienced people that I think people should hear more about because a lot of them have experience of working on a lot of projects.
SOPA
All that accumulative knowledge [is starting] to really crystallize to the point where they can really deliver these awesome projects.
Now in terms of our experience, I think it’s been a little bit different because most of my experience, even though I’m from Colombia, I’ve been working in the US. I moved back to Colombia, and we started connecting with the folks there. And as things started working out, that’s how the team started growing. We started involving more Colombians, so it was all very organic.
Prideful Sloth Creative Director Cheryl Vance: Coming from Australia, it’s amazing. I think we’ve managed to, as a country, build up quite a reputation internationally for being really good with indie development. So, it’s great, it’s flourishing and there’s so many fantastic games coming out of the country.
SONZAI
Sonzai Executive Producer Andy Andi Han: The best way to describe the indie gaming scene [in India] is “isolated.” This creates a situation where a lot of young and upcoming aspiring developers have second thoughts, never have the opportunity, or are simply driven away from the indie scene in the first place… There are more factors in play here, such as the infamous social pressure to go for more standard jobs or simply the fact that we have multiple spoken languages all over India, so finding a group of passionate indie developers is fairly hard.
All that said, I have seen a handful of indie games pop up from India in the last decade. This should pave the way for future projects, indie or otherwise. I do believe India has extremely talented artists whose creative visions are worth investing in. Hopefully, very soon, we will see some of that potential being realized.
Frogwares PR Manager Paul Milewski: The indie gaming scene in Ukraine is maybe not in its infancy, but it’s still taking those first steps. The country is getting to a point now where they are starting to get recognition from around the world. Unfortunately, the situation with the war happened. But one of the, you could say silver linings, is that there’s a lot [more] attention on the country than previously. And so more people are starting to look at what has been going on there.
GO-GO TOWN
They have had a flourishing tech scene for decades now. But it was very, very isolated. They were looking to the West to get ideas and now they’re starting to come up with their own stuff. Now the West is looking at them, seeing what they’re starting to create. So, I think right now, there’s this moment of hope that this attention will amount into something… The more games that break out in Ukraine, the more it inspires the next generations to follow to get into it.
How is This Game a Unique Journey (From Other Projects)?
Juan Castañeda: Sopa is the most passionate project ever in my entire career, probably in my entire life, and I feel that the whole team behind the project feels the same way. And so, we are approaching it differently. Being able to transmit and convey what we set out to do to represent the things that we set out to do. And making sure that that it’s accessible and that we’re able to find that audience to have a fun experience — but also an emotional one. But also, it is just how much we’ve had to fight to get this far. How committed we must be and the sacrifices that we’ve had to make. And that comes back again to just believing in the project.
Cheryl Vance: As a studio, we worked on titles like Batman: Arkham and Devil May Cry, and here we are now making cozy games. So, I’d say that’s pretty much a complete opposite change of what we used to do. We just wanted to focus on something different. All of us were kind of like, “We’ve done combat for a while now; let’s not do combat.” And now here we are, and this is our third game.
THE SINKING CITY 2
It was more just wanting to take games from the farming genre, and I wanted an experience where it was open world and could do more things, and that kind of morphed — with some feedback — into this Zelda-meets-farming thing and it’s constantly about what experiences do we want to make.
Sonzai Project Coder Ritam Ray: I have been into game development since I was 12. It started with modding my favorite games to then tinkering with game engines and making smaller games/demos. So, I have been on the indie game development journey for as long as I can remember. The biggest difference between this, and other tech jobs I had, is creative freedom. Not a very interesting answer but it’s an important distinction regardless.
Sonzai Project Artist Swapnil Karmakar: As for me, I’ve drawn for most of my conscious existence. But both my game development and animation journey started in college with a game we were developing right before Sonzai. It never saw anything near completion but taught me the challenges game development brings. I learned animation entirely through developing Sonzai. So, the biggest difference from other jobs I’ve taken on is that in a long-form project both the quality and style of my work changed, which makes it difficult to keep the entire thing cohesive. In short-form projects, this has never been an issue. But I think we’re working on something that we can be proud of here.
SOPA
Paul Milewski: It was only up until recently that Frogwares decided they were able to go independent, and one of the first games that they released was Sherlock Holmes: The Awakening. The thing is though, that project came out of necessity. That project wasn’t really meant to happen, but then the war broke out and they needed to essentially stop what they were doing and do something that was a lot smaller; they needed to figure out if they could even produce a game under these (war) conditions, right?
Team members would drop in and out in terms of availability. Power cuts happen all the time. Air raids happen. This is essentially the team’s big test to see if everything that they have learned in the previous game can still be applied to this when you’re working on something on a bigger scale. But they’re also going a step further to make [Sinking City 2] more survival horror and keep the investigation feature as optional. So, this is also a very big step to see if they can pull this off and be able to broaden their horizons a bit.
How Does Your Game Represent Your Region?
Juan Castañeda: We tried to represent even the mundane of it as a backdrop. There are so many colorful and new and fresh things that exist in in Latin American culture that I think most people have never seen, even in projects that are set in these places. You see it in a more traditional game and then they’ll take some of the aesthetic. And that’s beautiful and wonderful. And I’m happy to see it when it happened.
GO-GO TOWN
In our case, we wanted to take that a step further and really try and communicate the sensation of being there, including the mundane right? So just hanging out in your grandmother’s house and walking around and looking at the objects that she has in her house and that back and forth. Another thing that that we wanted to bring that we think is pretty refreshing is the concept of magical realism. And that’s something that’s like part of our identity in Colombia specifically.
Andy Andi Han: Sonzai is simply a game that we wanted to make. It takes a few of Ritam’s favorite things in gaming like JRPGs like the Persona series, Final Fantasy 6, and combines them with my Swapnil’s love for stylish character action games like Bayonetta and Metal Gear Rising and fuses them together.
It is truthfully hard to say how much it represents our local game development scene. However, it represents something far more fundamental, in my opinion. As long as you want to create a game and know your limits you can actually jump into indie game development.
SONZAI
More and more players are giving the indie gaming scene the attention it deserves. Hopefully, with Sonzai, we can generate more interest in game development in our local scene. So that in the future, people will be less intimidated to do what we did. Everything starts in the grassroots, and Top Hat Studios took the time to go down to the weeds and believe great things were being done there. With support like that, it’s possible for creative projects like ours to exist, and hopefully many more in the future.
Cheryl Vance: It’s the culmination of both our experiences in the industry as well as the vibrant dev community with our peers providing feedback on our games. It’s also the government funding that’s helped us stay here and continue… Because now we have real tax incentives in our country as well too, which is fantastic. And that’s also allows us to change and do different things than we otherwise would with our money knowing that we have a bit of safety net, to try things differently than we would and that’s been fantastic for us.
Specifically with this title, what we’ve done is run play tests that we started about a year into development. We’re on our fourth one now and that’s pushed out our development timeline. But again, we have that safety net of funding to help with that. That’s a part of what’s been good about having government backing to help with those sorts of things to do that.
THE SINKING CITY 2
Paul Milewski: I don’t know if it’s an Eastern European thing or just if it’s more question of like upbringing, but you can also look at it, sort of how it was in Poland and how it is in Ukraine. There’s something about the way that these companies write their stories. It’s not very black and white, right? Maybe you could argue that Western audience always wants the good guy, always the bad guy. You know, it’s very clean cut.
With stories that are coming out of Ukraine, there’s always this moral gray, middle road. They want to kind of do this thing where not everything is clean. You are not playing this hero that’s basically untouched in terms of infallibility and all that stuff. That’s always something that they have that they’ve done well, and this is something they’re going to apply here.
These games are just a small look into the world of indie game development from across the world, and all are being developed for Xbox. In fact, we can confirm that Sopa will be available with Game Pass once it launches, and that it and Sonzai are both part of our Developer Acceleration Program which works to empower game creators from underrepresented groups– you can learn more about DAP here.
Following the release of Echoes of the Fallen last December, Final Fantasy XVI’s final DLC chapter, The Rising Tide, is set to release on April 18! Available individually or in the discounted Expansion Pass on the PlayStation Store, the upcoming paid DLC, which takes place before the ending of the main game, includes plenty for fans to look forward to! Learn more about the DLC, as well as a new update and purchase bonuses, below:
Introduction to The Rising Tide
An unmarked letter arrives at the hideaway containing a most curious request: the Dominant of Leviathan, the long-lost Eikon of Water, needs rescue. To heed this call, Clive and his companions must journey to Mysidia—a hidden land under a blue sky—where they will uncover the tragic history of a forgotten people.
New Leviathan Eikonic ability set
In addition to the level cap being raised to level 60 in Story Focused Mode and Action Focused Mode or level 110 in Final Fantasy Mode (New Game+), during Clive’s journey in Mysidia, he will obtain new Eikonic Abilities of Leviathan the Lost.
This new ability set allows you to tame the tides and drown your enemies both near and far with the terrible might of the Eikon of Water, as well as includes an all-new Eikonic Feat – Serpent’s Cry, allowing Clive to summon a sea-spitting serpent capable of dealing precision strikes to enemies at great distances!
And when Clive has seized the eighth and final of the elements, what awaits him then? Yet Leviathan is not the only power Clive will discover on his journey…
New locations and threats
Enjoy additional side stories to learn more about the area and people of Mysidia, which will have you encountering new threats, including Final Fantasy XVI’s tonberries found in the ominous Aire of Hours, a new stage, which was once a bastion of civilization—these proud ruins now lay silent, save for the incessant sharpening of knives.
The Rising Tide also brings the highly anticipated confrontation between Clive and the legendary Eikon, Leviathan!
New endgame battle content – Kairos Gate
The Rising Tide introduces a challenging new mode unlocked after completing both The Rising Tide and main game scenarios.
Players can plumb the depths of a virtual underworld, vanquishing wave after wave of internal foes. Only with both strength and strategy will Clive survive the Kairos Gate and emerge with its richest spoils.
Fight through 20 stages–each growing more difficult than the last. Maximize battle performance to earn points and find new materials and weapons to upgrade for Clive. Top players can aim for a spot on the global leaderboard!
Special bonuses
Fans who purchase The Rising Tide or the Expansion Pass will receive special bonus items, including:
A reimagined version of the “Curtana,” the signature weapon used by the Warrior of Light in Final Fantasy XIV, and
“Torn from the Heavens” and “Through the Maelstrom” Orchestrion Rolls, to be played as background music in the hideaway!
Free update (Ver. 1.30) arrives same day as The Rising Tide Release
Free Update (Ver. 1.30) will also be available for all Final Fantasy XVI players on April 18! This downloadable update will add quality-of-life improvements for the full game, including:
Return to a quest giver immediately with the new “Quick Complete” function
Icon updates for important character quests
A new Skill Set feature, which allows players to save up to five unique Feat and Ability sets
Abilities and Accessories adjusted for easier use
New “Custom” controller type allows for freely customizable button layouts
Tone correction, screen effects, and more added to Photo Mode
Last time I checked, my pawn Bronco sat at 80 in the monthly leaderboard of the pawn global rankings. Not forgetting that this is pre-release, so his place within the top 100 isn’t quite as good as it seems. This pains me. I am saddened that my sweet, sweet boy Bronco isn’t being picked up by adventurers as much as I’d like. He may not be a 1:1 recreation of a popular anime character or like, Tony Blair, but he is fantastic at shredding monsters.
Thing is, his ranking means that I’m not doing enough. Right now, I need to make his CV more appealing to prospective clientele and I need to become the agent he deserves. Dragon’s Dogma 2 may be an action RPG, but it is also about being the best agent you can possibly be.
Asymmetrical multiplayer action game Killer Klowns from Outer Space: The Game is set to hit PC, PlayStation, and Xbox on June 4. As it’s playable at PAX East this weekend, IllFonic was kind enough to send over a look at and brief description of some of the weapons and tricks for the Klowns. Note that the tricks unlock over time during a match.
Klown Weapons
Cotton Candy Raygun – The main weapon of the Klowns, which fires a steady ray of cotton candy energy. Used for turning humans into tasty cotton candy cocoons by keeping your aim trained on a nearby human. Can also coat escape objectives and the resurrection machine to block human progression.
Mallet – a classic melee weapon with a hard hitting melee combo. Klowns can change the mallet for a lunging secondary attack that stuns anyone in the area of effect.
Boxing Gloves – Shorties favorite gloves, these dish out quick attacks and feature a block knocking secondary charge up attack.
Popcorn Bazooka – A ranged weapon that fires a burst of popcorn. Humans hit are damaged and tracked for a short period of time. Use this to effectively “spot” humans for your fellow klowns to zero in on.
Klown Tricks
LOL – Laughter is really the best medicine for Klowns, and with the Laugh Out Loud Trick, the Klown is able to heal, and get a substantial buff for a short period of time. All klowns have this ability standard, much like the Jump trick.
Finger Lure – Jumbo perfected the ultimate use of the Finger lure trick to catch humans in a hypnotic trance that pulls them towards a beckoning klown. Humans can break the pull, but it requires completion of a minigame.
Pizza Box – Great for camouflaging and sneaking up on humans for surprise attacks. Transform into the pizza box and show the humans that heartburn and indigestion are the least of their worries seeing this little box with legs.
Balloon Dog – A trusty balloon dog that Spikey can whip up in no time at all! This cute little companion sniffs out humans and helps the klowns track them down. Listen for barks and follow the dogs pointing directions.
If you’re at PAX East this weekend, be sure to stop by and give Killer Klowns a try.
Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.
While nearly all of the best Amazon Spring sale deals are available to all, some Prime-exclusive offers are popping up every now and then. Take this Ugreen Docking Station, a longtime member of our best Steam Deck accessories guide: Prime members can have one for 30% in the UK and 40% in the US. Gated as they are, these savings make Ugreen’s dock less than half the price of Valve’s official Steam Deck Docking Station, despite it providing a similarly healthy supply of ports and jacks.