"We receive the due reward of our deeds." So reads the inscription on an artifact discovered in the early hours of Uncharted 4: A Thief's End. It's a passage from the Bible, spoken by Saint Dismas, a man crucified on the same day as Jesus. He spent years robbing and murdering innocent people before being sentenced to death for his crimes. And with those last words of revelation, Dismas earned the title of the Penitent Thief.
This anecdote sets the tone for a powerful game about loss, betrayal, regret, and redemption. In both its momentous set pieces and its intimate, personal moments, Uncharted 4 drives its narrative forward with a rare understanding of its characters, its world, and the gameplay tying them all together. It's a stunning combination of disparate parts. It's a breathtaking marvel of a game.
By this point in the series, developer Naughty Dog has led us across the globe in search of famous treasures from equally famous legends: we unearthed El Dorado in the Amazon rainforest, found the Cintamani Stone deep in the Himalayas, and entered Iram of the Pillars, a sandswept city with a religious history of its own. In Uncharted 4, however, we find protagonist Nathan Drake leading a quiet life with freelance journalist Elena Fisher, who happens to be his wife. They live in New Orleans. They have a three-bedroom house. They play video games together.
But this all changes with the return of Nathan's older brother Sam, who was presumed dead for 15 years. Not only is he alive and well, but he's fallen in with criminals, and needs help paying a debt. He also has a lead on one of history's greatest treasures: the loot of the pirate Henry Avery, which the brothers have sought since their early days of treasure hunting. Now, with Nathan forced out of his calm life, they set off to chase their elusive white whale.Elena and Nathan are leading a quiet life at the beginning of Uncharted 4.
Sam's arrival not only upends Nathan's newfound domestication, but complicates his emotional life as well. Uncharted 4 gives us insight into his past, and the way it shaped his psyche: how he despises authority; how he uses humor as a shield; how he long ago accepted violence as a justifiable means to an end. Uncharted 4 tells this story with affection, showing an expert attention to detail in the way Nathan's voice falters when discussing his childhood, or how he stares at Elena when she's not looking. These details are painfully human. They bring the characters to life.
This nuanced take on Nathan's personality is reflected in Uncharted 4's gameplay, too. As with previous titles, Uncharted 4 revolves around third-person combat, climbing, and puzzle-solving. But, unlike its predecessors, this game often lets you sneak past enemy soldiers without doing any harm at all. This is a clear influence from The Last of Us, developer Naughty Dog's darker take on a third-person adventure. Stealth requires a patient, measured approach--but it feeds into the idea of a more reserved Nathan. Uncharted 4's action flows seamlessly alongside its narrative. It's a fluid, believable experience when it all comes together.
There are minor mechanical problems: the cover mechanic can send you to the wrong obstacle or wall in the middle of firefights, and rarely, Nathan will grab the wrong ledge when climbing. But these observations wash away within the grand scheme of things. There's always something incredible around the corner to erase the momentary annoyances.
Uncharted 4's action flows seamlessly along with its narrative.
The game borrows from The Last of Us in terms of structure as well. Much like its cousin, Uncharted 4 embraces a more open approach with much of its level design. There are small sandboxes where you climb towers, learn the layout, mark enemies, and choose to fight through them, or circumvent the group in the interest of a quiet escape. These areas would hurt the pace of a lesser game, but Uncharted 4 keeps tension alive even in its calculated moments, transitioning from open areas to action sequences without halting the momentum.
Speaking of: Uncharted 4's set-pieces are the best in the series, and among the best-coordinated stunts in the medium. There's a heist in Tuscany. There's an acrobatic escape along the cliffs of Scotland. There's a chase through a busy marketplace, and it opens onto farmland as you leap between trucks, slide through the mud, and crash through shacks in the Madagascar countryside. Just when you think Uncharted 4 might settle into a steady rhythm, it throws something new at you with high velocity and incredible power.One of the game's massive puzzles.
These sequences give you agency, but also enough guidance to maintain the euphoric rush of a car chase without constantly dying. I'm reminded of Half-Life 2's escape from City 17, where you sprint through apartments and over rooftops, controlling your character while the game directs you without sacrificing tension in the process.
The key difference with Uncharted 4 is how it directs you with its camera and lighting, guiding you to the correct ledge or doorway or crumbling wall as you leap through explosions and plumes of smoke. Audio cues also aid you--characters shout over the din of gunfire, telling you when to fight and when to keep running. The dialogue makes sense within the moment.
And then there's the presentation of it all. The cinematography, both in-game and during cutscenes, amplifies the wonder of this gorgeous world. It's not enough to call the jungles lush. They're vibrant. It's not enough to call the game's version of Scotland vast. It's majestic. There's also incredible animation at play, and it sets a new watermark for games in the way it can illustrate subtle emotions like distrust and yearning.
Sweeping camera shots and intimate close-ups tie the characters to the beautiful locales, as Drake gazes toward mythical places he only dreamed of as a kid. Uncharted 4 doesn't root its visuals in the hues of realism, but rather, paints the world as it might look to someone intent on exploring every inch of it--someone intoxicated by the prospect of adventure.
Uncharted 4's cinematography, both in cutscenes and out, amplifies the wonder of its gorgeous world.
Uncharted 4's multiplayer, though, ditches grounded storytelling in favor of all-out chaos: Nathan Drake clones swing from grappling hooks. Victor Sullivans pistol-whip each other. The villains of past Uncharted games lob grenades and fire RPGs and beat one another into a pulp.
This all plays out in multiplayer mode staples such as team deathmatch and zone control. But then there are Mysticals--attacks that make use of the artifacts we've become familiar with throughout the series. El Dorado summons aggressive spectres to attack your foes, the Cintamani Stone revives fallen teammates, and the Djinn lets you teleport short distances, blinking from spot to spot for a tactical advantage. In addition to these fantastical elements, you can earn gold through kills and revives, and find it scattered across multiplayer maps. It lets you add Mysticals to your inventory, but also lets you summon AI snipers and medics to aid your team's efforts. Uncharted 4's multiplayer exhibits the necessary creativity to elevate its already fluid third-person mechanics.
But although the multiplayer works well, and features a progression system that can keep you playing past your first few matches, it is not the primary draw.The world is bathed in vibrant hues and gorgeous detail.
The draw of Uncharted 4 is its remarkable single-player journey. How each of its parts feeds into the same cohesive whole. This is a narrative that continues in its gameplay, as Nathan places a reassuring hand on his brother's shoulder, or mutters a joke in Elena's ear. Uncharted 4 is so meticulous, you get the sense that its characters are thinking things we'll never hear out loud. "We have a lot of ground to cover," one person says. Is that in reference to the journey, or the first uncertain step toward forgiveness? We can read it however we want.
Uncharted 4's gameplay pushes the narrative forward, the narrative feeds off its gameplay, and every detail coalesces to create something bigger. Uncharted 4 bounces between set pieces and personal moments with such grace, with such skill and poise and affection for its characters, that you don't mind when the guns stop firing, and the smoke clears, and Nathan gets a moment to breathe.
Yes, this is a thrilling adventure through exotic locations, with spectacular action sequences and a pacing that pulls you through with ease. I had a smile on my face the second it began. But it's also a story about family. It's a story about self-examination. It's a story about making sacrifices for the ones you care about.
And most of all, as its final moments make clear, this is a story about storytelling--the importance we lend our idols, legends, and myths. How we pass down the ones that inspire us. How an old photo of three friends sitting on a pile of gold can unleash a flood of memories. Uncharted 4 is a challenge to the medium. In its writing, in its design, in its understanding of what makes games unique, Uncharted 4 is something to aspire to. It's a shining example. And we'll be talking about it for years to come.
The Warcraft movie is a little more than a month away, and production company Legendary Entertainment has posted another character video to its YouTube channel. This time, the spotlight is focused on half-orc assassin Garona, who is played by Paula Patton in the upcoming Warcraft.
The short trailer showcases clips of Garona, mostly stabbing orcs. She stabs them with spears, a knife, and a sword. In one of the scenes, she even jumps on a horse--thankfully, she doesn't stab it. Lothar asks her how she survives since she doesn't look "that different" from an orc. She replies by saying, "Broken bones heal stronger. Mine are very strong." You can check out all of the stabbing in the video below.
This is third character trailer for Warcraft. The first was centered around orc leader Durotan, while the second showed off the human warrior Anduin Lothar. With Garona starring in the third, it wouldn't be too surprising if we received a fourth that featured the evil orc Orgrim. Other characters appearing in the Warcraft movie include Horde warchief Blackhand, orc warlock Gul'Dan, and King Llane Wrynn.
Warcraft hits theatres on June 10 and stars Patton, Travis Fimmel (Lothar), Toby Kebbell (Durotan), Robert Kazinsky (Orgrim), and Dominic Cooper (King Llane). It's directed by Duncan Jones, who is the son of late musician David Bowie and has helmed movies such as Moon and Source Code.
In other Warcraft movie news, candy company Just Born has mixed together Mike and Ike's fruity flavor with Hot Tamales' cinnamon as part of a marketing campaign for Warcraft.
Turtle Rock Studios, the developer behind Left 4 Dead and more recently Evolve, is currently hiring for an "unannounced new IP." IGN noticed a job listing for an animation programmer who will work on the game.
"We are searching for an exceptional programmer to help us in developing unique and stunning characters for an unannounced, cutting-edge game targeting next generation hardware," reads a line from the job ad.
Turtle Rock has two further job ads posted to its careers portal, one for a narrative director and another for a senior rendering programmer. These ads specifically mentioned PS4 and Xbox One, as well as PC. The developer is looking to fill three other positions, though those requisitions do not mention new IP.
In addition to the new IP, it is possible that Turtle Rock is working on a sequel to Evolve. The game shipped 2.5 million copies and was described by Take-Two management as a "permanent" franchise like Grand Theft Auto and Red Dead Redemption. A sequel has not yet been announced, however.
Take-Two paid nearly $11 million to buy the Evolve franchise from THQ during its bankruptcy auction. Looking ahead, the company has said it sees Evolve as a "key long-term franchise."
YouTube user pizzaforbreakfast has put together a silly Grand Theft Auto V video that shows off what it might look like if Google's self-driving cars came to Los Santos. According to this video, it wouldn't go so well, with the cars mowing down pedestrians and causing all kinds of mayhem.
Take a look (via Kotaku):
In reality, Google's self-driving car experiments have gone much better. Just recently, Google announced that it partnered with Chrysler to expand its fleet of self-driving cars to include minivans.
As for GTA V the game, it recently introduced new Adversary multiplayer mode for GTA Online called "In and Out." Additionally, there is a sale going on now where you can get guns and ammo for cheap.
Looking for more wacky GTA V fan-made videos? You can see the intros for popular TV shows remade in the open-world game in the links below.
The expansion is set in a post-apocalyptic version of Maine's popular tourist destination, Bar Harbor. The location represents the largest landmass Bethesda has ever made for expansion content.
Here is the official story synopsis:
"In Far Harbor, a new case from Valentine’s Detective Agency leads you on a search for a young woman and a secret colony of synths. Travel off the coast of Maine to the mysterious island of Far Harbor, where higher levels of radiation have created a more feral world. Navigate through the growing conflict between the synths, the Children of Atom, and the local townspeople. Will you work towards bringing peace to Far Harbor, and at what cost?"
Far Harbor includes more quests to take on and settlements to explore. There are also "lethal" creatures, some of which you can see in the trailer above. The expansion also adds "higher-level" armor and weapons, though no specifics have been announced yet.
The content sells for $25 and is also included with the $50 Fallout 4 DLC pass. The first Fallout 4 expansion was Automatron, which came out in March. This was followed up by Wasteland Workshop in April.
Bethesda also teased that Fallout 4 fans should "stay tuned" for more information about more add-ons coming later this year. If you bought the Fallout 4 DLC pass, you will also receive those expansions, whatever they turn out to be. One possible venue for their announcement could be Bethesda's E3 briefing in June, though this is not confirmed.
On the more immediate horizon, the console versions of Fallout 4 are getting PC-made mods soon, starting on Xbox One in May with a release for PS4 to come in June.
Warner Bros. is celebrating Star Wars Day with a new trailer for Lego Star Wars: The Force Awakens. The game not only re-tells the story of Disney's blockbuster, but also includes some missions that cover the time between Return of the Jedi and The Force Awakens.
Those are the focus of this new trailer. Check it out:
The six "New Adventures," as they're being called, are as follows (descriptions via Warner Bros.):
- Rathtar Hunting – Follows Han Solo and Chewbacca's voyage to capture the ravenous Rathtars.
- Lor San Tekka's Return – Uncovers secrets behind Lor San Tekka's journey to the Jakku Village.
- Poe to the Rescue – Details Poe Dameron's daring rescue mission to save Admiral Ackbar.
- Crimson Corsair – Explores how the notorious Outer Rim pirate, the Crimson Corsair, foiled the plans of the First Order.
- Trouble Over Taul – Follows the events leading up C-3PO's acquisition of his new red arm.
- Ottegan Assault – Reveals a puzzle piece to how the Resistance and the First Order find Lor San Tekka on Jakku.
Lego Star Wars: The Force Awakens also includes new dialogue recorded by the movie's actors, including Adam Driver (Kylo Ren), Anthony Daniels (C-3PO), Carrie Fisher (Leia Organa), Daisy Ridley (Rey), Domhnall Gleeson (General Hux), Gwendoline Christie (Captain Phasma), Harrison Ford (Han Solo), John Boyega (Finn), Luputia Nyong'o (Maz Kanata), Max von Sydow (Lor San Tekka), and Oscar Isaac (Poe Dameron).
The game launches on June 28 for PlayStation 4, Xbox One, PS3, Xbox 360, Wii U, 3DS, PlayStation Vita, and PC. Playable characters include Rey, Finn, Poe Dameron, Han Solo, Chewbacca, C-3PO, BB-8, Kylo Ren, General Hux, Captain Phasma. For more, check out GameSpot's hands-on preview.
German shoe store 43Einhalb has listings for several different designs of slip-ons and laced sneakers (via Sole Collector). There's even a pair of sandals. They include NES controllers, colorful backgrounds, and iconic characters like Mario, Link, Peach, Donkey Kong, and Yoshi. You can check them out for yourself in the gallery below.
The shoes are not currently available for purchase, though 43Einhalb has them listed for a June release date. The Euro price tags converted to US dollars range from about $50 to $100. We've contacted Nintendo for comment and whether they can provide any further information on the shoes.
According to its PlayStation Store product page, the game will take up 1.1 GB of hard drive space. It costs $10, and you can queue up your download right here.
In December 2015, when the first PS2-on-PS4 games were released, PlayStation boss Shuhei Yoshida said Sony will work "tirelessly" to release even more PS2 games for PS4 "on a regular basis." The company is also asking for your suggestions for which games should be added.
On the subject of price points for the PS2-on-PS4 games, Yoshida said the emulation technology that makes it possible, among other things, doesn't necessarily come cheap. That's why Sony is charging $10-$15 for games you might already own.PS2-on-PS4 Games:
- Arc the Lad: Twilight of the Spirits
- Dark Cloud
- Dark Cloud 2
- Grand Theft Auto III
- Grand Theft Auto: San Andreas
- Grand Theft Auto: Vice City
- GTA: The Trilogy
- The King of Fighters 2000
- Max Payne
- Okage: Shadow King
- PaRappa the Rapper 2
- Puzzle Quest: Challenge of the Warlords
- Rise of the Kasai
- Rogue Galaxy
- Star Wars Bounty Hunter
- Star Wars Jedi Starfighter
- Star Wars Racer Revenge
- The Mark of Kiri
- Twisted Metal Black
- War of the Monsters
Unboxing the collector's edition of Overwatch
With Overwatch nearing release, we were able to get our hands on a copy of the game's collector's edition. Priced at $130, the set includes the following items: the game, the soundtrack, a steel book case, a set of postcards, a comprehensive visual sourcebook, and a detailed statue of Soldier: 76.
Click ahead to see the finer details of each item.
How amazing that a turn-based game can feel so urgent. In invisible, Inc., I have as much time as I need to position my agents just so, but I’m always paying attention to the security level at the top right of my screen. That meter tells you when security will be heightened during your heist, and it’s a vital part of what makes this stealth game worth the gray hairs it causes.
It’s tense and challenging, yes, but Invisible Inc. is also simple, elegant, and always logical. It introduces new concepts in a slow drip, giving you plenty of time to work out the details. The titular spy agency is violently infiltrated, initiating a time-sensitive series of global heists and sneakabouts, each of which you control from an isometric perspective in the style of strategy games like XCOM. You begin with a duo but steadily add imprisoned agents to your roster as you spring them from holding cells. Ultimately, you take up to four agents on missions, which typically involve obtaining sensitive data from a terminal, grabbing ill-gotten credits, and hightailing it out of there.Who needs trophies, when stealthy success serves as its own reward?
Of course, it’s rarely that simple. There is the draw of credits, for one, which you spend on leveling up your agents’ skills as well as on gadgets like weapons (both ranged and melee), augments (implants that offer passive bonuses), and other useful objects. Ranged weapons don’t come with unlimited ammo--they must be recharged with a one-use charger when they go empty--and agents you rescue don’t have weaponry on them. Other mechanics further complicate your economic considerations; needless to say, credits are highly valuable, and while you could engage in a straightforward infiltration, safes and terminals lure you from one room to the next. They have gravity, and escaping it requires superhuman resolve.
But that pesky security meter is always climbing. When it arrives at the next level, security cameras that you hacked into might reset, or additional guards may be deployed. With every agent action, you must weigh a number of possible consequences, each of which is informed by multiple factors. You order Agent Prism next to a door and peek through it to reveal a patrolling guard. If she were closer, you could predict the guard’s route for the next turn, but that’s just not working out. Do you open the door and risk alerting the guard so you can set up an ambush? And what about that security camera in there? Do you activate Agent Decker’s stealth rig and send him in knowing that the rig has a six-turn cooldown, or do you use your portable AI program Incognita to hack the security camera but use up all of your power resource in the process? You need power to fire your weapons and hack terminals, so this isn’t a decision to take lightly.The game lets you adjust all sorts of variables before beginning a new campaign. Here's a time attack variant.
Easier difficulty levels give you a limited number of chances to rewind a turn if you don’t care for the outcome, and the easiest difficulty also lets you restart a mission if it goes awry, albeit with a new procedurally-generated layout. Losing progress with a rewind or a restart feels like its own kind of failure, and this negative reinforcement ensures that even easy mode can be stressful, even when you know you can call backsies.
Should you lose any agents, they’re gone from the current campaign for good, unless you revive them with medigel. This requires not only having the healing kit on hand, but maneuvering another agent into a potentially disastrous situation. Brilliantly, however, your downed agent may be taken alive by the mysterious enemy organization, which leads to a jailbreak mission. The captured agent may represent an acceptable loss: you have a limited number of in-game hours before the final mission is initiated. Feel free to let Agent Decker languish in his cell; you’ve got to think about the greater good (if money and revenge can be considered the greater good, anyway.)
You might be more inclined to rescue a captured agent--or to mourn her if she bleeds out during the heist--if you’ve developed a connection with her. Unit perma-death is another mechanic that invites comparisons between Invisible, Inc. and XCOM, but I was never attached to any given agent. There’s a little flavor dialogue between agents here and there, but it’s too brief and sporadic to engender any emotional response.Central is married to her work.
The cool-future visuals and angular character designs are decisively slick, but the vaults and offices you infiltrate look more or less the same as you progress. You know you’re in Australia or Brazil, but there’s no audiovisual hook to remind you of the international stakes. Strolling guards always mutter the same handful of bland responses when alerted, and the tilesets don’t evoke the locale. In Invisible, Inc., I regretted losing agents not because I mourned the loss of a comrade I’d trained and groomed, but because I’d lost a flesh-and-bones tool from my toolbox.
Nonetheless, this emotional distance is merely a minor issue. I don’t care much about Invisible Inc.'s throwaway story and its last-minute grasps at meaningful themes, or about my agents’ personal backgrounds. Like the game, my efforts are focused on getting the job done, emotionally disengaged but intellectually centered. I bask in the stylish cutscenes and the sharp voiceover, but my attachment is not to the agency or its people but to the sheer pleasure of a successful heist.
Unboxing these highly detailed statues of Naruto and Sasuke.
Bandai Namco Entertainment and statue company Tsume Art recently collaborated to create high quality statues of Naruto Uzumaki and Sasuke Uchiha from Naruto Shippuden Ultimate Ninja Storm 4. Each statue is highly detailed and stands in a 1/6 scale. Both are available for purchase for a limited time at €339.00 (approximately $388) via Bandai Namco Entertainment's official online store page. Luckily, we were able to get our hands on both so you can take a closer look at them for yourself.
Click ahead for images of each statue in closer detail.
While Star Trek has become a massive box office draw in the past few years, it has been over a decade since the long-running sci-fi franchise was seen on TV. This will change next year, when a new Star Trek show premieres, and the shooting location and start date has now been confirmed.
As announced by CBS on twitter, the new show will begin production this Fall, in Canada:May 2, 2016
While the title, cast, and broadcast date are yet to be announced, it was revealed in Februay that former Hannibal showrunner Bryan Fuller will oversee the show, alongside Alex Kurtzman, who co-wrote the last two movie adventures.
While the first episode will be broadcast on the CBS network channel, all subsequent episodes will initially screen on the company's All Access digital subscription service, making it the first show to launch on a broadcast network but air primarily on a VOD service. The last series was Star Trek: Enterprise, which ran for four seasons between 2001 and 2005.
In other Star Trek news, Trekmovie has reported that the CBS sister company Paramount, which produce the movies, has registered the title Star Trek 4 with the MPAA. This is no guarantee that a fourth film will go into production, but it does indicate that the studio is hoping to continue the franchise past this summer's Star Trek Beyond, which opens on July 22.
Disclosure: CBS is GameSpot's parent company.
There are some fairly standard Trophies, acquired by reaching single-player milestones or defeating key bosses. But there's also a few callbacks to the series' past, which is a nice touch. Take a look at the list below to see what you'll need to do to unlock all the Trophies.
Id Software executive producer Marty Stratton and creative director Hugo Martin recently joined GameSpot for a Doom single-player livestream, in which they talked to us about the game and its intense difficulty mode, Ultra-Nightmare. Check it out to see more of Doom, which launches on PS4, Xbox One, and PC on May 13.
- Thy Flesh Consumed - Earn all Trophies
- Shoot it Until it Dies - Defeat the Cyberdemon
- Outnumbered? No Problem - Defeat the Hell Guards
- Who's Next? - Defeat the Spider Mastermind
- E1M1 - Complete the first mission of the campaign
- Into the Unknown - Warp to Hell
- Knee-Deep in the Dead - Complete the campaign on 'I'm Too Young to Die', 'Hurt Me Plenty', 'Ultra Violence', or 'Nightmare'.
- A Toe into Madness - Complete The UAC on Ultra-Nightmare
- Up Close and Personal - Kill 50 enemies using the Chainsaw
- Specialist - Earn the Mastery for a weapon mod
- IDKFA - Earn the Masteries for all weapon mods
- Hot Swapper - Acquire all weapon mods
- Historian - Find all Data Logs
- Timing is Everything - Use explosive barrels to kill 100 enemies
- Every Nook and Cranny - Find all Collectibles
- Argent Overload - Fully upgrade Health, Armor, or Ammo capacity
- Argent Fiend - Fully upgrade Health, Armor, and Ammo capacity on a single campaign run.
- A Gift from Beyond - Earn a Rune
- The Circle is Complete - Earn all Runes
- Tinkering - Fully upgrade a Praetor Suit category.
- Overclocked- Fully upgrade all Praetor Suit categories on a single campaign run.
- Thorough Shopper- Complete all Challenges for a single mission.
- Butcher- Perform 200 Glory Kills
- Rip and Tear- Glory Kill all common enemy types in the campaign.
- Juicin' it up- Kill 150 enemies while using Power Ups
- Momentum Shift- Upgrade a Rune
- IDDQD- Upgrade all Runes
- What Else Ya Got?- Complete all Mission Challenges
- IPXSETUP.EXE- Win a Multiplayer match
- Combat tested, Doomguy approved - Reach Level 5 in Multiplayer
- An Old Friend- Acquire the BFG
- Shareware- Create and publish a SnapMap
- No Rest for the Living- Play 5 published SnapMaps
- Entryway- Complete the SnapMap Basic and Advanced Tutorials
Macaw Wings Glider and Backpack Combo, Blue Shift Dye Kit, and Travel Toy Improvements in the Gem Store
The Black Lion Trading Company is starting our spring cleaning! This is your last chance to get our current selection of miniatures. We also have new items to celebrate the season, and we’ve made some travel toy improvements. Try out our travel toys available in any Box o’ Fun!
Macaw Wings Glider Combo
You’ll be the center of attention with our most colorful wing set yet! This combo comes with a backpack skin and glider.
Blue Shift Dye Kit
The weather is getting warmer, so this is the best time to cool down your look with a whole new selection of blue dyes.
Travel Toy Updates!
Travel toys such as the Magic Carpet and Sonic Tunneling Tool can now automatically reactivate after leaving combat.
Available Now in the Gem Store!
Log into Guild Wars 2 and press 'O' to access the Black Lion Trading Company for these great offers and more!