The Last Of Us Part 2 Review Roundup – A PS4 Masterpiece?

The Last of Us Part II is still a week away from launching, and the general consensus from review is that it’s going to feel like a long wait. The latest from Naughty Dog, The Last of Us Part II picks up a few years after the PS3 original, following Ellie on a bloody path of revenge. It’s bleak, tragic and gut-wrenching, but a tale most reviews suggest you don’t miss.

Overall critic reception has been incredibly positive, with a few caveats. In GameSpot’s own 8/10 spoiler-free review for The Last of Us Part II, editor Kallie Plagge commends the game’s strong characters and tense combat, but feels it suffers from pacing issues and uneven analysis of its themes. “In the second half of the game, these exploration issues persist, as do the horrors of combat and violence. But for reasons I can’t explain due to spoiler restrictions, the narrative shifts significantly at a certain point, and the context of everything you’ve done up until then changes along with it. There’s a lot I want to say that I’m not allowed to until the game is out, but this half of the game is the reason anything in it works at all. It examines a lot of the violence that happens early on, though not all the violence in general, and it’s where the story finds its meaning.”

We’ve gathered additional reviews below, with the majority laying praise on the game’s narrative and personal character writing. A lot of praise has also been given to the game’s extensive accessibility options, allowing more players than ever to experience the game in a manner that is comfortable for them. For more reviews, check out our sister site Metacritic to see what other sites had to say.

  • Game: The Last of Us Part II
  • Platforms: PS4
  • Developer: Naughty Dog
  • Release date: June 19
  • Price: $60 / £50 / $68 AUD

GameSpot – 8/10

“By the time I finished The Last of Us Part II, I wasn’t sure if I liked it. It’s a hard game to stomach, in part because so much of who Ellie is and what she does is beyond your control. She is deeply complicated and flawed, and her selfishness hurts a lot of people. At times, the pain you inflict feels so senseless that it can leave you numb. It’s all messy and bleak and made me profoundly sad for myriad reasons, but the more I reflect on it, the more I appreciate the story and characters at its core. I wanted almost none of it to happen the way it did, and that’s what’s both beautiful and devastating about it.” – Kallie Plagge [Full review]

Game Informer – 10/10

“I can rave about the attention to detail, the world, and the combat, but the story is where The Last of Us Part II sets a new bar. It is more about challenging your heart than your reflexes, and I simply cannot recommend it enough. There is much to be said about this game that can’t be said here due to spoilers, but you should play it as soon as you can with as little info as possible. But you don’t need to know specifics to appreciate how the gameplay and environmental cues all play into a single purpose: They make you feel the choices, helplessness, and the violence at the heart of this world and its characters. I can safely say this is the best narrative game I have played. I felt the loss. I felt the confusion. It is a game that turned me inside out with each twist of the screw.” – Andy McNamara [Full review]

IGN – 10/10

“The Last of Us Part 2 is a masterpiece worthy of its predecessor. Taking strides forward in nearly every way, Ellie steps into the spotlight and carries the sequel in a manner that feels like the culmination of everything that’s made Naughty Dog’s blockbuster storytelling so memorable since the original Uncharted on the PlayStation 3. It delivers a layered, emotionally shattering story on top of stealth and action gameplay that improves the first game’s mechanics while integrating a bit more of Uncharted’s greater mobility and action. But while Part 2 is a thrilling adventure, it still makes time for a stunning, nuanced exploration of the strength and fragility of the human spirit. The PlayStation 4 has one of its best exclusives in one of the generation’s best games.” – Jonathon Dornbush [Full review]

Gamesradar+ – 5/5

“The Last of Us Part 2 not only justifies its existence as a sequel most didn’t think was necessary, supplementing and elevating the timeless qualities of its predecessor, but stands confidently apart as an entirely different beast, one bearing its own fangs that bite with just as much force. The lasting achievement is nothing short of extraordinary, and a game we’ll be looking back on for decades to come.” – Alex Avard [Full review]

USGamer – 4.5/5

“It largely regains its momentum in the final quarter or so, with a finale that’s as intense as anything I’ve experienced in a video game. When all was said and done, I was left feeling emotionally spent, uncertain whether I ever wanted to play a hypothetical The Last of Us Part 3. Together, The Last of Us and The Last of Us Part 2 tell one complete story; the first game being action, the sequel being reaction. It may not be the the ending that many fans want, but it feels like this story is finished. It’s one I won’t soon forget.” – Kat Bailey [Full review]

Destructoid – 8.5/10

“Like the original Last of Us, some people are going to come away underwhelmed, but the story beats and the characters driving them are the main draw. Part II doesn’t reinvent the wheel, but it gives us a lasting glimpse of a unique broken world full of broken people that’s worth visiting time and time again.” – Chris Carter [Full review]

GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

Now Playing: The Last Of Us Part II Video Review

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The Last Of Us Part II Review (Spoiler-Free)

Editor’s note: Due to embargo restrictions around spoilers, parts of this review are intentionally vague. We’ve done our best to explain certain parts of the game and our critique without discussing any story spoilers; however, if you want to understand the full context of some of our analysis here, we’ll have another review up when The Last of Us Part II is officially out that discusses the story in greater detail and further explains our thoughts. This review will have the same score and will just serve as a deeper, more detailed analysis for those who want to read more.

At the beginning of The Last of Us Part II, you get a glimpse of Ellie’s life in idyllic Jackson, Wyoming. If it weren’t for the walls surrounding the town, you could almost forget that the world is crawling with infectious monsters that would kill everyone in sight; its main road, blanketed in snow, is a charming row of old buildings with decks for sidewalks, more Old West town than post-apocalypse settlement. Its residents grow food, care for horses, tend bars, and even have dances and movie nights. Four years after Joel saved (kidnapped?) Ellie from the Firefly hospital, this is the life he wanted for her.

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The Last of Us Part II grapples with Joel’s decision not through Joel, but through Ellie. This life is clearly not enough for her; she’s distant and brooding, obviously conflicted about something. She’s changed a lot. And when everything falls apart and she sets out in search of vengeance, you see her pain in its rawest, most brutal form. It’s a devastating, gruesome story of revenge in which the purpose of violence gets muddied by its intensity. But as a character study, The Last of Us Part II is beautiful and haunting, and I found myself completely overwhelmed by the emotional weight of it.

In some ways, I mean that literally. The game gave me stress nightmares, not because you kill a lot of people per se, but because playing as Ellie felt more like being dragged by my hair than being immersed in her mission. From the very beginning, I wanted to reach out and shake Ellie, as her proxy in all this, and get her to do anything other than what we were about to do. I knew her revenge quest was bad news before the killing and maiming really began.

There are narrative reasons for that, though, and they do work. Being helpless as a player in the face of Ellie’s destruction serves a grander purpose that I won’t spoil here. The biggest issue is that the most impactful of her kills occur in cutscenes rather than in combat, and that obscures the purpose of combat’s more upsetting aspects.

Ellie and her gal pal Dina in Jackson.
Ellie and her gal pal Dina in Jackson.

The Last of Us Part II’s combat is tense and exhilarating, though confronting in its brutality. Ellie is scrappy and agile, and moving through a combat arena is an art. Her movements are smooth enough that they almost look scripted; you can duck and dodge in a fight and deliver a return blow with a series of button presses that translate into a strangely graceful dance. You can accidentally alert an enemy to your presence only to slip through a tight space in the wall, vault through a window, and outrun your pursuer through a building to reestablish your cover and gain the upper hand. You can also easily get surrounded and die horribly, whether you’re fighting people or infected.

Navigating any given combat scenario is a puzzle in which you have to figure out exactly how to get from point A to point B with the resources you have. I’m partial to stealth when possible, and it’s especially rewarding to decide how you’re going to silently kill each enemy with only a flimsy silencer, two arrows, and your default knife. Should you kill the blind clickers first because they’re strong and deadly, or should you kill the infected runners first because they can see you? Can you retrieve an arrow from a corpse to be reused on their friend? Most importantly, where’s the exit?

Ellie fighting one of the new infected types, a poisonous shambler.
Ellie fighting one of the new infected types, a poisonous shambler.

You can also find yourself going up against both humans and infected at the same time, and this is when combat is properly fun instead of just tense. By throwing a bottle, you can draw a clicker toward an enemy soldier and simply wait for them to kill each other. You can shoot glass above an enemy’s head to send a runner or two straight to their location. You can simply take advantage of the chaos and start shooting indiscriminately. Regardless, it makes you feel clever and giddy and weirdly proud of yourself.

Of course, that’s if you numb yourself to the guttural screams of the man whose arm you just shot off or the awful gurgling sound of someone drowning in their own blood. Enemies use each other’s names and aren’t shy about crying out when they find their friend David or Rachel or whoever lying face-down in a pool of blood, suddenly dead from your silent knife takedown. Killing someone’s dog is a priority, as they can track your scent and maul you to death, but you have to hear them mourn the dog in real-time. It helps–or maybe doesn’t help–that the game runs flawlessly, even on a standard PS4, so there are no hiccups to dampen the viciousness.

Ellie’s movements are smooth enough that they almost look scripted; you can duck and dodge in a fight and deliver a return blow with a series of button presses that translate into a strangely graceful dance.

All of that surely exists to make you feel bad about killing people and their dogs. But like I said above, the kills that actually matter in the broader scope of the story happen in cutscenes. Some are triggered by a button prompt or preceded by a brawl, but it’s all very controlled; it’s not like you’re killing these important people in a regular combat scenario, realizing with horror later what you’ve done. These are the kills that end up hurting the most, and they’re going to happen no matter what you do or what you think of all the violence. That’s why they work so well for the story, but that also leaves the rest of the bloodshed rather unexamined.

Frankly, the fact that your enemies have names doesn’t make them any less in your way. You have to do what you have to do to get to the next location, and you want to do that to see where the story goes next.

I don't know these dudes' names, but I definitely killed them.

This disconnect between the video game-y aspects and the grander narrative is compounded by looting and collectible-hunting. Looting during a fight is exciting, especially when you find the one extra bullet you need or a bit of health that can keep you going. But more often than not, I’d loot and look for collectibles only after I’d killed every enemy in the vicinity. It’s far easier and safer, for one, and I didn’t want to miss any of the interesting sub-plots found in scattered notes and photographs just because I wanted to kill fewer people.

Finding collectibles and piecing together the stories held within them is rewarding and paints a picture of the outbreak as it developed through the years. A bank robbery gone wrong sticks out as a favorite, and there are quite a few other stories worth finding. A lot of the time, seeking out these collectibles will force you to get creative–things like breaking windows to bypass a locked door or swinging on a cable to get to an area that’s just out of reach. There’s nothing so difficult that you feel like a genius for figuring it out, but it does make you feel appropriately resourceful.

Most of the time, there aren’t any collectibles to find in combat-heavy areas. But there are still notes and things to find when enemies are around, and as a result, I ended up scouring every corner of every area in the hopes of finding something cool. Because most combat arenas give you multiple avenues of attack and escape, though, I ended up backtracking through most of them to try to find things, and that can severely disrupt the pacing. The nooks and crannies that work well in combat just become one more place to look for a note or trading card, and the fact that you’re looking for trading cards at all often feels too game-y for the otherwise sobering tone.

High-contrast mode, one of The Last of Us Part II's many excellent accessibility options.

I ended up enabling an accessibility option called high-contrast mode to help with my collectible hunt. When toggled on, it mutes the background, removes textures, and highlights interactable objects and enemies. I used it after clearing an area of enemies to speed up the looting part, and while it wasn’t the most elegant solution, it did help the pacing. It’s one of a litany of accessibility options, too, which allow you to fine-tune the gameplay, sound, and visuals to your needs. It’s a commendable suite that’s incredibly inclusive.

In the second half of the game, these exploration issues persist, as do the horrors of combat and violence. But for reasons I can’t explain due to spoiler restrictions, the narrative shifts significantly at a certain point, and the context of everything you’ve done up until then changes along with it. There’s a lot I want to say that I’m not allowed to until the game is out, but this half of the game is the reason anything in it works at all. It examines a lot of the violence that happens early on, though not all the violence in general, and it’s where the story finds its meaning.

There’s a lot I want to say that I’m not allowed to until the game is out, but the second half of the game is the reason anything in it works at all.

By the time I finished The Last of Us Part II, I wasn’t sure if I liked it. It’s a hard game to stomach, in part because so much of who Ellie is and what she does is beyond your control. She is deeply complicated and flawed, and her selfishness hurts a lot of people. At times, the pain you inflict feels so senseless that it can leave you numb. It’s all messy and bleak and made me profoundly sad for myriad reasons, but the more I reflect on it, the more I appreciate the story and characters at its core. I wanted almost none of it to happen the way it did, and that’s what’s both beautiful and devastating about it.

Now Playing: The Last Of Us Part II Video Review

How Long Is The Last Of Us Part 2: Game Length Explained

Like its predecessor, your playtime to complete The Last of Us Part 2 can vary pretty wildly. You can choose to play Naughty Dog’s stealth horror game in a fairly slow, methodical way if you’re careful enough to sneak past the humans and infected who stand in your way. And compared to its predecessor, The Last of Us 2 is quite a bit bigger, with the larger areas to explore and scavenge for supplies.

Though your mileage may literally vary, here’s how long it takes to beat The Last of Us Part 2, no matter how you choose to survive the post-apocalypse.

How Long Is The Last Of Us Part 2?

  • Critical Path: 23-27 hours, depending on playstyle
  • Completionist: 30-35 hours

Several members of the GameSpot team have made it through The Last of Us Part 2 on different difficulties and utilizing a variety of playstyles. In general, we’ve found the game will take you around 25 hours to complete, depending on how you approach it. Stealthier players and those on higher difficulties can expect longer playtimes; those of us who’ve taken on the game on Hard or Survivor difficulty have seen it take between 27 and 30 hours for a run. On Moderate, you can expect it to be closer to 22-25 hours, depending on how methodical and sneaky you are.

Like its predecessor, a big part of The Last of Us Part 2 is scavenging for crafting material and ammunition between battles. Compared to the last entry in the franchise, Part 2 has been expanded greatly in this regard, with a lot of new optional areas for you to explore as you work your way through the game. There are also a great deal more collectibles to find this time out. Some are just items tied to Trophies, while others are notes that provide hints about puzzles or story tidbits that fill in the picture of what happened in the past.

Hunting Collectibles In New Game Plus

If you’re hoping to collect everything, know that you’ll probably won’t succeed on your first run through the game. Those of us hunting collectibles on our first run found them running up toward the 30-hour mark. After finishing the game, a New Game Plus mode allows you to go back through and search for the things you missed. You can also choose which chapters and encounters you want to replay, with The Last of Us Part 2 telling you how many collectibles you have yet to find. Expect hunting down everything to add around five hours or more to your total.

Speaking of collectibles, we’ll have plenty of coverage of The Last of Us Part 2 when it launches on June 19, including a spoiler-free walkthrough, guides for finding every collectible in the game, rundowns of Easter eggs you might have missed, and more–stay tuned.

Now Playing: The Last Of Us + Left Behind Story Recap

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The Last Of Us Part II Review (Spoiler-Free)

Editor’s note: Due to embargo restrictions around spoilers, parts of this review are intentionally vague. We’ve done our best to explain certain parts of the game and our critique without discussing any story spoilers; however, if you want to understand the full context of some of our analysis here, we’ll have another review up when The Last of Us Part II is officially out that discusses the story in greater detail and further explains our thoughts. This review will have the same score and will just serve as a deeper, more detailed analysis for those who want to read more.

At the beginning of The Last of Us Part II, you get a glimpse of Ellie’s life in idyllic Jackson, Wyoming. If it weren’t for the walls surrounding the town, you could almost forget that the world is crawling with infectious monsters that would kill everyone in sight; its main road, blanketed in snow, is a charming row of old buildings with decks for sidewalks, more Old West town than post-apocalypse settlement. Its residents grow food, care for horses, tend bars, and even have dances and movie nights. Four years after Joel saved (kidnapped?) Ellie from the Firefly hospital, this is the life he wanted for her.

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The Last of Us Part II grapples with Joel’s decision not through Joel, but through Ellie. This life is clearly not enough for her; she’s distant and brooding, obviously conflicted about something. She’s changed a lot. And when everything falls apart and she sets out in search of vengeance, you see her pain in its rawest, most brutal form. It’s a devastating, gruesome story of revenge in which the purpose of violence gets muddied by its intensity. But as a character study, The Last of Us Part II is beautiful and haunting, and I found myself completely overwhelmed by the emotional weight of it.

In some ways, I mean that literally. The game gave me stress nightmares, not because you kill a lot of people per se, but because playing as Ellie felt more like being dragged by my hair than being immersed in her mission. From the very beginning, I wanted to reach out and shake Ellie, as her proxy in all this, and get her to do anything other than what we were about to do. I knew her revenge quest was bad news before the killing and maiming really began.

There are narrative reasons for that, though, and they do work. Being helpless as a player in the face of Ellie’s destruction serves a grander purpose that I won’t spoil here. The biggest issue is that the most impactful of her kills occur in cutscenes rather than in combat, and that obscures the purpose of combat’s more upsetting aspects.

Ellie and her gal pal Dina in Jackson.
Ellie and her gal pal Dina in Jackson.

The Last of Us Part II’s combat is tense and exhilarating, though confronting in its brutality. Ellie is scrappy and agile, and moving through a combat arena is an art. Her movements are smooth enough that they almost look scripted; you can duck and dodge in a fight and deliver a return blow with a series of button presses that translate into a strangely graceful dance. You can accidentally alert an enemy to your presence only to slip through a tight space in the wall, vault through a window, and outrun your pursuer through a building to reestablish your cover and gain the upper hand. You can also easily get surrounded and die horribly, whether you’re fighting people or infected.

Navigating any given combat scenario is a puzzle in which you have to figure out exactly how to get from point A to point B with the resources you have. I’m partial to stealth when possible, and it’s especially rewarding to decide how you’re going to silently kill each enemy with only a flimsy silencer, two arrows, and your default knife. Should you kill the blind clickers first because they’re strong and deadly, or should you kill the infected runners first because they can see you? Can you retrieve an arrow from a corpse to be reused on their friend? Most importantly, where’s the exit?

Ellie fighting one of the new infected types, a poisonous shambler.
Ellie fighting one of the new infected types, a poisonous shambler.

You can also find yourself going up against both humans and infected at the same time, and this is when combat is properly fun instead of just tense. By throwing a bottle, you can draw a clicker toward an enemy soldier and simply wait for them to kill each other. You can shoot glass above an enemy’s head to send a runner or two straight to their location. You can simply take advantage of the chaos and start shooting indiscriminately. Regardless, it makes you feel clever and giddy and weirdly proud of yourself.

Of course, that’s if you numb yourself to the guttural screams of the man whose arm you just shot off or the awful gurgling sound of someone drowning in their own blood. Enemies use each other’s names and aren’t shy about crying out when they find their friend David or Rachel or whoever lying face-down in a pool of blood, suddenly dead from your silent knife takedown. Killing someone’s dog is a priority, as they can track your scent and maul you to death, but you have to hear them mourn the dog in real-time. It helps–or maybe doesn’t help–that the game runs flawlessly, even on a standard PS4, so there are no hiccups to dampen the viciousness.

Ellie’s movements are smooth enough that they almost look scripted; you can duck and dodge in a fight and deliver a return blow with a series of button presses that translate into a strangely graceful dance.

All of that surely exists to make you feel bad about killing people and their dogs. But like I said above, the kills that actually matter in the broader scope of the story happen in cutscenes. Some are triggered by a button prompt or preceded by a brawl, but it’s all very controlled; it’s not like you’re killing these important people in a regular combat scenario, realizing with horror later what you’ve done. These are the kills that end up hurting the most, and they’re going to happen no matter what you do or what you think of all the violence. That’s why they work so well for the story, but that also leaves the rest of the bloodshed rather unexamined.

Frankly, the fact that your enemies have names doesn’t make them any less in your way. You have to do what you have to do to get to the next location, and you want to do that to see where the story goes next.

I don't know these dudes' names, but I definitely killed them.

This disconnect between the video game-y aspects and the grander narrative is compounded by looting and collectible-hunting. Looting during a fight is exciting, especially when you find the one extra bullet you need or a bit of health that can keep you going. But more often than not, I’d loot and look for collectibles only after I’d killed every enemy in the vicinity. It’s far easier and safer, for one, and I didn’t want to miss any of the interesting sub-plots found in scattered notes and photographs just because I wanted to kill fewer people.

Finding collectibles and piecing together the stories held within them is rewarding and paints a picture of the outbreak as it developed through the years. A bank robbery gone wrong sticks out as a favorite, and there are quite a few other stories worth finding. A lot of the time, seeking out these collectibles will force you to get creative–things like breaking windows to bypass a locked door or swinging on a cable to get to an area that’s just out of reach. There’s nothing so difficult that you feel like a genius for figuring it out, but it does make you feel appropriately resourceful.

Most of the time, there aren’t any collectibles to find in combat-heavy areas. But there are still notes and things to find when enemies are around, and as a result, I ended up scouring every corner of every area in the hopes of finding something cool. Because most combat arenas give you multiple avenues of attack and escape, though, I ended up backtracking through most of them to try to find things, and that can severely disrupt the pacing. The nooks and crannies that work well in combat just become one more place to look for a note or trading card, and the fact that you’re looking for trading cards at all often feels too game-y for the otherwise sobering tone.

High-contrast mode, one of The Last of Us Part II's many excellent accessibility options.

I ended up enabling an accessibility option called high-contrast mode to help with my collectible hunt. When toggled on, it mutes the background, removes textures, and highlights interactable objects and enemies. I used it after clearing an area of enemies to speed up the looting part, and while it wasn’t the most elegant solution, it did help the pacing. It’s one of a litany of accessibility options, too, which allow you to fine-tune the gameplay, sound, and visuals to your needs. It’s a commendable suite that’s incredibly inclusive.

In the second half of the game, these exploration issues persist, as do the horrors of combat and violence. But for reasons I can’t explain due to spoiler restrictions, the narrative shifts significantly at a certain point, and the context of everything you’ve done up until then changes along with it. There’s a lot I want to say that I’m not allowed to until the game is out, but this half of the game is the reason anything in it works at all. It examines a lot of the violence that happens early on, though not all the violence in general, and it’s where the story finds its meaning.

There’s a lot I want to say that I’m not allowed to until the game is out, but the second half of the game is the reason anything in it works at all.

By the time I finished The Last of Us Part II, I wasn’t sure if I liked it. It’s a hard game to stomach, in part because so much of who Ellie is and what she does is beyond your control. She is deeply complicated and flawed, and her selfishness hurts a lot of people. At times, the pain you inflict feels so senseless that it can leave you numb. It’s all messy and bleak and made me profoundly sad for myriad reasons, but the more I reflect on it, the more I appreciate the story and characters at its core. I wanted almost none of it to happen the way it did, and that’s what’s both beautiful and devastating about it.

Now Playing: The Last Of Us Part II Video Review

Fallout 76 Pushes Back Some PTS Features For Update 20 And Will Let You Trade Legendary Scrips This Weekend

Fallout 76 players who have access to the PTS on PC have been testing Update 20, and after looking over feedback Bethesda will hold back some of the features these players have had access to. When Update 20 hits, Bethesda has announced, the A Colossal Problem event quest won’t come with it–that’ll be added in a later update.

A Colossal Problem, which is designed for a team of 8 and opens with players dropping a nuke on Monongah mine, needs additional testing, Bethesda says, despite receiving “mostly positive” feedback from players.

Legendary Perks are also being held back. “We’ve decided to shift this feature so that we have more time to review the current Legendary Perk system, make changes, perform testing, and ask you for additional feedback in a future iteration of the PTS,” Bethesda writes. The plan is to allow players to “swap Legendary Perks in and out at any time in exchange for a few Perk Coins,” and introduce a few other tweaks and changes.

The Public Teams system tested on the PTS is making the cut with Update 20, and it’ll make it easier to group up with players. Season 1 of 76 Seasons will also debut alongside the patch, although the specifics of what this entails will be revealed later. Seasons will be free, and will introduce a new progression system.

Players who log in this weekend can claim some high-tier gear. A Mystery Pick event is live now, and will run until Monday, June 15 at 12PM ET (9AM PT). Players who have held onto their Legendary Scrips (earned during the Fasnacht Day event) will be able to spend them on at Purveyor Murmrgh’s shop, which can be found in the Rusty Pick in the Ash Heap. Spending 60 Scrips will grant you a random 3-star legendary piece of armor or weapon.

Fallout 76 was recently the center of some controversy in Australia, as retailer EB Games was forced to offer buyers refunds due to the game’s broken launch state.

GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

Now Playing: Giving Fallout 76 Another Shot

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Halo 3 On PC Player Beta Testing Is Now Underway, So Check Your Inbox

Halo 3‘s PC public beta test has begun, although the word “public” is slightly misleading–the test is invite only, for players who registered their interest through Halo Waypoint. This beta (or “flight,” to use developer 343 Industries’ terminology) will allow players to test out Halo 3 on PC for the first time. If you’ve received an invite, it will be in your Waypoint inbox.

This is the fourth part of The Master Chief Collection released on PC, which began with Halo: Reach in late 2019. You can download the flight through the Windows Store or Steam, via the links in the tweet below.

Unfortunately, the “overview” and “known issue” pages are currently down. Hopefully this is…well, a known issue. It was promised that several known bugs would be dealt with ahead of this public test.

Halo 3: ODST and its Firefight will come to PC in the Summer, and Halo 4 will complete the Collection at some point–hopefully before Halo Infinite drops in late 2020.

Halo 3 is actually technically the game in the series PC players have had to wait the longest for–both Halo: Combat Evolved and Halo 2 received earlier boxed PC releases. Hopefully it’s a strong port, as Halo 3 is one of best games in the series.

GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

Now Playing: 26 Minutes Of Halo: Reach PC Gameplay

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Grant Gustin, Caity Lotz and More Stars Join The Plague Nerdalogues

Back in May, writer-producer Marc Bernardin (Castle Rock, Star Trek: Picard) launched The Plague Nerdalogues, a charitable initiative featuring stars from across the genre space self-taping some of the most iconic monologues from film and TV history, all to raise funds for No Kid Hungry.

The video series has raised over $16,000 to date, spotlighting performances from Star Trek legend Jonathan Frakes (channeling his best Captain Kirk), Battlestar Galactica’s Tricia Helfer (taking on the role of Bill from Quentin Tarantino’s Kill Bill), and Krypton star Cameron Cuffe (fittingly tackling Marlon Brando’s Jor-El monologue from Superman), and was initially designed as a way to raise money and bring people together during the COVID-19 pandemic. The series was always intended to expand with new actors contributing additional monologues in its second wave, but in the wake of the protests against racial injustice that have swept the globe following George Floyd’s death, Bernardin was compelled to direct funds for the next round of “Nerdalogues” to Black Lives Matter.

“It became clear to me, as both an African American and a human being, that if we could raise money for a cause that’s affected so many since they were born, then we should,” said Bernardin in a statement. “We’ve all wanted to do something. We’re all moved to action. And when I mentioned to the actors who’d already contributed their monologues, not a one raised an objection. We all stand together. Nerds and strong. And even though the ‘plague’ in the title initially referred to COVID-19, to apply it to systemic racism — America’s first plague — felt apt.”

Watch the trailer for a preview of some of the stars participating in The Plague Nerdalogues: The Second Wave:

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IGN can exclusively reveal the stars participating in The Plague Nerdalogues: The Second Wave, debuting June 12, including Bernardin’s Fatman Beyond co-host, director Kevin Smith, The Flash’s Grant Gustin, Will Forte (Last Man on Earth), Yvette Nicole Brown (Community), David Ramsey (Arrow), Malcolm Barrett (Timeless), Christina Ochoa (Animal Kingdom), David Harewood (Supergirl), Caity Lotz (DC’s Legends of Tomorrow), Gary Anthony Williams (Solar Opposites), Jordan Calloway (Black Lightning), Tracie Thoms (9-1-1), Eugene Byrd (Bones), Jay Pharoah (Saturday Night Live), Jesse Rath (Supergirl), Chris Lee (Legacies), Rahul Kohli (iZombie), Parisa Fitz-Henley (Luke Cage), Ahmed Best (Star Wars: Jedi Temple Challenge), Brittany Curran (The Magicians), Olivia Swann (DC’s Legends of Tomorrow), Alaina Huffman (The 100), Drew Powell (Gotham), Michael Trucco (Battlestar Galactica), Dani Fernandez (Ralph Breaks the Internet), Camrus Johnson (Batwoman), Affion Crockett (Pixels) Jessie Graff (American Ninja Warrior), Ashley A. Williams (Double Cross), Annika Noelle (The Bold and the Beautiful), and Casey McKinnon (The Tragedy of JFK).

To watch the monologues, you can visit theplaguenerdalogues.com and donate to Black Lives Matter to gain access to the full library of videos, which will expand over time as more monologues are submitted.

“When the moment and the movement yields some real concrete change, then this will have served its purpose and these videos will be made public,” added Bernardin. “Until then, I hope our collective love for both the geek world and the real world can do a little good.”

The Plague Monologues series is produced and curated by Bernardin, with web design and video editorial provided by Hannibal Tabu, and additional contributions from writer-producers Deric A. Hughes (Arrow) and Lamont Magee (Black Lightning).

The first wave of monologues also included performances from Phil Lamarr (Justice League), David Dastmalchian (Ant-Man), Azita Ghanizada (Elementary), Todd Stashwick (12 Monkeys), Rob Benedict (Supernatural), Yuri Lowenthal (Spider-Man), Ruth Connell (Supernatural), Rekha Sharma (Battlestar Galactica,), Tiffany Smith (Masters of the Universe: Revelations), Damion Poitier (The Flash), Aaron Douglas (Battlestar Galactica), Hal Lublin (The Thrilling Adventure Hour), David Blue (Stargate: Universe), and Clarke Wolfe (Satanic Panic).

Mortal Shell: New Gameplay Trailer Still Looks Like Dark Souls, But With More Bondage Gear

Mortal Shell, in the first trailer we saw and in follow-up analysis, looks a lot like a From Software game–specifically Dark Souls and Sekiro, depending on whether you’re focusing on the aesthetic or the nuances of combat. Now a new gameplay trailer has been released, and while it still looks very similar to the works of From Software, we can see some of the elements that might differentiate it.

In the trailer below, we see how Mortal Shell features multiple “shells” that change your fight style. We also get a good look at the enemy designs, which are a mix of humans, monsters, and things in-between.

We can also see that the game is skewing in a different direction with some of these designs–note the bondage gear worn by some enemies, and the rags worn by others.

Mortal Shell will come to PlayStation 4, Xbox One, and PC later this year. PS5 and Xbox Series X versions have not been announced, although it’ll be compatible with both systems, as the Series X is fully back-compatible and Sony requires all PS4 games going forward to work on PS5.

GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

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Read Our The Last of Us Part 2 Review Tonight!

No more delays! At long last, we’re playing The Last of Us Part 2, and we’ll post our review – written by our own Jonathon Dornbushtonight, on Friday, June 12, at 12:01AM Pacific Time. That’s almost a full week before it the whole world gets to play on Friday, June 19 (or Thursday, June 18, depending on where you are/how late you like to stay up) – you’ll have plenty of time to read, watch, and make your informed decision about if and when to jump in yourself.

As you can see from the slideshow below, there’s good reason to be excited whenever Naughty Dog releases a new game. Between the Uncharted series and the original The Last of Us (among others!) it’s earned a reputation as one of the crown jewels of Sony’s first-party development studios. We’re hoping that hot streak continues with The Last of Us Part 2, and that one of the last big games of the generation sends the PS4 out with a bang!

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