The Lord of the Rings: Gollum Is a ‘Prince of Persia-Like’ Stealth Game With a Branching Narrative

The Lord of the Rings: Gollum will mix Prince of Persia-like stealth action, feature a branching narrative, and expand on the hints given by J.R.R. Tolkien about the Stoor-formerly-known-as-Sméagol to create a brand new Lord of the Rings story that aims to fit alongside the books.

Daedelic still isn’t showing off gameplay footage of its 2021 next-gen stealth project, but the game’s developers spoke exclusively to IGN about Gollum’s mixture of stealth-action and interactive narrative gameplay, how they’re expanding on Tolkien’s original fiction, how they tried to create a version of the character you actually want to spend time with, and more.

We can also reveal a first CG teaser trailer, giving you a better look at this take on Gollum, and the Mordor he finds himself stranded in.

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The Lord of the Rings: Gollum’s Stealth Gameplay

Gollum will be a game broadly spent in two distinct states – either stealthily making your way past the various hulking threats living in Mordor, and making narrative chocies as the warring personalities of Sméagol and Gollum fight for control.

The former should be familiar to many: “The game mixes stealth with vertical climbing parkour,” explains lead game designer Martin Wilkes. “If you want a reference you might think of it as similar to Prince of Persia. It is mostly a non-combat game, but Gollum will be able to stealthily take out enemies. However, this will not be easy and always come with big risks. We want players to carefully weigh these encounters. After all, Gollum’s strengths lie in cunning not combat.”

8That focus on cunning over combat means you won’t be directly taking on enemies – instead you’ll be relying on scavenged items, environmental hazards, and even newfound friends for help. Wilkes continues: “Gollum doesn’t use weapons, but he can distract enemies with throwables. In parts of the game, he will also profit from the abilities of special allies and can use the environment to his advantage.”

That mention of “special allies” is interesting – will we meet familiar characters along the way?

“You will!” says lead narrative designer Tilman Schanen. “We cannot wait to talk about this but it’s still a bit early for that. Keeping in mind the scope and timeline of our narrative, we have to closely consider who Gollum would even be able to meet, where, and when. This means that for the most part, they will play smaller – but in some cases very significant – roles in the story.”

The Lord of the Rings: Gollum’s Narrative Gameplay

Between those stealth sections, Gollum will be forced to make decisions and dialogue choices, choosing from responses proposed by both his gentler Sméagol personality, and the Gollum psyche that emerged after he was corrupted by the One Ring. So, do those decisions mean there’s a branching narrative to play through?

“There is,” explains Schanen. “Also, the decisions you make affect the way the game feels. You always either play as Sméagol or as Gollum as the ‘dominant’ persona and that can influence animations, soundscapes, certain gameplay situations, and in-game dialogue.”

9Daedelic’s quick to make clear that it won’t be changing the source material – this is a prequel to the Lord of the Rings books, meaning Gollum has to reach a set place by the end of the game, but the journey there can change:

“We naturally stay within certain limits,” Schanen continues. “It won’t be like you’re going to end up destroying Middle-earth because you never made a Sméagol choice. In the end, of course, Gollum’s fate is pretty much determined by the books. But your decisions can and will have effects, for example, for other NPCs in the game. Some decisions will have a bigger impact, others very little. Just as in real life.”

Wilkes adds that it’s “sort of” a morality system as seen in other narrative-focused titles (although we won’t see any physical changes in the character, a la Fable), “but a bit more twisted than in most other games. It’s not as simple as, ‘Choose Sméagol to be good, choose Gollum to be evil’. Our first rule is to stay true to the character (or our interpretation of him at least). Since you play two personalities in one character, choosing sides will give you some control. But it’s more like maneuvering a truck with two flat tires and trying not to drive it off a cliff.”

The Lord of the Rings: Gollum’s Level Design and Structure

Middle-earth is a huge place, and we’ve seen other games adapt it as an open world, but Gollum will take a slightly more curated approach.

“The game is, for the most part, structured in sets of levels and hubs,” Wilkes explains. “When Gollum arrives at a new location the places where he can go from that hub are limited until he either works his way in (for example, the prisons of the Dark Tower), finds secret passages or information, or manages to scheme his way into otherwise restricted areas.

“Some levels are completely open in all three dimensions and can be explored freely, while others are more linear but often with alternative routes where players can, for example, decide if they rather sneak around some guards or take a risky parkour route in vertiginous heights to pass the next segment.”

12The idea seems to be to balance player choice with allowing for satisfying puzzle solving and perhaps even platforming, with Wilkes saying that, “Verticality plays a big role in our levels, and the outstanding climbing skills of our main character not only provide us with epic views but also really open up this dimension for the players from a gameplay perspective.”

As for the look of the world itself, Daedelic’s environments are in part inspired by J.R.R. Tolkien’s own drawings, but without straying too far from expectations of what Middle-earth should look like because of the film series:

“Peter Jackson’s movies are fantastic but our game is based on the original book license,” says Wilkes. “The source material for both is, of course, largely the same. Our world follows the same descriptions and is also in parts inspired by the same artworks as were the movies. Their influence on popular culture has been tremendous, so we have to be mindful of players who might only know Middle-earth from the two film trilogies.”

Art director Mathias Fischer adds, “Our approach is therefore to create a unique and distinctive style but at the same time not deviate entirely from the iconic shapes that are familiar from the movies. Sauron’s Dark Tower will still look like a tower and not like a broad fortress, even if the books would allow such interpretation.”

10The Lord of the Rings: Gollum’s Story

So what are we doing all of this stealthing and inner warring for? We knew previously that the game would be set in the relatively unexplored time period before we meet Gollum in the Lord of the Rings books, and now we know how this new story begins, with Schanen explaining:

“We start our story parallel to the first book when Frodo is still in the Shire and knows nothing about anything. Gollum at that time ventures to Mordor still desperately looking for Bilbo Baggins and the Ring. Unfortunately, he gets caught by Sauron’s servants and this is basically where our story begins.

“Gollum’s overall goal in the game?” adds Wilkes. “Well, that’s a bit more complicated. Obviously, Gollum wants to escape his captors and retake the Ring (and hopefully get his hands on some nice fish along the way). After some time, though, the Sméagol-side causes trouble and distractions and opens up new, conflicting goals that we cannot talk about yet.”

2The Daedelic team says they’ve worked closely with Middle-earth Enterprises in order to stay respectful to Tolkien’s work (a process that has apparently been “an absolute pleasure”), but they’re having to create their own story as they go simply due to a lack of direct source material:

“We follow Tolkien’s story quite strictly and only take some freedom for purposes of gamification or sometimes simplification,” says Schanen. “Tolkien doesn’t describe Gollum’s story before he appears in the book in great detail. So mainly, we draw from small notes in the appendices and second-hand reports from characters like Gandalf. Since we need to fill in many gaps, it gives us quite a bit of creative freedom to pursue our narrative vision.

“At the same time, we would have never gotten the chance to work on this project if that vision would not be in tune with the source material. Think of it like taking a few verses from the bible and extending them to a novel without changing the overall narrative.”

And what of Gollum himself? As many pointed out after the first screenshots emerged, the character looks like a slightly more wide-eyed take on the version Andy Serkis made famous. As it turns out, that’s more or less the point. Fischer explains the goal with the design of their anti-hero:

“With Gollum himself, our goal is to make him more relatable, as players have to be able to slip into his skin for the course of an entire game. That’s why our Gollum looks less creepy (and has more hair) than the movie version.”

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The Lord of the Rings: Gollum will come to PS5, Xbox Series X, and PC in 2021

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Yakuza: Like A Dragon Release Date Confirmed For November; PS5, Xbox Series X Dates Still Unclear

Sega and Ryu ga Gotoku Studio have confirmed the western release date for Yakuza: Like A Dragon, at least for current-gen platforms: November 13 for Xbox One, PlayStation 4, and PC (via Steam). While the game is also coming to next-gen platforms, all we know for now is that it’ll be on Xbox Series X when the console launches and on PlayStation 5 “at a later date.”

We had previously expected the launch date to be November 13 based on a listing on the Microsoft Store page, and this official announcement confirms that. Although we know that the Xbox Series X is coming in November, it could be extrapolated that it won’t be any sooner than Like A Dragon’s release date. But if it happens to be after that day, Xbox One owners will still be able to play the game on Series X with their purchase via Smart Delivery. There’s no word on whether or not there will be an upgrade path or discount for those who would want to go from PS4 to PS5 versions.

A new trailer (see above) accompanies the release date announcement, and it’s a pretty good showcase of how wild and ridiculous Yakuza: Like A Dragon seems to be. In it, you can catch a glimpse of the job system, which is the assortment of classes each of the characters can take on, such as host, breakdancer, dealer, idol, musician, and chef–yes these are combat classes. Yakuza has made a name for itself by effortlessly mixing earnest drama and comedic absurdity, but this new entry is taking that to new levels.

Yakuza: Like A Dragon is a fresh start for the franchise–it stars an all-new protagonist named Kasuga Ichiban and takes place in Yokohama, though fans may notice some story connections to previous games. This entry also marks a drastic change in gameplay style for Yakuza; instead of traditional 3D action-brawler combat, it adopts a turn-based RPG system with three other party members. This also marks the first time a mainline Yakuza game will feature the option for English voice overs (Yakuza 1 on PS2 only came as an English dub, while the spin-off Judgment had an English option).

Saeko is one of your party members in Yakuza: Like A Dragon and she can pop bottles to damage enemies.
Saeko is one of your party members in Yakuza: Like A Dragon and she can pop bottles to damage enemies.

For more detail on exactly what’s going on in RGG Studio’s new game, be sure to read my non-spoiler breakdown of the story elements in Yakuza: Like A Dragon. You can also get insight on what it took to bring Yakuza: Like A Dragon to the west in my interview with localization producer Scott Strichart.

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The Batman Casts The Eternals’ Barry Keoghan as Jim Gordon’s Partner

Barry Keoghan, star of Christopher Nolan’s Dunkirk and Marvel’s Phase 4 film The Eternals, has been cast as Officer Stanley Merkel in Matt Reeves’ The Batman.

Warner Bros. revealed the new addition to the cast in the official video description for The Batman trailer, which recently debuted at the virtual DC FanDome event to offer fans an extended first look at the 2021 reboot. Keoghan is listed as playing an officer in the Gotham City Police Department.

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In the comics, Stan Merkel was featured as James Gordon’s first partner in crime before later being killed off in the pages of Batman: Dark Victory. The character became the Hangman’s sixth victim after he was found dead at the hands of Sofia Falcone on St. Patrick’s Day.

Keoghan has officially signed on for the role opposite Jeffrey Wright, who is portraying GCPD’s James Gordon in the highly-anticipated DC film. The Irish actor previously boarded Marvel’s The Eternals, which means this announcement marks the second comic book movie role for the standout Dunkirk star.

He joins an ensemble cast that includes Robert Pattinson as Batman, Zoë Kravitz as Catwoman, Colin Farrell as Penguin, Paul Dano as Riddler, Andy Serkis as Alfred Pennyworth, and John Turturro as Carmine Falcone. The cast also includes Peter Sarsgaard and Jayme Lawson.

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During DC FanDome, fans were given a closer look at Robert Pattinson’s darker, dishevelled Dark Knight as the first official footage was released for Reeves’ Batman reboot, which is said to take place during “year two” of Batman’s career (while Reeves’ Gotham PD prequel series for HBO Max will take place in “year one.”) There’s also some new evidence in the trailer that the movie will not be set in the 1990s as previously speculated.

The Batman is currently slated for an October 1, 2021 release date. However, the film is currently only around 25% complete, according to Reeves, as production has faced multiple setbacks and delays due to the coronavirus (COVID-19) pandemic. While awaiting its release, fans have been left with plenty to analyse, especially after DC FanDome’s recent wave of announcements and reveals. In fact, The Batman trailer’s riddle might have already have been solved.

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Sonic The Hedgehog Movie Previsualisation Shows Horrifying Early Sonic

The Sonic The Hedgehog movie became infamous when fan outcry led to a complete re-work of Sonic’s design, though the end product was generally well-received, earning the best opening weekend of any video game movie ever. A newly released previsualization for the film has taken us back to the days of Sonic’s overly realistic original design–but also shows some of the hidden work that goes into these films.

Previsualisation is a filmmaking technique where rudimentary animation is used to map out whole scenes of a movie, especially those where CG and live filmmaking are mixed together. The technique was first used extensively by George Lucas for his Star Wars prequels, of which a number of previs scenes were later released as deleted scenes and bonus content.

The Sonic previs in question was released by artist Ellery Ortiz, who has previously worked on blockbusters like Aquaman and Terminator: Dark Fate, and currently works as a previs artist for Blizzard Entertainment. With the previs meant to serve as a blueprint for the production process, Ortiz’s sequences were made long before Sonic was re-designed–with the original design looking even more unnerving in its low-res previs form.

Other early animations for the Sonic movie have been unleashed upon the world before this, including this deleted scene showing baby Sonic in all his PS2-era graphical glory.

After a surprisingly positive reception both critically and financially, the Sonic the Hedgehog movie was greenlit for a sequel in late May.

Now Playing: Sonic The Hedgehog – Official New Trailer

Cyberpunk 2077 Will Have Free DLC, Dev Confirms

Like The Witcher 3 before it, CD Projekt Red’s Cyberpunk 2077 will offer free DLC after launch, it seems. Asked if Cyberpunk 2077 would have free DLC like The Witcher 3 did, the studio shared an animated gif of the Kool-Aid man saying “Ohhhh yeaahh.”

This is how we communicate in 2020, so you can pretty much assume this is confirmation that Cyberpunk 2077 will have free DLC. For comparison, The Witcher 3 had 16 pieces of free DLC, along with two expansions that were much meatier and cost money.

Back in October 2019, CD Projekt Red’s John Mamai’s told GameSpot that The Witcher 3’s DLC strategy worked well, so you can expect that to continue for Cyberpunk 2077.

“[The Witcher 3’s free DLC with big paid expansions] was a good model for us; it worked pretty well for The Witcher 3. I don’t see why we wouldn’t try to replicate that model with Cyberpunk 2077,” he said at the time. “We’re not talking about that yet, but it seems like that would be the smart way to go.”

While CD Projekt Red has confirmed Cyberpunk 2077 will have free DLC, the Polish studio has not explained what it will entail or if there will bigger, paid-for expansions later on.

After years of development and multiple delays, Cyberpunk 2077 is due for release on November 19 for PS4, Xbox One, and PC. PS5 and Xbox Series X versions will come eventually, and you’ll be able to get a free upgrade if you already own the game on previous systems.

In other news, CD Projekt Red recently confirmed that Cyberpunk 2077 will have adjustable subtitles, so you can change the size and color. Additionally, you can change the color of your pubic hair.

Now Playing: The Bloody Corporate Wars That Set The Stage For Cyberpunk 2077 – Cyberpunk Lore

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Tony Hawk’s Pro Skater 1 + 2 Launch Trailer Is A Dose Of Concentrated Nostalgia

Tony Hawk’s Pro Skater 1 + 2 will release for PS4 and Xbox One on September 4, bringing back the levels, soundtrack, and skaters from the original PlayStation classics. Now there’s a new trailer to celebrate the game’s impending launch, showing off a few levels we hadn’t seen overhauled yet, and getting us excited to bust out our boards again.

The launch trailer shows off the Streets level from the original Tony Hawk’s Pro Skater and the Bullring from the second game rendered in the new, modern style, among others. So far, the Warehouse is the only level we’ve seen in its entirety (thanks to the excellent demo), but now we can glimpse the Mall, Downhill Jam, Roswell, and more.

The trailer also shows off some of the game’s create-a-park suite, which will let you make your own levels and share them online.

The game has gotten a graphical overhaul and a few small but much-needed changes, and all of the skaters have been aged up to their current ages.

The game is available for pre-order ahead of release. Developer Vicarious Visions has confirmed the remastered package won’t include microtransactions.

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Fall Guys Is Officially Coming To Mobile (In China)

Fall Guys: Ultimate Knockout was an instant hit even before it officially launched on PC and PS4, so it’s no surprise that a mobile version is being eyed off. Perhaps more surprising is the fact that Fall Guys for mobile has been announced for China before any other market.

As revealed by industry analyst Daniel Ahmad on Twitter, Fall Guys has been licensed by Chinese company Bilibili for the purpose of releasing a mobile version in China.

While searching for “Fall Guys” on Google Play or iOS App Store will bring up plenty of results, none of these are the official game, as pointed out by the official Fall Guys Twitter account. As with most popular releases, there are plenty of scams going around that are claiming to be a mobile version of the hit game.

The Bilibili license is legit, though there aren’t currently any details on timing or a release plan for the mobile port. The Chinese version of the game will be known as Jelly Bean: The Ultimate Knockout according to a Bilibili webpage accessed by Esports Observer, which is now no longer able to be loaded.

Bilibili’s companies have published other popular mobile games for the Chinese market, including Fate/Grand Order. Fall Guys developer Mediatonic confirmed to Esports Observer that a mobile version was in the works, but could provide no details on the port or what markets it would be coming to.

Now Playing: Fall Guys: Ultimate Knockout Video Review

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Animal Crossing: New Horizons Is Still Topping The UK Charts 22 Weeks After Release

Animal Crossing: New Horizons has been a sales phenomenon, and is showing few signs of slowing down. The game, which has sold over 22 million copies since it released in March, was the top-selling physical release in the UK over the week ending August 22. Gameindustry.biz is reporting that the game jumped to number 1 despite a 2% drop in sales from the previous week, when it was number 2 on the charts (below UFC 4).

This is just the game’s physical sales in one market, of course, but consider it’s the 22nd week the game has been on sale, the figure is amazing–especially since it means it outsold new release PGA Tour 2K21 in its first week, despite it being a multiplatform title.

Switch games make up four slots on the week’s top 10, while Sony exclusive Ghost of Tsushima has held on well–in fact, Gamesinstry.biz notes that PlayStation exclusives saw a spike due to discounts. Grand Theft Auto V is still in there, too, which is no surprise considering the game’s astonishing performance.

Here’s the complete retail top 10 for the week.

  1. Animal Crossing: New Horizons (last week: 2)
  2. PGA Tour 2K21 (new entry)
  3. EA Sports UFC 4 (last week: 1)
  4. Mario Kart 8: Deluxe (last week: 3)
  5. Ghost of Tsushima (last week: 4)
  6. Minecraft (Switch) (last week: 6)
  7. FIFA 20 (last week: 5)
  8. Grand Theft Auto V (last week: 7)
  9. Marvel’s Spider-Man (last week: 20)
  10. Ring Fit Adventure (last week: 10)

Notably absent is Call of Duty: Modern Warfare–which is the best-selling game for the year to date in the US.

Animal Crossing: New Horizons remains the second-best selling Switch game–but there’s a good chance of it overtaking Mario Kart 8 Deluxe (26.74 million) before the year is over.

Now Playing: Felicia Day Plays Animal Crossing – Play For All

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Cyberpunk 2077 Will Have Adjustable Subtitles, So You Can Change Size And Color

The Cyberpunk 2077 Twitter account recently showed off a new screenshot of the player character talking to Kirk, one of the game’s NPCs. The screenshot has drawn criticism from some since it was released, though, because it revealed a potential issue with the game’s subtitles–not only are they quite small, but the colors can clash with the backgrounds, making them very hard to real.

Poor subtitle visibility is a common issue in modern games, especially for console versions where players are often quite far back from the screen. Players have been concerned that they won’t be able to read them–but developer CD Projekt Red has promised that the subtitles can be adjusted.

When asked by a player whether the game would address the readability issue, pointing out that these subtitles are “next to impossible” to read for many players, the Cyberpunk 2077 Twitter responded by promising that the size and color of the game’s subtitles will be adjustable.

It’s common for this to be introduced as a feature post-launch, but it sounds like Cyberpunk 2077 might allow you to make adjustments from day one.

CD Projekt Red has previously talked about the importance of diversity and inclusion within their games, and this extends to accessibility options like subtitles.

Cyberpunk 2077 will launch first on PC, PS4, and Xbox One on November 19. PS5 and Xbox Series X versions will come eventually, and you’ll be able to get a free upgrade if you already own the game on previous systems.

Now Playing: The Bloody Corporate Wars That Set The Stage For Cyberpunk 2077 – Cyberpunk Lore

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Here’s Everything Leaving Destiny 2 in November 2020

Bungie has revealed what content will be leaving Destiny 2 with the launch of Beyond Light on November 10, 2020, and how the game will change when Io, Titan, Mars, Mercury, and Leviathan enter the Destiny Content Vault (DCV).

Bungie took to its blog to explain how the Destiny Content Vault will work, why it’s necessary, and how this removed content will make way for the Cosmodrome’s return and Europa’s debut.

It tries to simplify some of the confusion by stating that “when a destination goes into the DCV, so too do its PvE activities and associated rewards.” However, Bungie wanted to take a “crystal clear” approach and detailed exactly what will be leaving on November 10. Let’s run through it.

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Strikes

Strikes of the vaulted planets will also be entering the DCV, and they are as follows;

  • The Pyramidion (Io)
  • The Festering Core (Io)
  • Savathûn’s Song (Titan)
  • Strange Terrain (Mars)
  • Will of the Thousands (Mars)
  • Tree of Probabilities (Mercury)
  • A Garden World (Mercury)

Gambit and Gambit Prime

Gambit and Gambit Prime will be merging into a single experience with the launch of Beyond Light, and will be “a single round face off with tweaked Blockers, heavier mote drain, and some changes to the Primeval fight.”

The Year 4 Gambit playlist map selection will be a “best of” list and will feature Emerald Coast (EDZ), Legions Folly (Nessus), Deep Six (Titan), and New Arcadia (Mars). There will be two maps moving into the DCV, and they are Cathedral of Scars (Dreaming City) and Kell’s Grave (Tangled Shore).

Crucible

Like Gambit, the Crucible will also have a curated “best of” mix and will contain maps from both Destiny 1 and 2. The following maps will not make it to Year 4 and will move into the DCV;

  • Meltdown
  • Solitude
  • Retribution
  • The Citadel
  • Emperor’s Respite
  • Equinox
  • Eternity
  • Firebase Echo
  • Gambler’s Ruin
  • Legion’s Gulch
  • Vostok

There will also be modes in the Crucible that will find their way to the DCV, and they are as follows;

  • Supremacy
  • Countdown
  • Lockdown
  • Breakthrough
  • Doubles
  • Momentum Control
  • Scorched

Momentum Control and Scorched will return from the DCV “at some time during Year 4.”

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Trials of Osiris

The Trials of Osiris experience will not be impacted by any of this content being moved into the DCV this year. The Lighthouse “will continue to be available to those who are able to complete a Flawless passage.”

Raids and Dungeons

There will be no dungeons rotating into the DCV this November, as “all dungeon-hosting destinations will remain active in the game during Year 4.”

However, Raids will not be so lucky. The following raids will be vaulted in November, due to the fact their destinations will be so too;

  • Leviathan
  • Eater of Worlds (Leviathan)
  • Spire of Stars (Leviathan)
  • Scourge of the Past (Last City)
  • Crown of Sorrows (Leviathan)

This year’s Moments of Triumph features these five raids that will be removed, and their reward lockouts have been removed to make “grinding them extra… well, rewarding.”

Furthermore, Bungie plans on bringing the Vault of Glass raid out of the DCV and into Destiny 2 at some point in Year 4.

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Exotic Quests and Catalysts

As destinations are sent to DCV, some Exotic quests will not be able to be completed in their original forms. Those specific quests will be retired on November 10 and incomplete progress will be abandoned. If you wish to acquire these exotics via their original quests, do so “prior to the end of the Season of Arrivals;

  • Sturm
  • MIDA Multi-tool
  • Rat King
  • Legend of Acrius
  • Sleeper Simulant
  • Polaris Lance
  • Worldline Zero
  • Ace of Spades
  • The Last Word
  • Le Monarque
  • Jotunn
  • Izanagi’s Burden
  • Thorn
  • Lumina
  • Truth
  • Bad Juju

It’s important to note that none of these legacy Exotics will be retired from Destiny 2, its just that their original acquisition journeys will be vaulted.

Starting in Year 4, any Exotic tied to a quest that has been vaulted will “now become available through a new Memorial kiosk situated among the Vault kiosks in the Tower.

As for Catalysts, there will be number of them that will be going into the DCV and will be unavailable to earn starting in Season 12;

  • Bad Juju
  • The Huckleberry
  • Izanagi’s Burden
  • Legend of Acrius
  • Polaris Lance
  • Skyburner’s Oath
  • Sleeper Simulant*
  • Telesto*
  • Outbreak Perfected*
  • Whisper of the Worm*
  • Worldline Zero*

If you have these catalysts equipped and their objectives completed, you will be able to continue to use them. If you have any of the above with an asterisk, “make sure you finish completing the necessary objective to apply it as the objective will no longer be available at the end of Season of Arrivals.”

All of these catalysts will find their way out of the DCV in a future season.

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New Guardian Experience

These changes will impact those looking to get into Destiny 2 as a free-for-all player, as the Red War, Curse of Osiris, and Warmind campaigns will no longer be playable.

Bungie is building a “new, expanded Guardian origin story on the Cosmodrome that will launch alongside Year 4 and will be available to all Guardians to play.”

The Forsaken and Shadowkeep story campaigns will still be available for owners of those expansions.

The Whisper, Zero Hour, and Year 2 Seasonal Content

The Whisper and Zero Hour secret missions will be sent to the DCV, and their Exotic weapon rewards will “not be acquirable until we find a new way to reintroduce them”

Additionally, Year 2 Seasonal content – including Forges, Reckoning, and Menagerie – will be vaulted on November 10. The full list is as follows;

  • Ada-1, Black Armory, and Season of the Forge quests.
  • Gambit Prime, Reckoning, and Season of the Drifter quests.
  • Benedict-66, Werner 99-40, Menagerie, and Season of Opulence quests.
  • Pinnacle and pursuit weapon quests. (Note: These weapons will receive an alternate acquisition method. More details to come later this Season.)

There is obviously a lot here, and Bungie promises to share more updates in the future. For more, be sure to check out its DPS article that shares more details on the DCV.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.