Desktop Platform RSS Feed | Desktop RSS Feed on en Launch Media Network Getting Started Running a Thief Guild with Killers And Thieves,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/o/v/cov-328b5.jpg bbkmm/getting-started-running-a-thief-guild-with-killers-and-thieves Tue, 23 May 2017 17:44:29 -0400 Ty Arthur

Ever wanted to be kingpin of your own medieval crime syndicate? Taking more of a birds-eye view approach than your typical stealth game, Killers And Thieves puts you in charge of the local guild of ne'er-do-wells.

It's up to you to recruit, maintain, and train a cadre of larcenous scum not above earning coin through some good old fashioned villainy. And this guide has some extra tips to help you out!

Killers And Thieves Basics

Every aspect of the game is about balancing risk vs. reward. Should you put a full four thieves onto a mission to get a 98% success rate, or should you keep a few available for other things like training, heists, and carousing to improve morale? Should you take your best thief on this heist, or leave them at headquarters in case things go sideways?

There are several ways to mitigate those risks and ensure you have the highest possibility of success in the early portions of the game.

Teach Your Thieves Knife Fighting

First and foremost, save up the five training points necessary to give a second thief the Knife Fighting skill. You'll need more than one character with this skill fairly early on for several missions, but only Candle starts the game with that critical skill.

It's a short and simple tip, but one that will make many of your heists go a lot more smoothly.

     If Candle is jailed or wounded without a backup fighter, you won't get very far

Train High Stat Thieves Even Higher

Some thieves start with extremely high levels in one particular stat. You want to be focusing your training coins on these characters whenever possible.

For instance, it's an extremely useful investment to focus on upgrading Candle's Strength skill. She's got the highest starting Strength by a mile, and due to a special skill, she never dies. If she falls in combat, instead she goes to jail or is simply wounded for a few days. There's no reason not to make her a powerhouse tank capable of keeping your other thieves alive and out of jail in any given mission.

Eventually you will come across a mission that requires a skill or stat level that none of your current thieves have acquired. When this situation pops up, there are two main options, both of which require a time investment:

  • Option 1: Plant a thief or two in a tavern with the "recruitment" option to increase the number of potential killer recruits. With a thief on that job, continuously advance the day by clicking the gold wheel until a new recruit with the required skill shows up at your headquarters.
    • New recruits come available every 1-3 days in the lower-right square of your headquarters building.
  • Option 2: Instead of hiring someone with the skill, you can unlock it yourself. Left click anywhere on a district map to initiate your own custom heist where you can earn experience points. Be sure to stake out an area first before engaging in these custom heists to ensure the loot will be worth your time, and you know how many guards to expect.

 Assigning a thief to recruitment duty

Heists And Skill Load Outs

Essential Skills for Heists

Successful heists are rarely undertaken with a single thief alone. If you want everyone to make it out with a good haul, at least one character will need Knife Fighting and one will need Lock Picking -- for saving captured thieves and accessing blocked areas, respectively.

From there, your skill choices are all about stealth and knowing what dangers lie ahead. You always want to know what's in the room next to you so there isn't a surprise encounter with a guard. Unless you have no other choice, you should pretty much always be sending thieves into houses with either the Vigilance or Eavesdrop skills.

Know When to Get the Hell Outta Dodge

While on the ground level, your thieves never draw attention unless they were previously spotted by a guard or shouted at by a commoner. Inside a building, though, being spotted means a chase will ensue or the guards will be called.

Each thief can only hide for a set amount of time, determined by skills and their Stealth stat. Pay attention to the eye that appears underneath a character – when it starts counting down, you are running out of hiding time. When it hits red, it's time to high-tail it out of there and have that thief go back down the ladder to exit the level, as they will no longer be able to avoid guards or people wandering around buildings.

Watch Your Encumbrance

Besides the hide counter, keep an eye on the colored number on the upper left side when you click a character's icon – if it hits yellow or red, your thief is carrying too much loot and will be less stealthy and move slower. To balance loot versus weight, you may want to avoid picking up loot that's worth less money, or instead have your current thief nearing his weight capacity leave the mission and send in a different pickpocket.

The carry capacity counter needs to be monitored

Take Advantage of Weird Guard AI

Inside buildings, guards are based on line of sight, so be sure to close doors behind you. Guard behavior is also quite erratic. Sometimes they'll wander around a single room, sometimes they'll patrol in a loop, and sometimes they'll just stand stock still.

That latter option can be quite problematic if you've got a thief hidden and the hide timer is ticking down. If that thief doesn't have Knife Fighting, you are almost certain to get arrested.

Here's where the rest of your team comes in. Have another thief get the guard's attention and give chase. A thief with Knife Fighting is an obvious option, although you are then going to ensure a bigger guard presence on future heists.

There are plenty of other options to utilize, however, like Alchemy. This nifty skill lets a thief immediately go invisible for a very brief time and then continue running. This is perfect for distracting a guard that's standing still, and then escaping without getting captured -- giving your other hiding thief an opportunity to get back on the move.

Don't discount the Acrobatic skill as another strong contender, either. Even if you are spotted, the guard can't leap several stories to follow you or jump from window to window between buildings.

Choose Your Skills Wisely

When training for new skills, don't forget a critical gameplay element - you can't unlearn old skills! Three is the max, and when you hit it, that thief will have that skill load out forever. So you'll want to plan ahead for situations like the ones mentioned above and make sure your thieves are more than prepared. 

Vigilance offers an excellent view of the surrounding rooms

Money Management

Running a guild is more than just evading the guards and looting homes. You've got to keep your ledgers balance as well!

Recruit Wisely

First and foremost, don't just recruit a ton of thieves right off the bat -- they all cost weekly upkeep in addition to a base price. Rather than keeping a bunch of thieves who aren't frequently used, it's better to have a steady, stable crew with the right load out of skills. From there, buy a backup or two to keep in place for when one dies or gets arrested, or when you need someone on stakeouts but everyone else is busy.

The skill, stats, and boons/drawbacks for every thief are randomized, so it's cost effective to wait for a better recruit to appear than to buy one now with a serious drawback or low stats. 

Cash In After Heists

After a successful heist, always strive to sell items at the best locations for the best prices. Check the current conditions of the district through the icons in the upper-right corner to see what sells best in that area. 

Collect That Sweet Dough

Finally, don't forget you have to actually collect your payments for stolen goods that are fenced through store fronts -- it doesn't just show up in your bank account automatically!

Goods sell for more in the Skardway, but it has a higher guard presence

Those are all the basics you need to know to get started. What other Killers And Thieves tips and tricks have you figured out that we should be trying? Let us know in the comments below, and happy heisting!

Oafmatch: A Match 3 Game With a Bit of a Difference,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/o/a/f/oafmatch-0071a.jpg 4ikxf/oafmatch-a-match-3-game-with-a-bit-of-a-difference Tue, 23 May 2017 13:29:22 -0400 Damien Smith

If there is one genre that has been developed to death within the video game market, it would be match 3 -- especially with the likes of BejeweledPuzzle Quest and HuniePop. From good games and bad games to the downright weird games. There really isn't much that hasn't been done in this genre.

Oafmatch, from NCR Games, is the latest match 3 game. While the primary gameplay isn't all that different from most games of the genre, its party-based RPG mechanics make it stand out from the crowd.


A Quest to Save a Stricken Homeland

You take on the role of Knuckles the Oaf and his loyal companions as they attempt to save their stricken homeland from destruction. They must travel the lands and face dangerous monsters, pirates, mercenaries as they grow stronger, find more powerful weapons, and make new friends to join them in their quest.

The plot to Oafmatch is interesting, but is a bit slower paced that it needs to be. It makes it feel like it is dragging out and it can take time before you meet new characters. With that said, however, the plot is a good length that definitely gives you your money's worth.

As for the characters themselves, they are fun and unique. Each has their own personalities. For example, Knuckles is a slow-minded yet incredibly strong character, the cleric is an easily traumatized and sarcastic type of character while the thief is optimistic yet greedy.

These different personalities, mixed with quirky dialogue and circumstances, lead to some rather funny moments throughout the game's plot. As previously mentioned because of the slow pacing, it takes time for new characters to be added to your roster.

This does cause problems with the game actually showing just how in-depth it is. Before the player can really appreciate what Oafmatch has to offer, they need a good selection of characters at their disposal. It wasn't until I played the additional Roguelike mode that I truly began to like and understand what Oafmatch is about. 

Ultimately it is through playing this additional mode and having more characters at my disposal that changed the overall score of this review from a 5 to what it is now. Without having patience with the plot or playing the Roguelike mode, it is easy for a player to not understand what the game is attempting to do.

Well-Balanced Traditional Match 3 Gameplay

As far as the general gameplay goes, it is good old-fashioned 3 match fun. In order to attack your enemies, you need to match gems of the same color. Doing this will damage the selected foe and end your turn, along with increasing your mana so you can activate equipment items. The enemy will then take their turn.

There are two different types of enemies: standard and classes. The standard enemies can only attack by placing an attack on the board that counts down. This is done by generating mana with each turn until they have enough to cast an attack on the board. If the player doesn't match the enemy attack by the time it reaches 0, the attack activates and deals damage.

The enemy classes work the same as the player. They match three or more gems, dealing damage each turn. If you collect 10 or more black gem mana, it will cause a terrain effect to take place. There are a variety of terrain effects, such as "Pleasant Breeze" that grants additional mana or "Waaaaagh! Bats!" that stuns your enemies. 

This is just the basic gameplay mechanic, without getting into the RPG side of things. It is easy to follow and get into and doesn't force an onslaught of tutorials on you. From a difficulty standpoint, the game is well-balanced and fair. It never feels that the odds are constantly against you, like you find in some titles like this.

My only complaint here is that the game can be a bit slow when your enemy is taking their turn. While this is likely a design choice, it would be nice to have an option to speed things up a bit.

Aside from that, if you are interested in match 3 games, you will feel right at home with Oafmatch.

RPG Mechanics Bring a Whole New Level of Gameplay

It's the RPG mechanics of Oafmatch that really separate it from the galaxy of match 3 games on the market. Every character in the game has their own stats and unique abilities that take effect whenever they make a match. For example, the cleric heals all party members.

Each character uses different colored gems to make a match, depending on their stats. Red gems represent strength, yellow gems are dexterity, and so forth. The party member with the highest strength value attacks when a match of three or more red is made. The amount of damage dealt depends on how high the stat of a character is. As the characters' levels are increased through training, their stats also increase so they do more damage when they make matches.

Then you have equipment items that help you in an assortment of ways. Some come in the form of weapons, allowing you to dish a set amount of damage to an enemy. Others affect the board by allowing you to swap two gems, or destroy large clusters of gems. Every piece of equipment needs a specific amount of mana before it can be used. The type of equipment it is determines what type of mana it requires.

Between the character levels, equipment items and the special abilities of each of the characters, there is plenty of strategy to make this game more interesting. As you progress, you begin to realize that specific characters and equipment work better in certain instances, while not so much in others. This gives the game a lot of depth that most others in its genre don't have. To round it all off, it is quite well balanced, so combat encounters are never too tough nor too easy.

My only real complaint here is that at the beginning of each wave of enemies, your mana pool is emptied. While this is most likely done for game balance, it is still frustrating. Emptying the mana pools also causes a loss of tactical depth, as keeping your mana from wave to wave would add a whole new level of tactics. Apart from that, the RPG mechanics of the game really do set it apart.

Get Some Roguelike 3 Match Gameplay

Along with a new game plus mode for the campaign, Oafmatch also has a roguelike mode available to play. This is exactly what it sounds like -- everything is procedurally generated and permadeath is a real threat. 

In this mode, each area gives the player two randomly generated choices. The rewards for these choices include gold, healing or reviving party members, new equipment items, new characters, and stars that are required to progress further into the dungeon. 

Upon completing a battle the character's health is not regenerated, and they must be healed in battle or by finding a healing fountain. Once all of your characters are dead, the run is over. Upon restarting you get to choose four new characters from all of those you unlocked on your previous run.

All of the equipment items you unlocked also transfer over to the next run and are available right from the get-go. It is a mode designed for veteran players of Oafmatch, intentionally difficult and at times unfair.

Despite the spike in difficulty, this is a really fun mode to play. So much so that I actually wish the entire game itself was designed like it. There is an intensity and a whole new level of strategy involved in the Roguelike mode that would have made Oafmatch a more interesting game in its entirety.

A Match 3 Game With a Bit of a Difference

That's how I would sum up Oafmatch in one sentence. It does things differently that most match 3 titles, but certainly doesn't redefine the genre. There are a few issues here and there, but nothing that would majorly affect your experience. Overall it is an enjoyable game that's well-balanced, fun and quite humorous at times.

If you enjoy match 3 games, you are going to have a great time with Oafmatch. If the genre isn't generally your cup of tea, this title probably won't change your mind.

Disclaimer: A copy of the game was provided by the developer for the purpose of this review.

Call Of Duty WWII Is Going To Destroy Battlefield 1,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/p/v/cpv1-76633.jpg pza2g/call-of-duty-wwii-is-going-to-destroy-battlefield-1 Tue, 23 May 2017 13:08:11 -0400 Ty Arthur

The war started with a single shot, fired without thinking, when DICE's Roland Smedberg tweeted last year about "quaint 2010 graphics and grade school editing." From that point on, there's been a knock-down, drag-out fight between Battlefield 1 and all things Call Of Duty.

The grounded, more realistic style of Battlfield 1's setting has consistently been praised over Infinite Warfare's space opera with an evil separatist Jon Snow. However, that pendulum of praise is about to take a hard swing in the other direction.

After lots of speculation, it's now confirmed that the yearly FPS franchise everyone loves to hate will be pivoting far, far away from space and returning to its historical roots. Of course, this makes something again something old again -- and that is one area where I'll simply never understand the fandom and its many complaints: they want something different, but they also want something exactly the same.

The rallying cry used to be that all Call Of Duty games were exactly the same. With the announcement of Infinite Warfare, the rallying cry then became "boots on the ground" in a plea to return to historical war without any futuristic elements. You can't win. So all a developer can do is put out a solid game and hope for the best.

Despite the optics there, its interesting to note that while the rabid Reddit and YouTube masses will scream their dissent from the rooftops, to anyone who will listen. But this game's existence has nothing to do with backlash or fan request. Due to Call Of Duty's triple developer cycle, the simply titled WWII was already in the works years before Battlefield 1 was even announced -- and well ahead of the Infinite Warfare outcry.

 Any chance I could request Tom Hanks as my captain?

Different Franchises, Similar Tones

Looking back on the dueling FPS titans from 2016, Battlefield 1 unquestionably edged out Infinite Warfare on the online multiplayer front (although co-op Zombies In Spaceland is a different story altogether).

Despite a gritty atmosphere and authentic-feeling weapons, it trailed a bit on the single player front, and I suspect it will completely pale in comparison to the single player Call Of Duty WWII experience coming in November.

There are a decent number of similarities between the two games when one looks at their launch trailers -- a rock being used to smash a head, a tower falling, and a flamethrower put to devastating use -- but what's more telling is the differences between the two.

After those all-consuming weapon volleys and explosions faded away, I got chills as a soldier looked at the camera and said, "Welcome to the Bloody First, you're a long way from Texas, farm boy."

It strongly brings to mind the best of the early Call Of Duty games, where a recruit is thrust into an elite squad, gearing up for a bloody adventure filled with camaraderie and betrayal. Are we about to get a new Soap, someone being taught to plant some claymores by the door?

Only time will tell. 

But the big question mark is how realistic Sledgehammer can be expected to go, and whether it will feel like re-skinned CoDs of past, with the same weapons that don't have a lot of heft to them. That's one area where BF1 excelled, in making its early World War I weapons feel bulky, clunky, and actually realistic in your digital hands. Call Of Duty has an uphill battle in that department, but based on the trailer and COD's usual ability to differentiate weapon types, I'm expecting a big improvement in this area. 

Battlefield 1 also offered an expansive overview of WWI, which was a thrilling experience as you switched between infantry in one theater of war and hopped over to airplane dog fights and rumbling tank battles in other theaters. But it all felt disconnected somehow -- not a cohesive whole.

Here, it looks like COD is going to narrow the focus to one particular segment of the war, which may have some drawbacks, but overall, it should offer a better single player experience than Battlefield 1.

 I can live without this if it means getting characters I care about

That world-spanning overview came at the expense of a cohesive story, which Call Of Duty is almost certainly going to provide. If previous entries are any indication, any hopping and skipping around the world to other theaters of war will still be connected.

Consider playing as British SAS and American Marines in the Modern Warfare series -- there may have been two different characters frequently fighting in different countries, but they were working toward the same goal and fighting the same enemy, so it still felt like pieces of a whole. If there will be a second storyline, which has not yet been revealed, it seems a good bet it will focus on the Russian side of the war, with the Red Army pushing from the opposite end of Europe.

From the trailer and first revealed details, we already know there will be a segment focusing on the D-Day invasion in Normandy (likely opening the game), so get ready to feel all Saving Private Ryan from the first-person perspective. A visceral opening segment is all but guaranteed here, and it'll be one that will rival Battlefield 1's intro segment, which displayed the date of death for multiple soldiers.

I hear the beaches of Normandy are lovely this time of year!

Developer Sledgehammer (previously responsible for Modern Warfare 3 and Advanced Warfare) hasn't revealed everything that's going to be offered yet, with more trailers and live streams yet to come. But one has to wonder if we might see a set of missions in Africa for the single player campaign or perhaps just a sandy multiplayer map.

That may be one area where Battlefield 1 will continue to dominate, in its varied landscapes and map types. While Europe obviously is the main focus of many WWII stories, people forget just how expansive that war really was and how far it pushed into other continents.

Overall, it seems at this point that COD WWII will tell a much more intimate story, following one particular squad through its trials and tribulations. With any luck, this will be the best Call Of Duty story yet as we see common men thrust into an impossible situation to stem the tide of tyranny.

What To Expect From Multiplayer

While I still get a chuckle over all the whining, I have to admit I am looking forward to a multiplayer experience free of panic jumping with jet packs. Although the game has been in development for years, Activision is clearly cognizant of fan derision on this front, with all mentions of multiplayer so far accompanied by phrases like "grounded, fast paced combat" or "boots on the ground matches."

Although it's not yet clear if this is referring to the new Headquarters mode or to actual map size, according to details found on the Xbox store, multiplayer in WWII will now have up to 48 players at a time, greatly expanding the typical Team Deathmatch options.

This could be a game changer, as typically Call Of Duty features tighter maps that are easier to learn, whereas Battlefield 1 has huge, expansive multiplayer maps where it's easy to get lost and never even see the enemy before dying. CoD map design meshed with bigger battles could be a thing of beauty to behold if implemented properly.

We also know there will be a Zombies Mode, which is now becoming a series staple rather than a mode relegated to Black Ops entries. There's a lot of buzz over what direction these standalone co-op missions will take, because Zombie Mode has only been getting better and better over time. From the pulp noir and Cthulhu mythos themed entry in Black Ops III to the neon VHS 80's take in Infinite Warfare, zombie mode has been a Call Of Duty highlight for several years running.

 Nazis just not evil enough for you? How about Nazi zombies instead?

Back to Its FPS Roots

The entire Call Of Duty franchise is heavily rooted in WWII, and anticipation is high to see it return to the era in current-gen glory, nearly a decade after last visiting the war in 2008's World At War.

COD WWII arrives November 3. Are you looking forward to returning to war-torn Europe to battle the Nazis one more time, and do you think this entry will dethrone Battlefield 1's historical shooter dominance?

Let us know your take in the comments blow, and be sure to also take a look at other franchises we want to see return to their WWII roots!

Overwatch Anniversary Event Guide,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/a/n/n/anniversary-header-b5f1a.png 1hucm/overwatch-anniversary-event-guide Tue, 23 May 2017 12:46:47 -0400 Synzer

It has been a year since Blizzard's highly popular arena shooter, Overwatch, was released. To celebrate the last year, the game is launching an anniversary event that will run until June 12. It adds new arena maps, anniversary loot boxes, and over 100 anniversary-themed rewards. Also, everyone gets a new dance emote. Woot!

I'm going to go over everything you need to know about the Overwatch Anniversary event, including some of the important patch notes that came with it.

Overwatch Anniversary Event Skins

There are 11 new skins you can get during this event. Each one is pictured below.


overwatch bastion anniversary skin


overwatch anniversary skin


overwatch genji anniversary skin


overwatch hanzo anniversary skin


overwatch lucio anniversary skin


overwatch mei anniversary skin


overwatch pharah anniversary skin

Soldier: 76

overwatch soldier: 76 anniversary skin


overwatch symmetra anniversary skin


overwatch tracer anniversary skin


overwatch zarya anniversary skin

New Arena Maps and Game Modes

They have added 3 new arena maps with this update: Black Forest, Castillo, and Necropolis. They also added a new 1v1 mode called Limited Duel, and a new 3v3 mode called Lockout Elimination.

Limited Duel is a 1v1 mode where both players pick from a limited pool of characters -- meaning some characters will not be selectable.

Lockout Elimination is a 3v3 mode where one team must win 3 rounds. Any successful heroes, meaning the heroes that were used during a winning round, are banned from future rounds of that match. So if you win with Reaper for example, you can't use him the rest of that game.

Extra Patch Notes

  • Recoil Recovery Aim Compensation can now be disabled for  Ana, McCree, and Widowmaker.
  • Removed the attack delay from Genji's wall climbing ability, allowing him to engage enemies immediately after he finishes wall climbing.
  • Removed the attack delay from Hanzo's wall climbing ability, allowing him to engage enemies immediately after he finishes wall climbing.
  • Storm Bow
    • Increased charge speed by 10%.
    • Charged arrows now maintain their charge after climbing a wall, provided the button is held down.
  • Fusion Driver
    • Damage reduced by 9%
  • Protective Barrier
    • Cooldown reduced from 12 seconds to 8 seconds.
  • Wraith Form
    • Ammo is now entirely refilled when Wraith form is used.
  • Earthshatter
    • Effective height has been lowered from 3 meters to 2 meters.
    • The height threshold of objects that earthshatter can climb has been lowered from 3 meters to 2 meters, making Earthshatter less likely to climb tall objects as it moves along the ground.
Soldier: 76
  • Heavy Pulse Rifle
    • Bullet damage decreased from 20 to 19.


That's all for my Overwatch Anniversary Event Guide. Let me know if you have any questions!

5 Craziest PUBG Kills And Killing Sprees,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/h/e/a/header-image-for-pubg-list-3fc12.png eos38/5-craziest-pubg-kills-and-killing-sprees Tue, 23 May 2017 12:35:40 -0400 Dan Roemer


I Love It When a Plan Comes Together


YouTube and Twitch user DatGuyLirik, within only the first minute of this highlight video managed to pull of a sweet plan for survival -- find a vehicle, get a crate drop in hopes of picking up an LMG, then camp the bridge. 


Sure enough he did exactly that (while killing someone along the way) and quickly found a crate drop with an LMG. So he camped out on the bridge north west of the military base, where the circle seemingly was destined to close in.



Then began one of the most satisfying killing sprees I've ever seen. What makes this killing spree even more special is that Lirik wasn't playing in solo -- he was playing in a game with squads of 4, by himself.


This killing spree ended up being so massive because of how many players tend to group up in a vehicle -- so taking those out multiplied Lirik's kill count to an insane number. By the time it was all said and done, Lirik was winner winner chicken dinner with 22 kills under his belt. And it's one of the best sprees I've ever seen in PUBG. 




What are your favorite highlights in PUBG? Post them down below in the comments -- I'd love to see more! And if you want to embark on your own insane killing sprees, be sure to check out our helpful PUBG guides:




Playing Like Evel Knievel


Sometimes you just gotta be absolutely insane to survive in BATTLEGROUNDS. Twitch user jbellizzi253 understands this well, and performs an incredible jump over an entire building with a motorcycle. He dismounts in mid-air, sticks a solid landing (barely escaping death from the impact), then quickly dispatches two unfortunate players who didn't even see it coming.



Some advice for other players out there: check the skies! This is just another highlight that keeps me coming back for more punishment and death in PUBG -- and makes me want to drive around like a mad man and try some of these crazy tricks the next time I play.


Hiding in Plain Sight


Sometimes the best method of killing someone is with sheer numbers -- and it's even better when you murder someone with sheer numbers when they least expect it!



As Twitch user PaperbagNinja lives up to his username by brilliantly hiding with three fellow players in a flipped Jeep, waiting for victims to run by and popping out when they least expect it -- then leaving them filled with bullet holes and looking like Swiss cheese by the time it's all said and done.


Frying Pan is Love, Frying Pan is Life (or Death)


If you don't think the frying pan is the best melee weapon in PUBG, you're wong. The frying pan defends. The frying pan protects. The frying pan can do it all. 


YouTube user TheDocsavag3 knows this, and puts the frying pan's killing potential on display in the video above -- shutting down a non-believer who doubted its power.


To borrow a quote from his video description:


"Just gotta be like neo and matrix that sh1z.”


Very true words to live by in PUBG.


Lend a Helping Hand


When you're playing solo in PUBG, friends are pretty much non-existent. But Twitch streamer alanzoka decided to lend a helping hand to a player in need during a fire fight... Then obviously shot him as well.



I'm sure you could spin a metaphor out of this, like keeping your friends close and your enemies closer or something. But I'd like to just pretend for one moment he honestly just wanted to help a guy in need -- before killing him, live on the internet in front of thousands of viewers. Savage.


Getting a surprise kill or the drop on somebody in PLAYERUNKNOWN'S BATTLEGROUNDS is one of the best feelings in the world. I can't think of a game in recent memory that has given me an adrenaline rush like PUBG can.


PUBG forces you to be quick on your feet, or end up dead even quicker. That means the ways to kill (or be killed) are nearly endless. From getting a surprise drop in an inventive way, to going on an insane spree, there are lots of crazy moments that happen in this battle royale. 


The next five slides include what I believe are some of the best kills and sprees we've seen in the game so far. I won't be including long-range kills here, because there are plenty of montages for those on YouTube, and shots like that tend to be more luck-based than some of the other maneuvers you'll see here. 


If you want to see any more awesome highlights from the game, I highly recommend you check out YouTube user dearsomeone. Hands down, he creates some of the best highlight reels in the PUBG community, and has some serious editing skills with a great taste in music. Check out his videos after these clips for even more insanity.

Run the Criminal Underworld in Killers And Thieves,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/k/i/l/kil-7b119.jpg 5fntx/run-the-criminal-underworld-in-killers-and-thieves Tue, 23 May 2017 12:00:01 -0400 Ty Arthur

While there had been trickles of info here and there over the last two years, Killers and Thieves is essentially a last-minute surprise release from Stoic's Alex Thomas (known for The Banner Saga series), and we're stoked to be bringing you one of the web's very first reviews of the finished product. 

As would be expected from someone involved with The Banner Saga, there's a very distinctive art style on display here, but it's presented in a much different way from that iconic game. While there are clear influences from the developer's previous series, don't expect turn based strategy combat here!

Somewhat akin to X-COM, the game is broken out into two main phases: a resource management segment, and then a real time segment where you control multiple thieves for heists.

Running A Guild From Top To Bottom

At home in your headquarters you oversee your various thieving enterprises -- recruiting new thieves, training existing ones, selling off items you've stolen, and so forth.

From there your rag-tag band of cutthroats and pickpockets heads out into different districts of a large city to undertake story missions, or to just try your luck at robbing homes in different locations.

 Exploring A District

Each district has different stats that impact how you play: varying levels of guard activity, a greater or lesser market for certain types of stolen items, and so on. For instance, you can't sell famous art for high prices in the slums, where there's no market for it.

After finishing up the strategy element of the over world map, the game switches to a side view for real time gameplay that look like a cross between Sim Tower, The Banner Saga, and Knock Knock.

This is where things get tricky, as staying hidden from guards while making off which as much loot as possible is quite difficult -- and there's permadeath to boot. Between that aspect and the ability to raise morale and recruit new thieves by carousing at taverns, you'll find a bit of a Darkest Dungeon feel in this game.

Home Base

The focus in the real time phase isn't on combat for the most part, though -- and even when you do fight, you don't directly control the thief's attacks or dodges. So it's not really an "action" game by any stretch of the imagination. Rather, the outcome of combat is determined by stats, skills, and (presumably) random number rolls.

If you put more time training Strength and adding skills like Critical Strike, the more likely your killer is to come out victorious if caught by a guard. Of course, once you've been in battle, its time to high tail it out of there or you'll be overrun.

Staying In The Black

You can't keep your thieves happy and in line without regular pay checks, and that means going out on heists, finding store fronts to fence property, and completing story missions to open up new turf.

When leaving your headquarters and heading to the world map there's basically three main types of activity: stakeouts, missions, and heists.

Stakeouts take the least direct activity, simply keeping a thief busy for a set amount of time while providing you with info like how wealthy the neighborhood is and what kind loot can be found there.

Missions have a little more interactivity, but are still done “behind the scenes” as you advance time and have a variable chance of success depending on who you assign and how many thieves are put on the job.

You can do a full loadout for the highest chance of success, but then you will also have fewer thieves available for a few days for other jobs. At the end you either succeed or fail, with a corresponding amount of resources gained or lost.

Succeeding At A Mission

Some missions have specific requirements, like bringing along one thief with a Strength above 60 and another one with the Vigilance skill. I haven't quite decided if this is a bug or an intentional feature yet, but this can lead to some dead blocks where you have to keep waiting day after day for new recruits to come in, or instead repeatedly risk your heavy hitters on non-story heists to earn experience.

For instance at one point I needed two thieves with a specific skill for a mission, but I didn't have enough skill points to add that skill to an existing thief. My only option was to put people in the tavern to increase the number of recruits per week and keep clicking "advance day" until another one showed up with the required skill. Due to the luck of the roll, several weeks went by before I got the skill I needed.

Heists are where you go to the ground level and take more active control of the thief crew. You'll have to keep track of and utilize multiple thieves, switching between them to use various skills as needed. 

One thief might have the ability to pick locks, one has the ability to fight, one can hide while moving, one can jump out windows to the ground for quick escapes, and so on. You can train your recruits in multiple skills, but it takes time -- and the major skills like Knife Fighting require more skill points than you will initially have available.

 Learning New Skills

Some of these skills seem more immediately useful than others. I wouldn't really want to send any thief into a building without Vigilance, which shows you whats in the next room without having to peek through a keyhole. Eavesdrop reveals more rooms than Vigilance, but overall seems less useful since you have to stop and hide to activate the skill and it takes time to use. 

A Few Concerns

There's a lot of fun to be had running things behind the scenes or taking over direct control and robbing people blind, but there are some downsides here too.

Once a player has the basics of sneaking, stealing, selling, and training down, it's essentially the same thing from that point on, just with different objectives or story text in between each heist. There aren't a lot of differences visually in the heist areas either, so there's a considerable amount of repetition here.

Some of the game's high points might also be its low points. In order to balance the scales and force you to use multiple characters, some thieves will be able to fight and others wont, and that gets frustrating in a lot of instances. As the developer puts it - you have killers and you have thieves, but you don't have both.

There's also a minor UI issue where you have to right click to move across the heist map, which is kind of annoying when you're trying to quickly flee somewhere and accidentally try to scroll on the edge of the screen like normal. Hilariously, after getting used to that method of moving the screen by playing for a few hours, I found myself trying to right click and drag across websites after I'd closed the game. Why not just put in a standard edge scroll like every other game in existence?

 Robbing Homes While Others Keep Watch

The Bottom Line

In some ways, Killers And Thieves reminds me of a more fully realized Domina with its character and resource management on one side and then 2D real time gameplay on the other. Unlike Domina, you can change the difficulty here, making it easier to hide from guards or starting with extra thieves if you find the level of challenge too frustrating -- and that's a plus.

In his first news message to players on the splash screen, Alex Thomas himself states this isn't necessarily meant to be the type of game you are still playing a year or two later and have sunk hundreds of hours into. Its something you'll enjoy tinkering with to figure out your perfect thief loadout, then probably get upset at when your prize killer dies or best lockpick goes to jail and rage quit for awhile to cool off.

That being said, there are ways the life of the game could easily be extended. Because of its modular nature, it would be simple to add in new content just by swapping out story text and heist or mission objectives, occasionally throwing in a few new art assets here and there.

If I had to boil it down, Killers and Thieves is essentially made by cooking together a dash of X-COM, a sprig of Domina, and a sprinkling of Darkest Dungeon. The game is a fun mashup of several different familiar styles worth trying out to see just how good you are at running a successful criminal enterprise.

 Plus, There's A Bad Ass Lady Assassin!

Ten of the Best Mods for Prison Architect 2.0,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/t/i/t/title-9ef80.jpg a7dj2/ten-of-the-best-mods-for-prison-architect-20 Tue, 23 May 2017 11:28:37 -0400 Mark Austin


Bonus: 3-D Mode


This is not really a mod -- it's actually an Easter Egg added by the developers, and a lot of fun to play around with. It was added in one of the early Alpha releases, but it went undiscovered for months.


It replaces the normal overhead view with a three-dimensional version of your prison. You can't build anything in 3-D mode, but you can hold down the right mouse button to move around and view different areas of your prison.



To activate it, go to the Extras menu and click on the small button in the lower left. It's easy to miss, and it looks like TT (or the Greek letter for Pi).




That wraps up our list of the best mods for Prison Architect 2.0. Which mods are your favorites to use for prison building and management? Let us know in the comments!


Hotline Miami


Tired of staring at gray metal doors and soiled concrete floors all day? The Hotline Miami mod invigorates your prison with a vibrant new color palate. Now your cons can do their time with some real South Beach style!


South Park Overhaul


Respect my authoritah! This mod replaces many of the game's sprites with popular characters from the long-running animated series. Grab South Park Overhaul and welcome Cartman, Chef, and many more to your prison.




Now that you've got solar power, it's time to set up your own Recycling center. Dig through the trash and export some for money, or use it as fertilizer for your garden. The garden lets your prisoners make flowers for export and food for the kitchen. Contraband often ends up in the garbage too, so be sure you have some metal detectors and guard dogs nearby.


Solar Power


Make your prison green with renewable energy! The Solar Power mod replaces your regular power station with an array of solar panels. Each one can support up to 40 capacitors with as many as eight panels, so you'll never need to worry about blackouts again.


Consuela the Janitor


This mod doesn't do much, but it's pretty hilarious nonetheless. The Consuela mod replaces all your regular janitors with the dour and sardonic housekeeper from Family Guy.


Computers and More


Your jailbirds will need some marketable skills if they ever get parole, and the Computers and More mod helps ensure they're ready to become valuable members of society. Build a computer room and schedule a reform program to help satisfy your prisoners' needs for family with internet chats and recreation with video games.




Welcome to jail, comrade! If the Soviets knew how to do one thing, it was build prisons. The Cold War may be over, but the Gulag mod puts you in charge of a labor camp in the barren wasteland of Siberia.


Snitch Sorter


Snitches and ex-cops don't last long in the joint. Sure, you can recruit confidential informants and pump them for information, but in the meantime the poor guy is getting shivved in the shower. The Snitch Sorter mod automatically detects these prisoners and changes their status to protective custody, so you can keep them out of the general population and out of danger.


Star Wars - Imperial Architect


One of the most popular mods for the game sends you to a prison in a galaxy far, far away. Star Wars - Imperial Architect doesn't change the basic gameplay, but the characters and textures are all re-skinned for the futuristic setting.


This mod is great to use with some of the Star Wars prison designs, such as the Millennium Falcon or the Star Destroyer. For a more immersive experience, grab the Imperial Architect Audio Mod and add authentic sounds and music from the Star Wars universe.


Real-Time Basketball


Doing time is no fun at all, and most prisoners need exercise from time to time. When a few weight benches in the yard won't cut it, let your cons hit the court with the innovative Real-Time Basketball mod.


It's almost a mini-game of its own -- you can zone a half-court for relaxed training, or the full court for a league game. What's more, the action plays out in real time so you can follow along and cheer for your favorites.


Prison Architect is an engaging building and management sim from Introversion Software that puts you in the shoes of a warden overseeing an unruly mob of convicts. 


The game spent four years in open development, with regular monthly updates. To say the game is friendly to modders is an understatement. The developers added full mod support with the Alpha 15 release back in 2013. The "final" Version 2.0 was released in 2016, and there are thousands of user-created mods available on Steam Workshop. We've compiled some of the best to keep you entertained during your time behind bars.


Mods can often be hit-or-miss, so make sure you always download the latest version. Some mods don't play well with each other, and using several at once may disrupt basic game mechanics. Many mods are incompatible with saved games, so it's probably best to try them out with a new jail.


Ready? Let's go to the big house and check out the best mods for Prison Architect 2.0!

Top 10 Dinosaur-Inspired Seeds for Minecraft 1.11,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/d/i/p/diplodocus-title-bdf56.png 0bq9t/top-10-dinosaur-inspired-seeds-for-minecraft-111 Tue, 23 May 2017 11:00:02 -0400 ESpalding


Well, there you have it. A look at seeds inspired by Dinosaurs. Some of them may seem a bit boring -- but if you look hard enough, you can find all sorts of hidden gems inside.


If you decide to give some of these a try, drop a comment down below and tell us what you find. And make sure you check back here often as we uncover more fantastic seeds and other Minecraft content!


Seed: Archaeopteryx

Spawn Biome: Forest

Having spent so much time exploring all the seeds on this list, I had hopes of finding some real gems in this last one. Alas, it wasn't to be. This seed largely consists of normal and mega taiga -- which is pretty enough in itself. But I also found quite a few mushroom areas, deep and long ravines, and this little castle fort village.


Seed: Pterodactyl

Spawn Biome: Taiga

The spawn area in this seed looks pretty boring at first glance, and you have to travel pretty far to uncover anything interesting. But if you look close enough, you will find that the landscape is littered with lots and lots of cave entrances just begging to be explored.


You might also think about exploring some of the huge holes that crop up now and then. They look like some giant worm has just tunneled up to have a look at the world above. Be careful though, because I went into one and there were so many spiders in there! I had to make a quick exit!


Another interesting thing of note in this seed would be its fishing villages. There are some houses on stilts in the water, as well as farms on and near lakes. One of the largest ones can be found at X(-1829), Z(1329).




Seed: Velociraptor

Spawn Biome: Plains

I really like this seed because my favorite biome is taiga forests. Sure, you don't spawn in a taiga area, but just head a bit south and you'll see loads of it. On the outskirts of one area is the lovely farm depicted above. Looks quite picturesque, right? This is definitely somewhere I would build my own village or farm.


Seed: Plesiosaur

Biome: Plains

It's not until you really explore that you realize how much this seed has to offer. In the plains areas, there are deep holes in the ground which lead to long winding dungeons. I'll admit to not having explored them all to the end -- but if you fancy seeing if there are any goodies inside, then I'm sure you'll have some fun.


Secondly, if you head to X(1409), Z(266) you'll come across something that could resemble an ancient temple. Then you realize that there is a huge jungle to explore and more temples to have a look at. Each temple I found had an underground catacomb area complete with traps, switches and plenty of loot.


Seed: Diplodocus

Biome: Plains

Even though this seed may appear to look boring, there is a lot of flat land to build and loads of little caves and caverns dotted around the map. The image above beautifully sums up this seed. It is very diverse, and you will find areas of all different kinds -- so if you are a bit of gatherer, you will be sure to find all sorts of resources for you to use.


Seed: Ankylosaur

Biome: Plains

Although you spawn in a somewhat uneventful flat area, if you head to X(129), Z(785) you will come to this lovely village in a lovely area of taiga. Many of the buildings aren't really accessible -- so if you have an insatiable need to check them out, you will need to knock a hole in the wall.


Although this village is the only standout feature, this is still a wonderfully diverse seed.


Seed: Gallimimus

Biome: Desert

It is surprising when you spawn into a desert biome area when you have only been spawning in forests or swamps. But what was even more surprising about this seed is the fact that there are lots of little desert temples dotted around the area. There is nothing in them at all and no people around, so it seems they don't really have a "function" other than just looking pretty. Either way, this was a lovely find. The area pictured above is at X(-302), Z(54).


I spent a good deal of time looking at this map and it is pretty sparse. I did eventually find a little settlement north of the temples shown above. There weren't many crops to speak of, but there was a chest in one of the houses with some obsidian and gold inside.


Seed: Trex

Biome: Forest

Although you spawn in a somewhat boring forest area, if you look around hard enough and head north you'll come across this little castle keep and village around X(355), Z(-146). Its inhabitants consist of clerics, fletchers, and cartographers. 


The immediate area surrounding the village is teeming with cattle, llama, pigs and chickens, so there is no short supply of leather and eggs, etc. Crops of wheat, potatoes, and carrots abound as well!


Seed: Stegosaurus

Biome: Roofed Forest

For some reason, seeds which contain mushrooms are quite a thing in the Minecraft seed forum. So I was delighted when I found myself close to these! You'll find them just a little ways north of your spawn point.


This is a foliage heavy seed with all sorts of tree-heavy biomes, lots of plants, and animals galore! There is one large area of extreme hills, but the rest is relatively flat.


There's a near-infinite amount of seeds out there for Minecraft. No matter what sort of biome, structure, or experience you're looking for, there's bound to be a seed for you somewhere. 


Here on GameSkinny, we've long been aggregating some of the best seeds we've found in our favorite block-based builder. From naughty Minecraft seeds to amplified seeds, we've seen it all. But what happens if you start generating seeds from a specific set of themed words? Some pretty neat things, it turns out. 


For this seeds collection, we decided to see what sorts of seeds are named after our favorite types of dinosaurs! Each of the seeds in the following slides is named after a well-known type of dino, and they cover a wide range of biomes -- so there's something here for everyone!

How to Set Up a Shower in Oxygen Not Included,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/x/a/o/xaov717ijk0-3d837.jpg 6l8nc/how-to-set-up-a-shower-in-oxygen-not-included Tue, 23 May 2017 10:19:16 -0400 Sergey_3847

Having a bathroom with a shower is one of the most important objectives in Oxygen Not Included. It is a necessary tool for cleaning your Duplicants off of such effects as Dirty Hands and Grimy, which may cause various diseases.

This quick guide will help you set up a Shower early in the game, so you will be able to protect your colony from an unwanted stress. Here’s what you need to do!

Setting Up a Shower in Oxygen Not Included

Step 1: Complete Sanitation Sciences Research

As you complete your research of Sanitation Sciences, the Shower box will become active in the Plumbing section of the menu. You can start building it right away, if you already have the 400kg of Raw Metal that is necessary for finishing the construction.

However, things aren’t as simple as they seem, because you will need to find a way to purify the water that will be used in your Shower. There are a few ways how to do it, and one of them is creating a simple funnel that would serve as the water reservoir. But this method is not very effective, so you will need to set up something more sustainable than that.

Step 2: Set Up a Water Purifier

First, you need to make two rooms: one for a Shower and another for the Water Purifier. These two rooms should be placed one above the other, so that Purifier always stays on top of the Shower.

Now you can build a Water Purifier! You'll need 200kg Copper Ore to do this.

Step 3: Build Pipes

To connect everything together, choose Leak Pipe from the Plumbing menu and build the pipe to your Shower from the water source. Try to make it as straight as possible, since every turn will decrease the pressure in the pipe, which may result in the Shower malfunction.

The Leak Pipe should be made from a solid material, such as Obsidian -- but if you don’t have it, then choose any other material that is durable enough for building the entire pipe.

Build another Leak Pipe from the Shower’s output that produces dirty water, and connect the pipe to the Water Purifier in the room above. Then, connect one more pipe from the Purifier’s output to the pipe from the water source, which will create a loop.

You can now disconnect the pipe from the water source and let the loop do the job. As a result, you will have a Shower with clean water that will help your Duplicants stay clean and healthy.

Come back soon for more Oxygen Not Included guides at GameSkinny!

An Interview with Battlefront Updates' Elliot,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/2a0bacdb81b44bae634357be4351c631.jpg v2m44/an-interview-with-battlefront-updates-elliot Tue, 23 May 2017 09:00:01 -0400 Nick Lee

With EA Play and new footage from EA Dice's Battlefront 2 just around the corner, the Star Wars community is patiently waiting, fervently speculating, and anxiously hoping for more out of the shooter's latest installment. 

One person at the forefront of this community of fans is YouTuber BattlefrontUpdates, whose channel is one of the most engaging of all Star Wars-centric YouTube channels. Recently, we sat down with the man behind the channel itself, Elliot, to discuss everything about the upcoming game. 

EA and What Other Content We Need

In an investors call, EA Dice compared the current Battlefront to the upcoming Battlefront 2 and stated that the game would be three times larger than its predecessor. BattlefrontUpdates covered this topic in a recent video, where he states the boast of a "3x larger" world may not necessarily be achieved. 

Elliot: They've added a single-player campaign and does that count as two times as much, three times as much? So I don't think there's going to be straight up three times as much multiplayer, maps, heroes, weapons. I think there will be maybe twice as many heroes, twice as many maps. It's hard to say exactly. We're getting singly player, three eras, and we have space battles.

When it comes to the heroes from which players can choose, Elliot has some personal favorites that may or may not make it into the game. So far, heroes and villains from all three movie eras have been confirmed for BF2 by EA

E: I think Asohka [will] definitely [be in the game]. She's probably the biggest character that isn't in the movies. I think Ashoka's [is a character] I could see [EA] potentially adding at some point. 

Adding New Game Mechanics While Fixing Old Issues


A large part of the current game is dodging your opponent's blaster fire by rolling. While some players are able to easily roll in the current game, others may find rolling to be odd -- especially if playing as a battle droid. Part of a live Q&A during Star Wars Celebration, Elliot believe that rolling will be kept to a minimum.

E: It sounded like when we asked about rolling at the Q&A, Dennis, the lead designer, said basically, that rolling will be in the game somehow. I don't think they'll have it so everyone can roll. But like you said, droids could roll in the original game and it looked very strange. On the other hand, it would be weird if Resistance, Rebels, First Order, Stormtroopers, and Clones could roll but not battle droids roll. I think they're going to limit the roll to one character class per faction -- I don't know. It's going to be limited somehow.

Issues with Battlefront's mechanics have also been a talking point of many of BattlefrontUpdates live streams. The most egregious of these issues has involved the physics of climbing up obstacles in the game. Elliot believes EA could take notes from other games in their library.

E: They have the perfect solution in Battlefield 1. It's the same engine [as Battlefront], so I don't see why they couldn't just port it. As soon as something is above knee height, you can just vault over it, and I think that works perfectly fine. I've never felt the same frustration in Battlefield as I have in Battlefront. Something simple you could do is increase the step size where basically, if you walk on a ledge or something that's not that high, you won't get stuck, so you could combine both.  

What's Realistic For the Game

As noted by EA, Battlefront 2 is going to have new vehicles -- as well as space combat. And going into the sequel, ground to air combat is one of the most wished-for mechanics from fans. Elliot agrees that the idea is something a lot of gamers want, but is one that would need a lot of work.

E: Honestly, I've never seen a good example of it working. Right now, we get some dogfights above the surface with strafe runs. I can't see a way of balancing a proper fluid space to ground battle. I don't see that [being] technically feasible. I know a lot of people want it, but I don't see a proper way of implementing it right now.

On top of that, game modes are a big question that hasn't been addressed by the game's developers as of yet, and getting to see new game play at EA Play will be a huge bonus. While BattlefrontUpdates will be at EA Play in June, game modes may or may not be officially unveiled, but he hopes some of Battlefront's game modes return.

E: Walker assault definitely [should return]. Blast obviously. Extraction is one I really want them to keep. I personally would like them to combine multiple game modes. One thing I want to note with multi-stage battles: I'd prefer if they don't combine space and ground battles in the same list. It's fun in theory, but if you don't want to fly, you feel forced.

But of all the game modes fans want in a new a new Battlefront game, Conquest gets the most requests. The current game boasts Walker Assault in place of Conquest, and both modes divide the fighting in different ways, and Elliot is unsure if EA will focus on the game mode in the upcoming sequel. 

E: It's a tough one. The current game, they have a front line. I've read a lot of discussions about Conquest. If you look at a Walker Assault and a Conquest game mode, it's completely different how people are split up. I think it all depends on the entire direction of the game. If I could have Walker Assault and Conquest, then yes, I would want it.

Single-Player Canon and Iden Versio

In Battlefront 2, players will control Iden Versio, marking a series of firsts for Star Wars. Not only will it be the first game that introduces a canon character since the Disney reboot of the franchise's history, but the first female villain lead for a single-player campaign.

E: Just in general, when I heard about the campaign, the main thing I wanted to know is, 'What happened during those 30 years that just disappeared?' Something I'm really excited for is seeing Luke make an appearance. Although that isn't necessarily Iden's story, it's still linked to her -- seeing how all that links to the movies is something I think is going to be cool.

For all that has been shown concerning Iden, we still don't know if she will be a playable villain in multiplayer. While this seems like a logical conclusion, EA has not confirmed it, nor  has any actual battle footage shown Iden. But Elliot there's no reason not to include her.

E: Why not? All we know about her abilities is that she will have a backpack droid. If she's actually going to be introduced as a new character in this entire Star Wars universe, [one] that people will relate to, then I think she deserves a spot in the multiplayer hero roster as well. 

In-Game Skins and Some Rapid Fire Questions

World-specific aliens are a huge part of the Star Wars experience, but unfortunately, these characters often took a back seat to other humanoid characters in the build up to the current Battlefront. Playing as world-specific characters when on certain planets was a huge part of the original game, but Elliot thinks there will be some limits to this as a new feature.

E: I think to some degree, [but] maybe not like the old games where you could play everything. Let's say we get Kashyyyk. I think Wookies will probably be on the Republic's side, or if you play on Geonosis, you'll have Geonosians on the Separatists' side. I think we'll see things like that, but in terms of playable [characters], I think it will be limited.

However, it's not just about characters. Skins are another area where the alien look could make an appearance. And while heroes have also been revealed to have different skins, BattlefrontUpdates is unsure of if it should extend beyond clothing choices.

E: I feel like those kind of skins are going to be tricky. I think I'd rather have skins as their outfits based on their location. I don't think Luke will be able to switch between old Luke and young Luke -- I think that would be a little bit strange. Either have them as separate heroes or have one of them.

Overall, Elliot is most excited for Battlefront 2's replayability. With everything that's been revealed so far, Elliot believes that players will have plenty to do before the game inevitably gets boring.

E: Sure, its going to be cool with the campaign, but for me, personally, as someone who plays this game a lot and makes YouTube videos, I just think having more longevity in the game, being able to customize every class, hero, ship, and every weapon means I'll have a lot of stuff to do. It's going to be something where you're constantly progressing. I'm a completionist. I want to get everything unlocked. 

At the end of our interview, we got into a round of quick fire, where we asked Elliot some hypothetical questions about the new game and YouTube, the results of which gave us a clear picture of some BattlefrontUpdate's likes and dislikes.

GameSkinny: Should Jar Jar Binks be in the new game?

E: Eh, no.

GS: Ewoks or Jawas?

E: Jawas.

GS: Would you rather have the senate decide your fate or be the senate?

E: I think I would be the senate

GS: If you had to change your channel name right now, what would it be?

E: That's a tough one. I don't think I have a serious answer, but I recently noticed the three games I talk the most about are Battlefront, Battlefield, and Battlegrounds. So maybe just BattleUpdates.

GS: If you were another YouTuber, either one you know or don't know, who would it be?

E: Probably Alex from Star Wars Explained. I wish I knew all the Star Wars stuff he does.

GS: If you had to be one blaster from the current game, which would it be?

E: If I had to be one? I would probably be the Bo-Rifle. I don't really have a good explanation. 

GameSkinny wishes to extend a huge thanks to Elliot to his channel for keeping us all updated on everything Star Wars gaming.

You can support BattlefrontUpdates through Patreon. 

Trigger Time Review: A Good Mix Between Survival and Puzzle Solving,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/h/e/a/header-abf71.jpg gsdds/trigger-time-review-a-good-mix-between-survival-and-puzzle-solving Mon, 22 May 2017 17:46:49 -0400 Jerline Justo

As an action gamer enthusiast, I love to immerse myself in that tense moment where it's do-or-die -- either my enemy or me. My survival instincts kick into high gear and push me to move forward and try harder in a game.

When I entered Trigger Time, a top-down shoot-em-up from Shephf Games, I was looking for that same survival drive and heart-pounding experience. And after playing about three hours of the game, I find myself becoming addicted -- but not solely because of the survival instinct it stimulates.

This indie action game has a lot to offer, from awesome weapons to engaging puzzles.

Controls And Perspective

You enter Trigger Time as a marine soldier who has received orders to infiltrate the Professor Nathan’s laboratory and destroy his research. Using standard W/A/S/D movement controls and shooting with your mouse, you can cycle through a number of weapons and try out different strategies to take down any and all enemies you encounter. 

The top-down perspective in this game allows you to get a better sense of your surroundings and the enemies you're facing, but without sacrificing any of the action that makes a shmup exciting. Whenever those baddies come at you from multiple directions, you can respond quickly and maneuver your way to a better position that'll let you blow them all away.

Because I'm primarily a console gamer, I struggle with playing games like this on PC. But in the case of Trigger Time, I didn't have nearly as hard of a time as I usually do. This game has full controller support, but feels so natural to play without it that I didn't find myself wanting one. 

Different, Complex Puzzles

As you work your way through the nine levels available in Trigger Time, you'll encounter a number of different types of puzzles that are based off physics facts. You'll have to solve them to move forward, of course, but the game will give you a set amount of hints based on the difficulty level you've chosen. Easy offers a fair number of hints, normal offers a few, and hard offers none at all. 

These puzzles add a lot of variety to the game, making it about more than just shooting. Solving a puzzle also comes with a different kind of satisfaction than what you get from defeating enemies. By balancing action with problem-solving, this game feels well-rounded and has a lot more to offer players than pure bullethell madness.

At times, some of the puzzles were quite difficult to solve. I enjoy puzzlers, but sometimes found myself staring at my screen in search of what to do next. I was playing on normal difficulty, so I didn't get hints for every single puzzle. And while that did make the game more challenging, it sometimes kept me from progressing as quickly as I wanted. 

Weapons Galore!

In Trigger Time, you have eight primary weapons and three secondary weapons at your disposal -- including include shotguns, rocket launchers, and explosive mines. Along with those weapons, you can use a gravity gun that acts as a weapon or a tool to solve puzzles. 

Your weapons don't progress with you through levels, but it's fairly easy to get a sense of what sorts of weapons you can expect to see introduced or reintroduced at the start of each level. No matter what weapon you end up using for a level, it'll offer epic firepower that feels satisfying whenever you use it.

But I do have to give special mention to one exemplary weapon -- the gravity gun. You can use it to capture and throw metallic objects or small enemy robots. This is by far the most unique weapon in the game, and it outshines all the other. I ended up using it more than any other secondary weapon just because it was so fun to play with, and added an even more action-packed feel to this game.


Trigger TIme is not necessarily as “story-driven” as it claims to be. The story does help move the game forward and tries to draw connections between the characters and the enemies they're fighting. But most of the time, I found myself be skipping through cutscenes to get to the firefights.

With its unique perspective, tons of weapons, and some challenging puzzles, there's a lot to keep you moving forward to see this game through to the very end. It's sure to be a fun and addicting experience for anyone who loves shoot-em-ups.

Trigger Time is currently available on Steam for $4.99.

Note: A copy of this game was provided by the developer for the purposes of this review.

Stardew Valley -- How to Use Bait,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/da686f4602a5a23a49f6d3dd5a487a60.jpg 78tp0/stardew-valley-how-to-use-bait Mon, 22 May 2017 15:43:35 -0400 Jaleesa Mitchell

Stardew Valley is a PC farm simulation game that's very similar to Harvest MoonAnd just like the HM games, there's a lot to do in Stardew that doesn't involve farming. From mining ore and adventuring through caves to slaying baddies and romancing your fellow villagers, there's one thing in the Valley that you're sure to be doing a lot of: fishing. 

Whether it's to get that perfect gift for that special someone or a hearty adventurer's meal, you'll do your fair share of fishing as you play through the game. But fishing can be hard sometimes. It's not always easy to land a big catch. That's where bait comes in. 

Let's look at what bait is, how to use it, and which pieces of bait are the best for which scenarios. 

What is Bait and How Do You Use It?

Bait is an item that helps you catch fish in Stardew Valley. It can be attached to a Fiberglass Rod, an Iridium Rod, or inserted into a Crab Pot.  Attaching bait to any fishing rod will apply effects that can better help the player catch fish. And, it's simple to use!

To attach the bait to your rod, go to the inventory menu. Left-click on the bait in to pick it up (if you get too many pieces of bait, you can right-click to put some of the bait back into your inventory). Next, you need to right-click on the rod. The bait will disappear from your view but don't worry, it's still connected to the rod. 

If you're playing Stardew Valley on console, here are the controller commands for choosing and using bait for fishing:

  • Xbox Controller: Press A on the bait to select the whole stack (or X to pick up a single piece). Then press X to attach the bait to the rod.
  • PS4 Controller: Press X on the bait to select the whole stack (or Square to pick up a single piece). Then press Square to attach the bait to the rod.

Leave the inventory menu and begin fishing. You can only use one bait per casting. Once you've used up all of the selected bait, you'll get a pop-up message from the game. Or, if you finish fishing without depleting your bait, you'll be able to use it next time. 

If you want to separate your rod and bait, just click on the inventory menu again and right-click the rod (or press X on the controller). Then you're finished.

Different Types of Bait Have Different Uses

Just like in real life, not every fish in the sea is going to be hungry for the same type of bait. Different baits have different uses -- and even buff your fishing skills. And did you know? You can even find treasures while fishing! 

Name Description
Bait This makes fish bite faster and lowers the chance of getting trash.Can be bought for 5 gold or crafted with (1) Bug Meat.
 Magnet increases treasure discovery chance by 100%. Can be bought for 1,000 gold or crafted with (1) Iron Bar. 
Wild Bait All fish are attracted to this bait. It is a special recipe you must learn from Linus and cannot be purchased. You can craft it with (10) Fiber, (5) Slime, and (5) Bug Meat. 


See? Easy peasy! 

I hope this helps to answer your questions about how to use bait in Stardew Valley. Make sure to check out these other Stardew Valley guides to get started on the right foot:

Using Unspent Civic Points in Stellaris,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/u/s/i/using-unspent-civic-points-stellaris-59d4b.png lne5y/using-unspent-civic-points-in-stellaris Mon, 22 May 2017 15:04:54 -0400 Nick Lee

In Stellaris, civic points are used to change the scope of your government, and you only have three possible slots to fill with these points. While there's a diverse list of civics to choose from, every individual empire will have its own benefits and requirements for spending civic points. Your government name and civic bonuses will change dependening on the balance of authority, ethics, and how you choose to spend your civics.

In order to change or add civics, it will cost 250 influence points -- and from there the combinations to better your empire are near endless. An important note for this is that certain civics come unlocked with DLCs, so be sure to spend your influence wisely if you're going to use those unspent points.

How to Spend Civic Points in Stellaris

Players who want to adjust their civic points will have to go the government tap and click on the "reform" button. Don't worry about just clicking this button, as it won't alter anything just yet. At the start of your game, your empire will only have two civics. If you're later down the line, you'll unlock a third civic slot by researching the "Galactic Administration" technology.

Unlocking this slot allows players three civic point bonuses, but you'll need to keep a balance between the civics you choose and the requirements that come with it. This makes it so you'll not only need to know how to spend unused civic points, but also when to use them.

When to Spend Your Civic Points in Stellaris

Each civic point comes with a requirement that, if ignored, will cause a civic point to become dormant. For example, if you have the "Exhalted Priesthood" civic, you'll have to be an oligarchic authority with a spiritualist ethic.

This fine balance between your three point slots makes for knowing how to swap your civics very useful. Utilizing civic points offers bonuses, but as you grow and maybe change your style either ethically or authoritatively, so too will your civics need to change. 

Why Your Civics Are Even Important

As previously mentioned, civic points are very important in Stellaris for their ability to give bonuses to players. These bonuses range from the ability to attract more immigrants to attack speeds. An important distinction to make is that players who have the Utopia and Hive Mind DLCs will be able to access more civics than before, each with more unique bonuses.

Both DLCs bring along civics of a very distinct empire, which lack bonuses attributed elsewhere in favor of more on-brand ones. For instance, a more militarist government would benefit from the "Fanatic Purifiers" civic only available through the Utopia DLC. This specific civic offers a bonus of an additional 33% attack speed and army damage -- which just goes to show that the right civic with the right government can be amazing for your gameplay.


Using civic points in Stellaris is simple, and it really comes down to knowing your empire and keeping track of how your actions and other choices can give you great in-game bonuses.

Good luck building your empire! And for more Stellaris tips as you conquer the galaxy, check out our other guides:

Stardew Valley - How to Get the Mayor's Shorts,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/cbae2ccae924fd6de48b35a191cdb041.jpg pvzr9/stardew-valley-how-to-get-the-mayors-shorts Mon, 22 May 2017 11:32:39 -0400 Jaleesa Mitchell

There are lots of fun little things to collect in Stardew Valley, and the Mayor's purple shorts are one of them. But getting this particular piece of clothing has a lot of players stumped, as their location isn't quite obvious when you first get the quest to pick them up. 

How do you get the Mayor's shorts? The answer is simple, so long as you're good at making friends -- and this quick guide will help you out!

How to Get the Mayor's Shorts in Stardew Valley

The shorts you seek are in Marnie's bedroom. But you can't just walk in there. Oh no, my friend. You must first beguile and charm Marnie into believing that the two of you are best buddies. 

You can do this by collecting Sweet Peas (or a variety of other treats). Sweet Peas can be found by foraging for them in the Summer, or you can grow them from Summer wild seeds. 

Once you've collected your Sweet Peas, give them to Marnie. In return, she will trust you. It also helps if you build your friendship to level 2 by doing all of the missions that she assigns you. 

After that, she'll let you in her room, where you'll be able to find the shorts! 

That's all there is to it! Good luck befriending Marnie, and in all the rest of your Stardew Valley adventures! If you need more help with the game, check out the rest of our guides as well:

Interview: World Champion Kurt "Weak3n" Schray Talks eSports and the Future of SMITE,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/w/e/a/weak3n-70d2a.jpg eknkc/interview-world-champion-kurt-weak3n-schray-talks-esports-and-the-future-of-smite Sun, 21 May 2017 19:00:02 -0400 palpatine112

Kurt "Weak3n" Schray is a 25-year-old professional SMITE player from Virginia. He's represented a variety of SMITE teams throughout his career, and earned himself a championship title at the 2016 World Championships for Xbox as part of Team EnVyUS. In his competitive career alone, he's earned over $40,000 -- and has earned far more through creating content for the game via streams and the like. 

In March of this year, Kurt opted to retire from the competitive gaming scene in order to concentrate on streaming. But his retirement didn't last long, as he's now the Jungler for Team Allegiance. 

Recently, I had the pleasure of chatting with Kurt about his career so far, the future of SMITE as an eSport, and whether or not it can challenge the likes of big-name MOBAs like League of Legends and Dota 2.

GameSkinny: Hi Kurt. Thanks for chatting. Could you please tell our readers a little bit about yourself?

Kurt Schray: I am 25 years old, graduated in December with a Bachelors in Business management. I am getting married in spring of next year.

I started gaming pretty seriously when Halo 2 was released. This oddly enough led me into WoW, where I was a top 10 Warrior/Druid combo for seven seasons before moving over to SMITE. I now have been playing competitive Smite for four years, where I have multiple LAN wins on PC (which is what I've been playing the entire time and currently compete in), and I also have a World Championship on Xbox Smite which I played for only two months.

I consider myself a competitive gamer, then a streamer, and then a YouTuber. I got into content creation because of the community aspect of it.

How did Kurt get the moniker he uses in the SMITE pro scene? Turns out, it dates all the way back to his time playing Halo

KS: My name "Weak3n" came from the Halo 2 days. I am a very vocal person; however, when I was younger I mumbled a lot. While making low health callouts, I would say they were weak or weakened, which would sound more like weaken. I like having things stand out, so I put a 3 in there instead of the e.

GS: How much would you say eSports have changed from when you started out compared to now?

KS: From when I first got into video games? It is 100% easier to get into the competitive part of just about any game with a competitive scene. Back when I was younger I had no clue where to even begin -- these days you can Google your specific game and learn about an upcoming tournaments, both pro and amateur. There is also a lot more support from the game developers, communities, and from the companies that have begun to invest into eSports as a whole.

GS: Is competitive gaming profitable in the long run for someone looking to make money? The top eSports athletes have won millions from competing, which is obviously a big factor for many people. Or do you firstly need that passion to play games where you would want to be a professional gamer even without the money?

KS: The bigger games definitely are [profitable] if you are in a top team. As you get away from the top three or so games, you start to meet that line of is the time worth the money you are making. You definitely do not want to jump into games and try to make it professional.

If it’s your dream or your goal, you should do it as a hobby. Work during the day and then play the game for 6+ hours each night and see if you can make it. As you start to make it, you can drop those other responsibilities.

As for me, I would not make anywhere near enough just playing SMITE competitively. If I did not have streaming and YouTube, I would have a normal day job as well.

GS: Do you think in the future you could earn enough from playing SMITE competitively? Will the pro scene for the game ever be able to challenge the likes of League of Legends and CS:GO in terms of popularity?

KS: It comes down to what "enough" is for you, right? Let's say your average player (finishing 4-5 each split) is getting on average $5k a split -- so $15k from winnings in a year. On top of that, say the average player is getting $800/month salary. So around $24k at the end of the year before taxes. Take away that 30% in taxes and you are making somewhere around $17,000 a year.

Most players are putting in four hours of gameplay and four hours of team practice five or six days a week. When you compare this to a job making $10 an hour, it doesn't really equal out. I don't know specific numbers for other games around this size; however, I do know it’s not too much different.

I don't see SMITE ever being that big at all. LoL was free to play at the right time, and gained a massive base because of that. CS is such an easy game to follow and get into. SMITE takes months to learn and wasn't first. It will always have its niche place in the gaming world, but will never be that big.

GS: Have you ever considered switching to playing games like LoL or Dota 2? Obviously that is where the money and popularity is at the moment.

KS: I simply don't enjoy the games enough to switch to them. Obviously it would be nice, but I know how long it took me to get to this level of SMITE and how much I had to learn. I don't have interest in doing that again at all. I am always on the lookout for new games to compete in.

For me, I have always been a shooter type of guy. I play PUBG and actually won a game in the recent charity tournament. I would kill for that game to have a competitive scene to get into. It just comes down to the love of a game for me to push myself to be a top competitor.

GS: Are you happy with the SMITE developers? Is there anything you think they can do to improve the game or promote it to a wider audience?

KS: I think the SMITE developers are killing it. They add new content insanely quick, take a lot of feedback, and are really doing an amazing job.

In terms of promotion, there is always a way to further promote a product. Most people that aren't on Twitch have no idea what SMITE is. I have a lot of real life friends who know about LoL, Rainbow Six, CoD, but have never heard of SMITE. I believe it’s hard to promote just because it’s the only one of its kind, and the game takes time to get into. So you can promote these awesome gods, art, and graphics...but when people first see it played, they get lost.

GS: Do you think gambling in eSports is a problem? There are now lots of websites offering audiences the opportunity to bet on eSports, and there have been stories recently of players intentionally throwing games in order to make money from betting. How do you feel about this?

KS: I think gambling will greatly increase the viewer bases of all games. Which will be a very good thing. However, there needs to be immense detailed laws regulating it, and rules in place to make players avoid that side of the eSport.

GS: Where do you see yourself this time next year, three years from now, or five years from now?

KS: Next year I will still be competing in SMITE and streaming as I do now. I have already started to branch out my stream and content into other games, so three years from now I will probably be streaming just a different game that I get deeply into.

Five years from now, I will hopefully be looking at working behind the scenes in eSports. I hope to get a job with Twitch, YouTube, or managing a major eSports organization. I know a lot about everything that goes on -- from players, to organizations, to the people running the games -- so I believe I would excel anywhere in the eSports world because of my experiences.

GS: Finally, are eSports the future of sports? Can they rival traditional sports such as football, tennis, etc? What skill sets does someone need in order to become a successful eSports athlete?

KS: eSports are already beginning to compete with traditional sports in terms of followings, viewership, and overall growth. That is why you see these football clubs and NBA teams getting into the eSports world now, as it is taking off.

I do not consider competitive gamers athletes either. To become a competitive gamer, it takes a lot of the same things being a pro athlete does, it’s just not as physically demanding -- which is why I do not consider them the same. In eSports, you need good hand-eye coordination, quick thinking, insane decision making, keep your body healthy (not in crazy shape), and continually learn/adapt. All these things are what gets you to the skill level -- and sometimes it takes a bit of luck to make it at the highest level.

I'd like to thank Kurt for taking time out of his schedule to chat with me about his perspective on the SMITE pro scene and eSports at large. To keep up with Kurt as he tries to get his Allegiance team to the SMITE Worlds stage, you can follow him on Twitter or check out his Twitch channel. 

Stay tuned to GameSkinny for more awesome SMITE and eSports content!

Dead Cells Weapon Guide - Where and How to Get Every Weapon,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/h/e/a/head-adccc.png b6q3e/dead-cells-weapon-guide-where-and-how-to-get-every-weapon Sun, 21 May 2017 18:49:01 -0400 Ashley Gill

The amount of weapons in Dead Cells -- even now in its Early Access infancy is quite impressive -- and as a player it means you have a whole lot of flexibility. A new run, a new weapon and skill combo, and a new way to play.

You find that each weapon attacks in a different manner, on top of their special effects. The Flammable Sword has a slower but wide attack, while the Burning Mace attacks slowly and with a smaller range -- but has the benefit of setting enemies aflame. You'll get used to each of their attack styles and choose your favorites, but you'll also have to accept you won't necessarily get your favorites each run.

In this guide we're going to go over the effects of each of the current weapons in Dead Cells, along with where you can find their blueprints. Some blueprints can only be obtained via monster drops, while a couple others are hidden away for you to find.

The weapons here are sorted by type (melee, ranged including magical, and shields) and then by the order you'll probably unlock them. If you don't want to have the weapon types currently in the game spoiled for you, you may want to skip this guide. If you're at your wit's end, push on. You've got some castle crawling to do.

Melee Weapons

Twin Daggers - Unlocked at the start of the game.
Inflicts a critical blow on the third consecutive strike.

Blood Sword - Blueprint dropped by zombies.
Inflicts bleed on hit.

Flammable Sword - Dropped by the brown flying enemies in The Promenade of the Condemned and The Graveyard.
Inflicts oil on enemies, which does large damage if hit with flame.

Assassin's Dagger - Found above the platform at the start of The Promenade of the Condemned.
Inflicts a critical blow when you backstab.

Double-jump to the left and jump up to find the Assassin's Dagger blueprint.

Sadist's Sword - Dropped by the mushrooms in The Old Sewers.
Inflicts a critical blow on bleeding enemies.

Spiteful Sword - Dropped by the red flying enemies in The Ramparts.
Inflicts a critical blow if you've been hit recently.

Rapier - Dropped by the scorpions.
Inflicts a critical blow immediately after rolling.

Burning Mace - Dropped by the slime dispensers in the Ossuary.
Inflicts burning on enemies.

Frantic Sword - Dropped by the flying enemies in the Prison Depths.
Inflicts critical blows when below 50% heath.

Spear - Dropped by the mechanical spiders in the Prison Depths.
Inflicts a critical blow when attacking several times consecutively.

Cursed Sword - Dropped by The Watcher.
Has very high damage, but if you die if get hit with it equipped.

Ranged Weapons

Throwing Knife - Unlocked at the start of the game.
Inflicts bleed on hit.

Electric Whip - Unlocked at the start of the game.
Automatically targets the closes enemy.

Frost Blast - Unlocked at the start of the game.
Freezes enemies on hit, but does no damage.

Bow and Infinite Arrows - Dropped by the archers.
Has unlimited ammo.

Infantry Bow - Dropped by the archers.
Inflicts a critical blow when attacking at close range.

Ice Bow - Dropped by the archers.
Freezes enemies on hit.

Quick Bow - Found above the entrance of Prisoners' Cells up some ledges.
Inflicts a critical blow if an enemy has 3 or more arrows stuck in it.

Jump up the ledges in the starting room then roll left to get the Quick Bow blueprint.

Whip - Dropped by the worm enemies in the sewer stages.
Inflicts a critical strike when hitting enemies from max range, and ignores shields.

Lightning Bolt - Dropped by the mages in The Ramparts and The Graveyard.
Continuously casting deals critical strikes, but will overheat and damage you.

Hunter's Longbow - Found behind the Time Gate in the Ossuary.
Inflicts a critical blow if attacking from afar.

Heavy Crossbow - Dropped by the Incomplete One.
Shoots multiple bots at once.

Fire Torrent - Dropped by the clerics in The Graveyard and The Prison Depths.
Inflicts burning and does damage from afar.


Sturdy Shield - Unlocked at the start of the game.
Stuns on parry.

Greed Shield - Unlocked at the start of the game.
Drops a 20 gold tooth on parry (once per enemy).

Blood Shield - Dropped by the shield-wielding skeletons.
Inflicts bleed on all nearby enemies on parry.

Force Shield - Dropped by the shield-wielding skeletons.
Triggers a force field on parry.

Assault Shield - Found behind the Time Gate in The Promenade of The Condemned.
Makes you charge forward while blocking.

Spiked Shield - Dropped by the small running zombies in The Fog Fjord.
Deals heavy damage when parrying.

This is a hefty amount of weapons, and the game is only going to get more as it edges toward full release. Weapons that are patched in will be added to this guide as they come. In the meantime, good luck and have fun with your runs!

South Park: The Fractured But Whole Gets A Release Date,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/6d4dd8a54ab493b0ad6cdad227f1d215.jpg fh1hy/south-park-the-fractured-but-whole-gets-a-release-date Sun, 21 May 2017 12:37:07 -0400 ChazSanity

Following a lengthy delay from its original release date, Ubisoft has announced that South Park: The Fractured But Whole will be coming out on October 17, 2017. It was first due for release in December of last year, only to get bumped back to the first quarter of 2017. A Ubisoft financial filing then revealed the game would be released in the 2017-18 fiscal year, which was later clarified as being October 17.

Fractured But Whole is the sequel to 2014's highly-acclaimed Stick of Truth. Anyone who pre-orders the new game in this series will receive a copy of The Stick of Truth for free.

Fans everywhere are hoping that this is the last delay they'll see for this long-awaited South Park sequel. And if all goes well, this release will come right before major blockbuster FPS games like Call of Duty steal the show. 

Check out the new trailer above to get another sneak peek at the game, or check out our first impressions of Fractured But Whole at PAX West for more info!

Interview With Jakub Cislo Developer of Upcoming Old-School FPS Project Warlock,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/d7c35b736670373960b75f968dfff550.jpg vcv8z/interview-with-jakub-cislo-developer-of-upcoming-old-school-fps-project-warlock Sun, 21 May 2017 06:00:01 -0400 Damien Smith

This week, we once again got the opportunity to interview young indie developer Jakub Cislo about his upcoming old-school FPS title Project Warlock. Initially, the game was named Exitium 3D, followed by Cataclysm 3D before finally deciding the game's title would be Project Warlock.

We discussed the changes made to the game since its first greenlight submission and how Cislo handled the massive criticism he received on the Cataclysm 3D Greenlight page.

In Project Warlock, you take on the role of a powerful mage who is attempting to rid the existence of evil by travelling through various dimensions and universes.

To help him in his quest, the mage uses all forms of weapons including a pistol, shotgun, SMG, akimbo SMGs, magic staves and spells. Project Warlocklike games of the era it is inspired by, will consist of 5 episodes -- with each one having a different theme.

GameSkinny:  It must have been difficult to get such a huge amount of harsh criticism on the Cataclysm 3D Greenlight page, especially as you had just given the game an overhaul. What was your initial reaction to it all?

Jakub Cislo: I was pretty sad, but instead of being arrogant, I decided to move back from greenlight and improve the game. I wanted to shut down the haters completely. Improve the game so much that they couldn't complain anymore.

GS: One of the features listed on the Greenlight page is the game will contain multiple game modes. What are these additional modes?

JC: One additional game mode that is coming for sure is survival. Basically, it is going to be a wave-based survival game mode. Another one is a "single-level game mode", where players would jump right into one fast level. I was also thinking about a "Total Carnage" game mode, where the player has a restricted time to deal as much wreckage as possible. Multiplayer is also an option, but after the main release.

GS: From the trailer for the game, I get an impression the protagonist is a silent type of a character with a badass attitude, something similar to Clint Eastwood’s characters in his Western films. Is that the kind of character you always imagined the mage to be?

JC: The short answer is -- yes. I always loved these kinds of characters. Not only in games, but also in movies. It makes them feel unstoppable!

GS: Originally there was a scoring system in place just like in Wolfenstein 3D. Is this feature still going to be in the finished game?

JC: The scoring system is still there, although changed a bit. Currently, the scoring system gives the player "unlock points" once he reaches a certain amount of score.

GS: You mention on the Greenlight page that Project Warlock will have a lives system similar to games like Contra, Super Mario Bros, etc. How exactly does that work in the game? Upon dying do you start the level over, or do you simply respawn in an area that you previously cleared?

JC: If upon death, the player has more than 0 lives, he can either choose to restart the current level, go back to the HUB to buy some upgrades, or pick a different set of levels to play. Once the player has 0 lives upon death, the game is over.

All progress is erased. Sounds rather harsh, but the number of lives found inside the levels is sustainable. We don't want to make the game frustrating.

GS: One of the notable game features is non-linear level progression. Is this in relation to the players being able to approach each episode as they see fit, or are there multiple approaches to how they complete a level?

JC: The levels are handcrafted. That means that most of the levels, excluding some simple ones, can be completed in different ways. Shortcuts, secrets, explorable areas -- everything is there.

The player can also select with which episode he wants to start with, except from the last episode -- the toughest one, which requires all previous episodes to be completed. So once the player hits "New Game", he has 3 episodes to choose from, as one requires at least one boss slain.

GS: Will there be a co-op option available upon release or at a later stage of development?

JC: Upon release, no. There are plenty of reasons, but the main one is time. Developing multiplayer and co-op components would take the time which I could use to improve on the level design, gunplay, AI and more important stuff. We want the game to be polished as much as possible.

GS: Originally there were to be only 3 episodes for the release of the game, now there are 5 in total. Is there any particular reason for the additional two episodes?

JC: Initially the game didn't feature any location-based episodes. Right now each episode is being designed in a different theme -- Medieval, Antarctica, Industrial, Egypt, and Hell.

GS: What platforms will the game be available on for release and will it become available on others at a later date?

JC:  If the game is going to get a satisfying amount of attention and sales, ports should eventually come. As said above, making additional things would move the release date.

Despite its massive overhaul and numerous changes since our previous interview with Jakub Cislo, the original concept and style of Project Warlock remain the same. At its core, it aims to create an old-school FPS that is inspired by the classics of the 90s like DOOM and Wolfenstein 3D.

Project Warlock is bound to take the interest of those who are fans of those early FPS titles, and it's looking to become a most promising game. It is scheduled to release in October this year.

GameSkinny would like to thank Jakub for taking the time to answer our questions and wish him the best of luck with the development of Project Warlock.

If you would like to know more about the game, you can check out the Steam Greenlight page for more info.

Cities: Skylines Mass Transit DLC Transport System Guide,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/t/r/a/transport-3354b.jpg hkzte/cities-skylines-mass-transit-dlc-transport-system-guide Sat, 20 May 2017 21:03:00 -0400 ESpalding

You may have already read our guide about the new traffic calming measures in the Cities: Skylines Mass Transit DLC, but did you know that there are also a lot of new public modes of transport in the update as well?

With monorails, ferries, cable cars, and even blimps, there are a number of new ways for your city's inhabitants to get wherever their hearts desire. And in this guide, we're going to go over the new transportation options that are currently available and some of the other improvements to the games transport system.

Taking Advantage of New Public Transit Options in Cities: Skylines

Elevate your journey by using the Monorail

I want to start with this new addition because it is one of my favorites. With the existing game you can already travel underground using the Metro, but now you can also ride above ground on the new monorail lines. These elevated lines can go over roads, green areas, and even expanses of water. 

When you get around to starting your monorail network, you will notice that there is a new road type -- the road tile with an elevated monorail line already above it. This makes placement very easy, as you can lay your monorail over pre-existing roads. There are even monorail stations with roads going under them, so you don't have to bulldoze a building just to make room for a station. So use this to your advantage when you're planning new transit routes.

The Monorail lines don't necessarily have to be connected in a big loop. You can have stations off the main line, because when a station sits at the end of a line, the monorail cars will automatically turn themselves around and head back to the main route. This makes planning even easier for you!

All aboard the new Ferry routes!

Why settle for giant flyovers and bridges when you want to connect your cities over water? Set up your own ferry network instead! You can use ferries to travel over the sea and rivers, but you can also choose to have canals running through your city for even more water access.

Once you've decided how you'd like to use your ferries, you need to place a depot. It doesn't have to be connected to your routes, but can be placed in close proximity.

Next, you need to figure out where you want to place your stop points and piers. These do not set out the route, though, so you also have to set the Pathways. Pathways must connect to Piers and to the Depot, and you only need to place them when you want routes over seas and rivers. Canals already have Pathways built into them, so you just have to make sure you connect them to Depots.

To get your ferry routes up and running, the last thing you now need to do is mark out your lines -- basically connecting the dots. Your ferry lines need to begin and finish on the same stops or pier, but you're free to create the routes in any order you want them.

Take to the skies with your very own Blimps!

Some may think this is a strange choice to add to a game like Cities: Skylines. I'm certainly not aware of any city that actually uses Blimps as a form of public transport these days, but it definitely adds something new and interesting to the game.

The added bonus of Blimps is that they offer fantastic advertising opportunities. You can either have product advertising or you can set a policy with makes them display educational posters.

Like ferries, blimps work using pathways and stops. The routes are two-way, and there need to be road connections to all the stops, as well as the depot. So to get your blimp system up and running, you'll take basically the same steps that you did to create your ferry system.

Take a scenic Cable Car ride down from the mountains

Sometimes you just want to take a leisurely, scenic trip down from the mountains, so why not take a Cable Car? Cable Cars can go anywhere, even through your cities (but not over housing). And to build their routes, you follow almost exactly the same steps as most other forms of transit listed above.

There are two types of stops for Cable Cars -- end-of-line stops and go-through stops. To create your route, just build the stops you want, and then collect them with cables. The only notable difference with this form of transit is that there are no depots to place, as cars come straight out of the stops.

Pro Tip: Use Central Hubs to Streamline All Forms of Transit

It might seem that things are getting a little bit busy with all these new modes of transport and the stations they require, but the Mass Transit DLC has got you covered. It introduces new transport hubs that aggregate a number of your transit stops into a single convenient place.

Now you can have trains, metros, and monorails going from the same station, or allow transfers between buses and the monorail at the Monorail Bus Hub. These ultimately save space and keep your commuters happy -- so use them to your advantage when your city starts to feel a little too congested!

That's it for this guide on the new transport additions to Cities: Skylines in the Mass Transit DLC. Make sure you check back with us here at GameSkinny to keep up to date with all things Cities: Skylines and more!

NBA Playgrounds: How to Get Gold Packs,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/n/b/a/nba-playgrounds-how-get-gold-packs-d0283.png jyd2p/nba-playgrounds-how-to-get-gold-packs Sat, 20 May 2017 20:22:02 -0400 Nick Lee

Every NBA Playgrounds player knows that in order to win any card packs you have to win a match -- but in order to grab those essential gold packs, you'll need to do a bit more work than that. Getting gold packs comes down to leveling and winning matches -- two tasks that don't have to be as difficult as they may seem.

By focusing on these two goals, you'll be able to unpack some gold in no time. So what level do you need and how exactly do you win tournaments? Let's hit the blackboard to find out.

Farming For Gold Packs in Tourneys in NBA Playgrounds

While farming in most games relates to XP, experience takes a back seat to opening new card packs in NBA Playgrounds. The true measure of success in the game will be grabbing those gold pack cards. And getting those means you'll have to grind through regular matches and gain as much XP as possible.

Once players reach level 50, every win thereafter will reward them with a gold pack. While this is a helpful piece of information, you might drive yourself crazy playing regular old matches that yield rewards you've seen before. So to skip the mundane match after match grind, you'll have to liven it up by playing tournaments -- or by employing following methods.

Utilizing Tournaments for Gold Packs and Experience

Tournaments are essential for both leveling and gaining gold, so competing in them will best prepare you for advancing in all aspects of the game. And like we've mentioned in our beginner's guide for NBA Playgrounds, you'll need a solid team that you've leveled up enough to be a dominant playing force. 

When playing tournaments, you want a well-rounded team that can push you past multiple obstacles with a diversified set of gameplay styles. The reward for winning these tourneys gets you a gold pack while you level, so you want to do this as often as possible if you're trying to grind for them.

Grinding Regular Game Modes for Gold Packs in NBA Playgrounds

Currently the tourneys-to-time ratio isn't quite suited enough to seem like a viable option to keep replaying for gold packs -- so instead, you can utilize the online and exhibition game modes to tear through card packs. The added bonus in this method is that you'll gain XP. But more importantly, it's an easier route that can be replicated endlessly. 

Online Mode

Winning games online grants the most XP and levels you up the fastest, but you obviously can't guarantee winning. Another unfortunate side effect of this method is the classic NBA 2K carry-over of your opponent rage quitting upon losing that plagues this game as well. 

While this method itself can be more time-consuming and high-risk than exhibition mode, the rewards are plentiful if you can win.

Exhibition Mode

With a little work, you can turn farming this mode into a science and win basically any match in under a minute, turning you into a true NBA farmer.

Like we outlined in our card farming guide for NBA Playgrounds, you'll want to pick your best players and match them up with a CPU player team with the lowest stats on your roster.

After the match starts, immediately go to the settings, select the map, and enter match options. Under "Match Finish," set score to 10 points. Another important aspect is to make sure the match with difficulty is on Rookie for an even faster win.

If you choose two players with a higher steal rating and a three-point rating, you can win matches even faster while perfecting your timing for both. Once the match is over, select "Replay" to skip most of the loading screens. Then rinse and repeat after until you're satisfied with the number of packs you have. While this won't guarantee any gold packs, it will level you high enough to start earning them regularly.  


Farming for gold card packs is a relatively easy process, though it can be time consuming. Luckily for you, you now know all of the ways to farm for packs with the added bonus of leveling as you go. (And if you want to know the best players for NBA Playgrounds, we've got you covered there, too.)

As you hit the playground, remember to shoot for GameSkinny to get more NBA Playgrounds tips and tricks