Fighting Genre RSS Feed | Fighting on GameSkinny en Launch Media Network Bendy in Nightmare Run Tips Guide Thu, 16 Aug 2018 11:13:35 -0400 Jonathan Moore

If you've played a mobile runner before, you're already familiar with Bendy in Nightmare Run's foundational mechanics. Swipe left and right to go left and right, swipe up to jump, swipe up twice to double jump, and swipe up and down to smash unsuspecting enemies. 

The game goes over all of this in the tutorial. However, there are a few things it glosses over. In this short guide, we'll go over those things, as well as a few general tips so like me, you aren't left scratching your head in the early game. 

Understanding these mechanics will make Bendy's later acts almost a breeze.  

Bait Boss Attacks 

Bendy's levels are split into four "stories" of six acts each. Each story has a different boss who grows more powerful over the course of each act. For each act, the boss will chase you from the beginning to the end, assaulting you throughout the level with increasingly powerful attacks. 

Although every attack is different (some bosses throw tires and engines at you, while others use lasers and artillery volleys), these attacks are telegraphed ahead of time by a cross hair underneath Bendy

Don't move immediately, though, since the cross hair will always follow you for a second or two. Only move when the cross hair begins to flash. When this happens, it means the attack is locked into that lane. Not only can you easily dodge the attack this way, but you can also bait the boss into attacking an empty lane or one without a weapon or health pack. 

Hit or (Purposefully) Miss Enemies

There are three lanes in Bendy in Nightmare Run: left, middle, and right. Bosses will spawn enemies in these lanes that not only attack you with physical and ranged attacks, but also act as shields for the boss. 

To hit ground-based enemies, simply move into their lane and throw a weapon. To defeat airborne enemies, move into their lane, jump, and throw your weapon.

If you're on a raised gangplank and facing a ground enemy, it's best not to throw a weapon but instead stomp them. If you're facing an airborne enemy, all you have to do is throw your weapon and it will hit them. 

However, if you don't mind tons of enemies on-screen at once (the early acts of each story are beatable without killing enemies), then you can throw over a ground enemy or under an airborne enemy to hit the boss

It's a strategic maneuver the game doesn't tell you. 

Not All Weapons are Created Equal

Bendy has access to three different weapons in Nightmare Run: a brick, and axe, and an anvil. The game teaches you how to throw (just tap the screen with a weapon in your inventory), but it doesn't tell you that each weapon deals different damage.

The brick will deal one damage. The axe will deal two damage. The anvil will deal three damage. 

Always go for the anvil when you have the choice. If you always go for the most-powerful weapon and throw it in the right lane, you won't need to buy upgrades (see below) because defeating the boss will be a cinch. 

Don't Focus on In-Stage Soup Cans

If you want to progress through Bendy faster, don't focus on soup cans when you first play a level. Yes, there is a bonus for collecting a certain number of soup cans per level, but you get more cans by defeating the boss and not taking damage

Don't buy upgrades with soup cans if you're wanting to get through Bendy in any sort of reasonable time or don't want to spend real-world money to progress. Honestly, I went through the entire game only buying one upgrade and completed it pretty easily. Buying upgrades sets you back far too much to be worthwhile (except for Nightmare acts -- you'll want upgrades there). 

When you beat each story, you'll have enough (or almost enough) soup cans to unlock the next story. If you don't, then you can go back and focus on soup cans by completing each act's "collect cans" challenge. However, keep in mind that you only get act-clearing cans and challenge cans once; all other cans are based on the amount you pick up per act, and the multipliers aren't high. This means you'll have to grind, and no one wants to do that if they don't have to. 


Other than patience, tight reflexes, and focus, that's all you need to know about Bendy in Nightmare Run. I don't go over the game's Nightmare acts in this guide because there aren't really any actionable tips (outside of the ones above) that will help you get through them easier. Just knuckle up and block distractions and you'll beat the game's hardest levels. 

Let us know what you think about Bendy in Nightmare Run in the comments below! 

Death's Gambit: The Definitive Class Guide Thu, 16 Aug 2018 11:30:15 -0400 Ty Arthur

Because Death's Gambit shares a lot of similarities with the Dark Souls franchise, the game starts with a seemingly straightforward choice, but one that can very much impact how you play the game. That question is: which basic class and starter item should you pick on your first playthrough?

Of course, not all classes are created equal in the world of Death's Gambit. Some have major advantages over others and some cater to radically different play styles.

If you are just getting started, let's dive into a breakdown of what each class offers and which one you should pick for the least difficult experience! 

Related Content: Death's Gambit Guide: How to Kill Ghosts

Death's Gambit Class List 

Unlike many fantasy games, weapon skills in Death's Gambit are attached to specific weapons instead of to your class, so you can potentially play a wizard with a greatsword or a soldier slinging spells.

The talent tree is also open between classes, but each class has at least one extra talent that governs how you gain soul energy, while some also get one special unique ability.

These unique elements will be the deciding factors in how you pick a class based on your preferred play style in this Metroidvania Souls-like.

Class: Soldier

Unique Talent: Blocking enemy attacks awards soul energy

Starting Equipment:

  • Aldwynn Greatsword
  • Conscript's Cape
  • Vados Shield
  • Lucent Plume

This is your basic, well-rounded class that doesn't particularly excel at anything.

If you want to start with a sword that doesn't have a crazy attack animation to learn, the Soldier is an acceptable basic class, but there are far better options. Nearly every other class has something better in terms of stats and unique abilities.

Class: Assassin

Unique Talent: Dodging enemy attacks awards soul energy

Starting Equipment:

  • Thief's Blades
  • Conscript's Cape
  • Wooden Targe
  • Lucent Plume

This close-ranged combat expert needs to get up close and personal to gain soul energy for activating special abilities.

For melee-focused adrenaline junkies, this can make for an acceptable starting class. However, keep in mind that the Acolyte Of Death has just as high a starting Finesse and a better unique ability.

Class: Wizard

Unique Talent: Healing awards soul energy

Starting Equipment:

  • Casting Tome
  • Conscript's Cape
  • Vados Shield
  • Lucent Plume

Unlike many RPG-style games, the wizard won't annihilate huge groups of enemies with giant blasts of energy straight off the bat.

Staying alive as the wizard is quite difficult here, so swap out to a bow as quick as you can to attack at range instead of using a sword.

Class: Sentinel

Unique Talent: Parrying awards soul energy

Unique Ability: Equip weapons and shields at half the required stats

Starting Equipment:

  • Vados Longsword
  • Conscript's Cape
  • Vados Shield
  • Lucent Plume

When you are good at parrying attacks, the Sentinel can be one of the best classes to choose because of the unique ability to equip anything at half the required stats.

You won't need to invest any points into Finesse or Intelligence in order to use the best weapons and spells out there.

The soul talent isn't quite as good as the Acolyte Of Death, but otherwise this is one of the strongest class options.

Class: Noble

Unique Talent: Using items awards soul energy

Unique Ability: Gain access to a unique merchant

Starting Equipment:

  • Aldwynn Halberd
  • Magister's Hood
  • Conscript's Cape
  • Vados Shield
  • Lucent Plume
  • Dragonberry
  • Gaian Blood
  • Crow Plume

While you start off with several extra items to make use of the Noble's special soul ability, in all other respects, this one of the weakest classes

There's just really nothing here to make this class more attractive than the others, unless you really like to use items and want to try out some unique item options.

Class: Blood Knight

Unique Talent: Taking damage awards soul energy

Unique Ability: Regain a portion of lost health when dealing damage with quick retaliations

Starting Equipment:

  • Vados Axe
  • Conscript's Cape
  • Vados Shield
  • Lucent Plume

This class offers a very different way to play, as it's all about highly reckless, highly aggressive combat. You want to both get hit and then immediately hit back as often as possible.

That's pretty anathema to your typical Souls-like game, so if you want something outside the norm, give this class a shot. For new players though, you may want to go with something else.

Class: Acolyte of Death

Unique Talent: Killing enemies awards soul energy

Unique Ability: Restore broken save points

Starting Equipment:

  • Acolyte Scythe
  • Conscript's Cape
  • Vados Shield
  • Lucent Plume

Here we go -- the best Death's Gambit class!

The starting scythe has a wide attack range and big forward movement animation, which can be very helpful in some situations but is difficult to master in normal combat.

If you don't prefer the scythe's attack style, switch to a different weapon, like daggers or intelligence-based book spells.

The ability to restore broken save statues is actually less useful than you'd imagine, as there are only a handful of points across the game where this means less backtracking to return to a difficult boss.

Gaining soul energy through straight kills is where the Acolyte Of Death class shines, and puts it a cut above the rest. You will be absolutely swimming in energy.

When used efficiently, this is easily the single best starting class as you can constantly trigger abilities.

What's your favorite class, and do you have any Death's Gambit combat tips on the best ways to utilize each class that we may have missed? Let us know in the comments below!

Be sure to check out our other Death's Gambit guides while you're here. 

Death's Gambit Guide: How to Kill Ghosts Wed, 15 Aug 2018 14:31:43 -0400 Jonathan Moore

Like any game in the Souls-like genre, Death's Gambit is filled with difficult enemies. With everything out to get you and death lurking around every corner, it helps to know which items, spells, and weapons can kill your adversaries faster than they can kill you. 

As it turns out, not all enemies take damage from every weapon type -- and some, like the game's ghosts, don't seem to take damage from anything at all. Whether you attack them with a sword or use magic, these ghouls are seemingly immune to your every move, even if they can deal some pretty big damage to you.

However, there is one thing they are susceptible to: Sunstones

Related Content: Definitive Death's Gambit Class Guide

When you come across a ghost in Death's Gambit, you'll notice they're no more than apparitions. However, if you throw a Sunstone at them, the light produced will illuminate their true forms. When they are in this state, you can attack them with any weapon or spell to kill them. 

Since Sunstones are pretty common, you shouldn't have to look hard for them. However, if you've yet to come across any from the game's crystal enemies, you can buy them from the vendor Jaco of Basilus in the game's hub area (he's just to the right of the large red tent). He sells them for 20 Hope.


That's all you need to know about killing ghosts in Death's Gambit. It's as simple as throwing a stone! 

Stay tuned to GameSkinny for more tips and tricks on this dark fantasy RPG from Adult Swim Games. 

World of Warcraft: Battle for Azeroth Review (In Progress) Wed, 15 Aug 2018 17:41:27 -0400 Nick Congleton

World of Warcraft: Battle for Azeroth launched Monday, August 13 at 3 p.m. PDT in the game’s first ever simultaneous worldwide launch. BfA is the venerable MMORPG’s seventh expansion pack, and it’s already seen more than its share of both hype and controversy. So, how is it?

For the most part, and from what I've experienced, excellent.

It's true that World of Warcraft expansion launches can be unpredictable. Those prior to Battle for Azeroth, Warlords of Draenor and Legion, couldn’t have had launch events that were any more different. Legion boasted one of the smoothest launches in the history of the game, while Warlords was an unmitigated dumpster fire.

Where does BfA fall? Well, it certainly wasn’t perfect. Plenty of people experienced login issues for hours after launch, where Blizzard almost immediately posted a message alerting people to watch their customer support Twitter account for updates.

In testing the game, the login issues did persist, but multiple attempts eventually resolved the issue -- and there weren’t any further problems.

Battle for Azeroth's Opening Scenario

When you log in to Battle for Azeroth for the first time with a Level 110 character, a quest will instantly pop up on your screen. You'll take this quest to get your new Heart of Azeroth necklace from Magni Bronzebeard, who speaks for the planet itself. The quest chain is short, and only serves to set up this expansion’s new iteration on Legion’s artifact system.

From there, you begin your faction’s intro scenario. Both scenarios are pieces of individual content that are very story driven. They set up the entire leveling experience, introduce new characters, and highlight some old favorites.

Take your time and enjoy these. You can only do them once per character, and they’re actually very fun. Of course, their job is to get you excited for the expansion and the new leveling zones that you’re about to experience, and they more than succeed.


World of Warcraft has always had a unique art style. Its semi-cartoonish looks are part of what have made the world uniquely its own. Even in the game's early days, players fell in love. Over the nearly 14 years that WoW’s been running, the in-game visuals have undergone a significant overhaul.

In BfA, WoW retains its signature style, but that style has evolved to a place fans could only dream of back in 2004. The game looks stunning, and the visuals help to build a degree of immersion that makes the world feel organic. Every aspect of the new environments boasts an exceptional degree of detail, and it’s hard not to stop and stare.

Battle for Azeroth has no shortage of diversity in its atmospheric visuals either. You can find a bustling sea port, a gleaming city of gold rising from a dense jungle, a vast desert littered with the ruins of an empire, and a creepy haunted forest complete with witches and wicker monsters -- all in the same couple of islands. It all makes sense though, and fits perfectly with BfA’s story.

As you play through, take some time and appreciate the immense amount of work that went into bringing this world to life.


Blizzard stated early on that they wanted the story of BfA to take a more prominent role, and it really shows with the final product. From the second you start on your faction’s intro scenario, you’re thrown into a complex and ever-evolving plot.

Both factions arrive on a new island controlled by an allied nation. In both cases, you quickly realize that your new allies are dealing with some serious political turmoil, and you’re stuck in the middle of it now, too.

Beyond the core plots, each zone you visit features a whole cast of side characters and plot lines that interweave with your primary goals. There are some real gems mixed in to those quests, and it’s absolutely worth playing through as many quest lines as you can while leveling. Watch the cut scenes and read the dialogue. You’ll appreciate the experience so much more.


With each expansion, Blizzard has improved WoW's leveling experience. The story and visuals have played a huge role in that. However, BfA is a mixed bag, when it comes to leveling.

First off, leveling is slow, and it feels slow. If you don’t care about topping out your character ASAP, this won’t matter much to you. However, if you’re like most players, you want one character at level cap before the first raid unlocks. That should still easily be possible, but players who don’t have that much time to invest might lag behind.

Part of that increased time can be attributed to the terrain and placement of quests in certain zones. For example, in the Horde continent of Zandalar, leveling through Nazmir feels much smoother than Zuldazar. Nazmir’s quests flow naturally into one another, and the terrain is mostly flat. Zuldazar is heavily mountainous, and the quests are fairly scattered without a lot of continuity between them outside of the main quest chain.

Late in the BfA beta, Blizzard also increased the amount of experience needed for each level. While this was intended to keep players from blowing through the leveling experience too quickly, it had an additional consequence. Unless you complete every quest in every zone, you risk running out of quests before hitting the level cap. The best solution is the War Campaign. Complete each section as you go, and establish your three footholds on the opposite faction’s island. Do that, and you shouldn’t have a problem.


While all of that sounds pretty bad, remember that the stories that play out in the quests are top notch, and the environments they take place in are amazing. Leveling in BfA isn’t really bad. It’s just kind of… clunky.


There hasn’t been too much time to test the dungeons in BfA, but initial impressions are positive. Right now, the queue times for nearly every dungeon are very long. Some were up to an hour. If you want to run a few dungeons, especially for completing the final quest in each zone, queue and keep questing.

That said, the exceptional art direction carries through into the dungeons. They’re all varied, with their own unique aesthetics and enemies to fight. The layouts follow a similar design philosophy to Legion, making them simple to navigate and run efficiently. Boss fights have actual varied mechanics. It’s clear Blizzard is taking Mythic+ dungeons and the Mythic Dungeon Invitational very seriously this time around, and it reflects in the design.

War Campaign

The Battle for Azeroth War Campaign was easily one of the highlights of the questing experience. The War Campaign follows your faction’s efforts to win its war against the opposing faction. The early quests get you set up with many aspects of the endgame content that you’ll be playing over the next couple years in BfA.

The more interesting quests take you to the enemy faction’s home island to establish strongholds for your faction. They’re short chains that pair you with heroes of your faction as you arrive in completely new zones (the opposite faction’s leveling zones).

Don’t worry about running into other players, though. Early stages are instanced, and the base you establish does have guards and friendly players. Chances are, you won’t see enemy players, at least not yet.


It’s very hard to say much about Warmode this early in the game. It’s one of BfA’s new features with the most potential. It places players who want to fight each other on the same servers and rewards them for fighting with gear, honor levels, and other useful things. Warmode also includes features for encouraging players to fight, like placing a bounty on enemy players who have killed your allies.

Warmode is dependent on the players, and if a majority of players don’t use it or abuse it, there’s plenty of room for failure.

Before the expansion’s release, the BfA pre-patch event introduced Warmode to the game and created a new zone geared for full-fledged Warmode as it appears in Battle for Azeroth. That zone, Darkshore, erupted into a warzone with players grouping up with members of their faction for large- scale battles or just hunting the enemy faction. For people who enjoy open world player vs. player (PvP) combat, it was mostly a great success.

BfA’s release brought something unexpected to Warmode, though. Since the beginning, players on PvP servers expected to get killed by higher level players. It came with the territory, and it’s something players were expecting heading into BfA with Warmode turned on. Only, that’s not at all what started happening. Lower-level players started killing higher level ones.

BfA introduced a new scaling system in Warmode that prevents high-level players from killing other players in one or two hits. It makes lower-level players more robust than they normally would be, giving them a fair chance to survive. At the same time, Legion’s now infamous legendary items retain their special effects until a player reaches Level 116. The result of both factors gives characters below Level 116 a strong advantage over higher-level players in BfA. In fact, groups of low-level players even formed to go hunt higher levels.

Clearly, this is a problem, and it’s one that existed in the beta, to a lesser degree. It remains to be seen whether this pattern will continue into BfA’s lifespan or what level gear will prevent it for max level players, but it’s something that needs to be corrected in order for people to take Warmode seriously.

Island Expeditions

Island expeditions are the return of Mists of Pandaria’s three-player scenarios, but in a much more dynamic way. Island expeditions put you and two other players against a team of NPCs of varying difficulties on a search across an uncharted island for the sought after substance, Azerite.

The islands are dynamically generated and feature different layouts and encounters with each visit. If you want a real challenge, you can actually take on three players from the enemy faction in a PvP-flavored version of the scenario.

Island expeditions are quick, fun, and provide you with something different to do, even when you don’t have loads of time to play.

What’s To Come

Battle for Azeroth just launched, but there’s plenty lined up for the near future. On September 4, Blizzard will unlock the main end-game content; raids, Mythic+ dungeons, and the first PvP season. The first raid, Uldir, builds largely on the Horde’s leveling storyline. The next set of allied races, the Dark Iron Dwarves and Mag’har Orcs will be available through the War Campaign at that time, too.

Like with any WoW expansion, BfA is going to be around for about two years. Very little is known about future patch content, but the mysterious queen of the Naga, Queen Azshara, will finally make an appearance as a raid boss in one of them.

You can also expect several new sets of allied races coming in future patches too. That includes the Zandalari Trolls and Kul Tiran Humans that you’ll be building relationships with as you level.

Is Battle for Azeroth good? The content that’s available now definitely is. Old fans and new players alike will no doubt enjoy most aspects of the expansion. That said, it’s always hard to say how a WoW expansion will be judged by history at this stage. Despite its technical issues, Warlords of Draenor was beloved in its early days. It wasn’t until the infamous content droughts of later patches that it earned its negative reputation.

It seems unlikely, though, that BfA will follow that path. It‘s a pretty safe bet that if you liked Legion, you’ll like Battle for Azeroth.

[Editor's Note: This is a review in progress and will be updated accordingly.]

We Happy Few -- Finding The Boiler Suit Location Wed, 15 Aug 2018 10:13:30 -0400 Ty Arthur

Crafting any item you need -- from torn suits for fitting in with wastrels to Sick Up Tea for vomiting rotten food -- is a critical element of survival horror mashup We Happy Few.

No matter how hard players look, no one seems to be able to find a blueprint for stitching together the mission-critical boiler suit, however.

Unlike the proper suit or raincoat, you quite simply can't craft the boiler suit out of materials found in Maidenholm. Instead, you have to buy it from a specific character hiding in an alley.

Where To Find The Boiler Suit In We Happy Few

When Arthur walks down the street with the blocked-off park and the motilene spill, eventually you will come across an area with a bobby investigating a sparking police box.

Talk to the Bobby first to find out something is going wrong with the mechanical contraptions and begin the Popped Popper quest.

After the conversation do not attempt to interact with or repair the broken police box. Even if you have the proper tools, this still counts as being suspicious and the bobby will immediately attack you, as will all the surrounding civilians!

You need to wear the boiler suit first so that you don't look out of place while messing around with the machine.

To acquire a boiler suit you are looking for the Shady Dealer merchant, who is found east and south of the Constabulary, and north of Eric Blair Park in Maidenholm. After you walk by him, he should appear as a marker on your map.


Note that the Popped Popper quest marker won't point you here. Instead, it will try to send you back to the broken police box machine, thinking you already have the boiler suit in your inventory.

The Shady Dealer is hanging out in the alleyway half way down the street. At first the alley looks like a completely empty dead end. If you stand there for a few seconds and look at the wagon in the back, however, the Shady Dealer will open the lid and pop out to ask what you fancy buying today.

You need 64 pounds to buy the boiler suit. If you don't have that much money on you, its time to go robbing the Maidenholm homes or exploring the Garden District until you can scavenge for the funds.

Note that you can also buy an electro-lock shocker here for 16 pounds, which you need for the Ceci N'est Pas Une Pipe quest to get through the locked doorway.

After finishing the Popped Popper quest, the boiler suit can also be used to fit in at other mechanical devices or construction sites without raising suspicion or annoying the bobbies.

For instance if you want to disable the Joy detectors that block you from crossing certain streets, make sure to put your boiler suit on first or the bobbies will decide your head needs to meet their clubs...

They may still approach to ask what you are doing, but if you give them some Scotch from your inventory they will walk away without asking anymore silly questions.

With the randomized nature of the game areas and the many bugs plaguing the game right after launch, some We Happy Few players have reported issues getting the Shady Dealer merchant to appear where he should.

If he doesn't show up in the ally with the wagon, let us know where you searched and we'll try to find another location or a fix to the disappearing merchant bug for you!

In the mean time, looking to find Arthur's misplaced memory masks while exploring Wellington Wells? Check out our We Happy Few memory locations guide here instead!

Sir Patrick Stewart to Narrate Indie Title My Memory of Us Tue, 14 Aug 2018 14:27:04 -0400 Bryant Pereira

Developer Juggler Games announced that the illustrious actor Sir Patrick Stewart joined the cast of their new indie title, My Memory of Us, as its soothing, witty narrator. The game is slated for release on October 9 of this year and will be available on PC, PS4, and Xbox One.

My Memory of Us follows the story of a blossoming friendship between a young boy and girl as they explore The City -- a town that closely resembles Warsaw before World War II. As war breaks out, it’s your task to guide the children to safety and keep them safe from the threat of the evil Robot King and his army. You’ll utilize the skills of both characters together as you weave your way through the side-scrolling, puzzle-filled adventure.

Sir Patrick Stewart’s impactful, baritone voice was picked specifically to match the artistic style and tone of My Memory of Us.

“The story of My Memory of Us is a personal one to us, as our grandparents faced similar oppression World War II. This game is our ode to them and the millions of others who lived and died during this time,” said Mikołaj Pawłowski, CEO, Juggler Games. “So when it came time to cast a narrator, Patrick Stewart was the perfect choice. His amazing acting career spans nearly six decades, and since the very beginning he has produced incredible and emotional work. His talent and skill provides the right mixture of gravitas and hope, and his performance resonates perfectly with our game.”

Although Sir Patrick Stewart is primarily known for his notable acting roles in Star Trek and X-Men, he has been featured in several video games in the past like The Elder Scrolls IV: Oblivion and Watch Dogs. My Memory of Us marks his return to the industry after a four-year hiatus.

My Memory of Us releases October 9, 2018 on PC, PS4, and Xbox One.

Fortnite Season 5, Week 6 Challenge Guide: Search Chests in Lonely Lodge Tue, 14 Aug 2018 08:13:29 -0400 Sergey_3847

This week's search chests challenge will send you to the eastern coast of the Fortnite map, where the Lonely Lodge is. This unremarkable location is very similar to Wailing Woods and Moisty Mire in terms of chests spawning in wild places.

But this is also good news, since you will find a lot more chests here than the required seven. Follow our guide below for all the possible chest locations in Lonely Lodge for this Week 6 challenge.

Where are Chests in Lonely Lodge?

Th first point of interest at Lonely Lodge is the wooden house at the northern part of the areas. You will find three chests inside, all of which spawn in the attic, albeit in different rooms.

After that, check out the two shacks outside the wooden house. Each of them contains at least one more chest. If you can't find enough chests in the buildings, then check the cave near the shacks and the camp on top of the hill.

After that, move to the southern part of the location, where you will see a tall wooden tower. Go to the highest tier, where you should find three chests that regularly spawn.

Lastly, west of the tower, you will see another small shack that should contain at least another chest. All in all, you should be able to loot 10 to 12 chests, which is enough to complete this week's search chests challenge in Fortnite.


That is all for Season 5, Week 6 challenge at Lonely Lodge, and for other Fortnite guides at GameSkinny, be sure to check out the links below:

Fortnite Season 5, Week 6 Battle Star Guide: Search Where the Stone Heads Are Looking Tue, 14 Aug 2018 08:13:26 -0400 Sergey_3847

Fortnite's Season 5 has introduced a couple of unanswered mysteries that may be soon revealed. One of them is part of the Week 6 Battle Star challenge, which is a nice change of pace.

So, if you've ever wondered what the secret meaning behind the giant stone heads in Fortnite is, which were just added in Season 5, then follow our quick guide below for a complete answer and a map to this week's Battle Star.

The stone heads in question are evenly spread out all around the island, but they don't really carry any meaningful function. However, they all look in a certain direction. If you draw straight lines from each of the heads, you will find the point of intersection northwest of Fatal Fields near Salty Springs

This point is exactly what the developers want you to find, since this is where you will get this week's Battle Star. But if you don't want to waste time and do the drawing, then just take a look at the map above for the exact location of the star.

You will notice that the stone heads all look at the small hill northwest of Fatal Fields. Just land on top of that hill and interact with the Battle Star. As a result, you will complete one of the hardest challenges in mere seconds.

Fun fact: Fortnite's stone heads are ancient relics that originate from Easter Island in the Pacific Ocean near Chile. This is a nice little homage from the developers to "Easter eggs", with a huge pun written all over it.


In any case, this should be sufficient enough for you to finish Week 6 Battle Star challenge, and for other Fortnite guides at GameSkinny, please visit the links below:

The Tea: Ecco the Dolphin's Intro Was a Sad, Lonely Chunk of My Childhood Thu, 16 Aug 2018 10:41:58 -0400 Jackson Ingram

Game prologues are infamous for being long and boring and holding your hand way too tightly when you really just want to keep both on the controller. Like, can’t you just trust I know how to jump and move forward?

No, actually, you can’t. I’m one of those babies who needs prologues (and walkthroughs, and mid-game snacks, and sometimes short pauses during  scary parts), and I’ll admit that in all my years of gaming, I’ve spent far too long just existing in them. Prologues are the virtual wombs of video games, and I'm never fully ready to leave the relative safety of quirky, introductory mini-games for the unknown, outside world.

In this special miniseries, I’ll be taking (quick) bites out of four prologues that I remember not as appetizers to a larger adventure, but as the main course itself. In the case of Ecco the Dolphin, it’s because I never made it past the tutorial.

"Try this dolphin game. Kids like dolphins, right?"

Ecco was one of three Sega Genesis games I remember playing in my family's attic. Unlike the shoot-em-up Sunset Riders or the blink-and-you-die classic Sonic the Hedgehog, Ecco seemed like it’d be more in line with my five-year-old tastes and eye-hand coordination.

It started out okay. I was just a ‘lil dolphin, boppin’ around the ocean with all my dolphin buds. One of them, clearly the pod's resident hotshot, challenged me to jump as high as I could out of the water. This was apparently the triple-dog dare of dolphins, because the game would not let me refuse on the principle of modesty or stage fright.

So after a few failed skims of the surface, I did it. And Ecco launched high, high, high into the air, and I got a taste of what any shred of athletic ability must've felt like for other kids who actually went outside. In that moment, my bottlenose body was like a missile, unstoppable, flying toward the heavens.

But like Icarus reaching for the sun, my joy was not to last. While I was getting the sweetest dolphin air you could imagine, a huge vortex opened up in the water below. Five-year-old me watched in mute horror as my dolphin friends and family were slurped into the black hole like long strands of spaghetti.

A Swim with Dolphin Death

Growing up, my biggest fear was the loss of a family member. I’d end every night and start every morning with a ritualistic prayer for the safekeeping of my mom, dad, sisters, dogs, grandparents, cats, aunts, uncles, and friends, in that order.

I’d mouth the words the same way each time, and would start all of it over again if I skipped anyone by mistake. I was convinced that if I didn’t do this exactly right, God would smite them on the spot. So just to be safe, I started doing it anytime anyone left the house. “Please, please, please, in Jesus’s name, Amen,” I’d repeat in my head after Dad left for work or my sisters for school or Mom for the grocery store. I’d try to finish it before the garage door closed, so I could still see them in the car and trust that it wouldn’t be the last time I did. 

You can imagine how I felt splashing back into the water as Ecco after the vortex had closed its mouth over my pod. The ocean was empty and I was alone.

For the longest time, I thought it was my fault, like maybe my jump had triggered the vortex, and I was responsible. I restarted the game again and again, trying to avoid it, but eventually I accepted that to jump and lose everyone and everything was the only option the game had given me.

And after that, all there was to do was swim. 

I explored every pixelated reef and cove, holding down the C-button and singing out to no one. I never figured out where I was supposed to go. I rammed poor Ecco into rock walls and leapt onto the beach and fired myself back into the air again and again and again, hoping to find whatever pocket my family had been tucked into.

I gave up eventually, and since these were the days before the internet (at least at my house), that was it. I never found out what happened next. For me, Ecco’s lonely, empty prologue was the whole game. I shut off the Sega and resigned him to a life of dolphin solitude.

It wasn’t until years later that I stumbled onto the game again on some online forum. “Aliens??” I thought. “Those were aliens???” It turns out, the vortex hadn’t been my fault after all, but rather that of an intergalactic colonizing race that fed off the Earth’s oceans. Ecco had some deep lore, apparently. Once we’d made the switch from dial-up to high-speed, I made sure to watch the ending, and found myself tearing up once the credits started to roll. After all these years, Ecco had found his family.


Now I’m just waiting for the next E3 so Sega can announce the long-awaited reboot in which Ecco takes on the big oil companies.

Fandom Freak-Out

Did you know there are only 52 Ecco the Dolphin pieces on Come on, people! Start generating that sweet cetacean content! While y’all get to work writing the Ecco/Doctor Who crossover you know the world needs, I’ll leave you with this, a fan poem that would’ve blown five-year-old me’s mind. 22-year-old me is just a little confused, but I hope its author is living their truth.

Oh, and #EccoForKingdomHearts3.


Are there any prologues you’ve never made it past? Did you know there were aliens in this weird dolphin game? Who is responsible for that? Sound off in the comments below!

Until next time. Stay steamy.

The Tea (never timely, always hot) is a weekly column steeped in gaming culture and the fandom experience. Tune in Thursdays for another cup of steamy content.

Castle Burn Goblin Rush Strategy -- Win In Under 60 Seconds! Tue, 14 Aug 2018 11:16:42 -0400 Ty Arthur

Whoever would have expected so much strategy from a freemium mobile title? Castle Burn gives you lane-based MOBA combat with an RTS twist and plenty of resource management.

Between different tiers of cards, radically different heroes, and wildly diverging creatures, there are dozens of different strategic plans to deploy if you want to win in PvP.

That classic "zerg rush" of StarCraft fame is a completely viable strategy here for anyone who has unlocked the goblin card. Let's dive into how it works!

Castle Burn Quick Win Goblin Rush Strategy

If you aren't familiar with the strategy, this is based on very quickly pumping out zerglings in the original StarCraft so that a mere three tiny, weak units could disrupt your opponent's economy and prevent them from every regaining the lead. It was a cheap, lame way to win when playing as Zerg -- and it worked.

In a Castle Burn PvP match, goblins are the way to go for a quick rush win, since they have one of the lowest mana costs to summon at Tier 1 and can be pumped out in large quantities to swarm alongside your higher powered hero unit.

When the battle starts, don't construct a mana sanctum at all. This is an all-or-nothing strategy where you either win soon enough that you don't need extra mana production, or you miscalculate the time and get annihilated before you'll have the opportunity to build anything.

Instead, immediately place exactly one camp at the outer edge of your blue sphere of influence. Now you play a tense waiting game where you don't spend mana on anything and wait for around 10 seconds.

When you hit around 100 - 105 mana (after the cost of building the camp), drop your hero and all the goblins you can buy for your entire mana pool. Commence with the rushing by sending them straight to the enemy castle.

If your opponent was thinking of the long game and spent their mana to construct a sanctum and camp, they won't have the time or the mana resources necessary to counter with an effective defense.

 Employing the goblin rush strategy (thanks to killdoom1 for the screenshot).

Countering The Goblin Rush

This is a strategy that only works if your opponents doesn't see it coming and hasn't properly prepared for it. This is all about speed over strategy or resource management. If you time it right, you will get there first and take out their castle before they can mount an effective defense.

There are several major foils to this strategy to look out for if you want to consistently win with the blitzkrieg goblin rush. In particular, be wary of these strategies:

  • If a player can drop an upgraded archer tower fast enough, that one building can chew through enough of the goblins to negate the rush.
  • The fire pillar or poison mist spells will chew through the goblin horde.
  • Bombs combined with even a single archer or cat mage can annihilate your goblins, leaving you without enough resources to get back into the battle effectively.

If you are worried another player will employ this strategy and want to defend against it, there's another Starcraft-inspired counter to employ.

Just like the pro players used to send out one probe or SCV to scout the enemy camp and see what build order they are employing, you can create one goblin and send him over to scout the other castle.

Your single goblin scout will almost certainly die, but you will have a close up view of what the other player is spending their mana to construct. If there's a sanctum being built, you know they are planning on defense for a long game. If there's nothing, or only a camp, then expect a sudden rush.

Have you devised a strategy to make this rush faster, or found a better way to counter the goblin rush? Let us know your Castle Burn battle tactics in the comments below!

*Potential Spoilers* Battle For Azeroth: Speculation Sylvanas and Jaina Mon, 13 Aug 2018 16:23:43 -0400 GabrielKross

With World of Warcraft: Battle for Azeroth's launch pending, and what we know, Sylvanas has received a lot of heat from both Horde and Alliance players. Rightfully so, she has gone off the deep end a bit since Greymane thwarted her in Stormheim. Unfortunately, that means her equal in terms of deep end crossing Jaina has gone unnoticed.


Blizzard launched two Warbringers videos in prep for BfA. Sylvanas and Jaina, which clearly marks each as the frontrunners of the upcoming conflict. View those in the links if you haven't done so yet.

With Jaina, we don't really get the turmoil that we did from the end of Warlords and the beginning of Legion, but she has been on a path to the darkside for some time now. I was actually surprised that she managed not to turn to the Legion this expansion. Her video just proves her final resolve to the fight, getting a flying disco ship that is shown in the new scenario. It is a bit unusual that the Alliance frontrunner isn't the Alliance leader, but how much will Anduin be influenced by Jaina in BfA?

Sylvanas is newly arrived to the full scale crazy that these two characters embody on their respective sides. What many people who have been commenting on Sylvanas' trip down the rabbit hole seem to forget, is that her path started with Greymane's interference in Stormheim. If Sylvanas had been allowed to claim her prize in Stormheim, would she have been so crazy while on the path to BfA?

Back at the beginning of Legion, especially in the prepatch, Sylvanas led valiantly and made the hard decisions that needed to be made. Pulling out of the battle was one of those hard decisions. Unfortunately, it was misunderstood by Greymane as Sylvanas betraying the Alliance, and is most likely why he got involved with her plans in Stormheim setting her down her current path.

Who Lives? Redemptions and Reconciliations?

If there were only one questionable character, I would consider the general consensus of Sylvanas being the next Garrosh-like raid boss. However, add in Jaina and there is no way that both will die in BfA. Actually, it is highly possible that neither die. Sylvanas is likely going to step down as warchief at the end of BfA, Jaina will probably return to her people. 

There is a video on Youtube that suggests, as one option, that Sylvanas is just playing her part, making the decisions that no other warchief could ever make. As someone who has already died once, Sylvanas does not seem to fear anything in the waking world, meaning she is free to carry those burdens. It is very likely that the end of BfA will make her intentions known, that she only did what she had to do for the good of the Horde, maybe for Azeroth as a whole. There is even some hope for Sylvanas' redemption in the comic with her sisters. 

Jaina on the otherhand, already seems to be on a path to redemption, even while perpetuating her own grudge against the Horde. Her people chose a neutral stance, preparing to stand against the coming battle on their own. Jaina seems to accept their fight as her own, though in secret. It is likely that her people will discover her protection later and may forgive her past.

What are your thoughts on Battle for Azeroth? Do you think one or both of these Warbringers might die? Will there be redemption in this expansion? Leave your thoughts in the comments below.

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Black Ops 4 PC Beta Impressions: Explosive Multiplayer With a Few New Twists Thu, 16 Aug 2018 09:52:42 -0400 Jonathan Moore

Black Ops is back. As what could be the capstone to the wildly popular Call of Duty subseries, Black Ops 4 impresses in its early stages. 

That doesn't mean everything's perfect or that Treyarch doesn't have a few wrinkles to iron out between now and release, but if this past weekend's beta is any indication, Black Ops 4 will deliver the same visceral thrills fans of the series have come to love. 

There is a lot going on here. Aside from the expected team deathmatch and control modes, there are trappings of gaming's latest trends in this year's multiplayer offerings. From MOBA shooters like Overwatch to battle royales like Fortnite and PUBG, Black Ops 4 takes cues from the titans of industry to craft "new" grooves into a familiar framework.  

If you've jumped off the CoD bandwagon over the years, these changes may not be enough to bring you back to the fold. Black Ops 4 still holds tight to the series' tedious grind towards better weapons, attachments, and perks. And as usual, it's more noticeable if you happen to start playing "late" or don't play for hours on end each and every day.

On top of that, the matchmaking in Black Ops 4, at least at this point, isn't any better than its predecessors, meaning you'll most certainly go toe to toe with prestige-level opponents even if you're a lowly Level One. 

However, even if you're remotely interested in what Treyarch's selling in Black Ops 4, I would suggest at least trying the game's next beta period, which begins September 10 on PS4.

Here's some of what we know so far from our hands-on time with the game. 

Specialists Are Back in the Fight

Carrying over from Black Ops 3, the newest Call of Duty also has what are called Specialists. Akin to heroes in Overwatch and champions in Paladins, the Specialists in Black Ops 4 have unique abilities that make them (more) useful in certain situations on the battlefield. 

Here's a list of the Specialists in Black Ops 4, as well as their specific loadouts: 

  • Battery
    • War Machine: A highly explosive -- and devastating -- grenade launcher
    • Cluster Grenade: A sticky grenade that releases a cluster of smaller explosives 
  • Ajax
    • Ballistic Shield: A defensive riot shield that comes with a machine pistol
    • 9-Bang: A flashbang on steroids that stuns and blinds enemies
  • Torque
    • Barricade: A placeable barrier used for cover. Built-in microwaves damage enemies that approach it 
    • Razor Wire: A defensive structure that hurts enemies while slowing them down
  • Ruin
    • Grav Slam: A weapon that uses kinetic forces to displace and damage enemies
    • Grapple Gun: Helps Ruin gain verticality and quickly escape encroaching enemies
  • Seraph
    • Annihilator: A revolver that uses bullet penetration to devastate enemies
    • Tac-Deployer: A beacon that allows teammates to spawn near objectives
  • Firebreak
    • Purifier: A flamethrower that damages enemies
    • Reactor Core: A device that irradiates enemies; can penetrate through walls; compromises healing
  • Recon
    • Vision Pulse: Goggles that allow Recon to see through walls and tag enemy players for teammates
    • Sensor Dart: A dart that attaches to surfaces and shows enemies that come into its radius
  • Crash
    • Tak-5: A device that buffs team members by healing them, increasing their health meters, and removing wounds
    • Assault Pack: A pack of ammo that not only replenishes ammo stock but also gives buffs for subsequent kills
  • Nomad
    • K9 Unit: A tank of an attack dog that can follow the player or patrol a specific, attacking enemies on site
    • Mesh Mine: A placeable explosive trap
  • Prophet
    • Tempest: A rifle that shoots shock rounds (yes, shock rounds)
    • Seek Shock Mine: A moving device that electrocutes and paralyzes enemies on detonation

Players Have Lives In Control

One of the more obvious things that's changed with Black Ops 4 is that Control is more nuanced than before, adding lives and disallowing spawns near the end of matches. It's not draconian by any measure, but instead makes combat feel more organic and, depending on the situation, more dramatic than Control and Capture modes of the past.  

Each team begins with 30 lives, and each time a player goes down, a life is removed from the team's overall scorecard. Get down to your team's final five lives, and players won't be able to respawn after they've been killed. 

Teams can win the mode by capturing both objectives, contesting zones and letting timers run out, or depleting the other team's pool of lives. In some ways, it's a hybrid King of the Hill/Capture the Flag mode that franchise players will be mostly familiar with as soon as their boots hit the ground, but there are few wrinkles to keep it interesting.

Overall, it's nice to Treyarch adding these ingredients to the formula, and aside from team deathmatch, I found Control to be the most interesting mode in the Black Ops 4 beta. 

Heist Mode

One of the bigger additions to the multiplayer in Black Ops 4 is Heist Mode, which is essentially exactly what it sounds like. Ten players are divided into two groups of five, each of which is tasked with securing a randomly-generated bag of money and getting it back to the extraction point. 

The longer players take to get back to their respective extraction points with the money, the less cash they end up with at the end of each round. The more money a team makes, the more money they have to spend between rounds to get better weapons and upgrades. 

Many players have already compared it to games like Counter-Strike: Global Offensive. While the similarities are rather striking, Call of Duty is much more fast-paced and chaotic than CS:GO.  

Fog of War

If you've ever played a strategy game, you know that fog of war can make combat difficult. In Black Ops 4, fog of war doubles down by making combat more difficult and more stressful.

But it does so in some really great ways.

In other modern Call of Duty games, your minimap mostly acted as an all-seeing radar, which was able to pick out enemy movement and positions much more "accurately" than the minimap in Black Ops 4

Here, the minimap in Black Ops 4 only shows you the action immediately around you. Unless you have a special attachment, which takes up one of your gear slots, you won't be able to tell from which direction enemies are coming if they're in the fog of war. 

In my time with the beta, the reports I've seen saying this mechanic enhances the teamwork and communications aspects of the game were confirmed. Playing by myself was a completely different animal than playing with a well-coordinated team.

In other words, because of the game's fog of war mechanic, the multiplayer in Black Ops 4 is going to be much more fun with a group of friends on comms. 

Healing is Kind of Old-School 

Really all you need to know is this: auto-healing is gone. Where you could once hide behind a barricade or duck into a side street to heal (as long as you didn't get hit again), Black Ops 4 changes that. Now, each player gets an unlimited-use stimpak to heal their wounds in battle. 

As of the most recent beta, the stimpak seemed to work fairly well. It healed any damage fairly quickly, and cancelling into it from another action was fluid. The only thing to keep in mind is that the stimpak isn't an instant-heal -- there's a second-or-so delay between activating it and when the healing process starts. 

The mechanic adds a nice subtlety to battle, where using the stimpak becomes a strategy in and of itself. It not only requires a full action to pull off (which can be cancelled if need be), but it also requires an additional hand-movement to activate, displacing your left hand (at least on PC) from its home at WASD. 

MMR is Still Kind of ... Blah

I mentioned it earlier, but the match-making in Black Ops 4 still leaves a lot to be desired. While other genre games have made strides to at least fashion their MMR into some semblance of logical sense, Black Ops 4 continues down the tried-and-true road of matching you with basically anyone that's playing the game at any given time. Regardless of level. 

Sure, I'm salty (#getgood), but after 14 games in the franchise, I would like to see something that doesn't pair Level Ones with Prestige Levelers right out of the gate, especially when those Level Ones are woefully outmatched just in terms of perks and gear. 

Can we please just not do that anymore? Thanks. 

What's Ahead

Call of Duty: Black Ops 4 is set to release on October 12 for PlayStation 4, Xbox One, and PC. 

On September 10, the Blackout Beta will begin on PS4. As of this writing, it is not known when the Blackout Beta will make it to the Xbox One and PC. However, it's a safe bet the beta for those platforms will begin on September 17.

To get into the beta on PS4 and Xbox One, you'll need to pre-order Black Ops 4. The Blackout Beta will be free for PC players. 

Stay tuned to GameSkinny for more coverage on Black Ops 4 as it develops.

Insurgency Sandstorm Beta Review: A Promising Tactical FPS When It Works Mon, 13 Aug 2018 13:42:50 -0400 Victoria Banks

It isn’t easy to create an FPS that emulates realistic combat while standing out in the competitive genre. But Insurgency Sandstorm might provide players the challenge and realism they have been craving in an FP

With popular game releases such as Fortnite and Overwatch and the recent E3 announcement of games like Halo Infinite, Fallout 76, and Anthem, it might seem that new realistic military FPS games are a bit lacking in the market right now, but Insurgency Sandstorm has potential to fill that void for some players who seek classic-style realistic combat.

Insurgency Sandstorm, developed by New World Interactive, is the sequel to its indie predecessor, Insurgency, and is a tactical FPS that will be released on PC around the end of September and on consoles in 2019. With the purchase of a pre-order for $26.99 on Steam, players can experience the beta testing from August 9th-13th and August 30th.

Though it is still in beta testing, the game is creating both excitement and concern within the playerbase. Players are eager for the immersive, competitive gameplay but are also wary of the graphics, performance, and PC requirements to play.

Game Modes

So right off the bat, you should know that Insurgency Sandstorm is a game that aims for realism. The gameplay is designed to emulate real combat as close as possible, and in the beta, that combat is experienced in three online multiplayer game modes: Push, Firefight, and Skirmish.

In Push, players must capture Alpha, Bravo, and Charlie objectives before destroying Delta using enforcements. Firefight is a mode where points must also be captured, but players can only respawn if their team successfully obtains enemy territory. In Skirmishes though, players must destroy the enemy team’s cache or eliminate all opponents while capturing points to win.


These game modes can be played on the three beta maps: Refinery, Farmhouse, and Hideout.

Refinery is the more industrial map which has tight corners, multilevel buildings, and gunner vehicles. Farmhouse is a bit of the opposite with a few more open grassy spaces surrounding homes. Hideout is, in comparison, grittier with sandy hills and dilapidated buildings.

Classes and Weapons

Insurgency Sandstorm offers extensive classes including: Marksmen, Advisers, Demolitionists, Breachers, Riflemen, Observers, and Captains. Each class has an impressive range of specialties and weapons relative to his or her position (e.g. Riflemen have assault rifles, Marksmen have long ranged weapons, Demolitionists carry explosives, and so on).

Talented snipers will love the Marksman's M24 sniper rifle. It is a favorite with a wide range of adjustable optics. However, fans of more short-ranged combat will be happy to find an uzi submachine gun or security forces' M870 shotgun. The game also offers classic AK assault rifles and a collection of battle rifles, my personal favorite being FAL.

No matter preferences, players should be able to find classes and weapons that fit their play style easily.

What’s most impressive about all of these weapons and classes though is that they look and act realistically in terms of damage, scopes, and movement.

Damage and Combat

One of the strengths of the first Insurgency game that has carried over into this sequel is the realistic damage and strategic gameplay you can experience online.

Unlike some games where it can take an entire clip to kill an opponent, Sandstorm has authentic damage from gunfire. One or two well-aimed shots is all you will need to defeat an enemy, which means you should be cautious with your life as well.

The increased damage also makes a more tactical approach necessary, opposed to the run and gun method. These high stakes give the player much more satisfaction when successfully surviving an encounter and eliminating opponents.

The strategic nature of Sandstorm also means communication is key, similar to other tactic FPS games such as Siege or CS:GO. This can make the combat thrilling and intense, while also requiring teamwork and cooperation.

Sound and Audio

The sound of gunfire, explosions, airstrikes, and other attacks makes for an immersive gameplay experience and lends itself the realism Insurgency Sandstorm strives to achieve. The sound effects work well to emulate combat and provide tension to the game play.

There are some complaints about the call outs and automatic voice lines of other players and NPC’s. Characters often shout over the coms when points are captured or taken, when enemies are down or hit, and so forth. The frequency of these automatic call outs, can be distracting during gameplay, but can easily be rectified before the official game release. Otherwise, the sound effects are pretty stellar.


Another item that could use attention before the game’s release are its graphics. The biggest change between the new Insurgency Sandstorm and its predecessor is absolutely the graphics. The previous game, Insurgency, relies on Source Engine, which made it accessible on many lower performing laptops and PC’s. In fact, this is what drew in some of the fanbase for Insurgency. However, Sandstorm is on a different level.

The devs created this game with Unreal Engine 4, and there are a lot of improvements compared to the previous game’s visuals. But is it absolutely incredible? No. The graphics for this game are good and a nice improvement from the previous, but they are not outstanding. That doesn’t mean it is horrible. The game has strengths and weaknesses when it comes to graphics.

For example, some of the best qualities are scopes, which use a realistic zoom-in. Unlike some FPS games such as COD, Insurgency Sandstorm’s long-range scopes only zoom in on the scope rather than the whole screen, and dot reticles behave realistic to player movements. The scope zoom is a nice feature to the game but can be turned off if it is a struggle for the player to get used to. Another optional feature causes body dismemberment. The graphic aims to emulate true physics in combat. If players are caught in explosives, their bodies will not simply fall to the ground, but rather break apart from the blast. The physic aligns with the games goals of realism in both gameplay and visuals.

Despite the better gun graphics and bodily damage, the beta’s other graphics are overall, just ok. For example, the game has a few customization options for avatars, but in game, the character models are a bit basic. Their movements are also stiff and unrealistic. Players seem to glide across the ground when running or sliding. Likewise parts of the environment, while improved from the first Insurgency game, are sometimes bland such as vehicles and objects in the map.

This is still the beta though, and perhaps, before it’s release in September these minor graphics problems can be addressed, but what I find more of a concern than the graphics is the gameplay performance.


What's shocking is that even though the graphics don’t seem too demanding, the improvements have still negatively affected the performance. The new graphics in Insurgency Sandstorm Beta will restrict playership to those with expensive next gen tech.

In order to actually get the most out of the visuals, you’re going to need a high performing graphics card and intel core. From my gameplay experience, I imagine the final product will perform best on at the very least a GTX 1050 ti and intel core i7. After the game failed to perform on a gaming laptop, I quickly had to shift gears to a higher performing PC desktop. Even with better equipment, the higher settings dropped the FPS as low as 15 - 30. The FPS improved to 60  only when lowering the graphics qualities, but in doing so, the player will lack the realistic graphics, a goal which the developers seem to be aiming for.

Performance should be a priority for tactical FPSes that require precision, and unfortunately, many players of Insurgency Sandstorm’s Beta are experiencing issues with frame rates and playability. As someone who really appreciates the challenge and strategy Insurgency games provide, I hope this is something that can be fixed before its release.

Should you plan to purchase?

If you're a fan of tactical shooters such as CS:GO, Rainbow Six Siege, or the previous Insurgency, you'll likely enjoy this upcoming game. It presents a fun challenge, strategic gameplay, and realistic fighting. Some of the minor issues should be resolved before the official release, but only time will tell. Above all else though, players should triple check that their PC's can handle the demands of this game. 

Got Floppy Disks? Now You Can Play Them on Your Droid Sun, 12 Aug 2018 11:32:35 -0400 Jonathan Moore

Perhaps you're a collector, or perhaps you're a procrastinator that just hasn't cleaned out that desk drawer for the past 25 some-odd years. Either way, if you've got any old 3.5-inch floppy disks lying around, you'll be glad to know you can dust them off and run them on your android phone because technology. 

In a video recently released by Lazy Game Reviews (which you can watch in the header above), host Clint Basinger shows us exactly how to fuse outdated technology with modern technology to create something unique and dare I say new(?). 

To get things started, you'll first need an Android phone. Basinger uses a Samsung Galaxy Note 8, but presumably, any Android phone will do the trick. You'll also need a USB Type-A to USB Type-C converter, a USB-enabled floppy disk drive (you can find a selection here), and, of course, some floppy disks. 

Get all that together and you'll be playing some of your favorite retro games on your expensive handheld screen in no time.

I joke, but honestly, it's pretty cool -- especially if you're someone who grew up in the floppy era on classics like Commander Keen, Castle Wolfenstein, and Zork

It's most certainly a novelty that will be a small flash in the pan, but for those of us who sometimes wax nostalgic about those blocky little squares, it's a nifty combination of eras that reminds us these influential technologies won't simply be swept under the rug.  

Former IGN Review Response to Plagiarism Mon, 13 Aug 2018 16:43:05 -0400 Joseph Ocasio

After being let go from IGN because of plagiarism, former Nintendo Editor Filip Miucin took to YouTube to respond to the situation and give his side of the story. He eventually took down the original video, but it was re-uploaded by THD.

In the video, Miucin claimed he was taking full responsibility for what happened. He said:

I do as much research I can about it. A game, a product, an event. I try to look at all resources that are available to me before I start formulating my own critical opinion so I can offer the most cohesive, possible review.

He also apologized to IGN, his co-workers, and Motion Twin.

When mentioning Boomstick Gaming, he said he wishes him the best and "hopes his [Boomstick Gaming's] wave of success lasts a long time." However, Miucin didn't directly apologize to the channel in the video.

Miucin also explained his pre-IGN history as a small-time YouTuber, before calling out Kotaku News Editor, Jason Schreier, for the accusation that Miucin plagiarized a Nintindo Life review of FIFA 18.

Miucin said that wasn't the case and "maybe he [Schreier] was implying that if you have similarly opinionated reviews, then you’re just plagiarizing." Miucin also said that he thought Schreier was potentially taking advantage of the situation to gain clicks.

[Schreier is] just maybe trying to get as many clicks off of my name right now as possible, or maybe he just likes kicking people when they’re down. I don’t know. I mean, check it out for yourselves and you be the judge.

Reports state that the writer who had originally written about FIFA 18 through a tweet claimed Miucin wasn't taking plagiarism seriously while contesting Miucin's claim that the FIFA 18 review wasn't plagiarized: 

I can't believe you're actually suggesting that you didn't plagiarize my FIFA 18 review for Nintendo Life, and claiming that plagiarizing the Dead Cells review 'wasn't intentional'. You have completely failed to accept and understand what you've done.

Schreier, meanwhile, received another account of Miucin plagiarizing, Engadget's review of Metroid: Samus Returns, of which Schreier received a transcription. 

Since his apology, Miucin has received criticism from various outlets. YouTube gaming commentator, YongYea, criticized Miucin for not talking about his side of the story, refusal to admit to plagiarism, and not apologizing to Boomstick Gaming. 

According to reports, Miucin's former co-worker and IGN's Executive Editor of Reviews, Dan Stapleton, said on Twitter that he "hasn't seen an apology so poorly received since Kevin Spacey," he felt like Miucin had stabbed him in the back.

Another of Miucin's former colleagues, IGN PC Editor Tom Marks, tweeted this:

"Just to be abundantly clear, plagiarism isn't a mistake: it's a choice."

Near the end of his apology video, Miucin also mentions how his family members have been harassed and asks those taking issue with him to leave them out of it. He goes on to thank the people still supporting him, and he said he hopes to do better in the future.

"I didn't get into this industry to make money or to get famous," Miucin said. "I started this whole journey because I love video games.... I wanted to share my passion for entertainment with you and maybe inspire others to go out and chase their dreams as well."

Battle for Azeroth Guide: Expert Tips for Hitting Level 120 Mon, 13 Aug 2018 11:21:11 -0400 Nick Congleton

World of Warcraft's seventh expansion, Battle for Azeroth, brings with it a new leveling experience and two totally new continents to level through, one for each faction. Whether you've been playing WoW non-stop for the past 14 years or you're a first-time player using your free level 110 character boost to take on the new content, you're going to need to prepare to level efficiently.

Not everyone wants to push through this new content quickly to hit the level cap, and that's perfectly fine. There are some excellent storylines on both sides for you to enjoy, and you should. Even still, preparing to quest will make the experience smoother and cut down on frustration. No one likes getting stuck, and its never fun when gameplay doesn't feel rewarding. These tips will be useful no matter how you plan on leveling in BfA.

Prepare To Level

Before you embark on your adventures through Kul Tiras and Zandalar, you're going to need to gear up. Prepare your character to level quickly by stocking up on some useful items that'll seed up the process and clean up all the end-of-expansion junk that's been clogging up your bags for months. All the experts agree, setting yourself up to level fast works.

Clean Up Your Bags

If you've been playing through most of Legion, your bags are full of junk. Questing with full bags is awful. You never have enough room for your new quest items or profession materials. It cramps your whole flow.

Clean all the junk items out of your bags. Remember that this includes any gear that you might be holding on to because it's a close item level to your main gear, follower items, and artifact relics. None of those things will be useful as soon as BfA drops.

Now's the time to get rid of your profession items from Legion too. They're not going to do you any good in Battle for Azeroth. There will be all new materials to collect, and the Legion stuff is going to plummet in price.

Everyone has those items that they're attached to. Some of those even have interesting toy-like effects. Store those in your bank. They might get made into toys at some point. As long as those things aren't in your bags, you'll be alright.

Stock Up On Useful Items

There are tons, TONS, of useful items for leveling. If you have them in your bags when you're leveling, you're going to have a much better experience.

First, consider food and other consumable items that buff your character's stats. You can think of leveling sort of like raiding. All of those raid items work well for leveling. Stock up on food with stat buffs, flasks, potions, and anything else that increases your stats. Food has the added benefit of healing you between fights, so it minimizes your downtime and speeds up the process.

Like with any new expansion, you won't be able to fly in the new zones. So any items that increase your movement speed and help you get around more easily are going to help your leveling along in a big way. The first and most important one is the Goblin Glider Kit. Plenty of the zones have a lot of high terrain, and unless you're playing a Demon Hunter, you're going to have a hard time getting down from those high places. Goblin gliders allow you to cover a lot of ground with relative ease.

Movement boosting items are also a great idea. A simple option is Bear Tartare. Eating it makes your character move faster for a short time. You can also pick up more permanent items like Gunshoes to give your character some extra speed.

Water is another obstacle that's infamous for slowing you down. If you have access to any of the water strider mounts, they can be invaluable for getting across bodies of water efficiently. If you don't, water walking potions are always good in a pinch.

Don't forget that there are some items that increase your experience gains too. The standards of coordination that are available from guild vendors increase the experience you gain from killing groups of mobs in the open world by 15%. You can't use them all the time, but when you have a large cluster, throw a standard down, and reap the benefits.

BfA introduced a new experience gem, Insightful Rubellite, that you can socket into a piece of your gear for a constant 5% experience boost. You can only use one, and they won't be available until BfA launches, but it's something to check for soon after launch.

Plan Your Route

The route you take while leveling matters. Yes, like Legion, you can start leveling in any of the new zones and choose any path you like, but there is a more efficient order. Some zones have more difficult quests and tighter clusters of enemy mobs. Level through those zones first. Legion legendary items will still have their effects through level 116. You're going to want those effects for the more difficult zones. Leveling through the easier zones at higher level is also faster because higher levels require more experience.

For Horde players, start your questing in Vol'dun. Move from there to Zuldazar. Finish leveling in Nazmir.

Alliance players should start off in Drustvar. Continue on to Tiragarde Sound. You should finish questing in Stormsong Valley.

Of course, this is a game, so don't worry if you really prefer one zone and want to start there. This is just the optimal order.

Leveling Efficiently

You've prepared your character. Your bags are clean and stocked with useful items. You have your route planned out and ready to go. It's time to level. Wait! There's actually a better way to level too.

Certain factors can play a big role in how fast you level in Battle for Azeroth. Most things are just good habits to get yourself into, and they'll help you level faster with minimal extra effort.

Turn On Warmode

Yeah, turn on War Mode. Most people are either loving that idea (rogues) or are suddenly terrified (everyone else), but Warmode comes with some massive benefits for leveling that can't be overlooked.

War Mode gives you an automatic 10% experience bump for everything. Enable War Mode, and get the extra experience. It's that simple, and it does make a huge difference.

Next, War Mode gives you access to a set of extra PvP talents. Plenty of those talents are great for both controlling mobs and pumping out extra damage. Altogether, it will make your leveling experience easier.

If you're really worried about enabling War Mode, remember that for the first few days of the expansion, everyone will be focused on leveling. The Alliance and Horde will be mostly contained to their own leveling zones and won't mix much. You can also return to Stormwind or Orgrimmar at any time to turn it off if it does become a problem for you. With War Mode, the benefits outweigh the risks.

Avoid Time Sinks

There's no shortage of distractions when leveling in BfA, or any expansion. It gets tricky, though, because those distractions have changed.

Don't run dungeons. They take too much time to queue for, and they don't reward enough experience to be worthwhile. Unfortunately, running dungeons will slow you down while leveling in BfA.

Rare mobs and treasures where always a good thing in Legion. That's not the case in BfA. The items that drop and the experience that they grant aren't worth the time they take to hunt down or kill. Treasure chests don't grant experience, and rares drop better gear at higher levels, making them a potentially invaluable source of early gear at max level. Hold off while leveling.

Bonus objectives aren't worthwhile either anymore. During both Warlords of Draenor and Legion these were an excellent source of bonus experience. That's not so anymore. Like these other time sinks, they're simply not worth the time they cost anymore.

Quest Efficiently

If you've been playing WoW for any length of time, you know how to quest more efficiently. This is just a good habit, and your map is the best resource you have in setting up optimal quest patterns.

Group your quests. After you arrive in a quest hub, take a look at your map. You'll probably see that you'll have groups of quests clustered together. Pick a cluster of quests and complete them all at once. Then, turn them all in at once. Always set your hearthstone to your current quest hub to cut down on travel time.

It's also important to remember to abandon quests that are giving you a hard time. There's no need to complete every quest. There are more than enough quests in any zone to level you up.

Do Your War Campaign

This isn't 100% necessary while you're leveling, but it will help you a lot when you reach max level. The War Campaign is a central part of Battle for Azeroth. It's tied to a lot of your max level progress and is used to unlock key points of the expansion. You'll be fine if you wait to do the campaign at max level, but doing it while you level will save some time in the long run.

Grab Two Gathering Professions

This one also isn't strictly necessary. If you love your character's professions, keep them. If you don't really care and just want to make some gold, pick up two gathering professions like mining and herbalism.

You gain experience from gathering crafting materials from the nodes in the open world, and those materials are worth a significant amount of gold, especially early in the expansion. Having gathering professions will help you get off to a good start financially in any expansion.

Manage Your Reputations

Reputation, like the War Campaign, is extremely useful at max level. You need to have at least a friendly reputation with each of the leveling factions from each of your factions zones when transitioning into max level content to unlock world quests. This isn't a huge deal. Just make sure that you level in each of the three zones to hit this minimum requirement.

Also, each of these factions offers a decent item level cloak with an honored reputation. Consider leveling one of them up to get access to that item at max level. It'll get you off to a better start.

Don't Vendor Questing Gear!

Finally, don't vendor any of your green or better gear. Battle for Azeroth introduced scrappers in each factions major city. These scrappers allow you to trade unwanted gear for crafting materials. You can sell those materials for way more gold than you'd get from vendoring the gear. Crafting materials are going to be key in BfA's Warfronts. The scrapper is going to be a big part of BfA, and it's good to get a head start while questing.

You don't need to follow all of these tips. Level however is most comfortable for you. Even if you follow only a handful of these tips, though, you will have a faster and more enjoyable experience. That's what's most important here. Enjoy the experience. Battle for Azeroth has exceptional leveling content. Make the most of it.

The Biggest Moments From QuakeCon 2018 Saturday Showcase: Fallout 76 Reveals! Sat, 11 Aug 2018 14:18:06 -0400 Ty Arthur

Yesterday brought us that long-awaited Doom Eternal gameplay footage, along with news about ESO and Rage 2, while today QuakeCon continues into the weekend with a highly anticipated Bethesda panel.

The big draw today is more detailed info on the genre-hopping Fallout 76, which has some fans very nervous and others quite excited for the change in style.

Did you miss the panel? We've got the rundown on the biggest moments and most shocking Fallout 76 reveals below!

QuakeCon Fallout 76 Reveals

After the E3 reveal, today members of the Fallout 76 team re-iterated that all characters in the game are players (not NPCs or bots) which leads to an experience they describe as 80% what you are used to, and 20% radically different.

If you weren't stoked about the game before the panel, you may still be in that same camp afterwards. While answering fan questions, Todd Howard from Bethesda seemed to have balked at saying this is the right game for Fallout fans. Doesn't exactly inspire confidence.

Other elements of the panel should pique your interest more, however; like confirming that private servers and mods will be a part of the finished game. In other words, if you don't like the vision Bethesda has come up with here, someone else will fix it down the line.

It was also confirmed that characters can acquire mutations from radiation, which may offer new abilities at the cost of stat penalties. One called Bird Bone for instance lets you jump higher than normal but lowers your strength.

We got a glimpse of the new photo mode for changing field of view and getting snapshots of events in game. You will want to take advantage of that feature, as players can change character attributes -- even gender and hair -- on the fly in the game at any time.

As an online game, there are many changes to the Fallout formula. There's no more targeting specific body parts in VATS anymore, with Perception giving an increase to hit and making it easier to find other players.

S.P.E.C.I.A.L stats now have a limit of 15 instead of 10, and each stat has a pool of perk cards with associated point costs. New cards are picked when leveling up, and those cards can be powered up to higher levels with higher costs.

Charisma curiously remains a stat in this online-only game, but Charisma perks are now used for increasing the abilities of teams, rather than unlocking dialog options, since there are no NPCs.

With hundreds of cards and no level cap, it seems like there will be a ton of customization options. 

Much of the panel was dedicated to talk of anti-griefing, and all the problems that come with online survival games. Here's the basics you need to know:

  • The first shot fired at any other player is an invitation to fight, with very little damage dealt.
  • Double cap rewards are offered to kill someone who previously killed you, so other players will seek revenge.
  • If you kill someone who doesn't want to engage, you are flagged as a murderer and have a bounty on your head. The bounty is taken from your own supply of caps, so there's a penalty for griefing.

The Fallout 76 beta is coming to Xbox One players first in October, then to other platforms later, and the full game drops November 14th, 2018.

What did you think of the panel, and are you looking forward to trying out Fallout 76? Let us know in the comments below.

Don't forget there's still time to jump on the QuakeCon sales over at Steam and other digital platforms! Absolutely everything Bethesda-branded, from their in-house developed games to anything they have published, is available at deep discount all weekend long.

We Happy Few Memory Locations Guide Mon, 13 Aug 2018 14:18:17 -0400 Ty Arthur

After years of Early Access development and a whole lot of unexpected changes, dystopian survival game We Happy Few has landed in a full release version, and its far more story-focused than the early builds indicated.

Delving deep into the lore of the game's alternate history and discovering all the unpleasant things that happened to the three main protagonists adds a whole extra layer to the game's stealth survival mechanics.

Of course there are plenty of collectibles to be found across the game, from notes to TV shows to butterflies. Finding all collectibles across the game unlocks the Remember, Remember achievement.

Having trouble tracking down some of the memory mask collectibles hidden across Wellington Wells? We've got you covered with a list of memory locations below and step-by-step instructions on picking them up!

We Happy Few Arthur Memory Mask Locations

Masks that reveal memories of the past between Arthur and his lost brother Percy tend to be found in major story locations, but they are usually just off the beaten path in an out-of-the-way spot. If you spend time exploring they aren't too hard to find, but a few are pretty cleverly hidden.

The first mask is found quite early, after being beaten by the bobbies when you flee you the pinata part.

When you enter the room with the corpse (before crafting a lock pick to activate the access hatch), look on the right side of the electronics room to see a mask near a poster on the wall.

In the destroyed church where the female wastrel tells you to tear up your suit with a rock, look for a big raised wood dais near the center. 

You should find the mask in the pulpit in the destroyed church, near a bottle of scotch. You won't be able to see the mask until actually going up the stairs into the pulpit, where it becomes visible just under the wood paneled edge.

If you don't find it the first time, note you have to return here later to give David his medals after fighting in the Headboy camp.

After crossing the Rorke͛s Drift Bridge, you can head southwest in the first large open area of the game.

Head south from Kensington Gardens (near the very center of the large open area) to find a swampy area where this section's access hatch is found.

The mask is hovering above the downed airplane found outside the dilapidated building with the electricity puzzle and the access hatch.

When you get the quest to infiltrate the military camp and turn off the power, you first have to cross the Inkerman Bridge where all the old guards are passed out or heavily drinking.

Go up the ladder on the right hand side before the area's exit that leads across the bridge to the military base. This mask is hovering near the sand bags if you turn around when you climb up to the top.

The next mask is in the military camp area and found near the locked door to the dump, directly next to the "No Dumping" sign.

You should see this one after your friend tells you to search for a hole in the fence near the dump entrance.

After talking your way onto the bridge and taking the game show quiz, eventually you get into the city of Maidenholm.

When you finally get to freely roam the city, head to the southwest side and look for a park with a giant rotating heart statue. If you haven't completed all the quests yet, there will be a marker on the map labeled "Love Birds." The next mask is above the pond at the corner of the park.

During the Finding Faraday quest, you have to talk your way into the Constabulary.

After taking the elevator and talking to the unhelpful constable in the records room, head down the hallway and enter the second door with the red button. In the same room as the "Tell Him To Fuck Off Note," check the back of the room by the wall to find this mask.

Those are all the We Happy Few memory mask locations we've found so far, but there's bound to be more, so check back soon for an update. If you've come across any others, let us know where you found them and we'll get this article updated!

Could Final Smashes be Legal in Smash Bros. Ultimate? Mon, 13 Aug 2018 11:49:46 -0400 RobotsFightingDinosaurs

August's Smash Direct was chock full of flash. Fans of the Super Smash Bros. franchise got two hype-filled character announcement trailers, five (!) announcements of newcomers, confirmation that the game will include over 100 stages, and much more.

For competitive Super Smash Bros. players in the fighting game community, there was a lot more to unpack from the Direct -- notably all the ruleset changes that more casual players may have glossed over. Chief among these changes is the ability to add a super meter to characters, so that they don't have to tussle over a Smash Ball to activate their Final Smash. Sound familiar? Like, perhaps, a mechanic from every single other fighting game ever?

The History of the Final Smash

Considering that most-if-not-all other fighting game franchises have had some sort of mechanic for super moves since the nineties, it's surprising that Super Smash Bros. only added these mechanics in with Super Smash Bros. Brawl in 2008. 

Quickly, the competitive scene backed away from the Final Smash mechanic, and they did so for good reason -- there's just too much randomness. The Smash Ball can spawn anywhere, and after it does, it moves around of its own accord. This ruins the balance of the game as much as any other item does, so, of course, Smash Balls don't appear in tournaments. 

But at the same time, for many fans of the franchise, it's always been a bit of a shame that such a flashy mechanic has been hacked away from the game's competitive scene. 

Meter Mechanics

As soon as Sakurai confirmed that nerfed versions of Final Smashes could be triggered through charging a meter like in other fighting games, the discussion around Final Smashes in competitive Super Smash Bros. Ultimate changed. Now there would be a completely non-random way for characters to trigger these moves, and more than that, the moves would (at least ideally) be balanced for competitive play. 

The problem here is that, at this point, we're in uncharted territory. Super Smash Bros. Ultimate will be tailored for competitive play like no other game in the franchise ever was. The development team has listened to the competitive scene in making changes to rulesets and mechanics, and adding features and competitively viable game modes.

And while this is all great for the Super Smash Bros. Ultimate competitive scene at least in theory, for a fighting game to have a strong community, it needs to have a consistent ruleset across regions and throughout the lifetime of the game. For players to hone their skills and compete, there has to be a solid foundation.

A Headache for Tournament Organizers

Sentiment from local tournament organizers has been fairly consistent regarding Final Smashes: nothing is certain until T.O.s can get their hands on the game and find out what is and what isn't balanced. But what makes things different this time around is that, for the first time, Nintendo has embraced the competitive scene with a Super Smash Bros. game. As it stands now, it appears as though there will be tons of competitively viable stages, options, and modes of play.

This is super great for folks who like to play the game! It's also a gigantic headache for the poor tournament organizers who have to painstakingly test everything to make sure everything is both balanced and fun. 

The addition of Final Smashes complicates this further, since a meter mechanic has the ability to completely change the way top players strategize. Will it become optimal to just camp, trying to bait out attacks that charge your own meter, then unleash a Final Smash that comes close to taking a full stock in one hit? If so, it does the competitive scene no favors to legalize a mechanic like that.

On the other hand, what if the meter works differently and rewards risky and exciting play? And what if Final Smashes have been balanced so that they're not necessarily powerful enough to completely tip a match in one character's favor, with a high chance for punish on a miss? If that's the case, what sets the Final Smash meter apart from, say, Cloud's limit meter, or Little Mac's KO punch meter?

Who Knows?

Things are exceedingly unclear right now as to what competitive Super Smash Bros. Ultimate will look like once the game finally drops in December, and we're unlikely to get any real idea of that until the game is actually in our hands. Any rule change will be subject to a whole lot of testing and scrutiny.

The simple fact that the competitive scene is even talking about legalizing Final Smashes is a very clear sign that Nintendo finally seems ready to truly open the Super Smash Bros. franchise to everyone -- even the "Fox Only, No Items, Final Destination" types.

How to Run in Madden 19 Fri, 10 Aug 2018 14:05:02 -0400 Ashley Gill

As ambitious as Madden 19 is, it's easy to forget the bare basics when you're shuffling through all those modes. I don't know about you, but I'd rather be playing Ultimate Team mode than thinking about how to play the game.

My friends seem to be in the same boat, but it seems that some have been asking how to run in Madden 19. As you probably know, you run by default, but you want to get some real sprinting action in there to get past the defense and into the endzone.

So this is for you, guys. Here's how you sprint:

  • On PS4, hold R2 while moving
  • On Xbox One, hold RT while moving
  • On PC, hold L-Shift while moving (although you should just be using a controller, honestly)

Easy enough, right? Not so fast there, my friend. There are two more things to keep in mind and that is player speed.

The first, since it's more important to Madden players, is that Turbo seems to work a bit differently this time around. In most situations, it appears that you should avoid Turbo behind the line of scrimmage. In Madden 19, Turbo shouldn't be your first option because the new mechanics will actually make you run slower in the long run. 

Wait until you hit the open field to turn on the jets. The best way to use Turbo is when running straight ahead or after you've made a cut and have fewer defenders in front of you. If you see an open gap you need to get to quickly, use the right-stick to guide the RB there instead of using the left-stick plus Turbo. 

The second thing to think about is speed, which is shown as SPD in-game. The higher a player's speed stat is, the faster they will run on the field. Don't be surprised if your running back or wide receiver can't run as fast as a safety or cornerback.

If you're looking to run as a quarterback, that can be a bit trickier since you have to get outside the pocket and pull the ball down after you've dropped back to pass. Here's how to do just that. 

To get outside the pocket, you have to get outside the tackles. Once you get outside the tackles, you'll need to pull the ball down so the QB can run. 

  • On PS4, hold R2
  • On Xbox One, hold Right Trigger
  • On PC, hold L-Shift

So it's similar to running from the snap, but with the added necessity of dropping back and moving to the left- or right-edge of the tackle box. 


That's about all one can say on running. It is pretty simple! Be sure to check out our other Madden 19 guides here on GameSkinny.