Massively Multiplayer Genre RSS Feed | Massively Multiplayer on GameSkinny en Launch Media Network Hello Games Announces No Man’s Sky Update, Dataminers Unearth More Tue, 23 Oct 2018 17:05:54 -0400 William R. Parks

While Starlink: Battle for Atlas may be the newest way for players to see the stars, plenty is happening with 2016's No Man's Sky.

Since the release of NEXT, a major update in July 2018 that was met with applause from critics and fans alike, Hello Games has launched 14 patches and kept fans informed about the state of the game with weekly development updates.

Now, they are back with yet another free update they are calling The Abyss, and it is releasing next week.

"We've called it The Abyss, because it focuses on some of the eerier elements of No Man's Sky, in keeping with the theme of this season," Hello Games' announcement states.

While the announcement does not offer much information about the update, resourceful fans have found some intriguing details in the game's files that may indicate what players can expect from The Abyss.


Note: Speculation and potential spoilers follow.


Dataminers have located unimplemented items in the game's code that suggests that The Abyss may be a revamp of No Man Sky's oceans.

The most compelling evidence is a yet unseen underwater flora listed in the game files as "Abyssal Horror."

This is an exciting prospect for many fans, as richer and more explorable oceans would introduce an entirely new facet to the rapidly developing game.

All of the datamining done pursuant to No Man's Sky's oceans can be found on its wiki.

GWENT: The Witcher Card Game Celebrates Official Launch With Special Pack Tue, 23 Oct 2018 15:10:04 -0400 QuintLyn

It's official. GWENT: The Witcher Card Game has launched. The game left open beta today, finalizing its transition from a mini-game in The Witcher 3: Wild Hunt to a fully fledged stand-alone game with a focus on player skill.

The launch follows the release of the Homecoming update, which introduced a slew of new content, updated the game board, and fixed some mechanics.

In honor of the game's official release, CD Projekt Red is gifting everyone who participated in the game's open beta with a commemorative title. They've also announced a special Launch Celebration Pack that all players will be able to purchase for a limited time (the exact amount of time was not given).

The pack can be purchased up to five times on a single account and contains the following items:

  • 24 kegs: With 5 cards per keg, this makes for a total of 120 cards
  • 1 Legendary card: Choose from 3 Legendary cards
  • 500 Meteorite Powder: Perfect for transmuting cards into their Premium animated versions
  • 5 Arena tickets: Gain immediate access to GWENT’s Arena Mode 

For those hopping into GWENT for the first time, CDPR released a short tutorial video on how to play the game -- that can be watched right here on GameSkinny. You can also check out our slew of GWENT guides to brush up on your skills. 



Best Nintendo Switch Games for Kids 2018 Tue, 23 Oct 2018 17:19:38 -0400 Joshua Broadwell


Mega Man 11


Poor Mega Man. It’s been so long since he’s had a grand adventure in the style of old. At last, though, his time has come again with Mega Man 11.


Considered the series’ reboot—or, depending on your viewpoint, its last chance—this latest installment in the storied franchise goes back to the Blue Bomber’s roots, without sacrificing convenience and accessibility.


It features the usual Mega Man story—evil doctor, crazy robots, wild power ups, and engaging platforming. Like always, you can choose the order you tackle levels and Robot Masters, with some paths only becoming available after obtaining a certain boss’s powers.


One new feature is the Double Gear system, giving Mega Man a speed or power boost for a short time and adding an extra level of strategy to how you take on enemies. Mega Man looks better than ever, with highly stylized cartoon graphics, detailed outfit changes depending on powerups, and smooth animations throughout.  


Even better, Mega Man 11 offers different difficulty options, so if your young, one finds standard much too challenging, it’s easy to swap modes and get back into the game. On top of that, the game includes extra modes, like boss rush, so there’s a lot of value for your dollar here.


Super Mario Party


Nintendo’s beloved Mario Party franchise returns for the Switch with Super Mario Party, only this time, it’s actually worth your while. Previous entries did away with competitive play and swapped interesting board designs for somewhat bland affairs, which extended to the minigames as well. SMP brings back competition between characters and the board system older gamers may remember from Mario Party’s GameCube heyday, complete with plenty of minigames taking advantage of the Joy-Con’s unique features.


However, Super Mario Party does make some changes which should help maintain peace in your household. Competitive it may be, but it greatly reduces options for cutthroat, friendship-ending skullduggery, and Stars are, on whole, easier to obtain.


The boards are a little smaller than you might be used to as well, and there are only four, but Super Mario Party does add extra game modes as well, including co-op survival mode and minigame rushes. Overall, it puts the focus on a more relaxed board game and, more importantly, the mini-games themselves.


Each player uses one Joy-Con for the game (which makes two-player multiplayer incredibly easy, with no extra cost), so even though it means no handheld mode, it does help bring folks together for some gaming fun.


LEGO DC Super-Villains


Everyone loves to be bad sometimes, and Lego DC Super-Villains lets you be as bad as you like, without going overboard or getting too messy. The story is fairly simple: the Justice League vanishes, and in its place is a new organization, the Justice Syndicate. All may not be as it seems with the Syndicate, though, and it’s your task to figure out what their goals are, wreaking as much havoc as possible.


It features some of modern gaming’s biggest draws, too—an open world and extensive character customization. In fact, the story revolves primarily around the character you create, though in keeping with Lego’s previous games, you’ll switch between multiple characters throughout the story, including Harlequin and the Joker.


“Open world” and “evil” might sound like a recipe for a more mature game, but it’s Lego, which means it’s built for fun and being kid-friendly. The puzzles are never too difficult, the violence is slapstick, and it’s impossible to take things too seriously. Even with a mild difficulty curve, the game still manages to be fun for more skilled gamers and superhero fans, making it a great choice for lighthearted gaming anyone can enjoy.


Starlink: Battle for Atlas


Remember the toys-to-life concept Skylanders made so popular? I see from your pitchforks and torches you do, indeed, remember. Fear not, though. Much as Starlink: Battle for Atlas seems like yet another shameless cash grab, there’s a lot to love about Ubisoft’s latest open world adventure. It’s evident the company has one eye to the consumer’s convenience and financial circumstances as well.


First, the game itself. Starlink has you flying through seven massive worlds in your customized spaceship as one of many available pilots. The goal involves liberating each world from the oppressive and villainous Primes, massive space monsters who set up shop on each planet with their minions. But in good Ubisoft fashion, the game offers loads of side quests and exploration—think a more focused No Man’s Sky meets Starfox, with the added fun of creating your own, unique ships and seeing them appear in the game.


Speaking of Fox, the Switch version offers a fantastic bonus in the form of Fox himself, the Arwing, and some special Fox missions, right out of the box.


If you go for the physical version, you get two pilots, two ships, and some parts for $59.99; there’s a deluxe edition that offers more, but you still won’t get everything without spending over $100.00.


The digital version retails at the same price and gives you access to all the ships, multiple parts, and several pilots; you can pay close to $80.00 for the digital deluxe edition and get a couple extra bonus ships and parts that are otherwise retailer-exclusive (Target and GameStop, respectively). True, you don’t get the lovely little ships to mount on the controller, but they don’t work all that well in handheld mode anyway. Otherwise, the only difference is you open a menu to customize your ship, rather than clipping pieces on.


Scribblenauts Mega Pack


Scribblenauts Mega Pack is a bundle featuring Scribblenauts Unlimited and Scribblenauts Unmasked: A DC Comics Adventure, two critically acclaimed entries in the long-running Scribblenauts franchise. If you’ve never picked one up before, the games revolve around using your imagination and vocabulary to solve a myriad of puzzles, and best of all, the majority of them are completely open-ended.


Need to get somewhere out of reach? A normal ladder works just as well as a zombie pterodactyl (with or without pink spots). You can summon lightning bolt-wielding angels to take down foes or simply distract them with some fried chicken—whatever strikes your fancy, really.


Unlimited expands on this core mechanic exponentially, giving players the option to indulge in a little bit of programming by building instructions into your creations so they act a certain way in a given circumstance or upon interacting with another object you specify. It explores Maxwell’s background and, in good 2010s fashion, is open world in structure.


Unmasked breaks the series’ usual rule of no copyrighted material and no proper nouns by letting you summon multiple DC Comics heroes and objects as you traverse familiar locales, like Gotham City, and brand-new ones in the fight against evil.




Owlboy is an indie amalgamation of SNES style visuals and platforming built around PlayStation 2 era stories, like Jak and Daxter with retro art style.


You take control of Otis, a young, mute owl typically treated like dirt by his fellows, who must rise to the occasion after his village is attacked by pirates; you'll set off on a journey to find some way of freeing your people and awaken the power of the Ancient Owls.


You’ll meet many quirky characters along the way, but most important is Geddy, Otis’s best friend and traveling companion. He’s also how Otis takes out enemies, since Geddy wields a blaster-type weapon.


In true old-school fashion, there are multiple puzzles to overcome, many of which center around placing Geddy or another object in certain places to accomplish one task, while Otis flies off to handle another. Some puzzles might leave you scratching your head for a moment, but it never gets too difficult.


The platforming itself is unique for its focus on precision flying (and Otis is mercifully easy to control). On top of excellent gameplay, Owlboy combines a memorable story with gorgeous retro visuals, a great soundtrack, and accessible mechanics, making this a must have for gamers of any age.


Captain Toad: Treasure Tracker


Enjoying Captain Toad: Treasure Tracker might depend on whether you picked it up for the Wii U. If you did, it’s largely the same game as it was, with a few minor additions and, of course, the added portability bonus. If not, it’s a real gem of a puzzle game.


Players take control of the loveable Captain Toad, of Super Mario Galaxy (and now Odyssey) fame, as he journeys to rescue Toadette and recover stolen Power Stars. You’ll also get to control Toadette herself for a while after a twist in the story, and there are even extra green stars to uncover after completing the main story.


One of Captain Toad’s most unique features is that, unlike his Super Mario Bros 2. days, the venerable Captain can’t jump. That leads to a variety of head-scratching puzzle scenarios, where you must guide Captain Toad through obstacles and around enemies without taking any damage, and you get extras for knocking out every enemy in a level as well.


The Switch port doesn’t add much new to the Wii U original, save for some Super Mario Odyssey themed levels, but this is an excellent light puzzler, packed full of charm and content.


Mario Tennis Aces


It’s been a long time—a long time—since we’ve been treated to a quality Mario Tennis game. Camelot’s latest efforts with Mario Tennis Aces might not reach the soaring heights the Game Boy Color classic did, but it’s certainly worth your time.


The single player adventure mode follows Mario’s quest to recover powerful tennis rackets Wario and Waluig stole and set the now-chaotic world back in order. Despite some slightly more serious moments in the beginning, it’s your typical lighthearted scenario, setting the stage for another Mario romp. The courts are varied and fun, each with its own unique atmosphere and minor obstacles to overcome, and you’ll unlock additional courts for use in multiplayer mode as you progress.


And that’s where the real fun is, of course. Players use one Joy-Con each (which means two-player mode doesn’t require an extra set of Joy-Con) and, like the good ol’ Wii Sports days, can use motion controls for a more immersive experience.


The player roster is huge to begin with, but Nintendo’s updated it regularly with additional characters, from Shy Guy to Diddy Kong, along with a new co-op challenge mode, plus a patch that lets you easily retry failed missions—and it’s free DLC as well. Can’t beat free fun.


Kirby Star Allies


Kirby games are known for being relaxing frolics through visually soothing environments, making any of them perfect for younger gamers. However, this year’s Kirby Star Allies is one of the Pink Puffball’s best outings in a long time.


Eschewing alternative mechanics from previous entries, like Epic Yarn and Rainbow Curse, Star Allies features traditional Kirby gameplay—light platforming and puzzle solving, plus loads of copy abilities. The major new addition are the titular allies.


In single player mode, Kirby befriends his erstwhile enemies—a nice little commentary on forgiveness and friendship—and they all work together to overcome baddies and solve element-themed puzzles.


Multiplayer mode lets you (or another player) take control of a different colored Kirby and do basically the same thing. The most enjoyable part of teaming up, whether alone or with others, has to be combining abilities, though. Sometimes, it’s just for the fun of it, but some combinations make enemies or certain puzzles a lot easier, so it’s worth experimenting either way.


Like most Kirby games, the difficult curve is very smooth, so it’s perfect for gamers of any skill level (and you can always check out our guides if you get stuck).


Dragon Quest Builders


Dragon Quest Builders is Square Enix’s answer to Minecraft, but it provides much more than just mimicry. For one thing, it features a full-blown story mode, where your adventurer treks across four expansive chapters and brings light back to a hopeless world through the power of building.


You’ll build and craft everything, from straw flooring and bed mats, to powerful weapons and massive fortifications. Each chapter focuses on a different kind of building and crafting, offering a more guided experience than Minecraft, without sacrificing freedom and creativity.


You’ll find blueprints for additional structures and items as you progress through the game, but if you feel like just pottering around and building a massive city for the sake of it, there’s Terra Incognita mode as well, which is basically free build mode. Plus, the game is absolutely dripping with Akira Toriyama’s signature style and charm, accompanied by some classic Dragon Quest tunes, as you explore the massive world just waiting for you to shape it.


Like you’d expect from a crafting game, there’s no huge difficulty curve, even with the monsters and combat thrown in, so kids of any age and skill level would be right at home with DQB. No, it isn’t a completely new game. But the Nintendo Switch’s portability makes it that much more appealing, since it removes some of console gaming’s inherent restraints.


When you think about Nintendo's Switch, chances are, you think about playing games like Bayonetta or Skyrim, on the go, coupled with more recent outings like Octopath Traveler or Valkyria Chronicles 4. But after last year's Super Mario Odyssey, it might seem like there isn't much on offer for your smaller counterparts to enjoy.


While it's true Nintendo isn't really positioning the Switch as a kids' console, unlike in the past, take heart: it doesn't mean your kids are out of luck. Of course, everyone knows Pokemon: Let's Go! is coming, but there are many other quality Switch games for younger players and families that came out this year. From multiplayer titles to engaging single player romps, we've got you covered.

Level-5 To Bring Ushiro to Nintendo Switch Tue, 23 Oct 2018 12:47:55 -0400 Erroll Maas

The preview for a new issue of Famitsu has teased that a horror RPG known as Ushiro, which was originally planned to launch on the PlayStation Portable and first announced in 2008 before it was canceled, will now be coming to Nintendo Switch.

Ushiro was originally planned to be a cross-media project, and despite the game's cancellation, it still received both light novel and manga adaptations.

A trailer for the PSP version of the game was first shown at Tokyo Game Show 2008 and can be found on YouTube. It shows some of the purported gameplay, although it is unknown how different the Nintendo Switch version will be.

More information about the formerly canceled title has not yet been revealed, but it will be available when the full issue of Famitsu is released.

In addition to more information on Ushiro, this upcoming issue of Famitsu is set to have a 40-page feature for the 20th anniversary of Level-5, which will include an interview with Level-5 president Akihiro Hino.

Ushiro will come to Nintendo Switch sometime in the near future. Keep an eye to GameSkinny for any updates on the returning title and the release of this new issue of Famitsu.


Details on Thursday's Forza Horizon 4 Update Confirmed Tue, 23 Oct 2018 11:26:27 -0400 William R. Parks

Playground Games has just posted full release notes for Forza Horizon 4's newest content update, scheduled for Thursday, October 25.

The highlight of the update is its Route Creator, a feature long-requested by fans of the franchise.

"Create custom routes of up to 40 miles from any Asphalt, Dirt, or Cross-Country Event starting location," the post states.

Additionally, a new Horizon Story, titled British Racing Green, is included in Thursday's update.

Players that have reached Level 50 can access British Racing Green from the Broadway Village Circuit, and it will unlock "a new quick chat phrase, a new unique clothing item, and the classic Bentley 8 Litre."

The post-launch plan elaborates further on what fans can expect:

Get behind the wheel of some of Britain's greatest cars, to produce 10 episodes of the Horizon Festival's motoring TV Series.

From Aston Martin & McLaren to the Talbot Sunbeam & Mini, British Racing Green will take you through a century of British automotive excellence.

Further, the update comes with a slew of bug fixes, including "general stability and performance improvements."

A list of fixes is available in the full release notes. Stay tuned to GameSkinny for more news on Forza Horizon 4 as it breaks. 

How to Fix Soul Calibur 6 Network Error on Xbox One Tue, 23 Oct 2018 09:56:52 -0400 Sergey_3847

Since launch last Friday, many Xbox One Soul Calibur 6 players have been reporting an awful lot of errors related to network performance specifically during ranked and casual matchmaking. Other players have experienced network lags and other issues even during the story campaign.

In any case, Bandai Namco is looking at the issue at this very moment and are trying to find the solution that should satisfy all Xbox One owners. But if you don't want to wait, then here are a couple of fixes that might help you out before the official patch arrives.

SC6 Network Error Fix 1: Activate Xbox Dashboard

Network lag in Soul Calibur 6 is a common error, so it has nothing to do with your hardware. However, here's one simple trick that can reduce lag during matchmaking.

Here's what you need to do:

  1. Go to Network menu
  2. Select Ranked Match
  3. Press the A button for matchmaking to begin
  4. While searching for an opponent, press the Guide button (Xbox logo)
  5. The Xbox dashboard will appear on the screen
  6. Don't close it until matchmaking is over

This simple process has already helped many Xbox One players increase the chance of finding an opponent quickly.

SC6 Network Error Fix 2: Reset Matchmaking

Another solution to network lag in Soul Calibur 6 is to manually reset your matchmaking. This is not the best solution, but if nothing else works, then try it out anyway.

Here's what you need to do: 

  1. Go to Network Settings
  2. Set connection to All Regions
  3. Start matchmaking
  4. Reset search after 60 seconds
  5. Repeat until you connect

Some Xbox One players were able to connect to ranked matches using this method, which is still better than having no connection at all.


Bandai Namco should release the official patch very soon that will fix the network connectivity issue on Xbox One, and for other Soul Calibur 6 guides at GameSkinny, just follow the links below:

Starlink: Battle for Atlas -- Should I Buy Physical or Digital? Mon, 22 Oct 2018 20:51:07 -0400 William R. Parks

Special, Ultimate, Limited, Collector's, it has become increasingly common for new titles to launch with a slew of editions, and players now have to choose how much they want to invest in a game before they even purchase it.

Do I need to spend an extra $10 for a special edition's exclusive weapon, or will the base game do me just fine?

With the addition of toys to Starlink: Battle for Atlas, making that decision is even more important.

If you're wondering "Should I buy physical or digital?", we hope this guide will give you a better sense of what to expect from both options so you can make an informed decision.

Note: The starship and pilot counts in this analysis do not include Switch-exclusive content. Fox and the Arwing are included in both the base physical release as well as the base digital release; Switch owners will have access to this content, at no additional cost, regardless of what option they choose.


Base Experience

While the base experience offered by the physical and digital versions of Starlink are very different, let us first look at what is available if you want the cheapest, most limited access to the game:

For physical editions, you would start with the Starlink: Battle for Atlas Starter Pack, which retails for $75.

This would provide you with the following toys to be used in-game:

  • 1 starship (Zenith)
  • 1 pilot (Mason Rana)
  • 3 weapons (Flamethrower, Frost Barrage, Shredder)

Alternatively, the base digital option is the Starlink: Battle for Atlas Digital Edition for $60.

This would provide you with the following digital items to be used in-game:

  • 4 starships (Zenith, Neptune, Pulse, Lance)
  • 6 pilots (Mason Rana, Levi McCray, Judge, Chase da Silva, Hunter Hakka, Razor Lemay)
  • 12 weapons (Flamethrower, Frost Barrage, Shredder, Iron Fist, Crusher, Shockwave, Levitator, Volcano, Imploder, Freeze Ray Mk.2, Shredder Mk.2, Gauss Gun Mk.2)

Simply, for $15 less, the Digital Edition gives you access to 4 more starships, 6 more pilots, and 9 more weapons than the base physical version.

For comparison, you would need to buy the following physical items to have access to everything from the Digital Edition:

  • Starlink: Battle for Atlas Starter Pack ($75)
  • Starlink: Battle for Atlas Starship Pack - Pulse ($25)
  • Starlink: Battle for Atlas Starship Pack - Neptune ($25)
  • Starlink: Battle for Atlas Starship Pack - Lance ($25)
  • Starlink: Battle for Atlas Pilot Pack - Razor Lemay ($8)
  • Starlink: Battle for Atlas Pilot Pack - Levi McCay ($8)
  • Starlink: Battle for Atlas Weapon Pack - Crusher ($10)
  • Starlink: Battle for Atlas Weapon Pack - Iron Fist ($10)
  • Starlink: Battle for Atlas Weapon Pack - Shockwave ($10)

It costs $196 for physical versions of everything the $60 Digital Edition provides.

Full Experience

To go a step further, if you want access to all of the content currently available in Starlink (5 starships, 9 pilots, and 15 weapons), you could pay $80 for the digital Starlink: Battle for Atlas Deluxe Edition.

To do the same with toys requires you to purchase all of the items listed above plus an additional Starship Pack, two additional Pilot Packs, and one additional Weapon Pack.

It costs $247 for physical versions of everything the $80 Deluxe Edition provides.

In Between

With the cost of the Digital Edition being relatively close to the cost of the Deluxe Edition, if you choose to go digital, it makes sense to decide if you will be satisfied with its base experience from the outset.

However, with the physical release, things are further complicated if you want something in between the base and full experience.

The reason is that, unfortunately, Ubisoft has decided not to sell each item individually. Rather, they are bundled in the aforementioned packs.

To elaborate, a majority of pilots are connected to a specific starship and weapon, and a Starship Pack comes with those three items.

This means that if you are interested, for example, in the Pulse starship and the Judge pilot, you cannot simply buy those two items. Instead, you would need to buy the Starship Pack - Pulse and the Starship Pack - Neptune.

That is $50 to acquire only two items you want. You can see how the cost of toys can begin accumulating very quickly. 


Aside from the act of mounting toys to your controller, gameplay is identical across the two versions.

However, it is notable that the more weapons and ships you have access to, the easier Starlink becomes.

Attempting to tackle the game with only the physical Starter Pack does not sound like a pleasant experience, and I would not recommend pursuing the harder difficulty settings without at least a few more ships and weapons in your arsenal. 


While this is only applicable to the Switch release, it is important to emphasize that playing Starlink with toys is not possible in handheld mode.

Even if you are planning to use the screen's kickstand and a separate controller, the toys do not seem at all conducive to on-the-go play.

For me, eliminating the Switch's mobility is a deal-breaker and immediately puts the kibosh on pursuing the physical version for Nintendo's console.

Putting It All Together

The decision between the physical and digital versions of the game ultimately comes down to what you want out of Starlink.

If you are just interested in playing the game, there is no question that digital provides the most convenient gameplay experience, and it offers much more content with an exponentially smaller investment.

However, if you are a collector that absolutely loves the toys, you have the disposable income to justify the immense cost increase, and you do not mind the challenges playing with them imposes, then go for the physical release.

What version of Starlink are you most interested in and why? Let us know in the comments below. 

ESL Announces Induction Of John "TotalBiscuit" Bain Into Esports Hall Of Fame Mon, 22 Oct 2018 19:19:21 -0400 QuintLyn

Video game YouTuber and esports personality John "TotalBiscut" Bain is being honored with a spot in the ESL Esports Hall of Fame. The gaming personality was a long-time supporter of all things esports before his passing earlier this year.

While he often covered a variety of subjects from World of Warcraft to indie titles, Bain was well known for his support of esports titles -- particularly StarCraft 2. He and his wife even formed a competitive StarCraft 2 team by the name of Axiom.

With his induction into the ESL, Bain will be the first non-player member. It's a position well-earned with his dedication to the esports scene. During his career he was not only a vocal supporter of esports, but did everything he could to help grow the scene, often appearing at events as a commentator.

He also sponsored many events and lent a hand with others in management and production.



Soul Calibur 6 Guide: How Style Points Work Tue, 23 Oct 2018 10:07:08 -0400 Synzer

Libra of Souls in Soul Calibur 6 allows you to create your own character and play through a lengthy story mode from their point of view. It also allows you to get new weapons that are styled after a specific character in the game.

For example, if you want your character to fight like Geralt, you can equip a Geralt-style weapon and use his moveset during your quests. You can even become more proficient in the fighting style by gaining style points during each quest and side quest. 

When you finish a quest, you may notice the usual experience points and "style points" underneath that.

What exactly are style points in Soul Calibur 6 and how do you get them? Don't worry, it's actually pretty simple.

Style points and experience points bar for Level 67 player

Getting Style Points in Soul Calibur 6

Style points are simply extra experience points, but they're for each weapon.

Whenever you complete a quest with a specific weapon style -- Geralt for example -- you will earn style points for Geralt weapons. These points will only apply to Geralt style weapons, so if you decide to use Ivy weapons instead, you have to start building that up separately.

The good thing is that these bars don't reset if you switch weapons, and it doesn't matter which weapon you use, as long as it's in the same style. If you have a Level 15 Tira weapon and you've been slowly leveling up the Tira style, you will still make progress if you equip a higher or lower level Tira weapon.

If you start using a different style's weapon and switch back, all the progress you made will remain. You can easily see how much you have in each style by switching weapons at the Libra of Souls main map.

What to do with Soul Calibur 6 Style Points

So now that Style Points are all cleared up, what do you do with them?

When you completely fill up the Style bar for a specific weapon style, it will say "Mastered" and you will get a high-level quest. Mine quest was Level 72, but my character was Level 68, so it looks like it might be based on your current experience level.

Mission menu for style points in Libra of Souls shows info on opponent and matchup

Completing this quest will reward you with a Level 60 weapon for that style for example. The weapon has 3 slots for upgrades, and it has an attack range of 180 ~ 520. This means it has the potential for a huge attack, but you could end up hitting on the low end.

You can do this for each style, but you will need to level them all separately to unlock the quests for each.


Hopefully, I cleared up everything about Style Points in Soulcalibur 6. Let me know if you have any questions and be sure to check out my full Libra of Souls guide if you want more info on the game mode.

Be sure to check out our other Soul Calibur 6 guides while you're at it, such as: 

14 Balanced Mods for Rimworld 1.0 Mon, 22 Oct 2018 16:07:59 -0400 Ashley Gill

There was a time when I had nearly 100 mods installed in Rimworld. Some things have been tossed with the b19 and 1.0 updates, but I'm slowly building that list back up.

One of the biggest boons to Rimworld as a game is that it's so moddable and, should you so choose, you can mod it to your exact specifications so you can play exactly the way you want to. It took me maybe three days of playing until I cracked and started piling mods on, but it may take you longer. Everyone's different.

One aspect of mods that many newer players and some experienced players aren't too keen on is the idea of severe balance changes. It's true -- some mods toss all semblance of balance out the window in the name of game customization.

The mods listed here are those that I've found to be both useful and minimally impactful on the game's overall balance. Many of these are purely cosmetic, but some, such as Animal Tab or Centralized Climate Control, add a lot more than shiny new things to look at. All in all, these are quality of life mods that are suitable for even new players.

There are definitely more mods you can install that will boost your enjoyment without making your pawns and colonies overpowered, but the ones mentioned here are those that have treated me best within this category over my 200+ hours in Rimworld. Hopefully, you will enjoy them just as much as I do.

More Furniture mod

Workshop link

More Furniture has been around for several of Rimworld's betas and is still going strong in the 1.0 version. Its goal? Just to make your colonies look better.

The furniture found in this mod works similarly to the game's base furniture and has no large impacts on how your colony runs. A safe bet for anyone who wants the game to look a little better without changes to how it plays.

RimFridge mod

Workshop link

This was the first mod I installed back when I first starting playing Rimworld, and I've never been able to look back.

RimFridge adds new refrigerators to the Furniture menu that can be placed about your colony for your pawns to easily access, rather than running into the freezer room each time they need to eat.

Recently, this has gotten the addition of wall refrigerators, which are just as useful as their standalone brethren.

RimFridge is, by all accounts, a must-have and it does not particularly affect the difficulty of the game. It just keeps your pawns fed more easily.

Interaction Bubbles mod

Workshop link

This is one mod I'm fairly new to myself, but it adds one feature that's hard to live without once you get used to it: floating bubbles showing how your pawns are interacting on the spot.

This is a big improvement from having to check each pawn's Social tab, which is something I only find myself doing once every so often unless someone is mentally breaking often.

Getting a front-row seat to your pawns' interactions is a nice touch that adds some flavor to times of peace.

EdB Prepare Carefully mod

Workshop link

How this mod affects your save games is entirely up to you, but I have always and will continue to consider this a mandatory Rimworld mod.

Prepare Carefully allows you to customize your landing party before you crash land, giving you complete control over their history, traits, skill allocations, health, and looks.

Though this can be extremely overpowered (such as starting a pawn or two with Shooting level 20), it includes a point system that tallies up as you make your party to let you know how balanced your start is. A flexible mod every player should have installed.

Work Tab mod

Workshop link

It took a little bit to get to one of Fluffy's mods, but here we are -- and it's not the last one.

Work Tab is a must-have mod if you want complete and utter control over your pawns' priorities. It adds a whole new layer to work priorities, literally: you can manually prioritize every little task.

Newer Rimworlders may find this amount of flexibility overwhelming, but in time anyone could come to find this mod to be an utmost help in running an efficient colony.

Hospitality mod

Workshop link

This is one mod that you just get used to having and in time forget it was a mod at all.

Hospitality adds a number of features for dealing with visitors to your colony. Visitors can and will stay in your colony provided you've built and set new guest beds, and will help out with chores if your hospitality is above and beyond. This isn't all, of course, but it's certainly my favorite aspect of this mod.

Hospitality is one mod I always have installed because I'm just used to its features. Be sure to read the Workshop page for the mod first as it is incompatible with a handful of more complex mods.

Glowing Healroot mod

Workshop link

This is a simple visual mod that alters healroots to glow, making it easier to tell when they're ready for harvest and adding a pleasant glow to their general area.

Glowing Healroot looks even better with the following mod installed.

Realistic Darkness mod

Workshop link

I didn't know I wanted this mod until I finally had it installed. This affects the world's overall light level at night and during certain weather conditions, giving the effect of it actually being nighttime or for there actually being a storm brewing.

Below is a comparison of the same colony at the same time of night. On the left is nighttime with Realistic Darkness and the right is mod-free nighttime.

This mod does affect your gameplay to some extent, in that it's basically pitch black outside during foggy rain -- unless you have outdoor lighting installed. Which you should.

Animal Tab mod

Workshop link

This is another mod that you install and eventually forget it's not part of the base game.

Animal Tab adds new features to the Animals tab in the UI for you to more easily keep track of and maintain your domesticated animals. This makes it easier to keep track of their production (such as cows, alpacas, birds, etc.), assign their masters, designate for slaughter, and more.

This is just a huge quality of life mod that most Rimworld players should have installed, whether they run animal-oriented colonies or not.

Blueprints mod

Workshop link

If you've played Prison Architect and got used to its blueprinting feature or are just tired of having to manually build every single room, this is the mod for you.

Blueprints works very simply: you select the tool and then select the area you want to copy. Then plop the blueprint down where you want it and watch your pawns get to work.

This is just another huge quality of life mod from creator Fluffy. Don't forget you can export blueprints in one save game and then import them into another to use the same designs across multiple saves.

Verge of Galaxy mod

Workshop link

If you haven't gotten tired of Rimworld's music yet, just wait. Your time will come.

Verge of Galaxy is one of a handful of mods that stuff new, more engaging music into the game for you to listen to while your pawns go about their lives. It's as simple as that.

A Dog Said mod

Workshop link

If you want your animals to have more longevity and not be completely crippled after a bad raid, this is a mod you should add to your subscriber list.

A Dog Said adds the ability to install prosthetics onto your animals when in need, as well as the ability to craft those prosthetics at a new workstation.

This is a valuable mod if you care a bit more about your animals than your average player, but it does change the balance a bit as your animals will no longer be crippled or sentenced to death upon receiving certain injuries. Nonetheless, there is nothing wrong with taking care of your colony's animals as well as you can, and the only way to do so is through this mod.

As a side note, a fair number of animal mods do have additional mods to make them work with A Dog Said.

MoreFloors mod

Workshop link

The purpose of this mod is pretty simple: It adds more floors for you to choose from. Though there are many floor mod options, I've never run into any issues with MoreFloors and they do not seem unbalanced. This is one option to actually have some wood floors grant their surroundings a little beauty -- but not too much.

My favorite floors from this mod are the checkered carpets, but they all do look very nice.

Centralized Climate Control mod

Workshop link
**Requires HugsLib**

Now that we're down to the bottom of the list, we can get to my bar-none favorite mod: Centralized Climate Control. I remember what Rimworld was like before I installed this mod, and I don't want to go back. Ever.

Rather than putting an air conditioner or heater in each room or enclosed space with vents, you can instead work up a complex air temperature control system for your colonies using air intake vents, temperature control units, and air output vents into your buildings.

This mod completely changes how you deal with internal temperatures in your colonies, but it doesn't do it in a way that feels to easy. It's up to you to put together a functional system once you've completed the research, but once you do it's completely worth it.


As I mentioned when we first started with this list, there are far more mods you can delve into and subscribe to that won't totally break your game's balance. These are simply those that are newbie-friendly and without significant effects on overall balance. Welcome to the wild world of Rimworld mods!

Former WoW PVP Dev Brian Holinka Returns As Lead Combat Designer Mon, 22 Oct 2018 15:04:07 -0400 QuintLyn

It seems structural changes are still under way at Blizzard. Earlier this month Blizzard president and co-founder Mike Morhaime announced he would be stepping down from his current role and taking on an advisory position. At the same time, it was announced that World of Warcraft executive producer J. Allen Brack would be taking his place.

A few weeks later, Blizzard announced that Heroes of the Storm game director Alan Dabiri would be transitioning to a currently unrevealed position within the company.

Today, we have even more news of Blizzard team members taking on new(ish) roles. Blizzard dev Brian Holinka is returning to work on World of Warcraft. I say "returning" because while Holinka never left Blizzard, he did leave behind his position as Lead PvP developer for the popular MMO last year to work on an unannounced project for the company.

This past weekend, Holinka revealed via Twitter that he's returning to World of Warcraft.

According to Holinka's LinkedIn page, he won't be picking up his old role of Lead PvP developer but will instead be WoW's new Lead Combat designer. What this transition means for the other project he was working on is anyone's guess. It will also be interesting to see if any of these changes affect BlizzCon, which is taking place in less than two weeks.

GWENT Trailer Gives Players The Lowdown On How To Play Ahead of Launch Mon, 22 Oct 2018 14:21:07 -0400 QuintLyn

October 23 is a big day for CD Projekt Red's Witcher-based card game GWENT, as that's when the game will exit open beta on PC. And since release is, well, tomorrow, CDPR decided to drop a short video introducing new players to the mechanics of the game.

You can see the video in the header above. 

In GWENT, players choose between five different factions taking on the role of "commanders", leading their armies in battles that are divided into rounds. Rounds are won by obtaining more points than the opponent. Battles are won by taking two out of the three rounds.

Each faction offers players a different, unique playstyle and features very different leaders. Once a faction is chosen, players will then assemble their deck. But they'll need to be careful when doing it; the more power a card has, the higher its recruitment cost will be.

Players will need to balance power and cost in order to create a solid deck that fits within the recruitment cap. It's also important to note that decks must have at least 25 cards in them.

GWENT: The Witcher Card Game boasts several mechanic elements, taking advantage of card placement on the field as well as giving players a way to become even more powerful through play and resource collection.

As expected, cards are still the most important thing here and players can acquire them either through crafting or via card kegs.

Players looking for a little more info on GWENT's mechanics than what are detailed in the video above should feel free to check out some of our GWENT for Newbies guides, including

Stay tuned to GameSkinny for more news on GWENT and every CDPR as it develops. 


Does Soul Calibur 6 Have Unlockable CaS Armor? Mon, 22 Oct 2018 19:03:55 -0400 Jonathan Moore

There's a lot to love about Soul Calibur 6. From Libra of Souls to the online stage of history, SC6 is one of the best entries in the franchise in a long time. 

But one bugaboo that's got veteran plays riled up is the fact that, well, the venerable fighting game doesn't have all that many options when it comes to armor. Whether they're wanting to change the default outfits of their favorite fighters or kit out their custom character creations, it's painfully obvious that options are limited. 

So can you unlock armor in Soul Calibur 6? Well, kind of.

As you play through Libra of Souls, you'll unlock quite a bit for the museum, and as you play through Chronicle of Souls, you'll unlock Inferno as a playable character. 

But armors? Yeah, that's no dice, my friend. 

The only caveat here is that you'll get 100 extra pieces of armor for Create a Soul (CaS) if you buy the season pass (you can also "unlock" Tira this way). That armor piece number a bit less than the 183 found in Soul Calibur 5 but more than the amount found in Soul Calibur 4

You can also "unlock" armor in CaS with Soul Points. However, you're not finding new armor in any of the game's modes, but instead accessing armor that's already available in CaS. While technically, yes, you're unlocking armor, we all know how we really want to get new items for character creation. 

Even as a casual player, I find it a bit disappointing that the game's two story modes don't unlock any additional items or armor for CaS (that's aside from my overall qualms with the mode which is the topic of another article entirely). 

Part of the fun of playing through Libra of Souls and Chronicle of Souls is unlocking items. The museum is cool and all, but that's not the draw here. And while it's unlikely Bandai Namco will "patch" in unlockable armors (I chuckle at the thought), it's a nice pipe dream to have.  

Fortnite’s PvE Mode Won't Go Free-To-Play In 2018 Mon, 22 Oct 2018 13:14:24 -0400 William R. Parks

While Fortnite Battle Royale may have stolen the spotlight, many fans have been eagerly awaiting the free-to-play release of Save the World, the shooter's PvE game mode.

In a blog post made today, Epic has extended their wait, stating that the free-to-play launch will no longer take place in 2018.

"We're working on a broad set of features, reworks, and backend system scaling we believe are needed to go free-to-play," the post states.

The post articulates some of the tweaks the dev team feels are necessary prior to going free-to-play:

The first is an overhaul to the UI, with the stated goal of making menus easier to locate and "adding polish and character(s)" to the menus themselves. More details on this are to be made available "in the next few weeks."

Additionally, Epic is redesigning the game's Hero System. Heroes are Save the World's playable characters, and the system is being "redesigned to offer a more flexible approach to customizing your loadout with more options and room for creativity."

Specifically, the number of Hero slots is being increased from three to six, and the developers are working to diversify the loadouts players can create. Full details on the new system will be available when they are finalized.

Further, the post acknowledges that fans may not be keen on waiting for the delayed launch. To compensate, Epic is offering the Standard, Deluxe, Super Deluxe, and Limited Founder's Packs for 50% off.

All Founder's Packs come with access to Save the World.

A new free-to-play launch date has not been confirmed. Stay tuned to GameSkinny as more news on Fortnite, and its free-to-play launch, become available.

PUBG Mobile Advanced Tips and Tricks Tue, 23 Oct 2018 11:23:05 -0400 Sergey_3847

The next big PUBG Mobile tournament will take place at the end of 2018 in Dubai. The stakes are high as the prize pool rises up to $600,000. This should prompt every PUBG Mobile enthusiast to up their game and stop playing in a casual manner.

If you are seriously considering taking a part in this or any other tournament, then follow our advanced tips and tricks guide for PUBG Mobile that will help you understand the more nuanced aspects of the game and how you should approach them to win.

Follow the Sound

Every PUBG player knows how important sound is in this game. This topic has been even covered in our beginner's guide for PUBG Mobile. But you need to fully embrace the power of sound on your mobile device in order to really get the best out of your game.

Use closed headphones

It is understandable that playing PUBG Mobile on your phone or tablet is a lot more comfortable wearing a pair of light earbuds or at least open headphones. But these are not optimal choices for professional gaming. So use only closed headphones that will isolate as much outside noise as possible.

Stay in a safe zone and listen

The sound in PUBG Mobile is just as advanced as it is in the original game. So if you're using the right set of headphones, then you will hear a lot more than other players.

In this case, instead of constantly moving around you can sit in cover and wait for other players to pass by. Be vigilant and listen carefully! If you hear footsteps approaching, you will have at least 3 to 5 seconds to prepare.

In time you will be able to discern the direction the footsteps are coming from and the distance. In this way you will be able to move from one spot to another and hit every single opponent from a safe zone.

Carefully approach buildings

When you see a building, don't run inside immediately in an attempt to grab the loot.

First, approach the building in a crouching position to reduce the sound of your own footsteps. Then, sit still and listen if there are any noises inside -- another player could be there before you. If you hear footsteps inside getting closer to your position, shoot through the doors, a wall or a window and kill them while they're still inside.

If you will follow these tips, then you will have a far greater advantage over other players that use non optimal headphones or use none at all.

Apply 4-Finger Claw Grip

After mastering the sound you need to make sure that you can use all four of your fingers when controlling a character in PUBG Mobile. If you've been playing with two fingers only, then switching to four fingers will be hard, but absolutely necessary for high-level play.

Use trigger accessories

In the beginning it could be really hard to play with all four fingers at once. That's why you can soften the transition by first using trigger accessories that can be attached to your mobile device (see the picture below). Unfortunately, triggers are not allowed at tournaments, so you will eventually have to learn to use your touch screen without their aid.

Learn the Claw Grip technique

With the help of the claw grip you can move, aim and fire all at the same time. Watch the video above and many other videos online to learn how to properly use your fingers on your touchscreen.

Since most players use only two fingers, their reaction during a shoot-out will be delayed, while you will have a full advantage using this technique.

Apply proper control settings

Managing your fingers is just a part of the successful claw grip technique. You also need to make sure that your touchscreen and control scheme are properly adjusted.

Below you can find one of the most optimal control settings for claw grip, but you can optimize it to your own liking as well.

Cover Up in the Open Field

Hiding inside the buildings or using buildings as covers in urban areas is easy. But what do you do when you're out in the open field? There you become an easy target for a sniper or other players that know how to behave in open areas. Here are a few tips on what to do in the open field.

Move from one cover to another

Remember that you should never run across an open area uncovered. You've got a big non-literal target on your head when you're so easy to shoot.

If you run long enough for a sniper to hit you, then that's what will most likely happen. Instead move to one cover, such as a tree or a rock, and then search for the next closest one using your camera controls. Then quickly move to the next cover. If you see from your cover another player running through the field -- you will have an advantage to shoot them.

Climb the trees

Trees are excellent hiding and shooting spots. You can climb trees by jumping on the branches from the roof of a building or a hut that can be usually seen in the open areas.

Alternatively, you could use vehicles to get on the trees, but this requires some practice.

Advanced Weapon Tips

Obviously, you want to have the best weapon in the game. But if you don't really know how to use it, then a better player with a worse weapon will still be able to kill you. So here are a few tips on how to use weapons in PUBG Mobile.

Hold grenade before throwing

Many players make a mistake of throwing a grenade instantly. But this is a mistake since grenade has a 7 second delay before it explodes, which gives other players time to escape the explosion.

Instead hold the grenade before throwing for at least 5 seconds. Use this time to aim more accurately and to prevent your enemies from getting out of the way in time. Then you can throw it for an immediate explosion.

Use weapons with the same ammo

There are two main types of ammo in PUBG Mobile: 5.56 and 7.62. Use weapons that can be loaded only with either of these types of bullets. For example, AKM, DP-28, Kar-98, and SKS use the same type of ammo.

This will not only help you save time finding ammo for your weapons but also save space in your backpack.

Control your recoil

This isn't news at all, but for some reason many players still ignore the fact that you have to use attachments, such as compensators and suppressors that help you manage recoil on your weapons. Or learn to use burst-shooting technique, and then you can say that you don't need a compensator.


These have been some of the most essential tips on bringing the level of your gameplay to a pro level, and for other PUBG Mobile guides at GameSkinny, check out the links below:

New Game Releases: Week of October 21, 2018 Mon, 22 Oct 2018 09:46:42 -0400 William R. Parks

As we begin a week that has no doubt been marked on many fans' calendars, let us look at who is willing to go toe-to-toe with Rockstar Studio's Wild West Goliath.

On Tuesday, October 23, players are invited to swing back into Spider-Man for its first DLC release, The Heist. Hot on the heels of last week's addition of NG+ and increased difficulty, the DLC brings more Black Cat, more costumes, and more enemies to PS4's high-flying blockbuster.

The Heist is the beginning of Spider-Man's three-part DLC package, The City That Never Sleeps.

Alternatively, fans of Gwent, The Witcher's digital card game, can look forward to Thronebreaker: The Witcher Tales on PC.

Set in the world of The Witcher, Thronebreaker features a new story, exploration, and a single-player Gwent experience.

And for those of you who just want to dance, Ubisoft's Just Dance 2019 is bringing Bruno Mars, Cardi B., and 40 chart-toppers to PS4, Switch, Xbox One, Xbox 360, Wii, and Wii U.

Then it is Friday, October 26, a yet unrecognized holiday, a day where streets will be empty and a mysterious pandemic will cause millions to call in sick to work. It will be a day where we will all sit down and play Red Dead Redemption 2.

A friendly reminder: If you pre-ordered a digital version of the Western, go pre-load it now because it's quite big. At minimum, the sequel is a 99GB download, and you do not want to be the only person on the planet waiting for the game to load. Do you?

Here's a full list of what's coming out this week: 

Tuesday, October 23:
  • Cities: Skylines Industries DLC (PC)
  • Just Dance 2019 (PS4, Switch, Xbox One, Xbox 360, Wii, Wii U)
  • Nickelodeon Kart Racers (PS4, Switch, Xbox One)
  • PAW Patrol: On A Roll (PC, PS4, Switch, Xbox One)
  • Spider-Man: The Heist DLC (PS4)
  • Thronebreaker: The Witcher Tales (PC)
  • Windjammers (Switch)
Wednesday, October 24:
  • Stardew Valley (iOS)
Friday, October 26:
  • Castlevania Requiem: Symphony of the Night & Rondo of Blood (PS4)
  • My Hero One's Justice (PC, PS4, Switch, Xbox One)
  • Red Dead Redemption 2 (PS4, Xbox One)


Aside from RDR2, which, if any, of these games will you picking up this week? Which are you already adding to your Christmas list? Let us know in the comments below. 

Cities: Skylines Industries -- How to Use the New DLC Mechanics Mon, 22 Oct 2018 19:25:49 -0400 Fox Doucette

So you took our advice and went and bought yourself the new Industries DLC for Cities: Skylines. Congratulations, you'll be glad you did.

But instead of throwing a party for yourself, you're probably looking at all those new features like “These look fun, but what am I going to DO with all of them?”

Well, we've got you covered, so read on. This step-by-step guide will turn you into a great industrialist in no time.

Step 1: Honestly, Consider Starting A New City

A satellite view of districts in City Skylines shows farming, forestry, regular industrial buildings

While you can easily redefine existing industrial areas using the DLC's new tools, you'll probably want to have a fresh map where you have the forests and fertile lands free (e.g. not already covered by other city services or buildings).

In order to get the most efficient use out of the new mechanics, you don't want to have to do major urban renewal, so start on a blank slate and you'll be perfectly prepared for the second step.

Step 2: Examine Your Map and Make Plans

Your resources are going to determine where your industrial zones are in this brave new Skylines world, which means that everything else you're going to be building is going to be in service of your industries.

Commercial zones should be transport-accessible in the most efficient ways possible. This prevents bottlenecks that can keep finished goods from getting from the places they're produced to the places where they're sold to consumers.

Optimal Commercial Strategies

If you don't already know (read: if you're not someone that's already put thousands of hours in Cities), here are some good strategies for building your commercial zones in Industries

First and most importantly, remember that commercial zones, as always, act as a buffer between the pollution and crime that industry creates and the residential zones' hatred of both of those things. You can put commerce in a bit of a dingy neighborhood; you can't do the same with residential. So as always, locating the commercial zones in between residence and industry is wise.

Beyond that, though, do consider that higher-end commercial zones are going to be far more voracious consumers of your industries' output than are low-end zones. As such, you'll want to make sure that the higher-value commercial areas are located close enough, but not too close, to your top-end industry buildings while still serving the very cream of the crop of residential areas.

It's not too dissimilar to a classic basegame city layout; it's just got more layers you need to concern yourself with if you're going to make the most efficient use of the new industries.

Of course, residences are then placed as they always are, where citizens have access to their jobs and to shopping and services. That much hasn't changed since the initial base game came out.

Step 3: How To Industry in Industries

Truck kick up dust on a dirt road cutting through a farm district in the Industry DLC

The next part of this involves actually creating these specialized industrial zones. If you've played Parklife, you'll know exactly how to start.

Draw a district over the raw resources (farming, forestry, ore, or oil) that are relevant to the industries that you're building. It's just like drawing a park boundary or a base game district.

Next, put down the main building; this will define which industrial category the entire area will produce. It's just like the park types in Parklife.

After that, you'll want to place the buildings that gather the raw materials; crop fields, logging camps, ore extraction, oil pumps, whatever is necessary for the industry you're working with.

Pro tip: If you're doing this for ore and oil, you should definitely tick on the option in the gameplay settings menu that gives you infinite oil and ore or you're just going to strip them in about 10 minutes. 

Now that you have the basics down, you'll need to start making those supply chains happen so that resources can be improved into higher-value products and those products can be sold.

Step 4: Build Stuff to Make Stuff

The next step is to start putting down Warehouses and Processing Buildings.

Warehouses simply collect raw materials to make sure that A.) they have a place where your transport vehicles can pick them up and B.), you'll have a constant supply to avoid temporary shortages in between times when the resources are being harvested.

Once that's done, that's where the processing buildings enter.

For forestry, this is the sawmill to turn logs into planed lumber. For farming, this is where raw crops become things like flour.

This is where you'll start to see a real value-add to the resources you're getting from those industrial zones.

Of course, you'll need workers for all this, so don't neglect the development of your city and education infrastructure while you're improving your production chains.

Everything is designed to fit together, remember, so you'll have a strong, granular level of control over the development of your industries that used to be at the whim of the game's sometimes kludgy upgrade system for buildings.

Step 5: What To Do With All That Stuff

A high-level view of an agricultural zone with a menu showing input and output goods

At the Special Processing level, you don't necessarily have to start building “Unique Factories” yet. These intermediate products can be sold to ordinary industrial zones that aren't part of the special resource areas. Furniture factories will buy your planks, food processors will buy your flour, and so on.

But you'll eventually want to start building Unique Factories. Those are put there by the game to collect different products your industrial areas are producing to create, as the name implies, unique finished goods that are the most valuable goods of all.

Those Unique Factories produce luxury goods that can be both sold at a very high profit to your commercial zones and also exported.

In order to make use of them, you'll need a bunch of resource chains working at once; a car factory, for example, needs Animal Products (leather for the seats), Plastics (from oil), and Glass and Metals (which come from ore extraction.)

And while some of those can be imported at a cost that will reduce the profit margin, you're best off producing them all yourself.

The nice thing is that you can put Unique Factories anywhere on the map, so locating them fairly equidistant from all their resource inputs will make them more efficient.

Step 6: Sell Your Stuff!

Transport vehicles will visit your storage buildings, so make sure you've got good road connections into and out of the area where those buildings are. If you don't, you'll have massive traffic jams.

Here are some of our other guides regarding traffic and transportation that can help you out here: 

On the bright side, there's more to transport than cars. If you put your Warehouses near train hubs or the new Cargo Airport, you'll be able to export your goods far more efficiently and with a massive reduction in road traffic compared to trying to truck everything down the highways.

Other than that, if you've dealt with air and rail traffic before, it's the same ballgame -- just re-purposed to carry all these new goods.

This is actually the easiest part for veteran Skylines players because it uses a mechanic as old as the base game and just specializes it.

Step 7: Have Fun With The Other Stuff

Blue cars drive through an intersection next to a commercial district with mid-tier buildings

Separate from the industry chains is the new DLC's mail system.

From now on, milestone Level 4 (Boom Town) now unlocks a new city service, the Post Office. Buildings generate mail, and that mail has to be delivered somewhere.

The system is similar to garbage trucks, except instead of dumping junk at the junkyard, junk mail is dumped in people's mailboxes.

About once a month, a postal van will be generated that goes around, collects mail, and exports it offscreen to one of the off-map connecting neighbors.

The system is another city service; there's really not much of a strategy to it beyond the usual keeping roads upgraded, so you can treat it like what it is.

Step 8: Level Up Your Stuff

Just like in Parklife, once your industries have produced enough and made enough profit, they'll level up.

In addition, as the city gets bigger, bigger versions of industrial buildings will be unlocked, allowing for greater production, more workers, and all that other good stuff.

The strategy here is quite simple; it's “the same, but more”, and you should be well able to figure this out as it comes up. If you've played Parklife, you already have experience with this system; if you haven't, it's basically: “This gains capacity so you don't have to build a ton of different buildings or zones, you can level up the ones you have.”

To Summarize

  • Industrial districts are necessary to use the resources they're built on
  • Extractor buildings extract raw materials
  • Processing buildings turn them into industrial goods
  • Unique Factories turn them into luxury goods
  • And Warehouses enable planes, trains, and automobiles to turn them into money

Master that, and you'll have an economic boom in no time.

The most important thing to remember is that this DLC may radically change the way you actually manage your industries, but this is still Skylines, which means that ultimately, it's the same balancing act as it's always been between the needs of all aspects of your society.

But once you get it right, the amount of money it brings in means you are well on your way to having an economic powerhouse, one that will let you make use of every resource on the map to create things that until now have only been abstract ideas.

Cities: Skylines Industries DLC Review -- A Fantastic Addition Mon, 22 Oct 2018 19:30:42 -0400 Fox Doucette

Every so often, a great game gets a great expansion DLC. In even fewer instances, that DLC improves so well upon the promise of the original release that from that point onward, it's hard to recommend new players buy the game without immediately including the DLC in their order.

Think Modern Times in Tropico 4, the downtown nightlife expansions in the Sims series, or Brave New World for Civilization V. They're indispensable parts of the games they add to because of the new mechanics they introduce.

Industries, the latest DLC for Cities: Skylines, joins Mass Transit on that must-have list.

A vast expanse of oil fields with red and white conning towers emitting steam, reaches toward the city downtown

As the name implies, this DLC completely overhauls the game's industrial system, taking mechanics that will be familiar to anyone who's already familiar with the game's districting system and using them to finally bring some real value to the four natural resources that have been part of Skylines maps since the game launched in 2015.

What's New in Industries

Before, you could put down an industrial district on fertile land and rely on the game to create farming industries. The same was true of trees and forestry, ores and mining, and oil and...well...oil.

With the expansion installed? You'll have a far greater level of control over the production chains those resources previously handled offscreen.

For example, if you build a forestry district, you'll first have specialized buildings -- and they're not standard industrial zones; they're actual buildings like the venues in Parklife, Skylines' previous DLC -- that create “forestry products”, which is to say logs.

Once your forestry district levels up -- and this, too, is a direct pull from the way the parks level up in Parklife, dependent on resource production and profitability -- you can start producing “planed lumber”, otherwise known as boards.

Those boards can then be transported within your city, influencing the classic zoned industry.

Trucks drive down dirt roads in a forestry district in Cities: Skylines

And Colossal Order has built a complete tycoon game into this new supply-chain mechanic. It's reminiscent of the resources in the Cities XL series or even the production chains in the classic Capitalism 2.

There are also plenty of other industry buildings -- warehouses, cargo airports, and even a post office system to turn mail into an industry unto itself -- to completely change the way the industries work in the game.

And because of the way these systems level up over the course of the game, they're not only usable out of the box, but it's actually better to plan your entire city's growth around just that eventuality. This is a DLC that scales from early- to late-game and can have a place in a variety of different city plans from the moment you're choosing a map and looking at what resources are available on it -- all before ever putting down your first building.

Another plus? Where in the past industry was something players tended to (typically) evolve away from in terms of employment options for their citizens as soon as office zones unlocked, you can now create actual prosperous industrial cities that aren't polluted disaster areas.

The high-tech production chains have profit potential that puts even the best office-and-education strategy to shame, but it comes at a cost of the game expecting players to put a lot of effort into the building and maintenance of their industrial production.

A dirt road cuts through farm land with trees on one side, green and brown crops on the other

If you are any kind of Skylines enthusiast, you're going to enjoy what this DLC has to offer. Your cities will have more variety since those resources on the map will finally be worth something in terms of actual interesting gameplay options.

In addition, managing those production chains is a game within a game that makes Skylines an even deeper and richer experience than it's ever been before.

If you're the kind of person who turns off the advanced options because Skylines is already a little too complex for you out of the box, this isn't going to be your cup of tea. It will break your brain if you're not careful, and if you just don't want to have manufacturing be part of your city's economy, you can still play without it.

The Verdict

This is an absolute must-have DLC for Cities: Skylines enthusiasts. It's one of the best expansion packs to come into gaming itself in years, and it brings Skylines closer to being the ultimate only city-builder you'll ever need.

The way industrial zones will change the way your cities function and serve as the focus of a powerhouse economy turns one of the biggest albatrosses of the late-game into an integrated part of the game's overall strategy from small town to metropolis.

If you own Skylines, get Industries. It's that good.

You can pick up the Industries DLC on Steam for $14.99.

[Note: A review copy of this DLC was provided by the publisher.]

Starlink: Battle for Atlas Mod Guide Mon, 22 Oct 2018 15:32:42 -0400 William R. Parks

One of the most appealing aspects of Starlink: Battle for Atlas is the depth of customization it offers. With mods, players can tweak their ships and weapons to perform how they like, and hunting down new and powerful mods is what gives Starlink's open-world exploration a purpose.

However, players may feel overwhelmed by the lack of instruction the game provides as mods rapidly enter their inventory.

With this guide, we hope to give players a better overall understanding of Starlink's modification system and how to use it most effectively.


To state the obvious, mods affect the different aspects of the myriad of ships and weapons Starlink offers.

While it seems unnecessary to fully elaborate on the most straightforward of these aspects -- speed references a ship's speed and handling references how well a ship handles, as examples -- there are a few terms often seen in mods that players may feel have not been adequately explained by the game.

Let us have a look at these terms before getting deeper into the mods themselves:

Energy: Each time a weapon is fired, a designated amount of energy is subtracted from a ship's overall energy. When a ship has less energy than the amount required to fire a weapon, players have to pause briefly for energy to recharge and firing to resume.

Pilot Ability: Each pilot has their own special ability, ranging from temporal distortion to invulnerability, with its own recharge time. As time passes, a meter in the bottom-left corner fills. When filled, an icon will illuminate and the pilot ability is ready for use.

Elemental Combo: Fully articulating the different elemental combos is a task for another guide, but it is sufficient to say that these combos are achieved by hitting enemies with weapons of two element types (heat and cold, for example).

How to Equip Mods

Mods are accessed by entering the loadout menu and pressing the button designated as "Mod Ship & Weapons" at the bottom of the screen (Y on Switch).

This will bring you to the ship modification screen, and pressing the button designated as "Change" (A on Switch) will allow you to add any appropriate mods to that slot.

Using the directional pad will allow you to insert mods in any slots you have unlocked, and L and R can be used to switch from the ship modifications to those of the weapons you currently have equipped.

How to Get Mods

From the beginning of the game, players will begin to acquire common mods from almost every task they complete (destroying hives, hacking wrecked cargo shuttles, looting chests, etc.).

However, here are a few tips for players wanting to hunt for higher rarity modifications:

Visit outlaw hideouts in space

As players begin exploring planets, confrontations with outlaws will arise. Defeating these outlaws will sometimes trigger dialogues with other pilots, indicating that they have marked an outlaw hideout on your map.

These hideouts are located in space, are visible on your starmap, and offer higher rarity rewards (along with a lot of cores and Electrum).

Upgrade workshops

Beginning with the third of the story mission's planets, Sonatus, players will have access to workshops.

Workshops allow you to buy mods directly, and the more you upgrade the workshop, the higher rarity the available mods will be.

Additionally, workshops will send you mods, and the more you have upgraded them, the more frequent the deliveries will be (and the higher the rarity the contents).

Focus on Warden Spires

Warden Spires are quick puzzles located on the planets.

Make sure to complete as many as possible, as they reward special, higher rarity Warden modifications that are quite strong.

Check the map

The rarity of the mods you will receive from completing tasks are indicated on their icons on the starmap.

If you are not interested in 100% exploration, it is easy enough to skip anything that is only awarding common rarity modifications.

How to Unlock More Mod Slots

Initially, not all of the possible mod slots for ships and weapons will be accessible - a small lock indicates that a player is not yet able to add a modification to the designated slot.

These slots are unlocked through upgrading the Equinox.

From the Equinox menu (in the same interface as your loadout and starmap), navigate to Equinox and select the Modding Bay. Each upgrade will require your pilots to meet a certain experience level, a number of cores (obtained from Warden Spires), and an amount of Electrum.

Combining Mods

Upgrades through the Equinox also allows you to combine three mods of the same type to make a more powerful mod. For example, three common Cold Amplifiers can be combined to create one rare Cold Amplifier.

Further, when fully upgraded, players are able to duplicate any mod they posses, including one-of-a-kind Relics.

These upgrades are preformed in the Mod Foundry accessed in the Equinox menu.

Ship Mods

There are two categories of mods -- those you equip to your Ship and those that you equip your Weapons -- and, within these categories, there are different types.

We will begin by examining the three types of Ship modifications:

Core Mods

Each ship has one slot for a core mod. These are diamond-shaped mods with diagonal hash marks underneath.

Core mods offer the largest array of powerful effects:

  • Boosts to a ship's base speed, handling, and energy
  • Damage increases when specified conditions are met (when nearby to allies, for examples)
  • Stat increases for nearby allies
  • Decreases to the cool-down of pilot abilities
  • Special abilities (including things like target assist)
Armor Mods

Each ship has one slot for an armor mod. These are shield-shaped mods.

Armor mods provide direct increases to a ship's overall defense as well percentage-based resistance to elemental damage.

These mods also offer defensive abilities (such as healing) and abilities triggered by defense-baed scenarios (increased damage when you are on fire, for example).

Booster Mods

When fully upgraded, each ship has three slots for booster mods. These are circle-shaped mods with diagonal hash marks underneath.

Booster mods each have a single effect and allow you to focus on developing very specific aspects of your ship. These mods are what allow you to fine tune the overall feel of your spacecraft.

Additionally, booster mods can bump your resilience or add effects to your ship like increasing the XP gained from using the vessel.

Weapon Mods

There are two types of Weapon modifications:

Ammo Mods

Each weapon has one slot for a weapon mod. These are diamond-shaped mods with triangles underneath.

These offensive mods offer boosts to a weapon's base damage, range, and fire rate as well as decreasing the amount of energy weapons consume.

Additionally, some ammo mods can only be equipped to weapons of a specified element type, and they come with bonus abilities. For example, Heat-exclusive mods heal you as you deal damage.

Amplifier Mods

Each weapon has three or four slots for amplifier mods. These are circle-shaped mods.

Amplifier mods are the weapon equivalent of the ship's booster mods, allowing you to target very specific aspects of a weapon and ultimately decide how each weapon functions.

Additionally, amplifier mods can add additional effects to weapons like increasing how much Electrum or XP is gained when using the modified weapon.

Strategies for Assigning Mods

There are two approaches to assigning mods.

One is to min-max, focusing on a ship or weapon's strengths and bolstering those stats. For instance, if you want to maximize the speed of a fast-flying ship, mods are how to push it to the limit.

The other option is to target their shortcomings, making balanced ships and weapons with higher consistency but lower overall power. This may mean focusing on the energy consumption of a high damage, low efficiency weapon rather than maximizing its damage output.

As an example, the Iron Fist is a high damage, low range kinetic weapon.

Using the first method, you might assign strictly damage increasing mods to the weapon; its functionality remains essentially the same, but it becomes more powerful.

With the alternative, you might boost the range instead, giving it added functionality at the expense of maximum damage.

The most exciting part of this flexibility is that optimal modification is entirely contingent upon play-style.

Perhaps you prefer to hold down both triggers and watch high fire rate, low damage guns ping your enemies until they explode. Or maybe you are better at charging and executing big damage precision shots from long range.

Whatever suits you best, you can use mods to tinker and tailor your gear until it meets your specific needs.

Mod List

Note: This list is being updated. Last update: October 21.

To close, here is a compiled list of modifications you can expect to encounter in Starlink (with how much it costs to purchase them from workshops, when possible):

Ship Mods


Commander Core III (Rare)
+65% Pilot Ability charge speed
+400 weapon energy on reflect
+15% resistance to nearby allies
E 50,000

Commander Core IV (Epic)
+80% Pilot Ability charge speed
+400 weapon energy on reflect
+15% resistance to nearby allies
+50 damage when near allies
E 75,000

Elemental Core I (Common)
+15 energy
+100 energy on Elemental Combo

Elemental Core III (Rare)
+35 energy
+100 energy on Elemental Combo
Target assist
E 40,000

Elemental Core IV (Epic)
+40 energy
+100 energy on Elemental Combo
Target assist
Stuns nearby units when health becomes critical
E 60,000

Fighter Core I (Common)
+20 speed
+10 handling

Fighter Core II (Uncommon)
+35 speeding
+13 handling
Precision shots charge Boost

Tank Core I (Common)
+20% Pilot Ability charge speed
+100 health on successful reflect
+5% resistance to nearby allies

Tank Core III (Rare)
+60% Pilot Ability charge speed
+100 health on successful reflect
+15% resistance to nearby allies
Group repair

Warden Core II (Uncommon)
+45 energy
+25% damage for 5s after Elemental Combo

Warden Core III (Rare)
+60 energy
+25% damage for 5s after Elemental Combo
+25% damage while near Electrum

Warrior Core III (Rare)
+35 speed
+35 handling
Precision hits charge weapon energy


Champion Armor I (Common)
+15 defense
Lighten the ship's weight

Cold Armor I (Common)
+20 defense
+25% Cold damage resist | -20% Heat damage resist
More durable while Frosted or Frozen

Cold Armor III (Uncommon)
+45 defense
+35% Cold damage resist | -20% Heat damage resist
More durable while Frosted or Frozen

Cold Armor III (Rare)
+60 defense
+45% Cold damage resist | -20% Heat damage resist
More durable while Frosted or Frozen
Chance to Frost on collision
E 40,000

Cold Armor IV (Epic)
+85 defense
+55% Cold damage resist | -20% Heat damage resist
More durable while Frosted or Frozen
Chance to Frost on collision
E 60,000

Commander Armor III (Rare)
+60 defense
+25% damage resistance near allies
More durable when health is critical
Increases ship's weight
E 50,000

Commander Armor IV (Epic)
+85 defense
+25% damage resistance near allies
More durable while health is critical
Increase ship's weight
E 75,000

Deflection Armor I (Common)
+15 defense
+5% chance to Ricochet projectiles
Reflect deals 500 damage

Deflection Armor II (Uncommon)
+30 defense
+10% chance to Ricochet projectiles
Reflect deals 1000 damage

Heat Armor I (Common)
+10 defense
+25% resistance to Heat damage
-20% resistance to Cold damage

Heat Armor III (Rare)
+20 defense
+45% resistance to Heat damage
-20% resistance to Cold damage
Deal extra damage when on Fire
E 40,000

Heat Armor IV (Epic)
+27 defense
+55% resistance to Heat damage
-20% resistance to Cold damage
Deal extra damage when on Fire or Overheated
E 60,000

Prospector Armor II (Uncommon)
+45 defense
+25% damage resist
Reflects stuns for longer | Stun on impact
Equip on Prospector ships only

Prospector Armor III (Rare)
+60 defense
+30% damage resist
Reflects stuns for longer | Stun on impact
Knock units back on impact
Equip on Prospector ships only
E 50,000

Prospector Armor IV (Epic)
+85 defense
+35% damage resist
Reflect stuns for longer | Stun on impact
Knock units back on impact
Equip on Prospector ships only
E 75,000

Scrapper Armor I (Common)
+20% Kinetic resist
+10 defense

Stasis Armor II (Uncommon)
Chance to Lift on impact | -20% Gravity resist

Warden Armor II (Uncommon)
+17 defense
+25% resistance to all Elemental damage
Explosive damage when health becomes critical

Warden Armor III (Rare)
+20 defense
+30% resistance to all Elemental damage
Explosive damage when health becomes critical
Constant heal near Electrum Veins


Antifreeze Booster I (Common)
+20% resistance to Cold

Antifreeze Booster II (Uncommon)
+25% resistance to Cold

Antigrav Booster I (Common)
+20% resistance to Gravity

Antigrav Booster III (Rare)
+30% resistance to Gravity
E 20,000

Antigrav Booster IV (Epic)
+35% resistance to Gravity
E 30,000

Defense Booster I (Common)
+10 defense

Defense Booster II (Uncommon)
+15 defense

Energy Booster I (Common)
+10 energy

Energy Booster III (Rare)
+20 energy

Handling Booster I (Common)
+10 handling

Handling Booster II (Uncommon)
+15 handling

Handling Booster III (Rare)
+20 handling
E 20,000

Handling Booster IV (Epic)
+25 handling
E 30,000

Heatsink Booster I (Common)
+20% resistance to Heat

Recharge Booster I (Common)
+10% weapon energy recharge speed

Recharge Booster II (Uncommon)
+15% weapon energy recharge speed

Recharge Booster III (Rare)
+20% weapon energy recharge speed
E 20,000

Recharge Booster IV (Epic)
+25 weapon energy recharge speed
E 30,000

Regen Booster I (Common)
+5% shield recharge speed

Speed Booster II (Uncommon)
+15 speed

Survival Booster I (Common)
+10% durability when the ship is critically damaged

Survival Booster III (Rare)
+20% durability when the ship is critically damaged
E 20,000

Survival Booster IV (Epic)
+25% durability when the ship is critically damaged
E 30,000

Warden Booster II (Uncommon)
+20% Elemental resistance

XP Booster I (Common)
+10% XP earned with this ship

XP Booster II (Uncommon)
+15% XP earned with this ship

XP Booster III (Rare)
+20% XP earned with this ship
E 20,000

XP Booster IV (Epic)
+25% XP earned with this ship
E 30,000

Weapon Mods


Commander Ammo I (Common)
+15% damage
Deal damage to charge energy

Commander Ammo II (Uncommon)
+20% damage
+25 fire rate
Deal damage to charge energy

Commander Ammo III (Rare)
+35% damage
+50 fire rate
Deal damage to charge energy
E 50,000

Commander Ammo IV (Epic)
+40% damage
+50 fire rate
+25% damage near allies
Deal damage to charge energy
E 75,000

Crushing Ammo II (Uncommon)
+35% damage | +10 range
+25% damage to targets in Gravity Effects
Equip to Gravity weapons only

Crushing Ammo III (Rare)
+60% damage | +20 range
+25% damage to targets in Gravity Effects
Equip to Gravity weapons only

Frost Ammo I (Common)
+20% damage
+25% damage to Frosted targets
Equip on Cold weapons only

Frost Ammo II (Uncommon)
+35% damage
+25% damage to Frosted targets
+15 fire rate
Equip on Cold weapons only

Frost Ammo III (Rare)
+60% damage
+25% damage to Frosted targets
+30 fire rate
Equip on Cold weapons only
E 40,000

Frost Ammo IV (Epic)
+75% damage
+25% damage to Frosted targets
+35 fire rate
Freeze weapons can cause Shatter Combo
Equip on Cold weapons only
E 60,000

Rapid Ammo I (Common)
+20 fire rate
+25% damage to targets within 50m

Rapid Ammo II (Uncommon)
+35 fire rate
+25% damage to targets within 50m
-20% energy cost

Scorching Ammo I (Common)
+10% damage
Heals for 10% of damage done
Equip to Heat weapons only

Scorching Ammo II (Uncommon)
+13% damage
-25% energy cost
Heals for 10% of damage done
Equip to Heat weapons only

Scorching Ammo III (Rare)
+20% damage
-30% energy cost
Heals for 10% of damage done
Equip on Heat weapons only
E 40,000

Scorching Ammo IV (Epic)
+23% damage
-35% energy cost
Heals for 10% of damage done
Apply Fire & Overheat
Equip on Heat weapons only
E 60,000

Stasis Ammo II (Uncommon)
+35% damage
+25% damage against Lifted targets
+10 weapon range
Equip on Stasis weapons only

Support Ammo I (Common)
+10% damage
Heals for 1% of damage done

Support Ammo II (Uncommon)
+13% damage
+10% damage to targets within 50m
Heals for 1% of damage done

Warden Ammo III (Rare)
+35% damage
+25% damage to targets under Status Effect
+25% damage when using a target's Elemental weakness


Alliance Amplifier (Legendary)
+20% damage
+20 fire rate
E 300,000

Cold Amplifier I (Common)
+10% Cold damage
Equip on Cold weapons only

Cold Amplifier II (Uncommon)
+15% Cold damage
Equip on Cold weapons only

Efficiency Amplifier I (Common)
-20% energy cost to fire this weapon

Efficiency Amplifier II (Uncommon)
-25% energy cost to fire this weapon

Efficiency Amplifier III (Rare)
-30% energy cost to fire this weapon
E 20,000

Efficiency Amplifier IV (Epic)
-35% energy cost to fire this weapon
E 30,000

Electrum Amplifier I (Common)
+50 Electrum from ships & Legion destroyed with this weapon equipped

Electrum Amplifier II (Uncommon)
+100 Electrum from ships & Legion destroyed with this weapon equipped

Electrum Amplifier III (Rare)
+200 Electrum from ships & Legion destroyed with this weapon equipped
E 20,000

Electrum Amplifier IV (Epic)
+150 Electrum from ships & Legion destroyed with this weapon equipped
E 23,000

Gravity Amplifier I (Common)
+10% Gravity damage
Equip on Gravity weapons only

Gravity Amplifier II (Uncommon)
+15% Gravity damage
Equip on Gravity weapons only

Gravity Amplifier III (Rare)
+20% Gravity damage
Equip on Gravity weapons only
E 20,000

Gravity Amplifier IV (Epic)
+25% Gravity damage
Equip on Gravity weapons only
E 30,000

Heat Amplifier I (Common)
+10% Heat damage
Equip on Heat weapons only

Heat Amplifier II (Uncommon)
+15% Heat damage
Equip on Heat weapons only

Heat Amplifier III (Rare)
+20% Heat damage
Equip on Heat weapons only

Impact Amplifier I (Common)
+10% chance to knock back or stumble targets

Impact Amplifier II (Uncommon)
+12% chance to knock back or stumble targets

Quickshot Amplifier II (Uncommon)
+15 rate of fire

Range Amplifier II (Uncommon)
+15 range

Range Amplifier III (Rare)
+20 range
E 20,000

Range Amplifier IV (Epic)
+25 range
E 30,000

Stability Amplifier II (Uncommon)
-12% kick-back when firing this weapon

Warden Amplifier II (Uncommon)
+12% damage
+4% critical damage increase

XP Amplifier I (Common)
+10% XP earned with this weapon

XP Amplifier II (Uncommon)
+15% XP earned with this weapon

Take this knowledge into Starlink: Battle for Atlas with you and dominate the stars using your own combination of mods.

Mythical Pokemon Zeraora Code Available at GameStop Sun, 21 Oct 2018 11:27:28 -0400 Lee Forgione

GameStop will be issuing codes to download the new Mythical Pokémon Zeraora into your Pokemon Ultra Sun and Ultra Moon game. You can stop by participating stores to ask for the code between October 19 and November 9. 

Upon receiving Zeraora, it will already be at Level 50 and have a special item called the Air Balloon attached to it, which will allow it to nullify Ground-type moves. It will also have a special move called Plasma Fists, which turns all Normal-type attacks into Electric-type attacks for that turn. 

GameStop will also be handing out special double-sided posters to those who pre-order Pokemon: Let's Go, Pikachu! or Pokemon: Let's Go, Eevee!

Nintendo has posted all of the information for Zeraora and how to obtain it via code, as listed here:

  • Level 50
  • Ability: Volt Absorb
  • Held Item: Air Balloon
  • Nature: Random
  • Moves:
    • Plasma Fists
    • Thunder Punch
    • Close Combat
    • Thunder

Use these steps, along with your code, to get Zeraora.

  1. Open your Pokemon Ultra Sun or Pokemon Ultra Moon game.
  2. Select Mystery Gift on the main menu.
  3. Select Receive Gift.
  4. Select Get with Code/Password, then Yes, then Yes again to connect to the internet.
  5. Enter your code.
  6. Watch as Zeraora arrives in your game.
  7. Speak to the delivery person in any Pokémon Center to receive your Zeraora.
  8. Be sure to save your game.


Be sure to grab your code before the event ends on November 9 and be one step closer to completing that Pokedex of yours.