Music Genre RSS Feed | Music on GameSkinny en Launch Media Network Killing Floor 2: Interstellar Insanity Takes One Giant Leap for Zed Kind Wed, 23 Jun 2021 15:37:54 -0400 Jonathan Moore

As if Zeds overrunning Earth wasn't bad enough, they've now made their way to the moon. Killing Floor 2's Interstellar Insanity update is (a)live now, and it finds players eradicating the Zed menace on a brand new map: Moonbase. The free summer update is available on PC, PS4, and Xbox One. 

Alongside the new Moonbase map, Interstellar Insanity includes four new weapons and a number of cosmetics for Zed hunters to get their grubby mitts on. The Blast Brawler gauntlets will help Support smash Zed heads and push enemies back to keep allies alive, while the HRG Bastion LMG gives SWAT an extra buffer against the horde with an energy shield. 

The summer update also includes two paid DLC weapons in the FAMAS Masterkey for Commando and Support, and the Thermite Bore for Firebug. The FAMAS features an underbarrel shotgun and ACOG scope, and the Thermiote Bore features sticky grenades. 

The two new weekly modes are Arachnophobia and Scavenger. Arachnophobia ups the spawn rate of crawlers and increases their health pool, while Scavenger removes all weapons from vendors, forcing players to pick up on the map. 

Developer Tripwire Interactive also said in a Steam update that a number of bug fixes have been issued with this update, and that they have also implemented some user feedback in the form of "quality of life" changes, tweaking some perks and rebalancing certain weapons. 

Sniper Ghost Warrior Contracts 2 Infiltrates PS5 This August Wed, 23 Jun 2021 14:28:58 -0400 Jonathan Moore

Sniper Ghost Warrior Contracts 2 released on June 4 for PC, PS4, Xbox One, and Xbox Series X|S. The PlayStation 5 version of the tactical sniping simulator was delayed in May because of "unforeseen technical issues." But now, it seems like developer CI Games has been able to work everything out. Sniper Ghost Warrior Contracts 2 for PS5 will release on August 24. 

As one might expect, SGWC2 will take advantage of the PlayStation 5's hardware capabilities, providing faster load times, increased resolutions, and more refined textures over its PS4 counterpart. The PS5 version will also feature fidelity (visual) and performance modes, allowing players to switch between 4K 30fps and 2K 60fps respectively. 

Of course, SGWC2 will make use of the haptic feedback and adaptive trigger technology found in the DualSense controller. 

Those who already own Sniper Ghost Warrior Contracts 2 on the PlayStation 4 will be able to upgrade to the PS5 version for free. The PS5 digital upgrade will also be available starting on August 24. 

As we reported on previously, the upcoming SGWC2 DLC will also be free to all players, even those not on PlayStation platforms. The DLC doesn't have a release date just yet, but CI Games said that it will include a new region, bringing the total number of regions in the game to six, as well as new objectives and new contracts. 

We reviewed SGWC2 earlier this month and gave it high marks for its "phenomenal and realistic sniping, varied and exciting levels, and compelling progression system." While we admit that it "could have used more polish," SGWC2 is well worth the time and "so damn good." 

Aliens: Fireteam Elite Bursts Onto PC, Consoles in August Wed, 23 Jun 2021 11:58:37 -0400 Jonathan Moore

Aliens: Fireteam Elite, the upcoming co op shooter from Cold Iron Studios previously known as just Aliens: Fireteam, will release on August 24 for PC, PlayStation 4, PS5, Xbox One, and Xbox Series X|S. 

Pre-orders for the third-person shooter are available for all platforms now. The base version will retail for $39.99. The Aliens: Fireteam Elite deluxe edition will retail for $69.99 and include two DLC cosmetic packs: the Endeavor Pass and the Endeavor Veteran Pack. 

These two packs will be available separately (presumably when the game launches) and include class skins, weapon skins, emotes, and other cosmetics. There's currently no word on how much each DLC pack will cost on its own. 

Aliens: Fireteam Elite is the first console shooter in the Aliens franchise since 2013's Colonial Marines. Set 23 years after the events of the Alien trilogy, Fireteam Elite will feature four campaigns that introduce brand new storylines to the Alien universe. 

Fireteam Elite can be played solo with AI-controlled teammates or with two other players through co op. Enemies include 11 Xenomorph types — such as the iconic facehugger and your rank and file warrior  as well as Weyland-Yutani Synthetics. 

As we previously reported, players will have more than 30 weapons to choose from, such as M4A1 Pulse Rifles to M240 Incinerator Units. On top of that, there will be more than 70 weapon mods available alongside class abilities. Fans can pre-order the game here

Scarlet Nexus Review: Brain Food Wed, 23 Jun 2021 11:00:01 -0400 Josh Broadwell

Scarlet Nexus is the product of former Tales of developers pioneering a new genre it invented called brain punk. Releasing as the first next-gen anime game, Scarlet Nexus has a lot going on at any given time, and it often juggles more than it can handle. But it doesn't disappoint.

It's fast-paced and stylish, with inventive combat, interesting characters, and a well-told story, and it might be one of my favorite games of the year so far.

Scarlet Nexus Review: Brain Food

Before going over the story and how it plays, I need to get one thing out of the way first. Scarlet Nexus is cool. There’s just no other way to describe it, and its flair extends well beyond just the sci-fi setting, spreading its tendrils into the story, combat, and almost every part of the game's design.

It might not have quite the same polish as Persona 5 Royal, but Scarlet Nexus is easily the most stylish and well-realized game I’ve played since. 

Bandai Namco did well to keep quiet about Scarlet Nexus’ story for the past two years. It’s almost impossible to talk about beyond the earliest chapters without spoilers, but here’s a broad overview.

Scarlet Nexus takes place in the future where (most) people have developed a psionic hormone and unique brain powers. The government recruits some of these people into the Other Suppression Force, a specialized military unit fighting against the Others. 

Others are brain-eating monsters and basically what happens when a surrealist painter gets high and creates something "science-fictiony." They’re downright freaky at times and color the mostly future-focused experience with a welcome tinge of horror that the SAS system carries even further.

A cinematic screenshot of Scarlet Nexus' Others.

The SAS and brain link systems each OSF member uses connect their brains to other squad members, the OSF mainframe, and even parts of the city’s infrastructure — but only after having the system shoved into their brain during training. 

Scarlet Nexus does a very good job at building what seems like a solid foundation for the world by feeding you the basics the same way the characters understand them. Then it turns into a false floor and, aside from a few points you can clearly see before the characters do, keeps you guessing until the end.

There’s rarely a moment of fluff or unnecessary exposition, and it’s easily one of the best-paced RPGs out there. Granted, telling the story in panel scenes might not sit well with everyone, but it's easier to get used to after the first few chapters, mostly because the story itself draws you in regardless of how it's presented.

I expected a good narrative after playing the Scarlet Nexus demo but didn’t expect it to be this good. Aside from the main narrative, the game spins multiple threads ranging from minority rights to government oppression and free will, and it handles them all admirably well.

You play as either Kasane Randall, a gifted and enigmatic OSF recruit, or Yuito Sumeragi, scion of the city’s founding family and all-around everyman. The way Scarlet Nexus handles its split story makes it worth playing both narratives, though there are a few problems with the execution.

Yuito and Kasane talking on a street.

Kasane seems like she was intended as the main character and has both a more interesting story and better character development.

Yuito’s story gives you a better understanding of the developments in Kasane’s path but at the expense of meaningful character change. What you’re left with is Yuito as plot device, though admittedly, he fills that role well and has some good interactions with his squadmates.

Heroes aside, those squadmates are actually Scarlet Nexus’ foundation. Whichever protagonist you choose, Nexus starts similar to other school games, particularly Trails of Cold Steel. You’ve got the usual personalities and mysterious backgrounds, free time to spend with certain characters, and world-saving missions to embark on as part of your daily routine.

If you’ve played any Tales of games, you have a good idea of what to expect here. Each character is deeper than they initially appear, and the eclectic mix of personalities makes for an interesting cast. 

Almost everyone gets at least some time in the spotlight, and while you shouldn’t expect heaps of character growth, I actually prefer Scarlet Nexus’ approach. There’s something more effective in hurling these cadets immediately into chaos and focusing almost entirely on their role in the main story than in trying to spin them into some grand epic.

Solid as it all is, Scarlet Nexus does fumble a bit outside these main developments. Similar to Persona or Cold Steel, you get some downtime to spend with each character, and you can buy gifts for them.

Yuito talking to Arashi, who is behind a clear computer screen.

These bond episodes are (mostly) good, though the gift process is too streamlined. The shop tells you who each item is for, and you just exchange materials to get each item. 

Some additional agency where you chose who to interact with and had to know them better would have been appreciated, as would side quests that dig into the world's lore more deeply. That said, it’s still in keeping with Scarlet Nexus’ streamlined approach to everything, even combat.

Whether you’re Yuito or Kasane, your power in combat is psychokinesis. That means you get to throw big objects around, and yes, it’s as ridiculously fun as it sounds. You’re encouraged to weave your powers with your regular combos to keep the psychokinesis meter full, making combat a spectacle of melee strikes and truck-chucking.

Combat in early chapters gets a little stale, with more trash mobs than serious Others to deal with. It picks up quickly once you hit chapter five, as do the options available to you — blowing up a gas tanker to ignite Others was a particular highlight — but I’d have liked the enemy AI to be a bit more threatening. 

However, it makes up for the lack of aggression with strategy. Most Others have a quirk of some kind you can only deal with using the SAS link and borrowing your friends’ unique brain powers.

From the start, you usually have at least one companion on each mission you can combine powers with — slowing down time, for example, or imbuing your weapon with fire to set enemies alight.

A character in a purple, fluorescent hood with tendrils using psychokinesis.

Your skills and the ones you can borrow off of friends develop as you level up and further your bonds, which is good since they're a bit pointless on their own in combat. There’s also a Brain Map that augments your abilities to a certain extent.

Scarlet Nexus has a lot going on in every fight but keeps tight reigns on the chaos so it never feels overwhelming. In fact, I’d have liked it if the wheels came off at a few points. 

For example, status effects play a role in combat, though not as much as I expected given the emphasis tutorials place on them. There’s never any doubt which power you should use to defeat specific Others or how to overcome specific obstacles.

While pulling off Scarlet Nexus’ moves is always gratifying, situations where you could freely use powers would have made combat even more exciting. The Brain Map has handy upgrades, but never significantly alters how your character develops or what you can do on the battlefield.

That might sound harsher than I mean, and you’ll be too busy to wish for more options in some of the game’s later boss fights. Still, I hope Kenji Anabuki and his team get the chance to build on these systems further and really let loose with them.

Finally, if it wasn't apparent from the screenshots shared already, Scarlet Nexus is gorgeous on the PS5. The audio is perfect too, whether it's the jazzy, low-key soundtrack or environmental effects, and it's one of the few cases where the DualSense's adaptive triggers actually feel good to use. If this is the next generation of anime games, I'm all here for it.

Scarlet Nexus Review  The Bottom Line  

An in-gam screenshot of Yuito standing on a cliff surrounded by white leaf trees.

  • Surprisingly gripping and well-told story
  • Fantastic combat
  • Excellent pacing
  • Super-stylish design
  • Gorgeous graphics
  • Did I mention it's cool?
  • Combat can feel too straightforward
  • Too many trash mobs to make the psionic powers feel necessary early on
  • Side stories and quests feel underbaked

Scarlet Nexus might not pull off some of its auxiliary components with as much style as it does the main storyline, but the core package makes up for that. Combat is still a blast, even if it could be less restrained, and the main story handles its themes and characters well enough that I don't mind too much that the side content is lacking. 

What I want most of all, having wrapped up Scarlet Nexus, is more.

[Bandai Namco provided the copy of Scarlet Nexus used for this review.]

Dungeons & Dragons Dark Alliance Review: Going for the Gauntlet Tue, 22 Jun 2021 19:40:51 -0400 Jason D'Aprile

During the height of 90s-era PC role-playing, Interplay with developers like Bioware made some of the best RPGs out there. Eventually, thanks to the all-consuming juggernaut that was Diablo, Baldur’s Gate: Dark Alliance branched out to become a more multiplayer action-focused gaming experience, and it did so with mixed results.

Years later, the Dark Alliance name has returned, much like a pesky evil wizard, to bring D&D back into the video gaming fold.

Dungeons & Dragons Dark Alliance Review: Going for the Gauntlet

Dark Alliance isn’t a role-playing game, though it certainly has RPG-like elements. You pick from one of four pre-set characters, and long-time fans of D&D lore might recognize the cast.

Drizzt Do’Urden, a Drow rogue with a variety of quick strikes and backstabbing, is certainly the most famous D&D character here. Catti-brie is a human archer and plays a more support-focused role. Wulfgar and Bruenor Battlehammer are both heavy fighters best at rushing enemies and smashing them to bits.

So, in class terms, there's a fighter, rogue, barbarian, and ranger. It’s not an ideal line-up for variety. Magic spells aren’t a focus and the combat system is very combo-base, definitely making Dark Alliance feel much more arcade-like than RPG-like.

That’s not necessarily bad, of course. As your character builds up and gains ranks, they get more advanced combos and moves, totaling about 50 distinct moves for each. 

Their character sheets and stats have been adjusted for the action progression of Dark Alliance as well. The usual D&D stats like strength, intelligence, wisdom, dexterity, etc. are all here, but all of them start incredibly low (such as around 5 or 6, for example) and each level earned gives you a point or two to increase an individual stat of your choosing. 

Wulfgar holding a warhammer in his character sheet menu in D&D: Dark Alliance

Overall, the combat and skill trees are workable if not outstanding. The pacing of combat is a little jerky, and you can’t interrupt your moves to block. There are team combo moves and team boosts, but the action feels fairly basic overall. This is especially compounded by a weird lack of precision aiming and overall questionable hit detection.

In our hours playing, there was no indication of anything as basic as headshots (or any other body part). You either hit the thing in question or not, and damage is calculated in the background (presumably in some D&D stat-fashion) that seems more concerned with range than if it was a critical hit. It never seemed to matter where on an enemy you aimed, which is especially noticeable when playing as an archer. 

Catti-brie’s shots consist of a lighter attack and heavy attack, both of which can be charged up. Her heavy attack will hit multiple enemies at once and generally do more damage, but even when using the targeting lock-on mechanic, it seemed mostly random which enemies (and how many) would get hit.

Damage also appears to be based on her range. In one spot she might only do 31 points of damage a shot, but move her a few yards forward and that same shot might inflict 300 points. She’s also incapable of shooting through any kind of gap or obstacle while standing near them, like large gaps between boarded-up walls or, perplexingly, over waist-high rope barriers on a bridge.

Cattie-brie in shining armor aiming bow at an enemy's leg across a gap.

These idiosyncrasies are less noticeable with the other three close-combat characters, but there are other issues as well.

The movement physics feel a little off, so jumping and dodging come off as floaty and unresponsive. Worse is the overall camera and targeting. Locking on to an enemy is simply unreliable. When used, the third-person viewpoint zooms in much closer to your character than in games like Diablo or even the original Dark Alliance, and the camera simply has trouble not getting in the way. 

This leads to mishaps like getting stuck on invisible level architecture in the thick of battle, falling off ledges, and just generally not being to get a decent view of the action. There are times when the game zooms in so close to your character that they actually block your view entirely. Not ideal for action-based combat.

The level design also tends to include quite a bit of platformer-style jumping, which frequently feels at odds with the rest of gameplay and clumsy physics.

There are a variety of other smaller issues. At times, the levels have sections where not much happens, which is especially problematic for multiplayer, and there are minor bugs here and there.

The biggest and most glaring issue is the enemy AI. Or lack thereof. It’s hard to say if the enemies are outfight broken or they just used the absolute barebones basic enemy behavior possible in the Unreal engine, but wow, these monsters are absurdly dumb.

Cattie-brie with bow drawn near unaware goblin and troll.

Monsters only notice and attack you within a very short range inside their very specific room or area. Attacking them outside that range (particularly from above) causes no reaction whatsoever. You can decimate a whole group of goblins from afar (usually with the archer), for instance, and they’ll never once bother to notice they’re being killed. It doesn’t even stop their canned conversations. 

Rush your enemies and they’ll charge back, but just move slightly out of their designated area and the whole group will just turn around and give up like nothing happened. Sure, this is cheap, lame, and really poorly done, but on the other hand, it’s hilarious to watch and exploit. The humor also amps up thanks to some surprisingly funny dialogue (we get to hear a lot about the preparation and robust taste of dwarves, the finer points of collecting toes, and all kinds of bitching about the various other kinds of monsters). 

These flaws might not seem quite so obvious in a full online game as when playing solo, but it still makes the action feel universally mindless. 

Two goblins in leather and bone armor standing in front of a large troll in the snow.

There are bright points in Dark Alliance. This hack and slash trip through Icewind Dale to stop a sentient crystal shard hilariously named "Crenshinibon," (which sounds like it goes great with your morning coffee) looks excellent.

The monsters are detailed and animated (complete with some questionably funny physical taunts), even if they tend to look like they wandered straight off the set of a Lord of the Rings movie. The levels are sharp, detailed, and frequently lovely to behold with atmospheric lighting and effects.

While the overall graphic quality is excellent (and there really is some impressive-looking architecture here), frame rate issues popped up regularly during our time with it. On the PS5, the game hates flags moving at more than a few frames a second, and, at times, in-game animations would stumble for a second or two.

The soundtrack is quite good, especially the dramatic scoring. The voice acting got old fast, since you end up hearing the same sound bites a lot. Also, based on the vigorously athletic groans and moans she makes while unleashing arrow-laden hell on her enemies, one can only assume that Catti-brie is really enthusiastically (and weirdly) into archery.

Drizzt do'urden with two short swords standing in front of a map under a lean-to.

The actual map design is quite good on the whole. The game has a noteworthy focus on giving players treasure-filled incentives to comb an entire level. Secret bits of treasure and lore abound, making it entertaining to just explore every potential path. 

Currently, multiplayer is limited to online-only, but an update later this year should add split-screen. Players can either host a public or private game to take on the seven or so three-act chapters of the story. There’s somewhere between 15 to 30 hours of playtime, depending on if you're just blasting through the story or trying to max your characters out and find every secret.

Finding and collecting tons of loot is a big part of the game. Aside from treasure and various (and confusingly rated crystals that also act as currency for upgrades), there's armor, weapons, and other items up for grabs in chests and from fallen enemies.

Strangely, all that loot can only be equipped between levels. There’s a shop in the adventurer’s hub to sell unwanted gear and upgrade items and a loot chest that gives you bonus gear after a mission. 

Dungeons & Dragons Dark Alliance Review — The Bottom Line

Cattie-Brie, Drizzt, and Wulfgar fighting a one-eyed, floating Hagedorn.


  • Looks great with some really good level architecture and well-detailed characters
  • Four-player adventuring helps lessen some of the other flaws
  • Lots of loot to gather and monsters to kill
  • Solid story and cinematic sequences


  • Terrible enemy AI 
  • Glitchy
  • Limited character selection
  • Very questionable camera and targeting mechanics

Dungeons & Dragons Dark Alliance is not, by any means, a good game in the traditional sense, but still proves that multiplayer and great visuals can go a long way to making something fun anyway.

In the same way that a bad B-movie is still entertaining, Dark Alliance somehow feels a bit more charming because of some of its glaringly bad AI and design issues.

[Note: Tuque Games provided the copy of Dungeons & Dragons: Dark Alliance used for this review.]

Ninja Gaiden Sigma Weapon Locations Tue, 22 Jun 2021 15:20:13 -0400 ChrisPenwell

Koei Tecmo was sneaky when it developed Ninja Gaiden Sigma. There are a handful of hidden weapons that can be found throughout the game, and while you can easily skip them all and complete Sigma, finding them will make some things easier.

This Ninja Gaiden Sigma guide shows you how to find all of the game's hidden weapons to help you on your journey. 

How to Find All Ninja Gaiden Sigma Weapons

Wooden Sword 

The wooden sword in Muramasa's weapon and tools shop menu with Muramasa in background.

You can buy the Wooden Sword from Muramasa’s Weapon and Tools shop for 100 orbs. Later in the game, you can upgrade it to make a strong weapon called the Unlabored Flawlessness. It’s not like the Wooden Sword in, say, Kingdom Hearts; this one actually does a significant amount of damage if it reaches its fullest potential.

Dragon’s Claw & Tiger’s Fang

Ryu standing in a hallway lined with book shelves looking at an open chest.

Take the elevator down in the Airship in Chapter 3. Before going down the elevator you can collect a map from the desk and a golden scarab from the window in the office.

Once you take the elevator down, you’ll be in the ship's control center. Keep running through the control area to find another elevator on the other side. Ride it up to the Airship helm, but make sure you’re equipped with speedy weapons and can handle the multiple enemies that spawn at the top. 

Once you’ve finished them off, you’ll see a yellow light. Interact with it up to get the ID card. 

Airship helm map showing fore cabin.

After picking up the ID card, turn around, and you’ll see a door to the right of the elevator that can be scanned. Inside, you’ll find a treasure box with the Dragon’s Claw & Tiger’s Fang inside, a new dual-handed weapon.

Lunar Staff

Ryu standing in a lit alleyway looking at a beige standing pot.

In Chapter 4, you’ll find yourself in the city of Tairon. Go to the military gate area. Once there, go left to find a gate with a yellow ball in the middle of it. Go through the gate, and take out the three guards. Go forward.

Tairon military gate area map.

Turn right at the end of the alleyway to go into a sketchy back alley. Go right again to find a pot with a stick inside of it. Interact with it to get the Lunar Staff. 


Ryu looking at a dead body in a dead-end alleyway.

The Nunchakus can also be found in Chapter 4 in the military gate area. Go through the same gate with a yellow ball in the middle of it. Fight the guards, then go to the left once they’re def
eated. Go down the stairs, and then go right.

Tairon map showing nunchakus location.

Follow the path, and go down the steps on your right. Once you’re down to the bottom, turn left. You’ll see a dead body. Go to it, and grab the nunchakus off of it. 

Vigoorian Flail

Vigoorian Flail kusarigama on ornate blue and beige background.

In Chapter 6, you’ll find Vigoorian Flail in the underground area below the cathedral. Go to Econtra Babel Specus, the area of the map that has huge chains flowing down to a sinkhole. There is also a merchant statue in the area.

Go left to the tombs. Take out the blue spirits with your shurikens or the nunchaku and continue forward. Go down the ladder, and eliminate more spirits. You’ll find yourself at an elevator. Use a jumping spike attack on the button to turn it on.

Ryu in a cave with tombs carved into the wall looking at an open chest.

Once you’ve reached the bottom, open the metal door. You’ll see a save point on the left. Just next to it in the corner, you’ll see a chest. Open it to get the Vigoorian Flail. 

War Hammer

Ryu standing in monastery ruins with a war hammer floating above the stone ground.

As soon as Chapter 10 starts, you'll find yourself outside of the monastery. Go back inside the monastery. Go to where Rachel was defeated in the cutscene, and pick up her weapon. The War Hammer on the left side of the altar hall by a bunch of debris.


Dabilahro greatsword on blue and beige background.

Give 20 golden scarabs to the blacksmith to get this claymore-like weapon. You'll need to collect the golden scarabs throughout each level, so look in every nook and cranny. 

While the Dabilahro only costs 20 Scarabs on normal difficulty, its cost increases on higher difficulties.

Spear Gun

Large, three spear speargun on blue and beige background.

At the beginning of Chapter 13, you’ll see some nasty-looking piranha-like creatures in the water. Avoid them, and swim under the metal railing. As soon as you get under it, you’ll see a tunnel underwater on your right. Be careful: there are spikes that will skewer you if you don’t time your movements.

Go through the tunnel and after the first set of spikes, get some air. On your left, you’ll see a merchant’s statue. To the left of it is a dead body. Interact with the dead body to grab the spear gun.


Ryu standing next to a floating Kitetsu katana.

You can get Kitetsu right at the beginning of Chapter 15. You’ll find the Kitetsu sword to the right of Ryu, just hovering above the ground. Pick it up.

Note that the Kitetsu does not drain Ryu's health in the version of Sigma included in the Master Collection, though it did in the game's original release.

Plasma Saber (into Plasma Saber Mk II)

Ryu, surrounded by lava, posing with a blue-bladed plasma saber. Image source: D3PY Gaming

You must find all 50 Golden Scarabs in Normal or Ninja Dog mode to get the alternate, futuristic version of the default Dragon Sword. You can then fully upgrade that sword to get the Plasma Saber Mk II. 

Seven-Branched Sword / Dark Dragon Blade

Ryu in attack stance with the long Dark Dragon Blade covered in dark red flames.Image source: D3PY Gaming

To get this legendary weapon, you'll have to find all 50 Golden Scarabs in Hard mode and obtain it from Muramasa

That's how to get all of the weapons in Ninja Gaiden Sigma. Most are fairly easy to find, but you really have to grind to get either the Dark Dragon Blade or the Plasma Saber Mk II., so good luck! For more Sigma guides, such as the monk chamber safe code, consider checking out our tips page

Salt and Sacrifice Gameplay Grapples With Savage Enemies and Wicked Mages Mon, 21 Jun 2021 15:00:47 -0400 David Carcasole

Salt and Sacrifice, the recently announced follow-up to developer Ska Studios' indie hit Salt and Sanctuary, has just received an extended trailer showing off a whopping 10 minutes of gameplay. 

The PlayStation trailer highlights the combat and platforming challenges players will face in Salt and Sacrifice, as well as a couple of boss fights and co-op play. The studio's distinct hand-drawn style and unique foggy lighting are back in what already looks to be another compelling Soulslike adventure. 

Salt and Sacrifice was revealed at the Summer Games Fest kickoff event, with a trailer that showcased some new mechanics, such as the grapple hook, which we get a closer look at in this gameplay trailer. It already looks to be creating new, complex platforming challenges while adding a level of player maneuverability that wasn't possible in Salt and Sanctuary

Glimpses of the game's inventory, equipment, and crafting systems can be seen, alongside what looks to be a fast travel system involving runes. 

There's still no word on a specific release date for Salt and Sacrifice, and there is no more clarification regarding whether or not it'll come to Xbox and Nintendo consoles. For now, Salt and Sacrifice is set for Q1 2022, launching on PC, PlayStation 4, and PS5. 

How to Beat Fort Condor in Final Fantasy 7 Intergrade Mon, 21 Jun 2021 12:28:22 -0400 Josh Broadwell

Final Fantasy 7 Intergrade Fort Condor brings the classic mini-game back to life and gives it a new purpose. Yuffie won’t get any Huge Materia, but winning at Fort Condor in Final Fantasy 7 Remake earns you the highly useful AP Up Materia and a big chunk of money.

It’s not always easy, but our FF7 Intergrade Fort Condor guide has the best tips for becoming the next Fort Condor Grand Master.

How to Start Fort Condor in FF7 Intergrade

You’ll unlock Fort Condor once Yuffie reaches the Sector 7 slums and meets Avalanche. This is before Sonon arrives. Kyrie is your first opponent, and you’ll find other Fort Condor opponents marked by their rank on your map.

You can defeat them in any order and purchase new units from Old Snapper to help pad out your arsenal.

Make sure to pick your Materia attack ranges carefully. The attack descriptions say they trigger in a line or AoE, but that usually translates to a very specific area right where you choose to attack.

How to Get Condor Coins and New Boards

Old Snapper wearing a red and green kimono while holding a wooden sign.

Winning Fort Condor matches gives you Condor Coins. You can use these to buy new units from Old Snapper, the Wutai promoter dressed like a turtle near Avalanche HQ in the slums. You can re-challenge any opponent below, so if you're short on Condor Coins and need some new units, a bit of grinding will take care of that.

Clearing each rank also unlocks new Fort Condor boards. The biggest draw with these is the new Materia each board lets you use, though some also have higher starting ATB bonuses. Defensive and HP Materia are the best ones to aim for, though if you want less of a challenge, choose the higher ATB boards when you can.

Fort Condor Rank 1 Opponents

Kyrie holding up her right hand while pointing up.

How to Beat Kyrie in Fort Condor


  • Elite Security Officer (Vanguard)

Kyrie’s challenge is more of a tutorial, but it’s still tricky if you aren’t careful. Kyrie loads the field with Vanguard units, so make sure to play your Defense units to stop her attack.

Once you’ve advanced the lines enough, deploy Ranged and Vanguard units of your own to take down the fortresses fast.

How to Beat Shinra Middle Manager in Fort Condor


  • Elite Grenadier (Ranged)

The middle manager’s roster favors ranged units, so put your new Elite Security Officer to good use.

How to Beat Johnny in Fort Condor


  • Elite Riot Tropper (Defense)

Likewise, your new Grenadier unit will come in handy with Johnny, biased as he is toward Defense units. Ranged ATB costs are fairly low, so you can spam them fairly regularly to push your lines forward.

Fort Condor Rank 2 Opponents

Jessie in a bar leaning toward the screen and pointing.

How to Beat Jessie in Fort Condor


  • Grenadier Barracks

Jessie splits her focus between Ranged and Defense units. You’ll want to deploy your own Ranged and Vanguard units to counter. Defense is just asking for slaughter, so don’t bother with them.

It’s worth keeping your ATB as full as you can to summon more units quickly. Jessie has more Materia than most opponents and doesn’t hesitate to use it.

How to Beat Roche in Fort Condor


  • Elite Helitrooper (Vanguard)

Roche uses flying Vanguard units, so while you won’t get a type advantage, using Ranged units is your best bet here.

Put the Grenadier Barracks to good use and, if you’re still having trouble, consider buying the Sentry Gun unit to take the Helitroopers down for good.

Fort Condor Rank 3 Opponents

Wedge, wearing a red bandana, holding arm up in victory.

How to Beat Wedge in Fort Condor


  • Armored Shock Trooper

Your only Rank 3 opponent is Wedge, and he’s a tough one. His roster is well-balanced, and he has strong Materia, so you’ll want to bring your best troops.

Use the Slug Ray Facility or Grenadier Barracks to get a steady stream of Ranged units on the field. Otherwise, try to keep a good balance between flying and ground units, and just keep up the assault until you win.

Fort Condor Grandmaster

Chandley, wearing a monocle, sitting in a chair in front of a brick wall.

Chadley is the Fort Condor Grandmaster because, of course, he is. He uses barracks and facilities to continually pump units onto the field, so those should be your main targets once you get close enough.

Bring your best units, including the Elite Helitrooper and barracks of your own.

Your reward for becoming the Fort Condor master is 10,000 Gil and the AP Up Materia. Episode Yuffie might be short, but any way to boost your AP is a good thing.

That’s all you need to know about how to beat Fort Condor in FF7 Intergrade. If you’re revisiting Midgar or getting off the train for the first time, check out our other Final Fantasy 7 Remake guides for more tips.

How to Get a Shiny Hero in Roblox Anime Fighters Mon, 21 Jun 2021 11:38:18 -0400 Sergey_3847

Anime Fighters is the latest fighting simulator in Roblox that gives players a chance to recruit a whole team of famous anime characters and fight prominent bosses. The power of your team depends on the rarity of your heroes and their status. Currently, shiny heroes are the most powerful ones in the game, but they are also the hardest ones to get.

This Roblox guide will provide you with tips on how to get a shiny hero in Roblox Anime Fighters. You will learn all about your chances of getting one, how much money you need to spend, and how long to wait for the shiny hero to drop.

How to Get a Shiny Hero in Roblox Anime Fighters

Players can hatch eggs at star podiums for 10,000 Yen each. These eggs will spawn one of six heroes at the following drop rates:

  1. Common 43%
  2. Common 43%
  3. Rare 10%
  4. Epic 2.1%
  5. Legendary 0.43%
  6. Mythical 0.021%

But there is also a possibility to unlock a shiny hero that not only has an updated look but also deals twice as much damage as that of its non-shiny counterpart.

Regardless of the rarity, the drop chance of a shiny hero equals to 0.5%. This means that you need to hatch 200 eggs to get one guaranteed shiny hero. This will cost you 2,000,000 Yen total.

How to Increase Your Luck

There is only one way to save money and increase your chances of getting a shiny hero. You need to increase your luck, which can be done in two ways:

  1. You can purchase gamepass luck at the in-game shop:
    • Lucky = 99 robux
    • Super Lucky = 699 robux
    • Ultra Lucky = 1,999 robux
  2. You can use the following free codes:
    • Lucky30k
    • Sulley100k
    • ChuggaChugga

If you use all three codes, you will increase your luck for roughly 20 minutes. Use this time to hatch as many eggs as possible, and you will be able to get the shiny hero much sooner and for a lot less money.

Hopefully, these tips and tricks helped you get a shiny hero in Roblox Anime Fighters. For more Roblox-related articles check out our dedicated hub page.

Steam Next Fest: 8 Great Indie Demos to Download Now Fri, 18 Jun 2021 16:57:14 -0400 Mark Delaney

Steam Next Fest is back for another round, and that means the popular storefront is currently hosting hundreds of demos for players to try out. It's the closest we can get to something like an E3 showfloor, and honestly, without the long queues for games and longer queues for lunch, it's really not so bad.

While we can't claim to have played all 500+ indie game demos taking part in the digital festival, we did play dozens of them and settled on spotlighting eight that we came away excited about.

The Big Con

Girl with aquamarine hair and pants walking down a sidewalk in front of shops.

Players of a particular age will appreciate The Big Con for its decisively 90s aesthetic. Ugly carpets, video rental stores, and a vanishing middle class give way to the game's protagonist, Ali, needing to pickpocket her way to clearing her mother's debts.

This adventure game is visually striking and both funny and sad at different intervals, like looking through a 1995 yearbook.

Road 96

Kid wearing glasses playing an arcade cabinet in neon light.

If politics and games are your thing, maybe a world that mirrors our own in some uncomfortable ways could be fascinating. If so, the many-branched narrative tree of Road 96 should capture you.

In it, players take on the role of a teen fleeing for the border to escape what seems to be an oncoming storm of trouble from the next possible governing body. Commenting on our world through one not the same, but not unlike ours either, makes for a compelling setting.

Terra Nil

Red ship hovering over forest and wind turbine next to a river.

Strategy is a big umbrella, so it's hard to say fans of the genre, in general, will enjoy Terra Nil, but it's worth a shot because it's unlike any other "city-builder" I know. That's because you are actually tasked with building the world back up from ruin, returning nature to the hills, rivers, and valleys of a once lush land.

The visual effects of replacing the world's beauty have a strangely Tetris-like satisfaction, like getting everything just right can feel so good.

My Time At Sandrock

Girl standing in empty garden plot with town in background.

Farm sims are extremely in right now, and the team at Pathea is back with its bigger and prettier follow-up to My Time At Portia. If you liked it before, My Time At Sandrock feels like it returns a lot of what you loved the first time only with more townsfolk, a bigger starting area, and a whole new desert-like region to discover.

They Are Here 

First-person view walking along path through cornfield at night.

I've long lamented the lack of any proper alien abduction horror, so They Are Here was actually the first demo I tried during Steam Next Fest. While the 10-minute sample is a bit on rails, it gets the atmosphere and innate terror of an alien lifeform so very right.

This is a genre that games have weirdly failed to do much with, so I hope the full game is just as creepy as the demo.

Rainbow Billy

Billy in a spacesuit in vibrant red and yellow landscape drawn like Cuphead.

It's a surprise this colorful indie isn't from Cartoon Network. The blend of 2D and 3D art is immediately captivating, and the story seems to set up a similar tone to Adventure Time, where things are just a bit subversive but still friendly enough for all ages.

It also seems to have a fun exploratory nature to it, where the titular hero travels the world by squishy steamboat.

Chasing Static

Outside a diner at night in a rainstorm.

Fans of retro horror simply must download this one. Using a PS1 visual style but presented in first-person, Chasing Static is an interesting mix of old- and new-school horror design principles.

Music is reminiscent of Silent Hill and it even begins in a diner, much like the classic from Konami. It's effectively scary too, and I genuinely say that about few games anymore.

Severed Steel

Player character infirst-person view falling backward while shooting handgun at enemy.

John Wick already got a game, but this is a much closer John Wick simulator than that strategy title. In first-person, players can wallrun, slide, dive through glass, and shoot in slow motion taking out waves of enemies while dripping with style like Jeff Goldblum circa Jurassic Park.


While you're here, don't forget we also dove deep into LudoNarraCon earlier this year too, where we already fell in love with demo-ready games like Lake and Unpacking, both of which have demos during Steam Next Fest as well.

Those are the handful of indie games we loved that have demos available now during Steam Next Fest. Have we missed your favorite? Let us know, and we'll give it a try! 

Ratchet and Clank: Rift Apart Top 10 Best Weapons Tue, 22 Jun 2021 14:10:47 -0400 David Carcasole

1. Ryno 8

This should be no surprise for long time Ratchet and Clank fans. The Ryno is almost always the best weapon in whatever Ratchet and Clank game it appears in, and Rift Apart is no different in that regard. It is of course, extremely powerful and deals heavy damage to your enemies but what makes this version of the Ryno better than the rest and better than all the other weapons in the game is not how effective it is, but rather what it fires. 


The Ryno 8 can open portals to other dimensions, and as such Insomniac decided this was the place to put all the Easter eggs they could. You'll open dimensions to Horizon Zero Dawn and drop a Sawtooth on top of an enemy. Or watch Jak and Daxter pop out of a portal. Or the Cooper gang's van. It is an endless cycle of fun Easter eggs from PlayStation's past while being the most effective tool of destruction in your arsenal. 




That is the definitive top 10 best weapons list for Ratchet and Clank: Rift Apart. Which weapons would you have put on this list? Would you have changed the order? Let us know in the comments below! And check out our other Ratchet & Clank: Rift Apart guides here on GameSkinny.

2. Drillhound/Drillpack

The Drillhound is the weapon tied with the Topiary Sprinkler for my own personal favorite new weapons. It locks on to your enemies and, rather than just firing a heavy drill, fires a tiny drill robot who wants nothing more than to burrow into the ground only to launch into the sky and explode on your enemies' faces. 


Hearing and watching the robots dive at your enemies is probably one of the funniest animations in Rift Apart, I'm pretty much always laughing when I use this gun. It also packs a considerable punch, and after unlocking the ability to lock on to multiple enemies at once, it becomes an even better mix of everything that makes a good Ratchet and Clank weapon. It has more personality than any other weapon and is only just a little less fun to fire than our top spot. 

3. Topiary Sprinkler/Toxiary Sprinkler

The Topiary Sprinkler is a new weapon introduced in Rift Apart and as far as the new additions go, it is currently tied with one other new weapon for my favorite new addition. It deploys a turret which showers your enemies in a special water which makes them into.. topiaries?!


Not only does it have an impressive and funny effect on your enemies, but it stuns them for a significant amount of time to allow you to pile on damage. It'll also shower your enemies in acid after leveling it up, which makes it even more effective than it already was. 


The Topiary Sprinkler is potentially the best passive weapon ever to be introduced in Ratchet and Clank, and I sincerely hope Insomniac brings it back for future titles. 

4. Ricochet/Wreckochet

The Ricochet is another new weapon to the Ratchet and Clank series, and I'm already getting the feeling we'll be seeing it again in future entries.


It fires what is essentially a pinball, and after you hit your enemy for the first time, you can keep pressing R2 to hit them again and again. It makes for a very effective weapon and for some really funny animations. 


It also singlehandedly re-creates the feeling of a pinball machine, at least in aesthetic, with an incredible barrage of lights and sounds with each bullet. It's the kind of intuitively Ratchet and Clank weapon that makes old fans like myself more than aware Insomniac has not lost their touch, but rather sharpened it. 

5. Mr. Fungi/Ms. Fungal

Mr. Fungi, or Ms. Fungal as it eventually levels up into, is the first passive weapon on the list and it is both the return of an old classic from the series while being its own unique weapon.


Now, the Zurkon family all play different key NPC roles within Ratchet and Clank, so Insomniac created the Fungal's to replace them.  Mr. Fungi is the Rift Apart take on Mr. Zurkon, a classic weapon from Ratchet and Clank which spawned a tiny robot with one goal: destroy your enemies. 


The mushroom version of Mr. Zurkon is a very worthy successor, with it being just as effective as Mr. Zurkon was in previous entries thanks to it helping you take out multiple enemies without spending a bullet.


It's also hilarious listening to the little lines between Ms. Fungal and Mr. Fungi take out your enemies as a family. It's both funny and heartwarming.

6. Lightning Rod/Lightning Strike

The Lightning Rod is where in this list we start to see weapons that bring plenty of personality and hilarity to combat while also being highly effective. It fires tiny bolts of electricity, which will cause your enemies to be stunned as they twitch and shake in a very funny cartoonish matter. 


What also puts the Lightning Rod at number six is that when you kill an enemy while they're being electrocuted, enemies nearby them will immediately be electrocuted as well. It is very effective, and it's pretty funny to watch the different electrocution animations for each enemy. They're all worth it. 

7. Blackhole Storm/Blackhole Vortex

The Blackhole Storm is a rapid fire machine gun that is a brand new weapon for the Ratchet and Clank series. It is highly effective when taking on large crowds of enemies at once because you can keep an almost constant barrage of bullets flying their way while avoiding oncoming attacks. 


Though it doesn't suck enemies into a blackhole the way its name might suggest. What it does do after you've reached level five is cause enemies defeated by the Blackhole Vortex to implode in a bright purple spectacle, hitting everything unfortunate enough to be close by and putting on a heck of a light show.

8. The Enforcer/Executor

The Enforcer, or the Executor, is again one of the most powerful weapons in the game. What gives it a step over the Headhunter and Burst Pistol is it's usefulness, since it is an extremely powerful shotgun that can help get you out of many a sticky situation. 


Its personality comes from the amount of destruction it lays down, eventually making your enemies catch fire after you have upgraded it enough. The flash of lights you see emanate from this quadruple barrel is always entertaining, though it does little much to distinguish itself otherwise.


With all the other bright lights and spectacles to be seen from weapons we'll see shortly, the Executor ends up falling towards the back of the pack. Though it is still a very effective weapon you should probably make regular use of. 

9. Burst Pistol/Blast Pistol

The Burst Pistol, or Blast Pistol as it is later known, is actually the first weapon you'll acquire in the game. It is also one of the weapons we recommend you upgrade first. So why then has it seemingly barely made the list?


The answer is really in its simplicity. It is a straightforward weapon that yes is very effective, especially after unlocking the three shot spread and upgrading its rate of fire. It is quite lacking in a sense of personality or comedic output though, which is why it falls to the back of the list. 

10. Headhunter/Migrane

The Headhunter or as it's later called the Migrane is one of the more powerful weapons in the game, which is honestly the main reason it's cracked the top 10 best weapons. It is your classic sniper, though it also comes with the added ability to slow down time when pressing down fully on L2. 


Slowing down time mixed with the fun animations you'll see enemies perform as you blast them straight on their forehead with this weapon definitely makes it a solid entry into the series and in Rift Apart, though it is not a very useful weapon for most scenarios due to its short range.


Ratchet and Clank: Rift Apart could be argued as one of the best entries in the series for its weapons alone, with each tool of destruction either being the return of a classic staple or the introduction of a new favorite (in most cases). 


There are a total of 20 weapons to collect in the game, but only those available on a first playthrough will be considered for this list.


Even though I would have liked to include the Pixelizer it is one of the best weapons available you don't unlock it until you've started challenge modeRift Apart's version of new game plus.


If you've purchased the deluxe edition of the game or pre-ordered Rift Apart, you were given access to the Pixelizer from the start. So consider this honorable mention a PSA if that's you. 


A good Ratchet and Clank weapon is more than just an effective tool in combat. It also has to have personality and comedic factor. The best weapons are those that have all these elements, and all 10 of the weapons listed here have those elements as well. 

Chivalry 2: Best Weapons for Each Class Mon, 21 Jun 2021 12:25:44 -0400 Justin Koreis

Chivalry 2 has crashed onto the scene like a 500lb boulder fired from a catapult. In this medieval PvP hack-and-slasher, you choose from one of four classes (and three subclasses each) with unlockable weapons and tools to earn. But which are the best? 

Finding the right mix of weapon and warrior can be the difference between winning the day and being broken on the battlefield. Here are the best Chivalry 2 weapons for each class. 

Best Weapons for Each Class in Chivalry 2


Agathian archer aiming at Mason soldiers on a beach with ships in the background.

The Archer may be the most straightforward class. This encompasses the long-range combatants of Chivalry 2.

Characters of this class will have small one-handed melee weapons, but they aren’t really effective unless they are able to sit back and pick off enemies from afar.

The Longbow 

  • Subclass: Longbowman
    • Faster windup, release, and recovery
    • Strong against distant targets
    • Weak against all melee classes

The damage from the longbow, usable only by the Longbowman subclass, is moderate, assuming you take the time to draw it all the way.

Arrows can be nocked while moving, a significant advantage over the crossbow, which requires you to be stationary while reloading.

The rate of fire and mobility allow you to chip away rapidly at enemies, turning the tide for your allies in many skirmishes.  

The Javelin 

  • Subclass: Skirmisher
    • Fast windup, boosted stab damage, and bonus shield damage
    • Strong against shielded enemies
    • Weak against Knights

Javelins are where the circles of melee and ranged weapons meet. They are effective in direct combat, but can also be thrown for excellent damage.

Somehow you have pockets full of javelins and can throw five of them before needing to resupply. A shield in your off-hand lends an added layer of protection, resulting in the one true hybrid class of Chivalry 2 


Agathian Vanguard attacking a Mason soldier with a Messer in tournament grounds.

The Vanguard has naturally greater speed and less health than other melee classes.

As a result, Vanguards have the ability to dictate the range of battles, darting in and out of reach to land attacks and escape reprisal, with the best Vanguard weapons taking advantage of this.


  • Subclass: Devastator
    • High damage with slow animation
    • Strong against Knights, Footmen
    • Weak against Archers

The Maul is an extreme damage weapon, and can often crush enemies in a single blow. This weapon is unique to the Devastator subclass and doesn’t unlock until your vanguard reaches Level 15.

The speed is slow, and the range is good, but not great. This is a weapon all about power.

Skillful use requires players to keep enemies in the middle ground, close enough to land blows, but not close enough for fast, short-range weapons to make contact.

That isn’t always easy, but doing so rewards players with substantial knockout power. 


  • Subclass: Raider
    • Increased speed and damage for slash attacks
    • Strong against groups of enemies
    • Weak against shielded enemies

If there is a “meta” weapon in Chivalry 2, it is the Messer. This two-handed sword has one of the better ranges in the game, surprising speed, and damage buff for horizontal slice attacks.

The result is one of the few weapons in the game that can effectively keep entire groups of enemies at bay, and skilled users can rack up impressive kill counts.

It also has a leaping strike that covers a significant distance, and it hits with devastating power. It is, without a doubt, one of the best weapons in the game.


Agathian footman in a field attacking Mason soldiers with a spear.

The Footman represents the rank-and-file personnel of the medieval army. They are balanced characters with moderate stats and can be used in any situation.

Intelligent players create opportunities for advantageous situations and matchups. Good Footmen will outspeed heavy attackers, and overpower light enemies, provided they use the right tools for the job.


  • Subclass: Poleman
    • Increased speed and damage for thrust attacks
    • Strong against Knights and Vanguard
    • Weak against Archers

The spear, used by the Poleman subclass, has the longest range in the game, and a damage boost for thrusting attacks. Using a spear allows Footmen to strike at enemies from a safe distance.

The weapon excels when used behind allies, where accurate players can pick apart the opposition while avoiding hitting allies by using the pinpoint accuracy of the spear's thrust.  


  • Subclass: Field Engineer
    • Lower damage with boosted speed and recovery
    • Strong against Knights and Footmen
    • Weak against Vanguard

Yes, that says shovel. The Field Engineer subclass has some unique weapons, and the shovel is the best of them all.

The blade of the shovel does mediocre damage, but the attacks are much faster than any landscaping implement has any business being.

The shovel is a tool of ferocity, pressing into the action to overwhelm the enemy. Perfect for burying the competition.   


Agathain knight holding a war axe high whil attacking Mason soldiers in tournament grounds.

Knights are the classic image of feudal European warriors. Their armor grants them the greatest amount of health and the slowest movement speed.

They are best used in the thick of the action, where skilled blocking and riposting allow them to shrug incoming blows and return significant damage.

War Ax 

  • Subclass: Officer
    • Boosted combo speed and damage for overhead attacks
    • Strong against Knights and Footmen
    • Weak against Vanguard

The war ax, used by the Officer subclass, does its best work with vertical swings, making it a great weapon for dealing damage in groups without harming allies. It has good damage output and reach.

The swing speed is boosted, giving it a good shot to successfully land blows immediately following a block of another heavy weapon.

The quickness of combos is increased, making this an extremely effective weapon against groups or in one-on-one duels.    

One-Handed Spear 

  • Subclass: Guardian
    • Fast release with boosted stab damage
    • Strong against Footmen
    • Weak against Vanguard

Knights of the Guardian subclass can summon their inner Leonidas with this short spear and shield combination.

The shield allows them to press close to enemies but remain relatively safe from harm.

Up close, the spear can be aimed around the blocks of enemies, finding areas gaps in the defense. This combination can be extremely frustrating for players on the other side, as they take damage when they think they should be safe.  


Great warriors know how to use the best weapons for their class. Still, it requires skill to use them in battle, and you may need to experiment with these or other weapons to find what best suits your playstyle. For more feudal warfare, be sure to check out our Chivalry 2 game hub

Ratchet and Clank: Rift Apart — How to Get the Fully Stacked Trophy Fri, 18 Jun 2021 13:24:24 -0400 David Carcasole

There are 20 weapons to collect in Ratchet and Clank: Rift Apart, and you'll have to unlock all 20 to earn the Fully Stacked trophy. But there is more to it than just collecting enough bolts to buy each weapon from Ms. Zurkon.

This quick Ratchet and Clank guide will tell you how earn the Fully Stacked trophy and be one step closer to the platinum for Ratchet and Clank: Rift Apart. Also, if you're jumping into the series for the first time, don't forget to check out our guide for beginners and our guide on which weapons to upgrade first

How to Earn the Fully Stacked Trophy

Earning the Fully Stacked trophy means finding each weapon in the game, and there are essentially three things you need to do if you intend on acquiring it. Purchase every weapon from Ms. Zurkon, collect all the spybots, and beat the game. 

Shopping Spree

Ratchet wearing a visor and standing in front of a stack of crates on a dark beach.

Bolts in Ratchet and Clank: Rift Apart are only good for buying two things: weapons and ammo. In previous entries, this also had to be balanced with armor, but all armor pieces are collectibles this time around, so your bolts are more streamlined than ever. 

Ammo will almost never cost you a lot, so make sure to buy as many weapons as you can every time you stop at a Ms. Zurkon shop. It's also important that you obtain weapons as quickly as possible, since switching between them and layering on damage is imperative to combat. 

Just make sure to sweep up your bolts after a battle and be on the lookout for smashable crates at all times. Making both of these regular practices goes a long way to earning every weapon much quicker. 

I Spy A Spybot

The Spybots may at first seem like your run-of-the-mill collectible, providing more information on each planet that you may or may not necessarily want, depending on how into the story and setting you are. But finding each one is absolutely imperative not just to getting the Fully Stacked Trophy, but also for getting one of the best weapons in the game. 

The Ryno 8 is an Easter egg machine and the return of a classic weapon for the series. The Ryno is always one of, if not the most powerful, weapons in every Ratchet and Clangame it appears in, and usually needs to be acquired through finding different pieces of a whole blueprint.

In Rift Apart, every Spybot includes a piece of the blueprint for the Ryno 8. Find all 10 Spybots, and Ms. Zurkon will build you the Ryno 8 for free. If you're having trouble finding them, you can look at our guide for how to get the Sargasso spybot, which is a little trickier than the others.

Also, don't forget to do the side mission on Ardolis the first time you arrive there. It'll reward you with a Map-O-Matic, a gadget that reveals every item on each map. It is, for obvious reasons, very useful for finding all collectibles, including Spybots. 

Get Ready for Challenge Mode

The purple challenge mode screen from the save slot menu.

The last thing you'll need to do is simply beat the game. There are two weapons that will only be made available to you after you've beaten the game and then entered into a new game plus, or Challenge Mode, as it's called in Rift Apart

The Bouncer and the Pixelizer are both only available once you've entered into Challenge Mode. However, anyone who purchased the deluxe edition of Rift Apart or pre-ordered the game will have access to the Pixelizer from the start. Though, you still need to beat the game to get the Bouncer.


That is everything you need to do to acquire the Fully Stacked trophy in Ratchet and Clank: Rift Apart. You can get the Ryno 8 and all other weapons on your first playthrough, so don't expect it to pop until you've gone into challenge mode and picked up the final two weapons. 

How to Get Gems in Roblox Noob Army Tycoon Fri, 18 Jun 2021 10:35:54 -0400 Sergey_3847

Noob Army Tycoon in Roblox has a new in-game currency called gems. These gems can be used to purchase new pets and hats. That is the only way you can purchase them, so finding this currency has become a huge priority for many players. This guide will provide you with all the methods on how to get gems in Roblox Noob Army Tycoon.

Fortunately, the developer of the game included several ways to get gems. Some are easier than others, but you never know which one will work for you the best.

How to Get Gems in Roblox Noob Army Tycoon

Finding Gems Chest

One of the most consistent methods of obtaining gems without spending any money is to find a gems chest.

This type of chest becomes available after you collect all $5,000 treasure chests. You can use our guide for finding all these treasure chests in Roblox Noob Army Tycoon.

Once you get all those chests, a new batch of chests will start randomly appearing in the world:

  • Normal Chest ($5,000)
  • Silver Chest ($25,000)
  • Golden Chest ($100,000)
  • Diamond Chest ($1,000,000)
  • Gems Chest (500 gems)

The gems chest, as well as other mentioned chests, will appear randomly in one of the following locations:

Map of islands showing gems chest locations with red markers.

Normal chests spawn most frequently, while diamond chest spawns being extremely rare. The gems chest spawns equally to the golden chest.

This means that you need to regularly check these spots for chests. Once in a while, you will be able to get the gems chest. If not, then you will get other types of chests. But they will always appear in the same spots.

First, check the base itself. The two opposite corners at the entrance of the base will have one of these chests spawning.

Then, check the bridge to the east of the base. The gems chest may spawn inside the pillar with an illusory wall supporting the bridge.

After that, check out the island east of the base with a shack. The chest may appear either inside the shack itself or inside the cave in the hill.

Lastly, move up to the bridge above the island with a shack and see if there's a chest under the bridge.

Mining Gems

Another consistent way of getting gems is mining them at a specific location, although this method is quite costly.

The gems mine outlined in red box in the water near a dock

Take your boat to a small island located to the left of the giant Noob Statue at the edge of the map. Once you arrive at the location, follow these steps:

  1. Interact with the blue square on the ground
  2. Pay $10,000 and 10,000 research points to unlock the Gems Mine
  3. Interact with the green square on the ground
  4. Pay the following amounts to unlock Gems Miners:
    • Level 1: $400,000
    • Level 2: $800,000
    • Level 3: $1,200,000
    • Level 4: $1,600,000
    • Level 5: $2,000,000

Each level of Gem Miners will produce five extra gems every 10 minutes. This means that Level 1 will produce 5 gems and Level 5 will produce 25 gems every 10 minutes.

In addition to gems mine, you can also unlock the golden mine in the same way as described above.

Lastly, at the docks near the gems mine island, you will be able to unlock Money Trader. This noob can turn your gems into money with the converting rate of $10,000 for 100 gems.

Killing Gems Noobs

The most random but valid method of obtaining gems is to kill Gems Noobs. These are special troops that spawn randomly within enemy units.

You can't really know which noobs are Gems Noobs, but you need to kill as many noobs as you can, and if you're lucky, you will kill such a noob and get 250 gems.

You will receive a message in your inbox that you've killed a Gems Noob and that's it.

Use the Gems Code

You can also use the special code that will grant you free 1,000 gems. Follow these steps to get them:

  1. Tap on the Twitter icon on the right side of the screen
  2. Enter code: 100MVisits
  3. Press "Enter" to confirm

This code is a gift from the developer of the game to all players.

That's all you need to know on how to get gems in Roblox Noob Army Tycoon. Be sure to check out other Roblox-related articles on our dedicated hub page.

Ninja Gaiden Sigma Monk Chamber Safe Combination: How to Get the Book of the Eons Fri, 18 Jun 2021 11:08:52 -0400 ChrisPenwell

As you make your way through Ninja Gaiden Sigma, you'll eventually come to a monk chamber in Chapter 9. Though it's relatively easy to get to (we cover the steps to do so below just in case). It's an important room because it has the Book of the Eons, something you'll need to proceed in the story. So how do you find the monk room safe combination to get it? 

Our Ninja Gaiden Sigma guide below tells you everything you need to know. Once you reach the monk chamber, you can read the notes on the table or follow our detailed instructions below on how to unlock the safe. 

How to Reach the Monk Room in Ninja Gaiden Sigma

Ryu in fighting stance, sword pointed at flying Monk Fiend gargoyle enemy.

Go to the main hallway of the cathedral and turn right. Enter the long rectangular door, and then enter the Archive. Finish off the enemies that spawn. Be careful of the skeletal mage that can appear and disappear at a moment's notice. 

Once the enemies are finished off, a gate to a library will open. Next, break the glass on the right side and collect the incendiary shuriken. Once you've collected it, go left near the creepy occult paintings. A brick wall will be on your right. Wall jump to get to a higher platform. 

Library with glass display cases and metal globe in center.

Once you're up there, you'll see a wall that has a slice taken out of it. Equip the incendiary shuriken and throw it. The wall will explode.

Skip past the enemies that appear behind it, and run to the door. You are now at the top section of the cathedral. There is a door on the other side of the narrow path. Open it. You're now in the monk room. 

Monk Safe Combination

Monk room table with candles, a diary, quill, and other trinkets on it.

When you enter the monk room, go to your left to find a desk with two candles, an atlas, and a bunch of stacked books. Head to the candles and you'll see an open book.

The diary will tell you some clues on how to unlock a safe. Note down 2712, the day and the month, the monk writes in their diary. Next, write down the direction: right, left, left, right.

Solving the Monk Safe Puzzle

On the right of the monk's room, you'll see an unlit fireplace with a safe above it. Press the confirm button to start the puzzle.

Go clockwise to 2, then counter-clockwise to 7. Continue to go counter-clockwise to 1, and then clockwise to 2 once more. If you mess up, you have to reset by backing out out of the puzzle completely.

Monk safe puzzle with number dial and blue lights.

Once the safe puzzle is solved, you'll gain the Book of the Eons. You'll immediately be faced with a wave of enemies, and the door will lock.

Use some of the incendiary shurikens to take out the magicians quickly. In order to go into the underground section of the cathedral and move forward in the story, jump back down to the main hall of the cathedral. Be carfeul: there may be some enemies that spawn.

Ryu standing in front of table with candles and gold box with Book of Eons.

Either dispatch them or go up to the pedestal straight away. After a cutscene, you can drop down to the area below. 

And that's how you get to the monk and get the monk safe combination in Ninja Gaiden Sigma. The game only gets harder from here, so best of luck! To make things easier and take enemies out more quickly, make sure to use ninpo!

How to Use Ninpo in Ninja Gaiden Sigma Thu, 17 Jun 2021 19:59:40 -0400 ChrisPenwell

The Ninja Gaiden Master Collection makes it easier than ever to play the classic trilogy on modern platforms. Something that may confuse first-time players, on the other hand, is the Ninja Gaiden ninpo system.

The game barely mentions the mechanic, but it's essential to get the upper hand on enemies. The guide below explains what ninpo are, how to equip them, and how to use them.

What are Ninpo in Ninja Gaiden Sigma? 

Equipment selection screen showing two ninpo scrolls.

Ninpo are scrolls that you can either collect or buy. They give Ryu new abilities in battle. For both of the ninpo above, Ryu can summon flames that encircle with The Art of the Fire Wheels, giving him protection. In addition, he can blast a plume of flame with The Art of the Inferno like The Legend of Korra.

However, you can't go willy nilly with these powers. You have to wait for Ryu's Ki power to return after a period of time. You can replenish Ki by drinking the Elixir of the Devil Way and similar items. As you get further into the game, you'll gain more Ki with specific objects that grow the meter. Your Ki is signified by the flame(s) under your health bar. 

How to Equip Ninpo 

Go to the main menu and toggle over Equipment. Next, press right on the D-Pad and go down to Ninpo. Press right again and you can then select your preferred ninpo with the confirm button. 

How to Use Your Equipped Ninpo

Ryo using a fire ninpo scroll with four flame columns shooting out from his body.

You are now all set to use your elemental abilities. Press your projectile button and the heavy attack button together. If you have the flame in the top left of the screen, you'll be able to use your attack. Make sure that is well-timed and isn't wasted as Ki is slow to replenish.

And that's how you use ninpo in Ninja Gaiden Sigma in the Ninja Gaiden Master Collection. You are now a Ninpo pro. 

How to Carve a Pumpkin in Minecraft Thu, 17 Jun 2021 18:23:00 -0400 Gavin Burtt

Up until Minecraft snapshot 17w47a, pumpkins would naturally spawn in the world with carved out faces. This is no longer the case, and natural pumpkins form more realistically and  faceless.

Of course, this means that natural pumpkins can no longer be used to make Snow Golems, Iron Golems, jack-o-lanterns, or be worn as a hat. So how do you carve a pumpkin in Minecraft

It's actually pretty easy, and the guide below tells you everything you need to know about carving pumpkins in Minecraft.

How to Carve a Pumpkin in Minecraft

A batch of pumpkins in a grassy biome with a cow in the background.

Equip a pair of shears, which can be crafted with two iron ingots, then interact with a placed pumpkin to carve it. Doing so will make the face appear, and you can then mine and collect the carved pumpkin as normal.

Carving it will also make it drop pumpkin seeds, which can be used to further farm pumpkins, or even to breed chickens.

How to Find Pumpkins in Minecraft

Before you can carve a pumpkin, you have to find one. Pumpkins naturally spawn in almost every Overworld biome, requiring only a grass block with an empty air space above it to appear.

This means that with the exception of deserts, beaches, and oceans, you can find pumpkins virtually anywhere. Look for grassy biomes with few visual obstructions, such as taiga or plains biomes, to find them.

You can also find pumpkins in Woodland Mansions, pillager outpost tents, taiga villages (they replace haybales). You can find pumpkin seeds as dungeon, mansion, village, or mineshaft loot, which you can then grow.

Carved pumpkins can be found naturally, too, appearing in rail rooms inside Woodland Mansions, as well as in pillager outposts, where they act as the heads of scarecrows.

What You Can Do With Carved Pumpkins

Carved pumpkins can be used to make jack-o-lanterns by placing them above a torch on a crafting table. They can also be worn on your head by placing them in the helmet slot of your inventory; this allows you to look Endermen in the face without upsetting them. This is great if you are going to the End to fight the dragon.

Finally, they can be used to spawn Snow Golems and Iron Golems. Place a carved pumpkin atop a two-high pillar of snow blocks to make a Snow Golem, or atop an upright, T-shaped arrangement of iron blocks to make an Iron Golem.

What You Can't Do With Carved Pumpkins

A carved pumpkin can not be used to make pumpkin pie, nor can it be placed into a crafting table to retrieve four pumpkin seeds, so don't make the mistake of shearing your pumpkin if you were planning on doing either of these things. 


That's everything you need to know about how to carve pumpkins in Minecraft, as well as how to find and what they're used for. Check out our other Minecraft guides while you're here, or use our Minecraft seeds articles to find your next favorite seed!

Ninja Gaiden Master Collection Review: Intense Combat, Sloppy Landing Tue, 22 Jun 2021 18:59:11 -0400 ChrisPenwell

The Ninja Gaiden series is known for its fast-paced combat and high production values, but unfortunately, the latter hasn't aged as well as the former. The series' combo-based combat system is still exhilarating, and it's a highlight of the latest release from Koei Tecmo, the Ninja Gaiden Master Collection, but things have changed since these games originally released. 

Gathering Ninja Gaiden SigmaNinja Gaiden Sigma 2, and Ninja Gaiden 3: Razor's Edge into a single package for PC, Nintendo Switch, and PlayStation and Xbox platforms, the Ninja Gaiden Master Collection has done the bare minimum to bring the trilogy over to modern platforms.

Ninja Gaiden Master Collection Review: Intense Combat, Sloppy Landing

The Master Collection puts you in the role of Ryu, a ninja whose village is razed to the ground by the villainous Doku at the beginning of Ninja Gaiden Sigma. It is Ryu's duty to search for the Dark Dragon Blade wielded by Doku and bring the villain down in the process. 

While the premise sounds epic in scale, the script doesn't match it. It simply takes you along from place to place without much rhyme or reason. 

When there are voiced lines, however, the performances surprisingly hold up with excellent delivery and a fitting tone. While Sigma focuses on its strengths  combat in particular  the later games have more of a narrative focus with more cinematic cutscenes and improved acting.

What doesn't hold up at all are the visuals. I played the Nintendo Switch version of the Master Collection, and it looks barely better than each game's PS3 counterpart. While docked, Sigma particularly displays plain and muddy textures, not to mention a disappointing lack of effects, that emphasize a lack of detail. 

The sequels don't fare much better. Each of them looks just as faded and blurry, and Ninja Gaiden 3: Razor's Edge makes things worse by adding in obnoxious flashes of red when you're low on health. 

Ryu in black gi holding katana while standing between two cliffs.

Aside from the occasional framerate drop, which was rare, Sigma's loading screens became annoying after a while, as well. The game stops to load every section of a stage, so if you're running, you'll randomly stop for the game to load. It makes the experience jarring, and it shouldn't be an issue on newer hardware. 

It isn't a problem in Ninja Gaiden 2 and Ninja Gaiden 3: Razor's Edge as they take on more of a linear structure to Sigma's more open setting. Rather than evoking Resident Evil 4 or Village, the other titles have the structure of a Devil May Cry or a God of War so Koei Tecmo can carefully plan out when things can load in the background. 

What helps the Ninja Gaiden Master Collection is the franchise's brilliant combat system that still feels current.

There are many different weapons at your disposal and each has its own set of combos to learn. The animation for each move feels fluid and impactful. In Ninja Gaiden 2 and Ninja Gaiden 3: Razor's Edge, the combat is faster and more fluid than it is in Sigma, but it somewhat loses the slower, more strategic nature of that first title in the process. 

Other than the last boss in Ninja Gaiden Sigma, which is infamous among the franchise's fandom as being incredibly difficult, each monster and villain you face in all three games feels epic, requiring wits and strategy to take down. It's much easier than the likes of Nioh and Dark Souls, but you still have to stay on your toes to stay alive. 

It's a shame, then, that the excellent combat is plagued by poor controls, a shoddy camera, and some unclear mechanics.

Platforming is imprecise, where jumps are initiated at awkward angles and directions. The camera gets stuck on corners, showing strange angles of Ryu's butt and leading to even more frustration when jumping. Diving underwater is cryptic, and wall running is difficult to use because, at times, Ryu just runs vertically rather than horizontally. 

Ryu in black fighting a silver and red monk fiend gargoyle creature.

But all of those control issues almost fade away the more you play Ninja Gaiden Sigma because it feels wonderful, like a hybrid of Resident Evil 4 or Village's explorative nature and Devil May Cry's action-packed combat design. Exploring, finding key objects, and solving minor puzzles is a delight. The latter unfortunately wasn't present in its sequels.

Ninja Gaiden Sigma succeeds outside of its combat by rewarding players that return to prior areas and providing new abilities and skills that make that retreading more enjoyable. There are new items, new skills, new weapons, and collectibles to acquire. There are even missions that reward you with permanent health boosts and other prizes if you survive waves upon waves of respawning enemies.

With a remaster, you'd also expect some quality of life changes to fit modern tastes. Unfortunately, outside of an easier difficulty, Koei Tecmo has failed to implement an auto-save feature in Sigma. Save points are far apart, and you'll likely get frustrated if you die because you'll either have to cover large distances again or go back to the prior chapter and beat the boss once more to advance.

Furthermore, Sigma's somewhat blurry map could have used an update, with Koei Tecmo adding a key system, for example, that points out where save points are or where the blacksmith is, tempering some of the game's needlessly rudderless feeling.

Luckily, the checkpoints and save points are far more forgiving in Ninja Gaiden 2 and Ninja Gaiden 3: Razor's Edges, though, because of their more linear nature, a map isn't featured in either game. With them being linear in nature, the locales stand out much more than the blandness of the first game.

You can see a great realization of the London Eye during the first stage of NG3, and NG2's realization of a futuristic Tokyo is stunning as it presents skyscrapers, flying cars, and beautiful pink blossom trees.

Ryu slicing an enemy in the stomach with a katana.

Sigma's upgrade system is also confusing. The shop displays weapons that are seemingly available for sale, but "purchasing" weapons actually upgrades them. There was no tutorial explaining this vital tool, so until I stumbled upon it, I went a few hours without ever using it.

If that wasn't enough, the CG cutscenes look absolutely awful, stretched out and low quality. With plenty of AI upscaling tools available, Koei Tecmo could have made the game's cutscenes look better rather than doing the bare minimum.

Taking a page out of Square Enix's playbook with Kingdom Hearts and what they've done with that series' old CG cutscenes could have done Sigma, specifically, wonders. Compared to Sigma 2 and Razor's Edge, it feels like Ninja Gaiden Sigma is the black sheep of the series. It's not as optimized for modern sensibilities.

Ninja Gaiden Master Collection Review — The Bottom Line

 Doku in black armor holding a flame-shaped sword standing in front of a fire.

  • Excellent combat still feels fresh 
  • Exhilarating explorative gameplay that rewards players
  • Exciting boss battles
  • Decent voice acting
  • Lovely locales in Ninja Gaiden 2 and Ninja Gaiden 3: Razor's Edge.
  • Sigma's terrible platforming hasn't been retooled
  • Sigma's awful CG cutscenes 
  • Annoyingly placed loading segments in Sigma
  • A lack of quality of life updates like auto-save or a better map in Sigma.
  • Blurring in Ninja Gaiden 3: Razor's Edge has some blurring 
  • Dull, grey colors in Razor's Edge
  • The sequels forget what made Sigma so good: exploration

Overall, the Ninja Gaiden Master Collection is a sloppy remaster on the Nintendo Switch at least. While it runs at 60 frames per second most of the time, the textures look truly old. The lack of quality of life features like auto-save and a better map is also disappointing in Sigma. Koei Tecmo could have improved the platforming too.

The game itself, however, almost makes up for the remaster's lapses. The stellar combat still feels fresh, and the explorative gameplay in Sigma makes for a fun diversion to the Resident Evil and Devil May Cry series. If you want more of a God of War-like experience, the other two titles deliver that high-intensity action in spades. If you can ignore the faults of the remaster, we'd recommend playing the Ninja Gaiden Master Collection. 

[Note: Koei Tecmo provided the copy of the Ninja Gaiden Master Collection used for this review.]

Super Monkey Ball Banana Mania Will Feature Over 300 Levels Thu, 17 Jun 2021 13:26:37 -0400 Ashley Shankle

If Super Monkey Ball seems like it's been around forever, it's because it has been. The series made its home console premiere in 2001.

Sega have something in store for AiAi and friends to celebrate the series' 20th anniversary in the form of Super Monkey Ball Banana Mania, an HD remaster compilation of the first three games in the series.

Banana Mania will feature over 300 levels from Super Monkey Ball, Super Monkey Ball 2, and Super Monkey Ball Deluxe; along with 12 minigames for players to challenge themselves and their friends at. It seems these classic stages will be given a new wrapping in the form of a new campaign as well as new playable characters.

Super Monkey Ball Banana Mania
will release for all modern platforms on October 5, sandwiched between the 20th anniversary of the Japanese and North American releases of the original Super Monkey Ball on the GameCube.

If you're a fan of the series and want a little more banana to your Monkey Ball, you'll be able to grab up either the Digital Deluxe Edition featuring classic skins, customization items, and the classic soundtrack; or you can splurge on the physical 20th Anniversary Edition featuring an art book, collectable sleeve, and further in-game cosmetics.

Find out more about Super Monkey Ball Banana Mania on the official website, and look for more news on this upcoming title here on GameSkinny.

Prison Architect: Second Chances Review — Rehabilitation for Profit Thu, 17 Jun 2021 16:34:33 -0400 Ashley Shankle

Prison Architect continues to grow under the wings of Paradox Interactive and developer Double Eleven. The latest DLC, titled Second Chances, expands on the game's formula in a different way than the previous Going Green release and finally gives players a way to actually reform their prisoners.

Where Going Green added new solar options and the ability to get your prisoners to work the land for food and profit, Second Chances gives you options to rehabilitate them into (hopefully) productive members of society. Between the two DLCs, this one is a more flexible Prison Architect experience.

Prison Architect: Second Chances Review — Rehabilitation for Profit

So how can you rehabilitate your prisoners in this DLC? Through counseling, animal therapy, and hard work. The hard work is working at the new Restaurant and Bakery rooms, where prisoners undergoing rehabilitation can feed the non-incarcerated masses for work experience toward their reintroduction to society.

From a gameplay standpoint, these two rooms add another business management layer on top of what Prison Architect already has.

With the Restaurant, you can choose the quality of food available and business can boom or fail based on staffing. However, the Bakery doesn't demand all that hubbub and just functions as long as you have the basics and staffing set, without the added stress of whether everything's being kept up with well enough.

In the case of either room, there are profits to be had, which is admittedly a better racket than the old method of just getting prisoners to toil away in the Workshop to ship out license plates. Being the more complicated venture, the Restaurant brings in more money out of the two; honestly, it's a nice addition to the crop growing and selling of Going Green.

So why bother with all this? Why would you, dear Warden, bother rehabilitating these probable dregs that keep your prison afloat? Cold hard cash, baby!

Each successfully rehabilitated and reformed prisoner nets you a tidy bonus, which is an added draw to getting them the heck out of your prison later on in a game.

On the flip side, prisoners who leave your prison and re-offend when back out to the greener pastures of freedom will cause you to incur a penalty and receive the prisoner once more. Reforming them properly pays off, while a little bad luck and some lazy management can be costly.

For those who have been playing Prison Architect for a long time, the added features found in Second Chances and prior DLC releases add some much-needed complexity and are more than welcome. But true to form, this DLC isn't without its bugs.

While the bugs found in Second Chances are not as pervasive as they were in the last DLC release, Going Green, they are still present and should be noted. The biggest and most obnoxious bug is the inability to reassign prisoner security levels, which can be a big deal for some playstyles (my own included).

Those who aren't particularly hands-on in that manner won't find this to be a huge detriment, but if you're like me and really like tinkering with your inmates directly to keep things as peaceful as you can manage (or for some "experiments"), then it is absolutely something to be aware of.

Prison Architect: Second Chances Review — The Bottom Line


  • Overall the new additions are very welcome...
  • ... and they're not overly complex, either


  • As always with Prison Architect DLC, there are bugs, and they are noticeable

I can't say no to further complexities added to my Prison Architect experience, even if they tend to come with some detriments. Finally being able to reform prisoners after playing this game on and off for so many years is a boon, especially the extra income from the rehabilitation process and the Restaurant and Bakery.

Why Double Eleven always introduces new bugs to the game with DLC releases is a bit beyond me, maybe the way Introversion initially developed the game is finicky. Who knows. Somebody knows, and it's not me.

If you are on the market for a single paid Prison Architect DLC, this is probably the one to get. It's the cheapest by default, the bugs can be.. accepted.. and it adds enough to make it more than worth its small price compared to what we got with Island Bound and Going Green.

[Note: Paradox Interactive provided the copy of Prison Architect: Second Chances for this review.]