Simulation Genre RSS Feed | Simulation on GameSkinny en Launch Media Network Devil May Cry 5 Pre-Order and Edition Guide Thu, 17 Jan 2019 22:43:56 -0500 GS_Staff

The release of Devil May Cry 5 may be a little more than a month away, but it's never too early to pre-order and secure your day-one copy. Like many games, Devil May Cry 5 is available in several editions, and pre-order bonuses are available.

The following guide contains information about these pre-order bonuses as well as the extra content available in each edition. There are also store links provided for each edition, broken up by platform, to help you easily get from A to B. 

And for those unsure about picking up the latest installment in the franchise, Capcom has confirmed that a new demo will release on February 7 for PS4 and Xbox One.  

Devil May Cry 5 Pre-Order Bonuses

As expected, each retailer and storefront taking DMC 5 pre-orders has its own pre-purchase bonuses. The list below breaks down what early-bird extras you can expect from each of them. 

  • All editions: No bonuses.
Best Buy
  • All editions: Five alternate in-game costumes.
  • Standard Edition: Five alternate in-game costumes.
  • Deluxe Edition: Five alternate in-game costumes, 100,000 red orbs.
Microsoft Store
  • All editions: Five alternate in-game costumes, Buster Arm early access.
  •  All editions: No bonuses.
PlayStation Store
  • Standard Edition: Devil May Cry 5 theme, five alternate in-game costumes.
  • Deluxe Edition: Devil May Cry 5 theme, five alternate in-game costumes, and 100,000 red orbs.

Devil May Cry 5 Editions

There are three versions of Devil May Cry 5 available: a Standard Edition, a Deluxe Edition, and a Collector's Edition.

The Standard and Deluxe Editions are available on PlayStation 4, Xbox One, and PC, while the Collector's Edition is only available on PlayStation 4 and Xbox One.  

Standard Edition

The Standard Edition of Devil May Cry 5 retails for $59.99 and can be purchased both physically and digitally. The Standard Edition comes with the game, and that's it. There is no additional content with this edition. 

Buy this edition from the retailers and storefronts below: 

PlayStation 4
Xbox One

Deluxe Edition

Devil May Cry 5's Deluxe Edition comes with the base game and a handful of extra goodies. This edition retails for $69.99 and comes with:

  • Four alternate weapons for Nero (Mega Buster, Pasta Breaker, Sweet Surrender, Gerbera GP-01)
  • Variant weapon for Dante (Cavalier R)
  • Alternate style rank announcers
  • Alternate title screen announcers
  • Behind-the-scenes pre-viz live-action cutscenes
  • DMC1 Battle Track trio 
  • DMC2 Battle Track trio 
  • DMC3 Battle Track trio 
  • DMC4 Battle Track trio 
  • Variant packaging (physical only)

Buy this edition from the retailers and storefronts below: 

PlayStation 4
Xbox One

Collector's Edition

While not as expensive as some other collector's editions, DMC5's Collector's Edition retails for $150 on both the PS4 and Xbox One. It is not available for PC.

This edition comes with the base game, all of the bonuses found in the Deluxe Edition, and the following items: 

  • Replica motorhome model
  • Art book and notes from Nico's workbench
  • Premium pin and bumper sticker
  • 11in. x 17in. exclusive cloth print

Buy this edition from the retailers and storefronts below: 

PlayStation 4
Xbox One


Set two years after the events in Devil May Cry 2, DMC 5 has three playable characters: Dante, Nero, and V. The game runs on the RE Engine and is directed by Hideaki Itsuno, who confirmed that it will "take approximately 15 hours" to complete for the average player. 

Devil May Cry 5 will release March 8 on the PlayStation 4, Xbox One, and PC. 

Why it Matters that Hunk and Tofu Return in the RE2 Remake Fri, 18 Jan 2019 00:45:55 -0500 Joshua Broadwell

Resident Evil is a storied franchise with countless main and spinoff characters. Among the most interesting though are Hunk and a giant block of tofu called…Tofu, and it seems that they will return in the upcoming Resident Evil 2 remake.

For the uninitiated, if players of the original Resident Evil 2 complete the game meeting strict criteria, they find two separate minigame campaigns at the end: one for Hunk and one for Tofu. Hunk’s offered a new take on the story, while Tofu's came with a huge challenge.

Upon hearing that they will return in the Resident Evil 2 remake you may be tempted to say "that’s great" and move on. However, including Hunk and Tofu is a smart business move from Capcom for more reasons than just tickling fan's nostalgia strings. 

More for Your Money

It’s no secret that expectations for games have changed drastically over the past 20 years.

Back in the 1990s, most games tended to be fairly short (with the exception of the beast that was Dragon Warrior VII). Even legendary titles like Final Fantasy VII were roughly half as long as many of today’s RPGs and open world games. 

Furthermore, the price of games was substantially different. For many of us, $30 or $40 in 1998 wasn’t too bad, especially since we probably didn’t buy as many games anyway (and many didn’t even buy their own consoles thanks to mom and dad).

Spending full price on a short game was just what we did.

However, paying $60 for a game, after forking out several hundred for a console, sparks a bit of controversy now, as any cursory glance through online forums will show. Whether you attribute it to inflation, changes in values, or whatever else, people have very definite expectations for what justifies charging full price for a game.

It goes almost without saying that a full price remake of Resident Evil 2, even with updated graphics and altered controls, would fall in that controversial category if it were just a vanilla remake.

The main story in the original game can be completed in under 10 hours, and such a short campaign could draw fans’ ire after they have paid $60 for the remake. Just look at the response to Lara Croft’s recent Tomb Raider outings as an example.

Keeping Hunk and Tofu's campaigns in the Resident Evil 2 remake extends the experience and prevents the need for DLC to expand the story and players’ enjoyment. It’s a solid reason to keep playing the base game after finishing the campaign, and, more importantly, it gives players a reason to try harder in the main game.

Assuming the remake treats Hunk and Tofu’s segments the same as the original, you’ll need to play your best during the main game to access them, earning at least a B rank in one and an A in the other. If 100% completion is your goal, or you just want to see all the extra content, suddenly, a shorter campaign is a bonus, as it will be easier to meet these criteria than it would be in a longer game.

Plus, both Hunk and Tofu's campaigns in the original release offer a substantial challenge, especially the Tofu campaign. This will give players that have refined their skills in the base game more to enjoy.

More for the Story

Hunk and Tofu's minigames help provide a different perspective on Resident Evil 2's story as well — mostly Hunk's, of course.

As a loyal Umbrella soldier/mercenary, Hunk witnesses the catastrophe that leads to Raccoon City’s destruction from a different viewpoint. This is an excellent way to ease newcomers brought in by Resident Evil 7 into the series lore, and, in general, Resident Evil 2 is the perfect entry point for understanding the wider conflicts in other Resident Evil games.

However, it’s likely that Capcom has more in store for Hunk and Tofu than simply adding the original minigames. One indicator is that Capcom has only teased that Hunk and Tofu will appear in the game instead of mentioning that their minigames are making a comeback directly.

Indeed it seems that Capcom might have several surprises in store for fans with the Resident Evil 2 remake. This includes the officially revealed Raccoon City Orphanage area, and datamining has found character data for a wide variety of previously not-present characters such as Chris Redfield and, surprisingly, Ethan Winters.

This could all pertain just to some additional mode, of course, and not be story related at all. Or, Capcom could be using the remake as a way of expanding the game's lore further, tying up loose ends and making a generally more coherent experience for old and new fans alike.

If so, it makes sense we’d see a lot more about Hunk. And who knows? Maybe Tofu will even have its own plot significance as well.

If Blizzard's Job Listings Are Any Indication, Diablo 4 Is On The Way Thu, 17 Jan 2019 14:33:30 -0500 QuintLyn

When BlizzCon 2018 took place in November, Diablo fans were expecting something big. Perhaps there'd finally be another expansion for Diablo 3, or maybe Blizz was ready to announce Diablo 4. Either way, most fans were hoping to continue the story.

Of course, fans didn't get exactly what they were expecting and, well, Blizzard's Diablo Immortal announcement didn't go over exactly as planned.

While the existence of the game shouldn't be a problem on its own since there's certainly a market for it, making it the headline announcement at BlizzCon was a huge miscalculation by the company.

It made long-time fans of the PC and console versions of the game feel they were being shafted in favor of a new mobile audience one that technically didn't even exist at the time.

However, Blizzard did promise that there are a few Diablo related projects in the pipeline. They even hinted before BlizzCon that fans wouldn't be seeing anything about Diablo 4 at the conference, but that it would instead happen sometime in the future.

As it turns out, there is, in fact, a Diablo game for PC and consoles in the works. We know this thanks to a job listing on the Blizzard careers page looking for a quest designer that has experience with PC and consoles for an unannounced Diablo project.

Now, before we get ahead of ourselves: No, we don't know for certain that this is Diablo 4. It could be a Diablo 3 expansion  or something else.

But considering how long it's been since the last D3 expansion, it seems most likely that this project would be a new game. And while Blizzard may not seem to be making all the best choices as of late, it's hard to imagine the company producing another Diablo game that's not the one fans have been clamoring for.

Is there anything else we can glean from the quest designer job listing?

Unfortunately, not really. For the most part, it's pretty much what you'd expect for a listing related to Diablo: The company's looking for someone who knows how Blizzard storytelling works, understands quest design, can work in the dark fantasy and gothic horror genres, and has experience writing for RPGs.

One thing we do know, however, is this job is for a game project, and not a Netflix series.

Power Rangers: Battle for the Grid Announced Fri, 18 Jan 2019 01:15:05 -0500 Erroll Maas

Hasbro, Lionsgate, and developer nWay have announced a new Power Rangers game, titled Power Rangers: Battle for the Grid, for Nintendo Switch, PC, PlayStation 4, and Xbox One.

Power Rangers: Battle for the Grid has been said to be a "highly approachable" fighting game with a streamlined combat system and simplified controls. The new title will feature a variety of heroes and villains from the franchise, but the Mighty Morphin' Red Ranger, the Mighty Morphin' Green Ranger, the Super Megaforce Yellow Ranger, and Lord Drakkon are the only characters that have been confirmed so far.  

Power Rangers: Battle for the Grid will also feature online multiplayer where players can compete against their friends and others to test their skills. Additionally, the game will feature cross-play and cross-progression between the Nintendo Switch, Xbox One, and PC versions.

The Standard Edition of Power Rangers: Battle for the Grid will cost $19.99, while the Collector's Edition will cost $39.99 and include three additional characters (and their stories in Arcade Mode), an additional warrior skin, and character skins for Lord Drakkon Evo II and the Mighty Morphin' Pink Ranger. Players who pre-order either version will also receive the Green Ranger V2 skin, which first appeared in the Superpower Beat Down YouTube series. 

nWay's previous game based on the franchise, Power Rangers: Legacy Wars, was released for iOS and Android on March 23, 2017, and it featured characters from throughout the franchise's history. Legacy Wars even featured Ryu, Chun-Li, and M. Bison from the Street Fighter franchise as guest characters, with Ryu getting a Power Coin of his own and becoming the "Ryu Ranger."

Power Rangers: Battle for the Grid  will be available April 2019 for PC, PlayStation 4, Nintendo Switch, and Xbox One. Interested players can find more information on the Power Rangers: Battle for the Grid website.

EA 'Fully Committed' to Star Wars Despite Recent Pivot Thu, 17 Jan 2019 11:08:29 -0500 Jonathan Moore

The past 36 hours have been somewhat of a whirlwind for Star Wars video games. EA, who holds the exclusive rights to develop games within the Star Wars universe, has reportedly canceled one project and started another, albeit on a "smaller scale." 

Following a Kotaku report from January 15 detailing that EA had canceled project Orca at its Vancouver studio, a company spokesperson told Variety in a statement Wednesday that the company was "fully committed" to Star Wars.

There’s been speculation overnight about one of our Star Wars projects. As a natural part of the creative process, the great work by our team in Vancouver continues and will evolve into future Star Wars content and games.

We’re fully committed to making more Star Wars games, we’re very excited about Star Wars Jedi: Fallen Order from Respawn, and we’ll share more about our new projects when the time is right.

While EA has yet to officially confirm the cancellation of project Orca, anonymous sources familiar with the situation have told Kotaku that the cancellation is all but certain, with the Vancouver team pivoting its resources to a new, smaller project. According to those reports, EA put the kibosh on Orca to meet a tighter release window, presumably one that sees a release within the next year or two. 

Orca, originally code-named Ragtag, was to be an action-adventure game similar to those in the Uncharted series. The game began development at Visceral Games but shifted to EA's Vancouver studio when Visceral was closed in late 2017, where it underwent significant changes. 

As stated by the sources that spoke with Kotaku, those changes shifted Orca to a more open-world design that consisted of both single-player and multiplayer elements. Although it would contain both new elements and some of those found in Ragtag, not much else about the project is currently known. 

Since acquiring the exclusive rights to develop and publish Star Wars games in 2013, EA has done very little with the property, releasing only two Battlefront games in the past six years. While there are myriad factors that have contributed to EA's languid development pace, it's certainly disappointing that the company has not made better use of the storied IP. 

Notoriously, the Battlefront games have seen their fair share of controversy, from loot boxes to poorly implemented leveling systems. Despite how fun Battlefront 2's campaign was to play, many fans were displeased by its presentation — and that the first single-player Star Wars experience to be released after EA acquired sole rights to publish games under the IP came in a multiplayer-centric title. 

What's next for Star Wars games? EA-owned Respawn Entertainment is currently working on Star Wars Jedi: Fallen Order. Set to release later this year, the title is "a brand-new action adventure game which tells an original Star Wars story around a surviving Padawan [sic] set shortly after the events of Star Wars: Episode III - Revenge of the Sith."

Time will only tell if Fallen Order survives EA's stringent development gauntlet — and if it delivers the single-player experience fans have been craving for more than a decade. 

More details can be found on Kotaku and Variety

MtG: 11 Best Ravnica Allegiance Cards for Standard Thu, 17 Jan 2019 13:39:49 -0500 Sergey_3847


Fireblade Artist


Lately, Viashino Pyromancer has been included into many Rakdos Aggro lists for its ability to deal two damage to opponents. But now there is a card that is far more effective than Pyromancer.


Fireblade Artist not only has Haste, which allows it to attack on play, but it can use redundant tokens and convert them into damage. That is a far more effective use of two mana in Rakdos and Mardu lists, so be sure to replace your Viashino Pyromancers with this little devil.




That is all on the 11 best Ravnica Allegiance cards for Standard format, and for other Magic: The Gathering guides, check out the related content below:


Teysa Karlov


Teysa is tailor-made for all those Afterlife cards that you can now play in token-based decks. If any of your cards have Afterlife 2, then Teysa will create four tokens instead of two and will give them Vigilance and Lifelink, which can be quite overwhelming.


Teysa and Judith will work amazingly together in Mardu token lists, which can go wide very quickly. This kind of board will look so threatening that you may see opponents quit just out of sheer desperation.


But that is not the only possible combo you can achieve with Teysa Karlov, so just keep experimenting until you find the right balance.


Priest of Forgotten Gods


This little cleric does a lot of things at a small cost. If you're in the business of making tokens, then it will be really easy to utilize all of these abilities for maximum effect.


Start with a target player losing 2 life, which doesn't seem much at first. you'll find that if you're able to stack at least three to four of those, then lifedrain quickly stacks


After that, an opponent needs to sacrifice a creature. If they aren't playing any tokens, then it's going to be really hard for them to give up any of their threats.


Lastly, you get to draw a card and add 2 black mana to your pool, which may let you cast another Priest or a cheap spell.


Rix Maadi Reveler


The Spectacle cost of this card is similar to the Modern staple card, Bedlam Reveler. That card has done a lot of damage in the Modern format, which may signal that Rix Maadi Reveler will have a similar impact on Standard.


For the best effect, one needs to play Rix Maadi with no other cards in hand — or at least with an extra land. It's a perfect looter for aggressive Rakdos and Mardu lists.


But of course, it can be just as effective in Mono Red lists that need to cycle through a bunch of lands in order to find the right answer at the right time.


Theater of Horrors


It's really easy to get lost in the wording of the rules on this card. But when you understand what it's all about, you will see just how effective this enchantment can be in Rakdos and Mardu Burn decks.


Theater of Horrors basically lets you draw an additional card each turn, but you can play those cards only if you've dealt damage to your opponent this turn. That means you could stack cards from your library and wait for the best moment to play them.


You can also choose from among the exiled cards which ones you want to play, and that gives a huge advantage in the latter stages of the game.


Gruul Spellbreaker


Jund has been one of the most impressive archetypes in Modern MtG for many years. But for some reason, it never took off in Standard. But times have changed, and you can start playing Jund in Standard with complete confidence.


Gruul Spellbreaker and Rhythm of the Wild will instigate a series of events that will put an opponent in a rather difficult situation. Rhythm of the Wild can give all the creatures you play Haste and Gruul Spellbreaker will protect them from that pesky Settle the Wreckage AoE.


Then, in the latter stages of the match-up, you can start pushing forward such threats like Carnage Tyrant and Ghalta just to ensure another easy victory.


Tithe Taker


Death and Taxes in Standard is now a possibility because of this little annoyance named Tithe Taker. The card not only pushes your opponents back for one turn, but it also has Afterlife, as if the taxing ability wasn't enough.


Orzhov and Mardu Token lists will definitely want to have a full set of Tithe Taker. But other decks that run white humans would want to include at least two copies of it for ruining opponents' single-target removal spells and AoEs.


Some of the control decks would surely benefit from a few copies in their sideboards as well because it contests against other control match-ups.


Incubation Druid


Mana producers are just as valuable as token producers in certain decks. Incubation Druid is a very powerful mana generator that can help Adapt itself on turn-four, and then keep pumping out three additional mana each turn.


Obviously, this kind of card should go into Bant and Temur lists that rely on ramping up and pushing out big creatures, such as Hydroid Krysis and Skarrgan Hellkite. But there is also a big chance of winning with the help of Simic Ascendancy.


In any case, Incubation Druid is a fantastic card for any ramp deck enthusiasts, so watch out for this little Elf at your next Magic event.


Hero of Precinct One


Token producers have always been some of the most sought-after cards in Magic: The Gathering. While Hero of Precinct One has a very specific ruling when it comes to generating tokens, it isn't hard to see where this card could do wonders.


Again, think of Mardu lists that run a lot of cheap golden creatures, such as Boros Challenger, Fireblade Artist, and Swiftblade Vindicator. Every time you play these cards, a Hero will put one token on the board, and keep doing so until you build up a small army.


Then, you can play Judith, the Scourge Diva and buff all of those tokens with an attack power. 


Judith, the Scourge Diva


If the idea of burning your opponents down with the help of spells doesn't sound too exciting, then you could focus on an alternatively aggressive approach, except with the help of creatures.


Rakdos and Mardu Aggro lists that run a lot of cheap creatures, such as Fanatical Firebrand and Legion Warboss, will have a blast playing Judith. She can buff all those tokens with haste and win through sheer pressure. And if one of the non-token creatures dies, then you can use her second ability to ping your opponents for even more damage.


This type of gameplay requires a bit more strategic thinking than your typical Burn deck, but that's what makes it so much more fun.


Skewer the Critics


Burn decks have a new addition to Standard lists in the form of Skewer the Critics. This little spell has a Spectacle keyword that makes it as cheap as one red mana, which can be easily triggered by a series of other cheap burn spells, such as Shock and Lightning Strike.


If you're running Wizards in your deck, then you could also add a full set of Wizard's Lightning to an already explosive recipe.


As a matter of fact, Skewer the Critics allows you so many burn spells that there is simply no way your opponents will be able to counter them all.


Aggressive token-based decks, or "Weenies," have been dominating Magic: The Gathering's Standard format since the release of the Guilds of Ravnica.


With what we know, it looks like Ravnica Allegiance will not stray away from the paradigm. Consequently, it's safe to expect a lot more tokens in Standard; combinations like Rakdos, Orzhov, and Mardu will be common.


There are a few other options as well, but tokens will keep dominating this season just like last season.


If you're trying to figure out which archetypes to play at your next Magic event, then here are a few suggestions of cards that may take the brightest spots in many Standard decks to come. 

Metro Exodus Gameplay Video Showcases Open World Wed, 16 Jan 2019 22:12:36 -0500 William R. Parks

With Metro Exodus, 4A Games looks to expand the scope established by previous entries in its post-apocalyptic, first-person shooter franchise. Part of this expansion takes the game's action above ground into what has been described as an "open world," and a newly shared video sheds some more light on what exactly that means for the game.

Recently, Polygon was given access to a portion of one of Metro Exodus' chapters and the online publication has since uploaded a video of parts of that experience. With the video, viewers get an opportunity to have a real look at how the game's open world has been realized, and, as Polygon notes, it appears to be "pretty desolate."

That is, Metro Exodus' open world does not seem to be filled with hordes of enemies or random events — things that are customary in many traditional open world RPGs. Instead, it appears to function as a vast and beautiful wasteland for players to navigate as they make their way to mission objectives and the familiar corridor-style gameplay the series is known for.

For some players, the term "open world" is sure to evoke a specific image, one that is closely aligned with games like those found in the Fallout franchise and The Elder Scrolls series. While Polygon's report does suggest that Metro Exodus will feature a navigable over-world that allows players to make choices about what location to visit next, this is not exactly in keeping with what can be found in these massive open world RPGs.

This information may leave some individuals that have been following the game's development cold, as the promise of an open world has certainly drawn new eyes to the franchise. However, others may be happy to know that the next Metro entry is fundamentally sticking to its roots amidst the expanded gameplay options presented by its over-world.

That said, Polygon's video only offers a brief look at the new first-person shooter, and, of course, the experience may vary throughout the game. Fortunately for those looking for more details now, an ongoing behind the scenes documentary may just be the perfect opportunity to get a better understanding of Metro Exodus prior to its release.

More details on the featured gameplay footage can be found on Polygon.

Bandai Namco and V Jump Tease Upcoming Dragon Ball Z Action RPG Wed, 16 Jan 2019 16:11:30 -0500 QuintLyn

It looks like fans of Dragon Ball Z have plenty to look forward to this year in the gaming arena. Not only can they expect updates to Dragon Ball Fighter Z, which include the introduction of the Warrior from Universe 11, but there is also a new Dragon Ball Z action RPG in the works.

The new project, currently titled Dragon Ball Game Project Z Action RPG, was teased first on the V Jump Twitter account and later shared by Bandai Namco.

The Microsoft translation of V Jump's tweet is a bit shaky, but it seems to promise a large universe. Bandai Namco's tweet promises that the game will focus on the "world of Dragon Ball Z." 

As fans of the manga and anime can confirm, that's a pretty vast universe not just covering a landscape that always seems to have more land to explore every time you turn around, but also a large array of different worlds and dimensions. Depending on the scope of the game, players may find themselves exploring everything from Earth to Namek to the various dimensions of the afterlife.

Of course, we really can't tell exactly how this will all shake out based on two little tweets, and we will have to wait until the developers are ready to share more information with us on the game. But it will be interesting to see if the upcoming action RPG consists of new adventures or is a retelling of the stories fans of the series are already so familiar with.

The only thing that does seem confirmed — in the V Jump tweet anyway is that Goku will be in it. 

MtG: 11 Most Expensive Ravnica Allegiance Cards Wed, 16 Jan 2019 16:46:07 -0500 Sergey_3847


Biogenic Ooze

  • Current price: $7.57
  • \n

It seems unlikely that the Ooze lord will make it in constructed formats, but it is definitely an excellent limited card. The current price is mostly due to the charming idea of Ooze tribal, but you can be sure that as soon as this enchantment is over, the market will set its price right where it should be.


Don't expect this to stay in the price range of $7 to $8, as only players that want to tell stories of buying a really expensive Ooze lord for laughs will be paying this price.




The prices presented in this article are subject to change in correspondence with the needs of the Magic market.


Please, be sure to regularly check the prices online in order to have a complete understanding of the trends, and stay tuned to GameSkinny for more Magic: The Gathering card lists!


Angel of Grace

  • Current price: $16.98
  • \n

One question that many constructed players are asking themselves is whether this card will be more viable than Lyra Dawnbringer.


Some players don't like that it has only four toughness, which makes it vulnerable to something as simple as Lava Coil. On the other hand, it not only adds life to your health pool, but it literally prevents you from losing a game.


Taking all this into account may mean that you want to run one copy of Angel of Grace alongside a copy of Lyra in your deck, and you may want a couple more in the sideboard. Both Modern and Standard players will find themselves in situations where they will really need protection from losing the game, and Angel of Grace will be able to provide exactly that.


Kaya, Orzhov Usurper

  • Current price: $9.38
  • \n

Dovin isn't the most underwhelming planeswalker in the set — that award goes to Kaya instead. Many players don't even consider it a main deck card, which is understandable.


Sideboard cards like this almost always end up on the lowest market shelves amongst the rest of cheap planeswalkers, costing in the range of $1 to $2.


However, Modern players may find this card more interesting than Standard enthusiasts. It does deal with early Aether Vials, which is a bane of the Modern format, so there is some room for a price increase here. That said, don't expect much from this planeswalker after release.


Domri, Chaos Bringer

  • Current price: $16.20
  • \n

Domri is undoubtedly the most powerful planeswalker in Ravnica Allegiance. After Dovin, and his less than remarkable abilities, Domri looks like a true leader of the pack.


The Riot ability is really strong and will make any game against control decks fun to play. So if you're tired of constantly failing against all the Teferi-based decks, then be sure to pre-order a full set of Domri, Chaos Bringer.


Many players have already done so, which launched the card's price into the stratosphere, and it will most likely keep going up until the $25 to $30 limit.


Seraph of the Scales

  • Current price: $7.21
  • \n

This angel is not nearly as good as Rekindling Phoenix, but it is priced well for what it is. The Afterlife ability is really strong, and here it creates two spirit tokens, which can become a game changer at certain points.


It's a decent attacker and blocker for both Standard and Modern angel tribal decks that already play Shalai and the rest of the crew. However, it could probably just be a rare instead of mythic, which would put it in the range of $5.


As of now, it stands at the price of $7.21, which is probably the right price for it until the market decides to see it for what it really is: a $5 rare angel.


Dovin, Grand Arbiter

  • Current price: $12.02
  • \n

Dovin is a very unique planeswalker, which makes a lot of Magic players simply uncomfortable. It's really hard to evaluate a card like this without properly testing it in the field.


It's difficult to fit it in Jeskai Control, due to the inclusion of Teferi, and it is not good enough to put it in aggro lists either. But it's a planeswalker, and it has a certain value just because of that fact alone.


If competitive formats deny Dovin its rightful place, then it may go straight into the EDH market, where it has a chance of staying at a decent price point.


Prime Speaker Vannifar

  • Current price: $14.84
  • \n

Combo cards are always extremely hyped at the early stages of any new expansion. The same was the case with Vannifar, which started its journey at $22 a piece and has now dipped significantly.


Modern players want this card in their Kiki-Jiki and Saheeli lists, but those decks work well without it, so there is no guarantee on Vannifar's price moving forward. That is, it could be a big hit, but it will most likely turn out to be just another generic combo piece.


As it currently stands, the price of Vannifar will drop even further, well below the $10 mark, even if it's good. And if it turns out to be redundant, then expect an even harder push towards the $5 threshold.


Hydroid Krasis

  • Current price: $8.91
  • \n

Here is another mythic rare with potential and a wall of text. The Simic color pair wants to rely on ramp most of the time, but in this case, it looks like the X could be as low as 4 and still be very powerful.


It's just enough to evade Ritual of Soot while drawing you two cards for some more action. Also, the "when you cast this spell" line guarantees life gain and card draw even if it gets countered, which is a really neat way to evade counterspells.


On the other hand, Hydras as a tribe have never played any significant role in Magic: The Gathering, so it's unclear whether the price will go up or down from this point.


Spawn of Mayhem

  • Current price: $15.05
  • \n

This demon does a lot of things, but its main selling point is the Spectacle keyword that allows you to cast a 4/4 flier for only three mana. If you happen to have it in your opening hand, that's a very strong start on turn three.


Mostly aggro players will want to see it in their decks, especially the Black-Red Aggro lists that have been dominating the top tier of Standard. The other two abilities, pinging and adding counters, can be used for some neat trickery too.


It's an all around good card with some excellent stats, and if it does happen to stay in the Rakdos Standard decklists, then it can double up in price pretty easily.


Skarrgan Hellkite

  • Current price: $7.79
  • \n

The Riot ability on this dragon basically allows you to turn it into Glorybringer, a powerful dragon with haste. But the other ability is also pretty good, as it lets you ping your opponent and their creatures, which is great against all token decks.


Temur decks in Standard will take this one alongside Biomancer's Pet, which will make the activated ability cost two times less. This opens up doors for some significant combos, especially with all the enraged dinosaurs in the format.


However, even with all its power, Hellkite will most likely settle around the $5 threshold and stay there just like the rest of its brothers and sisters from the past.



  • Current price: $8.10
  • \n

Due to its instant-speed, the biggest takeaway form Electrodominance is its ability to put any creature, enchantment, artifact, or otherwise onto the battlefield whenever you feel like it.


This card will most likely see play in Jeskai Modern decks that run Teferi. Imagine a scenario where you kill one of your opponent's threats with five toughness and put Teferi into play for free. Sounds pretty strong, doesn't it?


Grixis lists will also have it included in both the Standard and Modern formats, so it's definitely going to see a significant increase in price — think the range of $15 to $20 in the next couple of months.


As soon as spoilers for Ravnica Allegiance cards started to appear, the Magic: The Gathering community was immediately focused on the new combo possibilities with cards like Persistent Petitioners, High Alert, and Prime Speaker Vannifar.


But these cards aren't the only exciting choices in the Ravnica Allegiance set, as there are plenty of other truly powerful cards such as Domri, Chaos Bringer and Spawn of Mayhem. These cards may not create entirely new archetypes, but they will surely become staple choices in many top-tier decks.


As per usual, most of the new cards in Ravnica Allegiance will fall below the $1 threshold, and only a handful will stay strong on the market. Here you will find a list of which cards are currently the most expensive from the set with a short analysis of their possible trending.

EA Doesn't Care About Star Wars, Another Canceled Game Proves It Wed, 16 Jan 2019 12:22:05 -0500 Jonathan Moore

Update 1/17/19: EA has released a statement saying it is "fully committed" to Star Wars games. The original story follows. 

In a move that is as unsurprising as it is painful, EA has, according to multiple sources familiar with the project, canceled yet another Star Wars title. As first reported by Kotaku yesterday, the unnamed, open-world game was being developed by EA Vancouver, which took over development of the title after Visceral Games was shuttered more than a year ago. 

Since the game changed hands in 2017, details on its characters, mechanics, and place in the Star Wars universe have been essentially non-existent. From various reports, it's evident that Vancouver had scrapped nearly all of Visceral's Ragtag, the code name by which the project was originally called, and started on something mostly new.

According to a 2017 statement on the EA news wire written by Patrick Soderlund, who was EA's chief design officer when the game shifted from Visceral to Vancouver, the developer decided the best course of action was to "reboot" the game after the Visceral episode. It would shift from "a story-based, linear adventure game" a la' Uncharted to a more open-world experience that would, in some ways, include multiplayer elements.

At the time, Soderlund said the "pivot" would allow "for more variety and player agency, leaning into the capabilities of our Frostbite engine and reimagining [sic] central elements of the game to give players a Star Wars adventure of greater depth and breadth to explore."

With everything we now know about Visceral's closing, from unhealthy working conditions to gross internal strife and unrealistic expectations, it's no wonder that Ragtag was in utter disarray when Vancouver finally took complete control of the project in late 2017.

The game was, in fact, due for a significant reboot. 

However, the way in which EA sought to re-frame Ragtag, which eventually became known internally as Orca, was never very clear, and what was conveyed to fans led many to believe that this new, open-world version of the game would be saddled with unnecessary multiplayer elements and plagued with microtransactions.

If EA's maladroit handling of Battlefront 2 loot boxes and its stubborn stance on microtransactions is any indication, fans' fears most certainly would have been realized; there's a high probability that the re-tooled project would have suffered from the same, or similar, afflictions as its predecessors.  

While all of that is currently pure speculation, what isn't supposition is that Star Wars fans have spent years begging for a gripping single-player Star Wars experience. For some of these fans, there was hope that Vancouver's now-canceled project would, in some way, deliver on what they had been asking for. 

Now, none of that matters. 

When Battlefront 2 released on November 17, 2017, we praised the narrative for keeping "enjoyment and entertainment front and center." Regardless of that adulation, it was painfully obvious that EA simply tacked single-player on to a multiplayer-centric title in an effort to appease disgruntled fans. Woefully short and stuffed with a few too many fan-servicey asides, BF2's campaign ultimately serves as an excruciating tease of what could be. 

And what we all hoped Orca would be.  

For a company so obsessed with fan feedback and market research, it's utterly mind-boggling that nearly six years after striking an exclusive deal with Disney, we still don't have a full-fledged single-player Star Wars experience. 

Instead, we're burdened with two mediocre Battlefield re-skins that have been plagued with problems from the start. Consider for a moment that both Battlefront titles were released within 730 days of each other, and it's easy to see that EA's primary concern is getting games out fast, not making them the best they can be. 

In an update to the original Kotaku report released yesterday regarding Orca's purported cancellation, sources familiar with Vancouver's project have said that the open-world title would have contained single-player, story-driven elements. All things considered, that is certainly a promising prospect, one that shows EA is, on some nanoscopic wavelength, listening to fans and attempting to give them what they want. 

However, those same sources also conveyed that Orca was canceled by EA because it wouldn't release "soon enough." Jason Schreier, who is the primary reporter on the alleged cancellation, relayed that this may have something to do with the rumored launch of next-generation consoles sometime around 2020. 

While that is certainly conjecture at this point, the fact remains: If EA is shooting for a 2020 or 2021 release window for a reportedly "smaller-scale" game it hasn't even begun work on, Star Wars fans can once again expect a haphazard, unfinished mess that's been rushed out the door to meet an arbitrary quota. 

When EA can't even get Battlefield 5 right, there's little hope they'll ever get Star Wars right, especially on such short timelines.

As more reports funnel in on project Orca, it's likely that a complicated picture of events will only get more so. However, from all of this fumbling, something certain emerges: EA does not truly respect the Star Wars brand. 

I'm not talking about the hard-working developers, artists, designers, writers, sound engineers, and myriad other employees toiling away on these projects in the trenches. Instead, I'm talking about the executives that obviously have little insight into the brand they've been entrusted with.

Star Wars was supposed to make EA "cool again" in the eyes of many gamers. EA was a company that would harness the power of the Force to rediscover itself, shedding the mantle of "Worst Company in America." Where, in a fever dream, we thought botched or incomplete releases would be a thing of the past for EA and Star Wars, it's now clear that nothing was further from the truth. 

Fans don't deserve this mess, and EA doesn't deserve Star Wars

Thankfully, it appears the upcoming Star Wars Jedi: Fallen Order will dump multiplayer for a single-player focused campaign. But are we simply getting our hopes up to be let down yet again? 

Help us Respawn Entertainment, you're our only hope — and EA's last chance to turn away from the dark side. 

Breach Beginner's Guide: Everything You Need to Know Wed, 16 Jan 2019 13:20:40 -0500 Synzer

Breach is a unique blend of action RPG and other genres. There are many classes to choose from, multiple customization options, fast gameplay, and you can even play as the bad guy and try to stop the heroes from succeeding.

It is difficult trying to explain this game overall, so I'm going to break everything down into separate parts for everyone to get a clear idea of Breach. I'll also go over everything you need to know to be prepared for the Early Access launch of the game.

What is Breach?

Breach game logo

Breach is a game that has four heroes fight through a dungeon until they reach a boss they must defeat. The dungeon is setup into different rooms, and the heroes must complete an objective in each one.

The twist is that there is an enemy called a Veil Demon that tries to stop the heroes from completing each objective.

Hero Gameplay

As a hero, you will get session experience for working towards, and completing, objectives. When you get enough session experience you will session level up. This is a level that applies to your entire team, but it only applies to the current session or match.

When you session level up, you will get to choose between three talents. These talents can do a variety of things, such as give you an extra potion or change the effect of an ability. 

Veil Demon Gameplay

The Veil Demon has multiple tactics it can use to try to stop the heroes. It can set up traps to slow or stun as well as place objects to constantly damage or CC the heroes.

One unique ability the Veil Demon has in its arsenal is being able to directly possess any of the NPCs that attack the heroes. They can also summon elite monsters to fight the heroes, which can also be possessed.

As a Veil Demon, you get session experience by downing heroes, getting the objective timer to tick down, and stopping the heroes from completing objectives.

Game Modes

There are currently four game modes in Breach.

  • Solo/Play Against A.I. Bots - This allows you to either play as a Veil Demon against bot heroes or as a hero, on a team of bots, against a bot Veil Demon.
  • Co-Op - This allows you to play with other player-controlled heroes against an A.I. Veil Demon.
  • Versus - This allows you to play as a Veil Demon against a full team of players or play a hero against a player-controlled Veil Demon.
  • Custom - This allows you play with any combination of players as heroes and Veil Demons. You can only do this if you are in a party.
Battle Roles

Every class, including the Veil Demon classes, has a role assigned to them. These roles give you a rough idea of how each class should be played and the types of abilities they have.

They are not a 100% guide to how the class should be played, so keep that in mind. 

Breach classes

  • Assassin - This is the traditional damage dealer or DPS role. Their job is to deal as much damage as possible.

  • Support - This role is to heal, buff, or otherwise provide some sort of support to the team.
    • This does not mean that every support is a healer. Some might be able to increase stats, shield allies, or cripple the enemy with debuffs, among other things.
  • Warrior - This is similar to tanks in other games, but they don't all act like traditional tanks. Their main job is to soak up as much damage as they can.
    • The Bloodstalker class, for example, does not have any abilities to protect allies or get the attention of enemies. Instead, they can curse the target to leech health from them when they attack.
  • Specialist - This role does not fit a particular category. Specialists usually have unique mechanics or abilities you don't see anywhere else.
    • The Necromancer class, for example, can summon undead minions and send out exploding minions.
Schools of Magic and Classes

Breach currently has six schools of magic for heroes, and Veil Demons all share the same school. Each hero class belongs to a school, and you can also share abilities between classes that belong to the same school. More on that in the appropriate section.

Below is a list of each school of magic with details on the classes that belong to them.

Arcane - Staff Weapon
  • Arcane Mender (Support) - The traditional healer class.
  • Chronomancer (Specialist) - Manipulates time to slow down enemies and speed up allies.
  • Elementalist (Support) - Uses different elemental attacks, shields, and heals allies.
Battle - Great Sword Weapon
  • Auros Gladiator (Assassin) - A damage dealer that uses air attacks that get a bonus when the enemy is also in the air.
  • Mana Warrior (Warrior) - Can taunt enemies into attacking them and damage enemies to gain a personal shield.
  • Vanguard (Support) - Can guard allies to reduce the damage they take and can make themselves immune to damage for a very short time.
    • Personally, I think this class should be classified as a Warrior.
Dark - Scythe Weapon
  • Lich (Assassin) - DPS that can charge up a powerful teleportation attack and put down a phylactery to become immune to damage.
  • Necromancer (Specialist) - Can summon and command undead minions to attack enemies or explode to heal the Necromancer.
  • Reaper (Warrior) - Can apply Sow to the enemy to make them deal less damage then Reap them to deal damage and heal themselves.
Hedge - Shotgun Weapon
  • Demon Hunter (Assassin) - DPS that excels at marking and trapping targets.
  • Exorcist (Specialist) - Can expel targets that are possessed by the Veil Demon.
  • Occultist (Support) - Uses fire and tar to damage enemies, reflects projectiles with a personal ward, and heals allies.
Shadow - Dual Swords Weapons
  • Bloodstalker (Warrior) - A leech tank that can apply Bleed to targets and curse them to cause all of the Bloodstalker's attacks to heal themselves.
  • Nighthawk (Assassin) - An aerial DPS similar to the Auros Gladiator that gets bonuses from attacking enemies in the air.
  • Shadowblade (Assassin) - Traditional rogue/ninja character that can use stealth and assassination attacks to deal big burst damage.
Tech - Dual Pistols Weapons
  • Engineer (Specialist) - Attacks enemies with turrets and grenades.
  • Gunslinger (Assassin) - Uses multiple AOE abilities to deal damage.
  • Sniper (Assassin) - Uses movement hindering abilities and high single-target damage.
Ability Sharing

A huge aspect of Breach is the ability to share class abilities with other classes. You can only do this with classes that belong to the same school of magic, e.g. Dark to Dark or Arcane to Arcane.

As you level up a class, you will unlock the ability to both change your abilities and share the abilities in those slots.

General abilities unlock at levels 2, 4, and 6. Ultimate abilities unlock at level 8. You cannot share signature abilities.

In order to take full advantage of this system, you will want to level as many characters that belong to the same school of magic as you can, with two being the minimum.

For example, if you want to use some Necromancer abilities on your Reaper, you must level both of them. Level the Necromancer until you unlock the abilities you want to share, then level the Reaper until you unlock the ability slots you want to customize.

Since all the Veil Demon classes belong to the same school, you can share their abilities with all Veil Demons.

Gear and Gems

Breach gear and talents

There are four pieces of gear that you can equip to each class: Primary, Secondary, Tertiary, and Weapon. These pieces change the talents you can select during a match.

Primary changes the first set of talents, which appear as soon as the match starts. As you session level up, the Secondary talent is chosen, followed by Tertiary, and ending with Weapon.

This means you must reach level 4 to obtain all of your talents for that session. It can still be beneficial to level up beyond that depending on your gems, which I'll go over next.


Gems can also be equipped to each character, and they come in three categories: Blue, Red, and Prismatic.

Blue and Red gems are pretty straightforward, as they passively increase certain stats when equipped. This can be damage, healing, damage resistance, fast charge on ultimate, and many more options.

They can also give a flat increase for the entire match or give an increase for each session level your party gains. When you use these gems, you will want to shoot for the maximum level of 6 each session.

Prismatic Gems change abilities in some way. These usually have a boost and a drawback. One example is to increase the damage but also increase the cool down of an ability. There are other prismatic gems that change the effect of an ability as well.

Both heroes and Veil Demons use gear, talents, and gems.

How to Obtain More Classes, Gear, and Gems

Now that you know how everything works, you're probably wondering how you can unlock the characters and get all these goodies.

The good news is, you must simply complete matches. When you finish a match you'll get experience for the class you used as well as gold. You will also obtain gem shards for each gem type.

Gear, and monsters for the Veil Demons, only require gold. Gems require gold and enough gem shards for the type of gem you want to buy. Characters cost gold or the premium QC Points currency you obtain with real money.

You can also buy several cosmetics with QC points.


That's everything you need to know to get started in Breach. Hopefully this saves you some time with figuring the game out and knowing what to spend your gold on.

Leave a comment below if you have any questions or other tips you think might help out newcomers to the game.

The Pinkertons Sue RockStar Over Their Inclusion In Red Dead Redemption 2 Tue, 15 Jan 2019 15:19:21 -0500 QuintLyn

While most of us might think of the Pinkertons as a part of American history long past, the security company still exists as part of the firm Securitas AB. As it turns out, they're not happy with Take-Two Interactive using their "likeness"  in their popular open word western, Red Dead Redemption 2. In fact, the company is demanding royalties for the Pinkerton name being used in the game.

For those unfamiliar, the Pinkerton's were established in the mid-1800s. During the Civil War, they worked as personal security for Abraham Lincoln and did everything from guarding military contractors to functioning as a private law enforcement organization. They were also very involved in putting down union strikes during the late 19th and early 20th century, which makes them more villain than hero to a lot of people.

Unsurprisingly, this isn't the first time the Pinkertons have been represented in popular media. In fact, Wikipedia lists over 30 movies, TV shows, and other entertainment media in which the company has been depicted.

This does, however, appear to be the first time the organization has taken issue with a company depicting them in a work.

Securitas AB sent a cease-and-desist order to Take-Two regarding the two Pinkerton agents depicted in the game: Andrew Milton and Edgar Ross. The company claims that Take-Two's inclusion of the duo in the game might give the impression Red Dead Redemption 2 is connected with the Pinkertons in some way, and that people might even think they made the game.

Securitas AB also demands that Take-Two pay Pinkerton, either in a lump sum or in royalties.

Take-Two, for their part, has filed a counter-claim, noting that their depiction of the Pinkerton agents is protected by the First Amendment. They go on to note as we did above that the agency has been included in a large amount of popular media, particularly that dealing with the "Wild West."

For example, the agency is even referenced in BioShock Infinite.

As the Red Dead Redemption series has proven extremely popular, where we raved about the newest entry, Take-Two contends that the Pinkertons are trying to cash in.

As the complaints are still relatively new, it will be a bit before we find out the actual outcome. One thing is certain, however: Whatever the outcome, it will be an interesting statement regarding copyright in popular media.

A copy of Take-Two's counterclaim can be found below. And, as always, check back with us for future updates on this situation.

Take-Two Interactive vs. Pi... by on Scribd

MtG: 15 Best Ravnica Allegiance Cards for Limited Wed, 16 Jan 2019 14:31:37 -0500 Sergey_3847


Zegana, Utopian Speaker


The Simic guild, with all its Adapt synergies, has already proven to be really strong in this set. So, here's something to finish your whole game plan with.


Zegana is a tremendous Adapt card, which not only grows twice in size but also draws you cards. All of this for merely four mana, and with it comes a significant boost to your side of the table.




It looks like Limited is going to be really exciting this time around.


Let us know about your favorite Limited cards from Ravnica Allegiance in the comments below, and come back soon for more Magic: The Gathering guides here at GameSkinny!


Sphinx of Foresight


There is a lot of Scrying involved in this one card, but that is exactly what blue decks want — the ability to filter through a large number of cards until they get the right one.


This will also keep a lot of opposing fliers on the fence with its 4/4 stats for four mana. And, of course, you want to see this in your opening hand every time for that Scry 3 effect. But even if you get it only once, it's still a big deal.




Flexibility is this card's main point, as it allows you to both deal damage and cast something from your hand. Whether it's going to be something big or small depends on your given situation, but, in any case, Electrodominance will have a lot to offer.


Another upside of this spell is the instant-speed, which practically gives Flash to any creature in your hand. This could turn out to be one of the most disgustingly powerful cards in the set.


Trollbred Guardian


Trollbred Guardian isn't as effective as Skatewing Spy, but it does give all Adapt creatures Trample, which could play a huge role in certain cases. But its biggest upside is the sheer size of this creature, which easily becomes a 7/7 with that Adapt 2 ability.


Strangely enough, WotC decided not to give this Troll any kind of self-protection, as was the case with many other Trolls in the past. But it looks like new trends are coming, including Trolls with no defense mechanisms.


Galloping Lizrog


Re-using Adapt is a great feature, and this card allows you to do exactly that. It is another build-around creature that, once it hits the battlefield, will make all other creatures look really small.


If you can use it together with Skatewing Spy, then it will also gain flying, which will become a big problem for your opponent. But even if you put only two counters on it, the Lizrog will still pay its dues without compromising your gameplan.


Sunder Shaman


Sunder Shaman is easily one of the most overpowered uncommons in Ravnica Allegiance. It has a large body, and it can't be blocked by more than one creature, which will make it difficult to answer in combat.


But then comes the part that really turns Sunder Shaman into a must-have card: it destroys artifacts and enchantments every time it connects. This is just ridiculously strong, and it will cause grief for many players in both Sealed and Draft.


Sphinx of New Prahv


This Sphinx is as straightforward as they get. Flying creatures with Vigilance for four mana are something we've seen several times before, but this one also has pseudo-evasion from the opponent's removal spells.


Of course, it doesn't make it invincible, as is the case with Hexproof, but it's still going to annoy a lot of people. While the Sphinx trades with an adapted Aeromunculus, if that Adapt hasn't been applied yet, then you are still free to attack and block with this flier.


Skatewing Spy


This Rogue Mutant becomes increasingly more powerful the more Adapt creatures you have in your list. It is a clear build-around, but one that pays off incredibly well if done right.


It will fit in Simic or Temur decks that rely on a variety of Adapt creatures, as they will suddenly gain the ability to fly when this comes on board. With this kind of strategy, you can get many surprising wins, but, of course, you must have the right cards for it to happen.




What a terrific card name! But in all seriousness, Sharktocrab is a big deal, and it's going to create some trouble in Limited, that's for sure.


Adapt provides here not only the growing stats effect, but it also activates the Icy Manipulator ability, which can potentially disable the largest blocking creature for two turns.


And, if you can find other ways of putting extra counters on Sharktocrab, then the tapping ability will just keep winning you games.


Rakdos Firewheeler


A creature with a double Shock ability is something every red player always wanted. Although this isn't purely a red card, it's still one of the most potent cards in the set.


This isn't exactly a build-around card, but if you happen to run red and black, then be sure to include this one in your deck. Draft players will especially have fun playing this card, as it matches up perfectly against the Senate Guildmage, which simply must be killed as soon as possible.


Frilled Mystic


If you're running a blue deck, then you most likely want to add one or two counterspells for good measure. But how about a counterspell and a creature all in one package?


The stats on the Frilled Mystic are really great even without the counter ability, but with that on top it quickly becomes a premium uncommon in Limited. Note that it counters every spell regardless of its type, which is almost unbelievable.


If you've got one of these in your deck, you are sure to surprise many opponents.


Senate Guildmage


A stabilizer and looter in one card — it just shows how pushed the Azorius guild is in Ravnica Allegiance.


The looting ability is especially exciting, and it's really cheap at only one blue mana. Quite often, you will have extra lands in your hand that you would want to get rid of, and that's where Senate Guildmage will make your game truly interesting.


Currently, of all 10 guildmages available in the last two Ravnica sets, this one gets the number one spot.


Frenzied Arynx


Probably, you will almost never play this card with haste, as it is a much more valuable at 4/4 stats. Then, on turn six, it can really get growing using the additional ability for three extra power.


With this ability, it can usually trade for slightly more expensive blockers, and not blocking is a dangerous option when facing seven points of power. In many cases, Frenzied Arynx can just attack and not worry about anything.


This is definitely the type of card that will be difficult for many of your opponents to answer.


Skewer the Critics


Wizards of the Coast finds various ways of reintroducing the Lightning Bolt effect in almost every set it releases. Skewer the Critics is Ravnica Allegiance's Bolt, although it is at sorcery-speed only.


Whether you need to get rid of a pesky creature or simply finish the game by bolting your opponent, Skewer the Critics will do all that. The Spectacle mechanic may not be that important in the late-game, but in the second or third turns it can provide the necessary advantage of removing a small blocker for a small mana investment.




A common 2/3 flier for three mana is an excellent deal no matter how you look at it. On top of that, it has the Adapt ability, which can allow this creature to grow in size in case you have no good way to spend four extra mana during your turn.


If you happen to have more than one copy of Aeromunculus in your deck, then it's going to guarantee sustainable attacks in the air during the early parts of the match-up. Quite often, that's all you really need to win.


When the new Ravnica Allegiance set sees the light of day on January 25, there will officially be ten Ravnica guilds live in Magic: The Gathering. With this new set, it's all about five of these guilds: Azorius (white-blue), Rakdos (black-red), Gruul (red-green), Simic (green-blue), and Orzhov (white-black).


Each guild offers a new gameplay mechanic, which provides players of Limited formats with clear build-around game plans. They are Addendum, Spectacle, Riot, Afterlife, and Adapt.


Of these five mechanics, Adapt, Simic's keyword, looks especially strong, which means that green-blue clearly has the chance to shine in the new meta. But, if you want to know specifically what the best Ravnica Allegiance cards are for Limited formats, then check out our selection right here.

Valve Reveals Plans To Improve Steam In 2019 Mon, 14 Jan 2019 17:51:55 -0500 QuintLyn

With every new year comes a selection of posts from gaming related companies that are (generally) celebrating what they've managed to do in the previous year while offering a look at their plans for the next 12 months.

Normally, this isn't the kind of content we get out of Valve, but this year is different.

Today, Valve dropped a fairly lengthy post highlighting the things it has done over the past year. For the most part, the letter seems to be written for the benefit of developers who will use the service -- and who, because of recent shifts from companies such as Epic, have even more platforms to chose from when deciding how to distribute their games.

The retrospective discusses various things the company has done to make it easier for players to spend (and developers to take in) their respective currencies. It also addresses how the store has been changed to improve communities around games, to allow people to highlight games they're interested in, and to give players more ways to play those games.

Once the progress made over the past year was covered, Valve went on to discuss its plans for 2019. Again, most of the changes discussed seem to be directed at game developers -- although the outlined changes will obviously affect players as well.

Of note to players are the changes to the Steam Library, the events system, and Steam chat. There are also changes specific to CS:GO players and players who use PC cafes to get online.

Per Valve, here's what players can expect:

  • Store Discoverability: We’re working on a new recommendation engine powered by machine-learning, that can match players to games based on their individual tastes. Algorithms are only a part of our discoverability solution, however, so we're building more broadcasting and curating features and are constantly assessing the overall design of the store.
  • Steam China: We've partnered with Perfect World to bring Steam onshore into China. We'll reveal more details about this in the coming months.
  • Steam Library Update: Some long-awaited changes to the Steam Client will ship, including a reworked Steam Library, built on top of the technology we shipped in Steam Chat.
  • New Events System: We're upgrading the events system in the Steam Community, enabling you to highlight interesting activities in your games like tournaments, streams, or weekly challenges.
  • Steam TV: We're working on expanding Steam TV beyond just broadcasting specific tournaments and special events, in order to support all games.
  • Steam Chat: We're going to ship a new Steam Chat mobile app, so you can share your favorite GIFs with your friends while on the go.
  • Steam Trust: The technology behind Trusted Matchmaking on CS:GO is getting an upgrade and will become a full Steam feature that will be available to all games. This means you'll have more information that you can use to help determine how likely a player is a cheater or not.
  • Steam PC Cafe Program: We are going to officially ship a new PC Cafe Program so that players can have a good experience using Steam in hundreds of thousands of PC Cafes Worldwide.

It should be noted that this is a short list of changes the company has planned -- and since Valve put them out there, the ones it is probably most confident will be taken care of before the end of the year.

Resident Evil 2 Remake and How Capcom Found Its Way Tue, 15 Jan 2019 16:24:03 -0500 Joshua Broadwell

Resident Evil is a series with a curious history marked by many highs and lows. However, the upcoming Resident Evil 2 remake looks to keep things consistent, continuing what Capcom established with its excellent Resident Evil 7.

After catapulting to fame during the era of the original PlayStation, the Resident Evil franchise plateaued with the smash hit that was Resident Evil 4. Despite being well-received at the time, this entry showed signs of the series rapidly moving away from what initially made it great.

This continued with Resident Evil 5, which prompted some fans to reflect on the franchise’s move away from survival and horror towards something more akin to Call of Duty, though the entry was also well-regarded after its launch.

Resident Evil 6 followed this trend and failed miserably as a result— at least in terms of satisfying critics and consumers — but there’s more to its failure than just a move away from survival tension. The series had become bloated by that time, with grandiose storylines and farfetched plots that asked players to suspended their disbelief without offering a rewarding return.

The Revelations spin-offs tried correcting these problems, but they still struggled with convoluted plots and mixed gameplay styles.

Finally, Capcom listened to players and delivered Resident Evil 7, the critically acclaimed return to Resident Evil’s survival-horror roots. It’s a fantastic game that manages to recognize the turns that the series took in other entires without being crippled by them.

This led to a self-contained, nail-biting thrill-ride from start to finish. That's a good thing for classic Resident Evil fans, because without the success of Resident Evil 7, there probably wouldn’t be the highly anticipated Resident Evil 2 remake.

Halcyon Days


The first three Resident Evil games weren’t exactly unique in the survival genre, but it’s the survival elements that make them stand out and propelled the series to fame.

Limited saves, limited space for items and weapons, and very limited ammunition create an incredibly tense atmosphere where players have to weigh each action carefully as they plan for some unknown and deadly future. At times, the games are downright brutal.

It’s a clever method of immersion, making the player think like the character they control. But the old Resident Evil games throw all of that at players at once, and they have tank-like controls that require players to rotate in order to change directions.

Were it not for Capcom executing the atmosphere (complete with excellent pre-rendered backgrounds), horror, action, and survival so well, the controls could have completely ruined the experience. However, as it is, they add to the tension and setting, and they are a significant part of why some fans consider these three to be the best Resident Evil games.


Any good horror experience requires just enough story, sprinkled with tantalizing mystery, to keep audiences invested and present a good reason for why the events are happening. While tension is really what makes the Resident Evil series scary, the stories they tell offer exactly that.

For example, while Chris and Jill investigate the mysterious Mansion in the original release, they slowly uncover clues as to why these hideous monsters exist to begin with.

Crimson Heads and Cerberus fiends get the blood pumping when they chase your poor tanky characters down a long hallway, but it’s when you figure out that Crimson Head used to be a human experimented on that it all gets a lot creepier, especially when players encounter Lisa Trevor. It’s no Silent Hill, but it’s disturbing nonetheless.

As the series continues, so does its horrifying plot. For instance, events spiral out of control in Resident Evil 2 when the entirety of Raccoon City becomes contaminated, leading to the eventual destruction of the city in Resident Evil 3. All of this death, tragedy, and destruction centers around greed and the desire for power.

Fantastical as it is, the story passes muster because it combines just enough humanity and reality with the obvious video game elements, and, more importantly, it keeps everything under control. The three games take place over a roughly six-month period, and Umbrella and the government take pains to ensure everything remains completely unknown outside the few survivors of the Raccoon City Incident.

A Turn for the Worse?

And then we come to Resident Evil 4.

Leon Kennedy survives chaos and destruction, like any good hero, and he now works as a special agent investigating the kidnapping of the president's daughter by some Spanish cult. Resident Evil 4 turns the series into a kind of James Bond meets the Da Vinci Code plus zombies affair.

The survival is still there, of course, and exploring abandoned, ominous huts and creepy cathedrals has a nice effect. But the plot is a mix of derivative and overly-complicated, introducing a new type of virus (that does the same thing as the T Virus), a new mysterious rival organization (that does the same thing Umbrella did), weird cults, presidential kidnappings, and more.

Resident Evil 5 tries to pick up Resident Evil 4's plot threads and link them to earlier hints at Umbrella’s activities overseas, but, in doing so, it abandons the essential survival element that made Resident Evil, well, Resident Evil.

Sure, the action is exhilarating and lore fans will appreciate the plot expansion, but Capcom got the wrong message here. The company believed fans wanted action games, and it lost sight of its artistic vision.

Pursuing profits meant creating material fans never really asked for to begin with — at least not from Capcom. Innovation took a backseat to pandering, and the company's reputation suffered from it (and from a certain controversy associated with it).

Resident Evil 6 is the culmination of that misguided pursuit. Thematically, it’s a mess, with the four diverging plotlines each using different gameplay styles. None of these offerings are fully developed, and there is very little in the way of horror, grotesque monsters, or puzzles (outside of Ada’s campaign). Basically, it's not even a Resident Evil title.

The plot is even more unbelievable than you’d expect from a horror title. Raccoon City was destroyed, so no one knows what happened, but it’s not very likely that all of the passengers on flights will turn into zombies while multiple international governments collude on some obscure weaponry plot without at least someone getting wind of what’s going on. Not to mention that a president’s daughter turning into a zombie and eating her father is bound to get some attention.

And there’s always that slight impression in the back of your mind that Tom Cruise is going to jump out and save the day during the next cutscene.

Back to Basics

But oh, how Resident Evil 7 changed things.

The game was developed concurrently with the remake of Resident Evil 2, though, of course, 7 came first. That two teams worked on two similar, back-to-basics titles strongly suggests that Capcom got the message about what fans want loud and clear, but without 7’s success, one wonders whether the company would have seen the remake of through to the end.

Longtime fans probably have an idea of why Resident Evil 7 was so successful, but it’s worth breaking down anyway. The most obvious reason is the return of the survival and horror elements, and while inventory management might not be as brutal as before, you still must think carefully about what you’re doing, especially since everything wants to kill you.

Furthermore, Capcom likes to experiment with camera angles, but choosing first-person for 7 was vital for the game’s atmosphere and creating a unique experience. Exploring 7's plantation mansion in third-person — even in HD—would be far too similar to exploring Resident Evil and Resident Evil Zero’s mansions, and it would have repeated Resident Evil 6’s mistake of recycling the Raccoon City Incident.

First-person also increases the horror factor exponentially, both because it’s a new approach and because it makes 7’s setting more intimate.

That level of closeness is what really makes 7 so great, as it creates an overall scarier experience. Wandering the plantation house and grounds while knowing that no one can hear you or save you makes for an incredibly tense experience.

It’s even more tense when the stakes are so personal, with Ethan’s wife’s life in the balance and the terrible choice between Mia and Zoe that players have to make. It's a return to the style of the original three games, as it emphasizes the human element, particularly when players learn how the Molded came to exist and what (and who) Eveline really is.

However, it also allowed Capcom to ignore the tangled mess the House of Umbrella created. RE7 is very much tied to the Umbrella saga, and there are nods to the stories in other games, what with Chris’s connection to Blue Umbrella, but all of that is literally miles away from Ethan.

As with the original, all the player knows is what’s going on in front of them, and the story unfolds as Ethan learns more about Eveline and the Bakers. It doesn’t preclude a grand tale, but it does mean the game is a lot more focused and can tell a better story through its gameplay.

The Next Logical Step

How does that relate to Resident Evil 2’s remake, you might ask? In several ways.

First, Capcom learned to balance innovation with tradition. 7 showed just how much fans wanted survival-horror to return to Resident Evil, and now Capcom seems to understand it’s okay to give horror-driven gameplay back to fans on a regular basis.

It makes sense then to go back to RE2 right afterwards, and it shows fans that the company is serious about what the series will be about from here on. It also offers a chance to expand once again on the formula that made the first (and seventh) so successful: survival.

Notably, 2 is even more of a survival-horror game than 7 or the original Resident Evil, offering higher stakes, more claustrophobic environments, and an ever-present sense of panic about what’s going to happen to the city. Certainly, Resident Evil 2’s remake will pull in even more fans because of this approach and its expanded environment.

Then there's the lessons in gameplay innovations that Capcom learned from 7. Successfully implementing camera and control changes in that entry means that the company now knows how to navigate the difficulties of re-creating Resident Evil 2 for modern players.

Additionally, it also makes it okay for Capcom to reinstitute the third-person angle without feeling like something drastically different had to be done. Innovation can be small-scale and still have impact, and knowing this likely influenced Capcom’s decisions to faithfully reproduce RE2 while making only necessary changes.

7’s story made returning to 2 feasible as well. While engaging, there’s no denying RE2’s plot is a lot simpler than later games, which could have seemed like an odd jump if players went straight from 6 back into 2.

Instead, it’s a logical step, allowing new fans that were drawn in by 7 to uncover the origins of Umbrella and its mutants without having to venture back into the more recent games. The stylistic differences could cause them to completely lose their taste for the series.

Whether the remake would have happened anyway, there’s little doubt that 7’s success ensured Capcom would put as much effort into recapturing the dark grandeur of the series as possible.

Looking Ahead

But then there’s the question of where the series heads from 7 as well, with some fans wanting it to expand like the original release of Resident Evil 2 expanded on the first Resident Evil. Capcom is reportedly keeping an eye on fan responses and is toying with the idea of using urban settings again instead of sticking to exotic, far-flung locales.

That makes RE2 remake an ideal experiment for seeing where the series can go next. Should fans love Raccoon City as much as they once did, it’s likely we’ll see an even better city setting next time.

Regardless, Capcom has learned its lesson. What fans are likely to get from now on is a combination of what sells and what the company wants to create.

It’s a fine line to walk between caving in to consumer demand and still giving developers room to create, but with the Resident Evil 2 remake setting the tone for future installments by leaving Capcom in no doubt as to what sells (and what developers should create), the monster of greed and innovation has, hopefully, been tamed for good.

Most importantly, Resident Evil 7 ensured the remake would be a success from the get-go. Longtime fans might have bought 2 to experience what they once loved, but without 7, it’s unlikely many new people would have given it a try, especially knowing it’s a remake of an older, clunkier game.

Instead of being a one-off return to the glory days of old, the Resident Evil 2 remake is set to take a position as the herald of greater things to come. It marks the transition of one of the best horror game series around back to more horror, more challenges, more intrigue, and most of all, more fun.

Death Mark Review: Just Scary Enough Mon, 14 Jan 2019 18:18:48 -0500 Ashley Shankle

Horror visual novels are a bit of a guilty pleasure of mine I've played several over the years and enjoy the genre, but there are not many situations where I'll say I play these games.

Most people have no idea they're even a thing in the first place, and once you explain what they are, you often get some confused looks. Why not just read a book?

To be clear, Death Mark isn't quite a visual novel. While you do spend a large portion of your in-game time reading, you must also investigate environments manually as you would in a dungeon crawler. Instead of fighting, you're looking for clues about the origin of antagonistic spirits and how to defeat them.

Once you've gathered the tools or information you need, you can then face the spirits head-on. If anything, this is really a horror adventure game at heart.

This flow of gameplay is very different from genre staples Corpse Party or any of the others we've been lucky enough to see in English from the PSP to now. It's what makes Death Mark stand out as an introductory title to the horror VN/adventure genre since it does have actual gameplay, even if it is mostly shuffling from one screen to the next moving a flashlight around.

Removing the Mark

I'll be refraining from dropping any real spoilers here, so don't worry.

The main character of Death Mark must investigate the origins of a mysterious mark that's appeared on his arm; conveniently, there's a hefty dose of amnesia involved.

It's a simple premise that propels itself in predictable ways from the beginning to the end of the game, but that does not mean the player is left wanting. You'll be investigating a lot more than just your mark, that's for sure.

Each of the game's chapters tasks you with investigating and pacifying specific spirits, each with its own motivations for clinging to this life. The backstories of the spirits themselves are probably the most interesting part of the game for me. They have just enough detail to pull the reader in, but they leave out enough that the ol' noggin can fill in the blanks and craft something better than the game could.

I came to feel more for the spirits one way or the other far more than any of the other Marked Ones I came across, with one spirit I particularly detested.

Investigations themselves play out half like a dungeon crawler and half like an adventure game. You move from screen to screen looking for clues and items you can use to pacify the spirit once you find it. And don't worry, the game won't toss you into pacification before you're ready.

Looking for clues and items requires you to manually move your flashlight around the area looking for anything that catches your eye. Unlike classic adventure games, anything you can interact with sparkles. This means you don't have to swivel your flashlight around and mash the confirm button. It's a huge plus for this game since having to test things blindly would hold Death Mark back a bit too much to recommend.

Taking another cue from the dungeon crawler genre, pacification in Death Mark is more of an active affair than you might expect.

As you explore an area and investigate a spirit, you'll come across clues about how to fight it. This is the one part of the game that requires some logical thought though you do have to use some items to interact with the environment, those instances are generally easy enough to figure out.

Going up against and pacifying the game's angry spirits properly requires figuring out the order you need to use individual or combinations of items in turn-based "combat." You'll run into a ton of insta-deaths and do-overs if you don't heed the clues you find.

Pacifying spirits isn't the only thing that will lead you to a a quick death. Answer wrong during one of the game's many Live or Die sequences, and you'll have to start the sequence over from the beginning. For you as the player, these are simply multiple-choice questions.

The Live or Die sequences are easily my least favorite part of Death Mark. You use Spirit Power (HP) in these sequences, which is drained as you take the time to answer the questions.

Despite the fact that you can bolster your Spirit Power, most bad answers in Live or Die simply kill you outright, rather than drain your Spirit Power. Your Spirit Power isn't used for pacification, either. It's only used for Live or Die, and mostly just used as a timer, all of which is a little disappointing.

Each of the game's chapters also has a good or bad ending, depending on how you finished the spirit off. As for what that affects, that's up for you to figure out.


Presentation means even more in horror games and movies than with other genres (don't quote me on this), so how well does Death Mark present itself?

First is the game's art style; if you're like me, you were probably drawn in by the cover and further enticed by the overall art style. There are not a lot of CGs (still image) sequences, but those that are present are mostly very well drawn and detailed.

You get some good looks at the spirits in some CGs, and some are just fanservice. If you've played this genre before, you know the drill.

The game's graphical style is perfectly suitable and the environments are very well drawn, though I do wish there was a bit more variety within each area. Each time I noticed some screens within an area were basically the same, I felt a little pang of disappointment. The same picture with slight changes is a little too common of an occurrence for my tastes.

There isn't much memorable here music-wise, but the ambient or scary sounds featured in the game sound good and very much do the job. 

The translation is one thing I really want to go ham over, but I'll restrain myself a bit.

Death Mark's localization is sort of on par with what one would expect out of a PlayStation RPG game in the late '90s, which is to say it's riddled with typos and simplifications that don't do the script any favors.

I am not totally sure how many typos I came across while playing Death Mark, but it was enough that I actively noticed, and it really started to bother me about halfway through.

This is pretty disappointing for a game you primarily read. It's not just in dialogue that you find typos, you'll come across them in item descriptions, too.

Maybe it's because of the way the game was built, but the dialogue in Death Mark also defaults "him"/"her" to "they" and "his"/"hers" to "their" when referring to your partners or what they're doing. It's like the entire game reads incredibly unnaturally, no matter the partner.

The Japanese language doesn't use personal pronouns very often, so it's very possible the player's dialogue in the Japanese version is exactly the same for both partners in the vast majority of scenarios. This would explain why "they" and "their" are the only pronouns used when referring to partners, but I'm not even sure if that's the case or whether it's just a lazy localization. 

Despite its faults, Death Mark is still an engaging play if you're on the market for a little horror. Though its localization leaves something to be desired, it's one of the few games in the horror visual novel/adventure genre to be found on the PlayStation 4 and Nintendo Switch.

This is one of the few games I took a million screenshots of during play, just to add some cool images to my stockpile and remember the (spooky) good times.

There are plenty of surprises to be found I did not touch on here because it's just better to find them yourself. It's better to let the game feed you at its own pace, rather than having some review tell you what's on the menu.

I would recommend Death Mark to Japanese horror fans and curious parties alike, but at a lower price point. It just needs more content for me to recommend it at $50. Another chapter, better writing, more variety, anything. It needs a little something to make it memorable, something that it just doesn't currently have.

  • Great art
  • Interesting story you'll want to see the end of
  • Unique dungeon crawler-style adventure game
  • Figuring out the strategy for spirit pacification can be pretty satisfying
  • Not the best localization on the block
  • Immemorable locations and characters
  • A large portion of the text makes you wait for it to scroll rather than allowing you to press X (PS4) or A (Switch) to show it all at once, making the game longer than it needs to be

You can grab Death Mark on the PlayStation 4, Nintendo Switch, or the PlayStation Vita.

Kingdom Hearts 3 Story Speculation and Trailer Analysis Wed, 16 Jan 2019 10:22:20 -0500 Synzer

Kingdom Hearts 3 is finally almost here, and there's plenty of speculation to be had about the story, including what plots points should be resolved.

Of course, the trailers that have already been released provide some hints on what's to come, we want to know more. By combining knowledge gleaned from those trailers and the knowledge gained from previous Kingdom Hearts installments, we've put together our thoughts on the 13 Seekers of Darkness, the seven Guardians of Light, and the mysterious Scala ad Caelum.

In Kingdom Hearts 3, the most important part of Xehanort's plan is predicated on the 13 Seekers of Darkness and the seven Guardians of Light clashing so that he can form the χ-blade and reach the real Kingdom Hearts.

However, many have been left wondering: "Who are the Seekers of Darkness and the Guardians of Light?" Some of their cohorts have been confirmed through previous games and the trailers, but there are still some missing.

This is who we think they will be.

We'll assume you're up to date on your KH3 lore and have played everything up to KH3, so there will be spoilers. 

Who are the 13 Seekers of Darkness?

Kingdom Hearts Aqua seeker of darkness

Character Confirmed Inclusion
Master Xehanort Yes
Young Xehanort Yes
Ansem, Seeker of Darkness
(Xehanort's Heartless)
(Xehanort's Nobody)
Saix/IsaYes Yes
Xigbar/Braig Yes
Luxord Yes
Aqua ~Yes
Marluxia Yes
Larxene Yes
Vanitas Yes
Xion Not yet
Terra Not yet


While Aqua has been mostly confirmed, both Xion and Terra are special cases.


Xion was originally created as a fail-safe vessel in the event that Sora or Roxas could not be used. Xion was originally defeated by Roxas and was absorbed back into him (Sora).

In the "final battle" trailer for Kingdom Hearts 3, we see a hooded organization member pointing the Kingdom Key at Axel/Lea. This is either Roxas or Xion since both of them could use keyblades.

However, we believe this is Xion because she used the Kingdom Key exclusively; when we see Roxas after Kingdom Hearts 2, he typically dual wields Oblivion and Oathkeeper.

What's more, Xion never originally had a look of her own; instead, she took on a different appearance based on who saw her, which even had the ability to change over time. During 358/2 Days, she looks like a black-haired version of Kairi, but then she looks exactly like Sora later on when Roxas sees her in their final battle.

Since it was her original purpose to begin with, it's not a big stretch to think that she has either been recreated or revived somehow, having already been shown in the trailers that have been released. 


Terra is a special case as well because Master Xehanort directly took over his body as his new vessel. In fact, he becomes the very same Xehanort who then becomes Ansem the Wise's apprentice, who is then turned into a Heartless and Nobody. 

Although we haven't seen Terra since then, there are a couple of explanations to consider. Since Xehanort was directly in control of Terra, everything that happened was actually done to Xehanort, even if it was Terra's body.

This means that Master Xehanort returned once both Heartless and Nobody were defeated  since it was technically him anyway.

Since the hearts in Kingdom Hearts are basically souls, and Terra and Xehanort's hearts shared Terra's body, it is conceivable that once Xehanort's heartless and nobody were killed, both Xehanort and Terra were restored to their original selves.

This is why we see Master Xehanort and not the possessed "Terranort". 

That doesn't mean that Xehanort didn't plan for this, though, and was still able to use the original Terra as a vessel.

Who are the Seven Guardians of Light?

Kingdom Hearts Lea and Kairi

Character Confirmed Inclusion
Sora Yes
Mickey Yes
Riku Yes
Kairi Yes
Axel/Lea Yes
Ventus Not yet
Terra or Aqua Not yet


Ventus is seen, however briefly, in the "final battle" trailer getting pulled by chains along with Sora. This means that Ventus has finally been found and even though we don't see him do anything, it also most likely means he's been awakened. 

Why? Because we know that Riku has the ability to awaken people following Dream Drop Distance, and Sora is also working on cultivating that ability. From what we've seen so far, it is clear that Sora will eventually learn the ability  or at least of the hearts sleeping inside his own.

Further extrapolating on this hypothesis, it is most likely how not only Ventus comes back, but how Roxas and Xion come back as well.

As for the last member of the Guardians of Light, Terra or Aqua are the logical choices. We already know from the trailers Aqua falls to darkness and becomes one of Xehanort's vessels. Terra is most likely also one of the vessels.

Since everything is coming to a head in Kingdom Hearts 3, it's relatively safe to predict that one of the two will be able to break free from their bonds and fight on the side of light instead, with Terra being the most likely candidate. 

Why? If he is one of Xehanort's vessels, it also means that Xehanort does not have direct control over his body anymore.No one has ever been shown to break free before, but since Terra has been directly possessed by Xehanort in the past, he has the greatest probability of success.

Aqua has been in the darkness for so long that it is possible that there just isn't any light left, though it is still possible that she could break free if only temporarily.

What is Scala ad Caelum?

Kingdom Hearts 3 scala ad caelum

The very end of the final Kingdom Hearts 3 trailer reveals Master Xehanort talking about a placed called Scala ad Caelum. Doing a bit of research, this roughly translates from Latin to "Stairway to Heaven".

It is generally believed that this will be the final world in Kingdom Hearts 3, especially since it is the last thing we see in the final battle trailer. However, that does not mean this is the last place we will visit since its name implies a journey toward something. 

It is reasonable to believe that Scala ad Caelum will lead Xehanort to Kingdom Hearts, and that the final battle will most like take place in the true Kingdom Hearts.

Of course, we can expect Scala ad Caelum to be a huge world (perhaps the largest in the game) with the end-game dungeon; the inevitable journey to the true Kingdom Hearts will just be a one-time, "can't-go-back" section of the story.

What's the Final Scene in the Final Battle Trailer? 

As for the scene in the "final battle" trailer, this is most likely after the events seen earlier in the Keyblade Graveyard. Scala ad Caelum might be the direct result of the fight between the 13 Seekers of Darkness and the seven Guardians of Light, being a place that defies the laws of time, allowing all 13 Seekers to morph into a single person.

Unsurprisingly, Sora is most likely also all alone, at least for some time, during this section of the game; whatever happens to the other guardians will only be temporary, but Riku or someone else close to Sora will die as a result of the final events of the game.


What do you think about these theories? Agree? Have some ideas of your own? If so, let us know in the comments below. And as always, tell us why we're wrong; we love a discussion, especially when it's about one of the most anticipated RPGs of 2019 (read: all time). 

Don't forget to check back as there will be plenty of Kingdom Hearts 3 content to look forward to here at GameSkinny.

Console and Admin Commands List for SCUM Mon, 14 Jan 2019 09:42:20 -0500 Sergey_3847

Sometimes, cheating can be fun. While it might seem counterintuitive in a survival game like SCUM, using console commands can be a fun way to change things up, especially on a private server. And if you're an administrator on such a server, you can also kick and ban players using console commands. 

Whether you want to kick or ban, change the weather or teleport, below you will find a complete list of all console and admin commands in SCUM.

How to Activate Console Commands in SCUM

Before attempting to activate any of the commands below, you need to press the "T" key, which opens up the chat menu. Then, you need to enter the "#" command, which will activate and list all of the possible commands in the game.

Now you can use the following commands however you want. Just remember that all commands must be prefixed with "#".

All SCUM Console Commands
  • ListPlayers: See the full list of Steam players with ID, names, and character names
  • Kick: Make a player leave your server
  • Ban: Ban a player from your server
  • Location: Show the current position of a player
  • ListItems: Show a full list of items that can be generated
  • ListCharacters: Show a full list of characters that can be spawned
  • ListVehicles: Show a full list of vehicles that can be generated
  • SpawnItem: Spawn any item from the ListItems command
  • SpawnCharacter: Spawn any character from the ListCharacters command
  • SpawnVehicle: Spawn any character from the ListVehicles command
  • Teleport [x,y,z]: Teleport your character to specific coordinates (X, Y, Z)
  • TeleportTo: Teleport your character to the location of any player
  • SetFamePoints: Set fame points of any player to the specified value
  • SetFamePointsToAllOnline: Set fame points of all online players to the specified value
  • SetFamePointsToAll: Set fame points of all online and offline players to the specified value
  • SetTime: Set the time of day
  • SetWeather: Set weather conditions with a value from 0 to 1
  • VisualizeBulletTrajectories: Display bullet trajectory after each shot fired


And those are all of the console commands for SCUM. For other SCUM guides at GameSkinny, check out the related articles below:

Complete Green Hell Crafting List Mon, 14 Jan 2019 10:33:42 -0500 Sergey_3847

There is one thing you can't exclude from your survival plan in Green Hell: and that's crafting. Being able to quickly assemble a tool or a weapon from the sticks and stones lying around is integral to staying alive in the game's dense, and dangerous, forests. 

But sometimes, it can be really hard to find the right recipe. So instead of searching for the recipes you need, just use our handy guide below. It has all of the currently available crafting recipes in the game, including weapons, tools, and medicine. 

Note: Items in the following lists are in alphabetical order. 


Weapon Crafting Recipe
Arrow 2x bird feather, 1x small stick
Axe 1x stick, 1x stone blade, 1x rope
Bamboo Bow 1x long bamboo stick, 1x rope
Bamboo Spear 1x long bamboo stick
Blade Axe 1x stick, 3x stone blade
Bone Spear 1x bone, 1x long stick, 1x rope
Bow 1x long stick, 1x rope
Four-Pronged Bamboo Spear 2x small stick, 1x long bamboo stick, 1x rope
Four-Pronged Spear 2x small stick, 1x long stick, 1x rope
Obsidian Axe 1x obsidian stone, 1x stick, 1x rope
Obsidian Blade 1x obsidian stone, 1x small stone, 1x rope
Obsidian Spear 1x obsidian stone, 1x long stick, 1x rope
Stick Blade 1x small stick, 1x small stone, 1x rope
Stone Axe 1x stone, 1x stick 
Stone Blade 2x small stone
Stone Spear 1x stone blade, 1x long stick, 1x rope
Weak Spear 1x long stick


Medicine Crafting Recipe
 Ash Dressing 1x leaf bandage, 1x ash (campfire)
Goliath Dressing 1x leaf bandage, 1x goliath birdeater ash
Honey Dressing 1x leaf bandage, 1x honeycomb
 Leaf Bandage 1x molineria leaf
Lily Dressing 1x leaf bandage, 1x unknown herb leaf
Tobacco Dressing 1x leaf bandage, 1x tobacco leaf


Tool Crafting Recipe
Bamboo Fishing Rod 1x long bamboo stick, 1x rope,
2x bird feather, 1x brazil nutshell
Bone Hook 1x bone needle
Coconut Bidon 1x coconut, 1x rope
Fish Hook 1x fishbone
Fishing Rod 1x long stick, 1x rope,
2x bird feather, 1x Brazil nutshell
Hand Drill 1x stick, 1x small stick
Hand Drill Plank 1x small stick, 1x plank
Torch 1x stick, 1x rope, 1x tree resin
Tribal Firestarter 2x stick, 2x rope
Weak Torch 1x stick, 1x rope

Hopefully, this complete crafting list helped you get all the tools needed for an efficient survival, and for other Green Hell guides at GameSkinny, just follow the links below:

Tech Giants Want in on Cloud Gaming Sun, 13 Jan 2019 13:07:27 -0500 notat_hall

The future of gaming is streaming, as two more companies are set to create cloud gaming services.

With Google, Electronic Arts, Microsoft, Sony, and Nintendo, having already teased their streaming plans, two more companies have staked a claim in the streaming sphere.

Amazon, who own Twitch, are reportedly set to start their own cloud-based streaming service. Following up from an initial report on The Information, The Verge found job listings from Amazon, calling for engineers to work on cloud-based games. There is also a listing for a “Lead Cross Platform Game Engineer.”

Amazon Games does already exist (although it has done very little) so they already have the infrastructure in place for game development. Their infrastructure is perhaps what makes Amazon one of the more viable success stories in cloud gaming. The more servers you have around the world, the wider the audience your service will function for, as proximity does make a difference to quality.  

They join telecommunication giant Verizon, whose streaming service is already functioning on the Nvidia Shield TV box and is set to come to Android phones. According to The Verge, the service is being shipped out to testers for a trail period running up until the end of January. It seems to be controlled by an Xbox One controller, and screenshots show an unbelievable array of games, including PS4 exclusive God of War, and the console only Red Dead Redemption 2. As exciting as that sounds, this is very early days for the service, and these are likely placeholders.

Look out for more details on these services, and perhaps for more names to step forward with streaming services as the race for dominance in this burgeoning market continues.