Simulation Genre RSS Feed | Simulation on GameSkinny en Launch Media Network For The First Time Ever, Sony Won't be Hosting A Panel At E3 2019 Thu, 15 Nov 2018 17:29:59 -0500 QuintLyn

E3 2019 is still more than half a year away, but we already know that one big name company is breaking with tradition and electing not to host a press conference this year. Sony Interactive Entertainment -- one of the biggest names in gaming -- has decided to forgo the pomp and circumstance of the annual event, for the first time in 24 years.

Sony has not initially made an announcement regarding this decision. Instead, astute readers discovered Sony's absence from the Entertainment Software Association's announcement of attendees. Microsoft and Nintendo were present.

However, the company later spoke with Game Informer stating they've been looking for "inventive opportunities to engage the community", that they "always want to innovate, think differently and experiment with new ways to delight gamers." Because of this they've decided to abstain from participation in E3 in June.

Sony did not say what their plans are for fan interaction, instead saying: "We are exploring new and familiar ways to engage our community in 2019 and can't wait to share our plans with you."

Interestingly, this isn't the first event Sony has elected not to host this year. Earlier this fall, the company announced it wouldn't be holding its annual PlayStation Experience. According to the company's chairman Shawn Layden, the decision was made based on the fact that they simply don't have much to show.

As variety reports, the company is looking forward "to games like Dreams and Days Gone," but they wouldn't have enough to show to make it worth gathering fans and press in one place.

Current consensus seems to be that Sony will simply not have much to show fans, even in June. It's also possible the company has decided the cost of a showing at E3 just doesn't balance out based on what they get out of it.

That said, Sony does appear to have something in the works. We'll just have to wait and see what it is.

Play Overwatch For Free Next Week Thu, 15 Nov 2018 16:55:30 -0500 William R. Parks

If you have spent the last two years avoiding Overwatch due to its price tag, Blizzard has you covered. As per today's announcement, PC, PlayStation 4, and Xbox One owners will have a chance to play the acclaimed multiplayer shooter (for free) from November 20 at 2pm EST to November 27 at 2:59am EST.

This announcement comes only two days after the release of the game's newest hero, Ashe, and the Overwatch Free Trial will give players the full game experience -- 29 playable characters (including Ashe), 19 maps, a variety of game modes, and as many Loot Boxes as you can acquire (or purchase).

Additionally, if you fall in love during the trial, all of the progress you make can be carried over to a purchased copy of Overwatch Legendary Edition on PlayStation 4 or Xbox One, or Overwatch on PC.

The Overwatch free trial will be available in all regions on PlayStation 4 and Xbox One and in Blizzard's Americas, Europe, and Asia gameplay regions (excluding Korea) on PC. If you are planning to play on PlayStation 4 or Xbox One, you will need an active PlayStation Plus or Xbox Live Gold account.

Blizzard has also outlined how to setup the Free Trial on the various platforms:

(November 20):

  • Step 1: Download and install the Blizzard desktop app, if you haven't already, and launch it.
  • Step 2: Create a free Blizzard account, or log in with an existing account.
  • Step 3: Click the Overwatch icon, located on the left-hand side of the Blizzard desktop app.
  • Step 4: Select your region from the drop-down menu, then click "Install" to begin the installation process.
  • Step 5: Once installed, click "Play" to begin!

The Overwatch Free Trial will be available for download from November 20--27.

(Requires PlayStation Plus membership; pre-download starting at 11:00 AM PST on November 15th):

  • Step 1: Turn on your PlayStation 4 and log in to your preferred local user.
  • Step 2: Go to PlayStation Store and select "Search" from the top menu.
  • Step 3: In the search field, type in Overwatch.
  • Step 4: Select "Overwatch Free Trial" from the search results and then click "Download."
  • Step 5: Once the download and installation process is complete, click "Start" to begin!

The Overwatch Free Trial will be available for download from November 15--26 for PlayStation® 4.

(Requires Xbox Live Gold membership; pre-download starting at 11:00 AM PST on November 15th):

  • Step 1: Turn on your Xbox One and log in to your Xbox Live account.
  • Step 2: Go to the Xbox One Store, then select "Search."
  • Step 3: In the search field, type in "Overwatch."
  • Step 4: Select "Overwatch: Origins Edition" from the search results and then click "Free Trial."
  • Step 5: Once the download and installation process is complete, click "Launch" to begin!

The Overwatch Free Trial will be available for download from November 15--26 for Xbox One.

Finally, Blizzard is offering limited-time loot to players during the free trial -- three Ashe-themed sprays will be available to those that watch at least two hours of Overwatch streams on Twitch (assuming their Blizzard and Twitch accounts are linked).

Years after its release, Overwatch remains extremely popular due to Blizzard's continual updates and tweaks. If you have never played before, this is the perfect opportunity to jump on a team and give it a spin. And, if you would like to prepare yourself before going into battle, be sure to check out our Overwatch guides for more details.

Killer7 PC Remaster Released on Steam Today Thu, 15 Nov 2018 15:37:49 -0500 Greyson Ditzler

The remastered PC port of Grasshopper Manufacture's cult classic shooter Killer 7 was released on Steam today with surprisingly little fanfare. The port was announced earlier this year and was developed by NIS America.

Although the release date for the game was nebulous, the bizarre, arthouse GameCube/PS2 game from auteur game designer Suda51 is now on Steam for $20. There is also a 10% discount for a limited time.

Killer7 was the first game from Suda51 and Grasshopper Manufacture to make its way to North America, and it is still the only game that Suda51 had complete creative control over.

In the years since its release, the game has become a cult classic because of its hybrid gameplay, unique presentation, and highly unconventional, intentionally vague story loaded with mature and disturbing subject matter. 

In the game, players assume various roles within Killer 7, a group of mysterious shapeshifting assassins who are the United States' only line of defense against a deadly terrorist cell called the Heaven Smile. In a world where nuclear weapons and international airport travel have been completely decommissioned, global conflict has slowed to a crawl. However, intrigue between Japan and the U.S. could lead to enormous nuclear devastation.

The game kickstarted Suda51's career in the West and solidified his and Grasshopper's initial fanbase.

Cartoon Network Releases Ben 10 Focused Follow-Up To Super Slime Blitz Thu, 15 Nov 2018 14:16:31 -0500 QuintLyn

Today, Cartoon Network announced the release of Ben 10: Super Slime Ben, the follow up to the Amazing World of Gumball-themed Super Slime Blitz. The new game -- developed by Crystal Fish --  is available on the iOS App Store, Google Play, and the Amazon App store and promises bigger and better challenges than the previous offering.

In Super Slime Ben, players can play as all 10 of Ben's alien alter-egos, using their powers to climb as high as they can while avoiding all the traps and pitfalls along the way. And yes, there are coins that need grabbing on your way up the game's various climbing levels.

Throughout the game, players will find Omni-enhancements and costumes. They'll also be able to unlock hats and creatures with abilities that will help them climb even higher.

Ben 10: Super Slime Ben is rated E by the ESRB, so parents should feel safe letting their kids play. Do keep in mind, however, that since it's a free app, there will likely be ads and offers -- particularly from Cartoon Network.

ASTRO Gaming Introduces Slick New Modular C40 TR Controller For PS4 And PC Thu, 15 Nov 2018 14:20:24 -0500 QuintLyn

ASTRO Gaming, the company most commonly known for its range of headsets and other peripherals for gamers on PS4 and PC, revealed a new item in its lineup today. The ASTRO C40 TR Controller is the first controller in the company's catalog, and like its other products is modular and very customizable.

It's the latest in ASTRO's "Tournament Ready" series, joining the ASTRO A40 TR headset and the Mixamp Pro TR. Its modular design allows competitive players to create the most comfortable controller for their playstyle, while allegedly allowing them to adapt quickly to their play environment.

The controller features ergonomic comfort and is built to withstand the most hard-core environments. All of the control options can easily be swapped out or relocated, allowing players to swap between analog sticks and d-pads. Players can even choose the length of the stick tops.

To provide even more customization options, ASTRO has made the rear buttons programmable, while providing software that allows players to adjust stick and trigger sensitivity, create custom profiles, and more.

The CR40 TR controller is set to hit shelves in March of 2019. Until then, those looking to pick up the controller can pre-order it via the ASTRO Gaming site, for $199.99.

Spyro Reignited Tree Tops Guide Thu, 15 Nov 2018 10:14:55 -0500 Sergey_3847

Spyro the Dragon is back in a new remastered trilogy Spyro Reignited. If you've played the original games, then you should be well aware of one of the hardest levels in the entire series -- the Tree Tops level.

It can be accessed through the portal found at the foot of the tree in the Beast Maker Home. Then, you will have the chance to climb up the tree using special supercharge ramps that allow Spyro to cover huge distances between the platforms.

If you're playing this level for the first time, and can't figure out how to move through this remarkable maze, then follow our guide below.

Rescue Isaak

In the Tree Tops level you need to find and rescue the three great dragons and open the Strong Chest.

The first dragon named Isaak is the easiest to find. You will start the level by going up the stairs and jumping over to the first arc. Flame all the chimps on your way there and collect gems.

Go upstairs from the arc where you will find Isaak. He will explode in light and tell you about the supercharge ramps that will help you cover larger distances.

Rescue Lyle

After you talk to Isaak you can use your first supercharge ramp and jump to the next platform. Go downstairs and flame all enemies until you reach the next ramp.

Jump onto the platform that has a Return Home portal. But you don't want to use it yet. Instead you will see a whirlwind on the side of the platform that will send you upwards.

You will find yourself on the previous platform. Use it to return to the very first one where you started this level. On this first platform you will see another whirlwind that will send you up once again.

Go upstairs and take the golden key. Keep moving upstairs and jump over to the next platform where you will find dragon Lyle.

Rescue Jed

Lyle will give you a hint that you can chain several ramps together for a really quick traverse of all platforms.

Use this trick to make a circle and get to the platform with the last dragon Jed. Refer to the map below for exact directions.

Then, return to the platform where you've rescued Lyle using the whirlwind. Use the ramps to return to the second platform and open the Strong Chest using your golden key.

Lastly, get back to the platform with a Return Home portal and jump on it.


That is all on how to complete the hardest level in Spyro Reignited Trilogy, the Tree Tops level, but be sure to come back soon for even more related guides here at GameSkinny!

RocketsRocketsRockets Review: Pick Up, Play, and Get Wowed Thu, 15 Nov 2018 15:14:15 -0500 Jeffrey Rousseau

How many games can you name that offer you their entire experience in under 5 minutes? I'll be honest, many don't come to mind. RocketsRocketsRockets by Radial Games for the Nintendo Switch is certainly one of them, though. But is this shmup-party action game as fun as it's name implies?

Functionally speaking; Rockets plays like most shmups. Unlikely most, it's not a vertical or horizontal stage scroller. You play throughout the entire space of stages of varying size. You can play on a number of maps against AI or up to four friends. The goal is simple: survive. Survive until you're number one.

What's In A Name?

Rockets isn't deep, everything you need to know is right in it's name. This is in no way a knock against it. To win, you just need to blow up everyone else guessed it, rockets! It's a quick pick up play title with a few modes: quick match, zen, and tournament. 

The game's ships, missiles, and rockets are all very fast. Speed is key to victory. As you zoom by opponents you can try to blanket foes in explosions like a fireworks show. The keyword here is that you can try. You can take advantage of the various map layouts and fly into your opponents or trap someone in a corner to chip away at their life and lead yourself to victory. There's so many things that you can do to win. All of it can happen in mere minutes.

It's a great reminder of what games can and should be. They all don't need to be grand sweeping theatrical events. They can still be like the arcades games of decades past, something fun to play for five minute or five hours. There doesn't have to be much of a driving force outside of beating your friends or AI. RocketsRocketsRockets isn't just a nice distraction, it's an enjoyable experience that doesn't request much commitment to get pulled in.

That Sure Is Pretty

You miss it during all the frantic gameplay but Rockets is an audio-visual treat. For example, parts of the stage pulsate in sync with the beat of the song that's playing. 

Along with the pulsating stages, your ships also leave streaks of color in space. If you pause the game you'll notice they also glow, which looks great in its own way. Using your shield also lets off small, colorful particles and unleashing your missiles explodes in a rainbow of colors. It's honestly a color feast for the eyes.

Of course, a game like this needs the right soundtrack. The music is a mix of high tempo electronica, chill synthwave, and thumping techno. Not many games have audio that fits perfectly, but RocketsRocketsRockets is one of those few. The music and visual pairing brings it all together into a cohesive package that is hard to pull your eyes (and ears) away from.

Quality Time

A lot of detail has gone into creating this game and it really shows. Personally, I think the best example is the game's Zen mode.

Radial Games decided to add a little quality of life feature with Zen mode. Weapons are deactivated and you can just fly around stages enjoying the music. Alternatively, you can just pick your favorite song and leave the game on as you just relax -- more games need to do this!

A Word of Criticism 

I had trouble thinking of some criticisms, but the few I have lie in how this game diverts from the standard shmup formula.

One is the lack of a proper arcade mode from stage to stage. I like testing my skills set by the via an arcade mode. Also, not having a highscore tracker seems odd. I think it would be great to know how well I'm doing.

Again, not having these doesn't devalue the experience in anyway. These are ultimately small qualms.

One Last Hurrah 

Had a long day at work or school? Do you want to just jump into some mayhem and blow off some steam? Rockets is the game for you. 

Perhaps you're not sold on that... that's fair. Do you just love games with impressive physics and utterly colorful explosions? Then by all means, you should definitely play RocketsRocketsRockets. It's fun for the whole family.

Fans of shmups, indie games, and or arcade games can find RocketsRocketsRockets available on the Nintendo Switch eShop Today.

[Note: The publisher provided the copy of RocketsRocketsRockets used in this review.]

Fallout 76 Guide: Power Armor Tips for the Early Game Thu, 15 Nov 2018 15:04:24 -0500 Synzer

Power Armor in Fallout 76 is similar to a mech suit. It's big and heavy but gives you great protection, ability to breath underwater if you have a helmet, and it just looks cool! If you've played Fallout 3, Fallout: New Vegas, or Fallout 4, you know what power armor's about. 

You can get power armor pretty early in Fallout 76 and at pretty much any time you wish. The only catch is that you can't use the actual armor pieces -- helmet, chest, arms, legs, etc -- until Level 15. The lowest level pieces are at Level 15, then 25, 30, 40, and possibly even higher (I've not finished yet, so can't confirm levels higher than 40 at the moment).

If you reach a set of power armor and you are not a high enough level to enter, you can still take it. You must select transfer and take all the armor pieces off and put it into your inventory

However, once you are high enough level to enter a Power Armor set, you'll need a fusion core. Fusion cores are required to use power armor, so be sure to save them. If nobody else has taken it, the power armors will have a fusion core in them already.

The power armor chassis is all that remains when you strip it of its parts, and there is no level requirement to enter these. You won't get the extra benefits the armor pieces give, but you'll still have increased Strength, Endurance, and carrying weight, and you'll be immune to falling damage.

Most power armors will be near a power armor station. This is a crafting station that allows you to build and modify your power armor if you have recipes and meet the level requirements.

Early Game Power Armor Locations

Fallout 76 early game map showing Morgantown Trainyard

Editor's Note: This is not a comprehensive list of all Power Armor locations in Fallout 76. We are currently still piecing that guide together and will link it here when it's ready. 

Although there are dozens of Power Armor sets throughout Fallout 76, it's important to know that you can grab everything you need very early in the game -- before you reach Level 15.

Keep in mind that you may not see the Power Armor in these locations when you go there. This could be because someone else took it or it hasn't spawned yet. 

Morgantown Trainyard Power Armor

You can find the Morgantown Trainyard Power Armor to the east of Vault 76 and decently close if you want to get power armor immediately.

If you're looking on the map, it is almost directly on top of the icon for Morgantown Trainyard.

If you come in from the south, you will see some train cars and a big building. Directly to the right of the big building is an open train car that has "USA" painted on it. Inside this car is the power armor.

fallout 76 morgantown trainyard power armor location

Morgantown Mama Dolce's Food Processing Plant Power Armor

The actual town of Morgantown is slightly southeast of the trainyard

You can find Power Armor in a booby-trapped shack down a hill behind the food processing plant. There are mines around the power armor, ground spikes at once entrance, and a doorway trap at another entrance.

Fallout 76 morgantown power armor location

Eastern Regional Penitentiary Power Armor

The next location is a little further into the Fallout 76 map, but still not too far out if you don't want to go back to the first two locations or have already made your way past them.

This Power Armor is "guarded" by Super Mutants I've seen as high as Level 16, so you must be careful.

This is to the north of Morgantown trainyard/station. If you look on the map above, it's the blue icon toward the top, northeast of Highway 59 and west of the mountains, the dam, and the lake region in the northwest corner.

If you enter from the east side of the icon on the map, you will see an open gate area and a truck. Go this way in you will see the shack with the Power Armor slightly to the left as you pass another gate.

fallout 76 eastern penitentiary power armor location

How to Farm Multiple Power Armors and Fusion Cores

Early in the game, you don't need to go around to different locations to get power armors and fusion cores. Since Fallout 76 uses different world instances, you can use that to your advantage to farm the same power armor location.

Once you've taken a power armor chassis and/or its parts, simply log out of the game. When you log back in, you will most likely be in a different instance. This means you can go back to that same location and get another set of power armor pieces/chassis.

Depending on the location, you might want to build your C.A.M.P. close to the power armor spawn point. I had one set up next to the location near Mama Dolce's Food Processing Plant.

You won't always see it, and sometimes I only saw a chassis, but this is a much more reliable method than going around to different locations. If it isn't there, just keep logging out and back in until you see it.

Unlocking Excavator Power Armor and the Power Armor Station for your C.A.M.P.

When you reach Level 25, there is a side mission in the southern portion of the map that has you to craft the Excavator Power Armor. This is special armor that increases max weight by 100. There will be a more detailed guide that fully explains this quest in the future, but keep that in mind as you progress through the game.


That's all you need to know to get power armor early in Fallout 76. Now you can enjoy running around in a nice suit of armor, plus the invaluable extra carrying capacity.

Let us know if you have any questions, or found other early game power armor spots. Sound off in the comments below!

The Blackout Club Item Guide: Choosing the Right Hero Item and More Thu, 15 Nov 2018 11:41:58 -0500 RobertPIngram

The kids in The Blackout Club have no shortage of tools and tricks up their sleeve as they seek to find out the truth about the strange cult taking over their neighborhood.

With so many options at your disposal, it’s easy to feel lost about what the best options are in a given situation. This handy guide has everything you need to know to put your gear to use.

Choosing a Hero Item

Every player is given three options for starting weapons before departing on a mission, and each brings its own strengths and weaknesses to the table.

You should consider your teammates' selections, to choose a balanced squad before heading out of the cave.


The taser is a close-quarters weapon, capable of putting an enemy to sleep. It can be used when being attacked, as well as to assist a teammate who is being attacked. You can even zap an unsuspecting enemy if you get close enough.

In the current version of the game, the Taser feels vastly under powered and unworthy of selection.

Grappling Hook

The grappling hook is an effective tool for accessing places in town you otherwise could not. It creates a rope to climb, and can be used by every member of the team. It is also reusable, and can be picked up after climbing it. While a team of grappling hooks is under-armed in the field, having one player equip it increases your team’s options.

When starting in the lower cave entrance, you don’t have to follow the path past The Shape door if a member of your party has the grappling hook. Just toss it up over the ridge and climb up to change your entire approach angle to the mission.


Wouldn’t it be nice if you didn’t have to get right up on an enemy to take it out, and instead could shoot it from a distance? With the crossbow, you can!

Combining the close-range value of the taser with the ability to drop an adult from across the yard (into a blissful sleep, of course) makes the Crossbow the clear choice for offensive work. Anyone not on hook detail should choose the crossbow for their hero item.

Tip: The dart from your tranquilizer gun can also be used as an escape item when grabbed by an adult.

Foam is Your Friend

While a can of shaving cream may not seem like the most handy of items for a child to carry with them, there is no item in the game more versatile than a can of foam.

Keep Things Cushioned

Exploding a can of shaving foam may be a messy headache come morning, but at night it’s a useful tool for evading the adults wandering around town. Footsteps on non-grass surfaces are loud, and draw the attention of any sleepwalkers or lucids nearby. When you drop a layer of foam down, it muffles your steps, allowing you to sneak by unnoticed.

Tip: Foam also serves as a cushion during falls. If you need a backup route off a roof, or out of a tree house, throw some foam down and land on it to spare your health.

Take Their Vision

Your small town is home to a surprisingly high number of security cameras, seeking to catch you and your friends committing sins. They can’t catch what they can’t see, however, so peg the camera with a shaving foam can to take it out of commission.

When You Need to See, However…

Perhaps the most handy ability of a can of foam is making The Shape visible to the naked eye. If The Shape pursues you through a pile of foam, its footsteps become visible for you and your teammates to see.

Tip: Particularly brave players can try to hit The Shape with some foam directly. This covers The Shape in a layer of foam, meaning you don’t have to close your eyes to see it, a welcome, if temporary, relief.

Recovery Items

In an ideal world, every mission goes off flawlessly and the kids get in and get out without being discovered. More likely, you’re going to face some hairy moments. When those come, it’s important to have recovery items to help get you back to the clubhouse without becoming Shape-fodder. There are two recovery items each helping with a different key stat.

Chocolate Bars

When The Shape hits the fan, sometimes the only solution at your disposal is to leg it. Unfortunately, every kid can only sprint for so long, as doing so consumes stamina. If you’ve sustained damage already, your stamina will be even lower.

Chocolate Bars provide a quick stamina boost, and you can even consume them at a full sprint, adding valuable sprint time to your escape.

Tip: A well-timed chocolate bar can be the difference between escaping The Shape and going to sleep. Try to save your chocolate bars for when The Shape is after you, instead of wasting them fleeing common enemies.


While extended stamina is great, if your health has been so badly damaged by capture or falls that you’re barely hanging on, it’s not gonna do you any good.

Bandages patch you up and increase the maximum stamina capacity, while also increasing your ability to fight off grabby adults,

Misdirection Items

When all you have is a small team of kids taking on a whole community of evil and evil-adjacent adults, head on is rarely the best approach. These items let you use a little misdirection to get what you need.


Perhaps the most straightforward of the non-starter items in the game, they do exactly what they say. Throw them as a projectile and they explode where they land, drawing the attention of any of The Shape’s follower’s nearby.

Tip: Noisemakers are great for crossing open spaces, like the center of town or the main chamber of the caves, when you can’t find an opening. Toss a Noisemaker into a corner, or to another sector of the street, then scoot across the open space while the adults are distracted.


It’s probably best not to worry about just how the young kids in a small town got their hands on so many SWAT-ready devices, just be glad they did. Flashbangs are thrown to create a blinding light which incapacitates nearby enemies so that the kids can beat a hasty retreat.

Tip: Flashbangs also work as an escape item when an adult grabs you, so it’s always good to hold onto them. If your health is full and you’re nearing the end of the mission, however, you may be better off shoving to escape and taking the wound in order to keep the flashbang to open up an escape route back to the clubhouse.

Sleep Tripwire

When you need to prepare an escape route, you can’t beat a sleep tripwire. Simply deploy it across a hallway or stretch of yard, then the first enemy to pursue you past it will receive a tranquilizer to the leg which puts them down for the count.

Tip: You can place a tripwire directly over a particularly pesky enemy if your teammate has them pinned. As soon as the pin is released, the tripwire fires and puts the enemy to sleep.


Do you have any other tips or sage wisdom regarding item usage in The Blackout Club? Figured out something with your friends you want to share with the world. Drop your tips and experiences in the comments below!

Battlefield V Guide: Domination/Team Deathmatch Strats and Comp Thu, 15 Nov 2018 17:52:37 -0500 John Schutt

Battlefield 5's game modes are all fairly straightforward, with few wrinkles to muck up veteran players or confuse newcomers. Putting the small number of maps aside (even by a Battlefield title's standards), this you can see this best in its infantry focused modes: Domination and Team Deathmatch. 

The two modes are two sides of the same coin. One speeds up as you capture objectives while the other stays at a relative pace but rotates around a central, undefined point. The goal of both is to reduce enemy tickets to zero, and you cause ticket bleed in both by getting kills. 

Simple. Classic. Fun.

Getting the most out of "instant action" modes is a tale as old as the FPS, but because of the Class system and level design, it takes a little finesse.

The Road Less Traveled

Conventional wisdom for playing close-quarters, kill-based game modes is to stick to the outskirts, play the spawns, and always have a quick escape route.

In Battlefield 5, having an escape route is your best course of action. Here's why:

  • The outskirts of domination maps are dead zones: While they make a great place for Recon players to post up and cover a sight line, most class abilities favor a more in-your-face approach, Medics and Support, especially.
  • The center lane has many ways out: Running down the middle lane of a map still puts you in a kill box, but only if you do it for extended periods. With full destruction enabled, and easy access to every building on the map, there is always a way to move perpendicular to the center lane without actually being on it.
  • It's hard to predict a squad spawn: In Call of Duty, it's easy to predict where your enemies will spawn based on where your teammates are. Battlefield hasn't had that feature in a long time. Just because you have full control of one end of the map doesn't guarantee your safety. One second you're safe, the next an entire squad runs up behind you, guns blazing.

The best advice, then, is to move in the middle spaces between the outermost and center lanes. Cut from house to house, and be sure to check a window as you move through. Be aware than mantling is significantly slower over large obstacles now, so use doors whenever possible.

Or make your own. You can do that.

Funnel as You Fight

If you can get more than one or two kills per life, you can make a more concentrated impact on enemy troop movement by funneling them in a direction. You might want to just plow through your foes with as much prejudice as possible, but take a step back and consider each gunfight before it happens

  • Does killing this enemy help my team, or will it just get me and my squad seen?
    • Where is this enemy in relation to the objective?
    • How many of his friends might be around?
    • Am I otherwise in a position to capitalize on his death?

If you're uncomfortable with the answers to any of these questions, you should probably let the guy or gal pass. Your stats will thank you later.

Why? Because if you can get into a position to take out whole squads and keep them off of you for a little while, you create a funnel. In other words, you force your opponents to move in a direction of your choosing, either to remove you from your position or go around you altogether. 

In either case, you've put them out of position, which creates an opening for your teammates. Whether they take it or not is entirely on their shoulders, and I needn't tell teammate stories. There are simply too many of them

Funnels take many forms, but there are three primary ones to go for

First is traditional: You make your enemies move down a different line like they're moving down a funnel. To accomplish this strategy, you need to move along their flank, taking out one or two enemies at a time to make yourself seem like you're more than one man. If you can stay alive long enough, most foes will choose not to go down your lane, taking a safer path. And that's exactly what you want.

Second is what I'll term the "aggro-funnel." It's basically the same principle, but instead of misdirection, you want the enemy to know you're just a person who doesn't think they can be stopped, "So come and get me, you morons."

Make enough enemies mad and you can draw them away from whatever objective they had before. Keep it up and you might even call down the wrath of a tank or plane, denying important assets your opponents could use for other purposes.

Your biggest challenge with the "aggro-funnel" is your ammo supply, and therefore is probably best left to a Support. 

The third funnel is, for all intents and purposes, a suicide mission. You are the funnel. Your goal here is to punch through enemy lines with enough force to create a space behind you for your teammates to fill. You'll be running into and through hostile fire from every direction, but take out enough of them and if nothing else give yourself the satisfaction of a rampage well run.

Any class is capable of this last method, but Recon is challenge mode unless you're something of an FPS savant.

Class Composition

Let it never be said you can have too many Medics. Because you can't. Revive is as strong an ability as it ever was, and even though healing takes longer now, the fact you can dole it out and never run dry makes a single Medic the kind of force multiplier no squad should be without.

It helps that they can heal on the go no matter how much or little health they might have. And with guns built for close-range combat, you can be a constant thorn in your enemy's side until you run out of ammo. Add in some smoke grenades and you've got soft area denial.

Don't neglect the sheer power of the Assault class. What they lack in teamplay utility they make for in sheer force. They have the most versatile weapons in the game and enough explosives to make mincemeat out of buildings and the people camping inside them.

They need a squad to reach their full potential, but because they're not burdened by needing to heal, resupply, or cycle a bolt, they can get to power positions quicker than anyone else. And once they're there, the Assault can open up entire objectives, Domination or not.

Supports are a nice to have, but I don't think they're vital to squad success. That doesn't mean they don't have a place on the team, because keeping everyone stocked up and denying important lanes is an important trait. The problem is, much of what they do is better done by an Assault player.

The main reason to choose Support is the overall power of their weapons. While they're not as one-size-fits-all as assault rifles, their consistency across obscene ranges is something to be feared. 

Recons are situational, but they can make all the difference. One properly place flare or spawn beacon can and has turned the tide of a match. The ability to decide when and where your squad deploys opens up too many possibilities to name, and even teammates have a better shot at taking out enemies if they know where they are at all times.

Sniping can be fun too, I guess.


TDM and Domination might not be the most tactically complex modes in Battlefield V, but they can be some of the most fun. Use the tips and strategies presented here as guides, but feel free to invent your own crazy plays. That's what the "Battlefield Moment" is all about.

Best Fallout 76 Memes to Survive the (Review) Bombs Wed, 14 Nov 2018 17:51:11 -0500 Jonathan Moore

Fallout 76 only released around 24 hours ago and the game is already getting heavily reviewed bombed on Metacritic. Players far and wide are roasting the latest entry in Bethesda's long-running post-apocalypse for everything under the mushroom cloud.

I'm not going to say these are the freshest Fallout 76 memes we could dig out of the internet oven, but they are some of the tastiest in the review-bomb wake.

Cheese is basically old milk, and almost everybody loves cheese.

Where words can't express the sheer joy or anger we feel when discovering a game is or isn't exactly what we feared or hoped it would be, memes are there to remind us that in the end, there's always something to laugh about. 

Da Best Fallout 76 Memes



Like Fallout 76, this list isn't complete. Unlike Fallout 76, it probably won't ever be. Such is life.

We'll be adding more to this list but if you've got something good, pop it in the comments below and share. Don't be greedy!

And stay tuned for our official review of Fallout 76 -- and the inevitable counter review from an office divided. 

Mobile Developer Jam City Signs Multi-Year Deal To Make Disney/Pixar Games Wed, 14 Nov 2018 14:30:53 -0500 QuintLyn

A whole new roster of games based on Disney and Pixar movies are on the way thanks to a deal signed between the media giant and mobile game developer Jam City. The new, multi-year partnership not only grants Jam City the rights to make new games based on popular movie franchises but also tasks them with taking over development on the popular mobile title Disney Emoji Blitz in conjunction with Disney's Glendale Games Studio.

Among the many new projects based on Disney/Pixar franchises will be a new game inspired by Disney's Frozen sequel.

According to Kyle Laughlin, Senior Vice President of Games and Interactive Experiences at Disney, this partnership "represents a significant long-term opportunity for [Disney's] games business and for the future slate of Disney and Pixar games.

"We can’t wait to see how Jam City and the incredibly talented team behind Disney Emoji Blitz will grow the already successful game and franchise, and how Jam City will bring their global reach and expertise in developing successful, enduring mobile games to the upcoming titles."

For their part, Jam City co-founder and CEO Chris DeWolfe states the company is "proud to be teaming with Disney," adding that "Jam City's leadership in mobile entertainment based on iconic entertainment IP, make [the] company an ideal partner to develop a lineup of new mobile games with Disney's most popular franchises."

Disney Emoji Blitz is available on both the Apple App Store and Google Play.

Every Red Dead Redemption 2 Mission, Graded -- Chapter 5: Guarma Wed, 14 Nov 2018 15:33:24 -0500 William R. Parks

Red Dead Redemption 2 has put us through savage gunfights and hilarious nights in the saloon, and, with the end of Chapter 4, it has left us on a cliffhanger unlike any of the preceding chapters.

Some of the kindest and most thoughtful of our gang were put to rest in a disastrous robbery, and our attempts to evade the law reached entirely new heights.

While I had been loving my time in New Hanover and Lemoyne, the prospect of continuing my adventure in an entirely new locale had me excited, and I could not wait to dive in.

Let us see what the game had in store as we look at each mission of Chapter 5: Guarma.

Grading Scale

One more piece of upkeep for those that may be skipping the preceding articles -- our grading scale is as follows:

A: These are the missions that are as impressive as Red Dead 2's immense and nuanced world. Transcendent moments that validate video games as art.

B: Exceptional sequences, these missions create moments that leave a lasting impression.

C: *The bread-and-butter of Red Dead 2. Filled with straightforward action and character development that keeps the game moving forward and the player engaged.

D: Forgettable missions that serve just to introduce a character or mechanic without many frills.

F: Painful. The game would be better without these missions.

It is important to note that the "C" grading is not meant to imply that a mission is average compared to other games. Rather, "C" should be considered a baseline for Red Dead 2 relative to its exceptional "A's" and "B's" and its lackluster "D's" and "F's."

The primary goal of this investigation is to create a hierarchy within Red Dead 2's missions, not to provide a definitive stance on how the game stacks up against others.

Note: Mission descriptions and heavy spoilers follow.

Red Dead 2 Chapter 5: The Missions

Welcome to the New World

Grade: B

Beginning Chapter 5 with all of the gear I had accumulated missing and all of my cores drained was exhilarating.

This first mission is loaded to the gills with new information, establishing an adversary for the chapter (Fussar) and connecting him to Cornwall as well as setting up the conflict that will pervade your time on Guarma.

If I was to get off this tropical island safely, I needed to both recover Javier (who is captured in the mission) and intervene in a conflict occurring between Fussar and the Natives. While I had become a seasoned veteran at rescuing gang members, my previous experience with involving myself in established conflicts suggested that this was not going to go well, and I felt a bit overwhelmed by the paths that were opening before me in this new setting.

I was transported back to my time at the beginning of Chapter 2, feeling as though I might drown in the options available to me. Ultimately, Guarma turned out to be very compact and manageable, but this feeling of discombobulation served to nicely immerse me in what Arthur was likely experiencing. It is impressive that Rockstar is willing to throw players so off-kilter this late in the game.

Savagery Unleashed

Grade: C

As I wandered through the jungle for the first time, I came across a man hanged, and, soon enough, I was taken captive and beaten in a cellar.

After breaking free of my captor, and cutting loose two Natives that I had been asked to rescue in the preceding mission, I found myself in the midst of a fairly stock stealth mission with some gunplay to close it out.

As I quietly crept past my enemies, I was struck by how often Red Dead 2's stealth segments ask me to follow directly behind an NPC. While this follow-the-leader certainly creates some nice cinematic moments, it ultimately brings the game's overall difficulty down significantly. As long as I stick close to my lead, I never really feel like I am in danger of being discovered.

Similarly, so many of the game's gunfights provide companions to assist you, often causing them to feel quite easy. When I am engaged in one of these missions, selecting a load-out feels almost entirely like a cosmetic choice, as victory seems guaranteed regardless of the weapons I have equipped.

In general, there is a sense in Red Dead Redemption 2 that Rockstar gives preference to creating cinematic moments rather than providing challenging gameplay. While it is nice to watch the story unfold with minimal death and interference, I would really like to see an increased difficulty setting come to the game in a future update.

A Kind and Benevolent Despot

Grade: C

After saving the Natives in the preceding mission, Dutch and Arthur can now focus on rescuing Javier.

At this point, it is made clear that all of the money stolen in the Saint Denis bank robbery was lost in the shipwreck, and Dutch continues to come apart at the seams, strangling the guide that brings them close to Javier's location.

From there, this is a wrote stealth/combat mission with a slight flourish as you sabotage a warehouse filled with sugar and set it ablaze. What can I say? I have been charmed every time Red Dead 2 has let me burn something to the ground, and it holds true here.

Hell Hath No Fury

Grade: B

With the resistance assisted and Javier recovered, it is time to attack Fussar directly and make a clean get away.

What follows is the most unique mission located on Guarma, as Fussar has some truly big guns (a Navy warship) at his disposal.

Before using a cannon (for the first time) to sink it, we get a standout gunfight on the island's beaches. After being stripped of all of my gear, it feels good to have a powerful shotgun back in my hands, and I painted that sand red.

Paradise Mercifully Departed

Grade: B

Even with the Navy ship dispatched, there are still some problems - namely, the captain of the ship that is to return us to Saint Denis has been captured by Fussar and an array of artillery is certain to sink any of our attempts to leave by boat.

There is a lot going on in this mission. Explosions, a cannon shoot-out, some corridor-style gunplay, and a tense four-man standoff that feels like it could have been plucked right out of The Good, the Bad and the Ugly.

Additionally, if Red Dead Redemption 2 has taught me anything it is that I am a sucker for gunfights in crop fields, as I loved blasting my way through Fussar's fields of sugarcane.

This mission showcases so many wonderful ideas and proves that, even after all of the preceding missions, the game's straightforward action sequences can still standout.

Dear Uncle Tacitus

Grade: A

Now back on the mainland, the Guarma crew splits up to locate the rest of the gang that was left behind.

While there is a short burst of action, this mission functions as a truly transcendent rejoinder, putting you on a long, lonesome horse ride set to a wonderfully surprising new song from D'Angelo.

It is hard to convey why this mission is so effective, as it relies so heavily on Red Dead 2's ability to create a breathtaking atmosphere, but to be alone with Arthur, quietly reflecting on where you have been and where you are headed, is powerful and marks one of the game's high points.

Fleeting Joy

Grade: C

As I wiped the tears from my eyes, I found myself back with my crew, and (surprise, surprise) Sadie has been the one to keep everyone together during our absence.

However, there is not much time for celebration, as another assault on camp cuts things short. This time around it is the Pinkertons, and they are not messing around, carting a gatling gun to make sure they leave no survivors.

Unfortunately for them, they did not plan for Sadie Adler, and again I found myself marveling at her ability to dish out death before I stepped behind the gatling and finished the lawmen off.

It is also revealed that Dutch is not planning to spring John from prison any time soon, but Arthur and Sadie seem to have other plans.

A Fork In the Road

Grade: D

While walking through the streets of Saint Denis, a coughing fit overcomes Arthur, and a trip to the doctor reveals that he has tuberculosis.

This mission feels like Red Dead 2's single greatest misstep.

This needs to be an extremely resonant moment, as it informs Arthur's character development for the rest of the game. Following "Dear Uncle Tacitus," it is clear that Rockstar is able to build powerful and impressionistic moments, however, this one simply does not land.

There is no foreshadowing that makes this mission the gut-punch it should be. Instead, we are blindsided by Arthur's illness, and it almost feels as though I missed a portion of the game that would build to this reveal.

Considering the methodical pacing used throughout the game, I am very surprised to see Rockstar not escalate this more gradually and effectively.

Icarus and Friends

Grade: A

Anyway, despite having TB, I am off to meet Sadie to solidify our plan for getting John out of prison.

As we saw in Chapter 4, Rockstar has begun to include different vehicles to keep the action missions feeling fresh, and we get a wonderful one in this mission: a hot air balloon. Additionally, Arturo, the balloon's owner, is a nicely rendered side character that gives this mission the Rockstar feel.

This airborne shoot-out is one of my favorite action sequences in the game, and while taking a tour is the cover used to get Arturo to take you up in the balloon, I really wish there was the opportunity to see more of Red Dead 2 from this vantage point.

That's Murfree Country

Grade: B

After the Pinkerton assault, it is clear that the gang cannot stay holed up where they are, and Arthur and Charles are sent up North to scout out an area that has an unfamiliar mystique to it.

On your ride, Charles mentions that no one would come to this part of the country to look for us, as people are known to go missing -- color me intrigued.

When you arrive, this bizarre and mysterious undertone remains. In the town of Butcher Creek, the citizens have bruised and sore-riddled faces, and, at the hideout of the Murfrees, you find ritual sacrifice and a woman locked in a cage.

Something so wonderful about exploring the world of Red Dead Redemption 2 is encountering its dark and odd underbelly, and the prospect of the next chapter bringing this in to the main story had me very excited.

Additionally, the mission closes by raising the stakes yet again, demonstrating that the gang is willing to execute its own if they have acted out of line.

Chapter 5 Summary

Guarma gave us a breather, offering a temporary new setting and some good to great action sequences.

However, the true standouts of Chapter 5 all occur back on the mainland. "Dear Uncle Tacitus" provides a beautiful and poetic interlude while "Icarus and Friends" showcases some of the game's most thrilling action.

Unfortunately, we find a major pitfall, as the mishandling of an important dramatic beat renders it ineffectual.

Hopefully, Chapter 6 can convey just how important Arthur's sickness actually is, and I am champing at the bit to learn more about the oddballs in Butcher Creek and the horrible Murfrees.


If you want to know what we think of the game as a whole, be sure to check out our Red Dead Redemption 2 review. If you're looking for tips and tricks for the Wild West epic, be sure head over to our Red Dead Redemption 2 guides page.

And if you would like to see more of our Red Dead 2 mission gradings, those that are currently available can be found at these links:

Chapter 1: Colter
Chapter 2: Horseshoe Overlook
Chapter 3: Clemens Point
Chapter 4: Saint Denis

Fallout 76 Crafting Stations Tips Guide Thu, 15 Nov 2018 16:44:08 -0500 Synzer

Just as in Fallout 4, Fallout 76 lets you craft a wide variety of items. If you're a Fallout veteran, there's a good chance you're familiar with many of the crafting elements found in FO76. However, it's important you get a handle on the wrinkles in the system to get the most out of your efforts, and know that certain stations can help you get boosts. 

Since you can't craft everything in one place, this guide will go over the six crafting stations in the game and what general items you can craft at each -- some items can't be crafted at the station that seems most logical.

This will not contain recipes for all of the craftable items in Fallout 76. We are currently working on several guides that collect all of those into one spot. We will link to those here once they are completed. 

First, we will go over some important Fallout 76 crafting tips, then we will look at each crafting station. 

Fallout 76 Crafting Tips

Collect Everything -- and the Scrap

Since you will need a variety and large quantity of materials, you'll want to collect all the random stuff you see. These things will break down into materials you can use for crafting once you scrap them at any crafting station.

Since inventory can become a problem, I suggest that you scrap every time you see a station out in the wild (scrap goes to a "central location", meaning you don't lose it if not in your C.A.M.P.) or going back to your C.A.M.P. periodically. If you wanting to build stations for a camp, metal objects and aluminum is especially useful.

You can find aluminum in mountainous areas, fertile soil, and scrapped from things like cans and clocks. Metal objects and things that provide adhesive, like duct tape, are very useful for weapons crafting.

You can also find items in the world more easily by opening your Pipboy, going to "Junk", then switching to component view. From here, select the materials you want more of, then tag for search. This causes items to show a magnifying glass next to it if it contains anything you've tagged.

Scrap Higher Level Items and Duplicates

There is so much loot that you can't possibly hold or store it all. That's not a bad thing since you can safely scrap most high-level items to use the materials. You will end up getting more items like it or better later.

This lets you save a lot of room and have plenty of materials to craft. You can also learn how to make various items when scrapping armor and weapons that have mods on them.

You cannot scrap items with legendary effects on them.

Increase the Intelligence S.P.E.C.I.A.L. Stat for Better Crafting

Intelligence allows you to craft items with higher durability and lets you get more materials back when scrapping. This is extremely useful for anyone that plans on doing a lot of crafting.

Keep a Lookout for Plans

You can learn to craft new items by learning them from plans. You can find these throughout the game and can be used from the Notes section in your Item inventory.

Fallout 76 Crafting Stations

Cooking Station

The cooking station is the most basic, and arguably most important, crafting station in Fallout 76. Its importance is only (perhaps) outweighed by the Chemistry Station. 

The Cooking Station will allow you to make food and drinks. You will need to collect a lot of wood since most things I've seen require wood as a crafting material.

You can find wood in many warehouses that have logs and wood piles near camps and towns. You can also get it by scrapping wooden objects like pencils, which can be found in most buildings.

Food and drinks are important because you need to recover from Hunger and Thirst. Once your hunger and thirst meters drop, your Health and AP will begin to decrease -- and eventually start taking constant damage

Since these meters slowly drain over time, you will always want to have food and drinks on hand. You can eat and drink things you find in the wasteland, but you will be highly likely to get a disease and get much higher radiation doses.

Tip: Food and drinks can also give you temporary boosts to certain S.P.E.C.I.A.L. stats, as well as health and AP

Fallout 76 cooking

Chemistry Station

The chemistry station allows you to craft healing items, fertilizer, gunpowder, fuel, and fusion cores (no, you can't craft those at the Power Armor station). 

Gunpowder is needed to craft ammo, and fusion cores are required to use power armor. You can make these with Acid and Cloth

You can find Acid from Bloatfly glands, and scrapping items like Abraxo Cleaner, Batteries, and Coolants.

Cloth comes from breaking down things like clothing and armor, Pre-War money, and flags

However, some of the most important things you can craft at the Chemistry Station are stimpaks, healing salves, and disease cures. These are all helpful for PvP, but especially helpful if playing solo. 

You can also make boiled and purified water, though that's something you can just do at the cooking station.

Armor Workbench

This station allows you to craft, modify, and repair armor. It's in the name, after all. Most items crafted here will require at least cloth to make or repair armor.

Besides crafting armor for higher defense, you can modify/upgrade it. This allows you infuse armors with more defense, but also get other bonuses like increased carrying capacity.

When you start Fallout 76, the armor workbench only lets you craft leather armor. Leather can be found by scrapping items like gloves and baseballs, or by looting mole rats and radstags.

Of course, as you progress, you can craft bigger and better armor sets, such as the metal armor sets, the combat armor sets, and the robot armor sets. 

Weapon Workbench

The weapon workbench allows you to craft, modify, and repair all weapons. This includes melee weapons.

You can modify weapons to increase their damage and other stats. For example, you can put scopes or different barrels on guns to increase range and accuracy.

The materials you need depend on what you're crafting, but nearly all guns will need crafting items like adhesive, oil, gears, screws, springs, and steel

Most of these materials can be found in warehouses and other buildings, such as factories and diners) that have a lot of cans, fans, plates, clocks, and other common metal items.

Tinkerer's Workbench

After you've crafted and picked up all those weapons, you'll need to use the Tinkerer's Workbench to craft ammo for them.

All ammo that you use for normal guns will require gunpowder, so it's good to also have a Chemistry Station at your C.A.M.P. when trying to make ammo.

You can also craft grenades and mines from this station.

Power Armor Station

When you get your very own power armor, and the level required to use the armor pieces (which is Level 15), you can craft and modify it at a Power Armor Station.

This is very similar to normal armor, where you can increase defense and modify to get other benefits. The helmets are especially useful as they will let you stay underwater longer and reduce radiation.


Those are all the tips I have for crafting in Fallout 76. Let us know if you have any questions or extra crafting tips of your own! Be sure to keep a lookout for our other Fallout 76 guides and content.

Harry Potter: Wizards Unite Gets New Trailer, Brings Wizarding World to Life Wed, 14 Nov 2018 11:30:25 -0500 Jonathan Moore

If any IP could take advantage of the unique gameplay capabilities augmented reality provides, it's the wizarding world of Harry Potter

Today, fans of the series got a taste of what that might look like in a brand-new trailer for the augmented mobile game, Harry Potter: Wizard's Unite. Co-developed and co-published by WB Games and Niantic, which best known for the wildly popular Pokemon Go, the game will see players exploring "real-world surroundings to unravel a global mystery, cast spells, and encounter fantastic beasts and iconic characters along the way."

Announced earlier this month, the game was originally slated to release this year. However, the game has now been pushed back to sometime in 2019. A firm release date was not provided. 

You can pre-register for the game on the official website

While the official teaser trailer provides few details on actual gameplay aside from the immobilization spell shown, we can expect that players' mobile devices will act as wands for spellcasting. Players' "wands" which will be used in various quests, such as keeping magic away from Muggles. Players will also be able to leave signs for other witches and wizards using them.

There is no word on if Harry Potter: Wizard's Unite will have a PvP element like last year's Harry Potter: Hogwarts Mystery. However, with "unite" in the name, one would guess that PvP might not be an option. 

It will be interesting to see how Wizards Unite uses augmented to reality to bring the wizarding world into the real one. And it will also be interesting to see what systems, if any outside of the obvious, migrate from Pokemon Go and Ingress Prime to the new HP IP. 

For more on Harry Potter: Wizards Unite, stay tuned to GameSkinny. 

Mutant Year Zero: Road to Eden is Coming to Xbox Game Pass Wed, 14 Nov 2018 09:55:17 -0500 William R. Parks

Fans of turn-based tactics delight -- Mutant Year Zero: Road to Eden, a tactical adventure game that our writers have described as a cross between Fallout and X-COM, is coming to Xbox Game Pass on December 4.

Mutant Year Zero is based on a Swedish tabletop RPG that goes back to 1984. Set in a post-apocalyptic world where nature has reclaimed the Earth, players will assume the role of mutants (who have supplanted humans as the dominate biped). "A duck with an attitude problem" or "a boar with anger issues," Mutant Year Zero will offer players the chance to meet a cast of off-kilter characters as they explore this new world -- one filled with the ruins of human civilization.

At the center of Mutant Year Zero is a "tactical combat system inspired by the X-COM games." However, this game has its own unique approach, allowing players to explore (and use stealth) in real-time. This real-time aspect shirks the traditions established by most tactics games of the past and will hopefully serve to give Mutant Year Zero some added depth of play.

While we have been expecting a December 4 release of Mutant Year Zero on PC, Xbox One, and PS4, the addition of the game to Xbox Game Pass is an exciting new development. Last month, Sinner: Sacrifice for Redemption was released through Game Pass, and Mutant Year Zero looks to be another promising indie for subscribers to be excited about.

Along with this announcement, the game's publisher has also shared a new video that showcases the game's stealth and tactical combat systems in a never-before-seen area.

We are looking forward to Mutant Year Zero here at GameSkinny, and the developers are keeping us excited with these new details. If you are also in the market for mutant-helmed tactics, pre-orders of the PC version grant access to the game three days before release, and those that spring for the Deluxe Edition will get immediate access to a Beta version featuring the first hours of the game.

Stay tuned for more news on Mutant Year Zero as it develops.

Mutant: Year Zero: Indie Studio CEO Talks Tabletop Roots, Art Design, and Tactical Stealth Action Wed, 14 Nov 2018 10:02:18 -0500 Tim White

Turn-based strategy games were everywhere in the '90s and 2000s, but they're almost more of a niche genre these days. Creating a TBS game that draws heavy inspiration from an equally niche hobby -- post-apocalyptic tabletop RPGs -- is a bold move in an era dominated by MOBAs and twitch shooters. If the pre-release demo of Mutant: Year Zero is anything to go by, that bold decision just might pay off when the full game releases next month.

Haraldur Thormundsson, CEO of The Bearded Ladies, the small but passionate indie team behind Mutant: Year Zero, briefly chatted with me and had some tantalizing tidbits to share about the game.

"Mutant is a tabletop RPG that was popular in the 80s and 90s here in Sweden," Thormundsson explained. "We wanted to make a turn-based game set in the Mutant universe and felt that Year Zero [in its timeline] was a good setting to explore... we felt that [a video game] RPG could never do the original tabletop game justice."

The world of Mutant is a blasted and ruined landscape created by a convergence of various cataclysms. Regular humans are fairly rare; most survivors are mutants, and there's a lot of variety in how their genetic abnormalities manifest.

Dux and Bormin, the first two party members players will meet, are far more animal than human. The characters are visually striking -- weird, but totally straight-faced. It works.

Thormundsson reminisced about the dev team's longstanding love for the original tabletop game when talking about Mutant's character design: "When we started looking at creating the characters, we got inspired by a number of things, including the characters some of the dev team members were playing back in the early days of the pen-and-paper RPG."

Post-apocalypse settings obviously invite dark and depressing stories, but there’s also an opportunity to say something about hope or to take a more optimistic view of humanity. Dux, Bormin, and a handful of other Stalkers recruited later in the game are on some sort of journey to preserve one of the last remaining cities -- an admirable goal -- but Thormundsson was tight-lipped about Mutant's ultimate narrative tone. He described its world as "gloomy and beautiful at the same time."

Still, humor plays a major role in offsetting some of the game's darker undertones.

"I hope the game will also make you laugh, because you'll see the world through the eyes of the mutants, who are interpreting artifacts from the past -- sometimes incorrectly." Thormundsson is undoubtedly referring to scenes like one in which the protagonists discover an '80s-era boombox and confidently identify it as a bomb -- it's got "boom" right in the name, after all.

Mutant's more amusing scenes serve as welcome breaks from the world's bleak past and unforgiving environment, which are reflected and reinforced in the gameplay. Mutant offers players a variety of tactical options and upgrade paths for the party, but stealth and caution are always essential to survival.

"You can play the game Rambo-style in the very beginning, but if you don't start scouting and using tactics to thin out big groups of enemies, the game will get a lot harder," Thormundsson noted.

He went on to offer a word of caution about grinding, clarifying that success in Mutant: Year Zero hinges on much more than your stats. 

"Thorough players who explore the map and do lots of side quests will be able to learn most skills for most of the party, but they'll never be superheroes. Enemies get stronger as you do. The biggest advantage of gaining more mutations is that they open up new tactical options; players still need to learn how to plan and use abilities effectively."

On normal difficulty, Mutant is challenging enough, but there are ways for players to make things even harder on themselves, including a permadeath Iron Man mode. Many side quests are high-risk/high-reward, offering tantalizing loot if you can fight through heavy resistance to get to it.

There's at least a little room for character customization throughout the main campaign's 20-ish hours. Each party member does have certain specializations and weaknesses, but players have some freedom to build the team differently.

"Each mutant can become especially good at certain things, but it is up to the player to pick mutations, weapons, and armor for each of the characters that change what they're able to do," Thormundsson said.

Buying skills and dividing gear between the party often comes down to a choice between shoring up a character's weaknesses or making them even better at their core skills. Both approaches have their pros and cons and will lead to very different scenarios in combat.


Bormin and his crew are set to venture into totally unknown lands, and with the full game still a few weeks away, we don't know much more about what they'll find than they do. The demo asks far more questions than it answers, teasing a dark and intriguing adventure story with tons of potential. If the story is half as solid as the gameplay, Mutant: Year Zero will surely be a can't-miss title for strategy fans.

Mutant: Year Zero releases for Xbox One, PS4, and PC on December 4. Keep an eye on our hub page for more news, previews, guides, and gameplay videos as we get closer to launch.

Interactive Entertainment Network Ripcord.TV Launched Today Tue, 13 Nov 2018 16:23:54 -0500 QuintLyn

Today, a new venture headed by esports experts AlphaDraft and producers from Sony and Disney announced the launch of Interactive Mobile TV Network

Designed to create a more interactive experience for viewers, combines the social experiences found on most livestreaming sites with the professional production found in more traditional media.

The new network features a team made up of television professionals and esporst industry veterans to create an interactive media experience  where the viewers can be part of the show. Viewers can interact with live game show and their hosts during their regularly scheduled times.

The network's current lineup includes five shows: Fast Facts, The Hunt, In or Out, Raise the Bar, and Word Up. During any of these shows, viewers can compete for bragging rights and cash prizes.

The app is available via both the Apple App Store and Google Play. More information on the platform can be found on the official site.


Taiko no Tatsujin: Drum 'n' Fun: How to Fight the Motion Controls & Almost Win Tue, 13 Nov 2018 15:47:00 -0500 Ashley Shankle

Any rhythm game fan has heard of the Taiko no Tatsujin series, whether they've played it or not. Arcade cabinets with huge Japanese taiko drums, loud music, and more BOOM BOOM BOOM BASS than pretty much any other rhythm game. That's the one. 

Recently, the West got its second-ever taste of this long-running series, with Taiko no Tatsujin: Drum 'n' Fun releasing on the Nintendo Switch and Drum Session! making its way to the PlayStation 4.

This is an exciting time for rhythm fans because both games have been minimally changed from their Japanese-release counterparts, unlike Taiko Drum Master on the PlayStation 2, which featured its very own tracklist of terrible covers of English songs... and the North American Dragon Ball Z theme. But hey, at least it came with a drum.

The Nintendo Switch's motion control option and the sheer nostalgia from the inclusion of Cha-la Head Cha-la from Dragon Ball Z pushed me toward purchasing Drum 'n' Fun over Drum Session! first.

This was probably a mistake.

The motion control issue

Drum 'n' Fun has three separate innate control options: pressing buttons on the Joy-Con, using the touchscreen, and using the Joy-Con motion controls. The first two are great, the third is almost torturous.

I've played a few Switch games that use motion controls before and it's gone fine, but not many titles -- or even genres -- require the sort of precise inputs and timing rhythm games demand. The Joy-Cons are not up to the task of accurately air drumming.

Three things happen on the regular with motion controls:

  • Phantom tapping, particularly after a drum roll or other rapid-note segments
  • The gyro not reading the direction the Joy-Cons are tilted when trying to hit Ka instead of Don
  • The Joy-Cons not reading an input even though you definitely made a motion

I do not know how some Japanese players are able to clear Extreme difficulty using the Joy-Cons, but after playing for a week or so, I'm fairly confident you either have to be in the top percentage bracket for wrist control worldwide or be some sort of Joy-Con wizard.

But enough complaining -- if you're like me, you may want to push forward with the Joy-Cons anyway, in part due to the challenge and perhaps, in part, because buying those drums costs over $100 and you don't have that kind of scratch right now.

Dealing with the Joy-Cons

So you're a masochist, huh? Cool.

Learning to play somewhat competently with the Joy-Cons takes form and practice. Drum 'n' Fun's built-in tutorials are basically useless, so you're somewhat on your own outside of this barebones text guide and some videos of players having at it.

Before I get to my personal tips, take a look at the tutorial video from the official Japanese website. You don't need to understand what's being said to get the gist.

If you're like most players, you're probably having a lot of trouble hitting Ka (blue) notes reliably. As you can see in the video above, to hit them on a regular basis you have to tilt/twist the Joy-Con to a 45-degree angle -- but, this isn't something you'll actually have to do in full once you're used to the Joy-Cons.

These bits of advice are supposed to help you acclimate yourself to drumming using the Joy-Cons, but in time, you will find your own methods that work.

When I first decided to learn to make the Joy-Cons bow before my will, I stuck hard to these rules. As I became more familiar with the overall wonkiness of the motion controls, I loosened up and found other methods and positions that worked better for me.

Here are some tips. 

Hold the Joy-Cons so they are fully in your hands to start

Don't grab half the Joy-Con, grab the whole thing like your life depends on it.

As you get better, you'll find holding positions that may work better for you but to start, grip the entirety of the Joy-Con to ensure there's no wobble to your hits.

Flick the wrist; don't move your whole arm

This gets painful if you've got the ol' carpal tunnel, but flicking your wrists is the quickest and easiest way to get the Joy-Cons to read your movement accurately.

The game will not ever accurately read wide, broad arm strokes, and on more difficult songs, you simply do not have the time for broad strokes. Stick to wrist flicking and move your way up to forearm motions as you become more comfortable.

Choose your resting angle

How do you hold your Joy-Cons when idle? One might say you can hold them in any position, but you have to think about how your wrists and arms are going to move and what angle they're coming from for semi-accurate motion readings.

After watching some videos, I started holding my Joy-Cons at a 90-degree upward angle. This did help, but over time, I've started being more relaxed and hold them tilted a little more forward. After all, your motions are what matter most.

You don't have to hold your Joy-Cons at a 90- or even 45-degree angle (you can hold them horizontally, even), but the goal is for you to learn to control your wrists and arms from a stationary position. Choose an angle and try to stick with it, but adjust if you don't feel you're getting accurate timings or are getting the wrong notes.

Ka woes, angle-swiping, and the game's newb-friendliness

As mentioned earlier, the only way to always get the game to recognize your Ka hits is to swipe the Joy-Cons at a 45-degree angle inward. You may have to do this particularly hard as you get used to hitting these notes but as with everything else mentioned here, your motions will become more fluid as you familiarize yourself with the control wonkiness.

There is one aspect the game fails to ever mention and may very well be a fun-killer: Drum 'n' Fun reads Don and Ka independently, but as one another.

What this means is, you can hit Dons for Kas and vice versa. You could theoretically play the game hitting nothing but Don notes and it will read them as Ka notes in the appropriate places.

I really dislike this "feature," but with the motion controls being what they are... I'll take it. If you don't believe me on this, go test it out. You'll find out pretty quickly the game does not care which note you are hitting, it only cares about timing. A bummer for sure.

Phantom notes, a.k.a. the drum roll plague, a.k.a. choose a character who will do them for you

If you have done a drum roll even once in Drum 'n' Fun, you've felt one or both of your Joy-Cons let off a phantom note. Clearly, they do not like being shaken.

In a game that requires such accuracy, these phantom notes are full combo killers. The only way to win versus these phantom notes is to cut out the middleman and not do them at all.

Luckily Drum 'n' Fun allows you to choose characters, each with their own skills. Currycutta is the first character you'll get who will take that burden off your shoulders as it will auto-drum roll and do balloons. That leaves only one rapid-drum variation left, and those are generally manageable.

This is kind of a crappy way to get around the game hitting phantom notes, but I will say that it has significantly increased my enjoyment of the game as phantom notes happen far less frequently if you just let the game do drum rolls for you. Again, this is kind of crappy because doing drum rolls is really fun and it's an integral part of the Taiko no Tatsujin experience.


I don't know if I'm crazy or I just hate myself, but I'm going to keep playing with the Joy-Cons until I either get Drum Session! with a PS4 drum and Switch adapter. I've never rage-played anything to this extent in my entire life.

Perhaps it's simply excitement or love for the Taiko no Tatsujin series, who knows. All I know is I can't stop playing regardless of the motion controls being less-than-desirable. Getting good enough to reliably play Hard or even Extreme with these things is going to require a lot more control than I have.

Hopefully, my advice will help you on your path to Taiko enlightenment, but let's be real: It's a lot easier and more fun to shell out $100+ for a drum than it is to even do halfway well in Drum 'n' Fun using the motion controls.

Fallout 76 Legendary Modifiers Guide Tue, 13 Nov 2018 15:26:37 -0500 Ty Arthur

The wait is over -- Fallout 76 launched early, so you can get in on the post apocalyptic multiplayer mayhem right now!

Just like in Fallout 4, special equipment can drop from enemies with a star next to their name that includes additional Legendary modifiers. These modifiers radically alter the equipment's base properties or give them huge advantages over standard weapons.

You'll know you've got a Legendary if you see a short word modifier before the weapon, like Acrobat's, Exterminator's, or Ghoul Hunter's. Below we cover all the effects current discovered.

It's entirely possible there are far more than these effects that just haven't been found yet, as the list is obviously much smaller than in Fallout 4 at the moment.

Have you seen any other Legendary modifiers not listed in the tables below? Let us know and we'll get them added!

Fallout 76 Legendary Armor Modifiers

Legendary Property Effect
 Acrobat  -50% falling damage
 Assassin  -15% damage from humans
 Auto Stim  Use stimpack automatically when below 40% health
 Bolstering  Increased damage resistance when at lower health
 Cavalier  -15% damage when sprinting or blocking
 Chameleon  Reduced enemy detection when stationary or sneaking
 Duelist  10% chance to disarm melee weapon from enemy
 Exterminator  -15% damage from bugs and mirelurks
 Ghoul Slayer  -15% damage from ghouls
 Hunter  -15% damage from animals
 Junky  Reduced damage when suffering from chem withdrawal
 Mutant Slayer  -15% damage from super mutants
 Sprinter  +10% movement speed
 Troubleshooter  -15% damage from robots
 Undying  50% chance to use stim pack while downed
 Weightless  -50% total weight
 Zealot  -15% damage from scorched


Fallout 76 Legendary Weapon Effects

Legendary Property Effect
Anti-Scorched   +25% damage vs scorched, -20% vs all others
 Anti-Armor  Ignore 50% armor
Assassin   +10% damage to other players
Berserker   Deal more damage if your Resistance is lower
 Bloodied  Deal more damage if your health is lower
Concussive   +33% hit chance in VATS
 Double  Double weapon magazine size
 Executioner  +50% damage if target is below 40$ health
 Explosive  Ammo explodes for 15 area damage
Exterminator   +50% damage against bugs and mirelurks
 Furious  Additional damage on subsequent hits against same target
Ghoul Slayer   +50% damage vs ghouls
 Hunter  +50% damage vs animals
  Instigating  Double damage when target is at 100% health
 Junky  Additional damage if you have chem withdrawal
 Medic  Heal your group when inflicting VATS crits
 Mutant  +10% damage if you have a mutation
 Mutant Slayer  +30% damage vs super mutants
Never Ending   Infinite ammo supply
 Nocturnal  Extra damage at night, less damage during day
 Quad  4X standard ammo capacity
Sacrificial Blade  Deals additional bleed and poison damage
 Stalker  +100% VATS accuracy at+50% AP cost if not in combat
 Suppressor  Target deals 20% less damage for 3 seconds after being hit
 Troubleshooter  +30% damage vs robots
 Two Shot  Fire one additional round per attack
 Vampiric  Heal after striking an enemy
 Zealot  +30% damage vs ghouls


Fallout 76 Unique Weapons

Weapon Special Effect
 All Rise (Super sledge)  -90% weight, +10 HP
Blade Of Bastet (Chinese officer sword)  Increased armor penetration
Black Diamond (Ski sword)  +1 Strength to wielder
Bunker Buster (Missile launcher)  +20% damage
 Guitar Sword (Sword)  Currently unknown -- let us know if you find this weapon!
 Makeshift Rifle (Assault rifle)  Bonus damage when HP below 40%
 Perfect Storm (10mm SMG)  Incendiary bullets deal damage over time
 Rose's Syringer (Syringe launcher)  Makes target extra powerful for 60 seconds, then extra weak for 60 seconds
 Voice Of Set (.44 pistol)  Bonus damage vs robots


Need more help getting started in the open world wasteland of this series spin off? Check out our other Fallout 76 guides here: