PC Platform RSS Feed | GameSkinny.com PC RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network What Is Illusion-Be-Gone in Grim Dawn? https://www.gameskinny.com/vuvy5/what-is-illusion-be-gone-in-grim-dawn https://www.gameskinny.com/vuvy5/what-is-illusion-be-gone-in-grim-dawn Wed, 24 Apr 2019 10:25:16 -0400 Ty Arthur

As development on Grim Dawn has been active since the game released in 2016, a huge amount of new equipment and loot has become available to perfect your character build (if you have the patience to grind for it).

With a host of new items and mastery classes arriving in recent patches and DLC content, anyone coming back into the game after a lengthy period away may not know what everything is meant to actually do.

Much like the transmogrification from Diablo or similar effects from a host of other ARPGs, Grim Dawn added in the ability to change the appearance of equipment with the Ashes Of Malmouth and Forgotten Gods expansions.

Your perfect equipment lineup may give the stats you need but not give you the visual aesthetic you want, which is where illusions come in handy. But what about when you no longer want an illusion in place? That's where you need to grab yourself an Illusion-Be-Gone.

What Does Illusion-Be-Gone Do?

Adding illusions to your inventory in Grim Dawn is fairly expensive at 6,911 iron bits a pop. That's a total of more than 50,000 iron bits if you put an illusion on every piece of equipment and are using a shield or dual wielding.

The newly added illusionists are now found in two main locations on Cairn:

  • Paulia: Inside the gates of Devil's Crossing (near Ellis the Quartermaster)
  • Wevala: Near the eastern exit to Coven's Refuge (near the shrine where Matron Malostria is standing)

Rather than spending more iron bits to change the illusion back to its original appearance, you can use the Illusion-Be-Gone item to automatically remove a single illusion on any piece of equipment. This works on weapons and armor. 

To use it, just right click the Illusion-Be-Gone jar, then left click whatever inventory item has the illusion you don't want to use anymore (just like if you were adding a component to a piece of equipment).

Where To Find Illusion-Be-Gone

Want to grab an Illusion-Be-Gone? They don't cost anything and are available for free from Kory The Keeper, who stands in front of the main gates to Devil's Crossing (right next to the salvage dealer). This is who previously handed out backer rewards to players who supported Grim Dawn's development on Kickstarter.

After approaching Kory The Keeper, choose the dialog prompt "I'm tired of these illusions" followed by "Receive Illusion-Be-Gone" and Illusion-Be-Gone will be added to your inventory immediately.

Unfortunately, you can only grab one at a time from him, since you need to following a dialog prompt to get them. He also won't give you a new one until you use the old one. Weirdly, you can't buy them in bulk anywhere at the moment, so you have to remove illusions one by one.

An Illusion-Be-Gone takes up four squares in your inventory, so I recommend dropping it into smuggler's item stash until you actually want to use it to ditch any given illusion.

Note that since Illusion-Be-Gone is a soul bound item, it can't be placed in the item transfer chests in the smuggler menu for transferring to another character. That's not a problem though, because you can just grab another one for free from Kory with your other characters at any time.

 My shaman/necromancer is wielding a two-handed mace
with an illusion to look like a scythe

What's your favorite illusion to apply to your weapons or armor? For more tips and tricks, check out our other Grim Dawn guides here:

New RAD Biome and Starting Town Details Showcased https://www.gameskinny.com/he34h/new-rad-biome-and-starting-town-details-showcased https://www.gameskinny.com/he34h/new-rad-biome-and-starting-town-details-showcased Wed, 24 Apr 2019 10:19:38 -0400 Joshua Broadwell

Bandai Namco and Double Fine Productions released a new batch of screenshots for their upcoming rogue-like game RAD, showcasing some of the varied environments players can expect to traverse through when the game launches sometime this summer.

The first area showcased is the hub town, which is, as yet, unnamed; it's pictured at the top of the article. This is where RAD will return in between forays into the Wasteland, and it's also home to a wide variety of quirky residents:

  • The Elder, the oldest and mysterious dude living on the edge of town
  • Bob, who operates his custom-built town gate
  • Billy, the town farmer if he only had something to plant.

The second biome received the most attention, though. It highlights a major theme in the game: the further RAD ventures into the Wastelands, the more dangerous they become, thanks to the higher levels of corruption.

It's these environments that eventually end up taking their toll on the main character himself (also referred to as RAD in the trailer).

As the recently released announcement trailer showed, RAD centers around one young boy's journey to save the world from facing its third round of complete destruction. The goal is bringing lush, green life back to the barren world.

To do that, players combat creatures mutated by toxins and restore life to ruins, which in turn seems to purify that specific area.

However, there's a catch. RAD brings life back to the world, but, like the monsters, he suffers from exposure to the toxins he fights. This exposure leads to various mutations at different times, giving RAD new body parts or even completely transforming him into a new creature.

The benefit of this is instead of using only his trusty bat, or whatever he has to hand, RAD gains new powers and abilities to help overcome the obstacles he faces.

RAD is expected to launch this summer on PC via Steam, Xbox One, PlayStation 4, and Nintendo Switch.

Surviving Mars: Green Planet and Animal DLC Launching May 16 https://www.gameskinny.com/170sy/surviving-mars-green-planet-and-animal-dlc-launching-may-16 https://www.gameskinny.com/170sy/surviving-mars-green-planet-and-animal-dlc-launching-may-16 Wed, 24 Apr 2019 09:00:01 -0400 Ashley Shankle

We may be a ways off from colonizing and turning Mars green in real life, but Surviving Mars owners will be able to simulate the whole process soon enough. The game's much-anticipated Green Planet expansion has been announced for release on May 16.

Surviving Mars: Green Planet promises to bring the (almost) full experience of taking the giant inhospitable space rock that is Mars and turning it into a lush planet that can be widely populated. Humanity's endgame, if you will.

Green Planet will introduce terraforming to the Surviving Mars formula, adding a whole new stage of depth of management to the game that will ultimately give players something to truly do once they have their colony up and running.

Turning the red planet green isn't easy, and that's proven by the new terraforming resources players will have to manage in the expansion, including areas' atmosphere, temperature, moisture, and other further in-depth aspects as the planet changes.

Check out the below tutorial from Paradox Interactive to see some of these things in action. They're crazy cool.

Of course, the expansion will also have new special projects, climate calamities, buildings, and more to go with the game's new endgame direction. That's not all they have in store for the game, though.

Surviving Mars will also be getting a DLC called the Project Laika content pack. Project Laika will bring up to eight different animals to the game for players to raise on Mars for food and 25 different animals as pets, which will roam the landscape once it's lush enough.

Surviving Mars owners will be able to pick up the Green Planet expansion for $19.99 and the Project Laika pack for $5.99 on May 16. Both will be available for purchase together as a bundle for $23.90, a tad bit cheaper for these seemingly both worthwhile additions to Haemimont's Mars colony manager.

New Minecraft Update Introduces Village Changes, New Mob, and More https://www.gameskinny.com/411xh/new-minecraft-update-introduces-village-changes-new-mob-and-more https://www.gameskinny.com/411xh/new-minecraft-update-introduces-village-changes-new-mob-and-more Tue, 23 Apr 2019 16:32:45 -0400 Joshua Broadwell

Mojang recently announced a hefty new update for Minecraft's Bedrock edition. Called Village & Pillage, the update adheres to essentially every platform for which Minecraft exists, including PC, Xbox One, PlayStation 4, Nintendo Switch, Windows 10, iOS, Android, and Java.

The update introduces several new mechanics, overhauls the village system, and provides new achievements, among many other things.

To start with, the villages themselves are now more varied, matching whatever biomes in which they spawn, with architecture specific to plains, desert, taiga, and savannah. Villagers have new jobs, and their clothing reflects both those jobs and the biome in which they live — even Zombie Villagers.

The update provides many smaller quality of life changes for villagers as well, such as making them sleep in their beds and improving their pathfinding abilities. A new set of changes improving the village trading system is included too, and should players wish for all their villagers to immediately run inside their houses, they can ring a Bell to grant that wish.

Some of the new villager jobs and their associated job sites benefit players as well, including the Cartography Table, Blast Furnace, and Smoker.

As the update name indicates, the other half of the update focuses on Pillagers, a brand-new Illager type with smaller noses and reduced intelligence.

While not the most capable of foes, these Pillagers swarm villages under certain conditions.

Should players encounter an Illager mob around one of the new outpost towers and slay the Illager Captain, a Bad Omen descends on them. Entering a village with a Bad Omen triggers a raid, where waves of Pillager enemies descend on the hapless village.

Successfully defending the village earns the player the Hero of the Village title, which grants various discounts during trade with those villagers.

Sweet Berries have been added as a new food in the taiga biomes, while campfires can now be used to light the night and a home or cook some food.

The new achievements revolve around the Pillager portion of the update — for defeating a captain, saving a village, and so on. There is one exception, though: one new achievement is granted when players befriend cats, of which there can now be more.

Mojang said the update should be live on all supported platforms now, but if it isn't, then players should check their downloads and wait a bit longer.

The full patch notes, including bug fixes and all the minute details, can be found here.

Pathway Review — A Pulp Adventure Without The Feeling https://www.gameskinny.com/okhab/pathway-review-a-pulp-adventure-without-the-feeling https://www.gameskinny.com/okhab/pathway-review-a-pulp-adventure-without-the-feeling Tue, 23 Apr 2019 16:17:10 -0400 Jason Coles

The word "pulp" used to be shorthand for cheap magazines printed on cheap wood pulp paper. It has since become more directly associated with the kind of adventure that follows along with games like Uncharted and films like Indiana Jones.

It's the kind of thing where a group of plucky protagonists (or just one) take on an evil empire (Nazis and cults) and emerge victorious. 

Pathway, from Wargroove developer and Stardew Valley publisher Chucklefish, attempts to capture that feeling and setting, and distill it into a turn-based strategy RPG game. Unfortunately, it's a mixed bag. 

Set in the 1930s, Pathway has you making your way through a huge desert. You move through five different adventures, each trickier than the last, and fight through hordes of Nazis, zombies, poor, defenseless dogs who just want to play, and other things that want you dead.  

You begin by forming your team, choosing from the characters you've unlocked so far. Each of them has their own weaknesses and strengths, things like being a great shot but also being very slow. They can also only wield certain weapons to begin with, so you have to balance who you choose with how you like to play.

They do level up as you go, each time gaining access to one of a few passive buffs or abilities, but none of them are particularly interesting. The characters do have concrete progression, so if a character has leveled up in a run, they will always be that level when you choose them. 

Once you've chosen your characters, you then get to mess around with the game's difficulty sliders. One controls enemy health and damage, the other dictates your starting fuel and ammo. Difficulty sliders are a great way to tailor the experience to whatever you need from it, and this is one of the best things about Pathway

After you've done all of this, you set off across the desert on a map full of nodes. You go from one node to the next in a nifty little jeep and use up one unit of fuel as you move. Each movement has a lovely animation of the jeep driving and your team getting out of the vehicle, all of which great character to the game.

However, this sequence quickly becomes incredibly annoying when you are going back to already-explored nodes; you can't set a path, and instead, you have to go through them one at a time. It almost makes exploring feel like a chore, which means you end up being punished for your curiosity. 

This is not the pulp way. 

Some of the nodes have events on them, some are random, some have nothing, and some are indicated as special by an icon. You might come across a tomb filled with riches, or you might come across a village that is occupied by Nazis and in desperate need of saving. In the random encounters, there are usually options, such as running away or continuing the fight. 

While these moments often shine as memorable and lots of fun, where Pathway starts to feel like a choose-your-own-adventure book, a lot of them, unfortunately, just come down to two choices: fight or flee.

So after a run or two, these start to lose their luster, too. 

The fights are incredibly vanilla affairs. Each unit can do a small handful of things. You can attack, move, hide, or use special things like Medkits. Each battle has you placing your team during the planning phase, then moving individual members of your team and attacking the enemies, all before waiting while you hope to avoid the incoming bullets or zombie strikes. 

You can also perform special attacks. The trouble is that the special attacks don't feel very special. It's not like Final Fantasy Tactics where you do more damage if you attack from behind, or something where you have massive summons. There are just some guns and grenades here. You shoot, they shoot, you heal, they shoot.

It all works fine, but it has no snap. No crackle. No pop. Just a general feeling of "this is fine". 

At the end of the day, the entire game feels a lot like that. Aside from the difficulty sliders and the rather excellent soundtrack, the game is just kind of... fine.

There is nothing wrong with fine  not at all. It just makes it hard to commit to when we are all constant adrift in a sea of excellent games. Finding time for Pathway when you could be playing something else just feels impossible. 

The individual ideas here are all interesting, but the execution always feels as though it is lacking. It doesn't have the soul of a pulp experience in the same way that other games do. It just doesn't have the special something and it results in a game that is fun, but not memorable, nor essential. 

  • Interesting ideas
  • Lovely soundtrack 
  • Nothing really stands out
  • Why do I have to kill the dogs?
  • Frustrating movement on the map 

[Note: A copy of Pathway was provided by Chucklefish for the purpose of this review.]

Grim Dawn Ultimate Tainted Brain Matter Farming Guide https://www.gameskinny.com/ggc4e/grim-dawn-ultimate-tainted-brain-matter-farming-guide https://www.gameskinny.com/ggc4e/grim-dawn-ultimate-tainted-brain-matter-farming-guide Tue, 23 Apr 2019 15:35:10 -0400 Ty Arthur

As an action RPG filled to the brim with random loot drops, building the perfect Grim Dawn character is a heavily RNG-focused prospect as you hope for the best weapons and rare crafting materials to magically appear after slaughtering a horde of creatures.

Tainted Brain Matter is one rare material that players have trouble finding, especially as they level up and outpace the starting normal mode difficulty.  There are three main ways to acquire Tainted Brain Matter, which we'll cover in depth below:

  • Random chest drops
  • Farming specific aetherials and aether corruptions
  • Trading at the Gates Of Necropolis

Random Chest Drops

All of the rare crafting materials such as Tainted Brain Matter, Blood Of Ch'thon, and Ancient Hearts (very) occasionally drop from heroic chests, end boss chests, and one shot chests.

In particular, I've had success finding Tainted Brain Matter after defeating The Master Of Flesh and opening the chests labeled as The Master's Trove at the end of Ashes of Malmouth.

The locked chests that have to be opened with dynamite in Deadman's Gulch also occasionally drop them.

Frankly, the percentage chance on chests is low enough that its more of a "Hey, cool, it finally dropped," than anything that can be reliably farmed, however, so this isn't the best way to go about finding rare crafting ingredients.

Best Spots To Farm Tainted Brain Matter

 Battling a star marked heroic atherial.

Instead on relying on chests to effectively farm Tainted Brain Matter, your best bet is to go anywhere where aetherials and aether corruption creatures spawn at a high level. Tainted Brain Matter will drop randomly from these creature types:

  • Heroic creatures: These aetherials and aether corruptions are marked with the star next to their name and typically have extra titles such as Azar The Wrathful, Aetheron The Plaguebearer, or Kamladris the Rimeheart
  • Bosses: Such as Commander Lucius, Warden Krieg, Herald Of The Flame, or The Amalgamation
  • Nemesis spawns: These rare, high level atherials and aether corruptions won't spawn until you hit the lowest reputation with those factions, which won't happen until much later on a 2nd - 3rd playthrough on a higher difficulty

The best spots to find plenty of these are types of enemies are The Hidden Laboratory (Act I), the Gates Of Necropolis (Act IV), Port Valbury (the roguelike challenge dungeon in Act III) and any area in the city of Malmouth (Ashes Of Malmouth expansion).

Warden Krieg in the Hidden Laboratory near the end of Act I is by far the best boss to farm at lower levels, because you get plenty of potential aetherial hero spawns along the way to fighting him.

No matter where you go to find aetherials for farming Tainted Brain Matter, it is critical to note that this rare crafting component will not drop from creatures that are 10 or more levels below your character level.

Why does that matter? Because each difficulty level of the game has level caps for creatures in specific areas. This is easily the top reason why new players can't ever seem to find Tainted Brain Matter no matter how many aetherials they kill.

If you've already hit level 65 - 70, then you simply can't farm Tainted Brain Matter on normal mode any longer. At that point, it's time to move up to epic difficulty and replay the campaign until you reach areas with aetherial and aether corruption heroes.

Trading For Tainted Brain Matter

Horrus the Cursed Smith found to the north of the rift gate at the Gates Of Necropolis (near the end of Act IV in the base campaign) will trade items for Tainted Brain Matter, which sounds like the quickest and easiest way to get them, right?

Well, it's less easy than you may think, because he will only trade other rare crafting materials, which obviously also drop very infrequently. If you've been playing through areas heavy with chthonic enemies however, you may have extra Blood Of Ch'thon for trading.

You can trade these items on a 1 for 1 basis with Horrus:

  • Blood of Ch'thon for Tainted Brain Matter
  • Ancient Heart for Blood of Chthon
  • Tainted Brain Matter for Ancient Heart

What Is Tainted Brain Matter Used For In Grim Dawn?

In addition to completing the Tainted Brains faction bounty in Devil's Crossing, the main usage for Tainted Brain Matter is crafting legendary equipment and relics.

Note that you unlock the Relic From The Past achievement when first crafting an empowered relic (which will probably include Tainted Brain Matter, since that's the earliest rare crafting material to drop).

Those empowered relics are then used as materials for crafting transcendent and mythic relics. Tainted Brain Matter can be used specifically in these crafting recipes:

  • Agrivix's Malix (mythic relic)
  • Bloodsworm Amulet (empowered relic)
  • Bloodrager's Cowl (legendary helm)
  • Calamity (empowered relic)
  • Clairvoyant's Hat (legendary caster helm)
  • Desolation (transcendent relic)
  • Elixer of the Aether (consumable)
  • Equilibrium (empowered relic)
  • Fortitude (empowered relic)
  • Iskandra's Hood (legendary caster helm)
  • Juggernaut (transcendent relic)
  • Gunslinger's Talisman (empowered relic)
  • Maw of Despair (legendary heavy helm)
  • Mortality (transcendent relic)
  • Ruination (empowered relic)
  • Scourge (mythic relic)
  • Specter (empowered relic)
  • Whisperer of Secrets (legendary helm)

Have you found any other treasure chests or locations that seem to drop Tainted Brain Matter more frequently? Let us know in the comments!

Still need more help navigating this post-apocalytpic grim dark fantasy ARPG? Check out our other Grim Dawn guides here:

How to Unlock Characters in Pathway https://www.gameskinny.com/mvpyy/how-to-unlock-characters-in-pathway https://www.gameskinny.com/mvpyy/how-to-unlock-characters-in-pathway Tue, 23 Apr 2019 11:54:16 -0400 Jason Coles

While Pathway's starting character lineup is fine, the really interesting characters take a bit more effort to unlock. 

Some of Pathway's characters are worth unlocking, though, because they have certain traits that may better fit with your specific playstyle. For example, some can find more fuel while others are better healers and some find more money. Further, each has its own item skills and perks. 

However, it's worth keeping in mind that they also have their own weaknesses, too, and their skill trees are also different from each other. 

Here is what you need to do to get them.

How to Unlock Characters in Pathway

Character Unlock Requirements How to Unlock
Leonora De Quincey Kill 100 Nazis This should come naturally.
Monsignor Carlo Veduti Kill 50 zombies These crypts and tombs are found during events, appearing more commonly from second campaign onward.
Brunhilda, Queen of the Valkyries Bleed kill 5 enemies Use the special attack with your knife. Finish enemies off with the bleed damage. 
Agent Georgette Remy Kill 10 enemies with Ambush ability This is a sniper skill so pick Baron Von B. if you want to unlock this one quickly. Just target an area you know the enemies will move through. 
Professor Mortimer Bellamy Find a Disintegrator These are random drops.
Dr. Gopal Chandraputra  Revive 20 characters Use a medkit on a "knocked out" teammate.
Shani, African Steppe Huntress Kill 100 enemies with melee attacks This can be done with knives or punches.
Rose Sheffield Finish any adventure with women only. You can only do this after unlocking a second female character. 
Annabelle Cesaire Montserrat Kill 25 enemies with Double Shot This is a pistol skill. You can actually target the same enemy twice if you want the kill. 
Le Fantome Evade 75 attacks You can use Low Profile if a character is wearing medium armor. Simply have them use this and then wait for the Evade text. This is different to miss, so cover is not your friend here.  


That's all of the characters and how to unlock them in Pathway.

It is less that any of these challenges are tricky, and more that they are time-consuming. Good luck for the RNG-based ones! 

Doraemon Story of Seasons Coming West to Switch and PC https://www.gameskinny.com/r3rox/doraemon-story-of-seasons-coming-west-to-switch-and-pc https://www.gameskinny.com/r3rox/doraemon-story-of-seasons-coming-west-to-switch-and-pc Tue, 23 Apr 2019 11:17:49 -0400 Joshua Broadwell

Bandai Namco recently announced that the crossover title Doraemon Story of Seasons will be coming West some time this fall for Nintendo Switch and PC via Steam. The title, developed in collaboration with Brownies studio, was initially thought to be a Japan-only release slated for summer.

Doramon Story of Seasons features the well-known characters from the Japanese anime and manga series, Doraemon, living in a Story of Seasons setting, performing daily farm tasks, and interacting with the local townspeople in Shizen Town.

Doraemon, as one might expect, tells the story Doraemon. He's a cat from the 22nd century who traveled back in time and now lives with the Nobi family and is particular friends with the other main character, Nobita.

Famitsu recently interviewed Bandai Namco producer Kouji Nakajima and Brownies' development planner Kasumi Sugita about the game's structure and focus to give fans a better idea of what they can expect from the game.

Nakakima is known for being a fan of Harvest Moon: Back to Nature, and some elements of Doraemon Story of Seasons reflect that, most notably the farming elements.

For instance, the early game's farming tasks are rather difficult. Despite Nobita having access to Doraemon's signature gadgets that can make some tasks easier, these aren't endless, meaning players will still encounter challenges.

The Story of Seasons crossover blends the story beats from Doraemon into traditional farming sim gameplay as well.

Sugita mentioned the town's central story revolves around a giant tree said to have been grown by a goddess. Players uncover the connection between the tree and why the Nobi family arrived in Shizen Town to begin with, which gives the game more of a central narrative and adventure elements than previous Story of Seasons titles.

Doraemon's themes of family bonds and doing one's best regardless of what talents and abilities one has also play a significant role. Along with developing the Nobi family's bonds, players will discover the backstories of the numerous shopkeepers and townspeople, all of which relate to familial love — for siblings, parents and children, and even pets.

In fact, Shouhei Yamashita, another Brownies development planner, said the total volume of sub-stories is actually five times the main narrative's size.

Doraemon Story of Seasons launches June 13 in Japan and, as mentioned, is set for a fall release date in the West.

How to Get the Infinity Gauntlet in Roblox Egg Hunt 2019 https://www.gameskinny.com/t69gw/how-to-get-the-infinity-gauntlet-in-roblox-egg-hunt-2019 https://www.gameskinny.com/t69gw/how-to-get-the-infinity-gauntlet-in-roblox-egg-hunt-2019 Mon, 22 Apr 2019 14:42:23 -0400 Ty Arthur

Spring is finally here and Easter may be over, but there's still time to get in on the annual Roblox holiday event, which goes quite literal with finding Easter eggs.

This time around, in celebration of a certain major franchise reaching the end of its current phase, those Easter eggs are all based on heroes and villains in the Marvel universe, specifically, Avengers.

Want to get your hands on that coveted Thanos Infinity Gauntlet egg? You won't find it just lying around anywhere, and will instead need to pick up five other eggs first.

Let's take a look and where to go to unlock the prized egg!

How To Get The Thanos Infinity Gauntlet Roblox Egg

To grab the ultimate final item of the Scrambled In Time Egg Hunt 2019 event, you need to first collect all five secret Avenger eggs (echoing the collection of the infinity stones of course). They are the:

  • Black Widow egg
  • Captain America egg
  • Captain Marvel egg 
  • Iron Man egg
  • Thor egg

To get any of these eggs, you'll first need to unlock a special red ship that lets you fly around the event hub area.

 Hole to the ship key (thanks to Conor3D for the screenshot)

After collecting any three non-Avengers eggs during the Scrambled In Time Event (it doesn't matter which specific ones you grab), the hub portal in the lobby will unlock.

Teleport through it to reach the special Avengers area, then run down the long pink path until you see the large circular brown building, which is actually Thor's temple.

Check along the back side of the building to find a hole in the ground where you can grab a glowing key next to a bank of monitors. Climb back up the path and then run to the ship on the nearby runway to use the key for accessing this aerial vehicle.

From there, you can finally fly to any of the Avengers temples, where you will have to make your way through some simple jumping/platforming puzzles. At the end of each temple is the specific egg for that character. 

 Finding Captain America's egg at the end of the end of the jumping puzzle

Although you can tackle the temple puzzles in any order, here's what to look for when flying around the event hub area to find each temple:

  • Black Widow's temple: This black tiered ziggurat building is easily visible to the side of Thor's temple, but to reach it you actually need to land in the hole on the bottom end of the pink floating island, then run around the island to reach the stone path leading into the temple.

  • Captain America's temple: This red, white, and blue dome shaped like Captain's shield is pretty easy to spot on another pink island.

  • Captain Marvel's temple: This smaller dark red and blue tiered building is harder to see from the air, but you can find it by looking at the end of a long stone bridge over a pink pond.

  • Iron Man temple: This brown and red pyramid is clearly visible across the chasm from Captain America's temple.

  • Thor temple: This is actually the big brown circular building where you found the key, but you can't enter it through a normal door like the other temples. Instead, go around to the side until you see a cracked wall, then smash the wall down to get inside.

 Entering Iron Man's temple across from Captain America's temple

After grabbing the fifth Avengers egg, you are finally rewarded with the Thanos Infinity Gauntlet egg! 

Having trouble with any other aspects of the Scrambled In Time egg hunt? Let us know what you can't find and we'll get you an answer, and be sure to check out our other Roblox guides here.

After nabbing your Thanos egg enjoy seeing Avengers: End Game this weekend but don't drop any spoilers!!

Apex Legends Twitch Viewership Dwindles, Top Streamer May Leave Game https://www.gameskinny.com/hunku/apex-legends-twitch-viewership-dwindles-top-streamer-may-leave-game https://www.gameskinny.com/hunku/apex-legends-twitch-viewership-dwindles-top-streamer-may-leave-game Mon, 22 Apr 2019 13:48:18 -0400 Joshua Broadwell

Respawn's Apex Legends has seen a dramatic decrease in Twitch viewers over the past month, and some prominent streamers claim that the game's lack of content and "laggy" servers are primary reasons why. 

According to TwitchTracker statisticsApex Legends currently ranks as the 10th most popular game on Twitch. It has a bit more than 28,000 concurrent viewers, with roughly 2,500 channels streaming it as of this writing.

To look at it another way, Apex Legends has averaged around 29,000 viewers in the past week from a little more than 2,700 channels. That's a substantial drop-off since February, which saw Apex hit more than 269,000 viewers on average its first week, with an average of 10,000 channels streaming it at any given time.

Available data shows March was the last time Apex Legends saw a considerable spike in viewers, but on the whole, the game has seen a steady decline in viewership since it first broke Fortnite's single-day viewership record.

Epic Games' Fortnite, however, ranks number 1 again, with over 150,000 viewers and just over 11,000 channels streaming. The number of viewers is still lower than Apex's at its height, despite streaming on more channels than Apex did in February.

There is a possible reason for Apex's decreased number of viewers as well: Top Twitch streamers are abandoning the game in favor of other games, like PlayerUnknown's Battlegrounds (PUBG).

Twitch streamer Michael "Shroud" Grzesiek said he could permanently leave Apex based on the game's current state, referencing that PUBG is "in a better state" than Apex Legends.

Shroud has also referenced (and run into) the game's "laggy" servers in the past. 

According to the International Business Times, Shroud was one of the streamers primarily responsible for boosting Apex's visibility and popularity. It's not difficult to see why, with an average of 65,000 viewers and over half a million followers.

Aside from the game's current state, Shroud also points to Respawn's lack of new content as a reason why he could leave the game. 

United Front Gaming's Editor-in-Chief, and GameSkinny contributor, Kenneth Seward Jr., echoed similar concerns about Apex Legends. Despite enjoying the game initially, and writing a good many guides on it, he says the shooter has lost its luster.

I actually stopped playing right after they released the first battle pass. I had already got all the achievements and was hoping for something else to work towards. Unfortunately, the pass...wasn't cost friendly. It felt like the devs were only focused on money. I mean...after you reached a certain level, you stopped getting loot boxes outside of the battle pass.

Part of Respawn's core approach to Apex Legends was a slow-and-steady update plan, taking detailed player feedback into consideration and testing extensively before implementing new changes.

However appreciated some aspects of that approach might be, as with the latest update's gun balancing, it seems this philosophy has the potential to hurt the game in the long run.

World War Z Review: Left 4 Dead Formula is Alive But Shambling https://www.gameskinny.com/parif/world-war-z-review-left-4-dead-formula-is-alive-but-shambling https://www.gameskinny.com/parif/world-war-z-review-left-4-dead-formula-is-alive-but-shambling Mon, 22 Apr 2019 10:56:07 -0400 Sergey_3847

If you've been following the development of World War Z, then you probably noticed, like many other gamers, just how similar the gameplay looked in comparison to Valve's own Left 4 Dead franchise. Its playerbase even coined the term "Left 4 Zed," reflecting the feelings of the community.

Of course, it's not a direct rip-off, but there are many things in the gameplay that just scream L4D. Fortunately, there are plenty of original ideas, too. In case you've played the Valve's zombie shooter sometime over the past several years and miss that same vibe, then World War Z should help you get that fresh but not-so-fresh nostalgia fix.

So let's take a closer look at this new cooperative survival game from Saber Interactive and see if there is more to it than just a fancy title.

Story and Setting

The main campaign in World War Z begins in one of the four global locations: Moscow, New York, Jerusalem, or Tokyo. You must survive the swarms of the undead zombies and complete the mission by moving from one designated point to another.

You carry several types of guns and pick up ammo on your way to the finale. In the process players must fight different kinds of zombies, most of which don't pose a real threat and are easy to kill. But they usually attack in huge numbers, so at times it can get really hard.

Besides your typical swarms you will encounter special zombies that will make your life difficult. Fortunately, you won't have to fight them alone as there are always teammates on your side. Players can help each other by communicating voice messages and exchange information on the locations of healing items, better weapons, and ammo.

By the way, you don't have to worry in case you have no friends to play in co-op mode. The game is ready to provide you with three AI players who will do their best according to the chosen difficulty level.

Probably the best part about these AI companions is that they will respond to damage like actual players asking for help. This will prompt you to look after them, provide them with healing items and such. So it is quite fun either you're playing alone or with real friends.

Roaming through the streets of the four big cities is really exciting, as the locations are quite realistic and the level design is excellent. For example, when playing in a snow-covered Moscow, you may at times feel like you're playing one of the Metro games, which is famous for its realistic depiction of the post-apocyliptic Russia. But other cities look just as cool and all have their own distinct features.

Gameplay Mechanics

PvE Co-Op Mode

The very first thing that sets apart World War Z from the rest of zombie shooters is the location of the camera. In this case it is fixed behind the character’s back, or simply in a third-person view, which allows you to be more aware of your surroundings.

Before launching a mission, you will need to select the character and its class. The character selection menu offers how your character looks in the game with no customization features. But when it comes to selecting your class, things can get rather complicated.

The cooperative and multiplayer modes have their own separate class selection menus, where each class has its own separate skill tree. The game offers six main classes in co-op.

Players can earn XP points by completing missions, and in this way they can unlock different levels of the given skill trees. Each class has 31 skills in co-op mode, among which 27 are regular and 4 are unique.

At the end of each mission players get both class and weapon XP points. In World War Z each class has its own special abilities that determine their starting weapons. You can then use the weapon experience points to unlock additional attachments in the corresponding menu, and thus improve your basic firearms.

Each player has a primary and secondary weapons, which can be found during the missions. Usually, they are much better weapons than the ones you start with, such as heavy assault rifles, advanced SMGs, and even a chainsaw.

Besides the personal weapons players have the chance to use stationary machine guns, mortars, automatic turrets, etc.

PvEvP Multiplayer Mode

In PvEvP mode or PvPvZ online multiplayer mode two teams of four players fight against both zombies and players.

There are 10 classes in this mode, where each class has 13 skills to level up. Instead of cooperative missions like in PvE mode, here you have access to several different multiplayer modes:

  • Scavenge Raid
  • Vaccine Hunt
  • Swarm Domination
  • King of the Hill
  • Swarm Deathmatch

In this mode players don't get to choose their weapons, and you simply choose your starter kit, and get to run with it all the way through.

Some players may not like this kind of approach, but it reduces the amount of time you have to put towards  on weapons and class customization since the multiplayer modes are a lot shorter.


  • Swarms of zombies look impressive
  • Levels are very well designed
  • Huge pool of weapons and attachments
  • Left 4 Dead nostalgia fix


  • Missions are repetitive
  • Gameplay, although fun, gets boring rather quickly
  • Some network bugs and lags

In the end you can expect World War Z to be quite entertaining with all its large-scale glory, good graphics, and abundance of classes. However, the game is rather limited in terms of gameplay variety, and the only really fun to play it is with your friends.

Currently, there are only four available missions and that's just not enough for a full-fledged game. Of course, you could try to complete all the missions at Insane level of difficulty, so that you would have an incentive to improve your class and weapons. But other than that it can get boring rather quickly.

In any case, if you have a bunch of friends who like to play online, then you can have short and fun gaming sessions in World War Z for sure. Just don't expect too much from this zombie shooter, and you will not be disappointed.

[Note: A copy of World War Z was provided by Saber Interactive for the purpose of this review.]

How to Find Your Risk of Rain 2 Save Location and Behold Loads of Stats https://www.gameskinny.com/9v4ff/how-to-find-your-risk-of-rain-2-save-location-and-behold-loads-of-stats https://www.gameskinny.com/9v4ff/how-to-find-your-risk-of-rain-2-save-location-and-behold-loads-of-stats Fri, 19 Apr 2019 15:35:51 -0400 Ashley Shankle

If you're like me and have been playing a ton of Risk of Rain 2 lately, you may be interested in getting your hands on your overall game stats. For now, that has to be done by looking into your save file.

Within your save file are more stats than you can shake a stick at. Want to know how many Alien Heads you've picked up, how many times you've died to Golems, or the total amount of time you've played as your favorite character? You can check out all that data and more right there in your save. Nice.

It's very likely all or a fair number of these stats will be available in-game in a later update, but this is your only option at this point in Early Access. At least we have this method to take a gander at how we're doing for now, right?

Of course, you may want to alter your save file instead. That's really up to you.

Where Is Your Save Data?

Your Risk of Rain 2 save file location isn't hidden in the game's steamapps folder like you might expect. Instead, you have to delve into your userdata folder to get your hands on the file.

For me, the file can be found in the following location...

C:\Program Files (x86)\Steam\userdata\X\632360\remote\UserProfiles

... with the 'X' being my Steam profile number.

Your number will be different, so just make your way to the C:\Program Files (x86)\Steam\userdata folder and figure out which profile is yours. From there, seek out the 632360 folder and you'll be well on your way.

Your save file will look pretty similar to mine in the image below.


  1. Right-click the file
  2. Mouse over 'Open with'
  3. Choose a text editor to open your save

I use Notepad since it's all plaintext. Whatever program you use, make sure you have word wrapping enabled to be able to properly see the data.

Doing this, you can see stats like:

  • Total kills
  • Total damage dealt and taken
  • Highest damage dealt
  • Loads of item stats
  • Total time alive with individual survivors
  • Total damage dealt to each enemy type
  • Total damage dealt/taken to/from each enemy type with individual survivors
  • Total kills on each enemy type

Honestly, it's a bit wild to be able to see all this stuff. The first Risk of Rain doesn't offer this amount of data in its in-game stats, so I'm curious whether all these Risk of Rain 2 stats will make it into the game at a later date. Even if not all of them get shown in the client, you'll always be able to take a look at the save file.

That's really about it. We've got a few Risk of Rain 2 guides to check out if you want to know more about Lunar Coins, how to unlock characters, and more. Enjoy the flurry of stats you're about to behold, and look out for those Elite Golem boss spawns. Those things are killer.

Iraq Latest Country to Ban PUBG, Adds Fortnite https://www.gameskinny.com/mbckw/iraq-latest-country-to-ban-pubg-adds-fortnite https://www.gameskinny.com/mbckw/iraq-latest-country-to-ban-pubg-adds-fortnite Fri, 19 Apr 2019 15:07:51 -0400 Joshua Broadwell

Iraq is the latest country to make headlines for banning PlayerUnknown's Battlegrounds (PUBG). The country banned the battle royale alongside Epic Games’ Fortnite.

According to the original Reuters report regarding the ban, the Iraq parliament issued the prohibition while citing reasons similar to those of a Kathmandu Court's recent decision to ban PUBG in Nepal. Other games were mentioned as falling under the ban, though they were not named in the report.

The official resolution from the Iraq parliament  stated the ban is:

[...]due to the negative effects caused by some electronic games on the health, culture, and security of Iraqi society, including societal and moral threats to children and youth.

The resolution regarding PUBG and Fortnite means that internet providers cannot stream the games and are prevented from making transactions related to the games as well.

According to the Reuters report, the Iraq parliament did not provide references to psychologists, specific cases of unrest or violence, or reports from local authorities.

The ban on PUBG and Fortnite is the new parliament's second piece of legislation, the first being a budget from January. One of the main voices calling for the ban was Shi’ite cleric Muqtada al-Sadr.

The reasons why PUBG and, now, Fortnite are banned vary depending on which country institutes the ban, but they ultimately boil down to the same thing: causing violence in impressionable youth.

It's difficult to know whether a non-battle royale game would cause quite the same effects, though. For example, when China contemplated banning PUBG in 2017, the issue was violence, but it was because the violence promoted individual conflict and not working together. Tencent's team-based shooter game was acceptable since it promoted cooperation, regardless of violence.

al-Sadr issued a statement with similar sentiments as well, telling youth:

What will you gain if you killed one or two people in PUBG? It is not a game for intelligence or a military game that provides you with the correct way to fight

All of this is just the latest round in the ongoing global debate over whether violence in video games affects young people.

Studies on both sides have support for their respective arguments, of course, and it doesn't seem likely this discussion will quiet down any time soon — especially if more countries follow suit and implement their own bans.

Kenshi's Best Base Locations Detailed https://www.gameskinny.com/kqjii/kenshis-best-base-locations-detailed https://www.gameskinny.com/kqjii/kenshis-best-base-locations-detailed Fri, 19 Apr 2019 14:41:52 -0400 Ty Arthur

From penniless wanderer to leader of a thriving empire, your journey in Kenshi will be a truly epic one... if you can survive long enough to start building a settlement that's worthwhile.

If you want to setup shop and start your own community, you need a good starting location. It's all too easy to starve, run out of water, or get slaughtered by wandering enemies.

Not quite sure where to setup your base? We show you the 5 best overall locations, and then look at several other options to consider in subsequent playthroughs.

What To Look For In A Good Base Location

Before getting into the specific areas of the map for using as a base, you need to keep in mind these four main things you need when choosing a potential location.

  • High fertility for growing and access to resources -- stone, copper, iron, animals for meat, and water are key. Usually no single spot will have 100% of everything, but the more you have in one location, the better.

  • Proximity to cities or caravans for selling

  • Areas to funnel enemies when they attack, or the ability to build walls and cover open sections to artificially create choke points

  • You want a large, open space that has plenty of flat sections to make building easier

Note that specific resource amounts in these best Kenshi base locations may vary between playthroughs as they are generated differently, so you may need to move slightly from the exact spots we show below.

The key is to pay attention to the biome type of the area, then check your prospecting map values to see how much of each resource can be found at your prospective base location.

Eastern plateau 

This is easily one of the best places for a new player going with the Wandering Trader character beginning. To find this location, head east of the ruined holy outpost and northeast of the Waystation.

You get a big flat area here with lots of stone, iron, and copper in addition to good wind speed if you want to build wind generators. From this position, its easy to go to the Waystation or ruined holy outpost for supplies and materials, and caravans pass by since its near the road.

Fog Islands

This one has more enemies to deal with, but can be worth the trade off. You can find this spot by heading south of Obedience and east of Mongrel.

There's plenty of copper and iron and good opportunities to grow things, but lower access to water is the main downside, so build some wells. Make sure to defend or wall off two of three entrances to the area so you don't get overwhelmed.


Further east of our first plateau base location listed above, this spot with Greenbeach to the east and Waystation to the west is an easily defensible plateau rising directly above a river.

The best part is that there's only one way up, so you don't need to worry about building a ton of walls and creating choke points, since you automatically get one.

In terms of resources, this is probably the single best location in the game, as you get iron, stone, copper, and extremely high fertility for an arid region.


Southeast of the Waystation, this area tends to be lower on the stone resource, but has high water and fertility. The best part is that its centrally located and you can easily reach all the other biomes quickly.

There's one particular building strategy that can be really useful here. Try building your walls in a large semi-circle around a lake, then put your gates at the edge of the lake where the water meets the dirt.

If you put turrets up above the gates, you effectively force invaders to move slowly through water and get mowed down before they can enter your base.

Forget The Base - Go Live In Stoat!

This is a different way to play that essentially forgoes the base (at least until you've spent plenty of time on tech and crafting). Rather than starting your own base, just use Stoat as your base of operations until you can afford to buy a building in the city.

This allows immediate proximity to shops and the safety of living in an existing settlement, while still allowing you to craft and send out your war party to get into trouble and search for loot.

Other Kenshi Base Locations

While those are our top 5 base spots, there are other places that work well depending on your play style and whether you are going with skeletons or humans. In particular, these other potential spots are worth checking out if you don't like our top picks:

  • The river between Clownsteady and the Waystation: Usually lacks iron but has all your other important resources in close proximity

  • South of the green valley in Okran's Pride: This area in Holy Nation territory is a great flat location for building, with close and easy access to bonedogs and river raptors for food, and both wheat and cactus grow well there.
  • The High Bonefields north of Catun: The middle of this section can be easily walled off, has high fertility and stone, and you won't be bothered by any of the major factions

What's your best Kenshi base building location? Let us know your favorite spot in the comments below, then take a look at the rest of our Kenshi guides here:

Katana ZERO Review: Modern Beauty https://www.gameskinny.com/0qvjr/katana-zero-review-modern-beauty https://www.gameskinny.com/0qvjr/katana-zero-review-modern-beauty Fri, 19 Apr 2019 10:57:59 -0400 Ashley Shankle

Katana ZERO is what you get when you mix '80s aesthetics with a story-driven and visceral 2D action/puzzle game.

I love it.

I've been familiar with developer Askiisoft for a decade now, thanks to their brilliant first release Tower of Heaven. At the time, it was passed around the internet as a mindblowing flash game. The platforming was floaty, but its Game Boy-era graphics and surprisingly catchy soundtrack paired with... well, you should just check it out. It's still very playable.

Askiisoft's later free releases, such as Jump Ahead and OverPowered, have all had a similarly compelling combination of aesthetics, music, and confusion. They have a particular style, no one can deny that.

Katana ZERO is the small studio's first full paid game, anyone aware of their previous work would know this one would be something special. A bigger, better, and more surprising Askiisoft game than ever before and you know what? It really is just that.

You spend most of the six or so hours of Katana ZERO working as a hitman with some serious problems. The world is dystopian and grimy, and the player character is very clearly mentally ill. That's all right, though. He's got a special power and is sort of open to taking his medicine.

That "special power" is his ability to manipulate time, which manifests in a few different ways during gameplay. You can manually slow time to dodge hazards like giant rotating fan blades, and your rolls warp time (Is it warping time or is he just that smooth?) just enough to keep you safe from damage or to get by other particular hazards.

However, the way his power manifests most for the player is the simple fact that when you get hit, you restart the stage. That's a rough way to manipulate time.

Each hit (assassination) you have to take care of has clear instructions. Sometimes it's not to talk to the target, sometimes it's to not kill anyone at all. The restrictions are varied and there are consequences to not performing as instructed.

Image source: Steam

The controls in Katana ZERO are buttery smooth; taking out grunts and bounding between rooms is an absolute delight. Slash, roll, wall-jump, whatever. It's all smooth as silk and incredibly satisfying to not only strike your enemies down, but to block-dodge their attacks and even their gunshots using your deft agility, trusty katana, and even environmental items.

You're not just trying to survive the human element in each stage, though. The targets you're after are high-profile and have similarly effective security measures you'll have to roll, sneak, and time-slow your way through to get in and out without breaking the contract's rules.

The thing is, though: You don't have to follow the instructions on the contract. There are consequences, but you can easily go your own way in most situations. It just may not be worthwhile for you to do so.

There are more choices than how you want to approach your missions, though. Between jobs are psychiatric appointments and story-driving dialogue scenes, both of which can be outright bizarre and do a fantastic job of portraying the gaps in one's memory, and how memory and imagination can blur with such ease.

The story doesn't trudge forward, it sucks you into its spiral void. To move things along, you talk on the phone, with your psychiatrist, and even with certain NPCs, but you can always decide what they have to say isn't worth your time by cutting them off mid-sentence. You can do this through pretty much all of the dialogue in the game if you're so inclined.

The flexibility between how you can complete a stage and how you interact with the game's other characters adds a very personal touch to the game. You're certainly playing as a character, but you make the experience your own.

I honestly really love Katana ZERO, but I'm pensive to spoil some of the experience here in this review.

From its gorgeous pixel graphics and snazzy music not too far from vaporwave to the incredibly satisfying gameplay and intriguing story, there is certainly a chunk of the gaming community that would be doing themselves a disservice by not giving Katana ZERO a fair shake.

It is absolutely worth it, and more than worthy to be Askiisoft's first full release.

  • Dreamy tunes to kill to
  • Intriguing and uniquely presented story
  • Fair but challenging hack n' slash katana action that's very satisfying
  • Gorgeous pixel graphics
  • The ending and story leave you hanging and left wanting a sequel

[Note: A copy of Katana Zero was provided by Askiisoft for the purpose of this review.]

World War Z Class Tier List PvEvP: Characters From Best to Worst https://www.gameskinny.com/zu7ov/world-war-z-class-tier-list-pvevp-characters-from-best-to-worst https://www.gameskinny.com/zu7ov/world-war-z-class-tier-list-pvevp-characters-from-best-to-worst Fri, 19 Apr 2019 10:37:20 -0400 Sergey_3847

The multiplayer component of World War Z offers something that not too many games have been able to execute properly: the fusing of PvE and PvP in one game mode.

Obviously, such a mode requires a totally different set of skills than a traditional PvE or PvP mode; that's one reason why players get to level up 10 new classes within the PvEvP multiplayer mode, each with their own distinctive skill trees.

Each skill tree consists of 13 unlockable skills, but not all classes are equally effective in the PvEvP mode. If you want to know which classes are the best and which ones lack zombie-killing power, then check our tier list for a mostly-definitive ranking of all multiplayer classes in World War Z.

Class: Assassin

  • Starter kit: Stun Gun, Advanced SMG, Pistol, and Assault Shotgun

The Assassin class gets two of the best weapons available in the game. At Level 1, the class gets both the Keris V10, an SMG with the highest rate of fire in the game, and the Taiga-12, the most powerful semi-automatic shotgun in the game, which comes with a maxed out penetration stat.

At Level 5, you will be able to unlock the upgraded SMG, which becomes even more powerful with its attachments.

Assassin is definitely the best pick for PvEvP, especially if you want to start the game on strong footing.

Class: Shadow

  • Starter kit: Gas Grenade, SMG, Combat Shotgun, and Rocket Launcher

Shadow is the only multiplayer class in World War Z, except Striker, that gets to carry an RPG in its heavy weapon slot. While not very effective in PvE, the rocket launcher becomes increasingly more effective in PvEvP.

At Level 6, Shadow players can unlock a new weapon, an XTAR-95 Bullpup Rifle, which comes with a fully upgraded max penetration stat.

At Level 8, if you manage to kill 10 zombies at once, you will get a 10% damage boost to your heavy weapon and a 30% bonus to reload time.

Shadow is an excellent choice if you enjoy playing with really powerful weapons.

Class: Trapper

  • Starter kit: Claymore, Scout Rifle, Shotgun, and Grenade Launcher

The Trapper's weapon roster may not look terribly exciting, but this class' skill tree is what makes it one of the best in World War Z's PvEvP mode.

At Level 4, you will get a 30% bonus to your reload time on all weapons, which is really important if you don't have extended magazine attachments.

At Level 6, a new weapon will appear in your slot, an ARK-103 Assault Rifle, which isn't the best AR in the game, but a very solid addition to Trapper's default scout rifle.

But most importantly, at Level 10, you will unlock the Sleight of Hand ability, which will allow you to switch between weapons 50% faster.

If you like fast moving and prefer a fast-shooting playstyle, then Trapper is the best pick.

Class: Striker

  • Starter kit: Stim Pistol, Bullpup Rifle, Pistol, and Rocket Launcher

Striker is a unique class that combines medic with a relentless mercer.

Just as with the Shadow class, you get a rocket launcher, and an XTAR-95 Bullpup Rifle, which gets upgraded at Level 5.

At Level 6, you will get an Advanced SMG Keris V10, the fastest shooting weapon in the game.

Choose Striker if you want to both effectively heal your teammates and kill your enemies.

Class: Warfighter

  • Starter kit: Frag Grenade, Assault Carbine, Pistol, and Machine gun

Just like the name implies, Warfighter is a killing machine. In addition to the class' explosive weapon arsenal, which includes grenades and a heavy machine gun, Warfighter can unlock the Deadeye ability at Level 7, which reduces the recoil on all weapons.

This class also shares some of the Trapper's skills that reduce reload and weapon switch time.

This means that Warfighter is a great alternative to Trapper if you prefer grenades over claymores.

Class: Specialist

  • Starter kit: Frag Grenade, Battle Rifle, Shotgun, and Payload Rifle

Think of the Specialist as a fusion of Warfighter and Shadow. This class gets to play with a lot of grenades. The class also has the ability to increase the damage of all weapons after killing 10 or more zombies at once.

If you manage to unlock all levels for this class, you will be rewarded with a Taiga-12 Assault Shotgun, a great addition to this class' weapon roster.

Class: Phantom

  • Starter kit: Claymore, Sniper Rifle, Senjata, and Payload Rifle

The Phantom is basically a sniper that can also plant claymores and lure enemies. Of course, sniping is priority number one with this class, which is improved at Level 5, when you unlock upgrades for your sniper rifle.

One of the most interesting abilities can be unlocked at Level 12, which increases your reload speed by 50% when your health is below 25%, which is a great bonus since snipers tend to operate as lone wolves. 

Class: Survivor

  • Starter kit: Molotov, Shotgun, Revolver, and Assault Shotgun

The Survivor has the same skill set as the Specialist, but instead of grenades, this class uses Molotov cocktails.

Molotovs are arguably better in PvE; in PvP, the slow burn damage isn't that effective, and enemies can quickly remove this annoying status effect.

That is the main reason why Survivor is lower on this lise for multiplayer mode.

Class: Support

  • Starter kit: Supply Bag, Assault Rifle, Senjata, and Machinegun

Support class plays a far more important role in PvE mode than in PvEvP since the missions there take much longer, and the need to use the supply bag is more accentuated.

But in PvEvP mode, games are shorter, and the Support class just doesn't play much of a role here. 

Class: Demolisher

  • Starter kit: C4, Shotgun, Pistol, and Grenade Launcher

The Demolisher class is not only useless in PvEvP, but it can actually be harmful to the team, since the waves from C4 explosions can damage your teammates.

Many areas in PvEvP are quite compact and playing around with C4 is a recipe for a disaster.

For more World War Z guides, tips, and tricks, see the list below:

My Time at Portia Color Blind Glasses: Helping Sanwa Quest https://www.gameskinny.com/6ktso/my-time-at-portia-color-blind-glasses-helping-sanwa-quest https://www.gameskinny.com/6ktso/my-time-at-portia-color-blind-glasses-helping-sanwa-quest Thu, 18 Apr 2019 16:43:09 -0400 Ty Arthur

More than just upgrading your workshop, harvesting crops, and raising farm animals, My Time At Portia is also all about forging relationships with other characters. 

Each NPC has a story. As it turns out, Portia's barber just hasn't been up to cutting hair after being mocked over his color blindness during a haircutting competition. He's been up to much more and needs help getting his color blind glasses. 

Let's dive into the quickest way to wrap up this quest.

Helping Sanwa With Color Blindness Glasses

This quest can start in one of two ways.

  1. You may receive a letter from Mayor Gale asking you to help Sanwa the barber.
  2. You might find the required lenses first and then continue the quest on your own once you figure out their purpose.

Note that if you finish this whole process before receiving the letter, you may still get it on a later day anyway. Just ignore it, as trying to go through the quest a second time can mess up all the dialog with Sanwa.

Whether you got the letter or not, you can mine an eyeglass lens in the Abandoned Ruin 1. Note you need two of them to make the color blindness correcting glasses!

With the two lenses in hand, head to Petra at the research center. She will give them to Merlin, who will then find a new use for the material. Now we play the waiting game... 

Return to the research center after one in-game day has passed to get the color blindness correction glasses from a disappointed Merlin, who was hoping they would have more use.

While you can sell the glasses for 50 gols, resist that urge (unless you just really don't like Sanwa or barbers, I guess).

Instead, head into Portia and look for Sanwa, who, unfortunately, looks very similar to his siblings Dawa, Erwa, Siwa, Wuwa, Liuwa, and Qiwa. They all have sunglasses and are wearing the same hat and shorts combo. While they are difficult to tell apart, the main difference is in their color scheme.

Sanwa is the one in the yellow shirt and red shorts. He can be found in the barbershop near the research center, at his house, or wandering around the city between the two locations.

When you have the glasses in your inventory and talk to Sanwa, you should receive new dialog options regarding his color blindness issue.

In some cases, he won't talk to you about it right away, however. If the new dialog doesn't appear, wait for an in-game day and then try again. Some players have had to wait up to six days, so be patient and eventually, he'll be willing to talk.

When the new dialog options about the glasses pop up, follow these choices to complete the quest:

  • I've heard you have color blindness, right?
  • You need to man up, Portia needs a barber!

Note that Sanwa can be dated and eventually married if you fancy the portly barber, and helping him out with his glasses will move you further along that track.

Strangely enough, if you mine more eyeglasses, you can also gift them directly to Sanwa's brother Qiwa, who is wearing the purple shirt and blue shorts.

Having any trouble finding the eyeglass material, getting Merlin to swap them out for the full glasses, or talking to Sanwa? Hit us up with your situation, and we'll try to find you a quick solution!

Need more help with other aspects of this island dwelling life sim? Check out our other My Time At Portia walkthroughs here:

Hades Brings a Narrative Change to a Monotonous Genre https://www.gameskinny.com/a63ra/hades-brings-a-narrative-change-to-a-monotonous-genre https://www.gameskinny.com/a63ra/hades-brings-a-narrative-change-to-a-monotonous-genre Thu, 18 Apr 2019 16:00:14 -0400 diegoarguello

Ever since Supergiant Games announced Hades last year, I’ve been going back to it every now and then during its Early Access period through the Epic Games store. Combat is fun and engaging, the atmosphere already has a solid foundation, and both the art style and soundtrack matches the quality of past works from the studio.

But so far, the element I’ve been loving the most is witnessing how it acknowledges roguelites’ nature, and embraces it by following the studio’s signature style around narrative.

The genre is an intriguing choice, to say the least. Bastion and Transistor are action RPGs, although the latter also added real-time strategy elements. Pyre introduced itself as an ambitious mix between a visual novel and its own sports game within. All these games shared a same sentiment, focusing on delivering a powerful narrative with unique worlds and memorable characters.

Hades breaks with the tradition by diving into something new. The foundations aren’t new since they’re based on Greek Mythology, so it’s the first time we get to see Supergiant working on an already established base (although Mythology leaves a lot to interpretation, which makes it even richer to examine and worked upon).

Another plus is that they didn’t ditch the top-down perspective or introduced a completely different genre either, since Hades is pretty much focused on action than everything else.

The roguelite factor, on the other hand, it’s what changes things up. It’s easy to tell they knew how to add what made their games so interesting into the mix early on, especially how New Game+ works in their projects.

Playing as Zagreus, son of the god of the Underworld, you’ll have to fight your way through the different floors and stages of this realm. Every time you perish in battle, you end up rising again from a pool of blood right at home.

“There’s no escape,” Hades tends to repeat at you. But you continue either way.He doesn’t wake up in just a normal hub. At the end of the day, it’s still his home, even if he’s trying to escape from it.

In both Bastion and Transistor, New Game + was tied to each main story, and carried a deep meaning behind it. You could notice things going differently early on, or even hear references from the characters about what did or didn’t happen during your first walkthrough. It almost felt mandatory if you wanted the whole experience.

Retrying is part of a roguelite’s core, and in the hands of Supergiant Games it feels like almost an endless cycle where they can keep experimenting in the afterlife. Zagreus’s dialogues, and how he reacts to certain moments or reminiscences past defeats, play a big part on this.

First of all, this is the first main character from Supergiant Games that actually has a voice and doesn’t rely almost entirely on a narrator or multiple characters to back them up. You hear Zagreus from the very first moments, and while I’d never change this from previous games, it certainly helps for the character to stand out.

This leads to interactions with enemies and death itself that makes the character become much more connected with the player’s experience. During one of the first boss encounters I faced, which takes you into battle against two skeleton twins, I heard Zagreus calling them stupid as he was raising from his death after the first defeat.

I continued for a couple of more runs, and it took me a while to get to that fight once more. “You again?” said Zagreus, and he even let out a “That’s for last time,” when I finally achieved victory.

In a recent run, I had been juggling through multiple rooms with less than half of my health. Finally, I had entered a room that would give me a healing item as a reward. I just had to fight might way through it. I was doing just fine, but traps dealt the finishing blow as I was dodging from enemy projectiles. “No, no, no, wait!” said Zagreus, as he once more perished.

All these interactions create short, yet unique moments that ever last in my memory long gone after I stop playing. It’s still early to say, but Hades might be the first game in the genre that I’m interested in experiencing it fully. Others in the genre might have stories on their own, but I feel a sense of purpose here after each encounter or failed run. I almost feel guilty for being so bad at the game sometimes.

Hades acknowledges its nature, and it feels like an extension of something that Supergiant has been building with New Game+ over the years, giving replayability a narrative sense both in small chunks and onto a bigger picture. I can’t wait to see how it continues to unfold until the final version.

Tales of an Interview with Unbound's Alien Pixel Studios https://www.gameskinny.com/welmo/tales-of-an-interview-with-unbounds-alien-pixel-studios https://www.gameskinny.com/welmo/tales-of-an-interview-with-unbounds-alien-pixel-studios Thu, 18 Apr 2019 15:17:36 -0400 Joshua Broadwell

There are a lot of indie games out there. A lot. Sometimes, it's hard to find the one that really grabs you, a problem not helped by difficult to navigate platforms like the Nintendo eShop (but the eShop's problems are another story).

Other times, that one just happens to fall right in front of you.

That's what happened to me a few weeks ago. I was doing a write-up based on a press release for an upcoming indie game by Romanian developers Alien Pixel Studios called Unbound: Worlds Apart, set to release later this year. The trailer, premise, and inspiration behind the game really stood out as something unique to me.

So I reached out and asked if the devs would be willing to speak further about the game, its origins, and its evolution over time, and happily, Sergiu Craitoiu, Unbound's designer, responded with a wealth of detail.

From Humble Beginnings

Unbound: Worlds Apart has been in development for several years. In that time, a lot has changed.

Originally, the devs were inspired by a few particular things: the idea of the main character using a sphere to manipulate the world and the desire to create a dark tale around that character.

Craitoiu said the goal was creating a 3D game — but 3D requires a lot more in the way of resources, which the team couldn't spare at the time. Instead, they worked on creating a prototype in 2D, and it stuck from there.

Like all creations, there are some specific inspirations behind Unbound. Craitoiu said Olga, the team's artist, was particularly influenced by games like Ori and the Blind Forest, Hollow Knight, and Limbo, while Craitoiu himself was inspired by the likes of Portal, Braid, Diablo II, and The Swapper.

However, Craitoiu provided some interesting information about how the core mechanic, the dimension-altering sphere, came from outside the world of gaming:

At that time I was listening to a UK metal band called Architects, and they have a video clip on Youtube, where they have a huge bubble behind them making a contrast between black and white, and from that moment I knew that we could apply some sphere or portals like that in the game.

The early prototype had the sphere extend to the entire screen, which completely altered the environment, but also had the potential to make things pretty confusing for players. Thus, the limited sphere extending out from main character Soli was born.

From there, Craitoiu said every aspect of the game continued to evolve. The first prototype was linear, and he likened progression to Limbo in how straightforward it was. Additionally, the story itself — one of the game's key features and an important part of its conception — was practically nonexistent.

When the team realized that the core mechanic of switching portals on and off wasn't satisfying enough, even if it was visually appealing, Craitoiu said they knew it was time for a change.

They thought about how they could revise the portal system and settled on the idea of adding magical qualities to them. Now, they could...

[...] change physical aspects of to the character and monsters or making environment elements behave differently. So instead of one portal, now we have different portals that can surprise the player while they are playing.

A good bit of that comes across in the trailer, which sees Soli altering enemies, or making them disappear completely, and apparently imbuing platforms and items with something that allows them to be moved.

The progression system got an overhaul too. Craitoiu said he wouldn't consider Unbound a Metroidvania game, but it does require players to unlock certain abilities or solve specific quests in order to advance further.

Apart from that, though, players are free to move through worlds and complete quests and puzzles as they see fit. Some puzzles are completely optional as well, and you can still finish the game without doing absolutely everything there is to do.

Not Your Usual Fairytale

The story itself grew as a result of everything else; Craitoiu commented that "as the game grew, we felt the need for a richer and more engaging story as well."

That story is based on the concept of a dark fairytale. Rather than modeling Unbound's story on a certain kind of fairytale, like the Brothers' Grimm stories, the team works with a fairly loose definition of the term: a story where the forces of good face off against the forces of evil.

In Unbound's case, the evil has completely invaded the world and threatens to envelop it totally.

That's a good part of where darkness aspect of the dark fairytale comes from as well. It influences everything else: the characters Soli encounters, Soli himself and his tale, and the tarnished environments he'll traverse.

There've been a few games in recent years with a dark storybook tone to them, like this year's The Liar Princess and the Blind Prince and 2017's A Rose in the Twilight.

However, Craitoiu said the team didn't really have any precedents in mind when they chose the feel and tone of their tale, nor were they intentionally trying to advance it as a vehicle for telling game stories: "For us, really it was just about trying to find the right story and tone for our game, and we're really pleased with the results so far."

Taking the Plunge

It helps that Unbound has, thus far, met with very positive reception at conferences where the dev team showed it off. That reception also led to a big change in how they approached the game and development in general.

Like with most indie devs, the Alien Pixel team has to juggle real life responsibilities and jobs with their creative endeavors.

But they recently decided to switch to development full time based on the reception the game has received and how much they believe in its potential, even turning down job offers from overseas so they could stick with development. "It was quite stressful to do that," Craitoiu says.

Part of the stress came from the hopes and expectations of those around them:

You always have that pressure from people close to you to have a 'proper' job. Nevertheless...working for your own projects is so much more satisfying and challenging than working for any other job, where you do the pretty much same stuff every day.

That Alien Pixel is a team of two adds to the challenge and variety, and Craitoiu describes the setup as offering a refreshing sense of freedom.

Each day presents new opportunities and things to learn, and the two can choose whether they want to tackle the story one day and marketing the next or spend some time tackling the development itself.

Still, many indie games with great potential never make it to the market or suffer from lack of resources. To that end, Alien Pixel is launching a Kickstarter campaign on May 7to help ensure Unbound is in the best form possible when it releases.

Nearing the End

The campaign will have two primary goals. The one is development-oriented, as you would expect. Craitoiu said the team hopes the campaign can raise enough so Unbound's development doesn't have to be rushed. They really want the ability to focus on sound design, music, and video production, along with bringing on some additional team members.

Crowdfunding does more than just raise money, though. It also builds communities of people interested in a specific product, which is exactly what Craitoiu hopes happens with Unbound's campaign:

We also want to increase our community of the game, which is really important to us, because they can help us with feedback and raise morale through the production. We are really happy to already have such a nice supportive community on Discord and on other social media like Twitter and Facebook, but we still want to grow it even more.

For much the same reason, Alien Pixel is planning to release a demo of Unbound: Worlds Apart April 24, and it's set to be a meaty demo as well.

Craitoiu said the goal is for the demo to introduce players to several dangerous environments, where they uncover a portion of the story by solving some puzzles. It'll also get players familiar with the portal system through using it to solve puzzles with a range of difficulties.

And, of course, it'll show off the platforming features and art style.


Alien Pixel Studio's three-year long journey is nearing its end. Unbound is expected to launch on PC sometime in 2020. But in the meantime, if you want to keep up with developments and news, you can follow the dev team on Discord and Twitter.

A huge thanks to Sergiu Craitoiu for taking the time to answer all my questions and to Lewis Denby of Game if You Are for facilitating the interview!

Super Dragon Ball Heroes World Mission Review: Its Own Anomaly https://www.gameskinny.com/fh6o7/super-dragon-ball-heroes-world-mission-review-its-own-anomaly https://www.gameskinny.com/fh6o7/super-dragon-ball-heroes-world-mission-review-its-own-anomaly Thu, 18 Apr 2019 14:44:12 -0400 Joshua Broadwell

Super Dragon Ball Heroes World Mission is an entire game, including story mode, based on a Japanese card-based arcade game.

It sees you combine decks of cards representing countless characters from the Dragon Ball franchise, then take on various opponents, either in the game-world of Super Dragon Ball Heroes or against other human players.

The combat system it uses is much more detailed than it initially appears, and it ends up being a well-crafted, engaging affair.

However, the rest of the game suffers from some issues, including the story mode, which should have either received more attention or just been cut out completely.

Yet for series fans or those willing to overlook its blemishes to enjoy the meat of the game, there's still a good deal of fun to be had here.

Gameplay Basics

Super Dragon Ball Heroes, as you may have heard, is a tactical card game. That probably brings to mind games like Yu-Gi-Oh or even the Pokemon Trading Card Game. However, SDBH takes a rather different approach to the tactical card genre.

For one thing, you don't pit one super-powered card from your massive deck against your opponent's equally powerful or more powerful card and let their various stats, attributes, and hidden bonuses determine the outcome.

Instead, Super Dragon Ball Heroes sees you build a deck of seven cards, each representing a different character or form from the expansive Dragon Ball franchise. These cards are all on the playing field at the same time, and the main action involves each side pounding the sand out of the other until one team loses all its energy or a set number of rounds has passed.

Sounds simple, right? Well, it isn't.

On the Battlefield

The battlefield is divided into four horizontal sections — the front three for attack, and the bottom blue one for support and recovery.

Your attack power each turn and who gets to go first are determined by your Power number. That itself is a metric that depends on the power of your chosen cards and where you place them. For example, putting your cards further up on the field boosts your Power number.

That's good for another reason, too. For every extra 3,000 points added to your Power meter, your Hero Meter increases by one. The Hero Energy meter is what your cards draw on for their special attacks. Each card has one, and the Hero Energy required for each varies; as you would expect, it's higher for stronger attacks.

However, units in the support area actually lower your Power meter. Instead, they are there to recover their stamina after it's been depleted, and many cards have special skills that activate in the support area to provide bonuses of another kind to your team.

Stamina is an important factor in SDBH, because once it's gone, your team can very easily be incapacitated. You usually start each battle with about one or two bars in your Stamina meter, and it depletes after each round.

If you fail a Charge Impact sequence (more on that in a minute) or you've completely depleted your stamina meter, that card is prone to being stunned, which means it can't attack or do anything and has to be placed in the Support area.

All of this is what you take into consideration before actually engaging in combat, and you get about 30 seconds to make your movement choices.

As much as it seems like loading all of your heavy-hitters onto the front-line would be a good idea (since it means lots of Hero Energy, which leads to everyone landing a special attack), it's not a very good idea after the tutorial missions.

For one thing, if you don't manage to K.O. the opposing team, you're left with an exhausted set of cards that won't add to your Power meter on that turn. Why? Because they're all already on the front, and if you move them back, then your Power meter actually goes down.

Oh, and some enemies automatically reduce your Power Meter to 0 at the beginning of every turn, completely screwing up your planning and forcing you to think on your toes.

What you've got, then, is a tactical shuffle dance where you determine which cards should go in what row for the best effect, always with an eye to what might happen on the next turn. It's more addictive than it initially seems, and battles rarely last so long that the system wears itself out, but it is a lot to take in.

Into the Fray

Like with most strategy games, combat itself is out of your direct control. Once you have your cards in the (hopefully) right places, you confirm your choice, and off they go.

Cards are divided into specific tiers, denoting rarity and power levels as well as four classes: Hero, Elite, Berserker, and Special.

Hero cards are the sort of bread-and-butter of the game, dishing out the most damage and being fairly resilient.

Elite cards are weaker in terms of power, but their ki attacks can damage enemy Stamina or stun foes, while Berserkers are more powerful and have a wider range of unique abilities.

Special cards are, well, special. They don't necessarily contribute to your offense directly, but they do offer a range of potent benefits, from preventing Stamina decreases for a set number of rounds to giving some kind of Charge Impact boost or tripling your Power meter level.

Fights play out in the spectacularly over-the-top fashion series fans know and love, with plenty of ki energy balls, earth-shattering punches and kicks, fighting robots, demon monkeys, and pretty much everything in between.

However, you do have a series of Quick Time Events, called Charge Impacts (CIs), to contend with for each attack and defense phase. Win these events, and you deal extra damage to your opponent, decrease their Hero Energy meter, or open the door to one of your team member's special attacks. Lose, and you do less damage or, during your defending phase, your opponent can launch a special attack.

There are items and abilities that influence the CI meter, making it slower for you or faster for your enemies, or the other way 'round, but the main CI event just relies on timing.

Other Quick Time Events play out during certain special attacks or transformations — the Great Ape's special attack, for example, or Z-Power (not Pokemon) attacks. These might require you to trace an infinity symbol, quickly slide sideways, or repeatedly give long slides up and down the screen.

There's what looks like a leftover bit from the game's arcade origins with some of these events, too, since it tells you to "slide the card," which... you can't do. SDBH's card system is completely virtual.

Some have noted how awkward these events are on PC. However, it feels completely natural on the Switch, and it's nice to see the touchscreen put to good use.

Other battle events include fusing and transformations, and they also play a role in your deck strategy. Certain cards, like Gohan, have the ability to change forms (Super Saiyan in Gohan's case) or to fuse with others, like the Xeno set of Vegeta, Goku, and co.

Apart from looking good with the flashy and dramatic changes that take place, they're quite useful. These changes give a power boost and usually come with a one-time special bonus to one metric or another, like Power or Stamina and can sometimes turn the tide of a battle.

And in case that wasn't enough, you can equip your cards with accessories to boost their power, HP, and other stats as well. Each card can equip up to four different accessories, and you purchase those with Zennie in the Hero Town shop. You also have capsules you can add in your Super Hero Robo to be distributed at certain points in battle.

Card Acquisition

As mentioned, there are over 1,000 cards to collect in Super Dragon Ball Heroes World Mission, spread out across more than 10 different sets.

Cards are acquired via a gacha-type system, where you spend tickets on a vending machine to acquire a card. Normal cards have a chance of producing rare cards, and, unsurprisingly, rare tickets get you rarer cards.

However, it's not pay-to-win, and the game is pretty generous with normal and rare tickets. You get a chance of each after every battle, and you can go back and replay story battles to earn more if you're primarily interested in single-player mode.

Super Dragon Ball Heroes World Mission isn't exactly a bone-grindingly difficult game anyway, but it still requires thought and planning.

That's why you'll want to spend your tickets. After the first chapter, you really need to start thinking about what cards you're using and how they work with each other. That's where the deck builder comes in handy since you can create multiple decks and easily swap between them depending on the battle.

The card system is most certainly designed with fans in mind. You can have an entire team of Gokus or Gohans from every age bracket, or a fourth-wall bursting mix combining villains like Towa the demon, the dark lord Beerus, and Vegeta and his cronies with the series' heroes.

The more invested you are in the series, the more you'll get out of it.

Some Negative Points

If this all seems overwhelming, with meters and CI and items and capsule-flinging robots all expecting you to know what you're doing immediately, well, the game doesn't actually help ease you into it all that much.

Where many modern games get lambasted for including lengthy tutorials spread out over the early hours, SBDH really needed that kind of tutorial.

After the opening story sequences, where you're sort of told what to do and then shoved along regardless, your avatar has to complete a set of training missions at the Hero Lab.

These cover the basics of abilities and the various meters, but it moves very quickly and doesn't really give you a chance to try it out on your own. More importantly, the cards you use for the training missions aren't the ones you actually have and end up using for a while. The abilities and everything you learn about are, thus, completely different.

By the time you're done and are ready for the first main story battle, it's very much a case of flying by the seat of your pants and hoping for the best.

Two other issues compound that problem.

This was the result of hitting the capture button a split-second too late.

The item and ability descriptions that pop up during battle are gone in a flash. Your humble writer is a fairly fast reader, but some of them disappeared before it was possible to read the whole thing.

Gradually, you learn them and don't really need to worry about it, but until that point, it's a hassle, especially for slower readers.

The other issue is that you can't see your cards' details during battle, so hopefully, you have a photographic memory and studied each card's abilities carefully before going into battle.

The level of detail in the battle system, and the fact that you choose from such a huge pool of cards, means most players probably will carefully consider abilities and skills before committing a card to a deck. Yet sometimes, particularly depending on the play environment, it's difficult to give the game that level of focus.

Like the item and ability descriptions mid-battle, it does get easier the more you play the game, but it's counter-intuitive for a game based around strategy to hamper the player's planning.

Tangled Threads

The story gets mentioned late in this review for a few reasons.

For one, it's not necessarily the main focus. There are other gameplay modes where you can just enjoy card battles without having to progress through the story.

For another, the story is built as if you are expected to enjoy those other modes the most, which isn't bad in itself, though it isn't handled the best.

There isn't much to the story on the whole. You live in a world obsessed with the card game Super Dragon Ball Heroes, or more accurately, you live in one city called Hero Town.

Your character learns he can use the Hero Switch and enter the game world via a special avatar, and he and his new friends must do so in order to stop the Anomalies in the game world from spilling over into Hero Town. These Anomalies are basically events in the Dragon Ball timeline that happen out of order or where characters or enemies meet each other and never should have.

The whole thing is really just a setup for a lot of fanservice, and series fans will definitely get the most out of it. Newcomers like this writer will more than likely be a bit bewildered from time to time, but you get the general idea.

Story mode has a lot of story sequences, and unfortunately, that's actually a drawback.

The writing lacks substance, and while you don't go into a game like this expecting stellar writing and dialogue, it would be nice if characters actually felt distinct from each other or there was consistency in the style and vocabulary each character uses.

On top of that, the dialogue doesn't take its cue from the well-paced battles and seems never-ending in each story event.

It makes up for that with extra content. There's actually a lot to do in story mode if you're interested in pursuing it. Aside from the main fights, there are rifts in space you can enter if you achieve Ultimate ranking in certain battles (done by meeting a set condition).

These are based on some of the plot points that get left in the main storyline and offer more of a challenge than those main story segments. More importantly, there are many more missions in these than in a regular chapter, even if you do have to sit through more dialogue before your fight starts.

Visually Good, Audibly Annoying

SBDH World Mission uses a heavy cel-shaded style for everything, which is to its benefit. Sure, it won't win accolades for graphical greatness, but the style doesn't age either, and it conveys the franchise's signature look and feel perfectly.

The music is suitable for the settings, though more BGM tracks would certainly have been welcome.

The voiceovers are a problem, though. The commentary in each battle and every time you get an item or card is enough to make you keep the volume off permanently, because like the dialogue, it never ends, and it's incredibly grating for that.



  • Multilayered tactical battles
  • Engaging card mechanics
  • Almost overwhelming number of options and cards
  • Tons of content


  • Very bad tutorial pacing
  • "Meh" would be generous for the story and writing
  • Some QoL problems that drag things down

Super Dragon Ball Heroes World Mission is an anomaly itself, at least from a review perspective. If you're playing it solely for the multiplayer and arena battles, you'll mostly see the game's better sides.

If you're looking for a good single player mode, you're getting what seems like two games: one, an engaging card battle game, and the other a bit of a mess in terms of presentation and care.

If you can overlook these issues, you'll probably still have a blast with the game anyway, just because of the sheer amount of content and customization.

[Note: Bandai Namco provided a copy of Super Dragon Ball Heroes World Mission for review purposes.]