PC Platform RSS Feed | GameSkinny.com PC RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Breach: Complete Bloodstalker Build and Play Guide https://www.gameskinny.com/kv04v/breach-complete-bloodstalker-build-and-play-guide https://www.gameskinny.com/kv04v/breach-complete-bloodstalker-build-and-play-guide Wed, 23 Jan 2019 13:35:13 -0500 Synzer

The Shadow school classes in Breach are magic users that dual-wield swords. They use fast melee attacks and are similar to rogues and stealth users in other games. Currently, there are three classes that make up the Shadow school: Bloodstalker, Nighthawk, and Shadowblade.

This guide will focus on a build for Bloodstalker, so I will only describe the spells that you might use for this build. Gear, talents, gems, and tips for using the build will also be given.

Immortal Bloodstalker Build

Breach Bloodstalker build

Bloodstalker is usually listed as a Warrior, but this build changes its role to Assassin. It is more of a tank/DPS hybrid.

This build allows the Bloodstalker to tank a lot of damage, because they can heal it back quickly, and taunt important enemies to target them.


You will need to level Bloodstalker to Level 8, Nighthawk to Level 8, and Shadowblade to Level 4 to use every spell in this build.

The spells are:

  • Cursed Strike (Signature to Bloodstalker)
  • Talon Frenzy
  • Ambush
  • Lacerate
  • Mob of Ravens (or preferred Ultimate)

Before going over the talents and gems, let me explain what these spells do and the reasoning behind using them. The classes you get these skills from, and the levels you need to do so, will also be listed.

Additionally, there is information on the three available Ultimates. This build doesn't rely heavily on Ultimates, and you can choose the one you prefer if you don't want to get the specific gear pieces/talents.

That said, the default Ultimate, Bloodlust, is not a terrible choice. It is nice because it allows you to get Lifesteal, no matter who you hit, but it only lasts 10 seconds.

Another good choice would be Mass Ambush, as it also makes you immune during the attack, and there is more detail on Mob of Ravens below.

Bloodstalker (Warrior)

  • Cursed Strike (Signature Melee):
    • Deals 300 damage and applies Blood Curse to the target. Only one Blood Curse be active at a time.
    • Your attacks against an enemy with Blood Curse will heal you for 35% of the damage dealt plus an additional 35% on bleeding targets.
    • Subsequent Cursed Strikes against the same target deal an additional 300 damage and heal for an additional 30%.
    • Passive Effects: Heavy Impact Resistance, +750 Health, +1 Dodge
    • 8 second cooldown

Cursed Strike allows the Bloodstalker to heal themselves when attacking. The heal is 35% of the damage being dealt normally, but it is 70% if the target has a bleed effect on them as well.

If you have not killed a target, you can also use Cursed Strike again for double damage and 100% healing while the Blood Curse is active.

  • Lacerate (General Melee):
    • Deals 275 damage and applies Bleed to target.
    • Bleed deals 280 bleeding damage plus 80 bleeding damage for 8 seconds.
    • Bleed can stack.
    • 6 second cooldown

Lacerate is essential to this build, and Bloodstalker in general, because it doubles the amount of healing you get from Blood Curse. The damage can stack as well, which adds up.

  • Bloodlust (Ultimate)
    • Gain 50% Haste and 125% Lifesteal for 10 seconds.

Nighthawk (Assassin)

  • Bird of Prey (Signature Melee)
    • Deals 90 damage and launches target into the air.
    • Has no cooldown when used in the air against aerial targets.
    • Passive Effects: Light Impact Resistance, +15% Bonus Basic Attack Damage, +1 Dodge
    • 8 second cooldown

This is not an ability that you will use specifically, but it is something that your Mob of Ravens clones will do, which is explained later, so it is important to know what it does.

  • Talon Frenzy (General Melee): 
    • Deals 544 damage over 2.5 seconds.
    • User is immune for the duration.
    • 10 second cooldown
    • Unlocks at Level 4

Talon Frenzy is a simple attack, and it doesn't get any boosts. However, it does makes you immune to damage while using it.

This is great for avoiding hard hits from bosses or elites so you don't take damage. Plus, it heals for quite a bit if you have Blood Curse on the target.

  • Mob of Ravens (Ultimate)
    • Spawns 2 shadow allies that are immune to all damage and last for 20 seconds.
    • They attack with basic attacks, Bird of Prey, and Talon Frenzy.
    • Unlocks at Level 8

Mob of Ravens by itself is nothing special, but with the right talents, this is a great skill for Bloodstalker.

The next section will explain which talents make Mob of Ravens so good.

Shadowblade (Assassin)

  • Ambush (General Melee): 
    • Deals 300 damage plus an additional 1,000 if an enemy is at less than 50% health.
    • 12 second cooldown
    • Unlocks at Level 4

Ambush is the strongest attack in the Shadow school, and it is one I use in all of my builds. This is purely for outputting more damage, and it gets better with a specific prismatic gem.

  • Mass Ambush (Ultimate Melee, AoE): 
    • Deals 1,500 damage over 3 seconds to primary target and 500 damage over 3 seconds to all nearby enemies of the target.
    • User is immune for the duration.
    • Unlocks at Level 8

Breach Bloodstalker Ambush


The talents you need for this build can be assigned to different pieces of gear, except for the weapon talent, so I'm going to list the talents you want rather than the specific gear pieces.

They are:

  • Allies who attack the target marked by Cursed Strike also heal you for 15% of their damage dealt.
  • Cursed Strike now Taunts the target, forcing them to attack you for 9 seconds.
  • Mob of Ravens now creates an additional shadow ally.
  • Lacerate now applies 2 stacks of Bleed per application.
  • Fanged Blades Weapon that makes Mob of Ravens clones permanent.
    • You can buy this in the shop for 1,200 gold.

Breach Permanent Mob of Ravens

To note, you can only use three of the these talents at once, along with the weapon talent. 

The Mob of Ravens additional shadow ally talent and the Cursed Strike taunt talent can be used interchangeably based on the situation. For example, Taunt does not work when fighting an enemy possessed by a player Veil Demon.

You can also make Mob of Ravens more powerful by selecting the talent that lets ally attacks heal you. This will allow you to be healed by your clones.


There are only three essential Gems for this build:

  • Vitality Sapphire (Blue Gem): +730 Health
  • Cursed Strike Lifesteal (Prismatic Gem): Causes Cursed Strikes to grant +20% additional Lifesteal, but they have a +20% cooldown.
  • Assassinate Health Based Damage (Prismatic Gem): Assassinate now deals bonus damage based on how high your current health is.

The extra health from the Vitality Sapphire gives the Bloodstalker 3,980 max health. Combining this increased health with the Assassinate Health Based Damage gem means you deal a lot more damage with Assassinate.

This is true as long as you are at max health, which you should be most of the time since you heal constantly when using Cursed Strike. The Cursed Strike gem will also make it even easier to be at full health, as it heals you for more —90% at the start as long as you use Lacerate on the target.

Other gems that are helpful would be Haste, Bonus Damage, and Melee Damage gems. For better survivability, you can also use Damage Resistance Gems.

Combat Tips

Bloodstalkers want to target strong enemies, since they need to them to live long enough to constantly deal damage to them and heal.

Start with Lacerate, to apply Bleed, then Cursed Strike to mark them. After that, simply attack and use Talon Frenzy and Assassinate when the cooldown is up. Assassinate has the highest priority when you are at full health, otherwise just attack until you get full health.

If you've taken the Mob of Ravens Ultimate, you can use the shadow allies whenever. Just be sure to save it if you are about to reach Session Level 4, since that's when you can pick the talent to make them permanent.


That's all for the guide on the Bloodstalker and the Shadow school in Breach. Leave a comment if you have any further questions or have Shadow school builds of your own.

And if you want general information and explanations of mechanics in the game, check out the Breach Beginner's Guide.

Population Zero Video Showcases Unique Art Direction https://www.gameskinny.com/yc77r/population-zero-video-showcases-unique-art-direction https://www.gameskinny.com/yc77r/population-zero-video-showcases-unique-art-direction Tue, 22 Jan 2019 20:04:34 -0500 William R. Parks

Something that will stand out to many when first seeing Population Zero, Enplex Games' upcoming survival MMO, is its distinct art style. Bright and vibrant, the game's alien planet Kepler looks to provide a unique setting for players to explore, and a recent video gives a peek at the process behind these visuals.

Featuring interviews with members of the Russian studio's art team, The Art of Population Zero paints a picture of how Enplex has ultimately arrived at the aesthetic pervading its new MMO. According to Concept Artist Anastasiya Smirnova, collaboration is the key:

Teamwork is at the core of our creative process. We share everything we create, and new things are born through collaboration.

This birthing process is something that Art Director Aleksei Samokhin focuses on heavily in The Art of Population Zero, specifically noting that this type of early development is not always about "beautiful concept pieces." Instead, Samokhin indicates that the team initially brings life to ideas with quick sketches, which are drawn in "huge numbers during the meetings and discussions."

The most compelling of these sketches are then developed, with some becoming fully realized assets set to appear in Population Zero. Others may be summarily discarded, something Samokhin suggests happens "quite often."

One of the ideas that has made it through the preliminary sketch phase is the Yutt, a creature that is "cute" with a "wisdom in his eyes." Smirnova speaks to the process of developing these beings in The Art of Population Zero, musing on the difficulty of arriving at a universal "concept of cuteness."

With Population Zero, Enplex is looking to "reimagine the foundation of the survival MMO genre." Featuring servers with player populations in the hundreds, those that want to make it on Kepler will need to learn to navigate its dangerous creatures and ability to "defend itself" against explorers.

Indeed the game's art direction appears to be one of the areas that Enplex is focused on distinguishing from other survival MMOs. With Population Zero entering its alpha testing phase, it may not be long before players have the chance to experience the dynamic world of Kepler first hand.

More information on Population Zero is available on the game's official website.

What's to Happen with Geralt in The Witcher 4? https://www.gameskinny.com/uxdyv/whats-to-happen-with-geralt-in-the-witcher-4 https://www.gameskinny.com/uxdyv/whats-to-happen-with-geralt-in-the-witcher-4 Tue, 22 Jan 2019 16:46:42 -0500 LJ Thompson

The first three games in The Witcher series were some of the most well-received RPGs of the past decades, with The Witcher 3 being named one of the best games released in 2015. Because of that, it’s no wonder that many people are eagerly awaiting another installment in the franchise.

However, that doesn’t mean that The Witcher 4 is coming anytime soon; after all, CD Projekt Red is currently focusing on Cyberpunk 2077. Having said that though, if it were up to fans, a new The Witcher title would be released at some point or another.

But fans of Geralt may be a little disappointed, as The Witcher 3 rounded out Geralt’s story no matter which ending a player received. Because of that, it is possible that he won’t be returning as the central character in The Witcher 4, and even the voice actor behind Geralt, Doug Cockle, seems to agree that it is time to move on.

In an interview with Gamereactor, Cockle said:

If I was CD Projekt Red, I would make The Witcher 4, but I would be focusing on Ciri. In The Witcher 3, she hints at visiting other worlds, and I think a game around her visiting those different worlds would be a cool Witcher 4.

Should Geralt continue to have the central role in the franchise, he would likely need to start a whole new story. However, should the game focus on Ciri, who has already started her journey, players could pick up where they left off at the end of The Witcher 3.

With that in mind, it’s not clear as to what role, if any, Geralt would play in a future installment. That being said, there is a way he may be able to be involved should he return for The Witcher 4.

Specifically, Geralt could assume a Vesemir-type role. When we first meet Geralt, Vesemir acts as his mentor, and, by proxy, he is a mentor to the player as well. He also assumes somewhat of a mentorship role with Ciri, although to a lesser extent due to her not being mutated in the same ways we see actual Witchers.

While Ciri has already received a host of training from the likes of the Witchers at Kaer Morhen as well as Yennefer and more, she may need additional mentorship while she’s on her journey. If we take Doug Cockle’s words as the vaguest hint, that of Ciri exploring other worlds, she’ll be in for a rough time.

With Vesemir’s death in The Witcher 3, who better to guide Ciri than Geralt, someone she has seen as a father figure for most of her life? Additionally, Geralt may be in line to take up the position of the leader of what’s left of Kaer Morhen, a post he could assume while helping Ciri.

There’ll always be those who want to continue on another story with Geralt as the center of attention, but it’s time to pass the torch to a new character. The Witcher 3 helped prime players for taking full control of Ciri, and having Geralt guide Ciri at the beginning of the game, and possibly at key instances throughout, will not only let players properly take up the role of Ciri, but it’ll also give them a small dose of old Geralt.

System Shock Remake Video Teases New Art Style https://www.gameskinny.com/7efav/system-shock-remake-video-teases-new-art-style https://www.gameskinny.com/7efav/system-shock-remake-video-teases-new-art-style Tue, 22 Jan 2019 14:50:33 -0500 Ty Arthur

Nightdive Studios' long-awaited full remake of the cyberpunk/horror classic System Shock easily made our list of most anticipated games of 2018. Obviously, it didn't actually meet that hoped-for release window.

This ground-up remake was successfully crowd funded in a week on Kickstarter back in 2016, but it has since been in an on-again, off-again development cycle that has left the game's future uncertain. 

However, it would appear that development is most definitely back on at this point, as a new art video just landed online showing off what fans can expect from a graphical standpoint.

The video replaces all the temporary art previously used in the Adventure Alpha, which backers got access to awhile back, and it features a look that is much smoother and more updated than the source material. The textures and lighting are definitely more on par with 2017's Prey than the original rough '94 iteration of System Shock.

A collection of misty floors and ominous red lighting, while the all seeing eye of SHODAN watches down from above, maintains on old school feel that should please fans of the original game, while you also get some hive-like classic Alien concepts with the corridor design.

After previously offering up new versions of Forsaken and Turok, Nightdive additionally announced last month that a remastered version of occult horror FPS classic Blood, which originally dropped way back in 1997, is also now in the works.

While the developers have not officially announced a release date for the System Shock remake, previous updates have indicated that the release window is expected for Q1 2020 at this point. Another video showing off the combat mechanics is expected to arrive in the coming weeks.

Still want to see more of what the new System Shock will offer? Additional new art assets and the latest backer update can be found on Kickstarter.

Destiny's Split from Activision is an Example that the Industry Should Follow https://www.gameskinny.com/4oiga/destinys-split-from-activision-is-an-example-that-the-industry-should-follow https://www.gameskinny.com/4oiga/destinys-split-from-activision-is-an-example-that-the-industry-should-follow Tue, 22 Jan 2019 14:16:32 -0500 Greyson Ditzler

This past week, Bungie separated from their publishing partner Activision, and they took their sci-fi shooter franchise Destiny with them. Bungie, now having full creative control of the series they created, will operate independently with the intent of self-publishing their games.

Many people have been applauding Bungie on this decision to be free from their publisher, and I feel that this reaction, and indeed video game publishers as a whole, should be closely examined.

It's important to remember video game publishers are a very necessary thing in the industry, and they can help to promote and publish games that may not be able to reach their intended audience otherwise. But common practices from Activision, and other companies like it, are setting a worrying trend for larger studios and the industry as a whole. 

The Story of Bungie and Their Destiny

If you're just joining us now, here's a brief recap of Activision's history with Destiny and Bungie.

Destiny, as a series, has been characterized by mixed customer opinions and weird business decisions since the first game debuted back in 2014. For example, the original game had sections of its story, as well as backstory on important characters, sectioned off in multiple DLC expansions that were planned from launch.

Many fans of Bungie's previous work on the Halo franchise felt that the game's overall quality was somewhat lesser because of this. While others still came away from Destiny with very positive opinions, and there is certainly a large fan-base for it, these types of business decisions, which affected the game artistically, are still worth mentioning. 

These monetization-first business decisions only continued to escalate and snowball after Destiny 2 came out. Multiple expansions to the game were planned from day one, as was the case with the first game, which left some fans upset.

"Shader" items, which had previously allowed players to re-color pieces of their armor for free, suddenly became one-time use items that players had to buy with real money. This was on top of Destiny 2's loot boxes, "Bright Engrams," which also cost additional real money and horribly affected Destiny 2's loot economy.

It was like the Fable 3 Black Dye controversy on steroids.

Both Destiny and Destiny 2, whatever you think of their quality or value as games, were demonstrably limited in how creative and complete they could be due to a publisher who saw fit to make them tentpole titles before they had even released.

This led the public to respond negatively — unnecessarily so considering that the games would have sold just fine on Bungie's legacy alone, and it would have made plenty of money without any of the extra stuff on top.

What is the Purpose of a Publisher?

Bungie is not the only studio that Activision has been involved with for some time — let's talk about Blizzard.

I'd like to ask a very simple question about the relationship that Blizzard has with Activision, and it goes like this: Why does a company as successful as Blizzard need a publisher to help make and sell their games?

I'd like to disclose now that I have never worked in video game publishing, and probably never will, so you should take my opinion with a grain of salt because I am by no means an expert. However, I also think it's fair to say that, from an outsider's perspective, the idea of a company as enormous and popular as Blizzard needing outside help to sell their already popular games seems unnecessary.

They're the developer responsible for WarcraftStarcraftDiablo, and Overwatch. You'd think that they'd have built up enough good faith and brand recognition to set out on their own by this point.

The whole point of a publisher, from a practical standpoint, is to help a product reach a wider audience, and in the case of video games, to assist with funding when applicable. But it seems that so many games published by larger publishers, such as Activision, Take-Two Interactive, or EA, would have been just fine without the publisher's involvement, and, in multiple instances, they might have come out better.

All three of the companies listed above have been guilty multiple times of partaking in anti-consumer practices that would almost certainly have been avoided had their associated developers worked alone.

Take-Two added microtransactions to Grand Theft Auto Online straight from launch, and it even tried to legally censor the decade old modding community that Rockstar themselves had often celebrated in the past.

Activision practically popularized the modern loot box after including them in Overwatch, and they have become an industry-wide hot-button issue ever since. Notably, all three of these companies, and many more, have implemented loot boxes in both single and multiplayer games.

And the less said about EA as a company the better. They've been named the "Worst Company in America" twice for good reason.

Are Publishers a Bad Thing? No, but They Can Be. They Can Also Be a Good Thing.

The point of this article is not to demonize video game publishers, nor is it to imply that they are completely unnecessary entities. Instead it is to ask why the industry feels the need to rely so heavily on publishers when often it seems that developers don't need them, especially in the case of developers with an already established following like Bungie, Blizzard, and Rockstar.

If a high-profile developer like Rockstar is somehow in the position where they can have the single highest grossing media title of all time, Grand Theft Auto V, and Take-Two CEO Strauss Zelnick still says that the company is "undermonetizing" their customers, that is just getting greedy.

When EA can claim that Star Wars Battlefront II, a mainstream console game based off of one of the highest grossing media franchises in the world, has sold "below expectations" after shipping over 7 million copies, that is blaming the audience for its own unrealistic ideas. This is especially true, as EA then went behind the public's back and reassured their shareholders that removing the supposedly essential extra money made by the game's controversial loot boxes would have "no material impact" on the game's financial earnings. 

It sure was nice of them to pin the blame on us and then turn around and say it didn't actually matter because they'd made the money already. Very classy.

The saddest thing about this is that there are plenty of smaller publishers who actively prioritize the promotion of quality games over making all the money possible. And they do so while still turning perfectly reasonable profits.

Sure, these companies don't make all the money in the entire world, but they still do well enough, and they put out fun and interesting games without creatively restricting developers, acting contemptuously to their audience, or financially strong-arming customers.

There are companies like Annapurna Interactive, representatives of the video game division of a larger company that mainly works with film, that help to elevate indie projects to give them exposure. This includes titles like What Remains of Edith FinchDonut County, and the recently successful Ashen, and Annapurna exists to give unique, narrative driven games a voice.

Limited Run Games makes a business out of providing limited physical releases to indie games with an established following in order to make collectors happy, and they also occasionally publish smaller games digitally.

Limited Run even went so far as to acquire the rights to a remaster the game Night Trap, a game that, while most people wouldn't call it good. has a very important place in gaming history due to its part in sparking the foundation of the ESRB.

Limited Run exists to preserve games and gaming history, and they are still successful.

On the slightly larger scale, you also have Devolver Digital, a company who has made a strong and growing business out of developing and publishing indie games.

An entity who remains popular in the corporate world, even with a self-mocking public image largely associated with gory violence and farcical comedy, Devolver Digital helped to publish Metal Wolf Chaos XD, a cult-classic Japanese game that would have never seen a release in the West if somebody hadn't made an effort to. 

Devolver has a big enough industry presence to now have a yearly E3 Press Conference, often viewed as a highlight of the show, which openly mocks the larger industry that it is a part of with boldfaced bravery. They'll gladly promote and sell violent action games, like Hotline Miami and Shadow Warrior, as well as thought-provoking puzzle games, like The Talos Principle, and even silly, sexual games, like Genital Jousting, that are hard to categorize.

They believe in both their monetary value as products and their artistic value as video games.   

Then on the micro-scale, you have people like Wolfgang Wozniak, also known as Wolfgame, a single person who handles the porting of indie games to different systems under his unified, if small, namesake. He is the person solely responsible for the PlayStation Vita port of VA-11 HALL-A: Cyberpunk Bartender Action, and frankly, I think he deserves a high-five.

He works incredibly hard to port other people's games to new systems in a way that helps both himself and the games that he ports. His effect may seem small, but he's, in practice, a successful publishing party of one for games that so many people might otherwise ignore.

The point I'm making here is that a publisher has every right to try and be a lucrative business, but they can be so much more than that. Video game publishers have the ability to promote, preserve, and protect video games if they do their jobs right, but for so many big name publishers, the numbers seem to be all that really matters at the end of the day.

Companies like EA, Warner Bros., and Take-Two opt to focus on only promoting and selling the largest, safest-bet franchises, such as BatmanStar Wars, and Grand Theft Auto, while simultaneously pleading poverty when their massive success wasn't as massive as they wanted. They limit the creativity of the developers themselves, and they point fingers at the public when they complain.

This only serves to make major publishers look like choosing beggars, and if achieving maximum profit as a publisher is ultimately detrimental to the customer, the artists, and the industry as a whole, then achieving maximum profit should not be viable. 

Wrapping Things Up

I completely understand that games are a business, and me expecting everything to always be done for the sake of art is naive and, more importantly, unrealistic. But at the same time, there has to be a happy middle-ground where major publishers like Activision, Take-Two, EA, and others can make a satisfactory profit without doing so at the expense of their developers' creativity, their consumers' good faith, and the overall quality of their products.

Publishers are often a necessary element of getting your game out there and helping your name and company grow. Working with a publisher should not be something to be afraid of, but as in the case of Bungie and so many others, if you are in a negative relationship with an exploitative publisher, then you should leave if you can. Especially if you don't need them in the first place.

It is also worth remembering that this sort of treatment of Bungie by a publisher, and a subsequent separation, has happened with the studio before. They famously split from Microsoft back in 2007, which was apparently also a rocky transition, and the studio's experience may be why they made sure to take Destiny with them when they left. 

It seems that Bungie had learned from previous experiences with shaky publishers to take what they could when the left. 

The general decorum of Bungie in their official news blog post about their separation from Activision was very professional and respectful, and I applaud them for staying so level-headed during this huge moment. That being said, I seriously doubt that they would want to go through with this separation at all if their relationship with Activision weren't rocky enough to justify it.

Supposedly, the studio actually cheered and celebrated with champagne when they heard the news that they were free, and if that's true, then frankly I applaud them (again).

Bungie's departure from Activision isn't just good news for them as a developer, or for fans of Destiny, but for the industry as a whole. It's a loud, firm, public statement against big name publishers tampering with the quality of video games, and it should be paid attention to, and learned from, by everyone who may affected by a negative publisher relationship.

I wish Bungie the best of luck in their independent efforts to continue creating and self-publishing the Destiny franchise, and I genuinely hope it goes well for them. Maybe it won't be as a big of a success as it was before, but it can still very well be a success, and no matter what happens, it will still be their Destiny.

11 Best Atlas Mods for Survival Enthusiasts https://www.gameskinny.com/cpats/11-best-atlas-mods-for-survival-enthusiasts https://www.gameskinny.com/cpats/11-best-atlas-mods-for-survival-enthusiasts Tue, 22 Jan 2019 12:47:20 -0500 Sergey_3847


Desert Cloth Armor


The map of Atlas has a variety of biomes that range from very hot to very cold. Usually, players don't even dare enter the more extreme biomes due to the high risk of dying. 


But if you are curious and still want to explore the hottest areas of Atlas, then this mod can help you out. Desert Cloth Armor allows you to craft a custom made armor set that will help your character survive extremely hot temperatures.


It can be learned in the Armory skill tree (Basics of Armor), and the armor itself can be crafted using Silk and Hide.


Download Mod




These mods should help you adjust Atlas's gameplay to your preferences. Be sure to check back soon for other Atlas guides here at GameSkinny.


Atlas Join Control


Many players are not happy with the toxicity of the official servers in Atlas. That is why many survival enthusiasts are creating their own private servers, which allow them to run things the way that they like it.


Unfortunately, the game doesn't regulate the permissions of who can or cannot enter these unofficial servers, so it can get a bit messy for server admins. The solution to this comes in the form of the Atlas Join Control mod, which allows admins to grant or block a player's ability to enter their server.


If you are well versed in the JSON data formatting, then this mod may become your best friend when it comes to administrating a private server in Atlas.


Download Mod


JP's Tweaks


Sometimes you don't have to change much to improve a game significantly, and this little mod adds just a few small but very important tweaks:

  • Adds tools, weapons, and armor that don't use the hotbar
  • \n
  • Makes repair times 50% of initial craft times
  • \n
  • Adds additional skills that cost 0 points and require their vanilla counterparts before they can be learned
  • \n

This shortlist of changes will save you time on otherwise unnecessary actions. And on top of that, the creator of the mod will also add item stacks and storage boxes with more slots in future updates.


Download Mod


TnM Gaming Server Mod Pack


If you're playing on the TnM Gaming servers, then you can use this mod pack to have your pirate crew perform repair work — something that is, unfortunately, not available in the vanilla version of the game.


Here are all the details about the TnM Gaming Server Mod Pack:

  • Your pirate crew will be able to repair sails, decks, and other structures
  • \n
  • Repair work can only be activated while the ship is anchored
  • \n
  • The crew repairs one strucuture piece every 60 seconds per crew member
  • \n
  • All the repair work is free except for planks that cost resources from the resource ship box
  • \n

If you've been looking for a better repair mod, then be sure to subscribe to TnM Gaming servers.


Download Mod


Tamable Alphas


Taming wild animals is a challenging task in Atlas, and if you aren't prepared well, then you can get easily overpowered by them. Some of the most powerful animals in the game are alpha animals, and taming them is not possible due to their strength and weight.


Fortunately, the Tamable Alphas mod allows you to tame alpha animals by reducing their weight.


Currently, only one animal is tamable with this mod, the alpha bear. However, more alphas will be available in the future, so keep your eyes peeled for updates.


Download Mod


Lemon Age


One of the most realistic, and potentially frustrating, features of Atlas is the aging system. That is, players don't live forever in the game, but instead they gradually become older and may even die from old age.


This can become a great obstacle for players who've invested a lot of time in the game, as they can lose everything they've been working on simply to aging. So, here's a mod that fixes this little nuisance: the Lemon Age mod.


With this mod, you will get a craftable item, under the Alchemy skill, that is capable of reducing your character's age by 15 years for just 250 gold coins.


Just imagine if you could do that in real life.


Download Mod


Weapon Crossbow


There are plenty of fine melee and ranged weapons in Atlas, but what about a crossbow? Well, now you will be able to craft one using this modded recipe.


Furthermore, Weapon Crossbow allows you to not only craft the crossbow itself, but also four different types of arrows:

  • Stone arrows
  • \n
  • Metal arrows
  • \n
  • Flame stone arrows
  • \n
  • Flame metal arrows
  • \n

Download Mod


Threat Zone Structures


Every Atlas player knows how important it is to build a proper base that is able to hold off raids and other threats, such as wild animals. That is why mod creators on the Threat Zone server made this pack, which allows players to quickly and efficiently build well-protected structures.


This mod allows players to create structures without any collisions from walls, ceilings, floors, and roofs. It also includes elevators that are far more effective than the vanilla ones in terms of carry weight capacity and speed.


In the future, the mod will be upgraded with better lanterns that don't require an upkeep, a removal tool, and even more ready-made structures.


Download Mod


Custom Item Stacks


In service of realism, survival game developers often limit the amount of items a player can carry at once. This doesn't make the life of players very easy though, and some may wish to use so-called stacking mods in order to carry way more items than allowed by the vanilla game.


The Custom Item Stacks mod for Atlas does exactly that, and it allows you to carry so much more than you would usually be able to. The best part about Custom Item Stacks is that you will preserve all of the items you have collected even if you decide to delete the mod.


Download Mod


Peachy Atlas Furniture


Here's a sweet little mod for all the roleplaying enthusiasts. 


Peachy Atlas Furniture adds a fair number of pieces of furniture that fit the time period in which Atlas is set. There is no exact year given to the events of the game, but it would be safe to assume that we're talking about the Medieval period here.


The mod adds a Peachy Furniture Bench to the game, which allows players to craft one of the following items: 

  • Bunk Bed
  • \n
  • Double Bed
  • \n
  • Single Bed
  • \n
  • King Size Bed
  • \n
  • Bench
  • \n
  • Dining Chair
  • \n
  • Arm Chair
  • \n
  • Dresser
  • \n
  • Large Dresser
  • \n
  • Large Shelf
  • \n
  • Small Shelf
  • \n
  • Bookshelf Large
  • \n
  • Bookshelf Small
  • \n
  • Sofa
  • \n
  • Stool
  • \n
  • Table
  • \n
  • Round Table
  • \n
  • Dining Table
  • \n
  • End Table
  • \n
  • Red Throne
  • \n

Download Mod


Automated Atlas


Are you tired of repeating the same actions over and over again? Then, how about using a mod that can do all of the mundane tasks for you while you and your company focus on the fun stuff?


The Automated Atlas mod currently offers two services: AA Collector and AA OCD Resource Box. The first one can automatically pick up items off the ground so that you don't have to waste time on each and every stick and stone. The other one collects items from nearby creatures.


Additionally, the creators of the mod have promised to bring even more automated services to the game, including Ammo Box, Building Helper, Crop Automation, Egg Collecting, Air Conditioning, and many others.


Download Mod


After a series of delays and an incredibly difficult launch of the new pirate-themed MMO Atlas, Studio Wildcard has announced the availability of the devkit that allows all players to create their own mods for the game.


This news was well received by true fans of the game, and they immediately started adding their own content to Atlas. This signifies a new period for all involved, as the game will now operate in a slightly different fashion.


If you want to try out all the best mods for Atlas, then you need to have a valid Steam account, a purchased copy of a game, and a subscription to a server that distributes mods. So check them out, and be sure to leave your feedback in the comments section below.

Layers Of Fear 2 Trailer Reveals New Theme And Location https://www.gameskinny.com/bn3af/layers-of-fear-2-trailer-reveals-new-theme-and-location https://www.gameskinny.com/bn3af/layers-of-fear-2-trailer-reveals-new-theme-and-location Tue, 22 Jan 2019 12:18:39 -0500 Ty Arthur

Bloober Team's next foray into psychological horror is creeping ever closer, and this time around, we're being treated to a cinematic motif rather than admiring bloody impressionist paintings.

Originally announced as Project Méliès with obvious inspiration from French filmmaker Georges Méliès  Layers Of Fear 2 is set to drop via publisher Gun Media later this year.

As anticipation for the follow-up to the cult horror classic builds, today, Gun Media dropped a teaser trailer to provide hints as to what chilling terror awaits the new series protagonist.

The video shows off a complete change in location and cast from the previous entry, which focused on a mad painter going through his memories in Layers Of Fear and then switched gears to the painter's daughter returning home in the Inheritance DLC.

This time around, we're clearly delving into the history of cinema and again will be inundated with the recurring theme of losing yourself in your art.

Time and broken clocks both make frequent appearances, providing a few hints as to where the story will go; it would appear the main area of the game is a ship this time around, rather than a dilapidated mansion.

There still seems to be some sort of ghostly creature from the past chasing after the player, although the developers have stated we can expect some changes to the main formula in the final product.

Bloober Team and Gun Media additionally hosted a panel at PAX South today to discuss the upcoming sequel and how the series is advancing from its origins.

Video of the panel will land online in the coming days, but for now, the team has released a development diary covering the fundamental themes of Layers Of Fear 2. Check it out below.

Look for this hotly anticipated horror title to release in 2019, with a firm release date to be announced soon.

Resident Evil 2's Half-Hour Demo Played By Over 2 Million Gamers https://www.gameskinny.com/0d0ek/resident-evil-2s-half-hour-demo-played-by-over-2-million-gamers https://www.gameskinny.com/0d0ek/resident-evil-2s-half-hour-demo-played-by-over-2-million-gamers Mon, 21 Jan 2019 19:31:27 -0500 QuintLyn

To get fans hyped for the upcoming release Resident Evil 2 remake, Capcom released a special half-hour long demo on January 11. The demo gives fans the opportunity to spend 30 minutes in the game's police station, doing what they can to avoid being being eaten by the undead that have taken over Raccoon City.

In just 10 days, the demo has been played by nearly 2.5 million players. 

According the Resident Evil 2 Global Stats page, 2,402,376 players who have shared their data information with Capcom have logged into the demo as of this writing. Of that number, the most players are from North America with 556,746 players. It does look as though Capcom is counting the U.S. and Canada together.

We also know that among all those players, the demo has an average completion rate of 26% — which isn't as high as would be expected. In fact, it's about 7.8 minutes of the demo. The data doesn't share more detailed stats on completion.

Of course, some players may be worried about spoiling themselves for the full game, which is set to release on January 25

If you haven't preordered there are some options you need to be aware of. Buying the game from different retailers will net you different bonuses. Luckily, for you, we've compiled a complete list of options so you don't have to run all over the place trying to figure them out.

For those of you wondering if you can run it on your PC, we have you covered there too, with the game's full PC requirements.

Ace Combat 7: How to Unlock Skins https://www.gameskinny.com/svf1d/ace-combat-7-how-to-unlock-skins https://www.gameskinny.com/svf1d/ace-combat-7-how-to-unlock-skins Mon, 21 Jan 2019 14:32:08 -0500 Ty Arthur

In both the single-player campaign and multiplayer missions, you are faced with a wide range of customization choices for your plane in Ace Combat 7: Skies Unknown.

This includes interchangeable special weapons, which change your combat strategy, and parts that alter your acceleration and handling. You can also unlock skins to make your plane look its best during a match.

See our other Ace Combat 7 guides here, including how to use flares

How to Change Skins

With the exception of the three pre-order bonus skins, you can't actually unlock and use any alternate aircraft skins until finishing all 20 base campaign missions.

After you've beat the campaign once, skins become available to change out like any other component or weapon as you start a sortie.

How to Unlock Skins

Just beating the campaign will not unlock all of the skins in Ace Combat 7. One skin can be accessed by getting MVP in a multiplayer match, but most skins have a specific requirement that must be met in the campaign missions before unlocking.

To unlock a mission's bonus skin, you have to find and shoot down an Ace pilot. When you've shot all of the Aces down across the game, the X-02 Wyvern skin also unlocks.

Ace Pilot Locations

Here's how to find each Ace pilot broken down by mission:

Charge Assault Ace
  • Huang Xuan Tai ("Pyro")

Pyro flies a MIG-21 that appears at the northwest end of the radar map during the fourth wave of enemies if you take out the third wave using anti-air missiles such as the 4AAM, 6AAM, or 8AAM.

Charge The Enemy Ace
  • Joe Barker ("Jester")

After taking down the ground-based radar vehicles and the tower before the UAVs appear, look for Joe's MIG-29 with the drones that then spawn.

Two Pronged Strategy Ace
  • Rosie Lucas ("Bayonet")

To get this F-16C to appear, you have to destroy the full first wave of the mission in less than 90 seconds prior to the missile alert.

Rescue Ace
  • Florent Nollet ("Ronin")

If you stay in low altitude (under 200 meters) and fly to the space elevator, Florent's F15-J will appear in the northeast corner of the radar map.

444 Ace
  • Sebastian Koch ("Fang")

This F-15C appears on the map after taking down the first three bombers of the mission, and 75% of damage must be dealt when weapons are disabled.

Long Day Ace
  • Sophie Andre ("Kitten")

Head through the tunnel at the western base base to force Sophie's F-14D to spawn on the map.

First Contact Ace
  • Thibault Besson ("Faucon")

During the early stage of the mission, take out all the non-marked enemies and this Typhoon will spawn on the north end of the map.

Pipeline Destruction Ace
  • Samuel Everest ("Gazelle")

If you take out all the ground-based oil buildings before the timer runs down, this F-15E will appear at the north end of the map with some drones.

Faceless Soldier Ace
  • Hans Weber ("Spider")

This FA-18F appears on the east side of the map after taking out the non-marked enemies and the radio tower.

Transfer Orders Ace
  • Ken Warren ("Louveteau")

Ken's Gripen E appears on the east side of the map after taking out the SAM sites.

Fleet Destruction Aces
  • Matthieu Bertin ("Ibis")
  • Chris Azure ("Chasseur")

Yep, there are two Aces to find in this mission. Matthieu flies an SU-33 that appears on the east side of the map if you fly through the opening between the north platforms. 

Chris flies a Rafale-M that appears on the west side of the map if you blow up all the aircraft on the north platform before they can take to the air.

Stonehenge Defensive Ace
  • Arnaud Durand ("Walrus")
  • Nathan Roche ("Foudre")
  • Kees Baker ("Buffle")

Another mission with multiple Aces. Arnaud flies an SU-34 that appears at the northeast end of the map if you successfully prevent Stonehenge from taking any damage.

Nathan flies a MIR2000-5 that appears on the south side of the map if you fly underneath the mounted Stonehenge gun.

Kees appears on the west side of the map in an A-10C after destroying the three Thunderbolt enemies.

Bunker Buster Ace
  • Owen Corwin ("Comet")

Owen's MIG-31 appears on the west side if you take out all the mission's missile silos.

Cape Rainy Assault Ace
  • Jules Martin ("Gadfly")

Jules appears in an SU-47 in the northern end of the map after flying through the canyon -- but you have to do it quickly!

Battle For Farbanti Aces
  • Russell Faulkner ("Serpent")
  • Vincent Masson ("Bogen")

If you beat the first mission objective by more than 5,000 points, Russell's SU-37 appears in the southeastern edge of the map.

Vincent's F-2A appears just to the south of the Aegis Shore battery after you destroy it, but you have a limited time to chase him down.

Last Hope Ace
  • Emeric Pons ("Axeman")

Emeric's SU-35S appears on the south end of the city after racking up 15,000 points.

Homeward Ace
  • Olivier Perrin ("Mantis")

If you cruise alongside the Mass driver rail, Olivier's F-35C appears on the east side of the map.

Lost Kingdom Ace
  • Benjamin Neumann ("Lynx")

If you take out all the enemy targets before flying to the castle, Bejamin's YF-23 spawns by Shilage.

Lighthouse Aces
  • Paul LeBrun ("Calamity")
  • Cyril Noiret ("Tempest")

The last two Aces both appear if you rack up 20,000 points during the first segment of the Lighthouse mission.

Paul's SU-57 appears to the southeast of the space elevator, while Cyril's F-22 spawns to the southwest instead.

Have you found any other skins that we missed? Let us know where you discovered it, and be sure to leave a comment with your favorite Ace Combat 7: Skies Unknown skin below!

Ace Combat 7: How to Use Flares https://www.gameskinny.com/xofvx/ace-combat-7-how-to-use-flares https://www.gameskinny.com/xofvx/ace-combat-7-how-to-use-flares Mon, 21 Jan 2019 13:14:23 -0500 Ty Arthur

Ready to take to the skies and establish air dominance? Ace Combat 7: Skies Unknown offers up all the modern aerial dog fights you could want across a host of missions.

However, surviving any of those sorties requires more than just barrel rolls and machine gun fire. If you want to stay airborne and complete objectives, you've got to master quick turns and proper flare deployment to avoid enemy missile fire.

How to Deploy Flares

Unfortunately, Ace Combat 7: Skies Unknown doesn't do a very good job of explaining how to use flares, so let's jump right into it with the exact flare controls broken down by platform.

PS4 Flare Deployment:
  • Tap L3 + R3 simultaneously to release flares
Xbox One Flare Deployment:
  •  Tap both analog sticks simultaneously to release flares
PC Flare Deployment:
  • Unknown at this time, but you'll likely be able to bind your own key

The PC version of Ace Combat 7: Skies Unknown doesn't arrive until January 31, as console players get more than a full week of exclusive access ahead of time. We'll get this article updated with the controls for using flares via keyboard command when it lands on Steam at the end of the month.

When to Deploy Flares

No matter which platform you are on, wait to deploy your flares until well after you hear the "Missile Lock" audio cue. You will see red icons on the screen indicating proximity, and when they are flashing, because the missile is in close range, deploy flares and either speed up or turn to avoid the explosion.

Note that the flares drop below you rather than directly behind, and you can use the right analog stick to swivel your view to see exactly where a missile is chasing your aircraft before deploying these countermeasures.

Have any other questions on how to fly your plane, avoid missiles, and take out targets in Ace Combat 7? Let us know what you are having trouble with in the comments below, and we'll find you a solution.

Console and Admin Commands List for Atlas https://www.gameskinny.com/2smxf/console-and-admin-commands-list-for-atlas https://www.gameskinny.com/2smxf/console-and-admin-commands-list-for-atlas Mon, 21 Jan 2019 09:28:51 -0500 Sergey_3847

Playing Atlas without a little bit of cheating can be really hard. That's why the developer left the option for players to activate console and admin commands within the game through a special cheat menu.

Since Atlas was developed by the same team that created Ark: Survival Evolved, many of the console commands are the same. So if you are familiar with those commands from Ark, you can safely use them in Atlas, too.

How to Activate Console Commands in Atlas

There are two ways how you can activate console commands in Atlas. One involves you being logged in as an admin, and the other one can let you use commands without being an administrator.

Method 1: Log In as Admin
  1. Log in to the game as an administrator using your admin log-in and password.
  2. Press Tab key to open the console
  3. Type in "enablecheats [password]"
  4. Press Enter
Method 2: Use Your Steam ID
  1. Go to "Steam\steamapps\common\ARK\ShooterGame\Saved\" directory
  2. Create a text file titled "AllowedCheaterSteamIDs"
  3. Inside the text file list all Steam IDs you wish to be able to use console commands in Atlas
  4. Save and exit

Console and Admin Commands List for Atlas

  • cheat gfi Bola 1 0 0
  • cheat gfi Sugarcane 1 0 0
  • cheat gfi saddlegeneric_tier2 1 0 0
  • cheat spawnbrig
  • cheat gfi PrimalItemResource_GoldCoin 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Cactus_Seed 1 0 0  
  • cheat gfi PrimalItemConsumable_Vegetable_Beans 1 0 0  
  • cheat gfi PrimalItemConsumable_Vegetable_Beet 1 0 0  
  • cheat gfi PrimalItemConsumable_Vegetable_Cactus 1 0 0  
  • cheat gfi PrimalItemConsumable_Vegetable_Carrot 1 0 0  
  • cheat gfi PrimalItemConsumable_Vegetable_ChickPeas 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Chilli 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_EdibleGreens 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Maize 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Onion 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Pepper 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Rice 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Turnip 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Wheat 1 0 0  
  • cheat gfi PrimalItemResource_Bandage 1 0 0
  • cheat gfi PrimalItemResource_Coal_Anthracite 1 0 0
  • cheat gfi PrimalItemResource_Coal_BASE 1 0 0 
  • cheat gfi PrimalItemResource_Coal_Graphite 1 0 0
  • cheat gfi PrimalItemResource_Coal_Lignite 1 0 0
  • cheat gfi PrimalItemResource_Coal_Nitre 1 0 0
  • cheat gfi PrimalItemResource_Coal_Peat 1 0 0
  • cheat gfi PrimalItemResource_Coal_Sulfur 1 0 0
  • cheat gfi PrimalItemResource_Coral_BASE 1 0 0
  • cheat gfi PrimalItemResource_Coral_Brain 1 0 0
  • cheat gfi PrimalItemResource_Coral_Fire 1 0 0
  • cheat gfi PrimalItemResource_Crystal_BASE 1 0 0
  • cheat gfi PrimalItemResource_Crystal_Amethyst 1 0 0
  • cheat gfi PrimalItemResource_Crystal_Calcite 1 0 0
  • cheat gfi PrimalItemResource_Crystal_Herkimer 1 0 0
  • cheat gfi PrimalItemResource_Crystal_Pearl 1 0 0
  • cheat gfi PrimalItemResource_Crystal_Quartz 1 0 0
  • cheat gfi PrimalItemResource_Crystal_Tellurite 1 0 0
  • cheat gfi PrimalItemResource_Fibers_Bamboo 1 0 0
  • cheat gfi PrimalItemResource_Fibers_BASE 1 0 0
  • cheat gfi PrimalItemResource_Fibers_Cotton 1 0 0
  • cheat gfi PrimalItemResource_Fibers_Hemp 1 0 0
  • cheat gfi PrimalItemResource_Fibers_Jute 1 0 0
  • cheat gfi PrimalItemResource_Fibers_Seaweed 1 0 0
  • cheat gfi PrimalItemResource_Fibers_Silk 1 0 0
  • cheat gfi PrimalItemResource_Fibers_Straw 1 0 0
  • cheat gfi PrimalItemResource_Flint_Agate 1 0 0
  • cheat gfi PrimalItemResource_Flint_Basalt 1 0 0
  • cheat gfi PrimalItemResource_Flint_Base 1 0 0
  • cheat gfi PrimalItemResource_Flint_Chalcedony 1 0 0
  • cheat gfi PrimalItemResource_Flint_Chert 1 0 0
  • cheat gfi PrimalItemResource_Flint_Obsidian 1 0 0
  • cheat gfi PrimalItemResource_Flint_Radiolarite 1 0 0
  • cheat gfi PrimalItemResource_Gem_Base 1 0 0
  • cheat gfi PrimalItemResource_Gem_Diamond 1 0 0
  • cheat gfi PrimalItemResource_Gem_Emerald 1 0 0
  • cheat gfi PrimalItemResource_Gem_Garnet 1 0 0
  • cheat gfi PrimalItemResource_Gem_Opal 1 0 0
  • cheat gfi PrimalItemResource_Gem_Ruby 1 0 0
  • cheat gfi PrimalItemResource_Gem_Sunstone 1 0 0
  • cheat gfi PrimalItemResource_Hide_Base 1 0 0
  • cheat gfi PrimalItemResource_Hide_Fur 1 0 0
  • cheat gfi PrimalItemResource_Hide_Hair 1 0 0
  • cheat gfi PrimalItemResource_Hide_Leather 1 0 0
  • cheat gfi PrimalItemResource_Hide_Pelt 1 0 0
  • cheat gfi PrimalItemResource_Hide_Skin 1 0 0
  • cheat gfi PrimalItemResource_Hide_Wool 1 0 0
  • cheat gfi PrimalItemResource_Keratinoid_Base 1 0 0
  • cheat gfi PrimalItemResource_Keratinoid_Bone 1 0 0
  • cheat gfi PrimalItemResource_Keratinoid_Carapace 1 0 0
  • cheat gfi PrimalItemResource_Keratinoid_Chitin 1 0 0
  • cheat gfi PrimalItemResource_Keratinoid_Residue 1 0 0
  • cheat gfi PrimalItemResource_Keratinoid_Scale 1 0 0
  • cheat gfi PrimalItemResource_Keratinoid_Shell 1 0 0
  • cheat gfi PrimalItemResource_MagicMarrow 1 0 0
  • cheat gfi PrimalItemResource_Metal_BASE 1 0 0
  • cheat gfi PrimalItemResource_Metal_Cobalt 1 0 0
  • cheat gfi PrimalItemResource_Metal_Copper 1 0 0
  • cheat gfi PrimalItemResource_Metal_Iridium 1 0 0
  • cheat gfi PrimalItemResource_Metal_Iron 1 0 0
  • cheat gfi PrimalItemResource_Metal_Silver 1 0 0
  • cheat gfi PrimalItemResource_Metal_Tin 1 0 0
  • cheat gfi PrimalItemResource_Oil_BASE 1 0 0
  • cheat gfi PrimalItemResource_Oil_Blubber 1 0 0
  • cheat gfi PrimalItemResource_Oil_Crude 1 0 0
  • cheat gfi PrimalItemResource_Oil_Fish 1 0 0
  • cheat gfi PrimalItemResource_Oil_MineralOil 1 0 0
  • cheat gfi PrimalItemResource_Oil_Naptha 1 0 0
  • cheat gfi PrimalItemResource_Oil_Olive 1 0 0
  • cheat gfi PrimalItemResource_Preservative_BASE 1 0 0
  • cheat gfi PrimalItemResource_Preservative_FlakeSalt 1 0 0
  • cheat gfi PrimalItemResource_Preservative_RockSalt 1 0 0
  • cheat gfi PrimalItemResource_Preservative_SeaSalt 1 0 0
  • cheat gfi PrimalItemResource_Salve 1 0 0
  • cheat gfi PrimalItemResource_Sap_BASE 1 0 0
  • cheat gfi PrimalItemResource_Sap_Honey 1 0 0
  • cheat gfi PrimalItemResource_Sap_Latex 1 0 0
  • cheat gfi PrimalItemResource_Sap_Nectar 1 0 0
  • cheat gfi PrimalItemResource_Sap_Resin 1 0 0
  • cheat gfi PrimalItemResource_Sap_Syrup 1 0 0
  • cheat gfi PrimalItemResource_Sap_Wax 1 0 0
  • cheat gfi PrimalItemResource_Stone_BASE 1 0 0
  • cheat gfi PrimalItemResource_Stone_Coquina 1 0 0
  • cheat gfi PrimalItemResource_Stone_Granite 1 0 0
  • cheat gfi PrimalItemResource_Stone_Limestone 1 0 0
  • cheat gfi PrimalItemResource_Stone_Marble 1 0 0
  • cheat gfi PrimalItemResource_Stone_Sandstone 1 0 0
  • cheat gfi PrimalItemResource_Stone_Slate 1 0 0
  • cheat gfi PrimalItemResource_Thatch_BASE 1 0 0
  • cheat gfi PrimalItemResource_Thatch_Bark 1 0 0
  • cheat gfi PrimalItemResource_Thatch_Frond 1 0 0
  • cheat gfi PrimalItemResource_Thatch_Reed 1 0 0
  • cheat gfi PrimalItemResource_Thatch_Root 1 0 0
  • cheat gfi PrimalItemResource_Thatch_Rush 1 0 0
  • cheat gfi PrimalItemResource_Thatch_Twig 1 0 0
  • cheat gfi PrimalItemResource_Wood_BASE 1 0 0
  • cheat gfi PrimalItemResource_Wood_Ash 1 0 0
  • cheat gfi PrimalItemResource_Wood_Cedar 1 0 0
  • cheat gfi PrimalItemResource_Wood_Fir 1 0 0
  • cheat gfi PrimalItemResource_Wood_Ironwood 1 0 0
  • cheat gfi PrimalItemResource_Wood_Oak 1 0 0
  • cheat gfi PrimalItemResource_Wood_Pine 1 0 0
  • cheat gfi PrimalItemResource_Wood_Poplar 1 0 0
  • cheat gfi PrimalItemSkin_BearSkinTest 1 0 0
  • cheat gfi PrimalItemSkin_CrewBandanna 1 0 0
  • cheat gfi PrimalItemSkin_EyePatch 1 0 0
  • cheat gfi PrimalItemSkin_KrakenHat 1 0 0
  • cheat gfi PrimalItemSkin_OfficerBoots 1 0 0
  • cheat gfi PrimalItemSkin_OfficerHat 1 0 0
  • cheat gfi PrimalItemSkin_OfficerPants 1 0 0
  • cheat gfi PrimalItemSkin_OfficerShirt 1 0 0
Cooked/Processed Consumables
  • cheat gfi PrimalItemConsumable_Ale 1 0 0
  • cheat gfi PrimalItemConsumable_BeefBuns 1 0 0
  • cheat gfi PrimalItemConsumable_BerryTea 1 0 0
  • cheat gfi PrimalItemConsumable_BubbleNSqueak 1 0 0
  • cheat gfi PrimalItemConsumable_CelerySoup 1 0 0
  • cheat gfi PrimalItemConsumable_CookedFish 1 0 0
  • cheat gfi PrimalItemConsumable_CookedMeat 1 0 0
  • cheat gfi PrimalItemConsumable_CremeBrulee 1 0 0
  • cheat gfi PrimalItemConsumable_DarkDraught 1 0 0
  • cheat gfi PrimalItemConsumable_Delicacy 1 0 0
  • cheat gfi PrimalItemConsumable_FishNChips 1 0 0
  • cheat gfi PrimalItemConsumable_DragonsTongue 1 0 0
  • cheat gfi PrimalItemConsumable_Grog 1 0 0
  • cheat gfi PrimalItemConsumable_Hardtack 1 0 0
  • cheat gfi PrimalItemConsumable_HotChocolate 1 0 0
  • cheat gfi PrimalItemConsumable_Meat_CookedPrimeAnimal 1 0 0
  • cheat gfi PrimalItemConsumable_Meat_CookedPrimeFish 1 0 0
  • cheat gfi PrimalItemConsumable_MonarchsCake 1 0 0
  • cheat gfi PrimalItemConsumable_PorkPie 1 0 0
  • cheat gfi PrimalItemConsumable_Pudding 1 0 0
  • cheat gfi PrimalItemConsumable_ReapersRegard 1 0 0
  • cheat gfi PrimalItemConsumable_RosemaryChicken 1 0 0
  • cheat gfi PrimalItemConsumable_SaltedFish 1 0 0
  • cheat gfi PrimalItemConsumable_SaltedMeat 1 0 0
  • cheat gfi PrimalItemConsumable_ShrunkenStew 1 0 0
  • cheat gfi PrimalItemConsumable_SongOfTheSea 1 0 0
  • cheat gfi PrimalItemConsumable_Spiced Rum 1 0 0
  • cheat gfi PrimalItemConsumable_SpicyRoll 1 0 0
  • cheat gfi PrimalItemConsumable_StuffedBakedFish 1 0 0
  • cheat gfi PrimalItemConsumable_TaraNostiTreat 1 0 0
  • cheat gfi PrimalItemConsumable_UnthinkableDelicacy 1 0 0
Processed Resources
  • cheat gfi PrimalItemResource_BlastingPowder 1 0 0
  • cheat gfi PrimalItemResource_FireGel 1 0 0
  • cheat gfi PrimalItemResource_Gunpowder 1 0 0
  • cheat gfi PrimalItemResource_Ingot_BASE 1 0 0
  • cheat gfi PrimalItemResource_Ingot_Cobalt 1 0 0
  • cheat gfi PrimalItemResource_Ingot_Copper 1 0 0
  • cheat gfi PrimalItemResource_Ingot_Iridium 1 0 0
  • cheat gfi PrimalItemResource_Ingot_Iron 1 0 0
  • cheat gfi PrimalItemResource_Ingot_Silver 1 0 0
  • cheat gfi PrimalItemResource_Ingot_Tin 1 0 0
  • cheat gfi PrimalItemResource_Ingot_OrganicPaste 1 0 0
  • cheat gfi PrimalItemResource_Ingot_OrganicPaste_Powder 1 0 0
  • cheat gfi PrimalItemResource_PreservingSalt 1 0 0
  • cheat GiveItemNum 0 1 1 0    Magenta
  • cheat GiveItemNum 1 1 1 0    Alizarin Red
  • cheat GiveItemNum 2 1 1 0    Aubergine Brown
  • cheat GiveItemNum 3 1 1 0    Black
  • cheat GiveItemNum 4 1 1 0    Blackberry
  • cheat GiveItemNum 5 1 1 0    Blackcurrant
  • cheat GiveItemNum 6 1 1 0    Blue Whale
  • cheat GiveItemNum 7 1 1 0    Bright Red
  • cheat GiveItemNum 8 1 1 0    Cantaloupe
  • cheat GiveItemNum 9 1 1 0    Cerulean
  • cheat GiveItemNum 10 1 1 0   Chateau Green
  • cheat GiveItemNum 11 1 1 0   Conifer Green
  • cheat GiveItemNum 12 1 1 0   Parchment
  • cheat GiveItemNum 13 1 1 0   Cyan
  • cheat GiveItemNum 14 1 1 0   Dark Pink
  • cheat GiveItemNum 15 1 1 0   Gold
  • cheat GiveItemNum 16 1 1 0   Green
  • cheat GiveItemNum 17 1 1 0   Indigo
  • cheat GiveItemNum 18 1 1 0   Light Sea Green
  • cheat GiveItemNum 19 1 1 0   Madang Green
  • cheat GiveItemNum 20 1 1 0   Purple
  • cheat GiveItemNum 21 1 1 0   Mango
  • cheat GiveItemNum 22 1 1 0   Mineral Grey
  • cheat GiveItemNum 23 1 1 0   Mud
  • cheat GiveItemNum 24 1 1 0   Napa Brown
  • cheat GiveItemNum 25 1 1 0   Navy
  • cheat GiveItemNum 26 1 1 0   Olive
  • cheat GiveItemNum 27 1 1 0   Orange
  • cheat GiveItemNum 28 1 1 0   Orange Peel
  • cheat GiveItemNum 29 1 1 0   Orient Blue
  • cheat GiveItemNum 30 1 1 0   Paco Brown
  • cheat GiveItemNum 31 1 1 0   Parchment
  • cheat GiveItemNum 32 1 1 0   Pink
  • cheat GiveItemNum 33 1 1 0   Pohutukawa Red
  • cheat GiveItemNum 34 1 1 0   Purple
  • cheat GiveItemNum 35 1 1 0   Red
  • cheat GiveItemNum 36 1 1 0   Royalty
  • cheat GiveItemNum 37 1 1 0   Selective Yellow
  • cheat GiveItemNum 38 1 1 0   Shalimar Yellow
  • cheat GiveItemNum 39 1 1 0   Silver
  • cheat GiveItemNum 40 1 1 0   Sky
  • cheat GiveItemNum 41 1 1 0   Slate
  • cheat GiveItemNum 42 1 1 0   Snow White
  • cheat GiveItemNum 43 1 1 0   Swamp Blue
  • cheat GiveItemNum 44 1 1 0   Tan
  • cheat GiveItemNum 45 1 1 0   Tangerine
  • cheat GiveItemNum 46 1 1 0   Watercourse Green
  • cheat GiveItemNum 47 1 1 0   White
  • cheat GiveItemNum 48 1 1 0   Yellow
  • cheat GiveItemNum 49 1 1 0   Blue
  • cheat GiveItemNum 50 1 1 0   Brick
  • cheat GiveItemNum 51 1 1 0   Brown


With the help of these console commands you will now be able to adjust your game to your liking and make the best of your time. Also, be sure to come back soon for even more related Atlas guides here at GameSkinny!

The Division 2: How Long is the Campaign? https://www.gameskinny.com/wk543/the-division-2-how-long-is-the-campaign https://www.gameskinny.com/wk543/the-division-2-how-long-is-the-campaign Sun, 20 Jan 2019 11:49:02 -0500 William R. Parks

In an interview that took place in August 2018, Massive Entertainment's managing director, David Polfeldt, told GamesIndustry that he expected The Division 2 to feature a longer campaign than the first entry in the series. Now, the developers of the upcoming third-person shooter have expanded on this statement, revealing an approximate length for The Division 2's story mode.

As reported by Xbox Wire, fans can expect to spend approximately 40 hours completing the campaign in the highly-anticipated sequel. Furthermore, while players will have the option to tackle the sizable campaign cooperatively, the report reconfirms that The Division 2's story mode can be played solo as well.

According to HowLongToBeat, a website dedicated to compiling user-submitted game completion times, it takes approximately 20 hours to finish The Division. For those that wanted more out of the first entry's campaign, the news that The Division 2's story mode will take twice as long to complete is certain to be an exciting prospect.

Regarding the contents of the campaign, The Division 2 takes place months after the events of The Division, wherein a deadly virus was unleashed in New York City. With the United States now in shambles, the new entry sends players to Washington D.C. where they will be responsible for preventing enemy factions from taking over the nation's capital, an event that would lead to society's total collapse.

Additionally, Massive has emphasized that The Division 2's campaign is "designed with end-game in mind first." This is a sentiment that has been voiced previously, and the implications are that completing the campaign will naturally supply players with the equipment necessary to begin participating in the game's end-game content.

Part of this content will undoubtedly be the three Dark Zones featured in The Division 2. These distinct areas will not only be sites for active PvP, but they will also serve as locations where players can acquire powerful loot.

With The Division 2, Massive appears to be operating under the belief that bigger is indeed better. While players will still need to wait two more months before they can confirm firsthand if this idea holds true, surveying the recently revealed PC requirements may act as a distraction in the interim.

More details on The Division 2 can be found on Xbox Wire.

Resident Evil 2 Remake Pre-Order and Edition Guide https://www.gameskinny.com/8omzh/resident-evil-2-remake-pre-order-and-edition-guide https://www.gameskinny.com/8omzh/resident-evil-2-remake-pre-order-and-edition-guide Sat, 19 Jan 2019 00:11:55 -0500 Ty Arthur

One of our single most anticipated horror games of 2019 isn't actually a brand new game at all, but rather, it is a title that we've already been playing for more than 20 years. That is, the Resident Evil 2 remake will drop in just a handful of days, and it is set to dominate the horror genre for many months to come.

Less than a year after being announced (wow, that really puts the wildly premature Final Fantasy 7 remake announcement into perspective, doesn't it?), this new version of Resident Evil 2 is almost here, and there are plenty of options available for those who want to pre-order or buy something beyond the Standard Edition.

Let's dive into what those options are before the game officially releases for PC and consoles on January 25.

Resident Evil 2 Pre-Order Bonuses

If you buy the game ahead of the official release date, from any retailer and on any platform, you'll unlock the special Samurai Edge handgun for both Jill Valentine and Chris Redfield.

There aren't a ton of extra pre-order bonuses available through different vendors, but you can find some better deals and a few bells and whistles. These perks are available for pre-ordering through each individual retailer:

  • All editions: No bonuses
Best Buy
  • Standard Edition: Special edition SteelBook case (physical version only)
  • Deluxe Edition: Special edition SteelBook case (physical version only)
  • Collector's Edition: This edition only available through GameStop
Green Man Gaming
  • Standard Edition: 21% off the PC version base price ($47.39)
Microsoft Store
  • All editions: No bonuses
  •  All Editions: $5 off base price ($54.99 for Standard Edition)
PlayStation Store
  • All Editions: Free Resident Evil PS4 background theme
  • All Editions: No bonuses
  • All Editions: No bonuses, but free 2-day shipping or in-store pickup

Resident Evil 2 Editions

Three main versions of Resident Evil 2 are now available for pre-order: the basic Standard Edition, an upgraded Deluxe Edition, and the more expensive Collector's Edition, which is only available through GameStop.

Standard Edition


The Standard Edition of Resident Evil 2 retails for $59.99 physically and digitally (with the exceptions noted above) and will be available for PC, PS4, and Xbox One.

The Standard Edition has no extra content, but features the full game entirely rebuilt using the same engine as the lauded Resident Evil 7.

You can pick up this basic edition at these locations:

PlayStation 4
Xbox One

Deluxe Edition


Resident Evil 2's upgrade Deluxe Edition retails for $69.99 and comes with these bonus features, via a DLC download voucher, in addition to the base game:

  • Two Leon costumes
  • Three Claire costumes
  • Samurai Edge Albert gun
  • Classic retro soundtrack

Buy this enhanced edition from the retailers and storefronts below: 

PlayStation 4
Xbox One

Collector's Edition

This special Collector's Edition retails for a whopping $199.99 and is exclusively available through GameStop.

This edition comes with the base game, everything from the Deluxe Edition, and the following extras:

  • 12-inch Leon statue
  • Art book
  • R.P.D. renovation blueprints
  • R.P.D. item box

You can buy this edition from these locations (note it isn't available for the PC version):

PlayStation 4
Xbox One


There's more reason to buy this new take on the old classic than just getting a pre-order perk or a special edition. Don't forget that Hunk and Tofu will be making their triumphant return in all editions of the game.

The remake of Resident Evil 2 will release on PC, PlayStation 4, and Xbox One on January 25. Let us know what version you are planning on buying, and if you are looking forward to finally playing this new version, in the comments below.

Atlas First Impressions: An Unfortunate Series of Events https://www.gameskinny.com/2sujb/atlas-first-impressions-an-unfortunate-series-of-events https://www.gameskinny.com/2sujb/atlas-first-impressions-an-unfortunate-series-of-events Fri, 18 Jan 2019 23:37:08 -0500 Sergey_3847

After officially releasing Ark: Survival Evolved, Studio Wildcard wasted little time and created a new pirate-themed MMO, titled Atlas, that strongly resembles Ark itself. Currently, the game is available through Steam Early Access, and it has already divided players into two camps: haters and true fans.

Atlas is a huge game, which is capable of hosting 40,000 players at once. The problem is that it's not easy to deliver a smooth gameplay experience to such a large playerbase, and server lag and netcode errors are common.

The reason for these issues is partly due to the massive amount of servers required to host the game's map, and those can desynchronize and throw players out of the game. However, despite these technical issues, Atlas still manages to stay at the top of the Steam charts.

If you want to know whether Atlas is worthy of your time and money, then read our Early Access impressions below. They should help you make a final decision.

The World of Atlas

The map in Atlas consists of 225 separate regions that are seamlessly combined into a world featuring hundreds of islands, big and small. These islands can be claimed by players using flags.

The central part of the map is especially hospitable, as it offers the most comfortable climate for gathering resources and taming creatures. In contrast, the northern and southern regions of the map are too extreme to be accessed during the early stages of the game, and players can simply freeze to death in these locations.

Fortunately, when choosing what type of server one wants to play on, players are given the choice of the region they wish to spawn at. In this regard, Atlas is really beginner-friendly, as it allows new players to choose their destiny from the beginning.

The game starts in the familiar territory of basic survival gameplay. This involves collecting resources that will not only allow you to build your first ship and sail it across the great ocean, but also maintain your vessel and even hire NPCs.

If things go well in these early stages, players will begin experiencing some fantastic multiplayer battles, both on the water and in the sand. However, getting to that point is really difficult due to the chaotic nature of the game

That is, it is extremely hard to survive in Atlas on your own, because, if you can't manage to protect your belongings, everything can change in the blink of an eye. Atlas is not perfect, and even after preparing as well as you can, you can still fail. This makes it almost a necessity to form companies, the equivalent of guilds in many MMOs, with other players.

Life and Death in Atlas

The first few hours of gameplay in Atlas are rather boring, and they boil down to gathering basic resources such as stone, wood, and food. If you aren't used to playing survival MMOs that require spending hours on the most mundane of tasks, then you may get bored really, really quickly.

But is there fun to be had somewhere beyond this initial stage? Well, that mainly depends on how much punishment you can endure, as Atlas is a really unforgiving survival game, which truly rewards only the strongest and the smartest.

In the next phase of gameplay, you will be building a ship and sailing the seas. This comes at a point when you simply can't wait to leave the first island that you've spawned at, but the relief it brings only lasts for a short time, as the space between the islands is just as dangerous as it is on the land.

You can take your time and sail for a few hours searching for a perfect island to build your base on, but, most likely, you'll be attacked and killed during this search. This puts you back to square one, and then you may realize that you've spent your entire day playing the game without making any progress. This is the experience of playing Atlas.

Of course, players with a lot of free time and patience will break through this unfortunate series of events, and, after a third or fourth attempt, they may finally build a competitive ship that can protect itself in the open waters. However, you will die a lot in this game along the way, and there is no way around it.

Get Rich or Die Trying

The mindset of many players in Atlas simply revolves around making life difficult for other companies. This causes Atlas to quickly turn into a mess of a game, which is cruel to every party involved.

For example, on PvP servers, every piece of land is already occupied by extremely protective players. This means that you must agree to pay taxes for everything that you do in order to be able to play the game at all.

Additionally, Atlas's servers work 24/7, and offline raiding is possible. As such, many other companies will want to take away your stuff while you're offline, and it is optimal that at least one of your teammates always stays online to check for attackers. But how many players can dedicate so much to a game? 

Without a full-time lookout, the only way to leave your game safely is to build a ridiculously well-defended base that would take many hours of raiding just to get inside. Some players simply won't want to deal with that and may leave you base alone, however, there is another problem: ships can easily be torched and left burning. Unfortunately, there is no cure for this disease.

These reasons are why offline raids are so frustrating, as one such raid can leave you with no base and resources. The developers need to address this as soon as possible.

Of course, some of these issues can be avoided by playing on a PvE server, but MMOs are meant to be played for online interactivity and not as single-player experiences. While it is good to learn all of the basics on a PvE server, some players will not want to miss out on the PvP experience completely.

Final Thoughts

Does Atlas have the potential to be a great game? Absolutely, but so much needs to be done, and private servers are not the solution simply due to the huge number of players that are needed to fill the game's massive world.

The developers simply need to change the rules of the game, with a focus on making the gameplay less boring and frustrating. Additionally, people that come online need to feel good about starting another gameplay session, rather than worrying if all of their stuff has been taken by raiders while they were offline.

Until the right solution has been found, Atlas will keep suffering from a split playerbase syndrome. Players who love the chaos of Atlas will come in just to have fun, while others will be frustrated to such lengths that they may not even look at the company's next project.

One would've thought that Project Wildcard would have learned a lesson or two from Ark, but it looks like it just can't nail the right formula yet. Let's hope that the company can make some good decisions for the game this year, or else Atlas will experience the same fate as many other failed MMOs.


  • Huge open world


  • Lack of PvE/PvP content
  • Offline raiding
  • Network lags and errors
Anthem Video Dives into Story, Customization, and Progression https://www.gameskinny.com/o91ac/anthem-video-dives-into-story-customization-and-progression https://www.gameskinny.com/o91ac/anthem-video-dives-into-story-customization-and-progression Fri, 18 Jan 2019 15:47:49 -0500 William R. Parks

Leading up to Anthem's February release, BioWare has continually given fans a peek at what they can expect from the upcoming multiplayer action-adventure game. Previously, these looks have come through trailers and developer livestreams, and this trend continues with a new video that has recently been shared by the developer.

In the first part of what is presumably a multi-part series, This Is Anthem homes in on several facets of the much-anticipated title. This includes its story as well as how progression and customization work.

While most of these details will not be news to those that have been closely following the game's development, part one of This Is Anthem functions as a nice summary, and it is chock-full of information for those that are not familiar with the game.

As outlined by BioWare's new video, Anthem is set in a hostile world where humanity relies on the use of Javelin exosuits to survive. This powerful armor grants its wearer superhuman abilities, and players will don these suits as they work together to prevent the evil Dominion from taking control of the Anthem of Creation, "the power of life and death, creation and destruction."

In order to undertake this task, players will need to fine-tune one of four base Javelins with loadouts of their own design. Each Javelin has a number of slots for customization, and these slots allow players to alter aspects of their suits ranging from offense to support. Additionally, Anthem offers players the opportunity to save a number of custom loadouts, giving them quick access to several different playstyles.

With a Javelin customized and ready to go, players can choose between a number of options when determining how they will progress through the game. This might mean moving ahead with primary story missions and side quests, or it might mean simply roaming the open world in Anthem's free-play mode.

Whatever they choose, the game's heavy emphasis on multiplayer means that individuals will not need to tackle these tasks alone. Players will get a chance to experience the matchmaking that will facilitate this co-op play in an upcoming demo, and, perhaps, more details will become available in a future episode of This Is Anthem.

John Wick Inspired Katana Zero Poised to Slash Onto PC, Consoles https://www.gameskinny.com/hagrz/john-wick-inspired-katana-zero-poised-to-slash-onto-pc-consoles https://www.gameskinny.com/hagrz/john-wick-inspired-katana-zero-poised-to-slash-onto-pc-consoles Fri, 18 Jan 2019 15:16:06 -0500 Jonathan Moore

According to numerous reports, Akiisoft's upcoming side-scrolling action title, Katana Zero, might be the John Wick-inspired video game we've all been waiting for. Set to release for PC and consoles this March, Katana Zero is heavily influenced by the revenge film, even if its protagonist is a sword-wielding ninja named "The Dragon." 

While the game does not tie into the John Wick franchise in any tangible way, one look at the demo footage coming from publications like Polygon and Destructoid shows that the game's developer, Tadakuni Amano, is a big fan of twitchy side-scrollers, gratuitous gore, and vengeful assassins. 

In a 2017 interview with TechRaptor, Amano confirmed that was the case; Katana Zero is heavily influenced by revenge films such as Drive, Sin City, and John Wick. Although we've yet to dive into the game ourselves, Katana Zero looks to be a worthy representation of those movies, albeit in a 2D, pixelated format.

Unsurprisingly, the game has also drawn comparisons to the criminally-good Mark of the Ninja and the carnage-heavy Hotline Miami.

Like those titles, Katana Zero's gameplay centers around a mixture of visceral hack and slash action and platforming. The protagonist can also use time-manipulation, which allows the game's them to slow down time and set up attacks as an integral part of the gameplay. Amano has said that this specific mechanic, called Chronos, is both a gameplay and narrative device.

"It gets around the narrative problem of meaningless death in video games, where you die, but you can just come back to life magically," he told TechRaptor. 

Although Askiisoft is not a household name, the company has been developing hard-as-nails platformers for the better part of 10 years. Its first title, Tower of Heaven, was released for web-based PC platforms in 2009, generating buzz from fans and critics alike.

In a 2012 feature, we named Tower of Heaven one of the best flash games ever made, noting its difficulty and score as primary strengths. Since then, Askiisoft has released two more unforgiving platformers, Pause Ahead and OverPowered, both of which are free-to-play flash titles and available on the developer's website. 

For Askiisoft, the neon-tinged tumult of Katana Zero has been a long time coming. While it's hard to pin down exactly when the game began development, we do know that it was first shown at PAX Prime 2015.

In the past three-and-a-half years, the game has been shown off numerous times, gaining the attention of a growing number of fans as well as publishers like Devolver Digital, which on January 16 said it would be working with Askiisoft to bring the game to Steam and currently unnamed consoles in March. 

More information is available on Gamasutra and the Askiisoft website

Power Rangers: Battle for the Grid Announced https://www.gameskinny.com/8wcuz/power-rangers-battle-for-the-grid-announced https://www.gameskinny.com/8wcuz/power-rangers-battle-for-the-grid-announced Fri, 18 Jan 2019 01:15:05 -0500 Erroll Maas

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

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

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

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

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

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

Why it Matters that Hunk and Tofu Return in the RE2 Remake https://www.gameskinny.com/3icht/why-it-matters-that-hunk-and-tofu-return-in-the-re2-remake https://www.gameskinny.com/3icht/why-it-matters-that-hunk-and-tofu-return-in-the-re2-remake Fri, 18 Jan 2019 00:45:55 -0500 Joshua Broadwell

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

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

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

More for Your Money

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

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

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

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

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

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

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

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

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

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

More for the Story

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

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

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

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

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

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

Ace Combat 7: Skies Unknown Review — VR is Lacking, But a Welcome Addition Anyway https://www.gameskinny.com/2sp8k/ace-combat-7-skies-unknown-review-vr-is-lacking-but-a-welcome-addition-anyway https://www.gameskinny.com/2sp8k/ace-combat-7-skies-unknown-review-vr-is-lacking-but-a-welcome-addition-anyway Thu, 17 Jan 2019 23:48:08 -0500 Ty Arthur

Somehow, it has been six years, and a whole console generation, since the previous Ace Combat game hit shelves. We were overdue for a new iteration, as plane technology and aerial warfare have undeniably advanced in the intervening years, and now we have it in Ace Combat 7: Skies Unknown.

It isn't just new planes and enhanced weaponry that sets Ace Combat 7 apart from the previous games in the franchise though, as, this time, the series has a major ace up its sleeve: a VR mode.

VR Flight School Crash Course (With A Side Of Vomit)

Although not a VR-only game, the VR sections are a welcome addition to Ace Combat 7, and their inclusion put the game on our list of most anticipated PSVR titles due to launch in 2019.

These handful of virtual reality missions will be exclusive to the Playstation 4 until 2020, at which point they will presumably unlock for the Steam version as well.

Gotta Learn To Walk Before You Can Fly

While the ability to soar at supersonic speeds above the landscape in VR (while constantly looking around to admire your various panels and scan for bogeys) is a thing of beauty, there are some big limitations in Ace Combat 7.

To begin, there's oddly no tutorial for the VR missions. After a brief look around the cockpit and being towed through the bowels of an aircraft carrier, you are off on your first sortie against hostile planes.

If you aren't a flight simulator pro, do yourself a favor and learn from my mistake: play some non-VR missions first to master the flight mechanics before jumping into VR missions. I didn't do that, and I greatly regret my poor decision.

These normal campaign missions will teach you how to utilize the radar and quickly lock onto different targets, but there's a much more important reason to play the non-VR mission's first.

That is, if there's sudden, constant changes in direction and speed, VR, in its current form, is very prone to causing nausea  If you don't know how to properly level off, move horizontally with the yaw, and perform a combination of wide passes and tighter, higher speed turns in Ace Combat 7, you will find yourself getting actively sick.

In my haste to get a proper VR cockpit experience, I was so nauseated by the end of the first mission that I had to throw the headset off and run to the bathroom to empty the contents of my stomach. No joke. I feel like I've been through real flight school now. 

Air Combat Gameplay Redefined

When you've got the movement mechanics down though, the VR missions in Ace Combat 7 are a ton of fun. Aerial dogfights are a totally different experience from playing them in first-person view, increasing the tension created by the beeping red lights and auditory warnings about missile locks.

The immersion created by VR also enhances the sense of accomplishment as you learn how to outmaneuver enemy aircraft and take them down with missiles or well placed bursts of machine gun fire, ultimately becoming the apex predator of the sky.

Unfortunately, there isn't a large amount of content to play through in VR mode. It isn't as limited as Gran Turismo Sport's sad VR element, which only lets you race against one single other car in VR mode, but it is noticeable within this full-scale game.

Specifically, you only get about three hours of playtime out of Ace Combat 7's VR campaign. It beats the Call Of Duty space jackal PSVR demo to be sure, but it still may leave PS4 players wanting a more sizable VR flight experience.

Thankfully, you can unlock a free-fly mode if you just want to experience the wide open sky and see the landscape passing by below after completing the missions.

Separately, I was left wondering why the developers didn't implement PS Move controller support. It may have been difficult to program proper tracking, since, obviously, they don't remain stationary like a traditional flight simulator controller, but using the Move controllers (as the control stick for movement and side stick for thrust) really would have increased the immersion factor.

The Non VR-Experience

For those who aren't buying Ace Combat 7 for the VR missions and just want a high-end flight combat simulator, you are in for a treat.

With an expert mode for more realistic flight and varied missions switching between air and ground targets, you won't be lacking for content or challenge like in the VR mode.

Re-Playability Through Unlockables

There's reason to re-play the campaign as well (or just skip over to multiplayer if you don't care about canned missions), and that's the equipment tree. 

With new aircraft, special weapons, and even individual parts to customize, you could be playing for weeks before running out of content. To move along that tree, you have to earn points by completing campaign missions or performing well during matches in multiplayer mode.

Unlocking new equipment on that tree is crucial in some missions, particularly when you need the ability to target multiple planes at once or have to destroy ground facilities and then quickly switch over to dealing with enemy air support.

Single-Player Focus

I've always been more of a single-player guy myself, preferring an unfolding story to an endless stream of pointless death matches, and I wasn't disappointed on that front.

For a game about aerial dog fights and customizing your ultimate fighter jet, there is a surprising amount of storyline in Ace Combat 7.  Some twists and turns pop-up as well, and they make you want to know what will happen next in this battle between two fictional warring nations and the pilots stuck in the middle.

While you don't got clobbered over the head with political commentary or anything, the game does manage to bring up some real world technological worries. In particular, the prevalence of unmanned drones, the need to develop space elevators, and a looming energy crisis are all central themes.

The Bottom Line

  • VR mode
  • Engaging story
  • Lots of replay from unlockables
  • Great plane movement mechanics
  • Multiplayer matches
  • VR mode is sadly very limited
  • No Move controller support
  • For the most authentic experience, you'll want to drop an extra $110 on the Thrustmaster T. Flight Hotas 4 flight stick controller released specifically for Ace Combat 7

Long story short, if you love flight combat simulators, you are going to love Ace Combat 7: Skies Unknown regardless of if you prefer a single-player campaign or multiplayer dog fights.

The VR mode is a very welcome addition for PSVR owners, although, sadly, its much more limited than the main story campaign or the multiplayer combat.

If you don't already own the PSVR equipment, I can't say that Ace Combat 7 will be the deciding factor to make you drop the cash, but existing owners should definitely give it a shot.

Rather than the limited content being a huge downside though, it essentially just makes me want more VR flight games to arrive in the future. Hopefully, this is just a taste of things to come.

Devil May Cry 5 Pre-Order and Edition Guide https://www.gameskinny.com/xhhfk/devil-may-cry-5-pre-order-and-edition-guide https://www.gameskinny.com/xhhfk/devil-may-cry-5-pre-order-and-edition-guide Thu, 17 Jan 2019 22:43:56 -0500 GS_Staff

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

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

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

Devil May Cry 5 Pre-Order Bonuses

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

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

Devil May Cry 5 Editions

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

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

Standard Edition

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

Buy this edition from the retailers and storefronts below: 

PlayStation 4
Xbox One

Deluxe Edition

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

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

Buy this edition from the retailers and storefronts below: 

PlayStation 4
Xbox One

Collector's Edition

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

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

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

Buy this edition from the retailers and storefronts below: 

PlayStation 4
Xbox One


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

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