PC Platform RSS Feed | GameSkinny.com PC RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network SoulCalibur 6 Character Roster Grows With Raphael Sore https://www.gameskinny.com/ywca1/soulcalibur-6-character-roster-grows-with-raphael-sore https://www.gameskinny.com/ywca1/soulcalibur-6-character-roster-grows-with-raphael-sore Wed, 19 Sep 2018 15:18:05 -0400 QuintLyn

Raphael Sorel, the French Aristocrat with a talent for fencing, returns in SoulCalibur 6 and is once again ready to demonstrate exactly why he is the master of the rapier.

A (sometimes) vampiric villain in SoulCalibur lore, Raphael now embodies a noble warrior spirit.  Being a fencer, he boasts speed and agility that will allow him to land deadly blows on his opponents while avoiding theirs. Raphael made his very first franchise appearance in SoulCalibur 2.

SoulCalibur 6 continues Raphael's story after the many turns it has taken so far. Luckily, we don't have too much longer to wait to find out what happens next -- as the game launches on consoles and PC on October 29.

Last week, series favorite Cervantes was unveiled by Bandai Namco, while others such as Astaroth and Seong Mi-na have been steadily announced since E3. The game's roster currently sits at 20 fighters. 

Stay tuned to GameSkinny for more news and info on the upcoming fighting game as it develops. 

 

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Green Hell Developers Release Game Dev. Roadmap https://www.gameskinny.com/xgvcl/green-hell-developers-release-game-dev-roadmap https://www.gameskinny.com/xgvcl/green-hell-developers-release-game-dev-roadmap Wed, 19 Sep 2018 13:47:04 -0400 Zack Palm

If you've been enjoying Green Hell during its Early Access release, you'll be glad to know there's more on the way.

Creepy Jar, the developers behind the project, have announced a Green Hell roadmap, giving players a small peak at what to expect from the game in the next few months.

One of the big things Creepy Jar plans to bring to its community is a widely-requested feature: co-operative mode.

Though the mode is listed near the end of the development process, it's certainly happening -- and fans of the game can look forward to jumping in with a friend sooner rather than later.

Here's a larger break down on the roadmap:

Autumn 2018

Green Hell Animals Update
  • New animals
  • New building types
  • New plants
  • New challenge scenario: Hunter
Green Hell Water Update
  • New map area
  • New water animals
  • Swimming and diving
  • Fishing
  • Fish Traps
  • New water plants
  • New challenge scenario: Angler

Winter 2018/2019

Green Hell Combat Update
  • New human enemy
  • Armor system
  • Human traps
  • AI behaviors
  • AI damage system
  • New challenge scenario
Green Hell Mud Building Update
  • Mud constructions
  • Forging
  • New items and crafts
  • New challenge scenario
Green Hell Story Mode Update
  • Full story mode
  • New map areas
  • New human enemy
  • New challenge scenario

Spring 2019

Green Hell Co-Op Mode Update
  • Green Hell’s most requested feature, cooperative mode!

If you haven't checked out Green Hell yet, you can still grab it now in early access. You can read our Early Access impressions here

You can buy Green Hell on Steam for $19.99. It's unclear if by the end of this roadmap the developers will feel comfortable enough to fully launch the game, or if they will still have updates to push out.

Stayed tuned to Gameskinny as we learn more about the updates in Green Hell's future.

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Hyperkin Releases Clover Green Version Of Xbox One Duke Controller https://www.gameskinny.com/sk5uu/hyperkin-releases-clover-green-version-of-xbox-one-duke-controller https://www.gameskinny.com/sk5uu/hyperkin-releases-clover-green-version-of-xbox-one-duke-controller Wed, 19 Sep 2018 13:36:49 -0400 QuintLyn

Following the successful release of the Duke retro controller back in January, Hyperkin is releasing a new clover green variant with semi-transluscent plastic.

The Duke controller is a pretty fancy twist on the original Xbox controller that  keeps with that "old-school", Xbox nostalgia. The controller features bumpers that mirror the old Black and White buttons, a 9 ft. detachable USB cable (yes, you'll still need to plug it in to use it.), a 3.5 mm headset jack, and option and view buttons. 

There's also a completely unique feature that should take gamers back to the days of booting up their old Xbox. The original Xbox startup screen animation will play inside the Xbox button on the controller, as seen in the video below.

The clover Duke controller will run you $69.99 at GameStop, although prices on other sites like Amazon seem to vary. 

Hyperkin's Duke is compatible with both Xbox One and Windows PC, so you can also use it to push through your Steam backlog in style -- and comfort. 

The Duke is often heralded in gaming circles as one of the best console controllers of all time. It was the predecessor to the wildly popular Xbox 360 controller and, of course, the current Xbox One and Xbox One Elite controllers.  

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Destiny 2 Forsaken Guide: Tips for Owning Gambit's PvE Element https://www.gameskinny.com/eaxc5/destiny-2-forsaken-guide-tips-for-owning-gambits-pve-element https://www.gameskinny.com/eaxc5/destiny-2-forsaken-guide-tips-for-owning-gambits-pve-element Wed, 19 Sep 2018 10:33:32 -0400 John Schutt

With the release of Destiny 2: Forsaken comes Gambit, Bungie's answer to the gap between the game's PvE and PvP communities.

It's a highly functional bridge, and even if it were only a PvE mode, it would still have a deep and rewarding metagame thanks to the mote and blocker system.

The meta is also fairly separate from the base Destiny 2 experiences, as one has to account for both boss DPS and the inevitability of fighting other players.

However, because Gambit is both a mile wide and a mile deep, it demands two separate articles to even scratch the surface. This tips guide focuses on PvE and how to optimize your gameplay so you and your team always come out on top. We will be adding a tips guide for Gambit's PvP in the coming days. 

There are three main points you'll want to be comfortable with in PvE:

  1. Mote bank timing
  2. Boss burn timing
  3. Rollout and rotation.

Master these three concepts and you'll be in a good place to carry randoms to victory or guide your team as they dominate the opposition. Be aware that your opponents are just as likely to know these strategies too, but counter-play is its own article.

Hunter stands outside Gambit invasion point with hand cannon raised

Gambit Tip #1: Bank Those Motes

There are several schools of thought when it comes to when and why to bank the motes you collect off of fallen enemies.

First is to bank as many small blockers as you can, second is to stagger small and medium blockers as harassment. The third is to hold out for a wave of medium and heavy blockers, while the last and highest risk has everyone holding until they have 15 motes, leading to four large blockers heading to the other side at once.

Let's examine the pros and cons of each. Note: I will mention invasion points as they are impossible to ignore, but actual invasion strategies will come in the PvP article on Gambit.

Strategy: Small Blocker Rush

This strategy is the simplest of the three, and the easiest to pull off. All you and your teammates need to do is get five motes each, then bank them.

In a team of randoms, it's unlikely the 20 or so motes from the first wave will divide evenly, so realistically, you'll only end up with two or three small blockers at the start of the game.

Pros of Small Blocker Rush:

  • Waste your enemy's time dealing with pesky Taken phalanxes
  • Buys your team 10 to 15 seconds -- whether you get two or three small blockers at once
  • Allows for rotation and help for spawn zones or bigger banks

If you're especially fast, you can also cause a blocker wave, never allowing the enemy room to breathe. One phalanx goes down, another shows up, and the bank stays forever closed. Even better, you get to the invasion phase almost immediately, and a chance to deny additional motes.

Cons of Small Blocker Rush:

  • One opponent can derail this strategy using well-placed shotgun blasts
  • Can build the enemy team's Super, overpowering them

The latter point is crucial because when the invasion comes, the enemy team can either burn your entire team to the ground or delete your invader the instant they arrive. 

A hunter and warlock fight a Hive Knight

Strategy: Stagger Your Blockers

This strategy isn't the easiest to pull off, but it is the most common. Oftentimes, only a couple of players will have enough for a small blocker, but the other two have just four or fewer motes.

That's fine. If you can, communicate with your team to see who has what, and have the two players with blockers send them, then go assist with taking out adds until the remaining teammates have enough for medium blockers.

Pros of Stagger Your Blockers:

  • Cause a blocker wave by staggering blockers, especially if you can clear the second wave quickly
  • Deploy two medium blockers quickly; one small blocker followed by a short delay before the next small blocker leads to the deployment of two medium blockers
  • Overrun the enemy team, making them scramble to gather motes and bank them.
  • Open invasion portal instantly, leaving your teammate plenty of time to delete dozens of motes from the other side.

Cons of Stagger Your Blockers:

  • Timing is everything 
  • Invaders bear the burden

If your invader didn't do their job, suddenly the entire situation flips, and it's your team with the blocker problem. Again, with randoms, this can be hard to coordinate, so try to gauge how your teammates are playing before holding on to too many motes.

One or two seconds between mote banks can give your enemies time to do the same back to you, but because they've been blocked most of the time, they're likely to have more motes stocked up.

Warlock raises a bow toward a Hive enemy as it advances

Strategy: Go Big or Go Home

There's a Triumph for this one, so you'll end up doing it eventually, but the third and final strategy is to hold on until your entire team has 15 motes for a big 60 mote bank. Then send four Taken Ogres to the other side all at once.

Personally, the reward isn't worth the risk, as Ogres are big targets and they have less HP than you'd think. However, there are still advantages, they're just limited.

Pros of Go Big or Go Home:

  • Four ogres buys time; you'll get about a minute
  • Ogres can force enemy supers, making them weaker on the push
    • Can also force the use of enemy heavy ammo
  • End rounds fast with Blade Barrage/Chaos Push 
  • Can get three invasions back to back to back

Without the Heavy to deal burst damage or easily deal with invasions, the asymmetric PvP becomes much more manageable. And for the invasions, your opponents won't have the luxury of quick succession, but they will have tried to stop you in the act.

Cons of Go Big of Go Home:

  • Takes a while to develop; you can easily lose a ton of motes to a single invasion.
  • Requires equal skill; one weak link can sink this strategy

This strategy is time-consuming in a game all about time, and it puts the onus on every member of your team to stay alive in an already dangerous environment.

I don't know a single team where every player is of equal skill, so someone is going to be the weak link. Do this once for the Triumph in the right lobby, then focus on staggering forever more.

A hunter jumps above a group of three Hive, unleashing his super

Gambit Tip #2: Hostiles Incoming

Collecting motes is the name of Gambit's early game, and while you want as many motes as fast as you can get them, there is more than one way to accomplish that goal.

You can either completely wipe a spawn area of adds or have one player break off to the next zone and start clearing the instant the AI spawns in. Both are useful strategies.

Strategy: Total Clear

The easier of the two methods, all you need to do here is completely wipe out a spawn area of enemies, gather all the motes, then move on and decide what to do with them.

It's reliable, and unless one of your teammates is less than stellar, consistent. 

Pros of Total Clear:

  • You account for every mote; removing enemies won't clog up the play area
  • Stop adds from causing trouble; you'll be better able to provide cover for the invader or deal damage from a distance when you want

More importantly, it can be faster, as four guns are, by their nature, better than three. When you get to the next spawn area, enemies are more likely to be clustered, too, so abilities and Heavy ammo might be more effective.

Cons of Total Clear:

  • Slower; you won't have allies at the next spawn

This can make enemy location less predictable, and therefore less manipulatable. When enemies cluster, they can focus fire a single Guardian far easier, and the motes you just fought to obtain at the round's start suddenly go up in smoke.

A hunter attacks a hive enemy with nightstalker super

Strategy: Rotating Clear

Harder to pull off consistently but ultimately more efficient, a rotating clear is exactly what it sounds like.

One teammate peels off from the initial spawn early to get to the next one either as the adds spawn or just after. They pull motes and bank them before their teammates can collect what remains. The best moment is when there are only a few adds left, five or so.

Pros of Rotating Clear:

  • Speed
  • Speed
  • Speed

Plain and simple. Gambit is a game mode where the main currency is time, and you don't start with much. You can end with even less.

That means if you can save yourself a few seconds, you're way ahead of your opponents. Time the rotation correctly and a blocker wave is even easier to pull off. You'll also work toward your Super faster, and a single Super can and has saved entire games.

Cons of Rotating Clear:

  • Be on point; effectiveness is paramount
  • Must be knowledgeable; not knowing the maps and spawns can be deadly

You've got to be on point when you leave for the next spawn area and how effective you are at clearing it. It takes an in-depth knowledge of the various Gambit maps, how they work, and how the AI spawns. In short, it takes time to think, and you don't always have that luxury.

Warlock unleashes stormcaller super

Gambit Tip #3: Burn That Primeval

Banking motes might be the core gameplay mechanic, but killing the Primeval that spawns when you've got 75 is the goal.

Motes do not win the game. Burning a boss does. This article doesn't give advice on Gambit weapon loadouts simply because there are hundreds of videos and other posts all about that.

Rather, the focus here is on two different strategies for taking down a boss: immediate burn and rolling burn.

Strategy: Immediate Burn

You won't be do much damage at the start of the boss phase without the Primeval Slayer buff, so this strategy is really one of psychology. You want the other team to think you have more damage than you do, or are more coordinated, or any number of other threats.

While I don't recommend this particular tactic, there are some definite positives to it.

Pros of Immediate Burn:

  • Quickly deplete the boss' health; this is an obvious advantage

First and foremost, Immediate Burn can pull a twitchy opponent into invading early. You also have the opportunity to take opponents out before they do damage. You'll already be ahead on DPS for the later phases of the fight when you have enough stacks to actually take the boss' health down.

Second, you've taken the boss's health down. You'll find that the end of a Gambit round goes quickly, and having a sliver of a head start can win you games. Don't waste a Super on the boss early, but if your goal is to scare the enemy into jumping first, deleting some Primeval HP is a good way to do it.

Cons of Immediate Burn:

  • Not very efficient; adds and additional burn can kill

One person can focus fire on the Primeval just to whittle him down, but unless you build Primeval Slayer stacks at a good pace, you will lose more often than not. Plus, unless you deal with the other enemies, it's easy to be overwhelmed with ancillary burn before you have a chance to actually hurt the boss.

A hunter jumps above hive enemies in Gambit mode and uses Gunslinger super

Strategy: Rolling Burn

Nine times out of 10, a rolling burn is the best way to kill your Primeval. In essence, you do what you do with any terminal encounter: build stacks, remove additional adds to avoid the odd mistake, then burn the boss as much as possible until reinforcements arrive.

One player focuses on the boss the whole time to hold its attention while the rest of the team deals with everything else.

Pros of Rolling Burn:

  • It's reliable
  • It's efficient
  • It's consistent

If your team's even halfway competent, this is a great way to go. You'll notice a nice clean ramp up in damage until the Primeval just melts, and you'll do it all without too much trouble from the AI. 

Cons of Rolling Burn:

  • Opens window for invaders; don't waste time

Even with full stacks, one team wipe is all it takes for your opponents to catch up or even overtake you.

A rolling burn also doesn't necessarily have the early psychological advantage, because everyone expects it. Unless you know you can count on your teammates in a pinch, that extra sliver of damage could be the difference maker. 

---

Destiny 2's Gambit is a breath of fresh air for the competitive multiplayer scene and is a great way to incorporate the PvE aspect as well. Strategies that win you games are many, and the loadouts necessary even more numerous. It will be a real treat to watch the best players compete as the meta evolves. In the meantime, I'm just hoping to stomp a few random pub teams.

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New Rocket League Hot Wheels DLC Coming September 24 https://www.gameskinny.com/r0007/new-rocket-league-hot-wheels-dlc-coming-september-24 https://www.gameskinny.com/r0007/new-rocket-league-hot-wheels-dlc-coming-september-24 Tue, 18 Sep 2018 12:26:46 -0400 Allison M Reilly

Hot Wheels and Rocket League developers Psyonix have partnered up once again to announce an exclusive DLC pack. The Hot Wheels Triple Threat pack, costing $5.99 launches on all available platforms September 24.

The DLC features three premium Battle-Cars: the Gazella GT, the MR11, and the Fast 4WD. Four unique details are available for each vehicle as well as three car toppers: a gorilla, a snake, and a spider.

To celebrate Hot Wheels' 50th anniversary, free content will also launch alongside the DLC. The free content includes a new rival arena and 50th-anniversary themed customization items.

Beginning in mid-October, the die-cast Hot Wheels Rocket League 5-Pack will be available in stores worldwide. The pack includes the premium Battle-Cars plus the Bone Shaker and Twin Mill III, the Hot Wheels DLC cars from last year. The real world diecast cars will feature Rocket League-branded paint jobs, and select packs will include a code for an exclusive in-game item, the "Hot Hot Wheels."

We gave Rocket League a 9 out of 10 when it released, and it's continued to impress us year after year.

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Megaquarium: Joyous Fun in a Straightforward Management Simulator https://www.gameskinny.com/hzkq8/megaquarium-joyous-fun-in-a-straightforward-management-simulator https://www.gameskinny.com/hzkq8/megaquarium-joyous-fun-in-a-straightforward-management-simulator Tue, 18 Sep 2018 12:21:36 -0400 Zack Palm

Whenever you sit down to enjoy a majority of management simulators, you're expected to handle various different pop-ups jumping up at you to gain your attention, you're expected to notice small problems in your facility and address them accordingly, and the developers want you to handle every detail with the accuracy of an overhanging god. The developers behind Megaquarium threw away this mindset and instead hand you a wonderful simulator so you can sit back, relax, and take pride in the joy you bring to crafting a lovely aquarium for every member of the family to enjoy.

Though Megaquarium may seem overly simple, there's plenty the game brings to your attention in a great manner without making you feel like you have to micro-manage every detail of every day as you run your ideal aquarium.

We All Start Here

The game's story is loose, but it keeps you engaged as a player. You start beginning to learn how to run your own aquarium, discovering what the needs of your fish are and what they require to stay alive. There's a lot more going on than you expect! However, you don't have to manage too much of it, only make it available for your staff to access, and they do the rest.

The game introduces you to the requirements of each tank, as they need proper water filters and heat filters to survive in a suitable environment. This becomes easy management, at first, until the game starts to throw at you various species that need different things beyond this -- some require the proper amount of vegetation living their tank, or the right amount of hiding spaces to survive; fish need their privacy if they're ready to get adored by humans. Each tank provides space for a certain amount of fish, and each species of fish takes up a certain amount of space. 

This concept becomes a bit more complicated due to some species growing even larger after a set number of days. You either prepare for this by having space for more filters or heaters to accommodate the bigger fish, or have an empty enough tank for them to room. You also have to watch out for their tank-mates -- as they may eat smaller fish if they grow too big.

Are you following all of these minor details?

While it may seem insane at first, Megaquarium breaks all of these concepts down in simple, easy-to-follow levels that make you handle them one by one. None of these issues or problems are brought up without a thorough explanation, which makes this game a fun experience to behold as you can almost never feel left behind, unless you jump straight into the sandbox menu.

Breaking Out

The game's campaign takes a while to break you out of its training wheels, but when it does you'll have a wide-wealth of skills at your disposal. You'll learn how to build tanks in the middle of a floor and have the equipment away from the audience's eye, how to make it look natural against the wall of your establishment, and how to provide the best reading material for your audience without letting them look at it for free. There's balance to knowing how to build your aquarium, but it's entirely up to you.

The campaign's levels give you a good breadth of what to expect when you craft your own building, but don't expect any handouts -- expect for the optional missions that pop up to give you a small leading hand while you handle the main mission of managing your revenue and your prestige. The more prestige you have, the more ranks of fame your aquarium has, which means the wider diversity of fish and buildings you can incorporate into your personal choices. These pieces of research take time, as they you need aquarium points in ecology and science to build. You can only add these up based on the types of animals you have in your establish. 

Thankfully, the wonderful break downs make it easy for you to see what you're earning and what you need to work on. You can even see which fish are the most popular, and this changes based on where they're located in your aquarium.

The Beautiful Data

Don't fret if you believe you're going to spend half of your time in game staring at a menu, reading numerous numbers. This part distinctly tells you the information you need to know, and then you can freely move on to use that date to improve your park.

It's that simple!

On the lower left hand of the screen you pull up how much money you make in a day based on the tickets you sell. While you can change how much the tickets cost, you can see the increase of how many tickets are purchased based on the attractions you've added to your establishment. You can't strictly see this information, but it becomes obvious as you add more exhibits and add more places for people to visit. I found myself waiting a few days for the audience members to do their rounds, view what they wanted, and then move on, before I felt safe in adding a new attraction. 

One thing that was really nice about this game was I never felt a distinct pressure about crafting a new area. Some management games hurt or encouraged me to build a new station, and when they hurt me I felt the repercussions for several days as I attempted to cover the losses. You don't get that in this game. You can have bad things happen to your tanks, such as a bigger fish eating a smaller fish or a predator eating a prey, but other than that, there's no big consequence to adding a new tank to your facility to increase revenue or prestige to build your location even further. 

You do have to look out for the fact you may build too many tanks for a similar species. The more diverse species you have in an aquarium, the happier your audience is as they don't have the see the same thing over and over again. When you watch out for that, the minor attractions like food, drink, and restroom facilities, you're basically golden to sit back and enjoy the numbers going up, and up in this game.

Difficult To Produce Errors

One thing I never felt while running my little aquarium was a sense of fear. I never feared I would run out of money, I would simply need to wait a day or two for income to arrive and I could purchase the items I needed. I never felt the information the game gave me was insufficient to where I would accidentally house fish together that could eat each other. While it did happen, it was never a learning experience, it was always presented to me.

This is the one thing Megaquarium doesn't seem to present players: a sense of worry or doubt in themselves in what they build. There's plenty of brakes given to the player to ensure they build at a gradual rate without going too overboard. I never went into the red and never ran into money issues or felt I needed to fire an employee to ensure the lights stayed on.

Though, this isn't a huge issue. For those who want a simple, relaxing simulation game to play without feeling the need to constantly fixate over charts, this makes for an excellent experience. There's nothing wrong with this, but it feels like a missed opportunity for players to feel the weight of having to own a struggling business.

The Result

Megaquarium invites you to have a good time learning how to run your own aquarium with the various different mechanics going on in its game. You learn plenty, and when you the spend the time getting to know what you need to do to run your own establishment, everything falls into place -- don't ever feel too pressured!

Though this game doesn't offer too much pressure, that's not the point. You're meant to relax while you build your favorite aquarium and provide pure joy for everyone who walks through your days to view your exhibits. Only remember to watch what species you put together and what you show off, as too much of a good thing is not a good sight for others to behold!

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Final Fantasy XIV Prelude in Violet Launches Today https://www.gameskinny.com/fctkh/final-fantasy-xiv-prelude-in-violet-launches-today https://www.gameskinny.com/fctkh/final-fantasy-xiv-prelude-in-violet-launches-today Tue, 18 Sep 2018 12:03:20 -0400 Zack Palm

 

Today marks a new chapter opening in Final Fantasy XIV as patch 4.4, the Prelude in Violet, releases. Now that the Garlean-controlled regions have been liberated, it's time for adventurers to embark on a new journey.

This latest update brings with it a number of changes and new content, such as additional main scenario quests and sidequests, two new dungeons, a new raid, recipes, housing options, and more.

One new change in particular to highlight is the Ceremony of Eternal bonding. It's a fancy way of detailing that players now have the opportunity to marry other player characters in the game. If the players remain in the Eternal bond over a length of time, they can celebrate an anniversary together down the road.

Beyond the Final Fantasy XIV Online patch, fans around the world can prepare for the upcoming Fan Festivals tour. You have three opportunities to join in on the fun. Here are the upcoming tour dates and their locations:

  • North America: November 16 to 17, 2018, in Las Vegas
  • European: February 2 to 3, 2019, at the La Grande Halle de La Villette in Paris
  • Japan: March 23 to 24, 2019, in Tokyo.

If you can't make it, ensure you write these dates down as the development team plans to host live streams on Twitch for you to join in on from the comfort of your own home. 

For more information on Final Fantasy XIV Online, in-depth patch notes, and to purchase any digital version of the game, check out Square Enix's website.

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Call Of Duty Black Ops 4: Blackout Battle Royale Open Beta Impressions https://www.gameskinny.com/9yc63/call-of-duty-black-ops-4-blackout-battle-royale-open-beta-impressions https://www.gameskinny.com/9yc63/call-of-duty-black-ops-4-blackout-battle-royale-open-beta-impressions Tue, 18 Sep 2018 10:31:08 -0400 Ty Arthur

After releasing a trailer for Blackout just over a week ago, Treyarch finally let the wider world in on the mode's beta over the past two weekends. 

Along with Rapture Rejects and Fractured Lands, Blackout has easily been one of the most anticipated Battle Royale entries of the year. With the Battle.net beta on PC finally launching last Friday, we finally got a taste of what to expect in this new twist on a familiar recipe.

If you didn't get a chance to play this weekend, here's what you need to know about the battle royale mode coming with Black Ops 4 on October 12. 

Battle Royale Mode, Call Of Duty Style

A lot of players weren't really sure what to expect from Blackout mode based on some of the early news trickling out from Treyarch and Activision. Would it be a wacky, wild time like the more colorful and outlandish BR games? Are they trying to emulate the realistic survival shooters but just add in some high tech equipment and vehicles?

After playing the open PC beta, its clear Blackout mode is much more PUBG than Fortnite, which is probably bad news for the former considering their dwindling player count. There's no harvesting resources or building structures, and not much in the way of silliness either.

Many of the COD standbys are here, however, like flash bangs and some familiar weapons. If you think you've mastered Call Of Duty's multiplayer, get ready to re-learn your strategy, as there are significantly increased health and armor from what you'd expect. There won't be any instances where you can knife a guy and he goes down in one hit, and headshots aren't an instant kill if the other player has full armor.

Beloved locations from across the series are built into the extended map size, including the infamous Nuketown. Sadly, that area is on the far edge, so it's usually one of the first to be swallowed by the shrinking circle.

Much like Fortnite, your strategy can change radically based on where you landed, from tense vertical office building firefights to open landscape sniping.

The speed of the game essentially splits the difference between Fortnite and PUBG. Battles are hectic and frantic if a group lands in the same area, but firefights will slow down as the herd thins due to the slow shrinking of the circle. I'd expect some tweaks on the circle speed by release. Battles do tend to last longer in Blackout than other BR games, however, due to the higher health and prevalence of armor.

Since Black Ops 4 is all about the multiplayer, Treyarch made the decision to have each mode collide in certain ways, which adds a little something extra. For instance, zombies appear in some matches of Blackout mode for a further challenge (or for using to your advantage if you lure another player into them).

In most ways, this is a very standard Battle Royale experience. You jump off the aircraft and pick a landing site, hoping to find loot quickly before getting into a brutal firefight.

If you've played any BR game, you know exactly what to expect. The wingsuit feels more responsive and has better control on the way down than many other games, however.

Equipment and weapons are currently everywhere, with dozens of options in larger buildings. It's extremely unlikely you'd ever be without a weapon immediately in the first structure you enter.

Loot is currently so plentiful that it seems item counts will likely be reduced in the full version, as inventory management becomes an issue.

A Fistful Of Guns

Besides all the typical shotguns, assault rifles, and sniper options, Blackout mode features an array of high tech gadgets to utilize.

The sensor dart is nifty, letting you know where nearby enemies are located, but personally, I had the most fun with the grapple gun.

Like with most crazy gadgets, you can accidentally kill yourself by attaching to the wrong surface, as I learned early on. That actually ended up being my first ignominious end, not at the hands of a homicidal fellow player, but by misjudging my grapple.

In my very first round, I didn't take into account the speed of the collapsing circle and ended up taking a bunch of damage while sprinting into the safe zone.

I made it with -- and I kid you not -- exactly one health remaining. Even a single stray bullet would mean my imminent demise, so I figured the right thing to do was grapple to the top of a building and wait for a wounded player to pass by below. It should be easy to kill someone low on health and loot all their items, right?

Sadly, I grappled onto the exact wrong edge of a building and ended up falling off instead of landing safely on the ledge. I took at least one point of damage from falling, and that was the end of my first Blackout match. Hey, at least I made it into the top 10!

 This is me, at exactly 1 health, just barely escaping the circle

The Bottom Line

Visually, Blackout mode isn't up to the par with other COD games, but I can see how that would be necessary to have such a huge map with so many players on at the same time. Sadly, it also lacks the vibrant colors and cartoon style of either Realm Royale or Fortnite.

In terms of controls, the scheme is basically split evenly between standard Call Of Duty style (aim down sights, vault through windows, etc.) and the typical Battle Royale options (pick up items, open/close doors, hold key to heal, etc.)

It's a smooth transition once you wrap your head around the fact that you are playing two types of games mashed into one. Other than the graphical downgrade, it didn't ever feel like one style was sacrificed in favor of the other. If you're used to Call Of Duty's gameplay, you'll be at home, and if you're used to PUBG or Fortnite's gameplay, you'll still get the hang of it right away.

In its beta form, Blackout was quite a bit buggier than expected. I get that betas exist specifically to iron out those kinks, but I was surprised that a AAA game due to launch next month still has so many issues.

While the frame rate was stable, on the PC version I had multiple crashes during my evening of play. Hopefully, that will be fixed by the Black Ops 4 October 12th release date. 

Bugs aside, if you love the Call Of Duty gameplay and like the Battle Royale genre, this is a no-brainer. Obviously, you'll dig this and want to pick it up on release day. If you didn't care for how the COD games played before this entry, then adding BR probably won't convince you to jump in.

Want to know what else is in store with the other game modes? Check out our impressions of the other multiplayer Black Ops 4 betas here! Not sold on this year's COD entry yet? Take a look at our definitive pre-release guide for everything you need to know about Black Ops 4.

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Shadow of the Tomb Raider FPS Drop & Spikelag Fix https://www.gameskinny.com/flu5f/shadow-of-the-tomb-raider-fps-drop-spikelag-fix https://www.gameskinny.com/flu5f/shadow-of-the-tomb-raider-fps-drop-spikelag-fix Tue, 18 Sep 2018 09:56:53 -0400 Sergey_3847

Many PC players are experiencing some serious FPS drops, stuttering and spikelag issues in Shadow of the Tomb Raider. This makes the gameplay a lot less enjoyable and at times even makes the game unplayable.

If you're one of those players that can't wrap their head around fixing these issues, then just follow our step-by-step guide below for all the possible solutions to FPS drops and spikelags in the game.

Step 1: Change Game Settings

Some of the game's settings may not be optimized to work properly on your system. So in order to force the game run as it should here's what you can do:

  1. Go to "SteamLibrary\steamapps\common\Shadow of the Tomb Raider"
  2. Right-click on the "SOTTR.exe" file
  3. Choose "Properties," and click on the "Compatibility" tab
  4. Check the box with "Disable Full Screen Optimization"
  5. Click "Apply" and close the window

After that you need to make Steam launch the game at high priority, here's how to do it:

  1. Go to your Steam Game Library
  2. Right-click on Shadow of the Tomb Raider
  3. Choose "Properties," and click on the "General" tab
  4. Click on "Set Launch Options"
  5. Type in the "-high" command (without the inverted commas)
  6. Press "OK" and close the window

Lastly, you can change the graphics settings inside the game's menu to the following recommended ones:

  1. Launch Shadow of the Tomb Raider
  2. Go to "Settings"
  3. Choose "Display and Graphics"
  4. Set Anti-Aliasing to one of the following options:
    • Off
    • SMAA
    • TAA
  5. Set VSync to Off

You can also set your display mode to Windowed, and set the actual resolution of your monitor. Try a few of these options and your FPS should stabilize.

Step 2: Change nVidia Settings

This step will be useful for those who use nVidia graphics cards. In addition to the previous step you can do the following adjustments:

  1. Launch nVidia Control Panel
  2. Choose "Manage 3D Settings," and click on the "Program Settings" tab
  3. In the list of applications select Shadow of the Tomb Raider
  4. Enable "Threaded Optimization"
  5. Disable VSync
  6. Set "Maximum Pre-Rendered Frames" to "1"
  7. Set "Texture Filtering" to "Performance"
  8. Click "Apply" and close the window

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With the help of these settings adjustments you now should be able to run the game without any FPS drops and spikelags. For other related Shadow of the Tomb Raider guides at GameSkinny, just follow the links below:

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Game Sensei Releases Battle Royale Trainer In Early Access https://www.gameskinny.com/14kek/game-sensei-releases-battle-royale-trainer-in-early-access https://www.gameskinny.com/14kek/game-sensei-releases-battle-royale-trainer-in-early-access Tue, 18 Sep 2018 09:20:31 -0400 Ty Arthur

Game skills training company Gamer Sensei launched Range Royale today in early access on Steam. The training program is available for $5.99, with 15% off through September 24th in celebration of the early access launch.

Combining FPS and Battle Royale coaching techniques with a full single player experience, Range Royale is a solo training game for competitive players looking to hone their skills.

This hybrid game/trainer is aimed at getting you into the final 10 of any Battle Royale, MOBA, or FPS match. Designed by esports professionals, Range Royale offers players the ability to improve their in-game shooting skills in a solo practice arena that includes a selection of common Battle Royale weapons and game modes.

Range Royale is focused on offering a highly tuned solo experience, so players can hone their skills against bots behaving like real-world players before unleashing their improved abilities in front of competitors. Jim Drewry, CEO of Gamer Sensei, had this to say:

We’ve already helped many thousands of gamers improve through our robust coaching platform at GamerSensei.com. Now we’ve added a unique training game with the release of Range Royale. We are thrilled to provide another way to help players win more in the games they love.

Range Royale can help players improve in PUBG, Fortnite, Call of Duty Black Ops, H1Z1, and Realm Royale. It’s also a great aim trainer for fast-paced FPS games including CS:GO, Overwatch or Paladins.

For more information on Range Royale's early access release, visit https://rangeroyale.gg/

This launch comes on the heels of Gamer Sensei’s recent partnership with Hi-Rez Studios to expand the site's current suite of games available for coaching. 

Gamer Sensei is a coaching platform for players who want to win more in their favorite games, featuring esports player coaches vetted through a rigorous application process.

Players are connected to a Sensei based on a variety of preferences and once a match is made, students receive personalized one-on-one lessons via custom coaching software.

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Life is Strange 2 Theories: Our Predictions for Characters, Plot, and Gameplay https://www.gameskinny.com/27yfw/life-is-strange-2-theories-our-predictions-for-characters-plot-and-gameplay https://www.gameskinny.com/27yfw/life-is-strange-2-theories-our-predictions-for-characters-plot-and-gameplay Mon, 17 Sep 2018 17:56:16 -0400 Victoria B.

As fall quickly approaches, so does the release of the anticipated third installment to Life Is Strange. The first game was a much-needed success for Dontnod Entertainment and introduced players to Max and Chloe as they searched for a missing Arcadia Bay student using time travel.

The episodic series was a hit and spawned a prequel, Life is Strange: Before the Storm, and The Awesome Adventures of Captain Spirit, which hinted at the newest game, Life is Strange 2.

Though the developers have revealed some information to fans over the past several months, there are still quite a few mysteries surrounding the game.

Here’s what we know about Life is Strange 2 so far and predictions for what to expect from the next game in the franchise. Of course, there will be spoilers ahead, so tread carefully or turn back now. 

Digging Into Character and Plot

While some fans approved and others did not, the developers at Dontnod Entertainment have made it clear that Max, Chloe, and Rachel’s stories are completed, meaning they're not likely to appear in Life is Strange 2.

While we're sure to get a few nostalgic Easter eggs, players should expect to meet new characters this time around. In fact, we already know who the narrative will focus on based on the end of The Awesome Adventures of Captain Spirit, as well as the Life is Strange 2 trailers that have already been released.

What We Know About the Characters of Life is Strange 2

The protagonist of the new game is Sean Diaz, an awkward 16-year-old living with his 9-year-old brother, Daniel, and his single father, Esteban, in Seattle, Washington.

The first episode starts in October 2016, three years after the events of Life is Strange and roughly two months before The Amazing Adventures of Captain Spirit.

The gameplay trailer (which you can see below) reveals the first act of the game and gives audiences a look into each of these characters.

From the footage, we learn that Sean is still finding his passions in life, similar to previous protagonist, Max Caulfield. Sean's father encourages him to settle on one interest to invest his time, but things are, of course, not that easy. This small, but essential thread is something that already ties the series' stories together. 

Along with these pivotal characters, Sean seems to have a close bond with his friend Layla, and though it’s unclear how she'll be involved in the overall story, the amount of screen time she gets in the trailer indicates it’s likely we’ll see her play a larger role in the plot.

Who is the Telekinetic Force in Life is Strange 2? 

The gameplay video below concludes following an intense altercation between an aggressive neighbor and a policeman. When Esteban is murdered by the policeman, Sean's telekinetic abilities are awakened ... 

Or are they Daniel's? 

The footage focuses on Sean when a telekinetic force pushes the officer away.  However, that doesn't mean that Sean is the one with supernatural talents. If we know anything from film -- and Dontnod's previous efforts -- camera angles can be used to deceive the audience. 

We know one of them has abilities, but we'll have to wait and see which character actually holds them. 

Off to Mexico? 

After the altercation with the police officer and Sean's neighbor, the two brothers are forced to run away. From what we know, it's a safe bet they'll be going to Mexico. 

Early in the trailer, Sean's father says that Mexico is his home country, so it would make sense for the boys to seek out family members or, perhaps, even friends there. 

On top of that, we know that Dontnod's writing team traveled to Mexico during development, further suggesting the plot will involve the two brothers traveling there. 

Trailers and comments by the game's writers have also indicated that the brothers will be running from the law.

 

Predictions for Life is Strange 2

Through careful analysis of the trailers, experience with previous Life is Strange games, and conventions of the genre, here's what we think will happen in this sequel.

Unlike the original, Life is Strange 2 will be taking place in multiple locations and span more than just a few weeks. The brother-duo is often depicted in the wilderness and walking on foot, indicating their physical and emotional journey will be long and rigorous for many months.

With just their journey from Seattle, Washington to Beavercreek, Oregon -- a trek of some 200 miles -- it's evident the two boys will likely be on the road for a majority of the game.

Based on the themes we've seen so far, the story will delve into the classic mold of the road trip, albeit with much heavier connotations than is typically depicted.

It wouldn't be a Dontnod story is there were some antagonists along the way. 

The Antagonists of Life is Strange 2

The Law: We already know the brothers have a "dust-up" with the police, so it's not a stretch to assume the many members of the law will be after the duo. 

Evading arrest and questioning, especially when escaping Washington, will likely be the primary form of opposition the player will face. This could also create a few interesting when it comes to narrative and choice throughout the game.

Layla: OK. Hear this one out. While Layla is clearly an ally to the two and in no way a villain, it doesn't mean she won't get in the way of their journey. Concerned about her missing friends, Layla may desperately seek to find out where they are and inadvertently expose them to the authorities.

Nature: Nature is a common source of antagonism in these types of stories. The overcoming the environment, escaping the wilderness, and struggling to survive all play roles in many coming-of-age or adventure narratives. Now that the two protagonists are without money, parents, or food, it's clear that not all of the game's antagonists will be flesh and blood.

Relationships: There are bound to be some bumps in the road with the brother's relationship. The two, exhausted from travel and dealing the loss of their father, probably will have trouble adjusting to the new power dynamic of their relationship. Also, Sean's influence on Daniel could backfire in the future. As the developers have stated, everything Sean does affects Daniel's behavior.

Daniel's Power: Though it's a little unclear who wields the telekinetic powers, I predict it's Daniel mainly because of the images in the gameplay footage and the twist it would give to the plot. It would also be a smart choice for writers to have Daniel be supernatural since he is still a young child. The power will be even more dangerous and difficult to control. The players will need to help Daniel manage his newfound abilities. However, Daniel's emotions led to the first catastrophic destruction and could lead to more throughout the story.

We predict players will have to overcome each of these struggles as they make their way to the destination.

Gameplay and Mechanics

Many of the mechanics in Life is Strange 2 are going to be similar to previous installments, but the newest game does have a few changes up its sleeves.

For example, Sean will be able to interact with other characters, and you can select his dialogue or actions, thus affecting the narrative in real-time. Most dialogue choices and narrative decisions function the same as previous Life is Strange games, but your choices in this story affect what Daniel learns from his older brother.

Whatever Sean does will teach Daniel what is right and wrong.

Sean will also carry his sketchbook around, which is similar to Max’s journal in Life is Strange and Chloe’s letters in Before the Storm. While the sketchbook includes journal entries and gives the player a look into the character’s inner thoughts, it also acts like Max’s photographs or Chloe’s graffiti tags.

Sean will find opportunities to observe his surroundings and the more things he notices, the more detailed his drawings will become. We imagine sketches will be a new collectible for completionists to seek out.

Also like other games in the franchise, the protagonist also has a phone, which will be used to show interactions with other characters, such as those with Sean's best friend, Layla. 

Another new addition is Sean's backpack, which the game's designers have suggested will impact the brothers as they travel. Players can decide what to store in their backpack, but there may be limited space, forcing the player to choose what to take and what to leave behind, adding another wrinkle to the gameplay.

The mechanic that has peaked most players interests, however, is the new supernatural abilities. Life is Strange’s other titles have demonstrated how they can work without Max’s time control powers, but we all know superpowers -- and the mechanics they bring with them -- can be a lot more fun. 

If Sean is the character who actually has the abilities, you will likely be able to use it in the game, but if it is Daniel’s power, you may instead be instructing the younger brother on when and how to use his powers.

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With new characters, story, and gameplay, Dontnod wisely seems to be aiming for a fresh new experience that also feels familiar.

Once the first episode of Life is Strange 2 is released, fans will have the opportunity to dive back into the world as Sean and enjoy the Life is Strange universe in a new way.

The first of the five-episode series is set to release September 27 on PC, Xbox One, and PlayStation 4. 

Stay tuned to GameSkinny for our review of the game, as well as more news and information on the Life is Strange universe as it releases. 

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Beat Hazard 2 Arrives in Beta And Heads to Early Access Soon https://www.gameskinny.com/455yl/beat-hazard-2-arrives-in-beta-and-heads-to-early-access-soon https://www.gameskinny.com/455yl/beat-hazard-2-arrives-in-beta-and-heads-to-early-access-soon Mon, 17 Sep 2018 12:21:48 -0400 Zack Palm

The developers of Beat Hazardthe SHMUP meets rhythm game originally released in 2009, have at long last created a follow-up, Beat Hazard 2. This game moves to your soundtrack, giving you a different experience based on the type of music you have playing. The trailer above gives you a brief glimpse of what to expect in the sequel.

This game features players taking the helm of a small spacecraft as they travel across the stars, doing battle with a number of foes while their playlist goes on in the background. Ever wondered what type of boss your favorite song would look like? Beat Hazard 2 features procedurally generated bosses that change based on what song you're playing. 

To ensure everyone will have the chance to play their music in Beat Hazard 2, the developers have gone out of their way to ensure almost every form of music source would work with their game. If you don't have any downloaded music, you can always sync your Spotify, Amazon Music, or downloaded library to the game. You can also have songs play from ShoutCAST, an internet radio station that plays stations from around the world.

Want to see how well your friends play to your music? There's a soundtrack leaderboard where you can compete with your friends to see who can get the highest score on your group's favorite song.

As of right now, Beat Hazard 2 is out on beta but releases on Steam Early Access come October. The game's full release won't happen until the first quarter of 2019, but fans can get a discount by pre-ordering early.

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INSOMNIA: The Ark's Launch Trailer https://www.gameskinny.com/ggg3v/insomnia-the-arks-launch-trailer https://www.gameskinny.com/ggg3v/insomnia-the-arks-launch-trailer Mon, 17 Sep 2018 12:13:44 -0400 QuintLyn

It's taken eight years for Russian developer Studio Mono to complete their dieselpunk RPG, INSOMNIA: The Ark, but it's finally ready for players to explore. The epic sci-fi game takes players to Object 6 -- a massive space station filled with people on a 400-year journey to find a new home. When the player awakes from cryogenic sleep they discover they are suffering from a rare disease -- and that they're also the key to saving humanity.

INSOMNIA: The Ark is a story-centric game where player choices matter. Players are free to explore the game their way, avoiding class restrictions and character grind. They will also feel the impact of their decisions, as the game features "points of no return" that will affect the story as they go on. This offers plenty of replay value to those who want it, with the possibility of discovering twelve different endings.

Sci-Fi RPG fans will be able to pick up INSOMNIA: The Ark via Steam on September 27, at a cost of $29.99 / £29.99 / €29.99.

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New Horror Game Silver Chains Announced https://www.gameskinny.com/jm434/new-horror-game-silver-chains-announced https://www.gameskinny.com/jm434/new-horror-game-silver-chains-announced Mon, 17 Sep 2018 11:46:57 -0400 Zack Palm

Russian developers Cracked Heads Games announced their debut game Silver Chainsa first-person psychological horror title set in a 20th century Victorian home. A trailer, available above, accompanied the announcement. The game will release as a collaboration between Cracked Heads Games and publisher Headup and will release on PS4, Xbox One, Nintendo Switch, and PC.

In the game you'll play as Peter, a man who wakes up in the Victorian home in rural England following a mysterious accident. Though he finds no one else in the home, he soon discovers there are other, supernatural entities scouring the property. Peter must find his way out while learning about the home's dark secrets -- all while realizing this is not the first time he's been inside these walls.

Silver Chains will have players tackling difficult puzzles while attempting to avoid the numerous entities relentlessly hunting them. Like every good horror game, you won't have any weapons to fight your foes, you must simply run. Check out this early gameplay footage from last year.

Silver Chains is set to release in Spring of 2019 for the PC, PS4, Xbox One, and Nintendo Switch. Stay tuned to Gameskinny to learn more.

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Bright, Button-Mashing FUN - ZONE OF THE ENDERS The 2nd Runner: MARS Review https://www.gameskinny.com/amvoa/bright-button-mashing-fun-zone-of-the-enders-the-2nd-runner-mars-review https://www.gameskinny.com/amvoa/bright-button-mashing-fun-zone-of-the-enders-the-2nd-runner-mars-review Mon, 17 Sep 2018 10:15:51 -0400 Stephanie Tang

Despite being a remaster of a remake of a mid-2000s Japanese console game, Konami’s ZONE OF THE ENDERS The 2nd Runner: M∀RS is no Final Fantasy VII - you can still rattle the entire name off and be met with a blank “huh?” from your oh-so-knowledgeable gamer crew.

From the first, the Hideo Kojima-created ZOE franchise has always been somewhat niche in North America in spite of fairly decent sale. Although in that niche, it has managed to grow into something of a cult classic, you'll be hard-pressed to find a ZOE fan just walking around. 

Even so, ZOE is more expansive than you might think. The franchise includes two titles originally released on the PlayStation 2, a Game Boy Advance side story that was released in between 1 & 2, an animated OVA prequel and 26-episode anime. A ZOE 3 has been in the works since 2008, but the only announcement since was in 2012 when Kojima confirmed that work on this title had finally begun.

Beautiful cel-shaded cinematics and in-game graphics, expansive environments, enormously satisfying giant robot combat (although perhaps not necessarily the 90s style over-the-top English dubbed anime cinematics) give this game a character that appeals to a number of die-hard fans that insist on its superiority as a mecha game over any and all Gundam titles that came before and after.

(Note: No alternate audio languages available, unfortunately, so you're stuck with the dub on this one. It's been one of the biggest complaints from most longtime fans.)

For those new to the series (and there are many), rest assured - if you haven’t touched these games before, you won’t need to start from the beginning in order to pick up on what’s going on.

While ZOE 2 expands on the universe of its predecessor and refers back to it now and again, ZOE 2 keeps the storyline centered on the doings of new pilot Dingo Egret (yes, really) in the original Orbital Frame JEHUTY from ZOE 1 against his nemesis Nohman who pilots sister model ANUBIS.

Set two years after the events of the original ZOE, protagonist Dingo is working as a miner on Callisto hunting for Metatron ore (used to power/create Orbital Frames) and stumbles upon the hidden JEHUTY. When the facility is attacked by the despotic BAHRAM military organization, he pits himself against their forces, infiltrating their battleship, but ultimately is defeated by Nohman, piloting the ANUBIS.

When Dingo refuses to join their cause, Nohman shoots him. Left for dead, he is rescued by an undercover agent who revives him and places him back inside the JEHUTY frame as both a life support system and a way of escape. In it, he stands as the last hope for the planets against BAHRAM's robotic takeover. 

The mechanics of the game are simpler than what came before in ZOE 1, concentrating on mecha battles pretty much exclusively. This includes facing off against a number of different enemy types which take different weapons and attacks to fight efficiently.

Spacing matters - and part of the gameplay's elegance comes from figuring out how to position yourself in cramped hallways or open space and how to distance yourself depending on the enemy, melee sword combat or laser guns.

There are a lot of weapons open to you as you pilot JEHUTY, and that number only grows as you progress and unlock new sub-weapons from boss kills, besides the environmental items that you can pick up and use as weapons as well. Some players found this complicated, but for the most part, the weapons are fairly straightforward - and switching between caused me fewer headaches than trying to do the same in, say, Monster Hunter: World.

(There have been some improvements made for weapon switching between the original game and this version, perhaps therein lies the difference.)

Remastered

The original game in 2003 was re-released in a two-game set in 2012 as an HD Collection for the PS3 and Xbox 360 with updated graphics and art, better interfaces, new trophies/achievements, right analog stick and rumble support, and improved audio. The company toyed with the idea of releasing it on the PS Vita as well but soon scrapped that plan. It did okay.. mostly because there didn't seem like enough extra content to make the new collection worthwhile, and ran into frame rate issues on the new platforms that it never had on the original. These were fixed later on the PS3 but not on the Xbox 360.

You can see a similar upjump for 2018’s MARS: enhanced graphics and 4k resolution support, new sound design and surround sound support, and a few new features like Very Easy difficulty, training modules, and versus mode where you can 1v1 against other players or a bot (future-proofing this feature for the inevitability of a shrinking online player base in later years).

VR Mode

The shining star of this release, however, is the brand new VR content. Fully playable in first person VR (although all cinematics you experience in theater mode not quite in first person), this mode brings you front and center into all the action and in combat can make you feel like you're really piloting a giant death machine. 

(Note: I don't actually own a VR headset and this review was written while played in third person so it's been supplemented with a lot of YouTube/Twitch streams.)

ZOE 2 was originally made to be a third-person mecha fighter, however, and the switch to third person will close off a large portion of the surrounding environments as your visuals keep you squarely in the JEHUTY cockpit (you do get a 3D figure of the mecha in motion on your console to help gauge movement.)

I do recommend that you play at least some of the game without the VR headset to get the hang of the gameplay as it was initially meant to be played - it's a lot more difficult to figure out how to space yourself properly in battle when played in first-person VR.

It is however, such a large part of why this remake exists, that I also feel like you'd be missing out if you never strapped on a headset either.

Worth it?

ZONE OF THE ENDERS The 2nd Runner: MARS doesn't pretend to be anything more than it was - and the price tag reflects that at $39.99 CAD. The first person virtual reality support is really cool-looking and an excellent addition, but it doesn't promise to transform the game any more than the 4K resolution support.

It does provide an excellent way for old fans to revisit an old classic in a brand new way, with possibly just enough shiny new features to lure new fans in. The game isn't very long, and its runtime is pumped up with somewhat dated anime cutscenes that, for me at least, didn't add a great deal to my enjoyment of the game but did allow it to unfold as a real game rather than a blander sort of progression through different mecha fights.

If you play on the PC version, the game demonstrates the usual lack of care for keyboard/mouse control that many console ports do - namely that you're not allowed the luxury of key rebinds. Furthermore, only through tutorial help and trial and error do you actually get to really figure out how to work your controls (another reason I advise at least starting out without VR). Control-wise, it's a little wonky, so players may prefer to use a controller to play this comfortably. 

Otherwise, it's a fun button-mashing romp in space, with all the bright, splashy attack colors I could wish for. As a VR title, it's excellent (I've played my fair share of other titles in VR that bored me all too quickly once the novelty wore off), and made me seriously consider a VR headset for myself. It is perhaps the most generous and non-gimmicky VR experience I have seen a game offer to date.

15 years after the original was released, this may be exactly what this game needed to finally get its chance to shine. 

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Assassin's Creed: Odyssey Goes Gold A Month Ahead Of Launch https://www.gameskinny.com/c3iyk/assassins-creed-odyssey-goes-gold-a-month-ahead-of-launch https://www.gameskinny.com/c3iyk/assassins-creed-odyssey-goes-gold-a-month-ahead-of-launch Fri, 14 Sep 2018 16:12:43 -0400 QuintLyn

As a general rule in the world of gaming, when a game "goes gold", it pretty much happens at the same time as the game launches -- sometimes even if the game isn't really ready. So it might come as a surprise to those of you awaiting Assassin's Creed: Odyssey's October 5 release date that as of today, it has, in fact, gone gold. 

For players, this should be really good news. It means that the game is as good as Ubisoft hopes to make it. 

Accompanying this news is the announcement during the Nintendo Direct stream that Odyssey will be making its way to the Nintendo Switch in addition to all other standard platforms. However, it will be available on the Switch as a cloud-only only.

Assassin's Creed: Odyssey, the eleventh major installment in the franchise, takes players back to the year 431 BCE, during the Peloponnesian War. There, players will be forced to choose between joining up with the Delian League in Athens or the Spartan's Peloponnesian League.

The game is filled with choices in the form of dialogue options and branching quests. Players will even be able to choose between playing as a man or a woman and have the ability to develop romantic relationships with a wide variety of NPCs.

Ubisoft announced that it had plans to support Assassin's Creed: Odyssey well after launch, going so far to say that "there will be no full-fledged installment to the series in 2019."

Stay tuned to GameSkinny for more news, information, and guide content as the game nears launch.  

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Shadow Of The Tomb Raider: Trial Of The Eagle Collectibles Guide https://www.gameskinny.com/qk600/shadow-of-the-tomb-raider-trial-of-the-eagle-collectibles-guide https://www.gameskinny.com/qk600/shadow-of-the-tomb-raider-trial-of-the-eagle-collectibles-guide Thu, 13 Sep 2018 14:07:28 -0400 Ty Arthur

Got a spare 60 hours available? You'll need all of them (and possibly more) to find all the hidden collectible scattered across the jungle in Shadow Of The Tomb Raider

Unlike most other areas that are absolutely stuffed to overflowing with items, the Trial Of The Eagle map only features a handful of collectibles. They are all quite easy to miss, however, and you aren't likely to accidentally stumble upon them like in any other section of the world map.

Ready to get started? Let's find all the Trial Of The Eagle documents, murals, and survival caches in one quick swoop. 

Be sure to check out the rest of our guides at the bottom of this page. 

Trial Of The Eagle Collectible Locations

Half of these collectibles are in an small side path that you might walk right past when first coming across the area's main puzzle.

Did you already make it through the puzzle and didn't find all the collectibles below on your first trip through the area? Just fast travel from anywhere in The Hidden City to the campsite at the far north end of the Trial Of The Eagle. From there, it's simple to grab all four collectibles in quick succession.

Trial Of The Eagle Survival Cache

Survival Cache 1

From the campfire at the start of this area (immediately after leaving the tunnel from Kuwaq Yaku), jump across the first chasm, but don't go up the short cliff towards the puzzle yet.

Instead, hang an immediate right to go down a path that isn't clearly visible from across the chasm. Run all the way down to the end of the broken stone trail to find a wall with the first mural.

When facing toward the wall, to the right of the mural is a small patch of dirt where you can dig up the survival cache. Note: It won't show up on your map until you dig it up, so be on the lookout for a small icon to appear when you are standing over the correct spot.

Map showing location of the first supply cache for Trial of the Eagle

Trial Of The Eagle Murals

Mural 1

The first mural is directly next to the first survival cache listed above. Just take the hidden side path before the area's main puzzle and follow it until you a hit a wall. The mural is the broken piece of architecture positioned up against the wall.

Map showing the location of the first mural

Mural 2

The second mural can't be found until you fully complete the Trial Of The Eagle puzzle.

After making your way to the top of the rotating platform arms and jumping across the collapsing statue, head forward into the room with the pool of water. The mural is on the edge of the pool and recessed in against the wall with all the offerings.

Map showing the location of the second mural

Trial Of The Eagle Document

Document 1

This is really the only collectible in this area that actually requires you to interact with the acrobatic puzzle with the constantly moving platform arms.

To get this document, proceed through the puzzle to the middle section where you have to go outside the main area to attach rope arrows on the rotating ledges.

While outside the interior area, look for this document on the wood platform outside. If you completed the puzzle already, you can still go back from either side (Kuwaq Yaku or The Hidden City) and just climb up the wall to reach this area again.

Map showing the location of the only document in Trial of the Eagle

Did you find any other secret nooks and crannies in the Trial Of The Eagle? Let us know in the comments below!

Looking for more help with the puzzles and collectibles? Check out our full list of Shadow Of The Tomb Raider walkthroughs.

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Shadow Of The Tomb Raider: Complete Cozumel Collectibles Guide https://www.gameskinny.com/48c9d/shadow-of-the-tomb-raider-complete-cozumel-collectibles-guide https://www.gameskinny.com/48c9d/shadow-of-the-tomb-raider-complete-cozumel-collectibles-guide Thu, 13 Sep 2018 14:00:12 -0400 Ty Arthur

Like its predecessors, Shadow Of The Tomb Raider has a whole lot more than just crypt puzzles and gun battles. If you want to fully complete 100% of the game, you'll need to search out hundreds of hidden challenges and collectibles.

The game's very first area -- Cozumel -- is already packed with a variety of survival caches, treasure chests, relics, documents, and more! Let's dive in and get started tracking them all down.

Be sure to check out the rest of our guides at the bottom of this page. 

Cozumel Collectibles Guide

Most of these collectibles and challenges can be grabbed at the beginning of the game -- before the tsunami.

To fully complete the area and get all the collectibles, however, you have to return later via fast travel after getting both the lockpick and the upgraded hardened knife.

You need the knife to removed the braided rope barriers in the area and the lockpick to access certain chests. If you haven't found it yet, the hardened knife is acquiring by buying the $2,900 knife upgrade from the merchant in the Hidden City after completing the Trial Of The Eagle puzzle.

Selling gold or jade pieces can get you that amount of money pretty quickly, or you can take the skill to lower merchant prices. You can also buy the lockpick from a merchant in the Hidden City. 

Whistle In The Dark Challenge

The location of the first whistle in the dark challenge
Death Whistle 1

From the first campsite, run into the hallway where you have to duck underneath the spears. In the first room on the right after that hallway, the first Death Whistle is in front of you and slightly above by the open ceiling.

The location of the second whistle in the dark challenge
Death Whistle 2

From the previous whistle, crawl through the tunnel with the low ceiling into the main room of this area with the water pool. As soon as you exit the tunnel, look to the right and upward to see this Whistle hanging from the stone structure on the east side of the room.

The location of the third whistle in the dark challenge
Death Whistle 3

On the other side of the room from the previous whistle carving, go through an opening where you should see a doorway with two impaled bodies on your left and a pool of water on your right. Look above the pool of water to see the third Whistle against the wall.

The location of the fourth whistle in the dark challenge
Death Whistle 4

The next two are both in the Tidal Caverns area near the second campfire in Cozumel (the section with the cart puzzle).

The easiest way to hit this one is actually from the campfire. Just walk forward to the edge (before jumping across to the main section of this room) and look up and to your right. You can hit it here.

If you missed it from that location, proceed through the area until you jump across the platforms to the opposite side of the room. From there, turn around and you can see it much closer to you.

The location of the fifth whistle in the dark challenge
Death Whistle 5

After firing a rope arrow and climbing across the chasm, you will need to duck under a wall with some spears. From there, you can jump onto the first bell platform to make your way towards the cart puzzle. From that platform, look up towards the ceiling to find the last whistle carving.

Cozumel Relics

Map showing the location of the first relic in Cozumel

Relic 1

In the room with the large water section and the braided wood door, look in the southeast corner near the floor to find the first relic.

Map showing the location of the second relic collectible

Relic 2

In the main water room after going through the low hanging tunnel, dive into the pool and swim down underwater. You will find a box containing the relic at the bottom sitting on a small stone block.

Cozumel Documents

Map showing where the first document collectible is

Document 1

To reach this area, head into the room with the large water pool and jump up on the stone structure on the left side of the area. Go forward and use the hardened knife to destroy the braided wood door.

From there, you can find a series of hallways with an archivist map and various other resources. Proceed toward the large area with the cart puzzle, where you should pop out above the campfire. The document is sitting by the wall to the right.

Cozumel Murals

A map showing the first mural in the Cozumel area

Mural 1

The first mural is right by the first campsite and can be seen against the wall before you go through the tunnel with the low hanging ceiling.

A map showing the second mural in the Cozumel area

Mural 2

In the large cavern with the cart puzzle, look for this mural against the wall after you climb across the rope bridge.

Cozumel Treasure Chest


Map showing the treasure chest in Hunter's Moon
Treasure Chest 1

This one is deviously placed and requires changing an element of the room with the cart puzzle. When you come to the Hunter's Moon area and begin to ascend the pyramid, you'll find several hanging bells you'll use to get to the end of the area. 

Cross over the first two you come to. When you get to the ruined area right after, climb the stairs and ascend the next two. Once you get to the other side of the gap, continue down and use a rope arrow to make a tether across the chasm. 

On the other side, turn immediately around and look for the tether point up above where you just came from. Use a rope arrow and cross. 

You can now climb up to a previously inaccessible area to find the treasure chest. Note that you can't actually open the treasure chest until finding the lock pick much later in the game.

Cozumel Survival Caches

Map showing survival cache one in Cozumel

Survival Cache 1

The first cache is in the southeast corner of the water room in a small alcove right up against the wall.

Map showing the location of the second supply cache

Survival Cache 2

The second survival cache is underwater. You have to jump into the pool and swim to the map marker location, then look for the cache icon to appear up against the wall.


Map showing the location of the third survival cache in the region
Survival Cache 3

The third cache is in the large cavern room with the cart puzzle. After climbing across the rope bridge, rappel down the cliff side to this section and the cache icon should appear on the ground.

Looking for more help with the puzzles and collectibles? Check out our full list of Shadow Of The Tomb Raider walkthroughs.

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Shadow Of The Tomb Raider: Peruvian Jungle Collectibles Guide https://www.gameskinny.com/rx5tp/shadow-of-the-tomb-raider-peruvian-jungle-collectibles-guide https://www.gameskinny.com/rx5tp/shadow-of-the-tomb-raider-peruvian-jungle-collectibles-guide Thu, 13 Sep 2018 13:55:30 -0400 Ty Arthur

While triggering the apocalypse and stealing artifacts from indigenous people, Lara Croft will also spend an absurd amount of time hunting down collectibles in Shadow Of The Tomb Raider.

When you get tired of trying to come across them all organically (and oh, believe me, you will), we've got you covered with a rundown of the locations for every relic, document, mural, survival cache, and monolith!

Be sure to check out the rest of our guides at the bottom of this page. 

Peruvian Jungle Collectibles

This may be on of the game's earliest areas, but it also jam-packed with some of the most collectibles. You can't get them all on your first trip through, however, as you'll need equipment from later areas to access some objects.

Some of these documents, relics, and murals require exploring the crypt and challenge tomb in the area. To get them all, you will need the climbing axe, the bow to fire off rope arrows, and the lockpick.

Peruvian Jungle Relics

Lara finds the first relic under an open red and white parachute near basecamp
Relic 1

It's pretty hard to miss this one since its right near the crash zone landing site where you start the area.

Map showing the location of the second relic in the Peruvian Jungle
Relic 2

This relic is in a dark colored box on the left side of the path in the lower southeast corner of the area before the bridge puzzle.

Map showing the location of the area's third relic
Relic 3

This one is directly next to the giant stone wheel that Jonah pushes for the bridge puzzle. Note that the first survival cache is also just to the east of here.

Map showing the location of the area's fourth relic
Relic 4

After crossing the bridge puzzle, this relic is found on the ground right across from the new campsite.

Map showing the location of the fifth relic
Relic 5

After unlocking fast travel in Kuwaq Yaku, return to the original plane crash site and jump down into the river to reach the western side of the Peruvian jungle. Head to the northwest area and use your axe to break down a wall and enter the crypt. The relic is on the ground near the entrance right next to an ancient corpse.

Lara finds the sixth relic between to rock faces in the Peruvian Jungle
Relic 6

The next relic is slightly past the previous one and is found sitting on a stone slab between two rock faces.

Map showing the seventh relic in the area
Relic 7

From the northern most campsite (the one closest to the challenge tomb), head southeast to find this relic on the ground between two palm trees.

Map showing the location of the eighth relic in the area
Relic 8

This one is directly north of the campsite closest to the challenge tomb in the northern section.

Map showing the location of the ninth relic in the area
Relic 9

This one is northwest of the northern base camp, up past the water section by the tomb.

Peruvian Jungle Monolith

Map with red arrows and circles show the location of the first monolith
Monolith 1

The Monolith is quite easy to spot, as it's down in the area you have to rush by to finish the timed bridge puzzle. The two serpents locked in an eternal struggle aren't far away, either. You just need to jump up a small jungle wall to find the stone serpents on the ground near the edge (location marked in the image below).

Peruvian Jungle Documents

Lara finds the first document on a stone in the Peruvian Jungle
Document 1

When you start leaping across the river to explore the back area near the crash site early on, look for this journal sitting next to a log by the edge.

Map showing the location of the second document in the area
Document 2

This one is on the ground near the end of the path when wandering around this back area.

Map showing the location of the third document in the area
Document 3

After the bridge puzzle you have the option to follow Jonah towards what he hopes is civilization, or you can go off into a crypt. Take the route into the crypt to find this next document on the ground.

Lara finds the fourth document near a dead body on the ground
Document 4

Continue along the same crypt path as the previous document and you'll see the next one on the ground near a dead body.

Map showing the location of the area's fifth document
Document 5

After facing off against the jaguars, this document is on the ground near a tree on the main path towards Kuwaq Yaku.

Map showing the location of the area's sixth document
Document 6

After reaching Kuwaq Yaku and unlocking fast travel, from the original plane wreckage cross over to the far western side of the Peruvian jungle by jumping down into the river from a high cliff. In the center of this area is a small alcove with a salvage box and a document.

Lara finds the seventh document in a crypt on a raised rock shelf
Document 7

In the crypt on the western edge of the Peruvian Jungle, look for this document on a raised rock shelf wall very close to Relics 5 and 6 listed above.

Lara finds the eighth document in the Peruvian Jungle Challenge Tomb
Document 8

This one is found inside the challenge tomb in the northern section of the jungle map. To get here, you need to jump up the cliff with the yellow paint marks, break through the wall, cross the bridge, then dive under the water section.

From the room that looks like it doesn't go anywhere, turn left and jump up onto a ledge to crawl into the actual challenge tomb area. The first document in this area is on the wall near the mural.

Map showing the location of the area's ninth document
Document 9

In the open room of the challenge area where you need to raise the ladder, climb up onto the left side section where you can jump onto the counterweight. You can find this document on the ground in the back.

Map showing the location of the area's tenth documentDocument 10

You can grab this document in the crypt at the northern section of the Peruvian jungle.

Map showing the location of the area's eleventh documentDocument 11

This one is in the southern end of the northern segment of the jungle. From that northern most campfire, head south across the water towards where the survival cache is located.

Map showing the location of the area's twelfth documentDocument 12

You can grab this one by heading down the side path on the way to the jaguar area.

Map showing the location of the area's thirteenth document
Document 13

The final Peruvian Jungle document is in a hidden cave right next to the area's only treasure chest. Getting there requires going down a cliff face that isn't easily visible. To see the exact location, check the Treasure Chest section below.

Peruvian Jungle Treasure Chest


Lara Croft climbs a rope tether across a chasm in the jungle
Treasure Chest 1

This area's only chest is in a truly obnoxious location that isn't even remotely close to where it seems on the map. You can run around on its exact map marker for hours and never find it. Instead, head over to the cliff's edge where you have to fire a rope arrow to climb across the chasm.

Climb about halfway across the rope and turn the camera to look back towards the cliff. Back on the other side, you should see an area that can be climbed with the axe that isn't normally visible.

Climb back to the beginning of the rope and run over to the cliff's edge. Use the axe to go down, then jump across to a hidden cave where both the treasure chest and a document can be found. Opening the chest requires having the lockpick.

Peruvian Jungle Murals 

Map showing the location of the first mural in the Peruvian Jungle
Mural 1

Just before the puzzle to cross the bridge with Jonah, this mural is recessed against the jungle wall.

Map showing the location of the area's second mural
Mural 2

After completing the bridge puzzle you will come across a new campsite. This mural of the lords of Xibalba is up against a rock wall slightly to the southwest of the campfire.

Map showing the location of the area's third mural
Mural 3

If you take the crypt route instead of going directly towards the next objective with Jonah, you can find this mural up against a broken wall right after Document #4 and near the area's campsite.

Map showing the location of the area's fourth mural
Mural 4

Inside the challenge tomb area in the northern section of the jungle, this mural is up against a wall next to a broken staircase near Document 8.

Map showing the location of the area's fifth mural
Mural 5

Be on the lookout for this mural in a dark area of the challenge tomb after breaking a rope wall.

Map showing the location of the area's sixth muralMural 6

This mural is found in the crypt in the far western section of the Peruvian Jungle.

Map showing the location of the area's seventh muralMural 7

This final mural is in the crypt in the northern end of the Peruvian jungle (the same general area where the challenge tomb is located).

Peruvian Jungle Survival Caches

Map showing where to find the first survival cacheSurvival Cache 1

In the southern area with the camp near the rare animal spawn point, head west to find this cache.

Map showing where to find the second survival cacheSurvival Cache 2

In the area with the giant stone wheel that Jonah pushes for the bridge puzzle, you can find this cache directly to the east of the relic.

Map showing where to find the third survival cacheSurvival Cache 3

In the northern section of the Peruvian jungle (the section with a crypt and challenge tomb), look for this cache on the ground near the crypt entrance to the northwest.

Map showing where to find the fourth survival cacheSurvival Cache 4

This cache is southeast of the previous one, located on the ground not too far from Relic 7.

Map showing where to find the fifth survival cacheSurvival Cache 5

This one is southwest of the northern campsite (the one with the tomb and crypt) and just to the northeast of the southern campsite.

Map showing where to find the sixth survival cacheSurvival Cache 6

This one is on the far western side of the jungle near where the water meets the cliff face shoreline.

Map showing where to find the seventh survival cacheSurvival Cache 7

In the same area as the previous cache, head slightly southwest (near the crypt entrance) to find this cache.

Map showing where to find the eighth survival cacheSurvival Cache 8

This one is near the monolith area where you find the statue of two intertwined snakes on the ground.

Map showing where to find the ninth survival cacheSurvival Cache 9

This cache is found inside the crypt after you pass the bridge puzzle with Jonah.

--

Looking for more help with the puzzles and collectibles? Check out our full list of Shadow Of The Tomb Raider walkthroughs here

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Shadow Of The Tomb Raider: Head Of The Serpent Puzzle Guide https://www.gameskinny.com/y0c5m/shadow-of-the-tomb-raider-head-of-the-serpent-puzzle-guide https://www.gameskinny.com/y0c5m/shadow-of-the-tomb-raider-head-of-the-serpent-puzzle-guide Thu, 13 Sep 2018 13:54:12 -0400 Ty Arthur

Every area in Shadow Of The Tomb Raider is packed to the gills with secrets and puzzles, and the Serpent sections of the Hidden City are no exception.

The final Head Of The Serpent area oddly only has a single collectible, but it also features a truly obnoxious puzzle.

Haven't been able to figure out the fire pillar puzzle yet? Read on for a full breakdown of how to get through the Head Of The Serpent!

Be sure to check out our other guides at the bottom of this page. 

Head Of The Serpent Collectibles/Puzzle Guide

Accessing this area is particularly annoying, as the entrance has none of the usual hallmarks of an accessible opening. It doesn't glow when using survival instincts, it doesn't have any white markings, and it appears to be a dead end that can't be interacted with in any way.

After climbing up the Belly Of The Serpent, Lara will see a cultist throw a body down the well, then turn around and close off the door so she can't go anywhere. From the closed stone door, turn right and walk directly into the dead end.

You have to be in the middle of the cul-de-sac and walk forward into an area that just looks like a solid wall to initiate the cut scene where Lara crawls through the wedged section of dead bodies.

Map with a red arrow to show the entrance to the belly of the serpent

After stealth killing the cultist from behind, examine the body on the slab, then look for a section of wall off to the right where you can use your pickaxe to break through. From there, follow the path into the Head Of The Serpent's first fire puzzle.

This region's one and only collectible is a mural on the right side wall across from the rope-wrapped lever. Grab the mural, then use your bow to pull down the rope lever and fill the basin with bloody oil.

Walk back to the beginning of the room and interact with the dragon head to light the oil on fire and gain access to the area's main puzzle.

Above: Lara stands in front of the stone wall entrance to the serpent; below: the map of the entrance

The first fire puzzle was incredibly easy, while this one is a head-scratcher and takes some serious thought. It's also really hard to get right by chance because the grooves don't seem to visually line up properly even when you have it solved.

Ignore the lever, pool, and fire dragon mechanism at the top of the stairs for now. Instead, run down to the bottom where your path is blocked. Use a rope arrow to attach the two pillars so that when you rotate the left pillar, the right pillar will also move.

Walk over to the left pillar and rotate it until the right pillar's grooves look exactly like the image below. Don't worry about what position the left pillar's grooves are in just yet.

On the right pillar, the lower groove should go into a hole, the right grooves shouldn't be connected to anything, and the upper grove should travel to the basin in front of the obstacle. 

Lara Croft stands on a rotating brown floor with channels in it

Now, cut the rope connecting the two pillars so that the right pillar doesn't move anymore. Go back to the left pillar and push it until it looks exactly like the image below. 

Some of the grooves won't lineup and go nowhere, but the top most groove of the triple section should lineup with the upper grove of the right pillar. Due to how the grooves look on the ground, it may not seem like they are fully connected, but if you follow the image below you'll have it how it needs to be attached.

This lineup gives you a clear path for the oil to travel from the basin to the flammable obstacle.

Lara stands on the brown, channeled floor next to a wooden lever

Go back up the stairs and use your bow to pull down the rope lever that fills the basin with bloody oil. Run over to the other side and interact with the dragon statue to light the whole thing on fire and break the obstacle.

With that out of the way, you can finally get the artifact you've been searching for in the tombs of the Hidden City. Be prepared for an obnoxious chase sequence right after this that you'll probably have to reload four or five times due to missing the timing with this game's wonky controls.

Lara presses a switch in a dark temple to initiate the serpent puzzle

Need help finding any other collectibles or completing the game's challenge tombs? Check out our full list of a Shadow Of The Tomb Raider guides here!

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