Playstation Platform RSS Feed | GameSkinny.com Playstation RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Roguelite Sparklite Gets Shiny New Teaser Trailer https://www.gameskinny.com/jr6sj/roguelite-sparklite-gets-shiny-new-teaser-trailer https://www.gameskinny.com/jr6sj/roguelite-sparklite-gets-shiny-new-teaser-trailer Tue, 19 Mar 2019 12:46:47 -0400 Joshua Broadwell

Last year, developer Red Blue Games announced a partnership with publisher Merge Games for a brand-new roguelite adventure called Sparklite. The game flew under the radar for many people at the time, but Red Blue recently released a new teaser trailer as well as a batch of details explaining what the nostalgia-heavy brawler is all about.

Sparklite's plot has a few throwbacks to Secret of Mana. Sparklite itself, apart from being the title of the game, is the substance that keeps the world alive. It's a powerful force that people can channel for good or bad, or one of which they can consume large quantities for immense power boosts and serious consequences.

A villain styling himself the "Baron" conceives of a plan to harness Sparklite to power his war machines and embarks on a venture to monopolize the material. However, his overproduction and overuse of Sparklite creates a wave of pollution that washes over the world and slowly begins corrupting it.

The world has hope, though, in the form of protagonist, Ada. If she can prevent the Baron from taking control of the Sparklite core, his plans can be overturned.

Ada has quite the adventure in store for her it seems.

Sparklite takes inspiration from The Legend of Zelda: A Link to the Past and Rogue Legacy, among other classic titles. With the help of Ada's gadgets and tools, players will fight their way through dungeons and overworld maps full of monsters.

The world of Sparklite is vast and varied, and Ada will explore dark mines, luminous nightscapes, and dense forests full of secrets along her journey.

The game's roots in A Link to the Past are visible in the gameplay trailer. However, Red Blue Games has yet to discuss much about its roguelite elements, though the developers are keen to point out that the game will carve its own identity to separate it from its inspirations.

Sparklite is set to launch sometime in fall 2019 for PlayStation 4, Xbox One, Nintendo Switch, and Windows.

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Ubisoft Fixes The Division 2 Skill Bug, But Problems Remain https://www.gameskinny.com/ngwo6/ubisoft-fixes-the-division-2-skill-bug-but-problems-remain https://www.gameskinny.com/ngwo6/ubisoft-fixes-the-division-2-skill-bug-but-problems-remain Tue, 19 Mar 2019 12:46:01 -0400 Joshua Broadwell

Ubisoft's Tom Clancy's: The Division 2 has had an interesting life so far. Its appearance on the Epic Games Store was a big step for Ubisoft away from Steam into a new method of PC games marketing that translated to higher pre-sales figures and more profit for Ubisoft.

Just a few days after launching, The Division 2 found itself at the top of the UK charts, despite selling only a fifth as many copies as its predecessors. Release has had its fair share of problems, in particular bugs.

One bug in particular created a rather undesirable situation for many players and greatly interfered with gameplay. Whenever a player would deploy a skill, the skill would perform as expected for a time, before fizzling out and entering cooldown.

This bug affected all skills, including the drone, grenade, and turret and had players scrambling to find a workaround that would let them still play and enjoy the game.

However, Ubisoft removed the game for a short time on March 18 so it could undergo some maintenance. The problem isn't completely fixed, but for the time being, the self-destruction and forced cooldown problems with skills shouldn't crop up — or, at least, shouldn't crop up as often.

Ubisoft took to the forums to inform players of the maintenance and explain that the company is still working on solving the root of the problem so skills won't be affected at all anymore.

While the investigation continues, Ubisoft advises players not to use OVERLAP and EXTRA talents. These two in particular seem to be causing the issues in some way.

For many players, not using these talents won't cause much trouble. They seem either not to work or their benefits are rather vague as explained in the talent descriptions. Perhaps Overlap not working is part of the issue Ubisoft is investigating, and it, too, will be fixed in time.

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11 Best Weapons in The Division 2 https://www.gameskinny.com/qezsi/11-best-weapons-in-the-division-2 https://www.gameskinny.com/qezsi/11-best-weapons-in-the-division-2 Tue, 19 Mar 2019 12:32:25 -0400 Sergey_3847

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Classic M44 Carbine

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The last good weapon in The Division 2 is another sniper rifle with an insane damage output. However, with each consecutive shot the fire rate, which isn't high to begin with, decreases even further.

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This means that you have to be very precise with your shots and try to kill enemies with single headshots. This, of course, requires a lot of practice and patience.

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As usual, you can attach optics and improved muzzle to M44 and make it a truly serious weapon.

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---

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Which of these weapons excite you the most? Share your opinion in the comments section below, and be sure to come back soon for more guides for The Division 2 on GameSkinny.

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M870 Express

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Here is the classic police and military shogun M870. It's not as powerful as DBS, but it has a bigger magazine tube.

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The real reason why you would want to look out for M870 instead of DBS is that you can actually modify M870 with attachments that will eventually make it a more exciting weapon than it is, while DBS can't be modified at all.

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If you like to give your weapons a bit of boost in terms of accuracy and fire rate, then M870 with a couple of attachments would be the best choice for your shotgun slot.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/u/n/t/untitled-3fc83.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/u/n/t/untitled-3fc83.jpg","type":"slide","id":"195700","description":"

Double Barrel Shotgun

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Usually shotguns are not necessarily the most sought out weapons in the game, but picking up the DBS isn't such a bad idea if you're looking for a sheer power.

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Just look at that damage stat and imagine what it does to enemy players in close range. You guessed it - it absolutely devastates them.

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Of course, you can't use it effectively against a group of enemies but if you're having a hard time dealing with one or two opponents in a closed environment, then a shotgun will serve you the best.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/u/n/t/untitled-3158e.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/u/n/t/untitled-3158e.jpg","type":"slide","id":"195704","description":"

Classic M1A

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Sniper rifles are just as important here as any other weapon. The M1A rifle is considered by most to be the best sniper rifle in the game.

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Of course, you will need to find a scope for it and maybe even a bigger magazine to make it so much more effective. But this high-end sniper rifle has a huge damage output and a really high fire rate for a rifle of this type.

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But the best part is the hit range that reaches up to 60-70m and beyond, which is incredible. If you like to take out your enemies from afar, then this would be the best choice for you.

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M249 B

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This light machine gun is very similar in stats to M60, but it loses in terms of stability a little bit. This means that your first few shots may miss the desired target. But as soon as you're firing on all cylinders, M249 B will get better and better.

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This is a typical trait of heavy weapons that tend to stabilize the longer you shoot. But besides that it is a great alternative to M60 in case you can't find a better option in The Division 2.

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Black Market T821

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The Italian UZI, as it is known among veteran players, is the epitome of fun. If you're not too interested in getting FAMAS, but you still want a weapon with a high fire rate, then this is an excellent alternative.

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Although T821 has a lower fire rate than FAMAS, this seeming disadvantage actually adds up to its accuracy. It also has a much faster reload time of only 1.9s, which is essential for a close range combat.

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The only actual drawback here is that you will need to supply it with a lot of ammo, since those rounds sink really fast.

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FAMAS 2010

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The legendary FAMAS or Bullfrog is a cult weapon at this point, and an obvious choice for many The Division 2 players. This assault rifle has the highest fire rate amongst all weapons in the game, which equals extremely high damage output.

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However, FAMAS is not the best choice for long range shooting. In case your gameplan includes sniping enemies from afar, there are better weapons for that kind of purpose.

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But if you do enjoy shooting opponents in the face at close range, there is no better option for that in the game right now.

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Military Mk17

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Although Mk17 is categorized as a standard rifle in The Division 2, many players simply call it the "Cannon". It has a rather low firerate, but the damage output is so high that you don't need to shoot too fast, really.

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Another cool feature of Mk17 is almost a complete lack of recoil, which makes it very accurate by definition. On top of that, this weapon doesn't care about the range. It takes care of targets at close, mid, and long ranges equally effectively.

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So, if you're looking for a precise weapon with high DPS, then military variant of Mk17 would be an excellent choice.

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Classic M60

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LMGs are without a doubt the most versatile and effective weapons in The Division 2. The classic variant of M60 is probably the best LMG you can currently get.

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Many players may skip on an LMG as their main weapon due to a very long reload time, which at times can take 5-6s. That is a lot, especially when you're in the middle of a shootout.

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But M60 has an advantage over the rest of the LMGs in the game due to its huge magazine capacity and sheer damage power. This means that you will kill a lot more enemies with it and reload a lot less.

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AUG A3 Para XS

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What sets apart the A3 SMG from other, similar weapons is the prolonged barrel. This feature makes this weapon very accurate, which is exactly what many machine guns lack.

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It also has the highest rate of damage among all SMGs in the game, although its magazine slot needs to be upgraded, as it's rather limited in the vanilla version.

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Taking all this into consideration, it looks like AUG A3 is one of the best options for both PvP and PvE. Everything from DPS to RPM is very well balanced here for any kind of situation.

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AK-M

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Kalashnikov is a staple assault rifle in many shooters, including The Division 2. It has a rather large recoil, which can be annoying at times but the amount of damage it deals totally compensates this little nuisance.

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It is recommended to shoot AK-M in short bursts, so that it doesn't stray away from its target too much. And if you manage to hit your target, most likely it'll be dead already. That's the power of Kalashnikov!

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The black market version of AK-M can be modified with long underbarrell rail and 7.62 muzzle, but if you get the classic variant it's going to do the job just as well.

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Tom Clancy's: The Division 2 is finally out, and as is the case with many other Ubisoft games, players will have the chance to discover new locations, complete story and side quests, and destroy opponents in PvP mode.

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The Dark Zone is also back and players can fight each other for various weapons and gear once again. In general, the gameplay component and the mechanics of the The Division 2 are not much different from those in the first game of the series.

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Right now there are over 70 variants of weapons in the game, but if you never played the first The Division, you will never know which ones are the best. So we're here to help with our selection of the best weapons you can currently get in The Divsion 2.

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The Division 2 Guide: How to Upgrade the Crafting Bench https://www.gameskinny.com/y6ipi/the-division-2-guide-how-to-upgrade-the-crafting-bench https://www.gameskinny.com/y6ipi/the-division-2-guide-how-to-upgrade-the-crafting-bench Tue, 19 Mar 2019 11:03:16 -0400 Synzer

Tom Clancy's: The Division 2 lets you craft plenty of weapons, armor, and mods to help get specific pieces. At first, the quality of gear is pretty low and not worth your time. As you level up and advance into higher world tiers, you can also upgrade the crafting bench so you can craft high level gear.

In this guide, I'm going to explain how you can upgrade the crafting bench and the requirements to unlock those upgrades.

How to Upgrade the Crafting Station to Superior and High-End in The Division 2

These are the easiest unlocks.

  • When you first unlock the crafting station, you can make the Specialized (Blue) quality gear
  • Once you reach level 24, you unlock Superior (Purple)
  • At level 29, you unlock High-End (Yellow)

Unlocking these upgrades is not enough, you will need to actually craft the crafting bench upgrade before you can get higher quality gear.

You can see the required materials needed to craft it by going to the crafting station and looking to the left before trying to craft anything.

the division 2 how to upgrade the crafting bench

If you have the required materials, simply hold the upgrade button until it finishes and you'll reach the next tier.

As long as you have been deconstructing most things and looting as you level, you will have plenty of materials for both upgrades. You will need to upgrade the crafting bench to Superior, before you can upgrade it to High-End.

How to Upgrade the Crafting Station to Higher World Tiers

Once you reach level 30 and finish the Capitol Building Stronghold, you'll advance to World Tier 1.

Each World Tier drops higher level gear. That also means you can upgrade the crafting bench yet again, for each World Tier.

When you reach a new World Tier, you will get a project that gives you the blueprint to upgrade your crafting bench. This only requires you to complete an Invaded Stronghold.

The cost, however, for each upgrade is pretty steep.

Titanium and Electronics

The biggest concern will be getting enough Titanium and Electronics. The best way to go about getting these is to explore to world, particularly the underground areas, and kill enemies.

I noticed Black Tusk enemies dropped quite a bit while doing an invaded mission or stronghold.

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That's all you need to know to upgrade the Crafting Bench in The Division 2. Leave a comment if you have any questions or need further explanation.

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Generation Zero Takes Players To Alternate 1980s Sweden Filled With Hostile Robots https://www.gameskinny.com/qihvb/generation-zero-takes-players-to-alternate-1980s-sweden-filled-with-hostile-robots https://www.gameskinny.com/qihvb/generation-zero-takes-players-to-alternate-1980s-sweden-filled-with-hostile-robots Tue, 19 Mar 2019 09:49:58 -0400 QuintLyn

Yesterday, THQ Nordic shared the release trailer for its upcoming open-world FPS set in 1980s Sweden. Generation Zero takes players to an alternate version of the Scandinavian country where hostile machines roam the countryside. The game was one of our most-anticipated games of the year. 

In Generation Zero, players will defend themselves against these massive robots while [sic] unravelling the mystery of what is really going on."

This game isn't just a run-and-gun, however. In order to survive, players will use various tactics to lure, cripple, or destroy enemies. There's also player choice: take enemies on solo, or coordinate with up to three other players to complete objectives. Those electing to play in co-op will be able to compliment each others skills in combat by "support downed friends ... [to] share the loot after an enemy is defeated."

NPC enemies in Generation Zero are persistent, meaning that when a player destroys enemy armor, weapons, or other gear, that damage remains even if the enemy escapes. The next time a player runs across that particular foe, it will still be suffering from that same initial damage.

The interesting thing about this sort of mechanic is that it gives players the option to leave an enemy alive and come back for it when they're better prepared, rather than having to beat an enemy down all in one go.

On the more techy side of things, players may find it interesting that the game is rendered with the Apex engine, which was created by Avalanche Studios and used in games such as Just Cause 4 and Rage 2. This allows Generation Zero to have a dynamic day/night cycle, unpredictable weather, and, theoretically, complex AI behavior.

And, for the 80s fans among us, particularly where music in involved, Generation Zero features a full 1980s soundtrack. Queue the New Wave now.

Generation Zero is set to release on PlayStation 4, Xbox One, and Windows on March 26. To learn more about the game ahead of launch, be sure to head over to the game's website

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8 Games and Franchises with the Biggest Translation Gaffes https://www.gameskinny.com/3ja5f/8-games-and-franchises-with-the-biggest-translation-gaffes https://www.gameskinny.com/3ja5f/8-games-and-franchises-with-the-biggest-translation-gaffes Mon, 18 Mar 2019 17:30:01 -0400 Joshua Broadwell

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Breath of Fire II

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Fans love to hate Capcom. Sometimes, it seems unfair. Other times, like when you remember Breath of Fire II, then it's completely understandable, and you just step back and let things go. Oh, if only the above picture had been true.

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The early BoF games had an interesting history. Squaresoft handled the first one's localization and publishing. It had some problems, sure. The dialogue and mechanics were rough around the edges but there's still enjoyment to be had with it.

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You would think of the BoF games, the first would have all the terrible issues, that Square would have taken the opportunity to sabotage a potential rival creeping in on its RPG monopoly.

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Or perhaps someone at Square could tell that left to its own devices, Capcom would do that quite nicely on its own.

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Breath of Fire II's translation and localization are full of ludicrous descriptions and sound effects and unclear dialogue. It's a showing on par with gems from the '80s like "all your base are belong to us" and Castlevania II.

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It's near Deborah Cliff...

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There are some classic signs of bad, careless translation as well, where the untranslated text is left in alongside the translated script, or even worse, the writer just added a transliteration, which isn't, y'know... actually a translation.

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Manju are Japanese buns, so this particular instance is one of those cases where you forget  where the writer forgets to delete what they chose not to use. Note the transliteration was highlighted as the key point, though.

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Other errors are less in keeping with the context. I'm not sure about you, but I see what could possibly be a boar — no bears, though.

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It's amazing how punctuation can be so significant. Some bizarre uses of periods in here, except where a period is actually needed.

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At first glance, there doesn't appear to be anything wrong with these two. It's just a nice, normal observation from a character who obviously hasn't seen Nina for a while. Except, she isn't seeing Nina now either.

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This isn't a case where the party members all fold into the leader. The girl with the wings near the table? That's Nina. This woman just told Ryu he's not a little girl anymore, and I can only imagine how surprised he must have been to learn that.

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If these things had remained a relic of the '90s BoF II, that would be a different story. But two different re-releases later — first on the Game Boy Advance and then on the Virtual Console — and Capcom still believed this translation was worth keeping.

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Modern games aren't free from the plague of bad translation, sadly, but their shortcomings certainly do provide an amusing way to pass the time. Whether it's Capcom's carelessness in the '90s, Atlus's rushed schedule from a few years back, or the flood of cheap titles inundating digital platforms, it seems like bad translations are simply a universal factor of gaming life.

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Got any examples of terrible game translations? Share yours in the comments!

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Persona 5

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Including Persona 5 on this list might be controversial. However, there's no denying that good though the game undoubtedly is, it falls far short of Atlus's standards in localization and what fans have come to expect from the company. That departure from the high-quality norm is a bigger gaffe than any translation awkwardness in the game.

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Fortunately, for the most part, the game's dialogue quirks don't come anywhere near Kitty Love and Hollow Fragment levels of bad. You do have to pause for a moment and consider what's being said from time to time, though.

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Morgana is pretty quirky to begin with, so at first glance, this seems like just another manifestation of that personality. But the sentence doesn't technically make sense. "seriously trying to kill us" maybe or "serious about killing us," but serious to kill us is what you'd expect from an inexperienced translator or an early ESL student.

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Conner Kramer put together a site listing some notably egregious errors (and getting some flak for it from the fan community as well), and he added some alternatives for a few of them. Here's an example:

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His revision is a lot more like what fans got in Persona 4 and much more in keeping with the character doing the speaking as well. One would expect a high school principle to say something like "misdemeanor is not tolerated..." as opposed to "you will behave yourself," which is better suited to an elementary school setting.

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There are other signs of carelessness too.

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Image via j-entranslations

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Persona games rely heavily on good dialogue to push the story forward and keep players interested. These issues are hardly game breaking, but they do break the immersion, which makes it difficult to remain invested.

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What lies behind the issue is a mystery. It's possible some elements of localization were a rushed job, since the game was delayed to begin with. But it's equally possible it was simply oversight.

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Yu Namba, senior project manager at Atlus and responsible for a good deal of Persona games' localization processes, once said he couldn't account for everything that happened, but tried to make sure the core narrative was coherent and clear. Other things could slip through the cracks, as they apparently did for P5.

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Kitty Love

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The Switch has taken over the Vita's place as supreme host of otome games. The eShop is flooded with romance games, most of which are geared towards female audiences, and many of which have rather low production values.

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Kitty Love takes the crown for one of the worst translations, though. It's the usual quirky premise for one of these games. The protagonist works at a flower shop by day and turns into a cat by night, because why not.

\n

As is a growing trend with eShop games, the game's end result is less than stellar, with apparently very little in the way of quality control either by the developer or Nintendo's alleged curation process.

\n

\n

The quintessential tourist activity — buttering the day

\n

Some of the errors here aren't quite Hollow Fragment bad, but they do range from the mild to the completely unintelligible, up to the "how could you think this was okay?"

\n

\n

The protagonist is in cat form in the above, so presumably, this is just a special way of saying he held the cat

\n

Many of the scenarios just take a bit of figuring out to understand.

\n

\n

That isn't one of them, though.

\n

\n

Or that one.

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\n

Okay, so maybe it is on par with Hollow Fragment.

\n

\n

That's...not good.

\n

Slapdash niche games riddled with errors aren't exactly new, but there are a couple of things that make Kitty Love stand out as particularly noteworthy.

\n

The first is the fact that it exists at all on the Switch eShop. Nintendo claimed from the eShop's early days that it would be akin to a curated platform, and not every pitch, even from well-known developers, would be accepted. Fast forward two short years, and it seems that policy has quietly been abandoned.

\n

What's more, unlike some games, including Hollow Fragment, Kitty Love continues to exist in this form — no patches, no changes, no discounts. Whether the amusing dialogue is worth the price of admission is for you to decide.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/r/y/crystal-header-90689.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/r/y/crystal-header-90689.jpg","type":"slide","id":"195513","description":"

Pokemon Crystal: Vietnamese Version

\n

Pokemon Vietnamese Crystal has been a thing on the internet for many years, and it's practically a meme generator. The game has a strange history. It started as a Chinese translation of the Japanese script, but despite being considered a Vietnamese version, the game is pretty much entirely in English.

\n

Players are greeted with this.

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\n

They do? I'm...so sorry

\n

For some reason, the translator was a bit free with referring to Pokemon as Elf and as Monster, depending on the context, though there didn't seem to be much of a guiding reason behind which scenario got which reference. Either way, there's not much of a link between professor or scholar and monster.

\n

Some of the text is comprehensible, and you can get an idea of how it went from the original meaning to the slightly garbled one.

\n

\n

Friend makes sense, since Pokemon are often referred to as friend in the script. Store... eh. Center and shop are close, but that's starting to stretch it (especially when everything in there is free).

\n

And then you get ones like this, from the next script point.

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It's easy to pick up on the fact that "grasp" is used for catch, but basin?

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\n

 

\n

 

\n

 

\n

 

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\n

This early conversation shortly after the rival makes an appearance is unique, but not actually instructive.

\n

\n

This one doesn't seem to be very clear either, until you realize he's talking about Mr. Pokemon.

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\n

Apart from the phrasing, it makes sense. I don't know what the original script says, but I imagine it's something referring to Mr. Pokemon as an older man, hence "Grandfather."

\n

But then you get this again.

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And this.

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\n

The battle system is its own set of special. The theory goes that perhaps there was an indexing error that threw descriptions and translations off, since some are correct, just out of place. Other issues involved transliterating Japanese grammatical particles that weren't intended to be spoken or read.

\n

\n

But it doesn't explain everything about it or the naming conventions.

\n

It certainly doesn't explain the unique way of obtaining items, where the game throws the F-bomb your way every time you place an item in the bag.

\n

Most of the game is almost impossible to understand. If you're interested, you can check out the original Let's Play that sparked the phenomenon. 

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/s/a/o/sao-header-da995.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/s/a/o/sao-header-da995.jpg","type":"slide","id":"195496","description":"

Sword Art Online: Hollow Fragment

\n

Sword Art Online is a popular transmedia franchise, spanning manga, anime, and video games. In most cases, SOA in all of its forms tells a compelling story with likeable characters, and it's garnered a decent-sized following in the West. We even ranked Sword Art Online: Hollow Realization as one of 2017's best anime franchise games.

\n

Its sequel, Sword Art Online: Hollow Fragment had a very, very rough start in the West, though. Like a handful of other Japanese games released in Asia before the West, it initially had an Asian release with an English language option.

\n

But that translation was bad. In fact, bad doesn't even begin to cover it.

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Japan has its share of race problems, but this wasn't an instance of blatant insensitivity. This is just referring to Kirito, the man wearing black. Though, I don't think he was sexually harassing anyone.

\n

\n

This isn't exactly what you'd expect to find as a subject line in a hero's inbox.  Fear not, though — it's just monster extermination, SAO Asian translation-style.

\n

\n

The translation was also just plain lazy. SAO games stray into racy territory now and again, but , this isn't a reference to one of those adult visual novel scenes. This is just bad translation of a symbol with a wide variety of meanings, most of which relate to war, exploration, and things like that.

\n

Fans who played the version that existed prior to the improved translation patch saw lots of references to penetration throughout the game, in some unusual contexts as well.

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\n

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Some of the (many) instances do make me wonder whether the translator had a slight idea of what they were saying and tried to just make a joke out of it.

\n

This wasn't the only instance of single-minded determination to stick to one translation regardless of context either.

\n

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A standard Japanese greeting is yoroshiku, or the full version, yoroshiku onegaishimasu. It can mean a variety of things, from "nice to meet you," to "let's get along" or "let's work together," among other potential definitions.

\n

It's useful when you first meet someone, of course. But Asuna and other characters  would say this every time Kirito chose them to accompany him on a penetration — er, that is, an exploration trip.

\n

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Same to you!

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There are countless other instances of unclear or ridiculous phrasing as well.

\n

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This being one good example.

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As a matter of fact, there is.

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Bandai Namco isn't known for always making the best decisions, but it's odd how an established company ended up using a very evidently poorly trained translator for the original English version.

\n

One of my favorite things about being underground is seeing the sky.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/t/a/l/tales-293b4.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/t/a/l/tales-293b4.jpg","type":"slide","id":"195473","description":"

The Tales of... Games

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Bandai Namco's Tales of... series is known for its endearing characters, interesting plots, and snappy dialogue. However, not all entries are created equally.

\n

The most recent new Tales of game, Tales of Berseria, was lauded for its darker take on the usually chipper stories and characters, but it suffered from some very uneven dialogue and writing towards the end of the game

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\n

Not all the errors are quite as confusing as this one, though.

\n

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But the biggest issue with the numerous gaffes towards the end of the game is that most of them end up completely unintelligible, like these next two.

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Bandit shrooms don't even exist in the game.

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It's worth noting the voiced lines don't always match with the written dialogue, though. This fact leads some to suspect that perhaps what happened with Berseria was a sudden change in script or direction near the end of production that didn't make it to the localization department and was just crammed in at the last minute.

\n
Errors in Earlier Games
\n

Either way, these kinds of issues aren't restricted to modern titles. Clyde Mandellin with Legends of Localization noticed this interesting mistake in Tales of the Abyss that's rather easy to overlook.

\n

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In between all the talk of fonons and fomicry in the early part of the game, it's easy to forget that the seventh fonon was known about for a long, long time. After all, how could Tear be a practicing Seventh Fonist if it was only just discovered?

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The error here comes from a loose translation of the original Japanese, which only said it was the most recently discovered, which doesn't give any kind of time reference.

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Then there was the official English translation of Tales of Phantasia, with this interesting little nugget.

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\n

The original line was Ragnarok, but Mandelin says older versions of Microsoft Word didn't include Ragnarok in the dictionary and only offered Kangaroo with a capital K as the first recommended choice. This one was a careless spell check error that somehow managed to make it through to publication.

\n

Why the editors of a fantasy game script thought spell check could be relied on anyway is another matter.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/v/i/i/viii-header-3b247.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/v/i/i/viii-header-3b247.jpg","type":"slide","id":"195484","description":"

Ys VIII: Lacrimosa of Dana

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The Ys series is one of gaming's longest-running series, with Ys VIII: Lacrimosa of Dana being the most recent entry. While its action oriented gameplay and immersive worlds haven't changed dramatically over the decades, its publication status in the West certainly has.

\n

Most of the early titles after the original two ended up as fan translations, before XSeed began bringing them over as part of its partnership with developer Nihon Falcom (we won't talk about that Konami incident with Ys VI).

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And then came Nippon Ichi Software America. As part of Falcom's attempts to expand its international audience, it gave the publishing license for Ys VIII to NISA, with some disastrous results.

\n

 

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This character's bowel habits became a running gag in the original translation, which shouldn't be too surprising from a company that thinks Esty Dee as a name (as they did in Atelier Rorona: The Alchemist of Arland) is a funny localization joke.

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It's okay Reja; most of us don't either.

\n

The game was riddled with untranslated text, randomly scattered here and there — a common error in badly handled games from the '90s, but not something one would expect from modern games. It's certainly not in keeping with XSeed's usual translation work, which makes it stand out all the more for longtime fans.

\n


\n

Lines like this are common as well, making certain narrative segments and even dialogue a sort of guessing game. But that's not the worst thing.

\n

 

\n

The game originally had a passable English translation, especially for most main segments and place names. Why NISA felt the need to re-translate is beyond me, particularly when the re-translation was so shoddy.

\n

Fortunately, NISA publicly recognized its errors and re-re-translated the script, providing a much better experience all 'round and apparently earning Falcom's trust enough to warrant being given its next big overseas project, The Legend of Heroes: Trails of Cold Steel III

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/f/i/n/final-fantasy-6c05d.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/f/i/n/final-fantasy-6c05d.jpg","type":"slide","id":"195489","description":"

Final Fantasy Games

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Most Final Fantasy games are high quality, well-produced works. That doesn't mean they are error-free, but for the most part, the base games are well-written with good localization.

\n

Unfortunately, Square Enix has gained a reputation for not really caring about how those high quality works transfer to other platforms based on their lazy ports and similarly low-effort localizations.

\n

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No, the above isn't a screenshot from an alternate Final Fantasy IV universe where the Red Wings were Baron's premiere delivery service with Cecil as their leader. It's the first line of script in the mobile FFIV port.

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The port was supposed to use the DS version's script, but obviously, something happened along the way. It made its own mistakes, while keeping those of its predecessor.

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And then there's the mobile port of Final Fantasy VI.

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\n

Given how many times "esper" appears in the script, it's baffling how this mistake wasn't caught before the game launched, to say nothing of the awkward phrasing that was left untouched.

\n

Still, the script is entirely readable, unlike some other inclusions in this list. The biggest issue is that errors like this are expected with most SE ports, causing one to wonder about the overall attitude of the port teams and the company towards its franchises.

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Errors in Original Versions
\n

However, the original versions are certainly not free from errors.

\n

\n

Final Fantasy VII fans will already know this screenshot contains two errors The potentially less obvious one is Aeris's name. It's actually meant to be Aerith, and that's how it appears in all later mentions in the Final Fantasy universe.

\n

This was a common translation error in the 1990s, when localization teams were apparently not experienced in differentiating between easily misunderstood Japanese characters. Most people know about the "L" and "R" confusion, but "S" and "TH" is another one.

\n

There are, of course, other linguistic challenges to overcome as well.

\n

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That above is a wyvern in Final Fantasy V.

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There's not really any reason other than just "whoops" for this one from Final Fantasy X, though to be fair, it was fixed in the HD remasters.

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"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/b/a/d/bad-translation-header-85854.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/b/a/d/bad-translation-header-85854.jpg","type":"slide","id":"195737","description":"

Video game fans have been dealing with the highs and lows of translation and localization since the 1980s. It's a risk built into a hobby that often relies on media translated from one context-sensitive language to a very different one.

\n

Some of the early examples of translation gaffes have made their way into meme-dom and are among the best-known examples of games gone wrong, games such as Top Wing and Ghosts N' Goblins.

\n

As time progressed, one would think these issues would gradually fade away, with more experienced translators and bigger budgets.

\n

That, however, didn't happen. Through the 1990s and up to recent years, video games still dealt shoddy translations, rushed schedules, and bad management — even some of the bigger games and studios.

\n

Some of the more egregious errors in these games and franchises are what this list focuses on, examples of games that should have been better from companies that ought to know better. Along the way, we'll touch on the reasons behind the gaffes and explore what, if anything, was done to remedy the problems.

"}]]]>
The Division 2 Tops UK Charts, But Sells Just 20% of Division 1's Initial Figures https://www.gameskinny.com/hxzcl/the-division-2-tops-uk-charts-but-sells-just-20-of-division-1s-initial-figures https://www.gameskinny.com/hxzcl/the-division-2-tops-uk-charts-but-sells-just-20-of-division-1s-initial-figures Mon, 18 Mar 2019 15:01:20 -0400 Joshua Broadwell

Tom Clancy's: The Division 2 was a highly anticipated game in a variety of ways. Not only was it a follow-up to an acclaimed shooter, but it marked a big business move for Ubisoft too. Following in 4A Games's footsteps, Ubisoft abandoned Steam and put its newest release on the Epic Games Store in a bid to maximize profits.

The result was mixed. The Division 2 was the best-selling game in the UK last week, true. However, there weren't many new releases. It's also difficult to compare sales figures across the pond, since the US does not publish sales data the same as the UK.

Either way, The Division 2's initial sales figures made up only 20% of the original's opening sales numbers. There are a few reasons for that, though.

The original Division launched on a Tuesday, which gave it almost a full week to rack up numbers. The sequel launched on Friday, so it had less than half the time. There's also the issue of digital sales, which don't get tracked like physical sales do. 

The other possibility is simpler: people just don't want it. Reviews for The Division 2 were positive for the most part. However, a common thread — even in the good reviews — is that the game doesn't have enough new content to fully differentiate itself from the original. It plays well, but it's largely just more of the same.

That being said, Ubisoft put a lot of effort into the game, and it's something many people who do pick it up appreciate about it. It's safe to say Division 2 is dividing audiences, then.

What makes the news particularly surprising is how it compares to Ubisoft CEO Yves Guillemot's early estimates of the game's impending success. In an announcement shortly after moving The Division 2, Guillemot said initial pre-order numbers had already exceeded those for the original.

Leaving Steam had apparently driven more people to Ubisoft's own site, which Guillemot suggested was why sales figures were starting off so strong.

Cutting out the middleman like that would mean more profit for Ubisoft in the long-term, but only time will tell if The Division 2 lives up to the company's expectations.

]]>
7 Fun Facts About Sekiro: Shadows Die Twice https://www.gameskinny.com/1fdfx/7-fun-facts-about-sekiro-shadows-die-twice https://www.gameskinny.com/1fdfx/7-fun-facts-about-sekiro-shadows-die-twice Mon, 18 Mar 2019 11:09:57 -0400 Sergey_3847

[{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/6/4/y/64yui7sp-bbf43.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/6/4/y/64yui7sp-bbf43.jpg","type":"slide","id":"195639","description":"

There is More Music in Sekiro Than in Dark Souls

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FromSoftware's music composer Yuka Kitamura revealed in her interview for Game Informer that there will be a lot more music in Sekiro than ever before.

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In Dark Souls games music appeared in short snippets or only during boss battles, but in Sekiro the music will accompany players throughout the entirety of the run.

\n

Each character has its own musical theme, and the goal of the composer was to create a score with a focus on traditional Japanese setting. This task turned out to be rather difficult, simply because the orchestral soundtrack usually used in fantasy games is not very suitable for Sekiro.

\n

Since Sekiro's events take place during the Sengoku period, known for its bloody conflicts, the score is imbued with a pinch of brutality.

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---

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Will you be playing Sekiro: Shadows Die Twice on the day of the release? Leave your feedback below in the comments section, and be sure to check back soon for more related articles here at GameSkinny.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/1/5/3/1537615122190-302fb.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/1/5/3/1537615122190-302fb.jpg","type":"slide","id":"195637","description":"

Corrupted Monk Could Be the Hardest Boss

\n

Reportedly players who already tested the game said that Corrupted Monk could be one of the game's hardest bosses. Here are a few tricks that this boss will try on you:

\n
    \n
  • The fight has 3 phases
  • \n
  • He will block most of your attacks
  • \n
  • Some of his own attacks will be unblockable
  • \n
  • During one of the phases he literally becomes invisible
  • \n
  • Each phase increases intensity and number of attacks
  • \n
\n

Can you imagine beating somebody as powerful as that? After these reports many players will most likely stop spreading rumours that Sekiro is an easier game than Dark Souls.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/s/g/s/sgsvnsecwu-36127.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/s/g/s/sgsvnsecwu-36127.jpg","type":"slide","id":"195636","description":"

Activision Helped FromSoftware Develop the Tutorial

\n

Tutorials are not what you'd expect to see in a game by FromSoftware, which is known for extremely hard games. But in an interview for EuroGamer, Hidetaka Miyazaki acknowledged that:

\n
\n

These things generally aren't our forte, but we do need some support, and Activision is providing that. One reason we're working with Activision is they hold our creative vision in the highest regard. From has editorial and directive control over the game and the game's contents; after you press the start button, it's all up to the From team.

\n
\n

Activision also serves as the game's publisher in the west, which is another change for the famed Japanese developer. Previously its games were distributed by Bandai Namco.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/i/c/o/icon-49f27.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/i/c/o/icon-49f27.jpg","type":"slide","id":"195634","description":"

Sekiro Has Several Endings

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In an interview for Japanese gaming outlet Game Watch, Hidetaka Miyazaki also said that Sekiro: Shadows Die Twice will have several endings. This means that during the walkthrough players will stumble upon certain story points, which will force them to make decisions, which will eventually lead to one of the endings.

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So if you want to see all the endings, you will have to finish the game several times. It's not a bad thing at all. There is a chance that by making different decisions players will reveal new content, which is always a good thing.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/a/n/canvas-61340.png","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/a/n/canvas-61340.png","type":"slide","id":"195633","description":"

Chained Ogre is Hidetaka Miyazaki's Favorite Boss

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One of the teaser-trailers for the Sekiro: Shadows Die Twice shows one of the bosses - Chained Ogre. In an interview for Game Informer, Hidetaka Miyazaki revealed that this is his favorite boss in the game.

\n

Although Sekiro developer decided to give up on the idea of battling extremely large bosses, Chained Ogre turns out to be a rather big opponent. In the trailer you can see that his fists are as large as that of the main protagonist's head.

\n

This doesn't mean that all bosses in the game are as big as this one, but it's just a fun observation made by the fans of the game.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/4/9/5/4950ed6b351700dd-1200xh-5b32b.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/4/9/5/4950ed6b351700dd-1200xh-5b32b.jpg","type":"slide","id":"195632","description":"

Here's Why Sekiro Won't Have Multiplayer

\n

Robert Konki, the producer of Sekiro: Shadows Die Twice, revealed why the game won't have multiplayer in an interview for DualShockers. According to him, the decision was made in connection with a number of restrictions, which the multiplayer component imposed on the development team.

\n

In case of multiplayer, when creating a new boss, FromSoftware would have to take into account that two or more players could attack the boss, but these players would have completely different characteristics, abilities and equipment, not to mention all sorts of classes. This would make the development really difficult.

\n

As a result, the developer decided to go in a direction that would not limit its vision of the game, so the team focused entirely on the single player mode. In this case some boss fights resemble a complex puzzle rather than a classic battle with an overpowered opponent from the Souls games.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/4/d/p4d0fci52yclwdmwkebcxg-80d48.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/4/d/p4d0fci52yclwdmwkebcxg-80d48.jpg","type":"slide","id":"195631","description":"

Sekiro Was Inspired by the Tenchu Series

\n

In the latest exclusive interview for Variety Hidetaka Miyazaki, the FromSoftware president, revealed information about the source of inspiration for Sekiro: Shadows Die Twice. Here is the full quote:

\n
\n

A lot of influence came from Tenchu. We even pondered upon making Sekiro: Shadows Die Twice a part of the Tenchu series at first. Of course, after that we researched and referenced many other games as well; however, I think the largest influence was from Tenchu.

\n
\n

This also confirms the words of certain employees of FromSoftware, who said that Sekiro eventually turned into a completely different game than it was supposed to be at the beginning of development.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/i/c/o/icon-17fc8.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/i/c/o/icon-17fc8.jpg","type":"slide","id":"195642","description":"

Sekiro: Shadows Die Twice comes out March 22 on PC, PS4, and Xbox One. This is the first major project for FromSoftware after the release of Dark Souls 3 in 2016.

\n

It also marks a significant departure from the developer's trademark Soulsborne genre, and this time it will try something that is more related to the traditional action-adventure and stealth genres.

\n

A lot of information regarding the development of the game has been kept under wraps for the entirety of the development process. But now you have the chance to learn a few new and exciting things about Sekiro, which you might have missed.

\n

Here are seven fun facts about Sekiro: Shadows Die Twice that will hopefully give you a different perspective on what to expect from this new title. This also means that you should be aware of some spoilers ahead.

"}]]]>
Devil May Cry 5 is Getting a Brand-New (Free) Survival Mode on April 1 https://www.gameskinny.com/rjs2v/devil-may-cry-5-is-getting-a-brand-new-free-survival-mode-on-april-1 https://www.gameskinny.com/rjs2v/devil-may-cry-5-is-getting-a-brand-new-free-survival-mode-on-april-1 Mon, 18 Mar 2019 11:01:08 -0400 Joshua Broadwell

Devil May Cry 5 has only been out for a short while, but Capcom has already announced the game's first update. 

The hit action game is getting a new survival mode called Bloody Palace, featuring waves of enemies and timed battles, and it will be free for all current owners of the game. Despite being scheduled to launch on April 1, Capcom was quick to say this isn't a joke in poor taste. It's the real thing.

Bloody Palace will let you choose between Dante, Nero, and V. Players will face off against waves of enemies and bosses, and as is usual in these kinds of survival modes, the enemies gradually become tougher as you progress. The timer will add a slightly different, yet not unfamiliar, wrinkle. 

Capcom was quiet about further details, including what rewards players might get for completing the mode and whether they would carry over into the main game. However, with Devil May Cry 5's survival mode launching so soon, there will doubtlessly be updates with more information in the coming weeks.

Devil May Cry 5 isn't alone in getting a new survival mode. Darksiders 3 recently added a similar mode, though admittedly for different reasons. It was an attempt to win players over and provide more incentive to play.

Capcom doesn't need that sort of pull, though, because its year is certainly off to a strong start. Resident Evil 2's remake astounded fans and critics alike and brought Capcom's classic survival series back on track with what made fans love it to begin with.

Now, DMC 5 is repeating that success story. It released to rave reviews, even though some believe Nero isn't quite the hero the series makes him out to be.

Regardless, between this year's successes, Resident Evil 7, and last year's Monster Hunter World, Capcom is hitting its stride. 

 

 

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Olympus Has Fallen: How Ubisoft Made The Division 2’s Washington Siege, Weapon Sounds Realistic https://www.gameskinny.com/s0rms/olympus-has-fallen-how-ubisoft-made-the-division-2s-washington-siege-weapon-sounds-realistic https://www.gameskinny.com/s0rms/olympus-has-fallen-how-ubisoft-made-the-division-2s-washington-siege-weapon-sounds-realistic Fri, 15 Mar 2019 12:14:17 -0400 Benjamin Kratsch

The White House is on fire. Rockets hit the East Wing as black smoke clouds the sky over Washington D.C. Bullets fly and explosions rock the ground. 

The core story idea of The Division 2, Ubisoft's recently-released third-person shooter, is basically Olympus Has Fallen: you are Gerard Butler, you kill everyone, and, hopefully, as the last line of defense after the Secret Service has been wiped out, you save the day.

In fact, in a recent trailer, you can even see Air Force One getting hit by multiple rockets and going down. So yes, Massive Entertainment and its partner studios, such as the inventor of the squad-based tactical shooter genre Red Storm Entertainment (Rainbow Six, Ghost Recon), is playing with pure Hollywood fantasy in The Division 2.

From a story perspective, they have no problems admitting that. Game Director Mathias Karlson explains: 

It’s been seven months since the virus outbreak. Large parts of the military have been killed, there [is] chaos and anarchy all over the country, and The White House, Capitol, and other important government buildings in Washington D.C. get hit by wave after wave of attacks.

The attack forces are mostly using ground troops, remote controlled C4 drones, and helicopters get added later into the mix.

Ubisoft knows that taking The White House would be a mission impossible, but in the storyline of The Division 2, the President, Vice President, and Secretary of Defense are dead or missing, and as Division agents, players take control over all units protecting D.C.

You might be surprised that despite the pseudo Olympus Has Fallen scenario, Ubisoft is taking authenticity very seriously.

"We Want Washington to Feel as Realistic as Possible" 

At an event in Berlin, Karlson explains that Ubisoft's teams used GIS data to rebuild the government district of Washington D.C. almost 1:1.

"It’s GPS data used by Google Maps for example," he says. "It allows us to know exactly how long and wide streets are in DC, how large every building is, the length of The White House complex with its multiple gates."

And he is right: If you’ve ever been to Washington D.C., you can even find pizza parlors and coffee shops at the exact same positions, just with different names on Pennsylvania Avenue. Ubisoft has also gone through a great deal of painstaking research with its TD2 advisors, some of whom are ex-military or former government agents from organizations they won't disclose.

Using experts plays into the game's environmental storytelling, such as coming across a stranded Marine One near Andrews Airforce Base, just a dozen miles southeast of The White House. 

Knowing that Marine One always travels in a group of three Sea Kings or White Hawks that regularly change positions midair to confuse potential attackers and protect the President, Ubisoft created a realistic scenario in The Division 2: Division agents in charge of D.C. can't locate the President, something real agents train for. 

We don’t tell you the entire story, what exactly happened. A lot of it is going to play out in your own mind. You can retrace information via recordings and conversations, but it’s mostly based on environmental storytelling.

This interesting creative choice plays into Ubisoft's goal to imbue The Division 2 with a sense of chaos and realism. 

Ubisoft also used the knowledge provided by its advisors to build the fortress seen around The White House used as a base of operation by JTF (Joint Task Force) units, CERA (The Ubisoft version of FEMA), and Division agents.

In the game, these forces have built a massive security wall surrounding the compound, and all entry points are protected with a steel cage. Players must pass one gate and another to access White House ground.

This is how Ubisoft's consultants think the military would secure the most prestigious building in a siege situation. They’ve even taken into consideration from where military units would arrive, from where they would fly in, and from where enemies would intercept them.

However, since Ubisoft wants to focus on ground-combat and not tread the same ground as the Battlefield franchise, Ubisoft is taking a ton of creative freedom here, too. 

Despite all of the realism Ubisoft has created in The Division 2, a real-world defense of the White House would also include M1 Abrams and Bradley tanks as the first line of defense.

An army consisting of mostly ground forces, helicopters, and drones would have a tough time laying siege on The White House for multiple days considering, too, that F16 and F35 fighter jets would reach the location within minutes. And there are more than a couple of thousand soldiers stationed as Andrews, not to mention the Pentagon and Secret Service. 

Military Logistics Might Be Fantasy, But The Atmosphere is Stunning

The atmosphere of The Division 2 still works great because Ubisoft managed to capture D.C. in a way that feels real. So many buildings are correct, their sizes are right, the way parks are structured is realistic, and even streets are accurate and wide.

You walk through the Lincoln Memorial and it feels real; the same can be said of the Capitol. Karlson says, "We’ve used all of this GPS data to rebuild an exact footprint of Washington D.C. Every park bench, every light pole sits where it is is in reality." 

Additionally, D.C. feels much more like a war zone than the New York of The Division 1. While that city was captured with great detail, Ubisoft had forgotten to lay over the city a real war scenario. Looking back, it was almost baffling that only a couple of hundred soldiers were left to defend New York City; there wasn't even an entire platoon had to secure key positions against waves and waves of enemies.

That’s different in D.C. Now, you will see burned out Humvees and MRAPs literally everywhere. If you take a closer look, you can even find destroyed armored SUV convoys in the government district.

Taking things further, there are dozens of downed helicopters of all sorts everywhere: Black Hawks, Apaches, Chinooks. Some of them lay crumpled in the streets, some of them can still be entered and hold powerful and useful weapons.

Where, for example, Call of Duty: Modern Warfare 2 shows how an invasion looks in real time, The Division 2 is all about the aftermath. Every street is littered with ambulances and police cars, Capitol, Park, and Metropolitan. A lot of them are empty, but in some, there are dead bodies. 

While the first game was all about snow, The Division 2 plays in summer. There is rain, but mostly it’s hot. Parts of the city have been flooded and there is a lot of greenery everywhere, taking over the city. 

"When I’ve traveled to Washington the first time in August, I was surprised,“ recalls Karlson. "It’s super hot and humid. If no one takes care of the city, nature will take over fairly quickly."

Shots Fired: Why Guns Sound Far More Realistic in Games Now

Weapons used to sound weird in games. Sometimes they were not punchy enough, and when used with suppressors, they were often too silent. To fix that in their games, Ubisoft acquired Red Storm Entertainment, a studio built by Doug Littlejohns, a former captain of the SAS (Special Air Service), the most elite military unit in the United Kingdom.

Littlejohns moved to Cary, North Carolina, to build a studio dedicated to developing more accurate tactical shooters like the old Rainbow Six games, ones where players could pre-plan every step — and hear what weapons of war really sounded like. 

So, for The Division 2, Massive Entertainment and Red Storm decided to team up with the legendary Pinewood Studios, who are responsible for the epic sound design found in all of the Stars Wars and Mission Impossible movies.

So while Ubisoft could have simple hired ex-special forces to understand how they would operate in D.C., they went the extra mile to also let them fire guns on specific studio sets at Pinewood to get an accurate representation of how the reverberation and echo changes from a narrow street to a major one.

Audio Director Simon Koudriavstev explains in a video shown at the event  how they've achieved that:

They’ve used a total of 65 microphones located in all locations possible to record gunshots of long caliber sniper rifles, assault rifles, LMGs, Shotguns, MPs and their exact reverberation. Every gun has a very iconic, unique sound that we want to portray in the game.

To get an even more authentic sound, crucial parts of government buildings were rebuilt and shot at. For example, the marble used in the U.S. Capitol building has a particular reverberation that other buildings do not. So when you shoot the walls of that particular building in The Division 2, you'll hear a very specific sound depending on which of the more than 50 weapons you're using. And this even includes the specific attachments for each gun. 

"This [part] was important to us because suppressors simply aren’t as quiet [as] most games made them be."

Aside from bullets bouncing off objects and lodging into walls, players will hear helicopters approaching, footsteps clattering over wooden panels, and the reverberation of voices in long halls and buildings just as they would in real life. 


"When you walk through the streets of Washington, it gives you a sense of power. We strip that away with The Division 2. The country feels very vulnerable and we want you to feel that. All those bullet holes in SUVs, that maybe belong to the government, maybe even The White House. The trash on the streets, burned out military convoys.

This is a game, it clearly is. The shooting part is supposed to be tactical and fun. But we want Washington DC to feel as real as possible" concludes the Game Director.

---

The Division 2 is out now. Considering the studio's attention to detail, a 40-hour campaign, and a robust post-launch plan, The Division 2 looks to take what made the original game to the next level. 

Our review of the game is currently in progress. Until then, be sure to head over to our closed beta impressions to see what we think about Ubisoft's latest third-person shooter so far. 

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No Man's Sky Beyond Announced, Will Release Summer 2019 https://www.gameskinny.com/irpgc/no-mans-sky-beyond-announced-will-release-summer-2019 https://www.gameskinny.com/irpgc/no-mans-sky-beyond-announced-will-release-summer-2019 Fri, 15 Mar 2019 11:39:27 -0400 Joshua Broadwell

Hello Games' open-world space adventure game, No Man's Sky, has had a journey almost as epic as the one its players embark on. It began life as a highly-anticipated PlayStation 4 game shown off during a Sony conference, and Hello Games' founder, Sean Murray, continued delivering exciting promises and updates to fans thereafter.

The problem was that most of the promises made turned out to be (initially) empty, and players believed Murray intentionally misled them just to drive sales.

In the years since No Man's Sky's initial release, though, the game has seen a gradual drip of new content turn into a steady stream. The game still hasn't become one of the "best games" on the market, but it's a much more polished adventure now than it was then. Today, it has plenty of content to keep players coming back for more — with many excitedly trying to find out what could be in store for the future.

Based off a recent release, that trend is set to continue this summer. Taking to the PlayStation Blog, Murray gave fans an update about a brand-new, multifaceted expansion coming to the game: No Man's Sky Beyond.

Beyond will actually contain three different expansions. Murray said that the expansions originally began as separate update plans, but the team realized weaving them together would create a more engaging experience.

However, the only aspect of that update Murray provided details on is what the team is calling No Man's Sky Online.

This particular update is similar in scope to a massively multiplayer online (MMO) experience and what some originally thought NMS would be at release. That being said, Murray is quick to point out the online component has some key differences. For starters, NMS Online won't require a subscription or extra fee to play, nor will it include microtransactions.

What it will do is allow "players everywhere in the universe to meet and play together."

Murray also said Online and the other new changes are partly a response to how players engaged with one of the more recent updates, No Man's Sky Next. Those who have followed the game for a long time, though, will remember the social elements were one of the original promises Hello Games failed to deliver on when No Man's Sky first launched.

There isn't enough information from which to draw any conclusions at this time, but Murray said more information about Beyond's components will be revealed in the coming months.

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F2P Dead or Alive 6: Core Fighters Out Now, Base Game Gets New Update https://www.gameskinny.com/mh2ec/f2p-dead-or-alive-6-core-fighters-out-now-base-game-gets-new-update https://www.gameskinny.com/mh2ec/f2p-dead-or-alive-6-core-fighters-out-now-base-game-gets-new-update Fri, 15 Mar 2019 11:27:04 -0400 Joshua Broadwell

Koei Tecmo and Team Ninja's Dead or Alive series has been around for a long time. The most recent iteration, Dead or Alive 6, launched just a few weeks ago to middling reviews.

Despite the game offering a fair bit of depth and being an impressive entry in the fighter genre, some reviewers bemoaned the lack of single-player content compared to previous entries and the game's currently rather bare quest mode.

However, it's that single-player content that Koei Tecmo is highlighting in a recent announcement. Starting today, PlayStation 4, Xbox One, and Steam players can download Dead or Alive 6: Core Fighters for free to get a sample of what the game has to offer.

One of the main features that will be available in Core Fighters is the beginning of the main game's Story Mode.

Dead or Alive 6's narrative picks up immediately where Dead or Alive 5's story left off. Despite not having quite as much content right now as the previous games, many players find it a nice way to break from multiplayer combat and solid single-player offering. Moreover, it's a step up from 5's free to play mode, which kept Story Mode locked.

However, like with the previous games' free-to-play offering, players will get to experience the multiplayer element as well.

There are 26 fighters to choose from in the main game, and Core Fighters gives you access to four: Kasumi, Hitomi, Diego, and Bass. It's a balanced offering, and we even consider two of them among the 11 top characters Dead or Alive 6 players could choose from.

Core Fighters will also let players experience online ranked battles, Versus mode, Time Attack, and Training. More substantially, it also unlocks Quest Mode, a series of battles requiring you to meet certain conditions to unlock new challenges.

Player rewards for doing so also include new costumes — costumes that would otherwise cost real money to purchase. It's fitting, then, that players will also be given access to DoA central, the hub where they can change costumes, view the theatre, and listen to music.

Dead or Alive 6 is also getting its second update today. The update brings new victory and intro scenes, a variety of new, high-level DoA quests, and some general balancing changes.

There is also the first distribution of Season Pass content, focusing on the Happy Wedding theme.

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One Piece World Seeker Review: Monkey D. Sappointing https://www.gameskinny.com/35qd9/one-piece-world-seeker-review-monkey-d-sappointing https://www.gameskinny.com/35qd9/one-piece-world-seeker-review-monkey-d-sappointing Fri, 15 Mar 2019 10:44:38 -0400 RobotsFightingDinosaurs

I hate writing reviews like this, I really do.

When a new, ambitious anime game like One Piece: World Seeker makes its way to the West, it's really exciting. It shows that studios like Bandai Namco see the benefit in localizing more and more games that were originally made for a Japanese audience.

And besides, the idea behind World Seeker is a solid one. The adventure-filled universe of One Piece screams "epic, open-world video game." But after playing it, this title is best left disappointingly dry docked.

Setting Sail

One Piece: World Seeker starts with an opening cinematic that, to be fair, is pretty spot-on. The animations are true to the series, the show's Japanese voice actors all appear in the opening credits, and, thanks to a big title card, it's clear that series creator Eiichiro Oda wrote the story.

But as soon as you touch down on Prison Island, the place you'll be spending the 15-or-so hours it takes to complete the game, things will start to go wrong. Quickly.

You can likely tell from the screenshots here that One Piece: World Seeker's visual style has the classic Bandai Namco cel-shaded look, which helps the game really retain the feel of the show throughout its length.

The problem is that nothing else works the way it should, at least not completely. 

The first thing you'll notice is that Luffy handles more or less like a car. On-the-spot turns are impossible even when you're not running, so collecting items and opening treasure chests is often a chore marked by skidding around in circles trying to get Luffy to both face the right direction and be close to the target item. 

In general, movement in the game is sloppy. Luffy has two unlockable abilities that help him traverse the map: a tedious Spiderman-like grapple-and-launch move, and a hover move. Nine out of 10 times, the grapple and launch will send you flying into a wall or corner, causing Luffy to bounce off the surface to the ground or water, unable to recover.

The one time the movement options do work, and you do find yourself skimming across buildings, you'll be shot down by a sniper who hadn't even shown up on your radar yet. You'll spend the majority of the game fast traveling around the map to get from point A to point B.

Open World Woes

This reliance on fast travel would be a shame for most games. In titles like Breath of the Wild and 2018's Spider-Man, half of the fun is in seeing what happens as you're getting from place to place, taking in the world and making your own fun.

There is none of that to be had in One Piece: World Seeker.

The map is small for an open world game; I explored the whole thing in my first three hours. But beyond that, it's not alive. The only thing you'll find between points A and B are goons to beat up. 

The only place that doesn't feel completely lifeless is Steel City, but there's really not much of a reason to go there outside of missions. You'll craft all your materials on the Thousand Sunny, which is also where you'll send your crew out exploring for crafting items. 

There are no shops, no minigames, no diversions to be found apart from a few side missions. The map just feels empty, even for how small it is.

Sure, there are collectibles, but they're all clearly marked on the map and pretty easily accessible. Plus, with the exception of a few outfits, they're all materials to be used in crafting equipment, a system that is completely ignorable in this game.

Combat

If you watch one of the game's trailers, or you watch your friends play One Piece: World Seeker, you'd be forgiven for thinking that the combat was passable. The developers, to their credit, did a good job giving Luffy a variety of his signature attacks, and the animations are smooth and crisp. 

Actually taking part in the combat is another story.

The camera lock system is archaic, so flying enemies are a huge headache. In addition, the stealth mechanic (that some missions require you to use, natch) is completely busted, with enemies spotting you from behind cover, or while hanging from a ledge, or from a billion miles away.

Once you're in combat proper, however, it boils down to mashing the attack button, then running away until your health regenerates. There's no seamless way to transition from attacking to dodging or blocking, so every fight is a war of attrition.

Hilariously, the game offers a Bayonetta-esque bullet time mechanic if you're able to precisely time the laggy dodges and blocks. At the end of the day, you'll probably do what I did: spam Gum Gum Bazooka and the Buster Shot in order to one-hit KO most enemies.

This culminates in a final battle that is equally brainless, with the player running away until a meter fills up, then using the same move over and over to destroy a giant robot.

You don't feel skilled when you take an enemy or boss out, it's a chore more than anything else. And it's a shame because Bandai Namco has released a pretty great One Piece 3D fighting game! I reviewed it! Why didn't they learn any lessons from that game?

An Ensemble Failure

The new story for this game is mediocre-to-passable, a tale of two siblings struggling with new leadership roles after their mother, the island's previous leader, was killed. The Navy shows up and takes the island hostage for its resources, and the island is divided based on who supports the Navy and who doesn't. 

It's not a great story, but it's not bad either. The one unforgivable aspect of the story, however, is how it deals with the rich cast of characters in the One Piece universe: it just, kind of, doesn't.

If you don't do any side quests, you'll see Zoro maybe twice or so over the course of the whole game. Ditto for Robin and Chopper. Luffy's rivals show up one after the other, make cameos in the forms of boss battles, and then immediately disappear as if they never came.

The characters are all watered-down versions of themselves, distilled to their most recognizable personality traits: Brook makes bone puns and wants to see panties. Zoro gets lost a lot. Sanji has a crush on every girl. There's no nuance, no subtlety, and no respect for what drew fans to the characters in the first place.

One would think that the game's Karma System, by which the player can level up their relationship with characters, would remedy this somewhat, but it doesn't. All of Luffy's crew is collected under one heading in the system, meaning you get closer to the group as a whole, not the characters individually.

And despite the game's insistence that leveling up a character's karma to 100% would unlock a special scene, I completed two karma meters (one for Jeanne, one for the Anti-Navy faction) and nothing happened.

It almost feels like this was a different game at some point, that it was reworked to be a One Piece game three-quarters of the way through development.

Misadventure

And that might be the biggest problem here. Despite all of the flash, and the fact that the game does look pretty good, the game really isn't a One Piece game. Or at the very least, it isn't the One Piece open-world game anybody wanted.

It's called World Seeker, yet you spend the entire game on one island. There's no sense of adventure, no feeling of exploration because the map is so small and so dead. 

And worst of all? You never sail anywhere in this game. I'm not an expert on One Piece by a long shot, but it seems kind of wrong to have a game about a group of pirates where you can't sail the open seas. Luffy can't even swim! If you drop into the water, you'll be plopped back where you jumped from!

How hard would it have been for the developers to base the game on The Legend of Zelda: The Wind Waker? 

Most, if not all, of the game's shortcomings  the small map, the laggy combat, the paint-by-numbers story  could have been forgiven if the game could capture some of the spirit of adventure that has made (and continues to make) the One Piece series so successful. 

As it stands now, the sad truth is that I am going to forget this game exists about two days after I finish writing this review. Though there are some fun moments to be had, there was nothing memorable about the time I spent with the game, and I'd bet that even if you're a One Piece hyperfan, the same will be true for you too. 

Pros
  • The visuals really do look pretty great, at least in terms of the character models for the main characters of the game.
  • Sometimes you'll be zipping around the map with Gum Gum Rocket and you'll realize that you're actually having fun, right before you're sniped out of the sky from across the map.
Cons
  • The open world is lifeless.
  • Beloved characters don't have anything to do.
  • The combat alternates between brainless and frustrating.
  • WHY CAN'T I SAIL A PIRATE SHIP 
  • THAT'S ALL I WANT
  • BANDAI WHY HAVE YOU TAKEN THIS FROM ME?

The question is: who is this game for? It's obviously not for fans of the series. It's not for fans of open-world titles. And it's a horrific introduction for new One Piece fans as characters will flippantly make references to events from the series without ever going into further detail.

So who's left? Is the game for relatives or friends of One Piece fans who are looking to get a thoughtful gift but are sadly ill-informed on how to research the quality of a video game? Is it for uber-rich, uber-bored people who simply want to creep 18 hours closer to death with no memory of how they have done it? Is it for game developers, so that they can have a case study in how not to lay out a map?

The prevailing emotion that anybody who plays this game through to the end, as I did, will have is a dejected sort of disappointment. It's the disappointment of a sports fan who knew their team was going to lose before the game started but dared to hope anyway. It's a disappointment that's edge been dulled away by hours of tiny disappointments until it becomes heavy, blunt, and expected.

Hey, folks: Don't play this game.

[Note: A copy of One Piece World Seeker was provided by Bandai Namco for the purpose of this review.]

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Sekiro: Shadows Die Twice Will Redefine the Souls-Like https://www.gameskinny.com/i1q0y/sekiro-shadows-die-twice-will-redefine-the-souls-like https://www.gameskinny.com/i1q0y/sekiro-shadows-die-twice-will-redefine-the-souls-like Fri, 15 Mar 2019 09:00:02 -0400 John Schutt

In Sekiro: Shadows Die Twice, From Software is heading back into territory it hasn't explored in some time, at least in the West.

With Hidetaka Miyazaki of Dark Souls and Bloodborne fame at the helm, Sekiro looks to be a character piece with a strong narrative focus, a more streamlined progression system, and a take on traversal that opens up more avenues for combat than ever before.

Although Sekiro might be, in some ways, similar to those games that came before, let's take a look at these three core elements and unpack how they trod new ground in the Souls-like genre.

This article contains some light spoilers based on previously-released footage. 

One Man's Tale of Revenge

Most FromSoftware games thrust purpose upon the player with little motivation for acting on it.

In Armored Core, you are just another Raven caught up in corporate power-jockeying. Why are you fighting, in the core of giant weapons, against ancient machines too powerful for man to properly control? 

Someone is paying you. 

In Dark Souls, why are you going out to kill every god on the map? 

Seems like the thing to do. 

Sekiro is a much more personal story than those above, with a main character trapped by the winds of fate and the dictates of his culture, one forced into an impossible situation that many players will no doubt identify with. 

The Wolf, as our main character is known, was once an orphan taken in by an old warrior and raised to be a shinobi of great renown. Eventually, he's charged with guarding the heir to a potent bloodline, but one who is only a child.

In the course of the Sekiro's opening hours, not only does the Wolf lose his mentor and father figure, he loses the child as well. As though destiny has it out for him, he also loses his arm, his honor, and his mortality.

Now bound to the world until he gets revenge and recovers his young ward from those who've taken him, the Wolf cannot rest until the story is complete. 

This is the kind of story I think Miyazaki has been wanting to tell for a long time. Tightly focused, narratively complex, but emotionally straightforward. And it's one anyone alive can relate to.

Revenge is a seductive drug. 

Certainly, the child in Sekiro is not the Wolf's flesh and blood, but he might mean just as much. Who wouldn't kill for a second chance to save a child in their care? Who wouldn't want to see the people who harmed their loved ones put in their place, and by their hand, with their skills? 

The stories of walking to hell and back for revenge or someone dear are as old as civilization itself, and finally, we'll see where the weird and sometimes wacky FromSoftware can go with this classic narrative style.

I say "wacky" because there are some genuinely humorous moments in what footage of Sekiro From and Activision have released. 

Giant, deadly chickens. Merchant pot hands. Bosses who burp to damage you. These are the kinds of things we can expect to play an important role in building the world of Sekiro, even if they aren't central to the story.

The myths and legends inherent to Japanese culture are always rife with possibilities for creators to play with. Though Sekiro takes place in Sengoku period Japan, it doesn't take long to realize that there are a lot of fantastical liberties taken with the history we know. 

Still, at its core, Sekiro is about one thing: tearing your way through the worst — and strangest — a world can put before you and taking back what's yours. There's no doubt a few wrinkles in that basic structure, but with what we've seen so far, revenge remains the core of this narrative.

Become the Ninja

Sekiro eschews the trappings of an RPG for a more streamlined design philosophy. This isn't your everyday Souls-like.

Instead, progression focuses on a pared-down skill tree that centers on making the Wolf a more effective, deadlier shinobi. 

Don't expect any classes or crazy builds here. You are one character, with one story, and a specific set of skills that you can build on and perfect. 

Once you've maxed out Sekiro's skill tree, then, where's progression? What do you have to improve? We don't know the full scope of Sekiro's customization systems yet, but as any good speedrunner will tell you, it comes down to mastery.

Based on what we've seen of Sekiro's gameplay, it takes the adage of "easy to pick up, hard to master" a little too literally. Then dials up the intensity to 11.

In classic Miyazaki fashion, of course, the game isn't "easy" in the traditional sense, but I'm sure a player can grind their way through Sekiro without learning any of the nuances that the best among them understand on a fundamental level.

For those willing to put in the time, then, Sekiro asks dedicated players to achieve a level of mastery beyond anything that's come before. If we thought watching high-level Dark Souls and Bloodborne was a sight, I don't think we've seen anything yet. 

In short, Sekiro's progression isn't the Wolf's; it's the player's.

In the same way you gain skills over time, Sekiro looks to teach its players to reach never-before-seen heights of reaction and execution. And it does it through constant, unending death.

Move With the Wind 

Traversal in FromSoftware games has never been a high point.

In many cases, it's primarily been flat area to flat area, with a lot of overall verticality added to keep the game from being a long series of large rooms.

Sekiro is done with all that. Now you've got a grappling hook and plenty of in-game objects to swing around with, and with enough dexterity, you won't be hitting the ground until there's an enemy lodged on your sword.

The grappling mechanics remind me of the latest Spider-Man game in the freedom they provide to the player. As long as a hook point exists somewhere on your screen, you can latch on and grapple, changing targets mid-flight to chain some crazy looking jumps. 

In many cases, dynamic movement is essential to your survival, as it becomes a mechanic in boss fights, can save you from a fatal fall, or get you to an otherwise inaccessible item.

Stealth is also essential and allows for entirely new approaches to each encounter. Do you grapple on the roof to survey an area, or stick to the shadows and underbrush?

There are a number of unlockable abilities that increase your stealth capabilities as well, so a mistake can quickly become an advantageous position if you play it correctly.

Even if you aren't using the grapple, Sekiro adds something not seen in almost any Souls-like: on-command jumping. I don't mean the sprinting or contextual type. I mean from a standstill, whenever you want, and to a respectable height. 

They added swimming too. Water will no longer instantly kill you and can save your life if you have to either get away from an enemy or get to the bottom of a level. And some of the fish have good loot, because video games.

On the whole, you move around the world of Sekiro with the kind of speed and agility only often seen in a superhero game. Through your skills and equipment, you can and will do things that seem impossible — and kind of are — but still make you feel like the badass ninja the legends portray.

---

What about Sekiro: Shadows Die Twice are you excited for? Are you hoping for a narrative-driven revenge quest or a deadly action game that puts you in the shoes of a total badass?

Let us know in the comments, and stay tuned to GameSkinny for more Sekiro coverage.

 

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Ok, Hear Me Out: Nero Sucks and Devil May Cry 5 Makes Things Even Worse https://www.gameskinny.com/z3gnd/ok-hear-me-out-nero-sucks-and-devil-may-cry-5-makes-things-even-worse https://www.gameskinny.com/z3gnd/ok-hear-me-out-nero-sucks-and-devil-may-cry-5-makes-things-even-worse Thu, 14 Mar 2019 15:19:49 -0400 Sergey_3847

More than 10 years ago, Devil May Cry 4 introduced Nero as an alternative protagonist to Dante. Many fans of the series were excited to play as this new character because he brought about new combat mechanics and offered players a new perspective.

Additionally, his design and characterization weren't too far off from Dante's, which meant that playing as Nero instead didn't feel like a sacrifice.

However, Devil May Cry 5 changes all of this; Nero's look, character traits, and combat skills have all been downgraded.

This was evident leading up to the game's release, through numerous trailers, gameplay videos, and the demo itself, and it is firmly established in the final version of the title. 

Nero now pales in comparison to Dante. His writing is poor, his presentation is obnoxious, and his combat skills are questionable.

In a nutshell: Nero sucks. Moving forward, Capcom should refocus its efforts on Dante.

Nero Acts Like A Child and Has A Bad Haircut

Overconfidence has always been an integral part of the characters in the Devil May Cry series, including Dante. It's true that some level of cockiness is certainly required if you're going to be dealing with otherworldly demons, but the writers have always made sure to show restraint and keep Dante as a likable character.

That is not the case with Nero in Devil May Cry 5. He is now the epitome of pushiness and incivility, and he behaves like a spoiled child.

While he is slightly older and more experienced than he was in Devil May Cry 4, he has shown no improvement, instead spitting curses left and right and being just downright obnoxious.

Not to mince words, this is simply dumb. The lack of character development doesn't make me want to get behind Nero. This is markedly different, and worse, than what occurred with Nero in Devil May Cry 4.

In that game, Nero was basically forced to take on the role of demon hunter, but he had little experience and was very young. This led to some tragic mood swings, but, ultimately, he grew stronger and became more willing to fight.

While he did occasionally use profanity to express his distrust in the elders, a common thing for some teenagers no doubt, I really rooted for Nero to grow out of his insecurities and become an adult like Dante.

Unfortunately, he has not done that in Devil May Cry 5, and he has actually reverted to something worse.

His new look also isn't doing him any favors, that's for sure.

Perhaps the goal here is to visually distinguish him from the old Dante, but instead, Nero now just looks like Dante from Ninja Theory's DmC, a style that wasn't even that well accepted upon the release of that game. Let's just agree (or agree to disagree) that short-haired protagonists do not belong in the series.

Nero's Arsenal is Lackluster and His Combat is Shallow

In Devil May Cry 4, Nero had a Devil Bringer arm, which was a manifestation of his powers, and, to be honest, a weapon with some amazing features. In Devil May Cry 5, this Devil Bringer has been replaced by a mechanical Devil Breaker, and it is a strict downgrade.

Sure, there are some neat tricks that you can do with different Devil Breakers, like the Ragtime, which slows down time, or the Helter Skelter, which serves as a demon meat grinder, but they aren't even permanent, and they can break throughout the course of the game.

There are also some that I find completely useless.

The Pasta Breaker, for example, is a simple fork for eating pasta, while the Sweet Surrender is just made to massage Kyrie. Who needs all of this? Why not focus on the weapons that really matter?

Besides Devil Breakers, Nero is left with his typical Red Queen sword and Blue Rose revolver. That is the extent of his arsenal, a weak offering when compared to what Dante has at his disposal.

From nearly the beginning of the player's time with Dante in Devil May Cry 5, he has two swords, two ranged weapons, hand-to-hand combat options, and an array of stances that offer different playstyles.

He even gets his own personal Cavaliere motorbike.

Not only is that a better range of weapons than what Nero has, it also allows Dante to have deeper combat options. As such, it is easy to see why Nero's gameplay fails when compared to Dante's.

Let Dante Stay

One of the reasons why Nero is taking the lead role in the series is that Dante is getting older. Simply look at his design in Devil May Cry 5, the old guy with the grey hair. It's a stark contrast to the energetic young man from previous titles. 

I believe that this is a clear indication that Nero is set to replace Dante as the series' main protagonist. Let's face the truth, though: these games have always been about Dante's quest again demons, and Nero should just play a supporting role.

Instead of letting Dante fade away, why not make him an immortal? He is half-demon anyway. Then Nero could continue to be a sidekick, which he is great at.

To be fair, Capcom does not give Nero an overwhelming number of missions in Devil May Cry 5, and the game even allows players to choose their favorite protagonist in some instances. That said, players are still forced to play as the obnoxious Nero often in the new title.

That's a pity. The fact that Dante may irreversibly die, leaving the series for good, means this new, amateurish Nero is probably here to stay. If that's true, it's a big blow to what I had hoped the series would become. 

Perhaps Capcom can right the course for the character, and improve him in future entries.

]]>
11 Best Characters in the Dead or Alive 6 Roster https://www.gameskinny.com/xjspr/11-best-characters-in-the-dead-or-alive-6-roster https://www.gameskinny.com/xjspr/11-best-characters-in-the-dead-or-alive-6-roster Thu, 14 Mar 2019 11:00:04 -0400 Sergey_3847

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Mila

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Mila is a returning MMA character from DoA 5. Her fighting style is one of the most unique and unexpected in the whole series considering her mixed martial arts background. One of her combo strings allows her to mount opponents and shove them to the ground while punching them in the face.

\n

There are two versions of this combo: one ends with a series of kicks and the other with punching. The first one is 4P, P, 6PK, 3T while the other is 4P, P, 3P, 3K, 66T.

\n

It's a really neat trick that is very hard to break from, so if this kind of brutal attacking combo fits your style, then Mila should definitely be in consideration for your main.

\n

---

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Which of these Dead or Alive 6 characters do you find to be the strongest ones? Who did we leave off that should be added? 

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/h/i/t/hitomi-d40f1.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/h/i/t/hitomi-d40f1.jpg","type":"slide","id":"195458","description":"

Hitomi

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If you've been playing the Dead or Alive series since its inception, then you may remember the karate martial artist Ein, who was then replaced with Hitomi in DoA 3.

\n

Since then, an overwhelming number of DoA players have made Hitomi their main because of her perfect balance of offensive and defensive mechanisms.

\n

The best part about her is that she hasn't really changed much, meaning that veteran players will most likely be comfortable with her fighting style. 

\n

Generally speaking, Hitomi is a straightforward character with strike heavy fighting style that has great speed and some rather simple yet strong combos.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/h/a/y/hayate-7054d.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/h/a/y/hayate-7054d.jpg","type":"slide","id":"195457","description":"

Hayate

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Shinobi fighters, such as Hayate, are usually very powerful, but they also tend to be very impractical in terms of input. However, veteran players looking for challenging mains will love Hayate for his obscure combos.

\n

For example, his infamous Raijin move is so complex that many players just give up on it without even realizing the true power behind it. Some fighters are simply not meant to be played on your typical gamepad.

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In any case, Hayate is a pro-level character that will surely prove his potential during the upcoming DoA world championship.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/n/i/c/nico-2bb42.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/n/i/c/nico-2bb42.jpg","type":"slide","id":"195456","description":"

NiCO

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NiCO is another brand-new character in DoA 6. A scientist turned fighter, she is sometimes called the Lightning Technomancer, because she uses a pair of electrically charged gloves that help her dole damage during fights.

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Just like Kasumi, NiCO is a rush-down offensive character that utilizes the Pencak Silat fighting style. While that may mean her moveset isn't as visually stunning as some other fighters, it does mean her power level is high. 

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If you're a new DoA player, then you will probably enjoy NiCO as your main.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/n/y/o/nyotengu-779f6.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/n/y/o/nyotengu-779f6.jpg","type":"slide","id":"195455","description":"

Nyotengu

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Until now, we've been dealing with tried and tested characters from the rich history of the DoA series. But now let's look at a new fighter: Nyotengu. 

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Using her wings, she can pull off some incredible moves, like grabbing onto her opponent before swiftly rising into the air. The end of this combo finishes in the most devastating manner: by dropping down on the ground and dealing massive amounts of damage.

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Nyotengu has some very short but very sweet combos, too, such as 66P, PPK, SSS, 2K, 2T, as well as some very elaborate ones, such as 46P+K, K, 8k, 8PPP, P+K, PPP, 6SH, 8k, 8PPP, P+K, PPP, 46P+K.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/h/e/l/helena-4a476.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/h/e/l/helena-4a476.jpg","type":"slide","id":"195454","description":"

Helena

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An opera singer turned fighter, Helena easily managed her way into the DoA 6 roster of fighters. A master of the trademark Low Bokuho stance that allows her to smoothly counter her opponent's attacks, Helena is a dangerous fighter.

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She has a number of simple yet effective combos that can create enough distance between her and opponents, such as 3KK, 8K, (BKO) 4PK, 9PKP.

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And if you care what she has in her break blows arsenal, then use this one for some incredible animations: 2014 P4P, BT 4PPK, BB.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/k/a/s/kasumi-9c7cf.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/k/a/s/kasumi-9c7cf.jpg","type":"slide","id":"195453","description":"

Kasumi

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Kasumi is probably DoA's most iconic character. The leader of the Mugen Tenshin clan, Kasumi was the main character of the first two games in the series.

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She is a typical rush-down fighter that can create a lot of pressure in the close-quarters combat. One of the distinctions of her combos is the reliance on proper delaying, which, if done well, can empower any combo — or could ruin it if done wrong.

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Kasumi is also very good at countering her opponents, and dealing critical stun blows in the process.

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This trick can easily immobilize opponents, making her a significant threat in DoA 6.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/h/r/christie-02dff.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/h/r/christie-02dff.jpg","type":"slide","id":"195452","description":"

Christie

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Despite being one of the fastest and most powerful characters in the game, Christie also has some of the longest combos, some upwards of 20 hits.

\n

Christie first appeared in DoA 3 and since then, she has become a fan favorite. It's not surprising, though, since those that master her fighting style can keep up combo chains as long as they want  and do them so fast that opponents never have a chance to respond.

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With such a unique skill set, Christie is ought to be in the Top 10 DoA characters ever.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/a/y/a/ayane-0d392.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/a/y/a/ayane-0d392.jpg","type":"slide","id":"195451","description":"

Ayane

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Many fighters on DoA 6's entire roster have hard-edged fighting combos. Ayane is a great example of one that does it better than most.

\n

Ayane's backstory is dramatic and exciting; although she appeared in the Sega Saturn version of the first game, it was only as a training dummy. After making her first in-ring appearance during the 1998 PlayStation port, Ayane's moveset has, unsurprisingly, changed from then to now. 

\n

However, she's still one of the most powerful fighters in the game. 

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She has a huge number of amazing 10 and  11 hit combos, but one of the simpler and more powerful ones is the K into 6P+K by the wall combo, which is both stylish and deadly.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/h/a/y/hayabusa001-31552.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/h/a/y/hayabusa001-31552.jpg","type":"slide","id":"195450","description":"

Hayabusa

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The leader of the dragon clan, Ryu Hayabusa — who is also the star of the Ninja Gaiden series  is also back in prime form for DoA 6.

\n

Hayabusa's combo challenge is one of the hardest in the game, which indicates his extremely high power level. But as with all top-tier fighters, he shines only in the hands of very skilled players.

\n

If you can master his Fatal Stun ceiling combo, then you can call yourself the Hayabusa master. Otherwise, just go with the more traditional down-forward move set, where you need to press and hold down-forward with a slight delay and then use H+K.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/i/m/a/image-99003.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/i/m/a/image-99003.jpg","type":"slide","id":"195449","description":"

Raidou

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The first time we saw Raidou was in the original, 1996 arcade version of Dead or Alive. Here, the dark lord returns to the DoA universe in the form of a modified cyborg, who is now more powerful than ever before. 

\n

This time he utilizes a new and modified Mugen Tenshin Ninjutsu fighting technique that allows him to copy the styles of other fighters. One of his best move sets is the throw combo, which uses counter-clockwise motions that can break any defense mechanisms.

\n

Outside of player-to-player fights, Raidou doesn't disappoint in DoA 6's story mode either; he is one of the most overpowered antagonists in the game.

\n

But DoA games do have a long history of extremely hard bosses, so it isn't really surprising at all.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/u/n/t/untitled-6004f.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/u/n/t/untitled-6004f.jpg","type":"slide","id":"195448","description":"

The Dead or Alive series has often been praised, and criticized, since the very beginning of the franchise in the late 90s. Despite all of the ups and downs over the years, it's managed to hold up pretty well.

\n

Currently, the latest installment in the franchise, Dead or Alive 6, offers 27 fighters, most of which have long been a part of the game's rich lore; however, it also features a few new faces that you may or may not have heard about before.

\n

While many of the characters are good and will fit multiple playstyles, not all of them can be the best. 

\n

If you're having a hard time choosing a main for yourself, then consider our list of the top-tier Dead or Alive 6 characters.

"}]]]>
Devil May Cry 5: How to Find Kalina Ann Rocket Launcher https://www.gameskinny.com/ac17k/devil-may-cry-5-how-to-find-kalina-ann-rocket-launcher https://www.gameskinny.com/ac17k/devil-may-cry-5-how-to-find-kalina-ann-rocket-launcher Thu, 14 Mar 2019 09:52:41 -0400 Sergey_3847

Each of the three playable characters in Devil May Cry 5 has access to some amazing weapons. However, only Dante can get a unique rocket launcher called Kalina Ann, which can be very easy to miss if you don't expect to see it in the game.

Well, if you wonder how to get this super powerful weapon, then follow our step-by-step guide below to bring you right to it.

Step 1: Destroy the Roots

Kalina Ann is the only hidden weapon in the game, which can be picked up in the middle of the story campaign. It is also very well hidden so you need to follow these steps carefully.

The rocket launcher can be obtained only at mission 11, when you enter the ruined building after defeating demons in the graveyard.

The building is entwined with ancient roots that keep it all together. But if you destroy the blood clots holding the roots, you will open the path to the secret room containing Kalina Ann.

Here are the three clots you need to destroy inside the building in order to reveal the hidden door:

  1. On the ground floor to your right is the first clot attached to the root.
  2. Then, go forward and jump down one floor below for the second one.
  3. There go to your right and up, then down again, where you will see the third clot.

After destroying each of the blood clots, you will see an animation showing certain parts of the building shifting.

Step 2: Get Kalina Ann Rocket Launcher

After destroying the third blood clot a new room with a blue orb will appear in front of you. Here's what you need to do next:

  1. Pick up the blue orb.
  2. Go back to the previous room.
  3. You will see a new platform going up.
  4. Jump up the platform.
  5. Turn right, where you will see a new opening to the secret room.
  6. Enter the room.

Inside the room you will find Kalina Ann on the floor, which you can pick up and equip immediately.

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That is how you find the secret rocket launcher in DMC 5.

Also, be sure to check out the Devil May Cry 5 review here at GameSkinny and learn why this game is so much fun.

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Why Days Gone is a Zombie Survival Worth Waiting For https://www.gameskinny.com/x7qww/why-days-gone-is-a-zombie-survival-worth-waiting-for https://www.gameskinny.com/x7qww/why-days-gone-is-a-zombie-survival-worth-waiting-for Thu, 14 Mar 2019 07:00:01 -0400 Sergey_3847

On April 26, 2019 Sony will release a new PS4 exclusive zombie survival titled Days Gone. In the last decade video game industry offered so many iterations of the zombie horror survival genre that many players became completely numb to the whole idea. It's hard to create any kind of hype surrounding the zombie themed games these days.

Since the announcement of the project at E3 2016, gamers all over the world couldn't wait to play this new original title. However, the path to the release was not an easy one. A number of Sony's fanbase started to show doubts after seeing the official gameplay footage, which did have its problems.

But the last couple of reveals actually turned out to be pretty good and again all seemed well. That is why it is almost certain that Days Gone has the chance to become a great game, and here are a few thoughts on why that is the case.

The World of Days Gone is Not What You Expected

The Storyline is Connected to Your Actions

The story of Days Gone doesn't follow the typical route of most zombie post-apocalyptic games that tend to focus too much on how the world population got infected. But instead it begins immediately at a point when the infection has reached its critical point.

The game doesn't provide players with simple answers of what really happened. But you can visit locations marked with special icons on the map. These missions will serve as story flashbacks. The storyline is dedicated to main protagonist Deacon's memories of Sarah, his deceased wife.

If you still want to find out more about the epidemic, then you will find many clues that are scattered around the world, but most of the information can be obtained from the so-called NERO camps, which were abandoned after the infection. There you can find audio recordings and learn more about how it all began.

No Time to Waist

Days Gone is packed with action and you can never expect to be in a safe position. While many games offer time for some relaxed exploration, here you will have not much time to collect the ammo or craft healing items. Freakers can invade your territory at any point in the game and ruin your day.

But even if you get caught in a bad time, you can always find a way to make two groups of freakers fight each other. This feature of Days Gone is really fun, and it can be used to your advantage. For example, you can lure a huge infected bear to a location with freakers and watch the animal devastate the entire horde.

Complete Freedom of Choice

There are a lot of different quests and missions in the game and they all have different purposes. For example, one of the missions will require you to get to the base of the survivors, find the entrance to the secret bunker, and retrieve some valuable information.

The catch is that in Days Gone nobody tells you exactly how to go about this mission. You have to choose whether you will just kill everyone and then enter the bunker, or whether you will quietly stealth through the area and complete the quest without anyone even noticing.

Obviously, most of the quests involve clearing out the locations from the hordes of freakers. But again, the developer never sets any pre-requisites on how players need to complete these quests. You can either choose to kill zombies without wasting a single bullet, or you could raise an alarm and chop monsters with a machine gun. It's up to you!

Some Gameplay Features Will Blow Your Mind

Riding a Motorcycle

The main transport in Days Gone is a motorcycle, which needs to be maintained and repaired from time to time. The terrain in the game varies from highways to swamplands, and there is a big chance that you get stuck somewhere if you're not paying attention.

This kind of realistic approach is refreshing, but it will respawn if you lose the motorcycle by falling into a lake or off the cliff. So in this regard the developers had to compromise a bit. You don't have to worry about losing your bike forever.

Also, players will have to fill the tank with gas regularly or they risk having to walk the rest of the way on foot, which isn't a good idea taking into account that freakers may well be anywhere waiting for their prey.

With this in mind, you can find and use gas canisters to fill your tank if you're low on gas and in the middle of nowhere. These can be found throughout the world, but the quality of the gasoline may have degraded and may hurt the engine with use.

So there are a lot of little things players must consider here, and this really puts Days Gone onto the top shelf amongst the survival games we've seen so far if it all goes as shown so far.

Realistic Gunplay

Freakers are not the only threat in Days Gone. There are other human survivors who can be just as hostile. They can be much more dangerous that zombies and may use firearms, grenades, and various melee weapons against you. 

Fortunately, the gunplay in the game is realistic. Each weapon has its own unique parameters, such as recoil or special sound effects. For example, players can shoot in short bursts of three to four rounds in order to reduce the recoil.

The sniper rifles have extremely sensitive optical scopes. The crosshair almost never stands still because Deacon is breathing heavily, nervously. But if you don't like to wait and shoot with extreme precision, you can just take a shotgun and shoot at closer range.

The grenades can also be used to a great extent by scaring the enemies out from their positions. Many hostile survivors will carry sniper rifles and shoot you from the convenience and safety of their homes. Throw grenades as efficiently and accurately could become a life saving skill here.

Role Playing Elements

The skill tree in Days Gone has three branches: melee, long-range, and survival. Each branch consists of several skills that give you an advantage in a particular area. For example, one of the most exciting features of the long-range skill branch is the ability that allows you to shoot more accurately while moving.

Getting skill points will not be easy, so people will have to find the most optimal builds and invest their XP points wisely. This will become one of the most important tasks in the game besides survival. Keep it in mind if you want to jump into the game on day one.

Conclusion

Zombie survival games have never been more exciting than this. The biggest draw points are:

  • Of course, the realism
  • The motorcycle
  • The freakers that don't just trudge towards you, but flock in hordes

All this makes Days Gone a truly unique title with an innovative approach towards the good ol' zombie genre.

Currently it is unknown how actually big the world of Days Gone will be, but be sure that it's going to be huge. Otherwise, one wouldn't need a motorcycle to traverse the vast landscapes of the Pacific Northwest.

Those expecting a multiplayer game may be disappointed to learn that this game is exclusively single-player, but at this point it looks like most just want to immerse themselves into their favorite game and not worry about the co-operative component of the gameplay. And that's exactly what Days Gone will deliver.

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Will you be playing Days Gone on the day of the release? Leave your thoughts in the comments section below, and be sure to check back soon for more related articles at GameSkinny.

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Devil May Cry 5 Review: One Hell of a Good Time https://www.gameskinny.com/izetv/devil-may-cry-5-review-one-hell-of-a-good-time https://www.gameskinny.com/izetv/devil-may-cry-5-review-one-hell-of-a-good-time Wed, 13 Mar 2019 15:14:56 -0400 Joseph Ocasio

It's been over six years since we last saw Devil May Cry, or 11 years if you don't count Ninja Theory's DmC: Devil May Cry. After the latter's commercial failure, Capcom decided it was out with the new and in with the old.

Devil May Cry 5 returns to the series more playful roots, bringing with it the same hack-and-slash action that made the series so successful. It may not change the series' formula, but if it ain't broke, don't fix it.

That's not to say there isn't anything new in Devil May Cry 5, but the core mechanics are just as sharp as they've always been.

The game's story takes place over a few months and is partly told out of order. Without spoilers, the gist of it all is this: Dante is back, brought on by newcomer, V. Nero enters the picture, and it's the job of all three to take down a brand-new enemy, Urizen. 

The story is easy to follow despite the fragmented story structure. And as with past games, Devil May Cry 5 may not have a deep or emotional narrative, but you should expect a heavy dose of action, sarcasm, and corny one-liners.

While the story remains as over-the-top as always, the characters have undergone a bit of maturity. Nero isn't as angsty as he once was; he's much cockier and more confident than we remember him in Devil May Cry 4.

Dante, meanwhile, is a much wiser and older man than he was in past games. He hasn't quite reached the, "I'm too old for this" schtick, as he's still just as insanely over-the-top as always, but it's clear he's learned a few tricks along the way.

New characters, like the gun-loving Nico and the gothic V, are instantly likable and make their marks on the series. Meanwhile, returning characters like Lady and Trish make for welcome returns.

There are even some nice bits of fanservice and callbacks for longtime fans.

Unlike other games with open, expansive worlds that encourage you to explore every inch of terrain, Devil May Cry 5 is 100% linear. You're always being pushed forward, with the only alternate paths leading to hidden collectibles and secret missions.

Even most of the backtracking from past games has been removed. Should you get lost, you can now hold down the left analog stick to get back on track, similar to Dead Space. After playing so many open-world games, it's quite refreshing to keep things narrow and focused.

As with past games, you'll spend your time hacking and slashing your way through 20 levels. Each character has a distinct combat style, but control in the same way.

Nero plays just as he did in DMC 4, but now he can use multiple prosthetic arms. There's a wide assortment to choose from, with each bringing different abilities and special attacks. One shocks enemies, another acts like a rocket and punch enemies, another slows down time around a foe, and much more.



Mixing and matching each arm is fun and brings new strategies to how you approach each combat encounter. The one thing to keep in mind is that if an enemy attacks you, you'll lose that arm. Luckily, you can hold multiple limbs at once, though you can't switch between them on the fly. You can also collect different arms during gameplay or buy them in the shop. 

Dante returns and will feel comforting to play for fans who've been sticking around since the series began. He controls just as he did before, with his trademark sword and dual pistols. Along with them, he has access to metal gauntlets, twin buzzsaws that can become a motorcycle, and much more that won't be spoiled. 

Dante can also change his fighting style on the fly by using the D-pad, with the same styles returning from DMC 3 and DMC 4.

Trickster is about dodging and teleporting around enemies; Gunslinger specializes in projectiles; Swordmaster is all about Melee strikes; and Royal Guard is about absorbing damage and sending it right back to your foes.

Each style changes how you approach enemies, allowing players to choose one that matches they're playstyle and experiment with ones they might not usually use. Like his weapons, you can upgrade them to access new moves.

Finally, there's V. Unlike Dante and Nero, V doesn't rely on weapons to fight. Instead, he relies on summoning a Demonic Bird named Griffin and a Panther-like demon called Shadow. However, V must be the one to deliver the finishing blow to enemies, so he can't just stand around and let his pals do all the work.

This approach to combat brings a much more methodical, much slower pace to battles, making V the least fun to play.

That's not to say there isn't any satisfaction to playing as V. There are enough flashing moves from his demon pals to keep things interesting. He just isn't as fast or exciting of a character to play as Dante or Nero. Luckily, V's missions aren't as frequent as Nero's or Dante's.

The various enemies the trio faces also help spice things up. Each creature feels distinct and has its own attacks to watch out for. They may all go down the same way, but they do enough to keep you on your toes. One downside is that the game is pretty easy, on the base difficulty.

Even when you're out of health, you'll be able to sacrifice some of the red orbs you collect to refill your health bar or use a Gold Orb.

You get plenty of the latter by exploring levels, and the game will give you one each day. Using these does take a few points off of your final score, so it does make for a good incentive to avoid using them unless it's necessary.

The only way to increase the difficulty is to beat the game. It makes sense so that you can get used to the various combat styles, but it would have been nice to allow veterans to kick it up to a higher difficulty right out of the gate.

It should also be mentioned that Devil May Cry 5 has microtransactions. You can spend real money to get red orbs that you can use to gain abilities. Save for one pricy special ability that's useless, though, the game always gives you plenty of red orbs to use, making them a pointless addition.

Pros:
  • Excellent combat
  • Varied playstyles
  • Delightfully over-the-top
  • Welcome return to form
Cons:
  • Repetitive environments
  • Easy difficulty

The combat in Devil May Cry 5 is easily the best in the series. The different playstyles are easy to grasp, and no one character plays precisely the same. Breaking up the combat for the three heroes are some light platforming sections. They're not as taxing as other games, but they do a great job of mixing things up.

Running on the RE engine, Devil May Cry 5 is one good-looking game. Creature designs are distinctly out of this world, and the bleak color pallets help sell the end-of-the-world vibe that it's presenting.

Character animation is top notch, with excellent stunt and motion capture bringing to life the insane action that's on display. If there's one major complaint, it's that the environments start to blend into one another after awhile. 

On a base PS4, the game generally runs great, with only a few sections that suffer from notable slow down. The cutscenes tend to run unlocked, but mostly it's nothing too noticeable that'll ruin your immersion.

The music features the same great punk-rock that the series is known for and the voice actors do a great job in fleshing out their characters.

The bottom line is that Devil May Cry 5 is a great action game that does the series justice. It's been a long time coming, but it's great to have Dante and the gang back. Grab your gun and pull the devil trigger: DMC is back. 

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Fortnite Update Changes Console Cross-Play Pool https://www.gameskinny.com/rstv1/fortnite-update-changes-console-cross-play-pool https://www.gameskinny.com/rstv1/fortnite-update-changes-console-cross-play-pool Wed, 13 Mar 2019 14:36:05 -0400 William R. Parks

Another update recently went live on Fortnite, and it brought some new toys for battle royale fans to play with, including the Baller, a single seat vehicle with both grappler and boost functionality. However, new content is not the only focus of the patch, as it also looks to change the game's console cross-play pools.

Prior to the update, fans playing Fortnite on PlayStation 4, Nintendo Switch, and Xbox One were all part of the same console pool when opting-in for cross-play. Now, this pool has been divided, and cross-play is no longer optional for battle royale. 

That is, PlayStation 4 and Xbox One players are now in their own starting pool, and opting out of cross-play will restrict them to Creative Mode and Playgrounds. Switch players, on the other hand, will now enter a starting pool with those playing on mobile, which Epic believes will lead to "an on-average better per-game experience for both mobile and Switch players."

To be clear, this does not mean that Switch players are no longer able to play with friends that own a PlayStation 4 or Xbox One. When joining a squad with one of these players, Switch owners will simply be back competing in the console cross-play pool rather than battling against mobile players.

That said, the change does suggest that Epic is, in general, finding that Switch players are having trouble competing against those with Sony and Microsoft's consoles. The patch notes do not elaborate on exactly how this discrepancy is manifesting, but it is easy to imagine the factors that might lead to it.

For example, Fortnite has been known to have decreased performance on Nintendo's console, which may be impacting the overall success of Switch players. Additionally, some of these fans are likely to be playing primarily in handheld mode, which may make it even more challenging to compete.

Whatever the case may be, fans are certain to have mixed opinions on the change. Fortunately, it does not mean that Switch players will be unable to continue playing with friends on other platforms — they will just be competing in a different pool when they do so.

The patch notes outlining the change to cross-play pools can be found on Fortnite's website.

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