Playstation Platform RSS Feed | GameSkinny.com Playstation RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network The Surge 2 E3 Preview: A Ferocious Fan-Made Sequel https://www.gameskinny.com/t79u2/the-surge-2-e3-preview-a-ferocious-fan-made-sequel https://www.gameskinny.com/t79u2/the-surge-2-e3-preview-a-ferocious-fan-made-sequel Wed, 20 Jun 2018 16:05:41 -0400 Erroll Maas

E3 2018 was full of fantastic showcases and thrilling reveals. Some were shown at the big press conferences, while some were show behind closed doors. 

Despite not making an appearance on the main stages, The Surge 2 was one of those E3 2018 games that (mightily) impressed. 

A direct sequel to 2017's The Surge, we had the chance to take a look at a behind-closed-doors, hands-off demo of Deck 13's sci-fi action RPG sequel The Surge 2. Along with around 10 other journos, what we saw made us excited for what's to come for the franchise. The Surge 2  seems to be a vast improvement on its predecessor, and it is shaping up to be a meaty sequel.

Taking place in the dangerous Jericho City, The Surge 2 explores an area under quarantine -- and one that's much more expansive than the facility of the previous game. According to the developers, Jericho City will employ a more ambitious level design and a larger variety of environments, many of which were heavily inspired by player feedback following the first game.

However, it's not just the locale that's getting changed up. The game's protagonist will change, too. This time around, instead of taking the role of Warren, players will be able to create their own customizable character as they create their own narrative within the game world.

The number of different weapon types has also been doubled from five to 10 and includes the new double-duty type weapon we were shown.

Similar to heavy-duty weapons, double-duty weapons can be used for strong and heavy attacks, but can also be used for faster attacks. The weapon we were shown was able to switch from a heavy two-handed blunt weapon to dual-wielded smaller weapons, allowing players to adapt to each situation on the fly.

A new directional block system has also been added, which allows players to stagger enemies and execute a counter-attack when they've properly blocked an enemy attack. This can be helpful when utilizing the limb targeting system to obtain new parts. And that, too, has been tweaked in The Surge 2, offering more options to obtain the parts players want or need to build new weapons and armor.

One thing that stood out in our demo was that not all enemies were visible to the naked eye as some required special equipment to be seen. This required equipment can be obtained from enemies as well, and depending on player positioning, can help with a sneak attack when using the terrain to the player's advantage.

However, the environment can also be harmful to the player if they aren't careful, so some strategic planning may be needed to prevent an untimely death. 

The Surge 2 also contains a more advanced AI than the first game, and enemies will work together to defeat the player when in the same area.

Some enemies, such as large bosses like the robotic sentinel, Goddess Helena, can't be hit with melee attacks unless staggered first. Their defensive capabilities may seem like a problem at first, but players will have a variety of ways to deal with them as long as they can figure them out, adding to the depth of gameplay that is sure to be shown off in the near future.

The Surge 2 is shaping up to be a proper sequel, fixing some of the biggest problems players had with the first game. Taking player feedback into consideration to help improve gameplay and variety will make The Surge 2 a sequel to keep an eye on.

The Surge 2 will launch for PlayStation 4, Xbox One, and PC in 2019.

]]>
LEGO The Incredibles Review https://www.gameskinny.com/kvh6s/lego-the-incredibles-review https://www.gameskinny.com/kvh6s/lego-the-incredibles-review Wed, 20 Jun 2018 10:48:00 -0400 Littoface

Note: As I have limited experience with both LEGO games and The Incredibles, this review is largely based on the game's overall appeal for adults and kids, based on play sessions with my five-year-old.

The town is under attack by a crazy mining drill machine and only one family can save it: The Parr family, aka, The Incredibles! That's right, the newest installment of the LEGO universe is here, and this time it's stretching its long arms right into the Incredibles franchise. Brought to you by TT Games and Disney-Pixar, LEGO The Incredibles is a fun, family-friendly romp through cheesy puns and superhero trope bending galore.

An Old Story with a New Face

If you've watched The Incredibles 2, the opening line to this review may sound familiar. That's because the game starts the same way as the movie. In fact, the LEGO game closely follows the events of the second movie and then the first, covering the major events in both.

As soon as you defeat the dastardly villain The Underminer, you discover that Supers like the Parr family (that is, people with superpowers) are illegal. Rather than face prison for, well, saving the city, the Parr family is given another choice: to change the public perception of the Supers.

Thus begins an epic crime-stopping, back-bending superpower adventure. The game pokes fun at superhero tropes like ridiculous super villains while remaining true to the Incredibles universe with its characters and designs.

The game adapts the movies for a younger audience, though, (for instance, by removing mentions of death and some of the darker overtones of the movies) so you can safely hand the controller to the budding little gamers in your family for couch co-op and fight crime and corruption as a family.

Same Formula, Same Fun

The idea is familiar if you've played any other LEGO games: Players control members of the Incredibles franchise (including, of course, the titular family) as they work together to build LEGO creations, solve blocky puzzles, and destroy literally everything around them for that sweet, sweet gold.

Each character has their own special skill, with plenty of variety for any play style. Violet, for instance, is able to surround herself with a protective psionic orb, Elastigirl can stretch her way into tight spots or turn into a human pogo-stick, Dash can, well, dash, and so on. Various characters are called upon as you progress to get the team past a sticky situation using their special power.

One particularly fun aspect of this game, though, is how well it incorporates cooperation. For instance, Violet can take another character for a safe hamster-ball ride in her force orb, while Mr. Incredible can throw others to hard-to-reach places. Although this game can definitely be played alone, its strengths are absolutely amplified when playing with a partner (especially a young, easily-excitable partner).

The action is quick and epic and carries on the movies' silliness and good humor with less of the underlying darkness. Passerby comments are particularly amusing — "I have to go feed my chinchilla!" — with a sprinkling of higher-level humor that kids might not get (though nothing inappropriate, as far as we could tell) — like the girl who thought she had developed door-opening superpowers… until she realized she was just standing in front of an automatic door.

And the puns! Oh, the puns. They are so ridiculously cheesy that the little ones will find them giggle-worthy while the adults will groan. But they are definitely fun!

Fight, Explore, Collect

LEGO The Incredibles has a few special, story-related levels that mostly follow the LEGO format but sometimes throw in a bike chase sequence or another unique twist on things. These story levels can be a bit of a drag as it's not always clear what the game wants you to do. 

The real fun of the game, though, comes from the free exploration allowed most of the time. During these segments, you can either follow the markers to the next story mission, or you can ignore the next mission completely and instead explore new areas.

Every area has some crime that the Parr family has to put an end to, (like the ice-cream thief supervillain who tries to freeze the docks because… well, actually, I'm not entirely sure. Just go with it.). Once you clear the section of the crime that's afflicting it, the minimap reveals the locations of various collectibles and action points around it. 

And there are a lot of collectibles and points to explore/actions to complete. You can go around fixing things or breaking things, helping people, finding special blocks, and so much more. You can even go all Grand Theft Auto and steal a car for faster travel (just pluck the driver out and make yourself at home).

This free exploration is an incredibly freeing and fun experience, and often it's more fun to just lose yourself in the side stuff rather than move on to the next story point. 

During these exploration segments, you can also use any character you've unlocked — a feat you accomplish by finding or buying blind-bags. This means you can play the character whose skills you prefer, rather than just use the ones who came along to the mission (and your partner in crime-fighting can be "that girl with the brown hair and the stretchy arms").

As an added bonus, you're not limited to the Incredibles universe: some other Pixar names may make an appearance, providing fun Easter eggs for those of us who grew up on their movies. You also have the option to create your very own superheroes from parts you find or acquire through mystery bags. Between the creation and the 100+ characters available, there are plenty of choices to appeal to everyone!

Once you're ready to move on to the next point, just set a marker on the minimap and off you go!

Good, Silly Fun

The downside to the simplification of the story and action is that while this game is enormously fun to play with a kid or if you're a younger player, it's a bit too simple for an adult audience. Since it's clearly intended for a younger audience, this is not necessarily a flaw, but it's definitely something to consider if you like your games with more depth.

That said, it's so much fun to run around destroying things, and the humor is so slapstick and fun, that LEGO The Incredibles will charm whoever plays it — whether you're familiar with either franchise or not. 

 

I received a copy of this game for free in return for an honest review. All the opinions contained in this review are my own!

]]>
Darkest Dungeon: Color Of Madness DLC Boss Fight Guide https://www.gameskinny.com/zjbzw/darkest-dungeon-color-of-madness-dlc-boss-fight-guide https://www.gameskinny.com/zjbzw/darkest-dungeon-color-of-madness-dlc-boss-fight-guide Tue, 19 Jun 2018 16:22:40 -0400 Ty Arthur

Move over mosquito vampires -- its time for abominations from beyond the stars to invade Darkest Dungeon with The Color Of Madness DLC! Taking heavy cues from the Lovecraft classic The Colour Out Of Space, a new area near the Hamlet has been overrun by evil shards of cosmic evil flung down from the heavens.

Of course new DLC means new bosses, and as with any of the big bads in Darkest Dungeon, you need a strategy ahead of time if you want any chance of coming out alive.

When building your boss-killing party, keep in mind that several major gameplay tweaks have arrived along with the DLC. Notably, stuns have been nerfed so they can't be abused as heavily. The enemy recovery buff is now much more effective, so you can't stun an enemy repeatedly. Abominations can also now join a group with religious characters, so there's no more need for mods to do this for you and your party lineup options have expanded.

With those major changes in mind, lets jump into how to defeat the new Color Of Madness bosses!

The Color Of Madness Boss: The Miller

Your party automatically camps at the curio in the room before the fight with the Miller, so make sure to check what camping skills you have assigned before taking this quest! The Millers' stats are as follows:

  • HP: 143
  • Stun Resist: 95%
  • Blight Resist: 60%
  • Bleed Resist: 220%
  • Debuff Resist: 60%
  • Move Resist: 70%

The Miller gets two actions per turn, so your typical debuffs won't be as helpful since they will tick down faster. Bleed would be a great way to go, but at 220% resist you aren't likely to ever get a bleed effect to take hold. Unless you've got a really high chance to hit with a blight effect, straight damage is probably the best way to go.

His primary attack is The Reaping, which hits the whole party, so a group heal effect is useful in your lineup. The Harvest does a small amount of damage to a single character, but heals the Miller, so be on the lookout for a sudden health surge.

He summons 17 HP Farmhands who go in the front positions, along with 8 HP Sleeper's Heralds, moving the Miller to the back, so make sure you can hit the back positions.

While they have less health, the Sleeper's Heralds have higher protection and much higher resistances to all effects. Their Reality Bend skill can increase your stress and cause debuffs very quickly.

If you kill the Farmhands, the boss will use The Master Beckons to turn their corpses into undead Scarecrows (if you don't destroy the corpse in the same turn). Scarecrows that are destroyed can likewise be turned into new Sleeper's Heralds, so if you are taking out the underlings first, make sure to destroy the corpses.

You might be thinking that just leaving the Farmhands alive is the best course of action... except that he will use Winter's Breath to turn them into 25 HP Frozen Farmhands with better stats.

To beat this boss fight, you have to juggle destroying the minions against getting in enough attacks on The Miller that he doesn't heal himself back up to full with The Harvest.

If you don't have a ton of healing abilities, focusing on the Miller over his minions is the way to go. When he goes down, so do his minions, so you don't need to worry about dying after taking out the boss. Having a character to focus solely on the Miller who is crit-heavy with critical chance attacks and crit-boosting trinkets can make this an easier battle.

 Fighting The Miller (thanks to BaerTaffy for the screenshot)

The Color Of Madness Boss: The Thing From The Stars

This boss wanders the Farmlands and can be encountered randomly. The Thing From The Stars' stats are as follows:

  • HP: 128
  • Stun Resist: 85%
  • Blight Resist: 40%
  • Bleed Resist: 33%
  • Debuff Resist: 40%
  • Move Resist: 25%

During the battle the Thing will summon 6 HP Crystalline Aberrations, which have huge resistance against stun, bleed, and debuff and will move the boss back a position. You want to take these out quickly. Their suicidal Unstable Resonance attack destroys themselves, but deal high damage and stress.

The Thing can also cause blight, so have some antivenom on hand. His Paralyzing Shard attack does a small amount of damage, but increases stress and can stun, so be prepared to have one character unable to act frequently throughout the fight.

There's less strategy to this fight than in many other bosses, and nearly any party combo can work out here. With two actions per turn and low resistances, Bleed and Blight can be your best friends in this battle. A debuff like Weakening Curse from the Occultist or Bellow from the Man-At-Arms can also make this battle more manageable.

A combination of all three abilities consistently being used take this from an incredibly difficult battle to something akin to the Darkest Dungeon version of a cakewalk - still difficult, but at least possible.

 Fighting The Thing From The Stars (thanks to Game-Wisdom for the screenshot)

The Color Of Madness Boss: The Comet

The Comet's stats are as follows:

  • HP
  • Stun Resist
  • Blight Resist
  • Bleed Resist
  • Debuff Resist
  • Move Resist

We haven't managed to kill the Comet yet, but will update this article shortly with full details!

Do you have any other boss fight strategies for The Color Of Madness? Let us know your best Darkest Dungeon boss tactics in the comments below! And check out our other Darkest Dungeon guides here on GameSkinny.

]]>
The Division 2 Guide: All Changes for Weapons and Gear https://www.gameskinny.com/56jrh/the-division-2-guide-all-changes-for-weapons-and-gear https://www.gameskinny.com/56jrh/the-division-2-guide-all-changes-for-weapons-and-gear Tue, 19 Jun 2018 12:00:49 -0400 Sergey_3847

This time the events of The Division 2 unfold in Washington seven months after the story that took place in Manhattan. The cause of the new local apocalypse is the ecological cataclysm. Washington turned into a swamp due to drought and poor infrastructure.

As a result, the organized crime groups flocked, and decided to seize power inside the capital city. Players become a part of a special squad that is mobilized to deal with this seemingly hopeless situation. Ubisoft promises that this sequel opens much more prospects than it was in the first The Division.

Currently, we know that the character build mechanics have been overhauled quite significantly, and if you want to know all the confirmed changes for the weapons and gear in The Division 2, then follow our early guide below.

All Gear Changes in The Division 2

Before going into what's been added to The Division 2 gear mechanics, let's first mention that there have been no confirmed gear sets added to the game yet. Actually, there is a great probability that there will be no gear sets in the game at all, unlike in the first The Division.

However, there is something similar, which is called Brand Set. You can wear different parts of gear from various brands, but if you manage to complete the full brand set, then it will give you extra stats. So this basically does work like gear sets with a different name.

Some brand sets focus on offensive stats while others provide with greater defenses. So it's up to you which brands you want to wear that will ultimately define your playstyle in The Division 2. Each piece of gear, whether branded or unbranded, will have different rarity types, which also means that there will be a lot of different build variations and possibilities for you to explore.

Below you will find the complete list of all confirmed brand sets in The Division 2:

  • Overlord Armaments
    • +7.5% Armor Percent Bonus
    • +5.0% Weapon Damage
    • +10.0% DTE
  • China Light Industries Corporation
    • +8.0% Shotgun Damage
    • +10.0% All Resistance
    • +10.0% Skill Haste
  • Richter &Kaiser GmbH
    • +20.0% Pistol Damage
    • +15.0% Shield Skill Power
    • +10.0% All Resistance
  • Airaldi Holdings
    • +5.0% MMR Damage
    • +10.0% Headshot Damage
    • +10.0% Accuracy
  • Wyvern Wear
    • +7.0% Critical Hit Damage
    • +5.0% Headshot
    • +10.0% Critical Hit Chance
  • Sokolov Concern
    • +10.0% SMG Damage
    • +8.0% CHD
    • +10.0% CHC
  • Petrov Defense Group
    • +8.0% LMG Damage
    • +10.0% Turret Skill Power
    • +10% Skill Haste
  • Providence Defense
    • +4.0% Weapon Damage
    • +10% Skill Power
    • Providence Talent: Well Rounded: CHC Bonus for 6 seconds when completing a cover to cover move.

Besides that some of the former gear stats from the first game have been completely removed, such as Stamina, Firearms, and Electronics. Instead the sequel will offer gear talents that will come with or without certain requirements to your build.

Here's the complete list of all confirmed gear talents so far:

  • Devastating: +5% Weapon Damage
  • Insulated: +25% Hazard Protection
  • Rapid: 10% skill cooldown reduction
  • Surgical: +8% Critical Hit Chance
  • Vital: +20% HealthHardened: +10% Armor
  • Critical: +8% CHD
  • Empowered: +10% Skill Power
  • Striking: +15% DTE
  • Steady Nerves: Destroying Armor or Weak Points grants 50% Weapon Stability for 4 seconds. (Requires: No full auto weapons equipped)
  • Precise: +15% Headshot Damage
  • Hit & Run: Melee kills grant a speed boost for 2 seconds. (Requires: Under 70000 Armor)

All Weapon Changes in The Division 2

The biggest weapon change that comes in The Division 2 is the complete overhaul of the weapons modding system. This means that you will no longer need to grind for some specific weapon mod in a given loot pool or buy from specialized vendors.

In The Division 2 all you have to do is complete the main missions and as a reward you will be given weapon mods that will stay in your inventory forever, and at the same time they won't take up any slots just like skins.

On one hand, this simplifies a lot of things, so that you don't have to think much about getting this or that mod, but on the other hand, it takes away a huge chunk of gameplay that was actually quite exciting.

Nevertheless, this time new mods will not only boost the stats of your weapons, but also decrease them. For example, you could have a bonus added to the critical hit chance, but at the same time your accuracy will suffer. So in this regard, weapon mods become much more challenging than before.

Lastly, the pool of weapon talents has been reduced to only one talent per weapon, unlike in the first game, where weapons could have several talents at once.

Below you will find the complete list of all confirmed weapon talents in The Division 2 so far:

  • Pyromaniac: Damage done to targets on fire is increased by 15% (Requires: Over +10% Weapon Damage)
  • Lock and Load: Reloading from empty increases weapon damage by 20% for 5 seconds.
  • Close and Personal: Kills while close double next shot damage.
  • Hemorrhage: Killing a bleeding target increases critical hit chance by 25% for all group members for 10 seconds.
  • Unrelenting: Hitting enemies increase hit chance by 5%. This bonus stacks up to 10 times. Missing a target remove all stacks.
  • Kill Confirmed: Headshot kills grant +10% damage, stacks up to 10 times. All non headshots reset the bonus. (Requires: Over +140% HSD)
  • Sadist: Damage done to Bleeding targets is increased by 15%. (Requires: 15% CHC)
  • Cauterize: Damage done to targets on Fire for 5% of damage done.

---

That is all we know about The Division 2 for now, but be sure to come back soon for more updates on the game here at GameSkinny!

]]>
Vampyr Goes For The Jugular But Only Sinks Its Teeth Half Deep https://www.gameskinny.com/bbsvk/vampyr-goes-for-the-jugular-but-only-sinks-its-teeth-half-deep https://www.gameskinny.com/bbsvk/vampyr-goes-for-the-jugular-but-only-sinks-its-teeth-half-deep Mon, 18 Jun 2018 17:31:23 -0400 Steven Oz

Editor's Note: This is a community review for DONTNOD's Vampyr. 

London is entrenched in a macabre, ancient, and ghastly history. It is built upon countless battlefields, mass graves, and what seems like unending history. Maze-like alleyways and brooding buildings dot the city and hold the shadows of killers, royalty, and hidden societies.

It is a city creeping with character and therefore, it is no better location for DONTNOD’s latest action RPG, Vampyr.

While not as alluring as the dramatic locations found in a handful of other games, Vampyr’s nightmare-inducing locale is a persona unto itself with blood-soaked rooms and empty streets.

Story

Vampyr is an action-adventure RPG set in 1918 London. The Spanish flu has spread around the world and struck at the heart of the city.

The star of Vampyr is Dr. Jonathan Reid, who is a brilliant doctor in his own right. His research into blood transfusions has led him around the world and to many dark places.

Following the Great War, he returns to England; and after a mysterious encounter, he is afflicted with the vampiric condition. His lust for blood contradicts his character, and he is convinced science can explain everything happening to him.

Thrust into a shadowy world of creatures like himself, he fights to survive.

Like DONTNOD’s past games Remember Me and Life Is Strange, Vampyr leans heavily on story and character, for better or worse. 

Dr. Jonathan Reid is the perfect foil for this land, but he seems a little bland as a protagonist. None of the game's dialogue options (anywhere in the game), seem to add any real definition to the character.

At times, Reid comes off as an arrogant cur, with only one option to choose from, but at other times, he is kind and considerate with multiple options. While the overall story affects the behavior of the NPCs you talk to, always seems to be a incongruous undercurrent to Vampyr's dialogue choices. Whatever dialog option you pick, be it kind or arrogant, it never changes the good doctor, making him feel rather stale at times. 

Another, slightly bothersome, issue is that he seems a little too perfect to be a vampire. A world expert in blood transfusions? Really? It's a coincidence that's a bit on the nose for me. 

Gameplay

Vampyr's central concept is one of dichotomy: Reid is both a healer and a killer. Taking the Hippocratic oath, he is a protector of life whose own true identity is a dark comedy, a life masquerading in the shadows.

Eventually, this dichotomy ensnares Vampyr's gameplay; social webs begin to form with those you have met -- those who may or may not be potential victims, those you must pardon and save, and those you must judge and execute. 
In Vampyr, it’s not “Do I kill?” but “Who do I kill?”. Each citizen offers a tempting source of power…but there will be consequences within the story.

Each NPC in London is a living, breathing thing. None are isolated but attached to a least one other citizen. This not only means that Reid must be careful in who he dispatches, but it also means that there are multitudinous opportunities for Reid to learn about each and every one of them by asking questions of others (or possessing the proper skills to extract information).  

And it doesn't just move the narrative forward. These conversations will allow NPCs Blood EXP to increase, giving Reid the option to suck them dry -- and by proxy, leveling up and gaining new abilities.

Deciding who lives and dies the Vampyr isn't an easy choice -- and not only from a narrative or "moral" perspective. Who you kill in Vampyr can affect the rest of the game. 

For example, killing a nurse might seem easy because she's blackmailing another character. But if you learn she's providing medical services in another part of the city -- and the blackmail helps her achieve her goal -- then it might be hard to kill her. And if you do decide to kill her, vendor prices might increase because of her absence. 

On top of that, the game difficulty is tied to how you play and approach these NPCs. The more lives you take, the easier the game becomes. While there are four ending to Vampyr, it's easy to botch one by killing the wrong person. And that's where Vampyr shines the brightest -- in situations that remind you the stakes are real, and that you have to live with consequences of your actions. 

When it actually comes to combat, things get relatively simple. You have either a weapon in each hand, such as a machete and a stake, or a two-handed weapon like a mace. You can also pick up guns and blast your enemies if that suits your fancy. 

As a vampire, you have powers, too. The most basic vampiric attack is powerful, allowing you to take loads of damage, as well as dodge around rooms and streets at supernatural speeds. Meanwhile, kill a few vampire hunters, and you’ll unlock your feral claws. These will let you charge up a big attack that thrashes enemies onto the floor so you can pounce on them and drink their blood. 

The problem is that that's about it for combat. You'll rinse and repeat over and over. And even though different enemy types are thrown at you throughout the game, such as vampire hunters, werewolves, and Skal (feral vampires), most fights will go something like this: dodge, hit, stab, charge health, claw, bite, dodge, hit, stab, charge health, claw, bite. Even boss the fights typically use this pattern, which gets repetitive after a while.

And even though I was thankful to come out of several vicious battles alive, it wasn't necessarily because of the game's inherent difficulty or the complexity of combat. Certain weapons stun, and this allows Reid to perform his important bit attack. However, the stun doesn't always work -- and it's even more difficult to figure out exactly how you're supposed to pull it off. 

Even the tutorial doesn't explain it well enough.

--- 

Vampyr is a game about decisions. It leans toward its story and narrative by giving players a lot of exposition early on. Notwithstanding some combat issues and systems gouged by a lack of difficulty, Vampyr is a slow burn.

While the game has some issues with combat and uses simplistic tropes for its main character, it is an excellent DONTNOD story. I was compelled to move forward and find out what grim happenstance was unfurled in this land. Yes, it is not a perfect game, but it serves as an engrossing drama for players to enjoy. 

This was a community review for DONTNOD's Vampyr. To see the Official GameSkinny review, click here

]]>
Tokyo Ghoul: re Call to Exist Announced https://www.gameskinny.com/6a96e/tokyo-ghoul-re-call-to-exist-announced https://www.gameskinny.com/6a96e/tokyo-ghoul-re-call-to-exist-announced Mon, 18 Jun 2018 14:54:41 -0400 Erroll Maas

In the most recent issue of V-Jump magazine, it was revealed that Tokyo Ghoul: re Call to Exist, a survival action game based on the Tokyo Ghoul:re manga and anime series and the sequel to Tokyo Ghoul, will launch in Japan for PlayStation 4 this winter.

Players will be able to choose from three different characters to play as, including both ghouls and investigators, and will fight using their Kagune -- a ghoul's predatory organ which  functions as their weapon and claws -- or their quinques -- weapons manufactured from a ghoul's kakuhou, a sack like organ which only ghouls have.

The game will also feature online co-op and team play with large groups of players separated into ghouls and investigators.

Tokyo Ghoul: re Call to Exist is set to launch in Japan this winter. It is currently unknown if it will see a release outside of Japan, however, Bandai Namco did recently trademark Call to Exist in Europe, so it may be localized. Tokyo Ghoul: re Call to Exist will be the first Tokyo Ghoul game to launch on PlayStation 4.

]]>
Greedfall Preview: In Search of A Cure https://www.gameskinny.com/8ys33/greedfall-preview-in-search-of-a-cure https://www.gameskinny.com/8ys33/greedfall-preview-in-search-of-a-cure Mon, 18 Jun 2018 14:43:40 -0400 Erroll Maas

At E3 2018 we got a behind closed doors preview of Paris based developer Spiders' upcoming 17th century Baroque inspired action RPG, Greedfall.

In Greedfall, a group of mercenaries and treasure hunters have become settlers on a previously unexplored island due to their original home being ruined by pollution and a particular disease. This unexplored island is revealed to be exuding magic and is filled with plenty of treasure and secrets.

As the adventure continues, the player finds themselves caught in in a war between the settlers and the island's natives, who are protected by supernatural beings which have manifested from the island's magic. 

The player character can be customized to your liking, but seemingly always has a strange marking on their face and neck due to the previously mentioned disease.

The leader of one faction then will send you on a mission which may have you dealing with another. In our demo, we were told to go to another faction to make a deal with them -- due to one of our companion character's being the daughter of the queen of that faction, and from there we were sent to help her sister in fight against an invading faction.

There are five companion characters in total, one for each faction, and two of them will always be by your side. Because each companion character is tied to a different faction, having different ones come along with you will improve your otherwise tense relationship with their respective factions. 

Even with less than ideal relations, all factions are after the searching for the same thing: a cure for the disease which has afflicted their people. Although each companion will usually work together with you, they may also betray you depending on the choices you make, so you have to choose wisely if you don't want to lose an ally. All of your choices will also affect the main story in different ways, but not much detail was provided.

Each area had an open feel to it, but it didn't seem like a truly open world, as you could travel from one area to the next without having to travel in between -- due to a campfire fast travel system -- and it's unclear whether this was specific to the demo.

Because the island is teeming with magic, the creatures are less typical than what you might expect, with some only being seen during the day and some only at night. In our demo, we encountered some large and aggressive sloth bear boar hybrids that had to be taken down. Combat consists of a mixture of melee and magic, and the skill tree contains different weapon specializations and magic with over 14 different weapon classes to master -- including swords, which we saw in the demo.

Although Greedfall may not be as well known as other upcoming titles, and didn't seem to stand out as much as it could, its setting and intriguing choice and companion mechanics make it an action RPG to look out for.

Greedfall will launch for PlayStation 4, Xbox One, and PC in 2019.

]]>
Everything We Know About Fallout 76 (So Far) https://www.gameskinny.com/f6akc/everything-we-know-about-fallout-76-so-far https://www.gameskinny.com/f6akc/everything-we-know-about-fallout-76-so-far Mon, 18 Jun 2018 12:22:10 -0400 Sergey_3847

Initially, Fallout 76 was conceived as a multiplayer component of Fallout 4. But Bethesda had to start everything from scratch and re-invent the technology behind the old mechanics for it to work. As a result, Fallout 76 became a whole other separate game, the actual development of which was given to another studio.

Now it's been more than two weeks since the announcement of Fallout 76, but the game has not yet appeared on Steam. However, it is already available for the pre-order at the official Bethesda website. Although this doesn't mean anything, some fans of the Fallout series are seriously worried that Bethesda may completely refuse to release all of their future games through the Valve service.

Before making the decision of pre-purchasing the beta version of the game, first you may want to learn about the game as much as possible. So here are some of the most essential facts about the upcoming Fallout game so far.

What is Fallout 76?

Fallout 76 is a new kind of survival MMO. It is a logical continuation of the ideas that were first implemented in Fallout 4, with one exception -- all players are real people. At the same time, it was important for Bethesda to preserve the feeling of a single-player experience. This means that if you don't want to constantly fight other players, you can simply explore the world around you.

Up to 32 people can play on the server with a map that is four times larger than Fallout 4 (see below for more info). The encounters with other players should be rare so that you can safely explore the world, complete quests and build bases. So this is good news for those who feel more comfortable playing alone.

The Map and The Setting

This time the location of the Fallout game will be West Virginia, but instead of familiar wastelands and large cities the game offers the views on the virgin forests, high mountains and many other peculiar biomes of the American outback.

Players will start in gorgeous locations and later move onto the more sombre, apocalyptic biomes, such as grim marshes, toxic heaths and so on. According to the plot, the shelter 76 will be the first to open among the rest, and then our job will be to re-conquer the planet. This will involve fighting against mutated animals, insects, plants, ghouls, and other strange creatures. 

The developers created a place for exploration: a fascinating and rich world where people will discover new locations, gather resources, and possibly, meet other survivors. You will be able to trade food and items that you have crafted yourself.

West Virginia is a peculiar location with its own special mythology, which is reflected in both quests and in the design of the locations, such as empty huts, fire towers, flooded mines, golf courses, abandoned provincial houses, a fallen space station and a real presidential bunker of the Cold War era with nuclear weapons.

Overall, the entire map is divided into six regions:

  • The Forest
  • Toxic Valley
  • Ash Heap
  • Savage Divide
  • The Mire
  • Cranberry Bog

Gameplay Mechanics

Fallout 76 will have a rich, yet simple, intuitive and easy-to-use building system, lots of crafting capabilities and other cool new features. Since this is a survival game, you will also have to eat and drink. The items will break, the food will rot, and from time to time you will encounter radioactive storms.

But that's far from it, and below you will find a lot more details on the gameplay itself:

RPG System
  • The role-playing system is also re-vamped and quite entertaining.
  • Characters will get controversial mutations, in some way beneficial, and in others not really.
  • They can be treated or modified.
  • Some will change only the appearance, while others will also influence the stats.
  • Upon reaching a certain level you will be offered perks that can be used to form perk decks.
  • There will be a lot of various animations for communication and photo modes.
Building and Crafting
  • In addition to your stationary base you can also build portable C.A.M.P.s, which can be placed anywhere on the map.
  • Besides C.A.M.P.s you can claim public workshops by clearing them. For example, you could claim a Lead Mine, which would then become a consistent source of metal for your bullets.
  • You can craft any items you like given that you have all the necessary materials, whether it's guns, armor or consumables.
  • You can specialize in crafting special materials that other players may want to buy from you.
Nukes
  • Nukes become available after you finish the main campaign.
  • In order to launch the nuke you need to access the launch codes that become available after completing certain side-quests.
  • Nukes are used to create high-level loot-rich areas for plundering.
  • Nukes can be dropped on other players.
Future Updates
  • Microtransactions are also planned, but, as stated by the developers, they will not affect the gameplay.
  • Bethesda also promises regular updates for the next few years, because, according to the developers, online games live for as long as they are well supported.
  • The updates are planned to be both small and very large, so this could mean that over time new regions on the map will be added.
  • Mods and private lobbies will be implemented in future updates as well.

All New Confirmed Creatures

There will be over 60 various types of creatures in Fallout 76 with different degrees of mutations making them look absolutely terrifying. Among the good old creatures that we've seen in the previous Fallout installments, here are all the new confirmed creatures coming to Fallout 76:

  • Scorchbeast: Extremely aggressive giant bat-like creature that can fly and live underground.
  • Snallygaster: Typical reptilian creature that walks on two legs.
  • Mega Sloth: Giant poisonous sloth that is covered with rotten fur.
  • Grafton Monster: Beast with pale skin and a giant arm.
  • Mutated Toad: Giant radioactive frog.
  • Mothman: Mythical creature from the West Virgianian folklore that has big bright eyes and sneaks up on its prey.
  • Scorched: Semi-feral ghouls that can use weapons.
  • Mole People: Humanoids with gas masks that live inside the mines.
  • Mutated Giant Bee: Giant radioactive bee that carries entire hive of smaller bees.
  • Tick: Giant blood-sucking six-legged arachnid.
  • Wendigo: Extremely fast and mobile humanoid that lives on swamps.
  • Two-Headed Possum: A giant mutated possum with two heads.
  • Intelligent Plants: Plants with brains and sneaky tactics that can consume flesh and bones.
  • Vault Dweller: Human NPC that resides in the vaults; can be either friendly or hostile.
  • Flatwoods Monster: Alien creature with a suite and a propulsion system that keeps it afloat.

---

That is all we know about Fallout 76 for now, but be sure to come back soon for more updates on the game here at GameSkinny!

]]>
How Sekiro: Shadows Die Twice Will Stand Out From Dark Souls https://www.gameskinny.com/txw1h/how-sekiro-shadows-die-twice-will-stand-out-from-dark-souls https://www.gameskinny.com/txw1h/how-sekiro-shadows-die-twice-will-stand-out-from-dark-souls Sat, 16 Jun 2018 12:13:08 -0400 Zack Palm

To everyone's delight, FromSoftware had a great presence at E3 this year. They had the opportunity to highlight their upcoming samurai game Sekiro: Shadows Die Twice at the event with a trailer filled with some crazy gameplay and more details about the game's story.

You may immediately believe this new intellectual property will operate on the same level that Bloodborne did where it will move, fight, and pretty much feel just like Dark Souls, except with a unique skin over it. This was not the case! Here's how FromSoftware have taken certain steps to ensure the game feels like Dark Souls, but comes up with plenty of its own flavors, too.

If you haven't already checked out the trailer FromSoftware released at E3, here it is:

The Impressive Color Palette

If a person whose played Dark Souls before was asked what notable features about the game stood out to them, the vibrant colors would not be one of them. FromSoftware always had a distinctly drab and somber tone to their environment, making it seem as if it were a far-away myth retold by one generation to the next.

The environments in Sekiro are filled with dynamic hues and enticing details. While you're wandering around, taking in the beautiful environments FromSoftware are known for, you won't think you accidentally slide the shadow meter further down than you should have. There's a pop in the graphics you normally wouldn't find in a Souls game.

Not only that, there's still the noticeable grotesque nature of art in Sekiro that sends a shiver up your spine when you see it. Plenty of what's in Sekiro gets grounded in realism, so the art team had to work in these believable metrics. If they went too far in the supernatural direction, then you might get bumped out of the experience, thinking you're playing Dark Souls in a far-off fantasy land.

But, as the trailer shows, the team was able to add in a certain layer of grime to make the characters and bosses seem as if they were once alive during this time of 16th century Japan. Though their exceptional characteristics were fantasized to seem as if they were taken from myths.

For example, in the trailer there's a moment where the main character walks up a burning environment to a small group of people waiting for him to approach. A big guy approaches the main character, likely the leader of the small entourage. He's not at the small level of disgusting as the Asylum Demon, but his overall size and dirty attire make him look opposing. 

Originally, Dark Souls took its inspiration from a mixture of horror and fantasy lore, whereas this game leans much more on the depiction of ancient Japanese culture. Because of this dramatic influence shift, it makes sense the art team felt they needed to take a step back. FromSoftware have taken a different approach to how this game looks, and it certainly reflects the unique setting they've chosen for Sekiro. 

You Play As A Named Character!

This aspect definitely sets it apart from Dark Souls and Bloodbourne. Normally, you'd find yourself beginning your long journey at a character selection screen where you get to choose all of the unique physical features of your character before you cover them all up in armor. This time around the main protagonist in this story comes with a name, an ambition, and a known history.

Though FromSoftware have not given up too much about this main protagonist, we know his name is Sekiro and he is a shinobi warrior. He was tasked with guarding a lord, but a rival samurai attacked them. The rival samurai was able to kidnap the lord and defeat Sekiro in combat. Sekiro lost his left arm during this fight. Following the battle, he rises from the near-death experience to continue on his journey to rescue his lord from this samurai, while also seeking out revenge.

 

That's not a whole lot of information to go on. But, that's still more than most would receive from a description of Dark Souls! This already makes the game stand out. It's only naturally we'll learn more about the main character as we progress through his story.

A Lot Of Gameplay Differences

The diverse game mechanics in this game have not been utilized in other FromSoftware projects. This section alone deserves its own article, but we'll keep to the highlights!

The most noteworthy change involves Sekiro's prosthetic left arm and the grappling hook attached to it. You can use this grappling hook to climb up the side of buildings, granting you the ability to use the vertical environment to your advantage. While the grappling remains a constant part of the game, you can switch out a variety of different weapons attached to the prosthetic limb to vary your attack style.

For example, you can have an axe attached to it to use as a heavy strike to shatter an enemy's shield. If you need additional light, you can place a torch here while still wielding your katana in your right arm.

This idea of a versatile prosthetic left arm likely originated from the success of Bloodborne's key mechanic where players would have a gun in their left hand to use as a parry. How many different weapons you can place in the prosthetic left arm remains unknown, however, the cover art does feature Sekiro with a flamethrower on his left wrist, so look forward to that!

A unique aspect to this game lies in using Sekiro's arm to scale buildings, which you can do to reliably sneak up on your enemies. That's right: stealth. FromSoftware have included stealth and you can use it to your advantage. Take your time scouting out enemy patrols and thin their numbers before taking on a much larger group. What sort of benefit or difficulty this new mechanic has remains unknown, but the fact they're including it shows how far off from the Dark Souls reservation the developers have gone.

Death Becomes a Strategy

Death works substantially differently. When you died in Dark Souls you'd find yourself stripped of all your souls and you return to the last bonfire you rested at. This served as a great risk-reward balance in the game where you had to stop yourself from continuing on and decide it was a good idea to go back to level up; everyone whose ever played a Dark Souls game can tell you a story where they lost thousands of souls to a simple minion because they weren't paying attention.

Rather than teleporting back to a checkpoint or losing all of your currency, when Sekiro falls to an enemy the screen goes black and white. A red Japanese character gets displayed in the middle of the screen and the word "Death" in English goes underneath it. You can clearly see the enemies beginning to pull away from where Sekiro fell and then, after a little bit of time, he stands back up. From there he continue the fighting as if nothing ever happened.

This unique execution of death was crafted by the developers to encourage players to sometimes feel they had to choose when to call it quits and perish at the hands of their enemies. If a player planned it correctly enough, they could die off to the side of the map and then use their new starting position to take out a handful of minions before continuing the boss fight.

Though, not everything was revealed at E3. The developers do not want you to always use the death strategy over and over again. FromSoftware still have more to show of the death mechanic, and what they have yet to show will place a careful balance on how many times you can die in Sekiro. The developers teased death in Sekiro would hold the same amount of tension as a death you'd experience during a Dark Souls run.

This Is Not A RPG

Though you're not going through a character selection screen, you'd expect to have a leveling up system to give Sekiro some stat boosts to craft him to fit your game style.

Wrong again.

You don't get to level up in this game. You don't get to choose what stats to boost up. And you can't stay in an area to farm enemies for souls so you can level up to prepare for the next boss fight.

What stands in its place? So far, FromSoftware have been keeping it tight-lipped on to what to expect in this game. And that's okay! We have plenty of time to until the game's release.

---

Right now FromSoftware only want to give gamers a taste of what their next game will look like. We may learn more about specific features in this game as we approach Sekiro: Shadows Die Twice's release date, which is in early 2019.

For more information about Sekiro: Shadows Die Twice, keep it here at GameSkinny.

]]>
Fallout Shelter Guide: How to Heal Mr. Handy https://www.gameskinny.com/vq7vy/fallout-shelter-guide-how-to-heal-mr-handy https://www.gameskinny.com/vq7vy/fallout-shelter-guide-how-to-heal-mr-handy Fri, 15 Jun 2018 16:16:41 -0400 Jonathan Moore

Wondering how to heal Mr. Handy in Fallout Shelter? Well, you've (definitely) come to the right place. 

Whether he's gathering caps from the wasteland or collecting resources in the vault, there will come a time when Mr. Handy stops his diligent butlering and goes Hulk on the wasteland adversaries invading your vault. 

Since Mr. Handy follows invaders until he kills them, he's sure to take damage no matter what you do. And since you don't want to lose your little helper, healing and repairing him will quickly become a necessity. 

But here's the rub: you can't heal Mr. Handy in Fallout Shelter. No matter how much damage he takes, there's currently no mechanic that allows you to heal him while he's still alive. Stimpacks do not work. 

You can repair him, but only after he dies. Currently, it costs 2,000 caps to repair Mr. Handy, which can be a pretty penny depending on your situation. 

The repair method works in both normal and survival modes. However, it's worthy to note that survival mode is known to have a bug that sometimes hides the "revive" button. If you run into this bug, just close the game and restart. The "revive" option should reappear when you return. 

And if you're wondering: No, Mr. Handy can't die in the wasteland because he doesn't take damage when exploring. If you're tired of looking at busted, half-health Mr. Handies, consider banishing them to the wasteland to collect caps. 

---

That's all you need to know about healing and repairing Mr. Handy. For more tips and tricks, be sure to check out all of our Fallout Shelter guides while you're here. 

]]>
Skull and Bones: The Bloodthirsty Pirate's Treasure Trove https://www.gameskinny.com/huzhr/skull-and-bones-the-bloodthirsty-pirates-treasure-trove https://www.gameskinny.com/huzhr/skull-and-bones-the-bloodthirsty-pirates-treasure-trove Thu, 14 Jun 2018 11:39:22 -0400 Zack Palm

Skull and Bones was first announced during Ubisoft's 2017 E3 conference, and ever since then its been looking like it's going to shape up to become the pirate game many people have always wanted to play. It takes a lot of cues from how Assassin's Creed IV: Black Flag played, and though it leans on this familiarity, there's plenty of new to make it feel like a different experience.

Some may think upon this game's release it will directly challenge Sea of Thieves. Though the two sit in the same genre, they offer two completely different playing experiences. Here's some insight into what Skull of Bones will become upon release, and how these two games stand out from one another.

Here's the latest gameplay footage Ubisoft released at E3, for those who haven't seen it:

Gameplay Expectations Set For Skull and Bones

Ubisoft wanted to highlight the multiplayer playground in Skull and Bones called Hunting Grounds. This mode features an open world where players can run into one another while attempting to take down AI ships sailing across the world. There's a lot going on in this world and having other players nearby doesn't make it easier. Because players can team up with one another to tackle larger ships, it also means they can turn on each other at the last moment to try and make off with the largest portion of the loot.

There's a delicate balance the developers will need to find, such as ensuring players who are just starting out don't continually get taken down those who have much more experience. How this happens was not disclosed at the event, and likely won't get answered until we closer to the release date of Skull and Bones.

Regardless, the development team behind Skull and Bones took the best aspects of Assassin's Creed IV: Black Flag, and went a step beyond what was already there. They expanded it greatly with the amount of customization a player can go into on their ship. Not only can they change the type of cannons they have, but they can also modify the sails, helm, and the crew aboard the vessel.

As of right now, Ubisoft have not gone into detail about what variety of single player gameplay this game will have. If they do allow players to play offline, there may be clear differences to how this game plays as a lot of the more challenging mechanics seem to take place with the looming threat of other players sailing nearby. 

Familiar and Unfamiliar Gameplay

The ship to ship battles looked intense and intricate. Though, they were something we've seen before.

The cannon firing system looks like it was pulled directly from Black Flag, but with several new mechanics in place. In the gameplay trailer, posted above, you can see that at 2:20 the player starts firing on the ships in front of them they have a set amount of shots available before the cannon hits a cooldown.

There's plenty going on that makes it feel different from Black Flag, from the focus to naval combat, to the levels of customization. And this will surely make it far more appealing to many who always wanted to command a ship and loot every last piece of treasure they can. Though, players will have to think about how they approach other ships in the Indian Ocean. You won't want to shoot at every enemy you sail across, or you may find yourself getting overwhelmed far more than you initially expect.

Despite this difficulties, there's plenty going in your favor, and all of the pirates have a hub area they can visit. In this hub city, you're given the opportunity to customize your ship, speak to a fortune teller to learn about the current weather conditions, and learn where the various AI factions are sailing right now to find the best locations for you to loot.

And there's going to be plenty of loot for you to plunder. During the gameplay trailer, we saw a brief glimpse of the person running the demo receiving a "Legendary Chest" from taking down the ship. 

This tells us two things. The first being you may not always know what you're going to get when you go after a ship. You'll probably know the quality of the cargo a ship is carrying, but you won't know the exact details until you take it down and loot its murky corpse.

The second is that there are specific tiers of chests available for you to find. Each tier of chest may carry a variety of different options for you, such as an "Epic Chest" carrying special cannons or sails, whereas a "Legendary Chest" gives you double the loot with some really key items you need to survive the worst of encounters. Unfortunately, the trailer doesn't go into deep details about what a chest can hold, but given the diversity of customization in this game, you won't run out of things to look for to improve your ship.

This feels like a game you sit down and play for a few hours, focusing on sailing the Indian Ocean and facing off against multiple ships at a time. What makes this different from Sea of Thieves?

Key Differences Of Sea of Thieves and Skull And Bones 

When you place the two titles side by side, one immediately thinks these two will compete against one another in the market. Both of them are pirate games. Both of them want players to set sail and command a pirate ship. Both of them have plenty of inspirations from the same culture. Yet, when you sit down, you're in a different mindset when you play either game.

For Sea of Thieves, you've probably had a long day. You don't want to think too hard about what you're going to play, and you were probably invited by a bunch of friends to get online and join them! In Sea of Thieves, you're exploring and commanding a ship with a bunch of people. Sure, you can jump in and command your own ship; but you're missing out on a key mechanic when you don't have others manning the stations helping you plunder the other ships in the sea. There's a cooperative mechanic you can't get in Sea of Thieves, and things are a lot more light heartened. 

With Skull and Bones, you're thinking about every voyage you're going out on. Instead of multiple people on your ship, you can handle everything on your own. Your only concern is where other people are in the world around you; do they want what you're after? Do they want to agree to a brief alliance in order to take down a much larger foe, splitting the loot half and half? They may betray you at the last moment in the hopes they can make off with everything you both worked hard to achieve. There's a lot more risk involved with Skull and Bones and you're going to be doing a considerable amount of ship to ship combat.

Additionally, there’s a lot more player versus player combat in Skull and Bones. You’re expected to find other ships, take them out for their loot, and then move on to your next victim. You want to fight every ship you’re capable of.

In contrast, Sea of Thieves drives players to work together on their ship. They’re working different stations to keep their ship afloat and when something goes wrong, it’s all hands on deck to make sure you can make it through it. You’re exploring as a group, you’re traveling together to find something unique and experience it, together.

These two titles offer completely different experiences. Both will appeal to audiences for different reasons, and those reasons will make them stand out. Just because two titles have a similar setting doesn't mean they're going to compete against each other. 

However, Skull and Bones’ appeal to hardcore players who love to grind out loot may bring in a wider audience. This will certainly set the two apart and make them stand out for anyone forced to choose between them. They offer unique experiences and many will have to keep that in mind when Skull and Bones releases sometime in 2019 or 2020.

---

We have plenty of time to wait for Skull and Bones, and if you're feeling really eager, make sure you sign up for the game's beta. You can do so from this website and you have to use your Ubisoft account, or make one if you're new.

For more information about Skull and Bones, keep it here at GameSkinny.

]]>
All Easter Eggs From the Debut Cyberpunk 2077 Trailer https://www.gameskinny.com/4nr97/all-easter-eggs-from-the-debut-cyberpunk-2077-trailer https://www.gameskinny.com/4nr97/all-easter-eggs-from-the-debut-cyberpunk-2077-trailer Thu, 14 Jun 2018 10:47:44 -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/z/3/c/z3cq2lbr-972ab.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/z/3/c/z3cq2lbr-972ab.png","type":"slide","id":"184957","description":"

Cyberpunk.net

\n

Lastly, the very end of the trailer reveals the IP address of a website -- Cyberpunk.net (read more about it here). There is a registration field where you can enter your login and password.

\n

It turns out that the login is the model of the car, which could be seen in the trailer -- Quadra V-Tech. But what is the password? Well, it's the plate number of that same car, which is NC20 CP77.

\n

You can't use this anymore, as both login and password are expired, but people who were fortunate enough to use the data, received the congratulations letter from CD Projekt Red.

\n

---

\n

Hopefully, you enjoyed reading this article, and be sure to come back soon for more Cyberpunk 2077 news 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/u/n/t/untitled-23529.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-23529.jpg","type":"slide","id":"184956","description":"

Ghost in the Shell

\n

Another great Easter egg comes in the second half of the trailer, where you can see a lady modifying her face with removable parts. This is a clear reference to Ghost in the Shell, both the anime and the Hollywood feature film.

\n

This hints on the possible character modification during the gameplay, but it's not clear whether it will be cosmetic only, or will it give some kind of extra stats to your character as well.

"},{"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-bea25.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-bea25.jpg","type":"slide","id":"184954","description":"

Evangelion

\n

During the same fight scene inside a sports gym, you can see the name of the given establishment in the far right corner. The title may refer to Kozo Fuyutsuki, a character from an anime television series Evangelion.

\n

Fuyutsuki is the Vice Commander of Nerv HQ and Gendo Ikari's right-hand man. However, the name Fuyutsuki wasn't originated from Evangelion, but during WWII. It was the name of an Akizuki-class destroyer of the Japanese Navy, which literally means "Winter Moon."

"},{"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-87ad6.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-87ad6.jpg","type":"slide","id":"184955","description":"

Real Steel

\n

The trailer shows different locations and looks like a retrospective of the world of Cyberpunk 2077. There is a scene inside a sports club, where a modified human fights with a robot that looks very similar to Atom from the movie Real Steel.

\n

In the movie, Atom is a sparring bot of the 2nd generation, so maybe the bot in Cyberpunk 2077 trailer is of the first generation, since it looks a bit clunkier. In any case, it shows that developers really wanted to include every possible reference to cyberpunk culture out there.

"},{"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-0ed9d.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-0ed9d.jpg","type":"slide","id":"184953","description":"

Blade Runner

\n

Of course, you could expect an Easter egg to one of the greatest cyberpunk movies in the history of media -- Blade Runner. You can see the metro map early in the trailer to Cyberpunk 2077. There is a number: N6MAA10816.

\n

This is not a random number, but a reference to Roy Batty, the leader of the renegade Nexus-6 Replicant group and the main opponent of Rick Deckard. He was protrayed by Rutger Hauer and that number was the serial number of his model in the movie.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/9941e0f7ae936b303e31b0351fcf40f9.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/9941e0f7ae936b303e31b0351fcf40f9.jpg","type":"youtube","id":"12086","description":"

The development cycle of Cyberpunk 2077 took a lot of time. But this simply shows that CD Projekt Red carefully crafts its titles, including this one.

\n

The first official Cyberpunk 2077 trailer was finally presented at this year's E3 conference. The trailer is rich in details and offers a lot of information for those who pay attention.

\n

Obviously, there are some amazing Easter eggs that you might have missed while watching the trailer. But don't worry, as we're here to help you catch on with all the references included in the debut Cyberpunk 2077 trailer.

"}]]]>
Fortnite Map Guide: Search Chests in Risky Reels https://www.gameskinny.com/wnj6k/fortnite-map-guide-search-chests-in-risky-reels https://www.gameskinny.com/wnj6k/fortnite-map-guide-search-chests-in-risky-reels Thu, 14 Jun 2018 06:35:10 -0400 Sergey_3847

With update 1.63 dropping this morning, we're officially on Week 7 of Fortnite's Season 4 challenges. And this week, you'll have to find seven chests at one of the poorest locations on the map -- Risky Reels.

As you know, since Epic Games fixed the location, it is getting really hard to find any loot chests there.

However, we've gone and done the hard work for you and listed all the possible Risky Reels treasure chests locations below. Hopefully, you'll be able to complete this challenge without much hassle at all.

All Chest Locations in Risky Reels

Looking at the map above, the first three chests can easily be found inside the building to the north. Break through the roof and you will see one in the attic. The second one is on the first floor, and the last one can be found on the ground one, so just break the floors from top to the bottom and quickly grab all three chests.

The barn in the eastern part of Risky Reels also has two chests, which are probably the easiest ones to get. Just hop inside and claim them right away. Check out the rest of the buildings as well, including the projector to the south, which hides one of the chests under the railing.

Some of the trucks scattered around the location may have a chest or two on their roofs, but don't bother checking the cars in the center of Risky Reels, as they aren't there anymore.

If you can't get all seven chests at once, be sure to either complete the game or get eliminated. Otherwise, the game will not count the chests you've already found and will make you gather all seven chests once again.

---

That's it for all loot chest locations in Risky Reels for this Week 7 Challenge. For other Fortnite guides here at GameSkinny, check the links below:

]]>
Fortnite Challenge Guide: Score a Goal on Different Pitches https://www.gameskinny.com/pua5v/fortnite-challenge-guide-score-a-goal-on-different-pitches https://www.gameskinny.com/pua5v/fortnite-challenge-guide-score-a-goal-on-different-pitches Thu, 14 Jun 2018 06:22:08 -0400 Sergey_3847

The hardest Fortnite Season 4, Week 7 challenge is scoring three goals in different soccer locations. You may think the best way to do it is to go to one of the giant stadiums recently added to Fortnite, and score the goals there.

But in fact, those stadiums will be extremely populated and you will get nothing done. If you want to finish this challenge quickly, then simply follow our guide for the three secret soccer field locations in Fortnite.

How to Score Goals on Different Pitches

Pitch 1: Risky Reels

The first secret field is located in Risky Reels. Just go to the northeastern part of the map and find the broken projector at the location (it's hard to miss). Go right under the projector, and you will see a small soccer field with a soccer ball ready to be kicked. Do it and claim your first goal!

Pitch 2: Containers/Crates

The second secret field is located in the area with containers and crates northeast of Dusty Divot. Just follow the exact location marked above in the screenshot and you will see the soccer ball near the crates. Kick it inside one of the open crates and it will count as a goal.

Pitch 3: Fatal Fields

The last one is quite ironic as it is located on one of the fields inside Fatal Fields, which is located in the southern part of the map near Moisty Mire. You will find the soccer ball in the northern field with a few scarecrows wanting to play soccer with you. So claim your third and final goal and grab your rewards for this hard challenge.

---

Now you can easily complete the soccer challenge in update 1.63 without too much trouble, and for other Fortnite guides at GameSkinny, check out the links below:

]]>
Fortnite Battle Star Guide: Follow the Treasure Map Found in Pleasant Park https://www.gameskinny.com/aji7l/fortnite-battle-star-guide-follow-the-treasure-map-found-in-pleasant-park https://www.gameskinny.com/aji7l/fortnite-battle-star-guide-follow-the-treasure-map-found-in-pleasant-park Thu, 14 Jun 2018 06:16:05 -0400 Sergey_3847

As you know, there's really no need to look out for the actual treasure map to claim each week's Battle Star. However, if you still need it, this week's treasure map can be found in Pleasant Park.

Surprisingly, the treasure map in Fortnite's 1.63 update is really easy to decipher, so just follow our guide below for the exact location of the Battle Star.

This week's treasure map will lead you to the Battle Star located on the top of the hill at Tilted Towers (see the screenshot above for exact location).

There's no doubt you know where to find Tilted Towers, but the exact hill you're looking for is positioned in the eastern part of the location, just at the edge of the city.

You need to land right on top of it and claim your Battle Star. Of course, Tilted Towers will be hot, so you might want to do this challenge as a squad. 

As you see, this Week 7 challenge is really simple (except having to navigate all the gunfire that's sure to light up Tilted Towers). Regardless, you should be able to finish this hard difficulty challenge in no time.

Hopefully, Epic Games will come up with some more exciting treasure map locations for the next week's challenge.

---

That's all for this week's Season 4 treasure map challenge. For other Fortnite guides at GameSkinny, check out the list below:

]]>
E3 2018: Did EA's Conference Signal a Change of Heart? https://www.gameskinny.com/pmqzc/e3-2018-did-eas-conference-signal-a-change-of-heart https://www.gameskinny.com/pmqzc/e3-2018-did-eas-conference-signal-a-change-of-heart Wed, 13 Jun 2018 14:57:49 -0400 Edgar Wulf

For the better part of the previous decade -- and perhaps longer depending on how you look at it -- Electronic Arts has been gradually losing the trust of its fans.

There's no doubt EA is a monolith in the video game industry; with nearly four decades of experience, the company commands a vast legacy and owns an array of highly acclaimed franchises. It is among the biggest brands represented in gaming, period.

Alas, as Uncle Ben once said: "With great power, comes great responsibility" and while definitely multiplying its powers over the years, EA has undoubtedly neglected its core responsibilities.

It's in the Game(?)

EA's revenue for fiscal 2018 is reported to be north of $5 billion, with company worth totaling more than eight. The company's catalog of games is awe-inspiring with the likes of FIFA, Need for Speed, Battlefield, Dragon Age and Mass Effect, just to name of few on the tip of the iceberg.

Each of these games, and many more, are celebrated all around the world. So how come EA, despite seemingly noble efforts, is receiving so much hate from its community? How come players have become so distrustful of this corporate entity?

For starters, EA is so far the only conglomerate to have been deemed "worst company in America" by Consumerist for two consecutive years. Not only that, but EA was ranked against other companies which, arguably, had/have a much bigger impact on the world and its inhabitants -- and thus more total employees and leverage.

For instance, EA beat companies like AT&T, Ticketmaster, and even Bank of America to gain the infamous title as recently as 2013; it was also the only company to be nominated based exclusively on video game development and publishing that year.

Perhaps it's deserved. Perhaps EA's consumers were (are) simply more vocal about their opinions than others. Perhaps it was both. Nonetheless, the company earned its first title in 2012 and retained it for 2013. And it may have been because of a not so small reason. 

Monetise Me

Particularly at the beginning of the seventh console generation, EA shifted its focus from publishing games in beloved franchises -- most of which were significant in the context of the industry's long history -- to exploring new avenues of revenue. Games were no longer being made for fun; instead, the company was using the guise of "fun" to entice the consumer into a very specific trap: microtransactions.

Whether it was season passes, premium skins, special weapons, or other additional content -- and that's to mention loot boxes -- EA is not the only company to take advantage of the relatively recent advent seeking to monetize digital content. However, it is always at the forefront, always pushing the limit to see if the consumer notices a nimble hand in their pocket.

Unfortunately, it is now the norm for every EA game -- everything seems to have a season pass and/or offer a variety of downloadable assets. Games like FIFA are unimaginable without post-investment premium player card packs.

Perhaps I'm somewhat bitter because I never got Ronaldo, but I don't think I'm alone.

For a very long time, EA's business methodology has seemingly been tremendously anti-consumer. And there are many instances indicative of that: the always-online features of SimCity, the closure of many studios which didn't correspond to EA's plans of games-as-a-service, and most recently, the whole controversy with Star Wars Battlefront II.

Has anything changed recently?

EA at E3 2018 -- Somewhat of a Changeup

EA is not known for surprises; it is a predictable company with a similar plan each year. During its press conference at E3 2018, however, it did surprise slightly. Not in terms of games -- most of which were expected -- but rather in its approach to those games.

The conference began with additional details on Battlefield V -- no loot boxes, no season pass. It was a decision clearly made based on recent experience with games such as A Way Out, which, because of its success, showed EA games can be profitable without a plethora of add-ons. A battle royale mode is coming (not enough of that on the market), so it will be interesting to see how and if it will be monetized separately, but as of now, we know that BFV won't be additionally monetized.

After a short speech by CEO Andrew Wilson, Dennis Brännvall, Design Director behind Battlefront II, came to the stage to discuss the prospects of the somewhat maligned Star Wars game: "Clearly, we didn't get it quite right," he said.

He continued by addressing changes, new additions to the game, and upcoming content. He seemed genuinely excited and passionate about the franchise. So, if you're a Star Wars fan, there may yet be a glimmer of hope. Interestingly, there was no mention of loot boxes or microtransactions. 

Afterward, Patrick Söderlund, Chief Design Officer of EA, arrived on stage to make a surprise announcement for Unravel 2 -- a sequel to a reasonably successful platformer -- which was available for download on all major platforms straight away. He also affirmed the company's dedication to supporting small developers via its "EA Originals" program and welcomed Cornelia Geppert from Jo-Mei Games to present her most recent indie project -- Sea of Solitude.

Those are by no means big titles for EA, but they perfectly cater to anyone who is looking for unique experiences, without any content hidden behind a paywall.

Finally, right before the show's highlight event -- Anthem which, by the way, would include cosmetic-only loot boxes -- Andrew Wilson took to stage once again. Before touching upon a charity program "Play To Give", supported wholly by EA, he had this to say: "We are always trying to learn, and listen, and strive to be better".

This was no doubt in great regard to the mistakes made when releasing Battlefront II -- and perhaps to EA's recent ethos in general; it has all been heard before and is very typical of EA -- damage control and empty, unfulfilled promises.

But Did It Signal a Change of Heart?

All of this has hardly been praise of EA; their presentation was bland and predictable as ever.

However, the biggest takeaway is there were at least some minor positives to be taken away. It's nice to see that EA is still supporting smaller developers, giving them complete creative freedom. Josef Fares' A Way Out is a resounding example of that.

It's even more noteworthy that microtransactions and profits seemed to take a backseat to creativity, community engagement, and (perhaps even) fun this year.

It's entirely possible EA has merely entered a state of hibernation and is, once again, testing the public waters to see how much it can actually push the consumer without attracting a negative response. Only time will tell.

But I'm still somewhat hopeful. I'm hopeful that a once-respected company will manage to look past its wealth and will instead focus its attention on what's meaningful -- its fans and games, its ethos, and its legacy.

---

What did you think of EA's presentation; where there any takeaways for you? Let us know in the comments below. And for everything that is happening at this year's E3, stay tuned to GameSkinny.

]]>
Analysis of the Devil May Cry 5 Trailer https://www.gameskinny.com/6mydd/analysis-of-the-devil-may-cry-5-trailer https://www.gameskinny.com/6mydd/analysis-of-the-devil-may-cry-5-trailer Wed, 13 Jun 2018 10:52:19 -0400 Zack Palm

During Microsoft's press conference at E3, Phil Spencer announced a number of great titles releasing on the platform many fans could look forward to playing the future. One unexpected title came out of this press conference: the return of a numbered Devil May Cry game.

Since the game does have a number at the end of the title says a lot about what to expect from this game. As a result, there's plenty to digest and break down in not only the trailer but where the game is headed based on where the Devil May Cry 4 entry ended in the series. Let's go through it together!

When Does It Take Place?

The last numbered entry in the Devil May Cry series released in 2008, and it was Devil May Cry 4. Fans have been hungry for a new entry for the past ten years and now they finally have it.

This game does not pick up immediately following Devil May Cry 4. It takes place several years after the end of the fourth game. By how much, remains unknown. So far, the Capcom team have not announced concrete details and plan to release more information during throughout the year.

Who's In The Trailer?

The trailer features a young man with short white hair, who dashes around, killing demons with a flashy sword with plenty of attitude. While many who only know about the 2013 reboot DMC: Devil May Cry, those who believe this to be Dante, are incorrect. This is Nero, a character who first showed up as a character in Devil May Cry 4.

How does he fit into the overall story? When he made his debut, he was actively hunting Dante during the first part of Devil May Cry 4 for the Order of the Sword, a cult that worships Sparda, a powerful demon and the father of Dante and Vergil, the latter of the two fell during Devil May Cry 3

Nero later rebelled against the Order and found himself teaming up with Dante. The two were able to defeat the game's main antagonist together and then parted ways; Nero also learned and came to terms with the fact he had Sparda's blood in him. At the time, the game didn't dive into specific details about how he's connected to Dante's family. But he's certainly a part of it.

Early on in the trailer we're introduced to a new ally who fights at Nero's side, Nico. She provides some narrative details to a soldier about how she and Nero know each other. Apparently, between Devil May Cry 4 and this entry, Nero lost his right arm and needed a new one. She possess a unique of skill set to build him a brand new one that comes with plenty of bells and whistles.

The right arm gets shown pointedly throughout the entire trailer, and will definitely make for a unique gameplay mechanic. 

The reason Nico had to make that metal arm for Nero was because a shady figure took his right arm from him, which we see in the middle of the trailer. Why does the right arm matter?

It was Nero's source of demon power, called Devil Bringer. This may serve as a plot point in the game or something we learn about later on as more details about Devil May Cry 5 surface. The importance of Devil Bringer in this story remains unknown, but despite having lost it, it won't stop Nero from killing an army of demons.

Near the end of the trailer we see the series' original protagonist himself: Dante. He's riding a slick motorcycle, sporting a little facial hair, and the same cocky-grin he's known for. Because he was shown near the end of the trailer, it's unclear how much he'll get featured in the story. He may return as a recurring character who actively assists Nero throughout the story, or one that shows up every so often to provide small amounts of fan service. Either way, he's in it!

What Do We Know Of The Plot So Far?

Only a small amount of details have released so far. We do know this: a demon tree has spawned in the middle of Red Grave City and leads to another demon invasion. This invasion brings our new protagonists, Nero and Nico, to the scene of the crime where they fight hordes and hordes of demons. Nico serves as Nero's sidekick who can crafty him weapons and upgrades to use during his crusade of purging this demon threat.

While in Red Grave City, the pair are on the search for Dante, for reasons unknown. It's likely because Nero lost Devil Bringer and wishes to have it returned to him, but that remains speculation. 

Dante's role in this? Again, he's there, but how he fits into the overall story remains unknown. Regardless, he's involved and he'll likely show up plenty of times to serve the fans eager to learn more about what he's been up to.

Any Gameplay?

There's a brief amount of gameplay during this trailer, which is always good!

The action starts at 1:13 in the trailer. You can clearly see Nero using his robot arm to shock his foes, along with him utilizing his sword to slash down any demon foolish enough to stand in his way. There's plenty of quick, adrenaline-pumping action in this trailer, so don't expect the gameplay to be any different! Nero does quite a bit with his robot arm, such as firing his hand to pull him closer to enemies, grappling his foes, and even slowing down time to make some clean strikes.

Since Nero lost his right arm, Devil Bringer, it'll be interesting to see how they work in any demon powers at all into the gameplay. Though, the robot arm's unique characteristics seem to make up for that greatly.

During 1:32 of the trailer, we clearly see these magical cogs wrapped around a demon, slowing them down. How this was done was not disclosed. Was it the technology of the right arm, or some magic Nero can still tap into?  

Regardless, the gameplay certainly looks like a Devil May Cry game, and fans should get excited.

What About The DMC Reboot?

Because this is an official entry in the Devil May Cry series, it goes beyond the reboot that launched in 2013 by Ninja Theory. Capcom did not detail if they're scrapping the reboot. This may depend on the overall reception of Devil May Cry 5. If it does well, they could sweep the reboot under the rug and continue on their path of creating new stories in the main game series. There's a lot of factors they have to consider.

But this may serve as the nail in the coffin, especially since they released the remastered Devil May Cry collection for PS4, Xbox One, and PC in 2018. This collection features the first three Devil May Cry games.

However, because it's been five years since the reboot was first released, it's safe to say it was an attempt on their part, but they won't continue forward with me. Plus, the massive amount of attention the Devil May Cry 5 announcement is receiving only proves the popularity of the main series with fans.

---

The trailer announces the game will release in Spring 2019 for PC, Playstation 4, and Xbox. For information about Devil May Cry 5 and any E3 announcements, keep it here at GameSkinny.

]]>
Fortnite Is Here For The Switch... But Not If Your Epic Account Is Linked To PSN https://www.gameskinny.com/cbfqz/fortnite-is-here-for-the-switch-but-not-if-your-epic-account-is-linked-to-psn https://www.gameskinny.com/cbfqz/fortnite-is-here-for-the-switch-but-not-if-your-epic-account-is-linked-to-psn Tue, 12 Jun 2018 15:31:54 -0400 Ty Arthur

Editor's Note: If you're looking for "How to Logout of Fortnite on Switch?", then be sure to check out this guide 

While there's still no news on an official release date for we poor second class Android citizens, all you lucky Switch players today finally get to jump into the zany Fortnite Battle Royale action!

The news broke at this year's Nintendo E3 showcase earlier today and the game is now available for free download, but it comes with a major hitch. Even though this is supposed to be Nintendo's shining moment, somehow Sony showed up to cast a cloud over the announcement.

It seemed like we were moving towards a golden age of crossplay between consoles with Sony, Microsoft, and Nintendo showing more willingness to engage in inter-platform play.

Those hopes have been dashed for full Fortnite Switch crossplay, which is currently available for Xbox One, PC, and iOS users.. but not for PS4, as confirmed by Epic's Nick Chester in this tweet:

That's an odd oversight for a free-to-play game that's focused on syncing between different platforms so you can pick up and play on any console or iOS device.

Bizarrely, its not just crossplay that's affected here. After the game went live, Switch players who originally created their Epic account via PS4 (or who linked their PC account to the PlayStation Network) discovered a little problem... you can't use your PS4-linked Epic account on the Switch version.

This was pointed out by GameOverGreggy over on Twitter, who was faced with the Login Failed screenshot below. There's one line in particular to focus on here in the error message: "neither the Fortnite website nor Epic customer service are able to change this."

Epic Games obviously knows this practice is going to tick people off, and are also washing their hands of the decision, since it clearly wasn't up to them. There's no point in emailing customer support to complain, since they can't do anything to help resolve the problem. 

You might be thinking this isn't that big a deal and just requires an extra step before you can play, however, un-linking your Epic account from PSN does not make it work, either! Once an account has been linked to PS4, it is forever off limits to other platforms.

In other words, you have to make an entirely new Epic account if you previously played Fortnite on the PS4 and want to play on the Switch. Everything associated with your Fortnite account -- your ranking, your Battle Pass, your skins -- are all useless on the Switch for previous PS4 players.

There's been no official statement from Sony, Epic, or Nintendo at this point as to why this would be the case, but it isn't hard to guess. Since its only the PSN-linked accounts that are affected, the issue seems to land solely on Sony's doorstep and not Nintendo's.

It seems clear this is a case of Sony forcing exclusivity on the PS4 to try to maintain market dominance as the #1 console, but its causing so much backlash that it may end up having the opposite effect.

Right now Twitter, Twitch, Facebook, and YouTube are lit up with comments from players vowing to unlink their Epic account from the PlayStation Network and just start playing exclusively on Xbox or Switch.

For those who have a decent gaming rig, just switching entirely to PC might be the way to go, since you can then link however you want to other consoles (although obviously don't link to PSN if you plan on playing on Switch later).

Have you come across the issue, and what do you think of Sony disallowing Epic accounts to be utilized on other platforms? Let us know your thoughts in the comments below, and be sure to share your best Fortnite kills and deaths on the Switch!

]]>
Cyberpunk 2077's Hidden Message: And Why CD Projekt Red is Perfect to Develop It https://www.gameskinny.com/3uen9/cyberpunk-2077s-hidden-message-and-why-cd-projekt-red-is-perfect-to-develop-it https://www.gameskinny.com/3uen9/cyberpunk-2077s-hidden-message-and-why-cd-projekt-red-is-perfect-to-develop-it Tue, 12 Jun 2018 14:41:03 -0400 Ty Arthur

E3 2018 has seen a relentless barrage of awesome and highly-anticipated titles, keeping the gaming community's excitement level high even though we are getting quite late into this console cycle's lifespan.

Kingdom Hearts, Fallout, Elder Scrolls, and Last Of Us might be getting the most coverage, but for a certain breed of gamer who saw that amazing CGI trailer a full five years back, Cyberpunk 2077 is the only game reveal that mattered.

For those not familiar with the genre, cyberpunk is a very specific kind of dystopia, like Shadowrun (minus the elves and magic) colliding with Black Mirror. Urban sprawl and decay are on full throttle, while the rich and corrupt live high on the hog as gang warfare consumes the peons at the bottom of the social totem pole.

After five years of silent buildup following that killer trailer, it seemed like Cyberpunk 2077 couldn't possibly live up to its own hype for an increasingly frustrated fan base. Then there was the *beep* heard round the world in an obnoxious tweet from CD Projekt Red, which stoked the flames but also ticked off more than a few people who had been following the project.

All that fan fury changed in an instant when the E3 reveal trailer arrived, however...

My one and only reservation after seeing that trailer is that the world seems weirdly bright for taking place in a metropolis called Night City. That issue aside, what we are seeing here meets or exceeds expectations.

There's technology run amok, the haves separated from the have-nots, gangs in the lower city making life miserable for those who don't have the resources to be up in the sunlight, and a balance between bleak despair and high octane action.

It appears there will be vehicle chases and vehicular combat of some kind, adding a new layer to already-solid gameplay we know from Witcher 3.

We still don't have an official release date, but its now seeming more like CD Projekt Red has what it takes to transition the Cyberpunk 2020 tabletop RPG to a video game as successfully as Baldur's Gate managed with D&D or how Vampire The Masquerade: Bloodlines translated World Of Darkness to the digital realm.

Visual aside, there's another big reason to be excited by this trailer. At the very end at the 1:39 mark, go ahead and hit pause and then move forward frame by frame using the > key.

With a little patience, you will come upon a single frame flash of this hard-to-read message:

Yep, that's a secret message straight from the developers to the fans for those who just had to re-watch the trailer over and over.

What's contained within should get you very excited about the game's impending release. The full text reads:

It’s been over 2077 days since we announced our plan to develop Cyberpunk 2077. We released a CGI trailer, gave some interviews and… went dark. Normal procedure for these kinds of things — you announce a game and then shut up, roll up your sleeves and get to work. We wanted to give you the Witcher 3 and both expansions first, which is why this period of staying silent was longer than we planned. Sorry for that.

As soon as we concluded work on Blood and Wine, we were able to go full speed ahead with CP2077’s pre-production. But we chose to remain silent. Why? At some point we made the decisions to resume talking about the game when we have something to show. Something meaningful and substantial. This is because we do realize you’ve been impatiently waiting for a very long time, and we wouldn’t like anyone to feel that we’re taking this for granted. On the contrary — it gives us a lot of extra motivation. The hype is real, so the sweat and tears need to be real, too :)

But to the point. Today is the day. If you’re seeing this, it means you saw the trailer. - our vision for Cyberpunk, an alternative version of the future where America is in pieces, megacorporations control all aspects of civilized life, and gangs rule the rest. And, while this world is full of adrenaline, don’t let the car chases and guns mislead you. Cyberpunk 2077 is a true single player, story-driven RPG. You’ll be able to create your own character and… well, you’ll get to know the rest of what show at our booth at E3. Be on the lookout for the previews!

Before we finish, you probably have some questions,

  1. When?

When we told you we would only release the game when it’s ready, we meant it. We’re definitely much closer to a release date than we were back then ;) but it’s still not the time to confirm anything, so patience is still required. Quality is the only thing that drives us. It’s the beauty of being an independent studio and your own publisher.

  1. How big?

Seriously big, but… to be honest, we have no bloody clue at this point in time. Once we put it all together, we will openly tell you what you can expect. And we promise we’ll do this before we start talking about pre-orders or ask anything of you.

  1. Free DLC/Expansions/DRM

Expect nothing less than you got with The Witcher 3. As for DRM, CP2077, will be 100% DRM-free on PC.

  1. Microtransactions?

In a single player role-playing game? Are you nuts?

Once again, thank you for your patience. If you have a minute, do visit cyberpunk.net and share your opinion (about anything) with us. We read everything you posted we treat it very seriously.

Yours,

CD PROJEKT RED Team

After years of nothing, this is exactly the message we needed to hear from the development team.

Acknowledging the misstep of going entirely silent after releasing that vertical slice of the game in the first CGI trailer -- which seemed far too polished for a game that was still 6 or more years away -- has officially quelled this critic's complaints.

Unlike Bethesda's insistence on chasing monetized online mutliplayer trends with Fallout 76 and Elder Scrolls Online, CD Projekt Red is giving the fans what they actually want: a full single player RPG experience.

The announcement of DRM-free and revelation about expansions offers some much need reassurance for a fan base that was losing patience with the whole affair. Considering how well received the Blood And Wine DLC was for The Witcher 3, I'm officially getting stoked for what's in store with Cyberpunk.

Impatience officially tempered, at this point I'd be willing to wait another 5 years so long as they get it right and don't maintain radio silence. For fans of Shadowrun or classic '80s roleplaying systems, it seems like we've got a new classic to look forward to... when its ready.

What do you all think of the game's evolution from that first CGI trailer five years back to the E3 2018 reveal this week? Are you excited to finally get more news on this long-overdue project, or is the endless wait still killing you?

Sound off with your thoughts on how the game should play and when you hope to see a release date in the comments below!

]]>
Jurassic World: Evolution Getting Started Guide https://www.gameskinny.com/ln975/jurassic-world-evolution-getting-started-guide https://www.gameskinny.com/ln975/jurassic-world-evolution-getting-started-guide Tue, 12 Jun 2018 10:45:28 -0400 Fox Doucette

Jurassic World: Evolution is upon us, and as you load up the game, you may sensibly wonder to yourself where to begin.

The short answer is "see the movie"; a measure of familiarity with 2015's Jurassic World isn't required, but it will smooth out the learning curve big-time.

But after that, follow these simple guidelines and you'll be working your way from Isla Matanceros to Isla Nublar in no time, satisfying all the factions at InGen and building better dinos along the way.

Step 1: Remember the Laws of Nature

You will save yourself a lot of grief if you remember a simple principle; lions do not lie down with lambs.

Meaning there are two types of dinosaurs in Jurassic World: the ones that eat meat and the ones that ARE meat. Put them in the same enclosure and you're gonna have a bad time.

Or at least the herbivores are.

There's a fairly simple reason for this. Herbivore dinosaurs won't fight each other. They will peacefully coexist in an enclosure, and as long as you watch both the overall population size and the food supply while monitoring the amount of grassland and forest in the enclosure, the dinosaurs will stay happy.

Every dinosaur has a series of meters that can be accessed simply by clicking on it in the game world; this will tell you about the dinosaur's overall health, including whether it is hungry or thirsty, and will show all of its comfort factors.

A dinosaur needs a certain amount of grassland to roam around in, forest to provide cover, others of its own kind to socialize with, and not too much overcrowding from its own or other species.

On the other hand, there is the simple fact that meat-eating dinosaurs are hunters. They will try to kill and eat anything that is not of their kind. Like in nature in the real, non-dinosaur-populated world, there are predators and prey, and all mixing them accomplishes is to get the prey animals eaten.

This is complicated just a bit by the fact that a carnosaur will make decisions based on whether it thinks it has a chance against its foe. Furthermore, eusocial carnivores, like Velociraptor, will hunt in packs in herbivore enclosures and band together to keep other meat-eaters at bay. It makes for a bit of a metagame in their enclosures.

Just remember that as long as you keep the meat side hot and the veggie side cool like an old-school McDLT hamburger, you'll have most of this battle won.

Step 2: A Contract Is A Contract Is A Contract, But Only Between Ferengi

The 17th Rule of Acquisition governs the faction system in this game. In order to make progress through the missions that unlock everything in the game's world, you need to do contracts for the three factions, Science, Entertainment, and Security.

Trouble is, as Dr. Ian Malcolm would no doubt remind you, actions have consequences. Specifically, what pleases one faction is sure to anger the other two.

More specifically than that, the game will tell you before you take a contract exactly what effect each contract will have on faction reputation.

Some contracts are a win-win; they raise the reputation with the faction giving the quest and sometimes one or both of the other factions as well. You'll want to take contracts that satisfy more than one faction every time and prioritize them because they are downside-free progress boosters.

Other contracts pit one faction's interest against the others. In the movie, the science and entertainment divisions were at odds with each other; it was one of the central themes that drove a lot of the conflict. Science wants pure-strain dinosaurs, paleontological accuracy, and healthy, thriving dinosaurs.

Entertainment, meanwhile, wants to do genetic modification that would make Monsanto blush. Complicating matters, these GMO dinosaurs, with DNA from frogs and sharks and any other animal under the sun clogging up their genomes, tend to have better stats for the park at the expense of being in poorer health and far more dangerous if they break out of their pens.

Most of Entertainment's missions, then, will annoy both Science (who want pure-strain dinosaurs) and Security (who don't like it when park guests get eaten like the lawyer in the porta-potty from the original 1993 Jurassic Park film.)

Security, meanwhile, represents the faction in Jurassic World that had a stake in militarizing the dinosaurs and using them as weapons. Most of their missions involve dinosaur combat. You'll be asked to find carnosaur fossils, and when dinosaurs fight each other (but not the guests) it tends to make Security very happy.

So you can't just go taking jobs willy-nilly or all you'll end up with is everyone mad at you. And when factions get mad at you, they start doing things like sabotaging the power grid, causing merry mayhem just like way back in the first movie.

The best strategy is to avoid whenever possible playing one faction against another. It's unavoidable on some level; as your reputation with factions rise, you get both monetary rewards and extra missions, so sometimes it's worth risking the wrath of the other two factions to prop up your preferred faction's interests.

Plus, there's nothing in the game rules explicitly stopping you from picking a side. If you agree with a faction's ideology, adopting a ride-or-die mentality or even just role-playing a little is a perfectly viable way to play the game. Min-maxing your reputation and being hyper-selective with which missions you take just makes the game a whole lot easier at the expense of rapid, directed progress.

You will need to eventually please everyone, but trying to do it by just doing everything you're asked is a recipe for constant infighting. Learn how to say no.

Step 3: Guests Are Easy to Please

There is no particularly choice-based strategy to guest satisfaction. Click on the star rating in the main HUD and it will tell you exactly what your guests want. Specifically, the guest needs are divided into food, drink, fun, and shopping, and every guest building in the tab marked with a little burger icon will tell you exactly what needs that building fulfills. The star rating display will then spit out a result that tells you on a scale of 100% how well the need is being fulfilled.

You can decide what is being sold, how much it's being sold for, and how many staff, from one to five, operate the stall.

Choosing a low-price item attracts more guests, but the per-item profit on each sale is fairly low. A higher-priced, higher-margin item sells fewer units, but generally the margins are high enough to offset the lack of brute force sales volume.

And the game gives instant feedback when you change the price to let you know almost to the moment when you've edged the prices just a tick too high. There's a hidden pricing curve that's fairly easy to tease out through trial and error.

Staff size governs the number of guests who can use each facility; as your park gains more guests, you'll have to hire more staff. When your building is maxed out at capacity, build a new shop.

There's also a hidden-at-first attribute for overcrowding; when you build your first hotel, clicking on it will let you know how much of a drag crowds are placing on happiness.

In other words, it's a paint-by-numbers tycoon game with plenty of hand-holding.

Step 4: Dig, Research, Do Science

No matter which faction you're favoring, it always helps to send your expedition teams out to dig for fossils. The degree of completion of any given dino's genome governs its base viability (50% fossils is minimum to be able to clone one, 100% is as "accurate" as the game and the film universe allow. There aren't any feathered dinosaurs here; the film franchise has decided to go with "classic" dinosaurs and the game follows its license here.)

Actually digging and prepping the fossils is paint-by-numbers. Go to the expedition center and choose a dig site that contains the dinosaur fossils you want, then go to the fossil center and extract the DNA, and finally use that DNA in the cloning center both to make more viable dinosaurs and to unlock more slots for genetic modification.

Meanwhile, in the Research Center, there are a variety of visual tech trees; spend the money you earn here to unlock both dinosaur modifications and building upgrades. Time and patience are all that is required to know everything, and choosing what to prioritize depends largely on your mission or game goals.

Step 5: Disaster Preparedness

From the second island on, you'll get storms that temporarily knock out the park and break stuff. The game gives you a storm tutorial at the beginning of the second mission; as long as you follow it, you'll have the nuts and bolts of it.

What the tutorial doesn't tell you is that you should always be watchful. Press R to bring up the Ranger Station and you can either go into a third-person driving mode for the ranger jeep or otherwise simply automate it by using the task selector.

It also doesn't tell you that in order to have your island protected from storms, you need to complete the Entertainment division's mission in the first level.

This mission unlocks the storm-warning building, which casts an area-of-effect that prevents the worst damage to anything that building covers. You'll need those on islands with regular storms, and you will especially need them near power plants as an insurance policy against the worst-case scenario of having the power go out and knock out things like electric fences to keep the dinosaurs at bay and all your guest facilities in the park itself.

So to summarize; Do the first level's entertainment mission before leaving the first island, follow the tutorial in the second level, and stay vigilant by occasionally using the view offered by the ranger station to make sure the park stays in good repair and the dinos' feeders are supplied.

Step 6: Win the Levels

Keeping the guests happy is half the battle. Getting the dino rating up is the hard part.

Besides following all the rules in Step 1 of this guide, the keys to getting a good dino rating are as follows.

First, make sure your dinosaurs are healthy, well-fed, and have access to water. This will keep them both from dropping dead and from trying to break out and kill your guests.

Second, strike a balance between authenticity and genetic modification; more DNA accumulated through fossil research gives your dinosaurs a higher base rating, while genetic modification applies modifiers to that base rating to in some cases goose it quite high.

Third, give your carnosaurs something to kill from time to time. Every carnosaur that wins a fight gains "combat infamy" equal to half the rating of the dinosaur it killed. This can get expensive—dinosaur cloning is not free—but can, over time, lead to great champion dinosaurs that drive people to want to watch them fight.

Fourth, build viewing areas into the fences and, if you can, put feeders and water sources within the radius of the viewing area. That will increase the value of the dinos to your park's rating and also satisfy the guests' "dinosaur visibility" rating.

And fifth, there's a "variety penalty"; the more different species of dinosaur you have in your park, the more this penalty is mitigated until it reaches zero. Every island has different rules governing this, so click on the star rating and it will tell you how you're doing.

Of course, you'll also have to remember that some dinosaurs are social while others hate crowded enclosures; a dinosaur that feels packed in will try to bust out, while one that doesn't have enough friends around will also break fences in hopes of finding others of its kind beyond the walls.

Once you've got the basics down, the game will move you on to bigger things, and you can also come back to those old islands with new knowledge and unlocks to get secondary objectives for each island that bring their own additional unlocks and new horizons.

In Summary

Jurassic World: Evolution is, in its heart of hearts, a relatively simple resource management game. As such, once you learn how to manage your resources, there is nothing the game can throw at you that you won't be able to master.

]]>