Playstation Platform RSS Feed | GameSkinny.com Playstation RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Soulcalibur VI Guide: Libra of Souls Info and Tips https://www.gameskinny.com/rtfit/soulcalibur-vi-guide-libra-of-souls-info-and-tips https://www.gameskinny.com/rtfit/soulcalibur-vi-guide-libra-of-souls-info-and-tips Wed, 17 Oct 2018 12:15:53 -0400 Synzer

Libra of Souls is a new game mode in Soulcalibur VI that follows the story of a character you create specifically for that game mode. Throughout the story you will encounter many of the characters in the main Soulcalibur story. 

There are times when you will get dialogue choices to further distinguish your character. Some of these choices will also tip the scales of your soul to either good or evil. These choices affect the story, but also the weapons you equip later.

Let me start by going over the basics.

Libra of Souls Basics

Libra of Souls allows you to level up a created character by completing quests. There are main story quests and side quests. These quests involve fighting, but often with special conditions

Sometimes you may need to fight multiple opponents, certain attacks -- such as verticals -- could only be effective, slippery floors, and more can change how you will fight.

This offers you a chance to take advantage of the situation with the right knowledge, so be sure to read the conditions before each fight.

Leveling and Weapons

When your character levels, their max health will go up. That's not all, you will also be able to equip stronger weapons as your level increases.

This is very important because no matter how good you may be with a certain fighter's style, you may still lose if your weapon and level are too low.

Other than level, weapons can also have extra attributes such as crit chance, or health recovery when dealing damage.

soulcalibur vi libra of souls weapons

When you unlock Bolta's Smithy, you will be able to choose from a variety of upgrades to put into your weapons, as long as they have slots available.

Finally, you will eventually get weapons with either a blue or orange flame. This indicates which part of the scale they align with. If your soul is aligned with the weapon, you get extra bonuses when using it.

Food and Mercenaries

As you progress through the game, you will unlock the ability to use food and mercenaries before starting a battle.

Food gives extra benefits, such as health recovery, or extra critical damage. There are a wide variety of food buffs, so you can pick whichever best suits the battle you are trying to win.

Mercenaries are CPU fighters that will fight before you during a battle. They have levels and weapons just like you and can even be given food and weapons that match their style.

This gives you the edge because they can take out a lot of the opponents health, or even defeat some, before you even start fighting! If they lose, you can just continue fighting where they left off and the opponent will have the same amount of health as they did when your mercenary lost.

Traveling and Side Quests

As you go through the story, you will naturally travel the land. Each location allows you to explore the surroundings to complete a variety of side quests. These are great for leveling, getting more weapons and items, and fleshing out the overall story.

You can choose to fast travel back to any previous town or location you've already visited. This also allows you to explore the surrounding areas without the need to attempt long travel.

soulcalibur vi libra of souls travel

When you do travel, you have a chance to run into a random battle along the way. This can be good for extra experience and items, but your journey could be cut short if you lose any of these battles. If this happens, you will use up the gold required to reach your destination, but you will be put back to your original location.

Tips

Pay attention to travel costs when exploring

There are many extra quests you can complete if you choose to explore the surrounding area during the game, but it costs gold to travel. If the location is far away, or if you have to cross hard terrain such as mountains, then the price to reach it will be very high.

You can combat this by choosing a base location closer to the quest you want to complete, or one with a better angle.

You can also travel to any of the dots on the map, then continue exploring from there to reach certain destinations without spending a ton of gold.

If you want a specific weapon type, use it during quests

The weapons/styles you get throughout the game are mostly random, but I've noticed you are highly likely to get one of the same type that you use during a quest.

For example, if you want a higher level Geralt weapon, you can greatly increase your chances of getting one if you complete a quest with that style. 

Try different weapons

You will inevitably get a weapon for a style you aren't familiar with or enjoy playing. It is good to try new weapons because you might find that you like another character, or it may just be easier for a certain quest.

If you get a strong weapon for another fighter, it may still be worth using simply because it is much better than whatever you are currently using.

I always like playing as Tira or Zasalamel, but I tried out Geralt's and Mitsurugi's weapons and found that I really enjoyed playing as them as well.

Complete certain side quests to level up towns

There are side quests near towns, like those that involve the blacksmith, that will level up the town.

soul calibur vi libra of souls weapons upgrades

Leveling up a town grants new items at the shop, more mercenaries to choose from, and better weapon upgrades from the blacksmith. Each major town has their own town level so be sure to do the ones for the specific town you want to increase.

That's all there is for my Libra of Souls guide in Soulcalibur 6. Hopefully, this knowledge will better prepare you for your own journey through the game and give you a better idea how you will want to go about things!

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Soulcalibur VI Review: Much More than a Fighting Game https://www.gameskinny.com/t00p0/soulcalibur-vi-review-much-more-than-a-fighting-game https://www.gameskinny.com/t00p0/soulcalibur-vi-review-much-more-than-a-fighting-game Wed, 17 Oct 2018 12:09:57 -0400 Synzer

The latest in the Soulcalibur series has arrived and has brought some interesting and refreshing changes. Soulcalibur VI has the same gameplay that fans love, but much more in terms of story and overall content.

I'm going to talk about Libra of Souls a lot in this review because it was by far my favorite thing about the game. Now, let's get to everything that's great about Soulcalibur VI.

What is Great?

Fighting Mechanics

The familiar gameplay of Soulcalibur is back, and is as good as ever. Guard Impacts are back to not costing any soul gauge, but my favorite thing is the new Reversal Edge mechanic.

soulcalibur vi reversal edge

This allows you to attack or counter, then puts you in a rock-paper-scissors showdown with your opponent. If you chose the superior attack, you hit your opponent and get free damage. Choosing the same attack will cause the hits to bounce off and you try again.

This brings even more depth to the gameplay by adding a new risk/reward mechanic. Plus, having even more ways to counter opponents is always a good thing in fighting games.

Story

This is something that most people don't care about in fighting games, and is usually not a big focus. Soulcalibur VI actually has two story modes and they tie very nicely together.

The Libra of Souls game mode follows the story of a character you create specifically for that game mode and tells the main story from their point of view. The best part is that you will come across this created character in the main game's story mode!

There are also extra details you can gleam from each story mode that you won't see in the other -- combining to make a sophisticated story that I was genuinely interested in experiencing.

Libra of Souls also has many side stories that you can follow. Some even take place over most of the game and I found myself very interested in seeing what would happen next. Speaking of Libra of Souls...

Libra of Souls is an amazing new addition

I enjoy fighting games just for the sake of the fighting, but I love it when they take it a step further. Libra of Souls does this very well. You start by making a character, then follow that character's story.

You choose a weapon/fighting style just like normal character creation, but you can switch at anytime before a match. 

Although the missions are still fights, they sometimes have special conditions to change how battle works. Your character can also level up gaining experience after finishing these fights. This increases your max health and allows you to equip stronger weapons. Your weapons can also have special effects added to them.

soulcalibur vi libra of souls quest

Another thing that makes it stand out is player choice. You will make multiple dialogue and impactful decisions throughout the course of the story. This will also tip the scales of your soul to either good or evil, which in turn affects some of your weapons.

Overall, there is a lot you can do to power-up and customize your character as you progress through Libra of Souls and brings even more variety to the game.

What is Lacking?

Load times are Abysmal

It is mostly likely better on PC or on the advanced versions of consoles, but they really are horrendous on a normal Xbox One. I would often wait 10 or more seconds to load my weapons menu in Libra of Souls. Sometimes I found myself wondering if I actually pushed the button or not.

While in character creation, most items aren't displayed in real time, which caused me to select each item, then back out to load it. This was very frustrating and added unnecessary time.

Cheap Fights in Libra of Souls

Now Libra of Souls is not supposed to be fair like the rest of the game, I know this. However, some of the fights are really cheap and cause a lot of frustration.

I remember one fight in particular that really frustrated me. The enemy could not be staggered by normal hits and the A.I. difficulty was really high/aggressive, which is the opposite of fun.

It doesn't take a lot away from the game, but it is still something that can sour your experience.

Character Creation Options

I know they are adding more with DLC, but I would have liked more options in the base game. I remember seeing most of the available options in the previous games.

soulcalibur vi character creation

Final Thoughts

Soulcalibur VI offers a lot of story/extra content I was not expecting in a fighting game. Libra of Souls has so many missions and is worth getting the game for just for that.

The fighting is just as smooth as ever, and the new reversal edge mechanic is a great addition that keeps things fresh and exciting.

Fans of the series and fighting games should definitely pick this one up. Those unfamiliar with this or other fighting games should still check it out simply for Libra of Souls.

[Disclaimer: Writer was granted a copy of the game for review purposes from the publisher.]

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Override: Mech City Brawl Story Campaign Highlighted in New Trailer https://www.gameskinny.com/8g1w2/override-mech-city-brawl-story-campaign-highlighted-in-new-trailer https://www.gameskinny.com/8g1w2/override-mech-city-brawl-story-campaign-highlighted-in-new-trailer Wed, 17 Oct 2018 10:58:23 -0400 Erroll Maas

Publisher Modus Games and developer The Balance Inc. have revealed a new trailer for their upcoming mech action game, Override: Mech City Brawl, which shows off both solo gameplay as well as local and online multiplayer.

The new trailer also highlights the story campaign where players will face off against other mechs as well as giant aliens. Each mech is equipped with their own unique set of weapons to deal with these threats, including powerful special attacks which get help them get out of trouble in a pinch.

Players will also be able to obtain new skins and accessories to customize their mechs within the garage.

A feature unique to Override is that players can play together operating just one mech, with up to four players controlling separate limbs.

Override: Mech City Brawl launches on December 4 for PlayStation 4, Xbox One, and PC. Pre-orders for are available now.The standard edition will only be available digitally  while The Super Charged Mega Edition will be available both physically and digitally and includes a season pass with four extra mechs, 16 new skins post-launch, and instant access to 12 legendary skins which must be unlocked in the standard edition.  

Override: Mech City Brawl will launch on PlayStation 4, Xbox One, and PC on December 4, 2018. 

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Blizzard Nixes Speculation On Diablo 3 Cossplay And Reign Of Terror Announcement https://www.gameskinny.com/affog/blizzard-nixes-speculation-on-diablo-3-cossplay-and-reign-of-terror-announcement https://www.gameskinny.com/affog/blizzard-nixes-speculation-on-diablo-3-cossplay-and-reign-of-terror-announcement Wed, 17 Oct 2018 10:47:01 -0400 QuintLyn

While we still don't know what Blizzard has planned for the Diablo announcements at BlizzCon, we may have a better idea of what those announcements won't be. Since players first took note of the fact that Diablo will be the first topic discussed on the main stage following the convention's opening ceremony, we've seen some serious speculation spurred by things like merchandise appearances and Blizzard representatives having a chat with the press.

In fact, GameSkinny recently covered both the rumor about Diablo 3 crossplay and the speculation on "Reign of Terror".  Unfortunately, it seems that neither of these things is what it appears to be.

Following the Business Insider article that attributed a comment indicating Diablo 3 crossplay would be happening at some point -- it was just a question of "when" -- Blizzard has informed press that cross-platform play is not in the works. 

The statement provided to DualShockers and Nintendo Life indicates that the company likes the idea, but has no plans for it at the moment.

While we love the idea of bringing our players together across platforms, we do not have any plans to implement cross-platform gameplay for Diablo at this time.

The good news here is that cross-play hasn't been completely ruled out. But, despite what the representative who spoke to Business Insider told them, it's still a question of "if" as well as "when". 

As for "Reign of Terror" being an accidental title leak, a Blizzard rep told GameSpot that's not the case. It seems "Reign of Terror" is just a title attached to the new products and nothing more. They even go so far as to explicitly state that the name doesn't directly reference any "content at the show". 

So, once again, we're left without any information on what, if anything, Blizzard will be announcing for the game at BlizzCon. Of course, they'd probably like to keep it that way.

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Fortnite Season 6, Week 4 Challenge Guide: Complete 3 Timed Trials https://www.gameskinny.com/dqfyn/fortnite-season-6-week-4-challenge-guide-complete-3-timed-trials https://www.gameskinny.com/dqfyn/fortnite-season-6-week-4-challenge-guide-complete-3-timed-trials Wed, 17 Oct 2018 07:11:41 -0400 Sergey_3847

Completing Timed Trials is definitely one of the hardest challenges that Fortnite players have ever encountered. This week you need to hit at least three of the five possible Timed Trials around the map. But the reward is worth it, as you will get 10 Battle Stars after the successful completion of this challenge.

You can build up a strategy of your own on how to finish all three required trials, or you could simply follow our quick guide below for all the possible locations of the Timed Trails and how to complete them in the fastest way possible.

How to Complete 3 Timed Trials in Fortnite

The three best and easiest Timed Trials in Fortnite can be found in Snobby Shores, Shifty Shafts, and Tomato Temple. All three trials are super easy to complete, but here are a few tips to make it completely clear.

Trial 1: Snobby Shores

When you arrive at Snobby Shores, go right on top of the hill indicated on the map above. There you will find a softwatch that can be activated. As soon as you do it, the rest of the watches will appear downhill. Just make your way down and grab each and every softwatch you see. In the end you will finish this trial and you can move onto the next one.

Trial 2: Shifty Shafts

To the south of Shifty Shafts you will find a bridge across the river. As soon as you activate the first softwatch, the rest will appear across and above the bridge.

In order to complete this trial you need to build a ramp and gather all the watches from the top of the bridge. The last watch will be waiting for you on the other side of the bridge. Activate it and finish your second trial.

Trial 3: Tomato Temple

The final trial at the Tomato Temple is the hardest one. It will require you to run through the wooden ramp near the temple, which you may not be able to finish the first time. But after some practicing you should be able to get every single softwatch in time. As soon as you're done with this trial the challnge will be complete.

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That is all on how to complete three Timed Trials in Season 6, Week 4 challenge, and for other Fortnite guides at GameSkinny, please see the list below:

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Turtlebeach Introduces New Gaming Audio Controller: The Elite SuperAmp Pro https://www.gameskinny.com/u9m36/turtlebeach-introduces-new-gaming-audio-controller-the-elite-superamp-pro https://www.gameskinny.com/u9m36/turtlebeach-introduces-new-gaming-audio-controller-the-elite-superamp-pro Tue, 16 Oct 2018 22:35:53 -0400 QuintLyn

If you've been eyeballing Turtle Beach's recently announced Elite Pro 2 + SuperAmp bundle, but aren't so sure about the $249.95 price tag, there's now another option.

Today, Turtle Beach announced that the Elite SuperAmp Pro Performance Gaming Audio Controller is available as a standalone product for both Xbox One and PlayStation 4, giving console gamers the opportunity to have more control over their audio settings. 

The standalone Elite SuperAmp Pro will work with any wired gaming headset no matter the brand. All players need to do is connect their existing headset to the device in order to take advantage of the amplified surround sound and a selection of other features that can be controlled via a mobile app on both iOS and Android. 

The one-dial audio controller connects to iOS and Android devices via Bluetooth, allowing players greater control over their settings, including game and chat audio, mic monitoring, and other presets.

The device is available for both Xbox One and PlayStation 4 at a price of $149.95. For those on PC, the Xbox One version also supports Windows 10.

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Spider-Man’s First DLC Brings New Story Missions, Three New Suits https://www.gameskinny.com/5a6ci/spider-mans-first-dlc-brings-new-story-missions-three-new-suits https://www.gameskinny.com/5a6ci/spider-mans-first-dlc-brings-new-story-missions-three-new-suits Tue, 16 Oct 2018 14:47:58 -0400 William R. Parks

Sony has just released new information about what players can expect from The Heist, the first in the three-part Spider-Man DLC Insomniac is calling The City That Never Sleeps.

With The Heist comes a new story mission, what the developers say is "a robbery at an art museum [that] entangles Spider-Man and MJ with an old flame from Peter Parker's past, Felicia Hardy, aka Black Cat".

A new story is not all players can expect from The Heist, however, as the add-on will feature "a whole new faction of enemies, new crimes, new challenges, new trophies, and of course, three brand new suits."

Insomniac provides a few additional details about Spidey's new costumes:

"One we'd love to highlight is the Resilient Suit, by famed Marvel illustrator Gabriele Dell'Otto. We loved bringing original suits to the game, starting with our Advanced Suit, and continuing with Adi Granov's Velocity Suit, and this is another great one," the post reads.

The other two suits may be familiar to fans as well: one is the suit from Scarlet Spider II and the other is the Spider-UK suit.

The Heist comes to PlayStation 4 on October 23. Retail for this individual DLC is $9.99.

Spider-Man's remaining two DLCs are scheduled for release in November and December. All three DLCs can be purchased for $24.99.

Be sure to check out our review of the game -- and go pick it up if you haven't already. 

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Call of Duty: Black Ops 4 Specialists Guide https://www.gameskinny.com/la2yx/call-of-duty-black-ops-4-specialists-guide https://www.gameskinny.com/la2yx/call-of-duty-black-ops-4-specialists-guide Tue, 16 Oct 2018 11:10:42 -0400 John Schutt

I'm playing Black Ops 4 in preparation for my review, there are a few things that stand out in the multiplayer portion, and one of them isn't new, but because of the changes made in this new iteration, there's still no doubt the Specialists change up game flow.

That being said, this time around many of the Specialist abilities take a supporting role to the gunplay, and the only ones who can have a lasting impact are the actual support abilities, like Crash's heal or Torque's barricade and razor wire. 

I've divided the Specialists into three categories, based on the Team Fortress 2 system for simplicity. The categories, therefore, are Attack, Defense, and Support.

Before we get started, please remember: all of these strategies assume a basic familiarity with the maps. You'll be hard pressed to get the most out of the Specialists without one.

Now, first up is Attack, made up of Ruin, Firebreak, Battery, and Seraph.

Attack Specialists

The primary goal of these Specialists is to be on the battlefield at all times, laying down fire and explosives and dealing as much damage as possible in the shortest amount of time. Mobility is key, as is pure output.

Ruin: First to the Fight

Getting the most out of Ruin is fairly simple, as he's probably the most straightforward Specialist on offer.

The strategy for most matches is as follows: get to the first major firefight first with the grappling hook, take the first fight and win it, then reposition either to the flank or toward the enemy's blind side with a second use of the grapple. 

The nuance comes in the most valuable pair of traits a good shooter player can have: bravery and unpredictability.

Ruin excels at both.

He can get most places on the map before anyone else, faster than anyone else, more consistently than anyone else, so make good use of the increased mobility the grapple offers.

If you know there's a small squad of enemies coming, grapple over their heads, make a quick turn while they're disoriented, and take one or two out.

Alternately, you can grapple to safety exactly when your opponent doesn't need you to: right after they've wasted all their ammo, lost some health, and now find themselves alone and out of position.

The key with Ruin is to never be in the same place for more than a single gunfight because at that point you might as well be playing anyone else.

Using his Specialist Weapon, the Grav Slam, is as cut and dry as any other one-shot ability. Find enemy team, press buttons, get kills.

You will do well combining a grapple into a slam because there's no easier way to secure at least two or three kills. Be aware also that the slam has some ability to go through terrain, but not solid walls.

Firebreak: Fire. Lots of it.

If you remember Firebreak from Black Ops 3, you might be a little disappointed in this variation. His flamethrower doesn't have the range or the instant killing power it did in the previous title, but it's still quite deadly in the right hands. 

His Reactor Core ability is, however, quite handy so long as you spare a little time to learn where and when to use it.

In short, go to common chokepoints when you know there's at least one enemy there and fire it up. You'll deny them both access to the power position and a good portion of their health as well.

Reactor Core also provides Firebreak with a good amount of armor, reducing incoming damage by at least half.

If you can outmaneuver your opponent, activate the ability and listen to them burn, screaming in frustration, not at the flames but their own failure.

The Purifier still functions as a good area-clearing weapon, and because there's no way to super jump in Black Ops 4, it provides a fair bit of visual cover as well.

The increase player health dulls its edge a fair bit, but in close quarters there are few better options than quickly swiping back and forth across a spawn, incinerating everything you can see.

Battery: Splash

"Throw grenades, watch explosions" might sound like an easy ask when it comes to strategy, but like all of the Specialists in Black Ops 4, there's a little subtlety to consider when playing as Battery.

First are her Cluster Grenades. Their cooldown isn't too long, but it isn't short, either so you have to choose carefully when and where you use it. Take care about its short throw distance as well, it can be deceiving.

There are two primary strategies when it comes to making the best use of the Battery's grenade, and the first one is as old as CoD itself. Pick a known hot spot, wait until you know someone's there, and take them out.

The second might seem like a waste of a perfectly good lethal ability, but momentary area denial is a valuable use of any grenade.

Make your enemy think twice about moving through that doorway, or toward you and your friends, with a well-placed set of explosions.

You can also lock someone down in a corner for an easy kill if you put the blast even somewhat close to them.

As for her Warmachine grenade launcher, your aggression will pay dividends. You can get kills either with direct impact grenade hits or by bouncing them up and around your enemy. 

If nothing else, holding that much explosive power should give you the confidence to take on all comers. There's not really a bad way to use the Warmachine, so don't be afraid to experiment.

If I had to narrow it down, the most satisfying way to play Battery is to go for direct impact grenade launcher kills that lock down an objective or sightline.

My second favorite way is to use it the same way grenade launchers have been used since the early days of Quake: blind spam. Yes, it's annoying. Yes, it's effective. Yes, you will laugh and your enemies will hate you.

That's kind of the point, though.

Seraph: Staying in the Fight

Seraph is something of a mixed bag, blurring the line between Attack and Support heroes, though she sits more in the first than the second.

Her Specialist Weapon, the Annihilator, is a one-hit kill from any range to any part of the body, but the Tac-Deploy is a more passive tool, can't withstand even the smallest amount of enemy fire, and can't deal damage of any kind for any reason.

In fact, unlike Ruin's grapple, it's actually more beneficial to the team than it is to her. Every aggro player's nightmare.

The difference is all about timing. If you can place a Tac-Deploy beacon in just the right spot at just the right time, you can make more of a difference than all six Annihilator shots.

Especially in objective modes — but not limited to them — having ready access to a power position or to the primary objective can turn the tide of battle.

Aggressive beacon use is not necessarily encouraged, as it will be destroyed quickly, but getting a high-skill player in the right place at the right time is valuable for its own reasons.

Don't let these facts dissuade you from making liberal use of the Annihilator. Indeed, combining a well-laid beacon with six one-shot kills is a potent means of obliterating all opposition. 

Like the Warmachine, I prefer a head up approach to using Seraph's Specialist Weapon, if only because being close range makes actually getting the kills easier by virtue of bigger targets.

Defense Specialists

Whether you want to cut off entire pathways on a map or just make a single objective or power position incredibly unappetizing, Defense Specialists are your go-to. They are: Torque, Ajax, Nomad, and Prophet.

Torque: (Non-)Traditional Fortifications

Out of all the Specialists on offer, Torque's strategies could very well have the most in the way of options. You can deploy his abilities anywhere and they'll do wonders to dissuade your enemies from getting anywhere near them.

Though popular spots will eventually come to dominate the meta, it is the player who uses them unconventionally that will always win.

Razor wire is fairly self-explanatory, but even poor placement can have its uses. An ill-timed jump, slide, or panicked getaway can go very badly if you suddenly find yourself caught up in sharp steel. 

For best results, of course, you want to cover doorways and entrances of all kinds. Blind corners, when you can find them are also great ways to make someone's day that much worse. 

Bear in mind that you won't be killing many people with razor wire. That's not its purpose. It'll happen, just don't count on it.

You can, however, funnel people into Torque's Barricade, where they'll cook alive. 

Barricades are, oddly, easier to take out than the razor wire, but that's mostly because they're such a large target and you'll be deploying them in much hotter zones. 

In game types with points to capture, a single Barricade can halt an entire push until the thing's been dealt with.

Again, with blind corners and smart use of razor wire, you can even get three or four kills with it before the enemy team wises up and just shoots it to pieces.

Ajax: Single-Man Lockdown

Ajax brings the underused 9-Bang grenade and overused riot shield into the modern age, both with a twist. Simple but effective, the implementation here makes for one of the most annoying-but-hilarious class setups in Call of Duty history.

Strategies here are primarily harassment-based. The 9-Bang is throwable like any other 'nade or cookable for a prolonged, powerful effect.

Your enemies won't be able to heal with their other hand trying to block the light, and the full flash pushes ten seconds if you're caught in the middle of it.

Options are as numerous as there are ways to throw a grenade, but again, aggression is your friend. Pre-flashing a room is all well and good, but taking on a whole team after a full-charge flash is one of those feelings you don't find in many places. 

That said, the most effective use is the tried and true preparatory flash, so don't be afraid to fall back on the classics.

The riot shield, while a series staple, now comes with handy gun port, and completely covers the feet. Crouch and approach your enemies at an angle and watch as they fire uselessly at three inches of future-steel.

Remember that unless you can track them properly, a player who tries to jump shot you is your worst enemy. And your back is completely exposed, so unless you know you've got backup, try to keep the enemy in front of you.

Do that, and you can solo cap an objective, get at least three to five kills with the 100 rounds in your fully automatic pistol, and become one of the biggest pains in the neck this side of Modern Warfare 2.

Nomad: A Dog of Mine

I'll admit, I don't find Nomad particularly effective. The dog's AI feels like it needs adjusting and the mesh mine, even though it's an almost guaranteed kill if it goes off, is pretty easy to see, a first for Treyarch plantable explosives. 

Still, in the right hands, Nomad can be.. well, if not a menace then at least a nuisance.

Mesh mines follow the same basic logic as razor wire. Plant them on common traffic routes, near doorways at people's feet, hidden if possible. A blind corner will all but guarantee a kill, so don't hesitate to make use of them.

You can also use them to deter or eliminate a pursuer if you're fast enough on the placement. People are always liable to chase if they sense they can get an easy kill, so turn the tables and make them into giblets.

Sadly, there's no real nuance to the dog that I can find. He follows you around, trying mightily to kill something. A distraction at best, and only for a little while, he takes too long to summon and has a poor killing radius. 

If I had to put something on paper, I'd tell you to always summon the dog when you near a major conflict area, let him go in first to draw fire, then mop up when he inevitably bites it. He might get a few kills, but that's gravy.

Prophet: Zap Zap

From where I'm standing, Prophet is just a better Nomad. His mobile deployable is faster, harder to hit, comes up more often, and is a more consistent kill than the dog ever is. 

Using the Seeker Mine is similar to the dog in some respects. You want to lead with it, setting it down in a safe area, letting it track enemies so you can follow it for a quick clean up. 

If you must be aggressive, throwing a Seeker Mine directly onto a point won't buy you too much time, but objectives have been captured with less.

Remember that people hit with the mine have the opportunity to escape it if they're fast, and they can still shoot it if they can get their aim down enough. 

The ultimate Seeker Usage boils down to timing. If you have it available and you know and where and when your enemy will be en route to an objective, you can set the mine, let your team clean up, and get behind the enemy team while they're dealing with everyone else.

Spawns being what they are, you won't have long, but seconds are priceless in Black Ops 4, so use them as you have them.

Support Specialists

Everyone loves the support until they stop doing their job correctly. Poor ability use is perhaps one of the gravest sins a support player can commit, not just because they've wasted their ability, but that diminishes the effectiveness of the entire team.

Learn a few ways to make the best use of Recon and Crash's abilities below.

Recon: I See You

Recon's statement, "Intel wins wars," is certainly true, and the Sensor Dart and Vision Pulse are two of the most powerful abilities in all of Black Ops 4.

When your team can see where they need to be shooting, the "teammate problem" usually gets a little better. Sometimes. Maybe. If you're lucky.

In any event, using the Sensor Dart is easy and difficult at the same time. Easy because it's a simple button press and suddenly everyone on your team knows where people inside the dart's radius are. 

It's hard because there are plenty of places on each map where you'll get absolutely nothing by placing your dart in that location.

Also, darts are easy to spot and easier to destroy, so you want to be smart about how you place them.

The key thing to remember about a Sensor Dart is it's not burdened by height or obstacles like walls, so if you want to canvas a particular part of the map, place your dart above, below, or to the side of that location.

Everyone still gets the effects on their minimap and you get the satisfaction that the dart's probably not going anywhere.

Vision Pulse is a boon to everyone on your team and a big caution flag for the enemy, and there are two schools of thought when it comes to deploying it.

First, the passive. Like Firebreak's Reactor Core, you can use Vision Pulse from a known high-traffic area, find a nice spot to stand, and let the pulse do its work.

You'll get plenty of points toward your streak and your team will have a good twenty seconds of knowing exactly where they'll need to be shooting.

For the aggressive player, Vision Pulse can be a gift from the FPS gods. Be prepared for every fight. Predict where your enemy will come from after you kill them, the options are endless.

I would stress that aggressive Vision Pulse use is still slower than most other aggressive styles, as you need to take a moment to internalize all incoming threats, let the pulse reset, and actually take time to prepare for each engagement. 

If you so choose, win one gunfight then activate the pulse so you can continue fighting in one seemless motion, moving from foe to foe with speed and efficiency.

Each engagement should lead into the next, and do your level best to keep fights one-on-one. Even if you know they're coming, low health and low ammo are the perfect ingredients for a death sandwich.

Crash: Traditional Support

The support's job is to make sure you don't die and are also better at your job. Crash is, therefore, a consummate support. More bullets to keep your friends in the fight longer.

More points to get their streaks faster. More health to fight longer. There's really nothing wrong with ever playing Crash, and I believe every team should have one. 

Using the Assault Pack should happen pretty much as soon as you have it available, and never aggressively. The extra points are too valuable and the ammo important enough that there's no reason to ever have it in the line of fire.

Ideally, you want to use the pack at your team's current spawn, about twenty feet or so in front of where most of them will come back into the fight.

In other words, you want to make it as clear as possible to your team that, hey, they should pick this up. It's a win for everyone involved.

Don't forget to pick up ammo from your own assault pack if you die and respawn near it. You get the full benefit of those points on a kill too, so put them to use. You won't regret it. 

You also won't regret the Tak-5, heal-the-entire-team ability. The only ability I'd call purely aggressive (note that the Tak-5 has no means of dealing damage), giving everyone on the team including yourself an extra 50 health is nothing to sneeze at.

More importantly, if you use the Tak-5 when a teammate is in the middle of a fight, they'll go from almost nothing to full instantly, all but securing the engagement unless they're are a poor shot. 

I would caution against using this ability when you yourself are in the middle of a firefight, as you're more liable to die before the buff goes off. 

The one tried and true strategy I've found is to do everything you can to get the ability ready before a new round in round-based modes, or by the middle of a match in everything else.

Use it straight off spawn. Your enemies now have a full team of buffed players to contend with, and unless they've got a Crash on their side, that's one advantage no one player can overcome.

 

I hope you've gotten something out of this Black Ops 4 Specialist guide. There's plenty of little bits and bolts of strategy to tease out in the hundreds of hours to come, and it will be interesting to see where the meta goes in this game.

I can guarantee a Crash on every team, and probably a Ruin and Seraph. The other two are flex, though I'd still put money on a Recon and Battery as the primary takers here.

Stay tuned to GameSkinny for more Call of Duty: Black Ops 4 guides.

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Sinner Sacrifice for Redemption Boss Guide: How to Beat the First Seven https://www.gameskinny.com/0r8bz/sinner-sacrifice-for-redemption-boss-guide-how-to-beat-the-first-seven https://www.gameskinny.com/0r8bz/sinner-sacrifice-for-redemption-boss-guide-how-to-beat-the-first-seven Tue, 16 Oct 2018 10:20:01 -0400 Kenneth Seward Jr.

Boss fights are typically used to anchor a level or game. The challenges up until that point have culminated into a showdown with a big bad, which in turn elevates the drama. Other times, they are tools used to measure the player/gate content; they test a player’s knowledge of the game’s mechanics before letting them move onto a more difficult part of the game.

Neither of those ideals apply to Sinner: Sacrifice for Redemption. Here, players are tasked with dispatching eight bosses. This is, of course, easier said than done. Acting like a Souls game – and by that, I mean it’s a weird fusion of Titan Souls and Dark Souls – each fight is a harrowing experience full of loss.

Thankfully, we’ve taken the lumps and bruises in the process of writing this guide, in the hopes of saving you some time.

Notes Before Fighting Your First Boss

Before getting into the nuts and bolts of each fight, there are a few things to note. One of which being the sacrifice system. Each time you enter an arena to wage war with a foe, you’ll be giving up something important. The total amount of stamina your character has, their armor/defense level, a surplus of potions – the prerequisites for a battle can be harsh.

The second thing to note is the boss order. There isn’t one.

You’re free to choose which boss to tackle, à la Mega Man. Only, there are no clear advantages in your decision on who to take on; defeating a foe won’t reward you with a tool to use on another. It has more to do with your playstyle and personal preference. So, while I’ve placed each boss in a certain order below, there is no need to follow my pattern. My tips and tricks will stay relevant regardless.

Lastly, this is a guide of the first seven bosses. The eighth and final boss is only made available after the others have been defeated. Given the mystery surrounding this particular foe, we’ve decided to hold off on elaborating on this character for now.

Sinner: Sacrifice for Redemption Bosses

Boss: Greedy Faiz Tilus

Greedy Faiz Tilus is located directly in the center of the stone mound in the nexus. Upon activating his stone, you’ll sacrifice a portion of your health and stamina.

Tilus isn’t a melee-based boss. Though he does occasionally attack with his scythe, he usually resorts to shooting projectiles and summoning enemies from afar.

Your goal is to get in close, making sure to avoid his flaming eyeballs, poison orbs, and gusts of wind. The eyeballs and orbs are easy to dodge, especially if you hide behind the strange stone structures.

The gusts of wind tend to follow you around making them tricky to get away from at first. I found that rolling toward them hinders their effectiveness; they can’t turn around fast enough to catch you once they’ve passed your location.

You can also try parrying the gusts – blocking with your shield right before they hit you – and send them flying back toward Tilus for some big damage.

As you get close to Tilus, you’ll want to take a few swipes at him with your sword before backing off a bit. After a few hits, he’ll flap his wings and dive underground, damaging you in the process. He’ll pop up moments later and try to cut you down with his scythe (which can be easily dodged) before retreating to fire off a few eyeballs.

Continue hitting him when you can. Be wary of the poison trail he sometimes leaves behind when hit. The damage will be minimal, but stand in the green goop for too long though and you’ll become fully poisoned, taking damage over time.

When his life goes below the 40% mark, Tilus will jump to the platform in the middle of the arena. After a few seconds, he’ll start coating the battlefield with a poisonous gas. Escape a quick death by hightailing it to the edge of the map.

Be sure to avoid the weird looking plants and exploding frogs – both of which spews poison on contact. When he finishes his gas attack, he’ll become more aggressive, swinging his scythe and shooting eyeballs at a quickening pace. He’ll also summon more exploding frogs.

Avoid all of this by dodging and running and keep hitting him. If you can, toss a few firebombs at him when he starts to conjure his projectiles. It can be a risky move – if you get hit with one eyeball, you’ll typically get hit two or three more times in rapid succession – but worth the damage over time. Using your flaming sword is also a good tactic.

If you’re lucky, you’ll kill him before he jumps back onto the center platform. If not, you’ll have to contend with miniature versions of Tilus. They’ll spawn around the platform and chant/cast a spell that’ll cause your poison meter to slowly rise. Dispatch them quickly, using the javelin (it only takes one hit to kill them). Once they’re all dead, return to smacking up Tilus. It won’t be long before he bites the dust.

Boss: Envious Levin Undok

Envious Levin Undok’s portal is positioned two spots to the right of Tilus (past Gluttonous Camber Luce). To fight her, you’ll need to give up some of your supplies; you’ll have fewer health potions, firebombs, ect., for the remainder of the game.

Like Tilus, Levin Undok likes to use projectiles whenever she can. Unlike Tilus, she also utilizes deadly melee attacks. You see, she comes in two versions: a gold and silver persona. The fight starts with the gold version.

Fighting Undok in her first state can be tricky. She has multiple projectiles that are tough to dodge. Her ax, for instance, flies back and forth between you and her like a boomerang. Carefully time your rolls to avoid getting hit by the ax, which circles you twice before returning to her.

That’s just the one ax, though. She also summons multiple axes from the ground and flings them at you in intervals, covering a wide distance. She also summons axes to circle her like a shield, widening out further and further with each revolution around her. 

Then there’s her scythe, which will travel in an arc around you after being tossed at your face. Last are her daggers. These projectiles seem to home-in on your location, making them tough to dodge depending on how close you are to Undok.

It is possible to parry, roll past/dodge these attacks. Her sword attacks should always be parried though. They’re easy to read as she tends to “charge upbefore swinging.

That said, it is still a risk/reward situation. Parrying will stun her, allowing you to get in a few free hits. Missing the parry will either cause you to block (lowering your stamina and possibly get knocked backward) or cause you to get hit.

For me, the best strategy was ignoring the projectiles and rushing her. If you can dodge quickly, you can get two hits on her backside before retreating. Your heavy sword works well here if you forgo the shield (depending on your skill, this strategy can work well for both versions). 

After taking enough damage, Undok will remove her head and transform into her silver version (complete with a new life bar).

This one uses lightning attacks as well as her sword. Whenever she rubs her head across her sword, that means she’s about to do a powerful attack and you must act accordingly.

When her whole body electrifies, she will unleash an electric AoE attack. When she lifts her rapier into the air and only electrifies her upper body, she will either: 

  1. Send down a lightning bolt that splits into dozens of smaller bolts that travel along the ground in a circle pattern
  2. Rain down multiple lightning strikes across the arena 

The first attack has no discernable signal as to where the bolt will hit. The second will be signaled by little glowing orbs across the arena.

After a certain amount of time has passed, Undok will change back into the gold version of herself. If you’ve gotten her life low enough, she’ll skip that phase and go right into her final assault which sees both versions appearing at the same time.

This last part of the fight can be overwhelming. You have to contend with every attack plus falling chandeliers

Instead of rushing the gold version her like before, use your javelins to whittle her life down. A few choice hits when she conjures her daggers will stun her, dropping the daggers and negating the attack. Once she dies, then focus on the silver one, this time using the sword and shield combo (for its quick attacks). She should die soon thereafter.

Boss: Lustful Chanel

To enter Lustful Chanel’s domain, touch the second stone mound from the left. Upon doing so, you’ll sacrifice your shield’s durability; it’ll shatter when your defense is broken.

This is a more typical fight.

Chanel is a fast-moving melee fighter who occasionally uses a bow. She’ll lunge at you with her ice daggers. The primary concern here is being frozen: getting hit increases a freeze-meter to rise. Fill it up and you can't move -- and she easily kills you. 

Dodge her spinning daggers and follow up with one or two sword swipes. Keep moving and rolling to the left or right to avoid a few more of these strikes. She will occasionally shoot arrows at you, either from the ground or in the air. Avoid these as they cause big damage and can freeze you.

After taking enough damage, Chanel will back away and quickly fly toward you. Don't attack at this point. It isn’t hard to dodge but because of her quick movements, you might not be able to counterattack like before. At about half health, she will also jump away and be engulfed in a grey liquid which will freeze you if you're inside it. 

After she taking more damage, she’ll start shooting more and more arrows at you. She also becomes more aggressive with her melee attacks and starts conjuring vines that pop up from under the water.

Her most devastating attack though is an ice arrow barrage; she’ll aim upward, sending a ton of arrows raining down on you.

This move can be tough to dodge – if you don’t move toward or away from Chanel at the right times, you’ll end up running out of stamina before getting a reprieve. The easiest method is to stand still, wait for the first arrows to drop, and then running the opposite direction, either right or left. You'll have just enough stamina to outrun them if you haven't already fought Faiz Tilus

Continue attacking like before. I recommend using the long sword to speed things up, making sure not to swing too many times in a row.

Chanel should fall rather quickly; I was able to kill her before she did her barrage during one playthrough. 

It's important to note that when her life gets low, she falls to her knees. Kill her quickly or she will transform into a nightmarish slug beast with a brand-new health bar

The best method to beat this foul creature is to use your heavy sword and charge at him. When you get close, roll to the right or left and attack twice and then retreat

Watch out for the creature's gigantic tongue, which is slams on the ground both in front of itself and in a semi-circle, its munching mouth, which will chew on you, and its jump (forward and back), which will crush you. It will also spew frozen water when you get close, which will freeze you, leaving you easy prey. 

Boss: Wrathful Angronn

Wrathful Angronn’s stone mound is the first one on the left. Choosing to fight him will forfeit your armor and healing rate (it’ll take longer to regain health from a potion).

Angronn is one of the larger bosses you’ll face. Half of his body is submerged under a sea of lava. The parts that are exposed are covered in swords, armor, and a mean disposition. He isn’t that tough of a fight though.

Angronn has several attacks: 

  • Fist slam
  • Arm rake
  • Punch
  • Sword rain
  • Lava throw
  • Fire minion spawn
  • Fire beam

Angronn will typically slam his fist onto the ground. This comes in two variations: single fist slam (right or left) and double fist slam (right, then left, then both at the same time). He will also rake his hand across the stage; He has a tell for this – he’ll pull back slightly before attacking, covering a smaller distance than his normal attack.

Aside from his ground pound are his angrier attacks. He’ll pull his right arm far back and punch forward, covering a large distance. Timing your dodge (so that you can follow up with an attack) is tricky considering how fast his fist moves. 

Get too far away from him, and he'll reach into the lava to either throw fireballs onto the stage that linger and cause fire DPS or throw fiery minions on the stage. These can only hurt you when they leap at you (you can run through them). Dodge to avoid them. 

He also has a fire beam that he shoots from his mouth. He will lean toward the ground; the initial burst doesn't hurt -- the second blast does, so don't roll into it. 

Finally, Angronn will also lean back, open his arms, roar, and rain swords from the sky. These hurt and stun if they hit you and act as barriers on the stage. You can see where they'll land by looking for the glowing marks on the ground. You can hit them to make them disappear or send them back to Angronn for some small damage. When Angronn pounds the ground, they can fly at you and hit you, so be careful. 

To hurt Angronn, dodge to the left or right of his sweeping hand attacks and pounds and attack his gauntlet hand. He won’t take much damage at first thanks to his armor

His last move will commence shortly after he grabs his head in anger. He’ll then slam his fists into the ground, destroying a large part of the battlefield. Obviously, you’ll die if caught in this attack.

It shouldn't take too long to kill Angronn once his armor is destroyed. The trick is to focus on him more so than what’s happening around you. The fireballs and such are an issue, but they pale in comparison to his fists and light beam. Just make sure not to accidentally roll off the side of the stage when trying to avoid one of his attacks.

Boss: Gluttonous Camber Luce

Gluttonous Camber Luce’s stone mound is located right next to Faiz Tilus (to the right of his, to be exact). Fighting him decreases the total number of potions and also lowers your healing rate.

Stay away from Luce. Seriously. His melee attacks can be hard to dodge. Especially when he goes to slam both of his swords on the ground; he’ll quickly reposition himself to catch you rolling away.

He can also bite you using the mouth on his stomach and gnaw on you, knocking off a ton of life. Instead, hit him a few times with your javelins. The goal is to get him to start shooting purple orbs from his stomach-mouth, which seems to only happen after he’s taken a certain amount of damage.

At this point, I recommend saving the rest of your javelins for later (I’ll explain why in a moment) and concentrate on staying out his Luce’s reach. Wait for him to send some orbs your way. After a few volleys, Luce will become tired, prompting you to take a swing at him.

I recommend using the heavy sword, taking two swings when he grows tired (after the orb attack) before fleeing. 

That said, don’t get complacent. For one, as the fight goes on, large portions of the frozen lake will fall away. This spells trouble; not only can you fall into these holes and die, Luce can use them to launch an airborne attack.

Every so often, he’ll dive into the water via a hole and emerge somewhere before slamming into the ground. His aim is spot on, meaning you’ll have to roll away at the right time or else be crushed underfoot.

Things go from bad to worse once Luce’s life passes the halfway mark. At this point, he’ll start to use strong moves more frequently. One of which is a rolling attack that not only hits hard but can also knock you off the map.

The best bet here is to try and steer him into one of the ice mounds/pillars by positioning it behind you and rolling away at the last minute. This will stun Luce for a decent amount of time, opening him up for an attack.

His last two abilities are the worst. This is where the javelins come in.

Occasionally, Luce will spin around in a circle before making a beeline toward you. If you hit him twice with the javelin before he starts spinning (signaled by him winding up) you’ll stun him. He doesn’t typically try to do the move again afterward.

His other ability isn’t an attack but is just as powerful. Luce will fake like he’s about to shoot his purple orbs but instead, will open his mouth to reveal a yellow vortex of sorts. It’s at this point that Luce will try to regain his lost health.

By quickly using a javelin, you’ll be able to knock him out of this state before he gets too much life back. Continue to wait for him to get tired or to stun himself before following up with attacks. If you use mostly power attacks from the heavy sword, he shouldn't last too long.

Boss: Slothful Yordo

Slothful Yordo’s stone mound is the farthest to the right. Fighting him will sacrifice your stamina. When your bar runs out (due to your attacks or rolling) you’ll become exhausted and collapse.

At first glance, Yordo appears to be one of the tougher bosses. He is the only one who has minions that stay on the battlefield the entire fight. Not only that, but he and his soldiers all have shields. A frontal attack isn’t possible; they’ll just block your sword swipes. 

Instead of trying to take out his soldiers, keep your focus on Yordo. What you want to do is stay close to him while avoiding their attacks. Wait for Yordo to attack and then parry it.

This will stun him, allowing you to do a stab move; it’ll auto connect if you attack right after the parry. This will plunge your sword into Yordo’s stomach, knocking him to the ground.

At this point you’ll either want to follow up with a few attacks or roll away, to avoid an attack from his soldiers.

After a few stabbings, Yordo will start to run away from you. At this point, he’ll raise his spear and all his soldiers will disappear. They’ll then respawn in different places to try and open you up for an attack.

Just keep moving while being mindful of your stamina level. Soon, Yordo will try to attack you again. Parry and stab him. Once his life hits below 40%, he’ll forgo the spear and shield, opting for a longsword instead.

You can still parry his attack and stab him.

The thing is though, he’ll be more aggressive. Also, when he calls for his soldiers to disappear and reappear, they’ll spawn around him. Acting like a living shield, they’ll make it impossible to hit him. He’ll also throw spears at you while huddled inside their circle. No worries. Just toss a javelin at one of them to knock them out of formation.

Finishing him off is easy going forward. I personally just kept hitting him with javelins; with his shield gone, he could no longer block my attacks. A few well-placed shots later and I was off to the next boss.

Boss: Proud Rhodes

To get to Proud Rhodes’ arena, you have to touch the third stone mound from the left. Doing so will sacrifice your attack power.

Rhodes can be tough. His attacks do a considerable amount of damage, he can be fast on his feet, and he’ll eventually summon minions. That said, his moves are mostly predictable.

I preferred using the heavy sword to cut down on the number of hits it takes to kill him. The stamina strain can be a bother, though.

You’ll want to dodge his attacks by rolling toward him and to the left (his right) as most of this power comes from his right hand. 

From a distance, Rhodes will shoot energy waves at you. He will either lift his right arm over his head and shoot a verticle energy wave or pull his right arm back and shoot a horizontal energy wave along the ground. Dodge the first by rolling right or left; dodge the second by rolling toward it once it gets close. 

Get underneath him and attack his legs. You'll see he has a few hard-hitting swipes. Some attacks will be straight, while others will be in an arc going toward his left. Roll to his right to avoid them. Be careful of his stomp

Also be careful of his shield bash. He will smash the ground with the bottom of his shield and with the face of his shield. Each has different AoEs, so roll through his legs and toward him to avoid damage. 

After a few attacks, Rhodes will also jump away from you. The shockwave can damage you. 

Finally, Rhodes will also summon energy bolts. This happens when you're close to him. They move slow but follow you around the arena. You can't dodge them if hit by them, so stay away and use the terrain to stop them. 

When Rhodes life hits the halfway mark, that’s when the real fight starts. At this point, he’ll kneel to the ground and emit an aura that’ll summon minions.

During this time, it’ll be too dangerous to attack up close. Instead, throw javelins at him until he stands back up.

Once back on his feet, make sure to stay close to him. If not, he’ll constantly throw energy waves at you. If you can, put the minions between you and the waves to kill them. 

He’ll also slam the ground with his shield before charging directly at you.  Roll at the last minute, turn, and get in some quick hits before retreating. 

Lastly, he’ll lean back and slam his sword onto the ground, sending shockwaves across the arena. Roll to avoid them. 

Keep whittling away at his legs, and he'll eventually fall. 

And that's how you beat the first seven bosses in Sinner: Sacrifice for Redemption. As noted at the beginning of this guide, you don't have to beat each boss in this order, and there are other strategies for beating these bosses depending on skill. 

However, almost all of these tactics will work for each boss, even if you choose to dodge instead of parry, for example. 

Stay tuned for more Sinner: Sacrifice for Redemption coverage. And if you haven’t already, be sure to check out our review of the game.

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Sinner Sacrifice for Redemption Review: Falling Short of Greatness https://www.gameskinny.com/3nij0/sinner-sacrifice-for-redemption-review-falling-short-of-greatness https://www.gameskinny.com/3nij0/sinner-sacrifice-for-redemption-review-falling-short-of-greatness Tue, 16 Oct 2018 10:16:45 -0400 Jonathan Moore

Difficult, gut-punching games have always existed. Contra, Ninja Gaiden, Ghosts n' Goblins. In countless ways, these classics and others like them have undoubtedly led to millions of broken controllers over the years. Employing complex gameplay elements and punishing design, these games have served as predecessors to the catalog of games that make up the masocore subgenre. 

Masocore titles pride themselves on kicking you in the teeth and taking your lunch money for fun, making it perhaps the most radical gaming subgenre because it is often -- and quite literally -- painful to play. 

Over the past nine years, the now infamous Souls series has taken masochism to popular new heights, focusing on unrelenting enemies, unforgiving environments, and, at times, seemingly unfair boss battles. The grandiose nature of the series, coupled with exploitative feedback loops, have fetishized the grandiosity and pleasure of triumph against all odds. 

While it is one of the most rewarding subgenres in gaming, masocore's not for everyone, that much is certain. In fact, it's a genre that often spits in the face of fun, taking players to the brink of utter madness. 

Such is the case with Sinner: Sacrifice for Redemption. Employing the most masochistic parts of the Souls series and amplifying them, Sinner is a gauntlet built solely to test your patience and resolve. It doesn't give a damn about your expectations, much less your feelings. 

If you're a fan of the difficult games, this probably sounds enticing. It was for me. The only catch is that while it downright nails certain aspects of the Souls formula -- emulating them almost pixel for pixel -- Sinner also stumbles in important ways, leaving the light of its greatness to die slowly in the shadows. 

A Landscape of Mixed Emotions

On the surface, Sinner: Sacrifice for Redemption shares the darkly brooding atmosphere of the Souls series. Much of its world is obviously inspired by it. But pay closer attention and it becomes clear that there's something anachronistic about the design. A Dark Souls: Kawai, if you will.  

It's telling that my first reaction to the game was "This is what Dark Souls would have looked like had Nintendo developed it first." There's a strangely cutesy vibe ingrained into the character design that doesn't quite mesh with the macabre surroundings and dire narrative. 

While that's not in itself a damning statement, it is a detriment when you realize the inexact tone rumbles on throughout the game, seemingly unaware of its own imprecision.

Aside from a few truly ghastly moments, Sinner doesn't seem to understand the missing link between what it aspires to evoke with its aesthetic and what it actually portrays. The tonal schism is only exacerbated by bland, un-engaging environments juxtaposed to the serious grandiosity promised by the initial set up and subsequent narrative.  

One of the only true caveats to my dismay comes in the form of Lustful Chanel, an initially uninspired boss design mirroring blueprints from the Souls series. However, it's one that quickly descends into terrifyingly appropriate nightmare fuel, warranting a response that can only be summed up by this picture made entirely of Shia LaBeoufs.

There are good things to be found in the environments, such as Angronn's anxiety-inducing lava arena that slowly breaks away as the boss gets angrier and angrier; and the swampy, phallic-rock filled poison pit that is Faiz Talus' stage. 

The start screen is also well done, seamlessly transitioning into the game at the press of a button. It's a small detail but one that works effectively at drawing the player in from the beginning. 

Utterly Unforgiving, Ultimately Unfair

If it's not obvious at this point, much of the gameplay found in Sinner: Sacrifice for Redemption plays out exactly as it would in a Dark Souls game -- right down to the game's lock-on mechanic. 

Rolling and parrying are important mechanics that require quick mastering. Light attacks deal small but stinging bits of damage, while heavy attacks dole out more severe punishment at slower intervals. Of course, you can block, but the mechanic is largely irrelevant as soon as you find it has little positive effect when fighting most of the game's eight bosses (pro-tip: rolling is just that much more efficient). 

When you start the game, you'll go through a quick tutorial on all of the mechanics at your disposal, fighting specters along the way to Sinner's level hub. Since this is a boss battler, the tutorial is one of the very few times you'll actually fight any mobs in the game, save for a very (very) small handful of bosses that have minion waves, so take the opportunity to brush up before moving forward.  

Eventually, you'll come to a place very reminiscent of the nexus found in Demons' Souls (and one that made me initially exclaim with optimistic delight). However, the portals here that lead to each of the boss stages act as nothing more than loading screens between the hub world and the boss arenas -- there are no stages to go through, there are no obstacles to overcome, there are no enemies to defeat beforehand.

Simply, you're tossed into the arena like a weary gladiator forced to face Goliath after Goliath. 

It's obviously something you might expect from a boss battler -- giant slayer is practically in the name after all. But the rote repetition of spawning right at the boss becomes an issue when you're not properly rewarded for your efforts, something that makes pushing through fight after fight more and more exhausting with every attempt. 

I had initially been excited with the prospect of tackling something with the opposite "grind" of Dark Souls maps, but not having the option to defeat enemies for rewards prior to facing the ultimate goal quickly felt unfulfilling. 

And that feeling is tied up in one of the game's core mechanics. 

When you select a boss to fight from the initial nexus, you must sacrifice something to access its arena. Some sacrifices nullify your health regeneration, while others diminish your attack power or remove important items from your inventory.

These sacrifices stack from boss to boss, making the game harder and harder with each victory. You can't remove them, either, if you're planning on fighting the final boss; reclaiming sacrifices re-spawns bosses, and you need to defeat them all (and keep them that way) to unlock the final confrontation.

In some ways, Sinner is a lot like Mega Man, where there's an optimal path from one boss to the next. But unlike every other boss battler or masocore grind fest I've ever played, Sinner doesn't give you a damn thing for all your efforts. After each victory, your overall health increases. That's it.

There are no other weapons to get. There are no other armor sets to get. There are no other items to get. You don't receive more stamina and you don't receive any special buffs for your fights against other bosses. This, as plainly as I can say, is the most disappointing part about Sinner: Sacrifice for Redemption.  

There are negative feedback loops and then there is the Sinner feedback loop, one in which you'll feel unjustly rewarded time and time again. As the debuffs stack, the only thing you'll gain is pride in saying "I beat them." Even Mega Man, Cuphead, and Dark Souls reward you with new weapons, abilities, items, and armors as you play. 

Sinner literally gives you nothing. If you get stuck on a boss, it's very easy to lose all motivation to forge ahead. 

I may sound like a big, fat whiner, but it's so demoralizing that only the most hardcore will make it through to the end -- if they can get past the crushing difficulty of the later bosses stacked with removable debuffs and without a single ounce of help. 

Verdict

As much as I've opined about the design of Sinner: Sacrifice for Redemption, it's not all bad. It does feel good to learn the quirks of each boss and finally beat them, the opening area is adequately gloomy, and the music is mostly memorable. 

On top of that, the controls are tight and responsive, and aside from a few differences, mostly familiar for Souls veterans, making this a pick-up-and-play title for the most part -- and one that truly masochistic players will truly enjoy. 

Sinner: Sacrifice for Redemption isn't a bad game, but instead one that doesn't quite feel finished -- or, more accurately, one that doesn't live up to its potential. With a certain polish missing from the whole that bleeds over into its various parts, Sinner feels like an average -- if unforgiving -- boss battler cashing in on the popularity of From Software's juggernaut.  

The initial hook is there, but it never digs in to really snag its catch. I want to love this game, but the more I play it, the harder that becomes. For Souls fans and masocore aficionados, Sinner is a seven- to 10-hour scratch for that incessant hardcore itch. But after that, you'll find yourself still yearning for the real thing. 

Be sure to check out our extensive guide on how to beat each of the bosses, and stay tuned for a complete guide for beating the last -- irritating -- boss. 

[Note: The developer provided a copy of Sinner: Sacrifice for Redemption for the purposes of this review.]

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Rockstar Clarifies Red Dead Redemption 2 Work Hours https://www.gameskinny.com/56hgx/rockstar-clarifies-red-dead-redemption-2-work-hours https://www.gameskinny.com/56hgx/rockstar-clarifies-red-dead-redemption-2-work-hours Tue, 16 Oct 2018 10:16:07 -0400 LJ Thompson

Crunch time has been a controversial topic throughout the video game industry, and it's something that Rockstar Games have been hit with in the past; when Red Dead Redemption was released, many employees said they were working excessive hours ahead of time.

Now, it seems that the studio have put their foot in their mouth again, this time with Red Dead Redemption 2. In an in-depth profile with Vulture, lead writer Dan Houser explained that they were working 100 hour weeks at some points throughout 2018.

Obviously, this prompted a lot of backlash from all parts of the gaming community.

In a follow-up statement to The Verge, Mr. Houser explained that it was just him and the other members of the writing team that were working that much; more importantly, he said, this wasn't a company-wide policy. In his statement, he further explained:

"After working on the game for seven years, the senior writing team, which consists of four people, Mike Unsworth, Rupert Humphries, Lazlow, and myself, had, as we always do, three weeks of intense work when we wrapped everything up."

In regards to the issue of crunch time at Rockstar, Mr. Houser said:

"But that additional effort is a choice, and we don’t ask or expect anyone to work anything like this. Lots of other senior people work in an entirely different way and are just as productive — I’m just not one of them!"

However, his point about "additional effort" being a choice has been met with criticism from many ex-Rockstar Games employees. Many emphasized across Twitter that, while they mightn't have been verbally forced to work that hard, they were seemingly penalized if they didn't.

From what ex-Rockstar Games employees are saying, the main consistency has been that there was an unspoken rule that employees would work extreme hours in the build up to, as well as aftermath of, a games release.

Red Dead Redemption 2 is set to be released on October 26.

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In-Game Tournaments Are Coming to Fortnite on October 16 https://www.gameskinny.com/xwdiu/in-game-tournaments-are-coming-to-fortnite-on-october-16 https://www.gameskinny.com/xwdiu/in-game-tournaments-are-coming-to-fortnite-on-october-16 Tue, 16 Oct 2018 10:10:41 -0400 William R. Parks

The Fortnite Esports Team has confirmed that in-game tournaments are coming to Fortnite beginning October 16.

"In-Game Tournaments are open to everyone and provide an opportunity for every player to compete directly alongside the pros for prizes and glory," the blog post states.

In-game tournaments will be accessed from the game's "Events" section, and the initial schedule is as follows (exact times for your region can be confirmed in the client):

  • Alpha Tournament (Solo): October 16 - 21
  • Beta Tournament (Duo): October 23 - 25
  • Friday Night Fortnite (Squad): October 19 - November 30
  • Salty Springs Cup (Solo): October 27 - 31
  • Tomato Temple Cup (Duo): October 28 - November 1

With these initial tournaments, "all players will begin with the same score and compete over several hours of intense competition to earn as many points as possible," Epic explains.

Points are earned by eliminating opponents and placing highly in matches, and players that reach a "target score" will receive shiny pins. In future tournaments, shiny pins will advance players to subsequent tournament rounds or award them prizes.

Epic also notes that matchmaking will pair players that have similar point standings, and players across all platforms (PC, console, or mobile) will "compete against one another as equals."

Epic cites the Summer Skirmish, PAX West, and Fall Skirmish tournaments as proof that players using controllers "can be successful while competing against some of the best PC players in the world."

Looking forward, fans can expect multi-round tournaments and those with new scoring formats and alternates modes.

The post closes noting that qualifiers for the 2019 Fortnite World Cup will be accessed through the in-game tournament system "later this year."

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Mega Man 11 Review: The Blue Bomber is Back https://www.gameskinny.com/iil76/mega-man-11-review-the-blue-bomber-is-back https://www.gameskinny.com/iil76/mega-man-11-review-the-blue-bomber-is-back Mon, 15 Oct 2018 16:15:30 -0400 Lee Forgione

My love for the original Mega Man series runs deep. It has simple yet challenging gameplay, awesome music, and surprisingly deep lore for a run and gun franchise.

The formula hasn't changed since the first game launched on the NES in the '80s, and the newest entry is no exception.

However, despite its familiarity, Mega Man 11 does take a few steps toward modernity. A new graphical style and the new Double Gear System adds some pizzazz to the design.

Unfortunately, it ultimately falls just short of really expanding upon what fans have already come to expect. You still fight eight commonly themed robot masters, take a trek through several stages in Dr. Wily's castle, and then hang up your Megabuster. There's really no march into uncharted territory, either with its story or otherwise. 

A Mesh of Art Styles

The original Mega Man series hasn't ventured from its 8-bit roots -- save for the seventh and eighth installments, which brought Mega Man into the 16-bit and 32-bit eras respectively.

But Mega Man 11 offers an entirely new aesthetic for the Blue Bomber -- a 2.5D look. The crisp HD graphics coupled with a smooth frame rate makes this one of the best looking games in the series, that's for sure.

With that said, the art-style does vary from stage to stage.

For example, Block Man's stage offers a beautiful Aztec-style backdrop with golden temples and old crumbling ruins crawling off into the distance, while Acid Man's stage is a sprawling chemical lab full of spewing pipes and scientific mystery.

However, Bounce Man's stage, for example, is mostly devoid of anything particularly interesting. It's like an amusement park minus the amusement. It just doesn't have the same pop. 

Thankfully, it's only one of a small handful of stages that aren't up to snuff. 

As for Mega Man's visual upgrade, the changes are subtle yet noticeable for any fan of the series.

The most notable tweak is when Mega Man acquires a new power from a boss. Instead of simply swapping color palettes like in previous titles, Mega Man now changes his costume to better reflect the boss he just beat. 

It could rub some fans the wrong way, but ultimately, it's a nice change of pace, adding more variety to Mega Man's look. 

Familiar Gameplay with Some Tweaks

Gameplay mostly remains the same.

In classic sidescrolling platformer fashion, you'll run from left to right navigating pitfalls and traps until you reach the boss at the end of the stage. Avoiding pesky enemies and shooting them into oblivion is key, and unlike the Mega Man X series, there are no secret paths or hidden upgrade capsules to find, keeping the action front and center. 

However, there are a few quality of life improvements from previous games.

Mega Man's dog buddy, Rush, returns with his famous Rush Coil and Rush Jet features, which allow you to spring high in the air and travel over pits and enemies. But instead of having to switch between them in the game's pause menu, they are both mapped to single buttons for easy deployment.

Switching between different powers Mega Man acquires has also received an upgrade. You can now use the right analog stick to open a rotary menu for quick switching between powers. 

Double Down on Double Gear

The biggest addition in this entry is the Double Gear System, which alters your speed, power, or both with the press of a button. It adds an extra layer of strategy to boss encounters and how you navigate certain areas; knowing when to use it is critical for getting you through some of the game's tougher spots.

For example, when you run into enemies too fast to keep up with, it's best to use the Speed Gear, which slows down enemy movement and allows you to pummel them with a barrage of shots. The Power Gear is best used to take down baddies by giving you rapid firepower and a boosted charge shot. 

While using these skills, a meter will slowly start to fill up and when it reaches its max capacity, your power will fizzle out and require a cool-down. However, if you pay attention to the gauge above your head while using the Double Gear System, you can disengage the power, allowing it to recharge faster than if you had maxed it out. Doing this also allows you to reactivate it while it's recharging. 

This new mechanic doesn't change gameplay too drastically, save for putting a strategic element on boss fights. But if utilized creatively, it can help you blast through areas of a stage with ease if you are someone who enjoys speed-running through games.

Double Gear Isn't Just for Mega Man

The eight new robot masters can also utilize the Double Gear System during battles. Some of them will use the Power Gear to transform themselves into towering monstrosities, while others will take advantage of the Speed Gear and fly circles around you while they rain attacks from above.

As with every other Mega Man game to date, defeating bosses grants you special powers that give you advantages over other bosses. So, as always, figuring out the right order in which to defeat each boss will make the game much less frustrating. 

And as usual, the powers obtained from each robot master are a mixed bag, ranging from dull to exciting. There's the Acid Barrier, which basically puts a shield around you and lets you spit acid pellets; then there's the Tundra Storm which will wipe out any enemies nearby with a giant icy tornado.

Each of these powers can be enhanced by the Power Gear, allowing them to mete out massive damage but at the cost of a ton of weapon energy -- so it's best to use the Power Gear sparingly with special powers.

A Mega Man for Every Skill Level

Mega Man 11 also caters to newcomers and longtime fans alike by adding different difficulty options, ranging from "Newcomer" to "Expert Mode".

"Newcomer" will grant you near invincibility, letting you freely enjoy the game and not get bogged down by the more challenging modes. 

If the main game feels too short, there are also several challenge modes that can keep you busy. These include Time Attack, Boss Rush, and Dr. Light's Trial, which involves navigating through 30 enemy-filled areas with one bar of life. Finally, if you're the competitive type, there are also leaderboards to put your skills to the test against players around the world. 

In With the Old, Out With the New

Ultimately, Mega Man 11 may cater a bit too much to classic 8-bit fans, and while there's nothing wrong with going completely old school, the game does take away a few additions that Mega Man 7 and Mega Man 8 brought to the table.

There's no intro stage, no mid-game stage that takes place after defeating four of the eight robot masters, and Mega Man and Rush's rivals, Bass and Treble, are missing. It would've been great to see the return of those two as they're some of the franchise's most liked characters.

Did I mention Proto Man doesn't even make an appearance? It's like Capcom completely forgot that all of these characters exist.

Mega Man 11 is a decent, if not game-changing addition to the series. Although it takes some bits away, it balances itself out by including a few fun changes in gameplay.

It may not be revolutionary by modern standards, but it doesn't have to be. Mega Man is time and time again a simple and fun, pick up and play series -- and Mega Man 11 paves the way for future entries.

Let's just hope that Proto Man, Bass, and Treble make their way back in Mega Man 12.

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Call Of Duty Black Ops 4 Guide: Fixing Fatal Error Code 897625509 https://www.gameskinny.com/le62p/call-of-duty-black-ops-4-guide-fixing-fatal-error-code-897625509 https://www.gameskinny.com/le62p/call-of-duty-black-ops-4-guide-fixing-fatal-error-code-897625509 Mon, 15 Oct 2018 15:56:27 -0400 Ty Arthur

The latest iteration in the yearly CoD franchise decided to switch things up on the server side and go through Blizzard's Battle.net service in this multiplayer-only rendition of the series.

Despite using an established service known for stable multiplayer matchmaking, Call of Duty: Black Ops 4 has experienced a host of connection issues for players over launch weekend. 

Are you unable to connect to a multiplayer, zombies, or Blackout lobby due to the Black Ops 4 Error Code 897625509? We've got you covered with a few simple fixes for getting back in the action.

Fixing Error Code 897625509

Scan And Repair Files

The very first thing you want to do is update to the latest version. An avalanche of patches and hot fixes have arrived since the game launched, so hit that update button first and make sure you're up to date.

If you still get the Fatal Error Code 897625509 message following the update, click the Options button in the Battle.net launcher for Black Ops 4. From there, scroll down and select Scan And Repair.

Follow the prompts to make sure you've got the correct versions of all data and don't have any corrupted files (this is essentially the Battle.net version of verifying file integrity like you'd do when troubleshooting a Steam game).

For the vast majority of users, scanning and repairing will immediately fix the problem. A handful of users may have a different issue causing the problem instead.

Update GeForce Drivers

If you still can't get into a lobby after performing the repair process, open the NVIDIA GeForce Experience control panel (just type GeForce into the search bar if you don't have it pinned to the task bar).

NVIDIA just released a game-ready driver patch specifically for Black Ops 4. If you don't have this newest version, the out of date drivers may be your culprit.

Navigate to the Drivers tab and click Download, then follow the prompts to fix the issue.

A small minority of users have to completely uninstall and reinstall the GeForce Experience control panel instead. If you want to try this step, you can download the latest version of the installation file over here.

This fix can also resolve Black Ops 4 Error Codes 546354288 and 1975752514, so give this step a shot if you got something other than the main Fatal Error code.

Turn Off Razer Software

After updating the GeForce drivers, there's one final issue to check that's causing problems for a small subsection of players.

Are you using a Razer laptop or Razer peripheral, like a high end gaming mouse? It turns out Razer's software is causing conflicts with Call Of Duty: Black Ops 4 in a small handful of cases.

Open up the Task Manager by hitting Ctrl+Alt+Delete and then clicking the Task Manager link at the bottom of the list.

Click the Name button to arrange all processes alphabetically, then manually shut down any process with Razer in the name.

Note that while this software is turned off, you won't be able to use different mouse or display profiles, so you may want to hook up different peripherals until the issue is resolved.

--

That's all you need to know to resolve the Fatal Error Code 897625509 issue plaguing PC players right now. Let us know when you get the game running again, and be sure to leave a note if none of these fixes worked for you so we can find another solution!

When you're back into the game and ready to frag your friends, be sure to check out our other Call of Duty: Black Ops 4 guides here:

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Sinner: Sacrifice for Redemption Comes to Xbox Game Pass On October 18 https://www.gameskinny.com/j9dhp/sinner-sacrifice-for-redemption-comes-to-xbox-game-pass-on-october-18 https://www.gameskinny.com/j9dhp/sinner-sacrifice-for-redemption-comes-to-xbox-game-pass-on-october-18 Mon, 15 Oct 2018 14:57:52 -0400 William R. Parks

Microsoft has announced that Sinner: Sacrifice for Redemption will be available to Xbox Game Pass subscribers beginning Thursday, October 18.

Announced in August 2017, Sinner is a "boss battler action-RPG" that is inspired by FromSoftware's Souls series and Shadow of the Colossus (with "a dash of anime styling").

In Sinner, players assume the role of Adam, a man "guilty of a great sin," as he battles the "avatars of Sin" (the seven deadly sins incarnate).

Prior to each battle, players must sacrifice a stat, weakening themselves as their enemies become more challenging.

Along with this "level-down" system, Sinner promises combat that is "hard but fair" set against a "dark and harrowing tale."

Stay tuned to GameSkinny for our coverage of the game, including a review and boss guide. 

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Remembering Bloodborne Ahead of the Blood Moon Halloween Event https://www.gameskinny.com/iwn30/remembering-bloodborne-ahead-of-the-blood-moon-halloween-event https://www.gameskinny.com/iwn30/remembering-bloodborne-ahead-of-the-blood-moon-halloween-event Mon, 15 Oct 2018 11:02:52 -0400 William R. Parks

Bloodborne is burning the pages of H.P. Lovecraft's The Call of Cthulhu and drinking down the ashes mixed in a chalice of blood. It is staring at Francis Bacon's Study after Velázquez's Portrait of Pope Innocent X until you enter a frenzy. It is replacing your internal monologue with György Ligeti's Atmosphères and living to see the Sun consume the Earth.

It is is hysteria, mania, paranoia.

It is a nightmare, and one of the most frightening games I can recall.

Earlier this year, the Bloodborne community organized their second Return To Yharnam, an event that encouraged veteran players to create new characters and participate in as much co-op and PvP play as possible.

The Blood Moon, taking place from October 26 to November 1, has a similar goal in mind.

"October is here, and the hunt shall begin once more," a post on Reddit states, "and it is our duty as Hunters to gather and rise against the beasts."

Instructions for participating in The Blood Moon are simple and included in the thread:

- Create a new character
- Co-op at least 3 times before defeating the boss of each area.
- Invade at least 3 times before defeating the boss of each area.
- Always carry your torch to demonstrate you're part of the hunt.

But why is Bloodborne's loyal fan-base so adamant about continually returning to Yharnam?

Let us take a look at what makes this game such a delight.

FromSoftware, the developers of this fantastic game, are known for giving player's fits. As with their Souls series, Bloodborne's gameplay is dementedly challenging and endlessly replayable.

At times, death can feel as commonplace as swinging your Kirkhammer (a sword jammed into a boulder, etched with indecipherable runes), and it is hard to fathom someone who is not heavily vested in video games ever completing it.

In Souls, the difficulty seems to focus especially around boss battles, and it is not uncommon to fight the same one for hours before the demon has been felled. Bloodborne too has some hair-pulling boss battles, but the difficulty of clearing between these bosses is much higher. The beasts are more challenging, their arrangements are more overwhelming, and the environment is more punishing.

This increased and persistent difficulty has the effect of creating a pervasive sense of unease and fear for almost the entirety of a play-through. Not a moment passes where you feel safe in Bloodborne, and my heart is racing every time I play it.

Bloodborne puts you in fight-or-flight mode, but it does not reward indulgence of these primal instincts. To advance in this game, precise execution and wits are required, and that can only come with some stillness.

This push-pull fosters an unnerving discord, priming your psyche for the truly terrifying and exceptional aspects of this game; the elements that keep players coming back to Yharnam over and over: the world FromSoft has created and how they choose to tell their story within it.

Bloodborne's world is an orgy of paranormal horror and gothic grandiosity. The areas are distinct and moody, and you find yourself dying in ruined towns, haunted forests, and beautifully frightening castles.

Not enough good can be said about Bloodborne's level design -- intertwining mazes that continually fold back on themselves as you go deeper and deeper -- and the enemies that populate it are continually surprising.

Mindflayers with tentacled-heads; eldritch horrors with uncountable eyes, fanged mouths, and spectral songs; hideously deformed trolls and giants; mangled humanoids, naked, rolling with huge hammers.

Every element feels in perfect harmony and in service of terror, and, more impressively, everything you encounter is drenched in lore. To become truly intimate with Yharnam is the path to understanding Bloodborne's story.

In Bloodborne, very few narrative points are made exceptionally clear, and, as with the gameplay, FromSoft is not holding anyone's hand when it comes to understanding more.

The game's cinematics are captivating but pose more questions than answers, and its dialogue is often so cryptic that it approaches nonsensical. You know that something horrifying is happening all around you, you just do not not know precisely what.

However, the game's story is not illogical or impenetrable, just buried beneath the surface -- in the descriptions of items or the set pieces themselves. FromSoft lets the game's world tell its story, and full comprehension is possible through scouring every inch of it.

The stories that can be extracted from the subtlest of Bloodborne's details are simply astounding and leave me in awe of what FromSoft has built. There is a real world in Yharnam, with a history that goes way back.

The difference between this world and the others that many games so meticulously craft is that Bloodborne does not seem to care if you are aware of its depth or not.

No endless exposition or recapitulation indicates that this world was created for you or your character, and you can float (incessantly die) right through it happily (with a great deal of pain and tears) without giving the game's narrative a second thought.

Yharnam feels as though it exists independently of, and without any interest in, your presence in it.

And herein lies what is so special about Bloodborne: you choose your level of interest, and the game delivers an exceptional experience regardless of your choice.

If you choose to focus your play-through only on game mechanics -- the wonderful combat, weapons, and character progression -- it will be wonderfully rewarding. And if you choose to invest more, Bloodborne will continue to open and reveal itself to you.

It is safe to say that many that will be returning for The Blood Moon have pulled back the curtain and seen the true evil at the center Yharnam.

And perhaps once you have seen it, you can no longer look away.

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New Game Releases: Week of October 14 https://www.gameskinny.com/pfcft/new-game-releases-week-of-october-14 https://www.gameskinny.com/pfcft/new-game-releases-week-of-october-14 Sun, 14 Oct 2018 13:22:35 -0400 William R. Parks

Tuesday, October 16th's releases are headlined by Starlink: Battle for Atlas (PS4, Switch, Xbox One).

A third-person action-adventure developed by Ubisoft Toronto, players will explore the space and worlds of the Atlas star system in Starlink, forming alliances with alien races and battling the Forgotten Legion.

Modular toys will also be available for Starlink, allowing players to purchase pilot, starship, and weaponry toys that can then be connected to a special controller and imported directly into the game.

Nintendo Switch owners will have exclusive access to a very special pilot: Star Fox's Fox McCloud.

On Friday, October 19th fans will get the first numbered Soulcalibur entry in six years: Soulcalibur VI (PC, PS4, Xbox One).

This Bandai Namco fighting game will feel familiar to those enfranchised, with its weapon-based battling, but Soulcalibur VI is introducing a new mechanic: "Reversal Edge."

Triggered by landing a charged attack or parrying, "Reversal Edge" starts a slow-motion sequence that fans of Tekken 7 may already be familiar with.

Friday will also see Dark Souls Remastered come to Nintendo Switch.

Released earlier this year for PC, PS4, and Xbox One, this portable remaster of FromSoftware's action-RPG comes with improved graphics (running in 1080p at 30 fps when docked and 720p at 30 fps handheld), changes to online play, and a Solaire of Astora amiibo (sold separately).

Dark Souls Remastered for Switch is yet another opportunity for those new to the franchise to play this classic game, and veterans may be happy enough to play a version with improved performance in the infamously laggy Blighttown.

A full list of releases for the week of October 14 is below.

What are you picking up this week? Let us know in the comments below.

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Tuesday, October 16:

- For Honor: Marching Fire expansion (PC, PS4, Xbox One)
- Heavy Fire: Red Shadow (PC, PS4, PS VR, Xbox One)
- The Hunter: Call of the Wild 2019 (PC, PS4, Xbox One)
- Lego DC Super-Villains (PC, PS4, Switch, Xbox One)
- NBA 2K Playgrounds 2 (PC, PS4, Switch, Xbox One)
- Starlink: Battle for Atlas (PS4, Switch, Xbox One)
- Valkyria Chronicles (Switch)
- Warriors Orochi 4 (PC, PS4, Switch, Xbox One)

Thursday, October 18:

- AI War (PC)
- Heliophobia (PC)
- Moto Racer 4 (Switch)
- Resonance of Fate (PC)
- Return of the Obra Dinn (PC)
- The Room (Switch)
- Sinner: Sacrifice for Redemption (PS4, Switch, Xbox One)
- Syberia 3 (Switch)

Friday, October 19:

- Dark Souls Remastered (Switch)
- Dark Souls Trilogy (PS4, Xbox One)
- Legend of Evil (PC, Switch)
- Soulcalibur VI (PC, PS4, Xbox One)
- World War 3 (PC)

Are you looking forward to any of the games coming out this week? Let us know in the comments below.

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Bethesda Details The Map Size of Fallout 76 https://www.gameskinny.com/mabko/bethesda-details-the-map-size-of-fallout-76 https://www.gameskinny.com/mabko/bethesda-details-the-map-size-of-fallout-76 Sun, 14 Oct 2018 12:35:11 -0400 Zack Palm

Bethesda released new details about Fallout 76's map this weekend, which is set in a post-apocalyptic West Virginia. With this game being the first multiplayer one of the series, Bethesda is taking a new approach to several traditional game mechanics, one of them being how players reference their map.

The layout of the map is shown above, but here's a link to a larger version. You can already see a few waypoints shown on the map, though there's probably more to explore when the game launches.

Bethesda claims the size of game's map is roughly four times that of the one in Fallout 4. With Fallout 76 being a multiplayer game, the massive map size makes sense due more people running around. It'll take you quite a bit of time to cover this entire map on foot, even with friends.

If you plan on getting the game, get used to the sight of this map as this is the final version of what you're going to use in the game. That's right, your character is going to get a physical map instead of looking at their Pip-Boy. This takes an entirely different turn than what previous Fallout games have used.

You'll get the chance to check it out for yourself prior to the game's release, if you attend the available beta. Check out the beta's dates here and figure out when you have the opportunity to jump online.

There's still time to pre-order Fallout 76 before it releases by heading over to Betheda's main website. The game releases on November 14 for PlayStation 4, Xbox One, and PC.

Let us know what you think of not having to use your Pip-Boy to look at the map below in the comments. Are you excited for Fallout 76?

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Senran Kagura Burst Re:Newal's US Release Delayed, "Intimacy Mode" Removed On PS4 https://www.gameskinny.com/2zet7/senran-kagura-burst-renewals-us-release-delayed-intimacy-mode-removed-on-ps4 https://www.gameskinny.com/2zet7/senran-kagura-burst-renewals-us-release-delayed-intimacy-mode-removed-on-ps4 Sun, 14 Oct 2018 12:24:22 -0400 William R. Parks

XSEED Games has announced that the US release of Senran Kagura Burst Re:Newal will be delayed as they "remaster to remove the interactive 'Intimacy Mode' from the PS4 version."

The PC version will release simultaneous to the PlayStation 4 version with the "Intimacy Mode" intact.

Senran Kagura is a game series dating back to 2011.

In these brawler/visual novel hybrids, players assume the roll of female ninjas battling through a world where teenage girls are being secretly taught martial arts. As players sustain damage, the clothes of their selected kunoichi are gradually removed.

A prominent feature of the Senran Kagura series is its "Dressing Room" where players can pose the characters, change their outfits, and access "Intimacy Mode."

In "Intimacy Mode," players can interact with the underwear-clad ninjas by spraying them with water, groping them, or tearing off their clothes.

"We respect the wishes of the platform holder," XSEED Games posted on Twitter.

Re:Newal is a full 3D update of the 2012 side-scroller Senran Kagura Burst, which was itself an extended version of 2011's Senran Kagura: Skirting Shadows.

A new release date will be available "shortly."

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How to Get Specialist Outfits in Call of Duty: Black Ops 4 https://www.gameskinny.com/qjwcp/how-to-get-specialist-outfits-in-call-of-duty-black-ops-4 https://www.gameskinny.com/qjwcp/how-to-get-specialist-outfits-in-call-of-duty-black-ops-4 Sat, 13 Oct 2018 09:57:09 -0400 Jonathan Moore

Like most multiplayer games these days, Call of Duty: Black Ops 4 knows that winning is as much about flair as it is skill. And if you want to stand out at the end of every match, not only do want to get the best play, you also want to have the best outfit/skin. 

As of right now, there's no in-game shop to buy outfits or skins for your Specialists. While there are bonus Black Ops skins for those who bought the Deluxe Edition and higher, there's only actually one "unique" outfit in the game: the bonus Day of the Dead skin.

If you're wondering how to equip the Dia De Los Muertes outfit in Black Ops 4, it's actually a pretty easy process -- even if it is a little unclear. 

How to Equip Skins and Outfits in Black Ops 4

First things first: Every outfit except the Dia De Los Muertes skin is easily selectable and doesn't require you follow any special steps to equip (these include Black Ops skins). 

Second things second: The Day of the Dead costume can only be equipped to one Specialist. There is no way -- whatsoever -- to change your choice after you've finalized your selection. 

Once you hit Level 7 in multiplayer, you'll be able to personalize your Specialists. This is also when you'll unlock your promotional offers, including the Dia De Los Muertes outfit and the Black Ops skins. 

For the Day of the Dead equip, YouTuber PaRaDoX AgonY has a quick video showing you how to actually apply the costume to your selected Specialist. Here are the quick and easy steps: 

  1. Redeem offer when the prompt pops up
  2. Select your Specialist
  3. Select "Progress and Unlocks" from the Barracks tab
  4. Select your Specialist from the list
  5. Select Outfits
  6. Select the Day of the Dead skin

You can also follow steps 3-5 to select your Black Ops skins and warpaints.

What Happens If I Hit "Back" Before Selecting My Specialist? 

If you accidentally hit "Back" before choosing which Specialist you want the Day of the Dead skin applied to, you should be able to follow steps 3-5 above and get prompted again. However, as some players have pointed out, that is not always the case. 

In the case you cannot find the skin, several forum posters on Reddit and the game's official forum have suggested the following:

  1. Reset the game (or console if that doesn't work)
  2. Play several matches in a row

Neither are definitive fixes, but both seem to have worked enough to at least try. If you still can't redeem the costume after trying everything above, contact Activision Support for help. 

And that's all you need to know about getting specialist outfits in Call of Duty: Black Ops 4. Well, that is until microtransactions inevitably hit the game and an in-game shop opens up. 

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