Changes Tagged Articles RSS Feed | Changes RSS Feed on en Launch Media Network 5 Best Changes in Far Cry 5 Wed, 04 Apr 2018 15:51:03 -0400 Joseph Ocasio


Companions (especially Boomer)


The biggest addition to Far Cry 5 is the inclusion of Companions. While you've had NPCs to help you in fights in past games, they were limited to specific missions. These NPCs have their own abilities and can help you do a lot. Half the fun of this feature is mixing and matching which two to take with you. Do you have Boomer the dog go spot enemies so that Jess can use her arrows to silently kill them? Or do you have recurring character Hurk go and help you blow shit up while you let loose Cheeseburger the Bear? It's all up to you.


Also, how can you not love Boomer? Just look at him -- he's adorable. He's easily the best video game dog since DD in MGS5. Now if only there were a patch to let him ride shotgun ....




Did your favorite change to Far Cry 5 make the list? Let us know all about how you're enjoying your romp through Hope County in the comments below, and be sure to stick with GameSkinny for more Far Cry 5 news, tips, and guides!


Character Customization


Unlike past Far Cry games, in which you played as a named character, you can now choose your appearance and gender. It's a nice new touch, and hopefully we'll see more of it. There are a few downsides to this: Your character is now a mute and, depending on who you are, it can take you out of the immersion that the story is trying to tell. But the good here mostly outweighs the bad. Hopefully we'll get this option in later installments.


Door opening


Unless you need a key to unlock something, you can just walk forward to open a door in Far Cry 5. You no longer need to hold the Square/X/E button to open it. It's understandable why you did this in past installments, as the games probably needed it so they could load the interior of buildings, but it's a change for the better and helps us see how far technology has come.




In past games, you would gain EXP from killing enemies, hunting, and taking on missions so that you could level up and unlock abilities. Gone is EXP, now replaced by perks. By doing various challenges, you gain perks that can be used to unlock various skills and upgrades, like lockpicking, using parachutes and wing suits, and holding an additional gun or two. It helps that most challenges are kept to killing an enemy with a certain gun, stealth killing, and so on. It's simple, easy, and a fun way to help you diversify your play style.


Hunting not tied into progression


This change is more of a subtraction than an addition. In past games, you would constantly need to hunt for animals to obtain certain upgrades, like a bigger wallet, ability to hold an extra gun or two, hold more ammo, etc. It was a SUPER annoying activity that had you running around and tediously waiting for an animal to spawn so you could kill a few of them to get those new additions. It really hurt the otherwise great pacing from past games. 


Far Cry 5 does have hunting, but it's now a side activity you can do. If you want to make money, you can hunt animals and sell their skins for cash. It's a much better use of hunting than forcing it on us for progression's sake. Speaking of which ...




Far Cry 5 has been out for a week now, and most agree that it's awesome. The latest sandbox from Ubisoft manages to make numerous improvements to the formula, making for what many (myself included) agree to be the best game in the series since Far Cry 3, released back in 2012. To add to the discussion, I've been playing the game for a week and decided to report some of the best changes that have been made in Far Cry 5 that I'd hope to see appear again in future installments. So, in no particular order, let's begin.

The New ARK 256 Update Is Huge, But Why Is the Community Upset? Fri, 07 Apr 2017 17:50:55 -0400 Paige McGovern

Studio Wildcard, developer of ARK: Survival Evolved, has messed up enormously -- and they may not have the chance to win over their player base. The developer has released yet another update for the game, but fans aren't happy about it this time around.

There were several reasons why the ARK community was disappointed on Friday when PC version 256 launched, but there was one that stood out: the flyer nerf. But there are several other contributing factors that also have fans wondering if they want to keep playing. 

Let's dig a bit deeper into this patch and see why the community is so upset about it.

V.256 Patch Highlights
  • New dinos
  • New spawn commands
  • New UI design
  • New dino and character sound effects
  • New TEK underwater bases and structures
  • Breeding for aquatic and amphibious creatures
  • Reduced vault size
  • Flyer nerf

Watch the video below for an overview of the flyer, UI, and dino sound changes: 

With v.256, flyer dinos can only move at base movement speed, making them incredibly slow. Movement speed can no longer be improved, and stamina depletes fast, which means long travels are almost impossible. It's not safe or time efficient to travel so far anymore. Players have invested a lot of time and effort into dinos that can now be instantly rendered helpless or killed because of these changes to the flyer system.

User Pach summed up the situation perfectly:

"[Studio Wildcard] basically took fliers out of the game... without actually removing the dino."

Players complain that Studio Wildcard doesn't know their own game or understand their player base. Those who have logged thousands of hours in the game are now quitting, or considering quitting. In the official forums, one user even mentioned receiving a Steam refund for their purchase.

On the other hand, some players are able to look past (some of) their frustration to see the studio's point of view. They agree that flyers needed some changes. However, they don't agree that this "fix" was the best choice for the game and community. They argue that ARK's many PvE players  -- and the vast differences between PvE and PvP gameplay -- have not been taken into consideration. This flyer re-balance appears to favor only the PvP community, which is unfortunate for everyone else.

Other negative remarks about the update include:

Overpowered Eels

Eels were not fixed with v.256. They can easily attack and kill other valuable creatures, since their immunity was increased to 5 seconds. This causes havoc and headaches for players who are just trying to enjoy the game, especially given how vulnerable flyers have become.

Useless Wyverns

Wyvern eggs are not worth the effort to catch anymore, if a player is even fast enough to do so. No flyer can outrun a wild wyvern. They're not worth the effort to tame, either, now that their special attack costs more. With the new update this flyer has low stamina, and it appears the wyvern is going to stay that way in the near future. Like all other flyers, they will continue to consume stamina while unmounted, but this change particularly affects the wyvern.

Poor UI Design

The new UI delivered a lot of problems as well. In addition to simply not being able to perform basic inventory functions that were possible before, players have complained that the new UI is hectic and too varied. 

The old inventory menu:

The new menu:

Players have requested that the UI be more friendly to customization, so they can make changes how they see fit.

Unsatisfying Sounds

Character and dino sounds were altered in this patch as well. The Rex and other dinos no longer sound as terrifying as they did before. Character sounds are described as unnatural and uncomfortably erotic in some cases. For many, the consensus seems to be that the developers should not have fixed what was not broken to begin with.

But Wait...There's Still Hope

Studio Wildcard has added a few patches since v.256 launched. The most widely received was 256.3, which addressed the flyer re-balance system. The new flyer data, which was updated to give each flyer distinct roles, can be found here. The UI also received several improvements in 256.3-31, including general bug fixes and custom scaling. Some players are happy with these UI and flyer changes. Others have yet to be impressed.

Fortunately -- for those not satisfied -- Steam user Ertosi created a new mod to restore the original flyers. It has since been downloaded over 55,000 times. (You can also check out 8 more of the best ARK mods if you're looking for other ways to improve the game.)

Only time will tell if Studio Wildcard can implement other changes that will make its playerbase happy again. 

What do you think about v.256? Have the additional patches improved game play? Will you continue to play ARK? Let us know in the comments! And remember to follow GameSkinny for all the latest updates -- and hopefully, improvements -- to ARK: Survival Evolved.

Blizzard Announces Heroes of the Storm 2.0; Beta Begins Today Wed, 29 Mar 2017 14:56:04 -0400 Perchance to Game

Today, Blizzard announced the upcoming arrival of Heroes of the Storm 2.0 -- which will bring a boatload of new game content and changes. The beta for this update began today, so players who want to test it out before it hits full release can do so. 

The 2.0 update brings a new battleground, an overhauled player progression and rewards system, along with loot chests packed with new types of rewards (like announcer packs, voice lines, and more).  

Blizzard will be doling out more information throughout April regarding the new map and heroes -- including Cassia, who is based on the Amazon from Diablo II.  The developer has earmarked May 4th as the day for more details. While a precise date for the 2.0 update is not yet available, details for a launch event will be released April 18th.

So what's coming in the HotS 2.0 Update?

New Progression Systems

One of the biggest changes players will see is more rewarding out-of-game leveling for both the player and individual heroes. Player level will be the sum of accumulated hero levels, both of which are no longer capped.  Each hero level will add one to your overall player level -- allowing for bigger rewards every time you level up.

The rate of this experience gain has also been significantly adjusted to make progression more meaningful at lower levels, and less of a grind at higher levels. The requirements for the latter have been reduced by approximately 75 to 80 percent. So that master skin you've been chasing is suddenly way closer.

More and Better Loot

Master skins and portraits won't be the only thing players will have to look forward to when climbing the experience curve.  Aside from those two things, rewards were decidedly lackluster prior to this update. With the arrival of 2.0, though, all content in the game can potentially be unlocked through experience gain -- including heroes skins, mounts, and more. 

Banners, loot chests, and in-game currency will also be made available as player rewards. Banners are special animations you can activate when completing an objective in game -- taking a mercenary camp, destroying a fort/keep, or ruining an enemy's core.

Overwatch players will recognize the loot chests awarded at certain milestones, which contain some familiar content like voiceover additions and sprays. But these chests will also contain some items unique to the Nexus. On top of that, gems and shards (used for crafting) will begin appearing in loot chests as well. 






To join the beta, access the Heroes of the Storm tab in your Blizzard launcher and select/install "Heroes 2.0" in the region selector.

What do you think of the update? Is it as "game-defining" as Blizzard claims? Comment and let us know!

Starbound's 1.2 Update Makes You Feel Like a God Tue, 20 Dec 2016 15:46:31 -0500 Damien Smith

Indie developer Chucklefish released today their 1.2 Vault Update for their title Starbound. The update features an array of new content including ancient vaults, terraforming, weapon upgrades, elemental damage and Space Santa for the holidays. As if that wasn't enough there are a ton of minor changes, bug fixes, performance improvements and modding API changes.

Enter the Ancient Gateways

Players who have completed the main story line will be able to visit a mysterious trader on the Outpost who will send them on a mission to activate and enter the Ancient Gateways found floating in some systems. The gateways lead to ancient vaults that are challenging, procedurally generated dungeons left by the ancients.

The vaults contain all new dangers in the form of guardians, including procedural bosses and new lost technologies. At the end of each ancient vault lays an ancient anvil where you can spend Essence to upgrade your outdated legendary weapons. This upgrade system allows for many new options for endgame combat styles. 

As if that wasn't enough, the ancient vaults hold more surprises for those brave or foolish enough to enter. You can find a new device called a Terraformer within the vaults along with a new essence currency. Together you can use these items to terraform planets, allowing you to transform regions or whole planets into different biomes.

Terraformers can be used to expand a region across a planet’s surface, replacing natural blocks, objects and plant life, and eventually changing the type of the planet itself. You can also find microformers are consumable single-use terraformers which provide even more region types to further customize your worlds.

Don't think that gaining all of this new technology will be easy, however. With the ability to gain great power comes the disadvantage of a greater challenge. Now enemies have elemental resistance and weakness, resulting in your choice of weapon being more important than ever before.

Of course, Chucklefish hasn't forgotten about bringing the spirit of Christmas to the universe of StarboundTo celebrate the holidays, they have brought Space Santa to the Outpost where you will be able to buy a variety of festive items.

The new update is the perfect Christmas gift from the developer to the fans of Starbound. With so much new content the game is bound to keep players busy for the holiday season and beyond.

Minor Changes and Performance Improvements

As if the new content wasn't enough, there is a list of minor changes and performance improvements for the game. The changes and performance improvements are as follows: 

Minor Changes

  • Holding the activation key while in a distortion sphere tech will force deactivation, to avoid being permanently stuck in small spaces
  • Contain tooltips within the game window when they’re near the edge
  • Fix a bug with monster kill sounds not playing correctly
  • Several bug fixes to monster/NPC behaviours and pathfinding
  • Various typo and asset fixes
  • Add appropriate “bushes” to the Rust biome
  • Update SDL2 to 2.0.5, should fix some fullscreen issues
  • Fix some security vulnerabilities in server packet handling
  • Fixed an issue where crew would duplicate
  • Fix a player inventory networking issue

Performance Improvements

  • Improve generation time of older, image-based dungeons
  • Other minor improvements to dungeon and world generation
  • Use larger texture atlases on graphics cards that support them
  • Various optimisations to monster/NPC scripts
  • Improve loading speed for dungeon worlds

Not only have Chucklefish given players a ton of new content but also made changes to improve their overall experience with the game. What more could a Starbound fan ask for?

Changes for Modders

With the ability to freely create mods for Starbound the developer made sure to not leave the modders out with this massive update. A huge amount of changes were made to the Modding API and they are as follows:

  • Behavior Tree system moved to the engine for performance reasons, now accessible with the root.behavior lua binding. (Check lua documentation)
    • Cleanup node removed
    • Decorator node lua implementation changed
    • Action node arguments moved around, now (args, output, nodeId, dt).
  • Generic currency support.
    • Additional currencies can be added and consumed without requiring configuration
    • To associate a currency with a currency item, to be used in crafting, it needs to be configured in /currencies.config
    • .coinitem files changed to .currency

  • Object changes for terraforming support
    • Objects can have a new boolean key, “biomePlaced” which if true will cause them to be placed and removed by terraforming.
    • Objects can have a new boolean key, “rooting” which if true will mark all of their anchor spaces as roots and prevent those tiles from being broken until the object is broken (identical to how trees and vines work).
  • Player inventory can now be configured in the player.config, allowing changes to:
    • Number of bags
    • Inventory size of each bag
    • Number of action bars
    • Action bar size
    • NOTE: modifications to player inventory size need to be applied both server side and client side, and will invalidate existing characters
  • Damage sources, requests, and notifications
    • Introduced new hit types; WeakHit, StrongHit and Killed.
    • Removed killed boolean from damage notifications, replaced with Killed hit type.
    • Damage effects (sounds, particles) can be configured for each hit type (Hit, WeakHit, StrongHit, ShieldHit, Killed) in damage type configurations (.damage files).
    • Added support for elemental types to damage types. Elemental types can be configured in /damage/elementaltypes.config and can be set for each damage type using the “elementalType” key, which defaults to the “default” elemental type. Each elemental type has a unique set of damage number particles for each hit type.

  • Monsters
    • Added support for client-side rendering scripts
    • Allow overriding randomly selected monster parts by setting “selectedParts” in parameters
    • Add support for direct palette swaps with the “colorSwap” parameter
    • Allow overriding “shortdescription“ in parameters
    • Allow overriding “dropPools” in parameters
    • Allow setting animation parameters directly in monster parameters with the “animationCustom” parameter. This is merged into the animator configuration.
  • Lua API changes:
    • ActiveItemAnimation
      • Removed activeItemAnimation.animationParameter (replaced with animationConfig.animationParameter)
    • Animator
      • Added animator.partProperty
    • Item
      • Replaced with item.matches
    • Monster
      • Added monster.setDamageParts
      • Added monster.setAnimationParameter
    • Npc
      • Added npc.loungingIn
    • ObjectAnimator
      • Removed objectAnimator.animationParameter (replaced with animationConfig.animationParameter)

    • Player
      • Added player.currency
      • Added player.addCurrency
      • Added player.consumeCurrency
      • Modified player.hasItem to allow exact parameter matching
      • Modified player.hasCountOfItem to allow exact parameter matching
      • Modified player.consumeItem to allow exact parameter matching
      • Added
      • Added player.uniqueId
    • Root
      • Added root.behavior
    • Added animationConfig table for use in client side rendering scripts
    • ScriptPane
      • Added pane.playSound
    • Widget
      • Added widget.setSliderValue
      • Added widget.getSliderRange
      • Added widget.setSliderEnabled
      • Added widget.setItemSlotItem
    • World
      • Modify world.spawnItem to allow optionally setting a velocity and an intangibleTime
      • Added world.size
      • Added world.inSurfaceLayer
      • Added world.terrestrial
      • Changed world.entityMoney to world.entityCurrency
      • Added world.universeFlagSet
      • Modified world.entityHasCountOfItem to allow exact parameter matching
      • Added world.lineTileCollisionPoint
      • Added world.addBiomeRegion
      • Added world.expandBiomeRegion
      • Added world.pregenerateAddBiome
      • Added world.pregenerateExpandBiome
      • Added world.setLayerEnvironmentBiome
      • Added world.setPlanetType

Phew! So, yes there are a massive amount of changes made for the many community modders out there which is very much a Christmas present to them.

What are you waiting for? It's available right now!

There is no need to wait. The 1.2 Vault Update is out right now and available to download for free. So what are you waiting for? If you have completed the main story line, get vault hunting and if not, get that story line complete and then get yourself into a vault.

With so many changes, new content and ever more possibilities for modders, this update is bound to keep the community very busy for a very long time. Now if you will excuse me, I have some vault hunting to attend to.

What are your thoughts on the update? What have you experienced within the depths of the vaults? Let me know in the comments below!



5 Resolutions Every Gamer Should Have in 2017 Tue, 20 Dec 2016 03:00:02 -0500 Justin Michael

As the year rounds to a close, I think about all of the exciting experiences I've had as a gamer in this past year. From the release of Fallout 4 to the recent campaign for the Nintendo Switch, this has been an exciting year in gaming for me. I also feel that now is the best time to make some goals on how to become a better gamer, going into 2017. So with that being said, let's take a look at 5 resolutions that not only I but other gamers should strive to have in 2017.

1. Play more games with friends

I'm a notoriously lone-wolf type of gamer. Even when I'd play something like Minecraft on a server with friends, I'd wander off in some random direction and start building my base away from everyone else.

It's not that I don't like playing games with others, it's just that I prefer to do things on my own for the most part. I've been getting better about it and so one of the things I'd like to work on this year is playing more multiplayer games with my friends.

While this doesn't mean that I'll stop playing single player games it does mean that I won't be playing them all the time. I still see them as a way to relax and unwind from those around me but I do think it's important to spend more time with my friends and family that are gamers.

2. Don't over-hype games

I feel like that is a big bad habit that most of us have and we have seen an extreme case of it this year in the form of No Man's Sky. I know that it can be hard to stifle our excitement for upcoming titles, especially if we've been waiting for years but we have to understand that games are big, hard to create, and prone to falling short of lofty expectations.

Even though there are a number of titles I'm anxiously awaiting, like Mount and Blade 2: Bannerlord for example, I'm not allowing myself to climb aboard the hype train and fluff it up to something that it won't be. It's alright to get excited about upcoming games but let's not do another NMS.

3. Get better at MOBAs

Full disclosure, I'm a Bronze 5 League of Legends player with a Platinum 4 roommate. It's not that I'm particularly bad at the game, it's that I'm a filthy casual and don't take the time to learn the strategy and mechanics going on behind the scenes to "git gud" at it.

My goal is to play more MOBAs this year and actually take the time to learn more about the items and mechanics. I'll likely only pick a small pool of champs to play and probably only play SMITE & League of Legends but my hope is to be a better player and enjoy being a team asset and not a feeder.

4. Actually finish a game or a demo

This is a bit less about being a gamer and more of a developer goal of mine for the year. This year alone I've started prototyping close to 8 different games and all of them are still in the prototyping stage for one reason or another.

To be fair, though, it took me a bit of tinkering before I settled on what engine I was primarily going to be making games in and, if you're interested, I wrote this article on it awhile back.

I guess in a general gamer sense it could be actually finishing the games that we start playing. I know that I personally have a pretty big back catalog of games I need to finish and most of the other gamers I know do too. This year will be the year that I finish projects instead of getting distracted and starting new ones.

5. Not just get games on Steam because they're on sale

Another thing that myself, and many of my gamer friends are guilty of is getting games on Steam either because they're on a massive sale or because they're bundled with games that we'd like. Of my current 240 game library, I haven't played 60 of the games that I own. And of the 180 games that I have played, 96 of them have been played for less than 12 hours.

With such a back catalog of games, I have plenty to keep me busy this coming year and my bank account with thank me for it.

I know that a lot of time I make resolutions, like most other people, and only stick with it for a few months if that. But this year I will really be putting in the extra effort to be a better gamer and to build better gaming habits.

What are some of your gamer resolutions for 2017? What's the one thing you wish to change the most? Let's talk about it in the comments below!

Dota 2 Just Launched a Massive Update Mon, 12 Dec 2016 13:05:31 -0500 Caio Sampaio

Mark this date, December 12, 2016. After today, your experience playing Dota 2 will never be the same.

Valve has released the massive 7.00 patch for its free-to-play MOBA, and it presents players with massive changes to the game -- including a new hero and many alterations to the mechanics and visuals of the experience.

And The changes don't stop there.

Valve listed the new content under four categories: a new hero, new interface, new pre-game mechanics and new gameplay elements.

The New Hero - Monkey King

Monkey King is a hero that focuses on melee attacks -- but if things get tricky on the battlefield, he also counts on his “escape” and “disable” skills. His ultimate ability consists of spawning a group of monkeys to assist him in combat.

In addition to the new hero, Valve is also selling a map terrain based on the new hero, for $12.99, as well as Arcana skins. As the official website states, when equipped, the Arcana grants the following upgrades to the new hero:

  • New base model and texture 
  • Custom particle effects for Monkey King's Primal Spring ability 
  • Dynamic Style that changes according to the level of Wukong's Ultimate 
  • A cloud-riding run animation when travelling vast distances in a short period of time 
  • Altered Voice and additional voice responses for style changes and cloud animation 
  • Custom Hero Portrait 
  • Arcana Loading Screen 
  • Custom Taunt 
  • Custom Emoticon 
New Interface

The interface of the game has been fully redesigned, including new selection screens, a new animation before the matches, and several changes to the HUD, as shown in the image above.

New Pre-game Mechanics

Valve has offered to players an easier way to pick their heroes and tactics before their matches commence. As the official website clarifies:

"With a staggering number of possible heroes to choose from, and endless new combinations and strategies to discover, there's a lot to consider when preparing a squad to take down an Ancient. Now players have more tools to help find the right heroes and plan their early-game attack as a team, all while the game loads seamlessly in the background so it's ready when you are."

Gameplay Mechanics

The experience of the game changes significantly in the 7.00 patch. The features added include “backpack slot”, “hero talent”, changes to the maps, and various small adjustments.

The patch includes a talent tree that gives bonuses to heroes at the 10/15/20/25 levels. These are special bonuses or skills for players to use in combat.

The backpack gives to players the ability to carry three more items in combat.

These are the most important changes the 7.0 patch brings, but there are dozens of other minor alterations that influence the experience of the game -- including community-authored bots, remodeling of some heroes, dynamic grass, windblown trees and a lot more.

For more details, be sure to chek Dota 2's Official Website.

How Much of an Improvement is Divinity: Original Sin 2 Over the First Game? Sun, 30 Oct 2016 10:54:18 -0400 Stefano Bonacchi

Larian Studios is a Belgian development studio that created the Divinity franchise -- a series of RPGs that take a lot from earlier classics such as Baldur's Gate and Diablo. 

The series started back in 2002 with Divine Divinity, but it was pretty obscure back then and didn't become well-known until later -- when its most recent installment, Divinity: Original Sin, brought it some fame. And pretty soon, the upcoming Divinity: Original Sin 2 will hope to enthrall even more RPG fans. 

Divinity: Original Sin was crowdfunded on Kickstarter, came out in 2014, and is technically a prequel to Divine Divinity. It is set at a time of conflict between the Sourcerors -- evil and corrupted magicians who use a power called "the source" -- and an order of Mages and Knights, who devote their lives to eliminating the Sourcerors.

Such order will go on to become the Divine order mentioned in the backstory of Divine Divinity, and the main characters of Original Sin are part of it.

So where does Divinity: Original Sin 2 stand on the timeline and what is it bringing to the table?

More Story and More Depth

For starters, Original Sin 2 will be flipping the narrative point-of-view around, as it's played from the perspective of a party of Sourcerors. Thus far the series has asked players to either fight against these Sourcerors or claimed that they were evil and corrupt, so this is a very welcome change which might make for interesting developments to the background lore of the world of Rivellon.

Original Sin 2 also increased the customization aspect of character creation by allowing players to choose 1 out of 4 possible races -- dwarves, lizardmen, humans, or elves -- with each having its own strenghts and weaknesses. While this may not sound groundbreaking, it does add to what the previous installment offered in terms of classes, allowing for a nice amount of variety that accommodates more play styles.

Another interesting addition is "Origin Stories" -- questlines that are specific for each possible origin which you chose through your character background during creation. These backstories that you get to explore will further differentiate each and every possible character you could create, and make them feel more fleshed out. If the origins are well-written and different enough from each other, this is bound to be a good addition.

Better Balancing and Strategic Mechanics

The game also divides fighting and social skills into different skill trees. While leveling up, you do not have to choose between being a good fighter and a good talker, because you'll receive skill points for both trees separately. The goal of this is arguably to have characters be more well-rounded and capable of success in as many situations as possible, combat related or not. 

The combat system has also been refined and upgraded for the upcoming sequel. First of all, your defensive capabilities are now divided into Physical and magical armor, making it harder to just resist everything and creating the need to strategize about which defense to increase and when.

New to this game is an on-screen indicator that shows an enemy's visual range, which allows properly sneaky players to avoid encounters that would have led to battle with Original Sin 1's game mechanics.

Statistics were revamped as well. A new statistic, Memory, was added in -- which will be of vital importance to casters, because it determines the amount of spells they are able to use in combat. The spells that are combat-ready can be changed at any time outside of battle. 

These various additions contribute to making the game more about planning than before. In fact, each character's action points have been reduced too, making the combat more strategic and deep.

PvP and the Brawl Arena

The biggest change between Original Sin and Original Sin 2 has to do with the online component of the game. In the upcoming sequel, you can play with up to 4 friends in co-op, instead of only 2 like in the previous game. And more importantly, a PvP mode has been introduced where players can fight each other in a special Arena.

The game has been overall revamped and given some quality-of-life enchancements. The overhaul for this sequel runs the gamut from minor things like the GUI, to a better graphics engine that allows for much finer details and smoother animations overall. These, like the many gameplay changes, are only scratching the surface of what's different and new about Divinity: Original Sin 2.

All in all, Divinity: Original Sin 2 looks like it will give us harder battles, and many more things to do than its predecessor. I would consider it an improvement upon everything Original Sin offered.

What do you think? Has enough changed between the two games? Has too much changed? Will you be picking up the game when it leaves Early Access and launches on Steam? Let me know in the comments!

Blizzard allows Battletag changes... for a price Sat, 17 Sep 2016 08:05:50 -0400 Sean Handler

For those of us who may not have liked the Battletag that we chose way back when we first started playing World of Warcraft -- or simply want something new, there is good news. Blizzard is now offering Battletag name changes, but it won't be free. The cost for a Battletag change is a $10 fee. 

Head to the Battlenet store to begin the Battletag changing process, if you so desire. The option to change your Battletag has been offered by Blizzard before as a one-time thing. Now, you have the option to change your tag as many times as you desire -- provided you pay the fee first. However, the first Battletag change is completely free, according to the official post by Blizzard. Of course nothing else will be affected by the change of your Battletag. Your friends list and everything else associated with your account will remain the same.

This does raise an interesting point, however, in that Blizzard appears to charge for many things that most MMORPGs take for granted. For example, to swap characters in World of Warcraft from one server to another it costs $25 USD. Users also have to pay a fee to change a character's race/class or faction. This can get prohibitively expensive over time, especially if a user has multiple characters they want to alter. 

On one hand, making such things as server change, race change or even faction change something that costs a fee to access can act as its own deterrent, preventing players from changing servers and characters around en masse. On the other, it makes it very difficult for those who want to say...move a character to a server their friends play on. They have to carefully choose which one to change servers for if they have multiple characters. 

In any case, users will definitely enjoy the option of being able to change their Battletag to something more desirable should they decide to do so. At least you get one change for free, which is nice. It remains to be seen what other features Blizzard may implement and set a price tag for. Let's hope they are reasonably priced. $10 for a Battletag change isn't bad, but its still a bit pricy all the same. 


The Rocket League Rumble Update Debuts Today! Fri, 09 Sep 2016 06:42:35 -0400 Joshua Harris

Developer Psyonix dropped a new update for Rocket League today that introduces a gaggle of new features! After seemingly endless delays, SteamOS and Mac systems will now have access to the game. But, it should be noted that both versions will be considered "beta" because there are still a host of known bugs which Psyonix lists, such as:

  • There are occasional crashes when exiting from a match to the main menu
  • The statues in Urban Central do not display correctly
  • (Mac Only) Xbox 360 controllers won’t work. You will need a third-party driver solution to use them
  • You may experience intermittent blurring issues
  • The correct store page for DLC purchased through the Showroom doesn’t show up for Big Picture users. This is a Steam client-specific issue that Valve will be fixing in an upcoming patch

Currently, the only "official" version that is supported at the moment are copies used through the SteamOS Linux client. Older Macs will also have trouble running Rocket League if they do not have a dedicated GPU.

Fresh Loadouts

Per the community's requests, Psyonix is injecting "Car Presets" with the rumble update. There's up to 10 different slots for players to save their vehicle customizations on a "per team" basis, in addition to specified options to apply presets to the orange and blue team. The primary color palette has also been extended, giving new shades for the Orange team and a slew of green shades for the Blue team. And, for the more adventurous players, a button to randomize presets will be available as well. 

Speak Your Mind

Following the Rumble update, players will have access to a Party Chat! With this new feature, they will be able to reach out to their teams in both the game and navigating menus. Teammates will be able to receive message both in and out of the game.  

eSports, Crates, and Keys Oh My!

With an ever growing competitive sceneRocket League continues to evolve along with its players. The Rumble update will introduce "Crates and Keys", a system that spawns in something akin to a loot-crate occasionally with the typical post-game rewards in competitive play. However, they will need to purchase "Keys" that will allow them to unlock their crates, where players will have a chance to unlock exclusive garage items. 

Crate items, or their duplicates, can be traded with other players after a cursory trading-hold period. One of the many items to come out of these crates will range from "Import" battle-cars (which function just like their original counterparts), exotic wheels, and animated decals. 


Contents of the crates will always be visible regardless if the player decides to use a key. In addition, crates and keys can be traded to other players, Steam PC, and PlayStation 4. It is still unclear whether or not the Xbox One will be receiving this functionality as Psyonix has only recently reached out to Microsoft about implementing key and crate trading. 

Keys will be available for purchase individually or in bulk; a single key will run $1.49, whereas bundles will run $5 for 5, $10 for 10, and so on. For players who are not too keen about the new key and crate system, an option exists in the options panel which will allow players to opt out of crate notifcations. Doing this will also hide drops from from the menu. 

I Trade, You Trade, We Trade

The Rumble update for Rocket League introduces player-to-player trading, which gives drivers the capability of swapping a numerous combination of trading combinations. But buyer beware -- players can only trade across the same platform and are restricted from trading premium DLC items as well.

This Rocket Leagues Rumble update packs quite the punch, and Psyonix hopes that its game will have a little something for everybody. Make sure to send them feedback on either Twitter, Facebook, or on Reddit.

Champions Rise: A Guide to ESO's Veteran Rank Changes Tue, 07 Jun 2016 04:17:57 -0400 Seth Zulinski

One of the biggest changes found in ESO's Dark Brotherhood expansion (aside from all the new fun) is the removal of the Veteran Rank system from the base game. No more VR5s and VR16s, your character's power after level 50 is tracked exclusively via Champion Points now. 

While the stats on gear and monsters all line up under the new system (anything you could wear before you can wear now), it's now all under a single banner. Every Veteran Rank converts directly to 10 Champion points. A VR8 monster, for example, will be Champion Point 80. VR5 gear will be Champion Point 50. 

Overall, the level up system is faster.

"Enlightenment" fast tracks your progress with occasional 300% boosts to XP, and the Champion Point scaling system means it takes less XP to get a Champion Point at lower levels. For example: the first Champion Point now only requires around 32,000 XP, while the 445th takes 400,000. 

While this means you "level" faster in the Champion system, and can upgrade yourself and your gear faster than you could in the Veteran Rank system, monsters in Silver and Gold zones have also been adjusted. Silver is now CP 40, 70, 100, 130, and 150. Since you should have about 160 Champion Points after completing Silver, Gold zones are now exclusively CP 160 (or VR 16 under the old system). 

And Champion Points are account wide. 

If one of your characters has 160 CP, then so will any of your others once they reach level 50. To reward those that did play hard in the Veteran Rank system, ESO will also reward you for each Veteran Rank on your highest level character to the tune of 2.5 Champion Points per Veteran Rank. 

With the multiphase rollout of Champion points and the removal of Veteran Rank finally complete, more characters will function at a higher level much faster that at any point previously -- and players couldn't be more excited. 

If you need some tips on how to serve the Night Mother, you can also check out our guides for the Dark Brotherhood DLC.

I'll see you all in Cyrodil, Champions. 

Overwatch balance changes will be separate for PC and consoles Mon, 06 Jun 2016 07:34:00 -0400 Kevin Malkiewicz

A recent tweet by the Overwatch official twitter confirmed that Blizzard’s popular new IP will be balanced separately on consoles and PC.

This confirms the comments made by game director Jeff Kaplan about the sensitive nature of patching the game. He addressed concerns where they didn't want to harm the console experience with PC specific changes. Nor did they want to lessen the PC gaming experience with console exclusive changes. -- He also went on to state that the difference in balance would only differ from PC and consoles and not PlayStation and Xbox.

Having separate balance changes for each platform ensures that the player-base for both PC and consoles retain a polished experience. Considering that different control schemes warrant different balances, this will keep heroes in the game from being unnecessarily buffed or nerfed on either platform.

For an example on hero difference between platforms, we can take a look at Tracer. On PC; Tracer can be targeted fairly easily and taken down due to a more precise targeting input. On console however Tracer’s blinking and movement speed make her a harder  target to shoot.

With recent talks about other changes, it will be interesting to see what platform specific changes are made to heroes as Overwatch evolves.

Splatoon a Year Later: Top 5 Changes to Freshen Gameplay Experience Thu, 26 May 2016 14:46:08 -0400 Phil Fry

Change #5: More Gear

One last change that could serve Splatoon well would be the addition of more clothing items. I love collecting all the cool gear, but at level 33 and (currently) an A- rank, I’ve found that IN checking the three respective clothing stores I rarely find items I do not already possess. This is probably the smallest addition in my list I’d like for Splatoon, but I would love to see more unique clothing items come out because I would most certainly purchase them (as there is little besides gun variations and clothing to buy with in-game money).


Overall, the changes I included in this list are mostly interface and slight gameplay changes that I feel would overall improve the experience Splatoon offers players.


Do you agree with the changes I’ve listed? What do you like most about Splatoon, and are there ways to improve that aspect of the game? What’s something you would like to see in Splatoon?


[Image retrieved from]

Change #4: More Abilities 

Another change that would be great for Splatoon, and one that would admittedly require more effort than others to implement, would be to add more gear abilities. Currently, there are twenty-four abilities that are unlocked on clothing items. Although this is a great start and does allow for a diverse set of playstyles, I find the current number of abilities can be limiting.  some specific abilities like “Tenacity” (which gives players a slight ability boost if they have inactive players on their team) are niche and fail to contribute to a player’s loadout if the circumstances for the ability are not met.


I would like to see an ability that would give temporary strength boosts, defense boosts, or ink recovery to all teammates for a short duration. Or, a temporary boost to stats that are activated in-game if a player is doing especially well: like a slight strength boost if a player “splats” a certain amount of players in one life. If these abilities are perhaps too powerful for gear, maybe they could be specials instead. Creating more abilities would diversify Splatoon’s playstyles further, and allow for even more unique gameplay scenarios.


[Image retrieved from]

Change #3: Change Gear During Lobby Screens

The third change I would like to see for Splatoon would be for players to be able to change their weapons and gear during the player searching lobby. This could be easily done with the gamepad while the TV holds the lobby screen. Again, this feature is utilized when playing with friends in a “Squad” during ranked matches, so I don’t understand why this feature isn’t carried over into the other play modes of Splatoon.


If a player wishes to stay in a lobby of players after a match, they do not have the ability to switch their weapons and gear, and this again seems lazy to not include in all parts of the game when it’s available during one other circumstance. Adding this feature to all game mode lobbies would allow much more convenience to players who like to mix up their playstyles in between matches without having to leave the search queue.


[Image retrieved from]

Change #2: Stay on Same Team with Previous Teammates

Second, and this point places further emphasis on individual play experience, in ranked and regular matches, the game lobby should automatically keep players who choose to stay in the same lobby of players with the teammates they were with the previous game. If you’re playing alone, and you find a good team, you want to stay with those players because you were able to win together, but the current game interface mixes up players and splits players up who were previously on a team together.


When playing ranked mode, matches are intense and difficult for a player to progress through rankings, so if a player playing alone finds a good team on ranked mode, they will obviously want to stay with those teammates. This feature is utilized during “Splatfests,” so I struggle to understand why and how this feature could not carry over into ranked and regular matches. It almost seems lazy to not implement something like this when other online games have had this feature for almost a decade.


[Image retrieved from]

Change #1: Player Based Bonuses

First and foremost, there should be experience and in-game coin bonuses for players who do especially well on their team. Several times while playing alone, I find that I do the best on my team or that my team loses because we have an inactive player. Currently in regular battle, there is a bonus for winning teams, and a small bonus for players who score at least 400 points. In ranked mode, there are bonuses for teams who win the match without the other team scoring any points, and also a bonus for teams whose match lasts at least 3 minutes. 


If scaled bonuses were added to the game, players would feel more rewarded for their individual contributions and play ability and wouldn’t feel as let down by their team’s ability if they are doing the best on the team. This would be especially rewarding for players who often play Splatoon alone and must hope to be placed on a team of equal or better ability. There could be bonuses for when teammates super jump to you, a bonus for an above average lifespan during a match, or even for how many players you splat. Overall, this would offer a better individual experience playing online.


[Image retrieved from]

Top 5 Changes for Nintendo's Splatoon

Released almost a year ago, Nintendo’s Splatoon offers players a unique style of third person shooter. The game focuses primarily on player mobility, as players must cover ground to advance on respective maps and game modes. In ranked battle, mobility and multiple pathways are essential to completing the required objective. In regular mode, players must cover more ground with their ink than the other team to win.


I began playing Splatoon last August, and although the game is one of Nintendo’s best in recent history, there are several changes that could be implemented that would improve the overall gameplay experience.

Hypersensitive Bob receives its first update Wed, 06 Apr 2016 05:34:36 -0400 Damien Smith

Yesterday, SIEIDI Ltd released the first update for their roguelike action game Hypersensitive BobThe update includes a wealth of additions, changes, and fixes to the game based on reviews and community feedback.

What is Hypersensitive Bob?

Hypersensitive Bob is a roguelike action game with RPG elements that is developed and published by SIEIDI Ltd. The game released on March 29th, 2016. The player takes on the role of Bob, who is allergic to everything and has lived a life of isolation in the haven that is his cabin.

Fed up with living such and isolated life, Bob arms himself with a modified asthma pipe and decides to head out into the dangerous world. Only by doing this will he be able to overcome his allergies once and for all. 

Hypersensitive Bob is a fantastic game that gets inspiration from games like The Binding of Isaac. It may at first appear a simple, straightforward game, but once you get into it, it truly is a very in-depth experience. You can read my full review of it here on GameSkinny.

What does the update contain?

The update contains a wealth of various additions, changes, and fixes to the game. Additions include new music tracks, the ability to reload your weapon, new levels, new enemy variations, and more visual items for characters.

Fixes include various issues reported by the community, including the delay of the shuttle door opening at the home scene, the occasional game breaking bugs and some other small fixes.

Changes to the game include adding info on how to unlock the additional characters, how invulnerability items work with the new manual reload feature, reduced reloading times for Bob and Bill, and a good few more changes.

What is coming up in the next update?

In the patch notes, SIEIDI Ltd also announced that another update is currently in the works which will contain new content and some gameplay changes.

The developers are also thinking about making changes to diagonal shooting so it's easier to execute. They are, however, currently unsure as to how this would affect the games balance and are looking for further community feedback about it.

There is currently little information on what the next update will contain, but if this first update is anything to go by, there is sure to be plenty of additions still to come to the game. You can find a full list of the additions, changes, and fixes applied to the game, here.

New maps, new vehicles, and the ability to record matches in Armored Warfare update 0.14 Thu, 24 Mar 2016 16:02:23 -0400 Mark Elgie

The new Armored Warfare update is here, and it brings a new PvP map, new missions, new vehicles, and a new feature that allows players to record their battles from their perspective to the game.

The new map, known as Highwall, puts you and your team in the middle of a battle for a piece of land that's rich with natural resources, and the two new PvE missions have you fighting to take control of an airstrip used to ship supplies and protecting a train carrying a munitions shipment.

The update also implements an overhaul of the penetration values of Light-Class tanks and Tank Destroyers that are Tier 6 or higher. writes on their Armored Warfare page:

"In some select cases, we'll also be improving penetration for TDs that are already in average ranges, but might need some extra punch to fit the TD role."

Numerous changes were also made that mostly concern Main Battle Tank players, in a bid to reduce the more unpopular aspects of high-tier gameplay.

A replay system has also been implemented with update 0.14, allowing players to record matches from their perspective. They can pause, resume, or stop recordings, as well as increase and decrease the speed at which the recording plays back. There is also the option to spectate specific vehicles in a match or switch into a free-roam mode.

Screenshots can also be saved and shared to social media using the INSERT key.

For more information, visit the official announcement page.

Star Wars Battlefront February update rolls out today Tue, 23 Feb 2016 15:49:22 -0500 Eric Adams

Star Wars Battlefront has received its monthly update. The free patch includes several changes to star cards, weapons, vehicles, and plenty more. The update also adds in a new map on Hoth called Twilight. The map is set on Hoth during nighttime, and is playable in the Walker Assault, Supremacy, and Turning point playlist.

Speaking of Turning Point, the update also allows players to play Turning Point on all of the planets, and not just Jakku. Also, Leia has been given a new outfit on Endor as a reward to the Battlefront community for completing the community challenge.

This is the third free update for the game, and will be followed by another in March -- along with the first paid DLC titled Outer Rim. In a blog post announcing that the February update is live, the Battlefront website may have included a hint as to what is to come in March. While it is not much of a surprise, they have confirmed that a new hero will be included in the expansion. So much for Jabba or the rancor being added as a playable character. We’ll just have to settle for Yoda (a guy can hope).

Fallout 4 Patch 1.03 launches, improves visuals on consoles Fri, 12 Feb 2016 17:08:16 -0500 Jeff D_7921

Bethesda just released patch 1.03 for Fallout 4 on all systems. Announced in their latest release notes, the update weighs in at 500MB. Surprising visual improvements have been made to the console versions, with little cost in performance. Draw distance settings for geometry and foliage are among these graphical improvements. This is a great addition to the PS4/Xbox One versions of the game, and brings them closer to the look of the PC's higher fade settings.

PC gamers shouldn't feel shunned, as they now have access to a new ambient occlusion setting (HBAO+) as well as new fixes for gameplay, quests, and workshop mode.

Here's the list of new features that have been added to the patch:

  • New ambient occlusion setting (PC)
  • New weapon debris effects (PC NVIDIA cards)
  • Added status menu for settlers in your settlements
  • Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis
  • Improved "ESDF" key remapping support while in workshop mode (PC)
  • Dramatically increases object fading distance (console)

Patch 1.03 also fixes some glitches, such as randomly teleporting while aiming a gun and corrupted save files. Now if they could only fix the broken fast travel system....

Overall, this seems like a huge win for the console version of Fallout 4. The only downside is freeing up enough memory to download the update.

What does everyone think? What would you like to see patched/fixed in the next update? Let us know in the comments below.

New characters in Star Wars: Galaxy of Heroes, along with balance updates Wed, 10 Feb 2016 14:37:52 -0500 Anson Chan

The turn-based, free-to-play mobile game, Star Wars: Galaxy of Heroes, has just received a fairly major update that includes some rather prolific characters and some game balancing changes. 

Unfortunately, neither new character can be obtained through grinding -- at least for now. 

Grand Master Yoda

One of the most prolific Jedi from the Star Wars movies has made his way to Star Wars: Galaxy of Heroes, with a heavy emphasis on buffs and debuffs. However, he can only be obtained by beating a time-limited event that requires very high level Jedi. His abilities are as follows:

  • Ataru [Basic Attack] - Deal physical damage to target enemy. If that enemy has more than 50% health, Yoda gains 20% turn meter and will dodge the enemy's next attack.
  • Masterstroke - Deal special damage to all enemies, and for any buff that an enemy has, Yoda gains that buff for 3 turns.
  • Unstoppable Force - Deal special damage to an enemy with a 50% chance to remove 30% turn meter. If that enemy has less than 50% health, they are also stunned for a turn.
  • Battle Meditation - Yoda gains extra Tenacity for 2 turns, then grants his allies every buff that he has.
  • Grand Master's Guidance [Passive Leader Ability] - Jedi allies gain 15% Tenacity. They also get 15% turn meter when they resist a debuff.


The famed clone trooper captain of the 501st Legion (who made several appearances in the Star Wars: The Clone Wars TV show) is now in the game, sans his signature helmet (for whatever reason). For now, he can only be obtained through the Chromium card packs (which may be changed in the future). His abilities are as follows:

  • Impending Shot [Basic attack] - Deal physical damage with a 70% chance to remove 15% turn meter.
  • Squad Discipline - Remove all debuffs from friendly units. Clone allies gain 40% turn meter and another 10% turn meter for every debuff that is removed. All other allies gain half that amount.
  • Subdue - Deal physical damage, plus bonus damage equal to 10% of the target's max health.
  • Brothers in Arms [Passive Leader Ability] - Clone allies gain 10% max health and 10% Turn meter whenever an ally suffers a critical hit. All other allies gain 5% of each effect, respectively. 


No update is complete without balancing changes, and this one is no exception. Among other things, certain characters can heal themselves every time they attack an enemy -- although the effect is minuscule, often amounting to 200 to 300 points of health at most.

Other character changes are as follows:

  • First Order Tie Pilot - At 7 stars, he now has more agility, but less strength. Furthermore, a bug that let him attack more often than intended has been fixed.
  • Talia - She can now heal herself much more efficiently, converting at least 60% of the damage she deals into health. 
  • Poe Dameron - Less chances to Expose at all ranks, reduced Tenacity on his unique ability, and reduced tenacity in general to make him slightly more bearable to fight against.
  • Asajj Ventress - She can now only heal herself, although the effect is much stronger.
  • Mace Windu - His entire ability set is overhauled so that he can deal more damage while above 50% health. Once his health goes below that threshold, he converts some of the damage he deals to health.  
Ubisoft patch The Division in time for open beta Wed, 10 Feb 2016 09:24:09 -0500 Alec Pearce

Ubisoft has rolled out a patch for Tom Clancy's: The Division before launching the open beta test on 18th February

Reddit user 'codnavar' posted the details of the update to The Division subreddit and it outlines several important and much-needed changes. Included in the patch is a new playable mission for the beta, another upgrade wing for the Base of Operations and a plethora of gameplay tweaks and bug fixes. 

Have a look at all of the patch notes from codnavar's post: 

The 'Dark Zone' has clearly received the most love with a large number of changes that should ultimately make for a better gameplay experience. In the closed beta, players often found themselves wandering about aimlessly, but the addition of large numbers of NPC enemies should put a stop to that. 

Changed too is the rogue system. Now instead of becoming instantly disavowed because you accidentally shot a friendly, a warning sign will appear that shows you and other players that it was unintentional. Player health bars will now only change to red when you become rogue. Again this will stop players from attacking each other by accident, thinking that someone had been disavowed when they actually hadn't. 

Ultimately, it is great news that a lot of the confusion with the PvP features has been fixed and the annoying bugs that many people (myself included) experienced have also been patched out. No more invincible players or infinite ammo and you can actually now open the chests in the Dark Zone after their reset time was drastically reduced!

If you didn't delete your data from the closed beta then it will be updated with the patch the next time you load it up. 

You can check out my analysis of the closed beta here and you can write about your experience with the game so far in the comments below.

Highlights from League of Legends 6.3 patch Wed, 10 Feb 2016 04:15:24 -0500 Nick Harshman

Riot has released the League of Legends patch notes for patch 6.3, and they hold some pretty big changes for the game. It's a hefty patch, with tons of new stuff to sift through -- if you want the full litany of changes, head over to the official notes here. For just the highlights, here are some of the bigger changes we saw:

New Item

First, there's a new item: the Duskblade of Draktharr. This fancy new item is made especially for AD assassins. Riot is calling it a 'core item' for assassins -- something they haven't had since Last Whisper was changed. The item grants 75 attack damage - on par with Bloodthirster - but only costs 3250 gold. For comparison, Bloodthirster costs 3700 gold. Not only that, but you also get bonus movement speed, as well as armor penetration -- useful stats for an assassin.

The most interesting part of the new item, however, is the Nightfall ability:

That's gonna hurt. 

Champion Changes

While various champions were buffed and nerfed, one of the bigger changes was to Alistar. For many, the Headbutt and Pulverize combo is this champion's bread and butter -- but Riot felt that too often people missed the combo, even at the pro level. They've now made it so Pulverize can be 'buffered' during Headbutt and will automatically go off once Alistar reaches his target. 

Some other champion highlights:

  • Graves was the focus of a few minor changes, like not being able to stun the Rift Scuttler with normal attacks anymore.
  • Ryze benefits from a significant cool down reduction on his ultimate. 
  • Gragas' Drunken Rage's on-hit now deals damage in a 250 unit radius around the primary target.
  • Corgi's base damage on Phosphorous Bomb has been reduced.
Chasing the Dragon

Major changes are coming to Dragon as well. Riot felt that people weren't treating Dragon as a necessary objective towards the end of games. In order to fix that, they decided to change the buffs on the 2nd and 4th Dragons:

Theoretically, this should make going for those late-game Dragons worth it, since the buffs will help with late-game tower dives and split-pushing.

Changing Champion Select

Lastly, Riot is instituting some new wrinkles to Champion Select. Coming with the new patch is the rule that free-to-play champions are no longer allowed in ranked matches. After the initial patch, Riot is also planning to institute the following rules as well:

For all the patch notes, check out the patch notes page. You can expect the patch to go live sometime this week.

What do you think about all the changes coming to LoL? Let us know down below.

Nintendo confirms "game-play enhancements" for Twilight Princess HD Mon, 08 Feb 2016 21:00:38 -0500 Zanne Nilsson

Nintendo recently confirmed a handful of what they call "gameplay enhancements" for the upcoming The Legend of Zelda: Twilight Princess HD for the Wii U.

Some of these are confirmations of previously rumored changes to the game, such as a touchscreen inventory, hero mode, and the bonus "Cave of Shadows" dungeon, which can only be unlocked using the Wolf Link amiibo that will be bundled with some versions of the game. The specifics of other amiibo functionality weren't revealed, though the announcement does confirm that Legend of Zelda amiibo from the Super Smash Bros. series will have "various in-game effects."

Other previously unknown changes - such as Miiverse interaction and the ability to play the game off-TV on the GamePad - are unsurprising. One welcome addition to the HD re-release is a new item called the "Ghost Lantern," which "will glow when in the same area as a Poe (a kind of ghost), making the Poe soul-retrieving quest much easier to complete." Anyone playing the remake who tried to complete that frustrating quest in the original GameCube/Wii version of the game will likely appreciate anything that makes collecting Poe souls easier.