Differences  Tagged Articles RSS Feed | GameSkinny.com Differences  RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Is Capcom Trying Too Hard With Resident Evil 7? https://www.gameskinny.com/z1amx/is-capcom-trying-too-hard-with-resident-evil-7 https://www.gameskinny.com/z1amx/is-capcom-trying-too-hard-with-resident-evil-7 Tue, 20 Sep 2016 08:26:52 -0400 David Martinez_1224

As most of you may know already, Capcom is once again attempting to win its fans back over with their next installment to the Resident Evil franchise -- Resident Evil 7: Biohazard. While the loyal, hardcore Resident Evil fans may be saving their money for this game, I do not think that this upcoming sequel will revitalize the franchise's tarnished reputation. Resident Evil 7: Biohazard is taking a significantly different approach to its gameplay, which may feel a bit alienating for fans of the previous entries in the series.

Capcom has released several gameplay trailers, and I was rather curious as to why the gameplay has gone from an action/third-person shooter/survival game, to a pure horror game. The videos show us what is happening from a first-person point of view, rather than the third-person view that fans are used too, and plunges the player into one area, which is basically a house. It seems that players are going to be spending most of their time walking around and hiding whenever a creepy noise is heard.

Sound like Resident Evil to you? Not really.

The ultimate question is this: will it save the franchise?

After the lukewarm responses to Resident Evil 6, Capcom has failed to bring itself back to its former glory days. I am seeing a lot of similarities between this new gameplay and other horror games, such as Amnesia: The Dark Descent, and Slender Man. So maybe Capcom is hoping to boost sales by playing copycat? Or maybe they recently decided to take on a different approach to the series?

It's hard for me to decide, but I haven't seen a Resident Evil game get much buzz since Resident Evil 4. This game could be hit-or-miss, which is dangerous for a franchise that's so close to dying off. It could work, but at the same time, Capcom is taking a huge risk with the change in direction. I hope it works out.

Elsword vs Elsword: Evolution, every difference you need to know! https://www.gameskinny.com/qrkjg/elsword-vs-elsword-evolution-every-difference-you-need-to-know https://www.gameskinny.com/qrkjg/elsword-vs-elsword-evolution-every-difference-you-need-to-know Tue, 17 May 2016 16:01:53 -0400 David Fisher

Elsword is a 2.5D action MMORPG that was released by KOG Studios in Korea back in 2007. Since then, it has been slowly releasing localized clients worldwide, with the latest being the Philippines server in 2013. Now KOG Studios has released a new game, Elsword: Evolution, for mobile devices. However, the two games share very little beyond their namesake. How so? Read on to find out!

Elsword: Evolution is not an MMORPG

Unlike ElswordElsword: Evolution is not an MMORPG. Instead, the game is a mobile PvE RPG game. This means that players will spend most of their time in a single player campaign. In it they will be given various goals such as time limits, defeat the boss, or other similar beat 'em up style challenges.

This also means a difference in gameplay style. Instead of a single world connected by portals and other such methods of moving around, Elsword: Evolution features a world map where players select which stage to play. They will then progress through stages in which they must defeat all onscreen enemies before moving on to the next area.

It's a fun beat 'em up RPG, but it's certainly not the MMORPG players might be expecting from an Elsword title.

You cannot transfer your Elsword characters or account information to Elsword: Evolution

Since the core gameplay mechanics are different between the PC and mobile games, player characters and account information cannot be shared between the two. That means all the time and money you poured into Elsword is worthless in Elsword: Evolution. This is certainly something players will want to consider before playing this game.

The reason is quite simple, really. Elsword is an MMORPG while Elsword: Evolution is a mobile RPG. As such, the two games do not share any common features. Transferring a character is thereby impossible, since there would be no way to translate one player character into the other game's format.

The UI has been completely changed

In Elsword (above) your UI looks pretty standard for a Korean MMORPG. You have your 2D map window, your stats, titles, skills, and so on. While it can be a bit crowded and confusing at times, it is the depth that status screens like this have that helps to customize your character the way you want.

Since Elsword: Evolution is not an MMO, the inspiration it took from the original Elsword is barely recognizable. Developed as a mobile game first, Elsword: Evolution comes off as simplistic. Your skills, equipment, and so on are all found in convenient menu buttons whenever you return to the "mainland". Also, since the game uses a stage-by-stage system instead of a portal-based world the game doesn't have any area maps.

Elsword: Evolution's skills and animations are significantly less flashy than Elsword

Spells and skills look somewhat bland in Elsword: Evolution. While Elsword  isn't exactly the flashiest game on the market either, it is clear that every animation in the mobile title has taken graphical limitations into account. Even Elsword's characteristic manga-panel special skills have been replaced with a wide range of regular skills aside from the odd closeup on your character.

Keep in mind, the game doesn't look bad at all. It's actually quite impressive for a game running on a mobile phone. Just don't expect anything too epic.

Elsword: Evolution can literally play itself

Players in Elsword: Evolution can opt for automatic or semi-automatic controls for those who despise the grinding nature of MMORPGs or simply hate mobile controls. While this does bring into question why anyone would bother playing a game that is literally playing itself, it does make the game a lot easier on the thumbs seeing as touch screens are hardly a place for an action game. There are also few disadvantages to running the game on full-auto either, since it is mostly your skill build and equipment that will determine your chances of victory.

Semi-auto mode serves as an in-between mode that gives the player control solely over the character's skills. This mode is best for stages that don't have alternate paths or treasure chests sitting on floating platforms. However, manual mode is the only one that will let you get the full experience of the game -- as well as any secrets a stage hides.

There are no PVP modes in Elsword: Evolution

In Elsword (above) there were PvP modes that players could partake in to fight one another in various modes of combat. This is a common feature in MMORPGs, since it allows players to test out their final builds and equipment on other players to see not only who deals the most damage, but also who has the most skill.

Elsword: Evolution does not have a PvP mode. Instead, the game offers a party system that lets players play co-op "raid" versions of the story mode missions. To join a party, players have to enter the Party Square and request to join one. Otherwise, they can add friends and invite them through the "Friends" option instead. Raid missions can only be played starting at level 25.

There are currently only three playable characters in Elsword: Evolution at this time

As of the time of this article's publication, only three playable characters are available in Elsword: Evolution. These characters include: Elsword, the Knight; Rena, the Ranger; and Aisha, the Magician. Each character has their own distinct play style, as well as story and skills. This also means that they have their own weaknesses as well.

Elsword on the other hand has eight characters currently available in the Korean client.

Pay to Win vs Free to Start

The free-to-play MMORPG nature of Elsword meant that many late game items could be attained through the cash shop. While most of those items were readily available in game for free, the cash shop meant getting these special items faster. This is commonly known as "pay to win" in the MMORPG world, as it gives an unfair advantage to those willing the shell out cash for virtual items.

As a mobile RPG, Elsword: Evolution takes on a freemium stance similar to most other mobile games. While the game can be played from start to finish without paying a penny, customization items and higher level gear are almost exclusively for paying players only. Real world money can also be used to replenish energy points that otherwise take 2 minutes to recharge... each point.

That's all folks!

Elsword and Elsword: Evolution are very different -- but both very entertaining - manga-style video games. While both feature somewhat similar visuals and control styles, the heart of each game is very different. If you're looking for a complex MMORPG, then Elsword on PC is probably the game you'll want to go with. If you're instead looking for a simple, slightly more restricted, beat 'em up solo game then you should download Elsword: Evolution.

If you're just a fan of the Elsword universe in general, then Elsword: Evolution will serve as a great on-the-go companion to fulfill your Elsword cravings while away from your PC. Just remember that you will need to be connected to a Wi-Fi hotspot or have mobile data to play Elsword: Evolution.

If you'd like to download Elsword: Evolution for yourself, you can find it on the Google Play Store or the iPhone App Store.

Fire Emblem Fates: A Little Bit of Everything https://www.gameskinny.com/njzu2/fire-emblem-fates-a-little-bit-of-everything https://www.gameskinny.com/njzu2/fire-emblem-fates-a-little-bit-of-everything Wed, 02 Mar 2016 04:29:34 -0500 Chiisainekoyume

After playing upwards of 300 hours of Fire Emblem Awakening since the fall of 2014, I was very much looking forward to the next Fire Emblem game. Patiently waiting for almost a year after the Japanese versions were released, I could not help but read every article and watch every clip I could find about the new games, especially once February began. Needless to say, I was slightly obsessed. When both Birthright and Conquest appeared at my doorstep on February 19th, I literally jumped for joy (thanks Amazon!).

I am writing this article now, after completing Birthright and being more than halfway through Conquest, for two main reasons:

  1. In case it is not already clear, I am quite passionate about this series (though I’ve only played Awakening and Fates), and I feel the need to share my experiences/opinions with others
  2. I want to influence others to become as excited about Fire Emblem as the rest of us, because it's a fun, tactical RPG that has a little bit of everything.

Oh, and I’ll try not to give anything away, but there may be a few spoilers that slip out… just so you know.

It’s Hard to Awaken to Your Fate

To begin, I want to talk about the differences between Awakening and Fates. Yes, I know that articles have been written about such things, but I still feel the need to state what I’ve observed.

First, the basics: Fates is three separate games, while Awakening was one complete game. I recommend starting with Birthright, no matter what your level of play is, because it contains the most basic story and does not reveal too much outside of its plot (whereas Conquest builds on what Birthright gives you, and adds a taste of where the Revelation arc goes). Also, even for the more experienced Fire Emblem players, Birthright is a good place to start, because you have more chances to acclimate to the battle system changes.

For the most part, battles are similar to Awakening -- pick and outfit your fighters for each map and use your brain to move your fighters appropriately and win the mission (which is mostly “rout the enemy”). In Birthright, you are given plenty of chances to level up outside of the maps related to the story, with challenges that pop up (like in Awakening) and with the “scout” mode, which allows you to find challenges (if none appear) for some gold (which you’ll have plenty of).

In Conquest, you don’t get that option. You also don’t acquire as much gold, but the maps are more challenging (and more diverse in their objectives), so it’s a lot of fun to play after Birthright. And for those of you who (like me) enjoy unlocking all support conversations, you are 100% more likely to succeed with only two playthroughs in Birthright than in Conquest.

King of the Castle


Source: Siliconera

A new feature that Fates introduces is the “My Castle” area. It’s the place you get sent in between battles where you can buy/forge new weapons, chat with characters, feed your pet squirrelfish, and battle other players online. I can’t speak to the online portion, because I’m anti-social and never like playing online with others. But, I can tell you about the other features of “My Castle”.

Unlike Awakening, where you have to run from town to town while looking for that Beaststone or Masterseal, in Fates you can find it all conveniently located in your castle area. That you build. To your liking. Though there aren’t many customization features, you can at least arrange the buildings how you want to so that your inner zen can flow freely. You can battle for more items in the Arena or farm/mine for the basic two items that they give you, and with these items you can buy accessories (that your characters actually wear in battle), feed your pet squirrelfish, and forge new weapons.

While I don’t dislike the “My Castle” feature, I also think that it is a bit too basic for a new game addition. As I mentioned, there aren’t too many customization options, and all you really can do there is talk to characters, gather items, and buy things. And even then, you can only do most of those things once per visit.  But maybe I'm just not delving deep enough and am ignoring the unknown possibilities "My Castle" holds...maybe.   

Channel Your Inner Owain

Fates has eliminated the weapon frailty that Awakening had (except for rods and staves, of course), and, instead, increased the interest and need to forge weapons. I must admit: I never once forged a weapon in Awakening (I know! How terrible of me!). However, in Fates, I constantly forge weapons to better my fighters. Plus, it’s fun to name them once they are forged (thanks Owain!).

Another weapon change Fates made is, I believe, more in line with traditional RPGs: there are a range of weapons, and each weapon has a pro and con to it. For instance, you may find yourself trying to decide between a more powerful weapon that has less of a chance of hitting the enemy, and a faster, but less powerful one. Many weapons have status effects or even +/- effects on your fighter’s stats. Fates definitely focuses on weapons more so than Awakening. At least the triangle of weapons hasn’t changed much: lance beats sword, sword beats axe, axe beats lance (though they did add a few others into the mix, like tomes/scrolls, and shuriken).

To Pair, or not to Pair?


Source: NintendoWorldReport Forums

Now I shall address the most annoying (in my opinion) change to the battlefield: pairing. To pair or not to pair? That is the question. It's more helpful not to pair, yet my Awakening senses tell me to do so.  For those of you who have no idea what I’m talking about, let me ‘splain: In Awakening, it was advantageous to pair units with each other on the battlefield. Once paired, the C-A/S support system would kick in, and you would find your characters fighting with many boons, like +10 critical, +10 avoid, and +10 hit. What you would also discover is that paired units not only defended each other, but also joint attacked.

This is NOT the case in Fates. I’m sad to say that, in Fates, you can choose to either pair up (in the same space) with someone and every few turns get them to defend you, or you can set your characters next to each other and get them to support attack for you. But you can’t have your cake and eat it too. There are still bonuses to dodge and hit when fighting with another character of a support rank, but they aren’t as great as Awakening.

This leads me to my next point, which is the whole support aspect of Fates. In Awakening, it was obvious that getting characters to high level support ranks with one another was the thing worth spending hours doing. The support conversations were fun, and the battle bonuses were great. In Fates, they spent the time, energy, effort, and money to make the support aspect more dating sim like with animated 2D models, but the question is: WHY? If you are going to destroy the whole point of unlocking support ranks (well, at least half of the point – the battling part), why make them more special?

I must admit that I’ve played a few dating sim games, so I was kind of looking forward to that whole aspect of Fates. BUT, when I actually played through the game, I found that I was, surprisingly, disinterested in that aspect of it. To me, it makes no sense in the game (besides as a sort of fan-service), especially now that having a high support with someone doesn’t give you much -- except kids. 

From the Deeprealms They Spawn

Speaking of kids, there’s not too much different from Awakening in that aspect. You get an S support rank with another character, they have a kid, and, magically, the kid is suddenly old enough to help you fight. Wee! The big difference in Fates is that the male characters are the ones who determine the child, not the females.

A lot of the kids (and adult characters, actually) have VERY similar looks and/or personalities to those of Awakening. For instance: Saizo’s kid is basically Gaius, and one of Camilla’s retainers is basically Severa. It’s actually kind of fun to see those characters again (especially when they reference those characters' conversations from Awakening in the Fates support conversations). But at the same time I kind of wish they hadn’t made so many replicas…it’s like they cheated.


Source: Kotaku

Lasting Impressions?

Now where was I? Ah, yes, my overall opinion of the game. As excited as I was to get the games, I pre-ordered them both. Not realizing until after I popped Birthright into my 3DS that getting both was a dumb idea, because you are supposed to download the other versions onto your DS AFTER playing through whichever you chose to start with. Le sigh. It’s cheaper and the only way to get all of the content to exist together (and to get the bonus items for downloading the other two versions).  

Overall, I like Fire Emblem Fates. It’s no Awakening, but I’ve come to terms with that fact and have accepted Fates as the not-as-awesome-but-still-fun game that it is. So far, I am liking Conquest better than Birthright (though I thought the opposite would be true), mostly because of the characters. Personally, I only liked a handful of Birthright characters (even after playing through the whole game). Most of them seemed too weird or too whiney for my taste -- and OMG Takumi is so annoying.

I decided to marry Ryoma for my first Birthright play through (no, it’s not incestuous… you’ll find out why when you play), because I thought it would be similar to being with Chrom in Awakening and make the story more awesome. Not true. I regret my decision and should have chosen Kaze instead.

Anyways, my point is that the characters in Conquest are more likeable than the ones in Birthright, even though Nohr is the ‘evil’ kingdom and Hoshido is the ‘good’ one. Each version echos and contrasts the other beautifully though, and I really liked how distinct each kingdom is. I will admit that both versions have their depressing points, but I am looking forward to playing Revelation (the third version) and hoping that it is more uplifting. I mean, it really pulls on the old heartstings when you have to choose between the family that raised you and the family that you’re related to.

Dumbledore Clap

Source: Giphy

All in all, good job Fire Emblem devs. You made a pretty good game to follow that super awesome one that was your last-ditch effort to save the series. Congratulations! For those of you currently playing the game: do it, to it Lars! For those of you still deciding which to buy: it doesn’t matter. Pick one to have a hard copy of and then download the others. But I would start with Birthright first.

And, finally, for those of you who think you have no interest in this game: I’m surprised that you’re reading this article, but the fact that you are means that you have a slight interest in this game, which means you should go buy one NOW and start playing, because it’s a lot of fun and you won’t regret it.

A comprehensive look at the differences between Fire Emblem: Fates versions https://www.gameskinny.com/f201p/a-comprehensive-look-at-the-differences-between-fire-emblem-fates-versions https://www.gameskinny.com/f201p/a-comprehensive-look-at-the-differences-between-fire-emblem-fates-versions Wed, 27 Jan 2016 05:14:45 -0500 David Fisher

The newest addition to the highly-anticipated Fire Emblem series is coming to North America on February 19th. As it is well known by now, Fates comes in three separate versions - Conquest, Birthright, and the DLC campaign Revelation - each with their own unique story, as well as various other differences. However, if you missed out on the Special Edition of Fire Emblem Fates, chances are you are deciding which game version you would like to buy.

Maybe it's because you're strapped for cash; maybe you want to know which will be the most viable for multiplayer; or maybe you only want to pick up a single physical copy before you purchase the other or buy the other two versions as DLC. No matter which camp you are in, your beloved RR-sama is here to give you all the information you need to make an informed purchase.

What are the similarities?

While some people have berated the game, claiming that it's just as bad as having two Pokemon versions, the simple truth of the matter is that the two versions are about as similar as Call of Duty is to Battlefield. As a result, there is quite a bit of common ground between the games in terms of core mechanics.

For example, the first few chapters of either game, Fire Emblem Fates plays out much the same way. Once players reach chapter six, they must choose which side they will join: their adopted family from Nohr or their blood relatives from Hoshido. Until this choice, however, the first six chapters are the basic tutorial and "easy" missions that one would expect from earlier games in the series. My best comparison would be The Sacred Stones, where players had to choose between Ephraim or Erika.

Other similarities are found mostly in the core gameplay. Support conversations are still the same as in Fire Emblem: Awakening, and the usual strategy-based gameplay elements are similarly present. Similar characters will also appear regardless of the game; however, they will be as allies or enemies depending on the version/route you choose.


Several cast members can join your army, regardless of which side you choose. These characters are typically paralogue recruitable characters, or characters that are fiercely loyal to the player character. These include: Asyura, Azura, Felica, Izana, Jakob, Kaze, Mozu, and Silas.


Other than these core features, very little about the two games remains the same. With that said...

Let's talk differences!

Once again alluding to the Call of Duty vs Battlefield analogy, it's time to start focusing on what everyone really wants to know: the differences!

Fire Emblem: Fates - Birthright

Nintendo might be showing a little bit of home-turf favoritism with its portrayal of the Japanese-inspired country, Hoshido. In Birthright, players will ally themselves with the default country of Hoshido (provided they have not purchased any of the other games as DLC). Dressed in lighter colors such as bright red, white, and blue, Hoshido is a peace-loving country that wants nothing more than to see the world at peace once again...by killing every single Nohr until none remain.

Newcomers to the series and Fire Emblem: Awakening veterans alike will feel right at home with Birthright, as the game does not venture too far from its predecessor's formula. Just about everything in Birthright feels like Awakening from the ability to spawn enemies to fight, to the simplified chapter objectives, and even the ability to infinitely grind your units by playing challenge maps (similar to Risen skirmishes from Awakening) until everyone's levels are maxed out.

Due to Fire Emblem: Birthright roughly translating to Fire Emblem: Feudal Japan, expect a lot of Japanese themed classes in this game. In fact, Birthright effectively has more classes to chose from. These classes include, but are not limited to: ninjas, puppeteers, samurai, weapons masters, oni savages (think Princess Mononoke), priests, pegasus knights, and fox spirits. There are over 26 Birthright exclusive classes in all, and the majority of those classes are not recurring classes from previous Fire Emblem games.

Nishiki (Kaden in the American release) is quite foxy. Maybe it's because he's a kitsune or something, but I could really imagine that he'd love to make a new foxhole in your castle if you let him. Okay, I'm done.

(Screenshot from English-patched version of the original Japanese game)

Other than the inability to recruit the majority of Nohr characters, and the other differences mentioned above, Fire Emblem: Birthright varies rather little from Fire Emblem: Awakening or Conquest. The core gameplay is the same, and you will undoubtedly enjoy the game. There is still a difficulty setting option in this game to select harder game modes if you fancy, so don't worry about that if you thought choosing between Conquest and Birthright was a choice between hard mode and easy mode.

With that said and done, let's look at...

Fire Emblem: Fates - Conquest

Nohr, if not already apparent by their color scheme alone, are the pseudo-bad guys of the game. Advertised as being more akin to classic Fire Emblem games, the stars of Conquest are a European-inspired country whose main goal is to conquer (big surprise there) Hoshido. Their reasons for this venture into spoiler territory, but when it comes down to it, the story of Conquest basically boils down to "nice people doing really bad things".

For players who are used to Fire Emblem: Awakening's gameplay style, Conquest isn't a complete return-to-roots game. You still have support conversations, marriage, children characters, and the pairing system. However, the similarities end there. 

Conquest is all about moving forward, and as such there are few times where you will find yourself able to stop and rest. While some people have compared the game to the first Gameboy Advance Fire Emblem (or Fire Emblem 7), the game shares more in common with The Sacred Stones.

You still have an overworld map (as seen above), and you will need to travel along it to get to each chapter, contrary to rumors that the game has no overworld map at all. From here, players can access the Otherworldly Gate for DLC missions, their next chapter,  as well as paralogues and other non-chapter missions. That said, the comparison with The Sacred Stones stands true insofar as any missions you repeat will yield no experience whatsoever. This means that every single choice you make during your playthrough of Conquest can be a life or death one.

Pick your units carefully, level your characters equally but selectively, and ensure that your tactics are flawless. 

What is more akin to FE7, however, is the game's difficulty. Since - as previously stated - there are no chances to grind levels, Conquest players will have to play with units whose levels are on par or lower than the enemy force. Throw into the mix a wild combination of different mission objectives, and players who are unaccustomed to the old style of gameplay will have more than a few heartbreaking sessions should they choose to play without resetting the game. You could always play Casual or Phoenix mode to ensure your units never truly die, but that tends to take the fun out of the game.

Worse yet, leveling a select few units - or sharing experience among too many - can put an early end to your campaign as you become trapped in an unwinnable battle and have to sacrifice one or more characters to ensure victory. Anyone who has played FE7 or earlier knows that this could lead to disastrous results in later chapters. You have been warned.

Thanks to its European inspiration, Fire Emblem: Conquest has access to the majority of classic Fire Emblem classes (with the exception of pegasus knights, mages, and myrmidons - known as samurai in the Japanese version of Fates), as well as several new classes. The new classes that are exclusive to Conquest include: revenant knights, maids, butlers, and the werewolf-like Garou.

Believe it or not, this furry guy is actually a friendly chap when he's not busy tearing your opponents' guts out with his bare hands!

Fire Emblem: Fates - Revelation

While Fire Emblem: Revelation is not available as a standalone game, I thought it might be a good idea to briefly mention the differences Revelation has some minor differences from the other two versions.

First and foremost, Revelation is the middle ground between Conquest and Birthright in more ways than one. While Conquest can be seen as the "hard" version of the game, and Birthright  the "easy" one, Revelation  is the "moderate" title that never gets particularly painful. The overall difficulty of the game is usually in line with Conquest; however, since Revelation has many of the Fire Emblem: Awakening features found in Birthright, the game is not nearly as difficult.

As for the technical differences, Revelation has access to every single class in the game, as well as a majority of the characters, with only one unavoidable death. That said, characters will still die or be unrecruitable if you do not fulfill certain recruitment conditions, so keep this in mind during your playthrough.

Which version should you choose?

When it comes down to it, the first thing you should consider when choosing which game you want is the game's difficulty and gameplay. If you enjoyed Awakening, then Birthright will be right down your alley. If Fire Emblem 7 or The Sacred Stones was your cup of tea, then maybe Conquest will satisfy your desires by riding alongside Nohr.

Players should also consider what types of units they want on their team. If you like the European-themed Nohr, then that should be taken into account for your initial purchase. Likewise, if you would like units themed around Japanese warriors, then you should put your money on Birthright, regardless of what type of gameplay you prefer.

Ultimately, Revelation and the other version of the game can be purchased as DLC at a reduced price, regardless of which game you choose. So don't worry too much about which physical copy you buy.

In my opinion, Birthright is the safer buy if you are an Awakening veteran or even if you haven't played any of the older Fire Emblem titles in a while. If pure difficulty and old school gameplay is what you want, buy Conquest, but keep in mind that the game does still have many gameplay features from Awakening.

Where do your allegiances lie - Nohr or Hoshido? Did you get lucky enough to buy the Special Edition? Claim your fate in the comments section below!

Similarities and differences: How to transition to HotS from LoL or Dota https://www.gameskinny.com/setql/similarities-and-differences-how-to-transition-to-hots-from-lol-or-dota https://www.gameskinny.com/setql/similarities-and-differences-how-to-transition-to-hots-from-lol-or-dota Sat, 25 Jul 2015 13:30:01 -0400 Danielle Marie

For a while now, there has been a distinct rivalry between the top two MOBA leaders: League of Legends and Dota 2. 

Blizzard, however, the game developer responsible for powerhouses such as World of Warcraft and StarCraft, isn't one to take such success sitting down. After all, what's a game genre without a promising Blizzard contender?

What followed was Heroes of the Storm, a MOBA that is distinctly different than its counterparts, but still shared the general premise. 

While every MOBA has slightly diverse characteristics, Heroes of the Storm deviates a bit further than the rest, but the transition shouldn't be too hard to make if you adopt the following tips:

Heroes of the Storm Similarities

Since we're talking about two games in the same genre, they're going to have fundamental similarities. Each team begins on opposite ends of the map and must take down levels of structures until they reach the opponent's life source.

Team Composition and Towers

Each team has 5 members and will be randomly matched against opponents of similar skill level; you'll also see that the same premise of killing outer towers to reach inner towers, then the "nexus", also applies.

Top, Mid, Jungle, and Bot Lanes

There are lanes and a jungle, just like LoL, where each team member should be at a certain time. However, the number of lanes varies.

Single Player Experience

The experience system is also similar. If you're close enough to lane minions that are dying, you'll gain experience. Without this experience, you'll most likely find yourself behind the other team. 

Heroes of the Storm Differences

Map Variety

Unlike League of Legends, players who queue as a team of five will notice that there are 7 different maps that will be chosen at random. Because of this, the teams won't be playing the same map over and over again like Summoner's Rift in League of Legends.

Team Composition and Towers

Rather than the typical ADC and Support bottom lane, AP mid lane, tank/assassin/warrior jungle, and tank/warrior top lane, HoTS will require a much different setup depending on which map you're on. 

The general premise of 1 tank, 1 healer, and 3 damage dealers is the same, but they're going to be in different places based on the meta and the map you're playing. For more information about this, check out our HoTS Map Guides here. 

The other major difference is that, unlike the towers in League and Dota, each structure level in HoTS has a wall, 2 towers, a healing fountain, and a fort, each gaining global XP for your team.

Map Objectives

In Heroes of the Storm, map objectives are critical, unlike League of Legends where it's only a peripheral path to victory. Each map has a different objective and it's always the key to winning, as opposed simply to killing your opponents and pushing lanes. 

Global Experience

This is one of the major contrasts between the two - HoTS has team experience, not single player experience. This means that if a player is getting lane experience from minions dying, they're contributing to the team's experience and not just their own.

Your hero doesn't have its own level, so it's not as easy to carry a team singlehandedly. Either your whole team is doing well or it's not, meaning it's a much more team-oriented game than LoL.

No Items and Player Talents

The other major difference between the games is that there are no items in Heroes of the Storm, and all your damage comes from your player talents instead. 

Both games have player talents when you level up. In HoTS it's only at levels 1, 4, 7, 10, 13, 16, and 20. 

Rather than building items like in League, you'll be building using your talents in Heroes. So different games will require different talent builds. Heroesfire is a great place to check out builds for your favorite Hero.

Balancing the Game Out and No Surrenders

Another major difference is that Blizzard is trying its hardest to prevent losing teams from giving up. This is exemplified by there being no way to surrender. At least not yet anyway.

Another aspect that Blizzard has implemented is that there are many ways to come back from what many players would refer to as a lost cause. There are many ways to level out the experience - including jungle camps, soaking XP from every lane at the same time, and basically communication and teamwork in general. 

Notably, killing members of the other team is generally not as effective of a strategy in Heroes of the StormKilling the other team is always a good thing, but it's not a matter of direct importance. It's usually the secondary objective, while the map objective is always number one.

Most of the time, you'll be killing your opponents in order to take map objectives.

To Sum It All Up...

It all boils down to four main factors that will be essential to transitioning from League of Legends or DoTA to Heroes of the Storm:

  1. Map objectives versus killing opponents
  2. Global experience instead of single player experience
  3. Using talents as a build Instead of Items
  4. Teamwork over trying to carry

By focusing on educating yourself on these main points, you'll be seeing the victory screen in no time! For more Heroes of the Storm related content, visit the landing GameSkinny page here. 

Majora's Mask 3D Guide: Changes to the Water Temple (Great Bay) and Other Main Quests https://www.gameskinny.com/fc81c/majoras-mask-3d-guide-changes-to-the-water-temple-great-bay-and-other-main-quests https://www.gameskinny.com/fc81c/majoras-mask-3d-guide-changes-to-the-water-temple-great-bay-and-other-main-quests Sun, 15 Mar 2015 07:15:06 -0400 Stephanie Tang

If you can't find what you're looking for here or want to check out more Majora's Mask 3D walkthroughs, common fixes, and tips, take a look at the Master List

Ever since the release of The Legend of Zelda: Ocarina of Time, fans have clamored for the N64 hit, The Legend of Zelda: Majora's Mask, to receive the same lush 3DS treatment. 

Though it's taken a few years, we finally got what we asked for - but unlike Ocarina of Time, which was left virtually untouched in terms of gameplay, Majora's Mask received the visual overhaul we wanted and more. 

Some fans have decried many of these changes (such as swimming with Zora Link) but for the most part, many of these changes are positive and well-considered for the jump from living room console to a handheld device (with a known short battery life).

Here are some of the changes you should expect with areas in the main storyline quest and Temples.

(NOTE: This has been written in a way that is intended for players who are familiar with/have beaten the original N64 version of Majora's Mask. Newcomers to the game may still find this guide handy, but are less likely to recognize certain rooms and areas right away.)

Magic Bean Shortcut

In Southern Swamp, you need to gain access to the off-limits areas of to Deku Palace to reach the monkey that has been accused of kidnapping the Deku Princess. To do so, you need to run through the mazes to either side of the main corridor into the palace (one side will lead to a Piece of Heart, the other to a hole in the ground) without getting caught by the Deku Soldiers. 

Once you reach the hole in the ground and have spoken to the Magic Bean seller there, there is a second portal past him that you can step on. This portal will take you back up to the surface on the right side of the palace - exactly where you need to be to plant the bean. 

(Remember: Grab a bottle of Spring Water before going into this portal.)

Changes to Woodfall Temple

For the most part, the puzzles in the four Temples have been kept largely identical to the original N64 game. There have been a few minor changes to the Woodfall Temple: 

  • The Stray Fairy that normally lies under the pushable block has been moved to a later room (room door is located at the bottom of the board path in the main room with the giant flower in the center).
    via zeldadungeon.net
  • The moving flower platforms in the large room with the pits in the ground and the dragonflies flying around no longer move until you land on them. 
    via zeldadungeon.net

Changes to the Water Temple (Great Bay Temple)

  • The Ice Arrows no longer make ice platforms anywhere in the water that you want to shoot. You need to aim for sparkles in the water.

    (Note: Like in the N64 game, shooting into the water may not always get you you an ice platform with the first arrow so you may end up wasting quite a few arrows/magic. A Green Potion is recommended.)
    via jonnynitpick.tumblr.com
  • In the room with the giant waterwheel (immediately after the door with the giant turtle), the platform to the left that you jump onto from the yellow water jet is now seperated from the one with the door. I recommend not wearing the Bunny Hood while walking on the pipes that connect these two platforms.

Changes to the Stone Tower

When the Stone Tower is rightside up, one of the earlier rooms (reached by taking the door to the right), has two fenced in areas on the left blocked by Sun Blocks and a large pool of water with spike bombs at the bottom. It's also bisected by a high-walled bridge.

  • In the original game, you have to swim towards the opposite side with Zora Link and maneuver him in such a way as to flip up and roll onto the ledge. In the 3DS remake, a ledge has been added to allow you simply to swim up to it and climb up. 

  • The switch in this same room is accessed easiest by changing to Deku Link and hopping across the water from the aforementioned ledge.

Transformation Mask Changes and UI Tweaks

The transformation masks can be set to any of the buttons on the side of the bottom screen (these take the place of the yellow C-buttons on the N64 controller, plus one). Previously, when transformed, these masks would be grayed out in the menus and you would be unable to replace the C-button this mask was set to.

In the 3DS version, you are now able to set a new mask or item onto that C-button equivalent and when you exit out of the menu, you will transform back to normal Link automatically. 

Masks and items are are now able to be reorganized on the bottom screen menus rather than having a set place. This means that it's easier to accidentally drag the wrong item onto your use buttons but it's also very easy to notice the mistake and fix.

As you can see most (though perhaps not all) of these changes were added to simplify things and smooth over some of the undue frustration of the original game (i.e. that ledge in Stone Tower) and also to help players adapt to the change in platform (i.e. the moving flower platforms in Woodfall) rather than to "dumb the game down."

For other guides and tips for Legend of Zelda: Majora's Maskcheck out the Master List.

Top 5 Changes From Original Pokemon Omega Ruby & Alpha Sapphire https://www.gameskinny.com/fqn4k/top-5-changes-from-original-pokemon-omega-ruby-alpha-sapphire https://www.gameskinny.com/fqn4k/top-5-changes-from-original-pokemon-omega-ruby-alpha-sapphire Sat, 29 Nov 2014 11:52:59 -0500 Autumn Fish

Pokémon Omega Ruby and Alpha Sapphire were finally released in Europe and PAL regions on Friday. With the entire world having access to these games, fans of the original Ruby and Sapphire and newcomers to Hoenn both get to capture and train Pokémon in the second main-region to receive the 6th Generation's 3D treatment. 

Fans of the original game have said that it feels a lot like the Hoenn they loved from Generation III, with a few extra twists. There are many miniscule differences - such as the replacement of trainers around the region - and a few rather large ones, like the Mauville City redesign.

Whether you are an old fan or new, there's plenty of reason to admire the differences and improvements GameFreak has made to Pokémon over the past 12 years.

Before I begin listing off what I believe are the best changes to the Hoenn region, I feel that it's only fair to make two things clear:

  1. I've only listed changes directly between Pokémon Ruby & Sapphire and Pokémon Omega Ruby & Alpha Sapphire are allowed in this list. No changes to Generation VI or brand-new additions (such as Soaring with the Eon Flute) are allowed on this list.
  2. These changes have made a significant [positive] impact, not only on the Hoenn region, but on the Pokémon franchise as a whole.


5. Mirage Island

Mirage Island was something I never found in the original Ruby and Sapphire. And other than getting a super-special kind of berry used for contests, it was virtually useless. In these remakes, however, Mirage Spots replace the single, lonely Mirage Island. These Mirage Spots are a series of multiple islands that offer something useful every time.

This time around, Mirage Spots can only be found through Soaring with the Eon Flute, and are easily identifiable with a red star floating above the land-mass. Not including Mirage Spots that are exclusively for catching Legendary Pokémon, there are four different types of spots that can appear in the overworld everyday: Mirage Cave, Mirage Island, Mirage Forest, and Mirage Mountain. Each of these will have an item sitting out in the open, as well as a more useful hidden item - such as the Deep Sea Tooth/Claw or colored shards - waiting every day to be found.

Mirage Spot

When you collect SpotPass data from the BuzzNav, new Mirage Spots begin popping up all over the map for use on that day. There are no hidden items in these locations, but rare Pokémon that aren't found anywhere else in Hoenn appear here. They've added many Pokémon to the different Mirage Spots so people have more opportunities to fill up their Dex.

I really like how they took a small feature from the original games and blew it up to a proportion so large that it stays relevant in the postgame.

4. Big City Syndrome

The original Mauville City was arguably a small town with a few buildings. While the new Mauville City fits into Pokémon lore perfectly - seeing as Wattson originally said he wanted to completely revamp the city - it is shocking to walk into a place that you thought you knew so well and find that it's so different.

Ever since Generation V, Pokémon games have always had a big city in the region. These big cities seem to offer a nice hub for operations, and they often seem to hold almost everything a trainer might need.

Mauville City was revamped to include the Battle Institute, a Pokémon Massage Spa, A Mirror Store, A Ribbon Shop, A CLOSED Game Corner, A Cafe, a Food Court, Starter Move Tutors, a Bike Shop, a Second Floor Residential District, the O-Power people, 'Special' Pokémon experts, and a miniature Luminous Tower lookalike in the center, among other things. 


These big cities are a welcome change to the Pokémon multiverse. With more features and new Pokémon being added in every generation, there's no way we could get by without one. 

3. Battle Resort

The Battle Resort is a new addition to Pokémon Omega Ruby and Alpha Sapphire that replaces the Battle Tower feature from original Ruby and Sapphire. While many people say it is a blatant replacement for the Battle Frontier, this simply isn't true, seeing as the Battle Frontier made its début in Pokémon Emerald, and was never in Ruby and Sapphire to begin with.

The Battle Resort is an island just south of the Elite Four, where the best trainers go for some hot Pokémon battles. This feature unlocks right after the Delta Episode section of the postgame concludes.

The Battle Resort isn't just great for battles, though. This island is home to Move Tutors, akin to the ones from Pokémon Black 2 and White 2. You spend the BP that you get from the Battle Maison at the top of the hill (or the Battle Institute in Mauville City) to teach your Pokémon moves that they wouldn't be able to learn otherwise.

Move Tutors

They added a second Day Care Center run by the children of the original Day Care near Mauville. This Day Care is much more convenient in many ways compared to the first one you come across. The island is in a circular shape, allowing you to pedal your bike all the way around; however, it doesn't work perfectly enough to just nudge a coin under your Circle Pad and walk away. 

The Day Care lad turns around when you ride in circles around the island, so it's perfectly viable to simply do that all day, and talk to him when you need an egg refill.

2. Story

While the original plot hasn't changed too much from the originals, the details in the story do greatly differ. With Generation VI, GameFreak is able to incorporate subtle character animations to help breathe more life into the games. The animations, along with the stellar character development that managed to find its way into the remakes have blown me out of the water.

Every major character that you meet grows as a person, and isn't exclusively limited to a short-lived epic-Wally, like in the originals. Your rival, for example, gets a lot more 'screen' time in the remakes, and there are more battles to wage against them. Wally doesn't just battle you at the end of the game and disappear--in fact, he ends up following you all the way to the Battle Resort! Even the evil teams' leaders and admins have character development to speak of. Everyone seems to have a very distinct personality that is unlike anyone else in this game, and it's amazing.


Pokémon feels more alive than ever in Omega Ruby and Alpha Sapphire. If GameFreak keeps making stories of this size and proportion, I can hardly imagine what's next on their list of inconsistencies and surprises.

1. PokeNav Plus

The PokeNav is a feature that I hardly used at all in the original three games. The only feature I remember from it was Match Call, which allowed you to rematch any trainer that registered your number, so long as they gave you a call first.

Since Generation III, the PokeNav has made it on to the Bottom Screen of the 3DS, and has four excellent apps that really make up the icing on top of a very wonderful, tropical cake.

The AreaNav displays your movements throughout Hoenn in real-time. Tapping on the map allows you to check a variety of things, such as Trainers that want a rematch, Secret Bases you've collected, or even Berries that you've planted.

The DexNav will display an arrangement of every wild Pokémon you can find in your current location. This feature allows you to sneak up on Pokémon, and chain them for good IVs, hidden abilities, hold items, and more. At its roots, it is a strong replacement for the PokeRadar. I've written a guide detailing all the fantastic features and how to use them.

The PlayNav brings back the bottom-screen features from Pokémon X and Y. These include the PSS (Player Search System), Pokémon Amie, and Super Training. This is where you will go if you want to EV train your Pokémon, pet them for a bit, or play with other people, online.

The BuzzNav is the last upgrade to the PokeNav Plus that you receive, and potentially the most useless, but don't make the mistake of thinking it's entirely useless. This will essentially relay news about some of the most trivial things, like what you buy in a shop to what moves you teach your Pokémon via TM. However, after the game has racked up a few SpotPasses, an icon of a Mailbox will appear over your BuzzNav app. Clicking on the Mailbox will unlock all StreetPass and SpotPass rewards you have received since the last time you tapped on it. This will unlock Mirage Spots accross the map, a variety of Secret Bases (assuming the spots aren't all taken), some interesting news on the BuzzFeed from their save games, and the potential to receive the elusive Eon Ticket from somebody that already has it.

PokeNav Plus

Pokemon Ruby and Sapphire didn't have a bottom screen, so it's interesting to learn what bottom screen features appear in each corner of the game.

While in a Contest, if you tap the Picture icon in the middle of the screen, it will take a screenshot of the top screen. After the Contest is over, it will ask if you would like to save the picture(s) that you took to the SD card.

While Soaring the Skies of Hoenn, the bottom screen will appear simply as a map of Hoenn, so you have a better idea where you're at.

While in Battle, the bottom screen acts as it normally would in a Pokémon game, with the option to Fight, use an item from your Bag, Run, or change Pokémon. They don't give you the option to change the background of your battle screen, like they did in X and Y; instead, weather effects will invade the bottom screen while in effect to remind you what the weather condition of the battlefield is like.

I'm really happy with a lot of the features that made their way into Omega Ruby and Alpha Sapphire.

These games have turned out spectacularly in many ways. They even found a way to get me interested in Contests, which have failed to capture my attention in every game prior.

Omega Ruby and Alpha Sapphire paint Hoenn in a brand new color, adding features that were only wild dreams from a child's heart twelve years ago. This is a huge step forward for the Pokémon games, and I hope to see GameFreak follow some of these practices in the years to come. (I'm cheering for you, DexNav!)