First-person Shooters Tagged Articles RSS Feed | First-person Shooters RSS Feed on en Launch Media Network Prodeus Review: That's One Doomed Space Marine Tue, 27 Sep 2022 17:03:41 -0400 Thomas Wilde

A few years ago, while discussing a couple of retro-styled strategy games, a friend made an interesting distinction. There's a difference between how you remember a genre, he said, and how playing it actually felt. By that metric, Prodeus is a version of Doom that we could only imagine existing in the '90s.

I don't care for the term "boomer shooter." Actual Boomers, in my experience, play ultra-realistic military action games, ideally set in World War II. That being said, Prodeus is an ideal example of the subgenre.

If your idea of a good time in an FPS is circle-strafing at Mach 10 while you hot-swap between a dozen guns to turn an army of demons into angry paint, then Prodeus was made for you. For everyone else, it's going to depend on your tolerance for speed, speed metal, and high-speed murder.

Prodeus Review: That's One Doomed Space Marine

The story of Prodeus is nearly irrelevant. I think researchers experimenting with alien technology have turned a human mining colony into a warfront between demons (Chaos) and aliens (Order; also, the titular Prodeus).

You're one of the last human survivors, turned into a cyborg by Prodean technology. Initially, you're out to shoot everything you see, but then you get the chance to shut down the Order/Chaos incursion. This will, happily, require you to shoot everything you see.

The plot is about as relevant moment-to-moment as Doom's. This is a critical comparison, because Prodeus comes off like a particularly thorough total conversion mod for Doom.

The primary enemies are close matches with Doom's rank-and-file demons (Fiends are Imps, Bloaters are Cacodemons, Skull Fish are Lost Souls, etc.), your initial arsenal is similar, and it has an onscreen character portrait that gets increasingly skeletal as your health drops. If you showed a hardcore shooter fan Prodeus footage and told them it was a new Brutal Doom, they'd believe you.

Blood on the Walls

Prodeus sets itself apart from Doom in a lot of little ways. The soundtrack is heavy industrial; the stages are nicely cluttered and vertical; and every weapon has a useful alt-fire mode. Exploring each level reveals hidden ore samples you can exchange for upgrades, like a double-jump or the weirder guns.

Most importantly, Prodeus has some of the most satisfying kills I've ever seen in an FPS. Every enemy in Prodeus takes location damage, can be dismembered, has multiple death animations, and will splatter if hit hard enough. The first couple of times I killed a monster in a confined space, I thought I heard another enemy's footsteps afterward, but it was actually the sound of the last demon's corpse bits bouncing off the walls.

Even better, demons' bodies disappear in Prodeus, but bloodstains don't. You can track your passage through each level by the gore you've left behind, especially once you've unlocked some of the more destructive weapons. Prodeus's version of the super shotgun has four barrels, you can alt-fire to hit something with all four shells at once, and doing so turns the target into a modern art project.

The stage design does take a while to take off. For the first 75% of the single-player campaign, you're fighting through a procession of dark industrial environments. It's not until the endgame that things get more interesting. There's one all-time great level where you fight your way onto and back off a space station, and there are a few more where the stages distort around you as you progress.

Even so, Prodeus' 10-hour base campaign runs out of steam before the end. Chaos and Order field most of the same enemy types; Chaos throws more cannon fodder at you, whereas Order has fewer but tougher monsters in each wave. By the last couple of stages, every second wave is primarily comprised of tiny explosive monsters, visibly just there to inflate your kill count.

The real climax of the game comes early, on the stage Hexarchy. It's the toughest challenge in the default campaign, as an ersatz boss rush against the forces of Order, and almost everything after it is a step down.

Even the final boss is a relative pushover compared to Hexarchy, because he challenges you in a small room, and you've got at least two different grenade launchers. Welcome to splash damage hell, lunch meat. You aren't leaving.

Infinite Murder Party

Prodeus has a robust albeit user-unfriendly level editor built into the PC version, with a big community of creators that have been playing the game for the last couple of years via Steam Early Access.

While this is a particularly masochistic audience — it seems like all the best-reviewed maps are also the most brutal — it gives you substantial content to blast through once you're done with the campaign. At the time of writing, the Xbox version doesn't have the level editor, but it does have the Community Workshop option in its UI, which has nothing in it. Maybe crossplay is coming later.

It also seems like the multiplayer modes are dead on arrival; I was never able to get a pick-up match going during my time with the game. It does give you the option to build your own maps, then bring up to three friends for whatever custom-made FPS experience you're looking for.

Prodeus Review — The Bottom Line

  • Nicely bite-sized servings of absolute mayhem.
  • Almost all the weapons feel great to use.
  • Really satisfying enemy death animations.
  • Smooth, customizable difficulty curve.
  • Some weapons' muzzle flash is so intense you can't see what you're aiming at.
  • Maybe a little too much of an assault on the senses.
  • The last boss of the campaign is a comparative pushover.
  • Could've used a few more enemy types.

Prodeus is one of those Kickstarter success stories. It's laser-focused on a specific audience that knows what it wants: dark metal, bloody kills, and fast-paced action. It's self-billed as "the boomer shooter you've been waiting for" and just about lives up to that hype.

At the same time, it's got some of the typical crowdfunding pitfalls, like visible inconsistencies and obvious design creep. Some of the guns aren't in the base campaign, the most challenging stage isn't anywhere near the finale, and it takes a while before you reach the best levels.

It's still one of the better action games I've played this year, and I can see myself loading it up again whenever I'm in the mood for some stylized ultraviolence. Whatever issues I have with Prodeus become as irrelevant as its storyline whenever I liberate a demon's entire upper half with one four-barreled shotgun blast.

[Note: Humble Games provided the copy of Prodeus used for this review.]

Metal: Hellsinger Review — One Helluva Tune Mon, 12 Sep 2022 11:19:23 -0400 John Schutt

Metal: Hellsinger has one mission: deliver Doom-quality FPS action to a heavy metal soundtrack featuring some of the biggest names in the genre. I'm happy to report that it succeeds with flying colors.

This is the complete package, with satisfying gameplay, fantastic music, non-stop action, and a story that hits familiar beats but is both well-told and well-acted. There's also no filler — Metal: Hellsinger knows exactly how much game it needs to get its point across and adds nothing extra to take away from the experience.

Metal: Hellsinger Review — One Helluva' Tune

You can't talk about Metal: Hellsinger's gameplay without talking about its music. The two are inseparable. As a rhythm shooter, your performance and combat effectiveness are directly tied to how well you shoot to the beat of each level's unique track. Thankfully, none of the early songs are particularly fast or challenging to sync your shots to, with the tutorial level being particularly forgiving.

That doesn't mean the tutorial soundtrack is lacking, though it is one of the shortest songs in the game, befitting the level's brevity. Everything you learn in that first easy experience carries over into the rest of Metal: Hellsinger. Slaying to the beat, as the game's marketing calls it, is essential, and there are both audio and visual cues to assist you in shooting along with the music.

The percussion is more pronounced to rise above the noise of gunshots and exploding demons. The aiming reticle takes up a good portion of the center of the screen as well, ensuring the beat markers are easy to see even in the most hectic of scenarios.

As you make your way through the game, the HUD becomes less and less of a factor as you become more and more accustomed to the combination of gunplay and music.

Difficulty in Metal: Hellsinger ramps up quickly and follows how music gets harder: it gets faster. The first two levels — the tutorial and Voke — are relatively casual songs compared to the high-tempo shred-fests of the mid and late game.

Every level has a short learning curve as you get used to the new beat, but because of the precise controls and enjoyable shooting mechanics, you'll want to engage with the music. The shift in soundtrack when you reach a boss can be a little jarring after 20 or so minutes of learning a new rhythm, but never enough to cost you anything.

All of these factors come together when you're in the thick of things, exploding and dismembering demons with the weaponry on offer. You start with nothing more than a sword and a particularly talkative, flame-spewing skull. Throughout the first four levels, you'll add a shotgun, dual revolvers, a rocket-launching crossbow, and a pair of infernal boomerangs, which are more deadly than you'd think.

Every weapon on offer is incredibly effective if properly used. Still, the dual revolvers are by far the most consistent because of their damage over long ranges and their Ultimate ability, which summons a second instance of the player character to do damage on your behalf. Paired with the shotgun as a backup, I rarely found a need to use the crossbow or boomerangs except to add some variety to my loadout.

What was never in question was my desire to be at the highest bonus tier. Metal: Hellsinger is, after all, more than just a shooter. It's an arcade-style shooter with scores and multipliers and buffs. The higher your score multiplier (called Fury), the more of the music you'll be able to hear, and at maximum Fury (16x), not only will you be raking in the points, you'll be able to hear the vocals as well. Every enemy you shoot and kill to the beat raises your Fury, but taking hits reduces it, so staying aggressive, accurate, and deadly is paramount.

The dynamic music usually works as intended, with the melody increasing in complexity and intensity the better you do. If you swap between Fury tiers, however, the music can get a little muddled, and it goes from kickass to mildly bungled quickly. This can frequently happen in boss fights, especially on a first encounter, taking what are otherwise amazing fights and transforming them into garbled messes. Not unlike the encounter at that point, really, but off-putting all the same.

There are also challenge rooms called Torments that provide selectable and increasingly powerful buffs that make getting high scores even easier. These Torment levels won't add more than a few more hours to your playtime, but they do get quite challenging and don't give much room for error.

Hell is a Sequence of Arenas

Metal: Hellsinger's story is primarily told through hand-drawn cutscenes with plenty of exposition from your friend Paz, the talkative skull. The levels themselves add little to the narrative, existing primarily as a well-realized and aesthetically interesting series of arenas for you and the demons to fight in. Free of Paz's dialog, expertly voiced by Troy Baker, each level could be a featureless collection of rooms filled with demons and accomplish the same purpose.

That's not to say the setting isn't appreciated. Hell has been associated with metal music for a long time, and having a long series of generic arenas set to this game's fantastic soundtrack would be confusing in the extreme. In other words, while the levels themselves are uninteresting from a layout perspective, combined with the rest of the game's aesthetic and tone, they function exactly as they're meant to.

The story follows much the same throughline. You are the Unknown, a particularly angry and tenacious damned soul in Hell who had her voice stolen from her by the Red Judge (voiced by Jennifer Hale) eons ago.

Following an extended stay in an extradimensional prison, she forces her way out with the help of Paz, who calls himself the Pulse of the Universe. You then spend the next four or so hours of in-game time carving a path of destruction through increasingly more hostile levels of Hell, taking down Aspects of the Judge on your way to killing the Devil herself.

The story is done well, but the overarching narrative relies on more than a few cliches and is content to tell you what happens rather than let you experience it. There are a few twists and turns, but you, as the player, have almost no say in what goes on in the cutscenes, and they serve primarily as window dressing that connects each level. There are some plot holes as well, which the game tries to handwave these away, but they are all the more noticeable for it.

All that said, there is nothing offensive about the story of Metal: Hellsinger, and there are a few cool surprises along the way. While it was frustrating to see it lean on old tropes as much as it does, I was invested enough in the Unknown's plight primarily because she's such a cool character, reminiscent of Doom 2016's Doom Slayer. She's more a force of nature than character sometimes but has enough emotive presence to be engaging in a way that made me want to see her succeed.

Metal: Hellsinger Review — The Bottom Line



  • One of the best soundtracks of the decade.
  • Fantastic gunplay and music integration.
  • Satisfying fights no matter what you're killing.


  • A trope-y story more told than shown.
  • A small selection of weapons, some of which are more fun than effective.

Metal: Hellsinger doesn't overstay its welcome. It knows exactly what it wants to be and gets it done in the space of no more than five or so hours. It is the perfect length, its music is just this side of perfect, the gunplay is terrific despite the limited weapon selection, and every level is enjoyable enough to play again and again.

The enemy variety is surprisingly large for such a tightly-built experience, with every mob needing a different approach and each boss taking a new spin on established mechanics. The later game enemies are some of the toughest challenges, but by the time you face them, you'll have enough mastery that they won't take long to overcome.

Metal: Hellsinger's only real failing is technically its narrative, but that isn't even a failing so much as it is a secondary concern for the game it wants to be. I'd have liked it to take a few more risks and be a little more engaging, but like the rest of the game, it does exactly what it means to and then gets out of the demon-slaying.

All in all, Metal: Hellsinger is a short, sweet, and immensely enjoyable experience worth every second of your time. It more than earns its purchase price. I cannot wait to see what the team at The Outsiders makes next because if this outing is anything to go by, they have one Hell of a future ahead of them.

[Note: Funcom provided the copy of Metal: Hellsinger used for this review.]

Redfall Gameplay Trailer Reveals What Hunters Do in the Shadows Tue, 14 Jun 2022 16:24:01 -0400 Jonathan Moore

Redfall debuted during E3 2021 with a nearly-five-minute cinematic trailer introducing the eponymous Massachusetts town, the vampire plague afflicting it, and the heroes hellbent on saving the world. At the Xbox and Bethesda showcase as part of Summer Games Fest 2022, developer Arkane Austin debuted Redfall's first gameplay footage. 

Clocking in at almost six minutes, the trailer gives some more background on the characters and world (the locations give me real Lost Boys vibes), shows vampires and cultists getting their asses kicked, introduces the four playable heroes, and teases the game's skill trees and loadout options. 

The trailer also provides a great look at the different types of weapons and powers you'll be able to wield while taking down the vampire menace. There are assault rifles, sawed-off shotguns, and handguns; there's dynamite and other throwables; there are unique weapons, like the stake launcher and UV beam, according to Arkane, and there are special character abilities, sometimes supernatural.

Layla can use her telekinesis to create shields for allies or manifest an elevator to launch them into the air. Jacob, the sniper, can call forth an ethereal falcon or sniper rifle if he doesn't already have one. Devinder can use his gear to sense temporal gateways that lead to nests and other areas. Remi, the engineer, has a cool robot named Bribon, and that's good enough for us (there's probably more there, we just don't know it quite yet). 

Redfall is set to release sometime in 2023 for PC, Xbox Series X|S, and Game Pass. Its open world can be explored in single-player or in co-op for up to four players. Stay tuned for more.

Turbo Overkill Early Access Review: Cyberpunk Chainsaw Man Mon, 25 Apr 2022 14:46:16 -0400 Peter Hunt Szpytek

Turbo Overkill is the type of game your parents were afraid you were playing when you were a kid. It's a loud, gratuitously violent, dark look at a potential cyberpunk future. Despite feeling like the type of thing parents might want banned in the early '90s, it's an Early Access shooter full of potential that grabbed me from the beginning.

While Turbo Overkill takes many queues from modern arcade shooters, specifically Doom: Eternal, it doesn't feel like developer Trigger Happy Interactive's influences stopped there. Turbo Overkill takes lessons from a wide range of titles like Hotline MiamiLeft 4 Dead, and the original BioShock that manages to be a Frankenstein of sorts. For the most part, it juggles its mechanics and systems well. 

Its fast-paced, aggressive gameplay is certainly not for everyone but it's a fantastic way to spend your time if you've been a fan of any modern arcade shooters of the past 10 years. Even in Early Access, Turbo Overkill has a lot to offer and will only get better as Trigger Happy Interactive continues to work on it.

Turbo Overkill Early Access Review: Cyberpunk Chainsaw Man

On the surface, Turbo Overkill seems like a pretty straightforward cyberpunk-themed run-and-gun shoot-em-up. After completing the tutorial level, however, its depth becomes clear.

Levels are huge and sprawling with hidden secrets and paths scattered about, giving you the option to be an unstoppable freight train of bullets and chainsaws (don't worry, we'll get back to the chainsaws in a bit) or a methodical detective investigating every nook and cranny available to them hidden just off the main path.

It's pretty refreshing to see a game in this mostly linear genre be full of truly secret optional areas worth poking around for. The environments are well designed and pique your interest without hitting you over the head with the fact you might be missing a thing or two if you leave some stones unturned.

The rewards for exploration range from finding collectibles (that don't ultimately add up to much) to accessing new weapons before they're introduced through the main path. For me, that was the true goal of exploring: the variety of weapons is excellent and their abilities are, for the most part, satisfying.

Turbo Overkill features a lot of guns. They're your typical FPS finds from shotguns to rifles and pistols, but their alternate fire modes are where they shine. Shotgun blasts can be saved and stacked on one another, pistols can turn into insta-kill, motion-tracking death machines, and rifles can be duel-wielded to double damage or picked up one at a time for higher accuracy. The list goes on, and there isn't a single weapon that doesn't have its place in combat.

Combat is fast-paced as you shoot your way through waves and waves of horrific cyberpunk monstrosities that have taken over sections of the city. Movement speed is high and each gun packs a real punch, but the true cherry on top is the player character's chainsaw leg. 

The chainsaw leg is used anytime you slide, which gives you a burst of speed while you cut down absolutely everything in your path. As you explore the world, you're able to buy body augment upgrades, but the very best ones increase the power of your chainsaw leg and allow you to drain enemy health and armor for yourself. Essentially, most of the upgrades are meant to encourage you to be aggressive with the chainsaw.

It gives combat a real sense of momentum and brutality that sets Turbo Overkill apart from the likes of other popular arcade shooters. Every so often, I would run into a tough room of enemies that would take me a few tries to get through, all before realizing that I could forget shooting my way out because I'm essentially a cyberpunk Chainsaw Man.

Perhaps the best thing I can say about Turbo Overkill is that it feels packed to the brim with ideas. From the chainsaw leg to the inspired level design to its interesting alternate weapon modes, the game keeps you guessing and continues to impress. The one thing that stands in the way of it being one of the best in the genre is its difficulty and poor checkpointing.

I died a lot playing on the recommended difficulty. At first, it seems as if Turbo Overkill is going for a Hotline Miami-type system where death is frequent, but if you have a plan, you can overcome any obstacle. That quickly fades away once you begin to realize how infrequently the game dishes out checkpoints.

I spent a lot of time fighting through a few rooms of manageable enemies before getting to a troublesome room and dying within a few seconds of setting foot inside. After repeating that a few times, frustration become one of Turbo Overkill's strongest foes.

Paired with some clunky insta-death platforming sections, the checkpoints still need work and stick out a bit from an otherwise well-polished experience. If the checkpoints were better, the difficulty might be more manageable since you're back in the fight a few seconds after going down. But as it stands now, there's plenty of frustration to be found in the later levels because of it. 

The game does have a story, but it takes a pretty major backseat to the gameplay. From what I could tell, a rogue A.I. is spreading a mind virus throughout the city and you're there to stop it. It's such a minor thing, however, that it hardly feels worth mentioning other than to say Turbo Overkill doesn't have much for anyone looking for a great cyberpunk story full of lore and meaning. 

Turbo Overkill  Early Access Review — The Bottom Line


  • Fast-paced, exciting combat arenas.
  • Excellent variety of weapons and enemies to use them on.
  • Stylish cyberpunk visuals.
  • Chainsaw legs.


  • Sharp difficulty curve with no real solution other than turning the difficulty down.
  • Poor checkpoint system. 

Everything about Turbo Overkill suggests it's a game to watch closely. The problems I had with it seem like the kinds of things Trigger Happy Interactive will be able to fix before it's done cooking, but if they're neglected could be major roadblocks in the way of a truly great shooter.

While it's story-light, it's chainsaw-heavy, and I think that more than makes up for the cyberpunk aesthetic being nothing more than window dressing for a brutal run-and-gun shooter. If you can get past the issues listed above, then a recommendation is easy, even before its official launch. Check out the demo if you think it's up your alley

[Note: Trigger Happy Interactive provided the copy of Turbo Overkill used for this Early Access review.]

Tiny Tina’s Wonderlands Review: Loot Galore Wed, 06 Apr 2022 14:30:41 -0400 Michael Feghali

Gearbox Software is already known for its stellar looter-shooter franchise, Borderlands. With Tiny Tina’s Wonderlands, the studio aims to add elements of D&D, alongside some even quirkier quirkiness, to its winning formula to create a unique experience.

And for the most part, it succeeds. Tiny Tina's Wonderlands is only held back by its story, which sees the return of some iconic characters and picks up where Tiny Tina's Assault on Dragon Keep ended back in 2013.  

Tiny Tina’s Wonderlands Review: Loot Galore

The most important aspect of Tiny Tina’s Wonderlands is, of course, the loot, and it doesn't disappoint in that respect. Loot is plentiful, and you’ll be rewarded with new gear and weapons constantly.

The rate at which you receive drops helps keep the combat fresh and encourages you to try out new weapons and tactics, even if you just want to stick with a weapon that feels good regardless of level and stats.

Finding new armor and weapons to make your character more powerful is as addicting as ever, and you’ll find yourself constantly swapping between items to optimize your build. The loot in Tiny Tina’s Wonderlands is, as it is in Borderlands, RNG-based, so you’ll need a bit of luck to get a weapon with the perks and abilities you want. This element of randomness makes it even more satisfying to discover items with the exact perks and passive abilities perfect for your build.

Of course, customization is a massive part of the game, and thankfully, Tiny Tina’s Wonderlands excels here, too. Starting out, you’ll be greeted with an in-depth character creation screen that lets you change everything from your character’s physical appearance to your armor patterns and colors. You will also have the chance to change your character’s appearance at any point as you unlock unique cosmetic items throughout your journey.

In terms of changes from Borderlands games, grenades have been removed and replaced with spells, which makes combat even more chaotic than before. Wonderlands is filled will all types of wacky incantations, letting you do everything from summoning hydra heads to raining down fiery meteors from above.

As always, the gunplay is incredibly polished and the weapons do have some weight to them, which gives Wonderlands some realism to offset its wackiness. On top of that, melee attacks are surprisingly effective this time around, especially when finishing off enemies at low health. Not to mention how satisfying it is to send enemies flying with a strike from your hammer.

The combat and gameplay are as intense as ever with hordes of enemies swarming you from all directions, made more chaotic by the small-sized arenas as opposed to an open world. To come out victorious, you must learn to make use of every tool at your disposal. This means constantly switching between weapons and casting spells shortly after their cooldown.

The stakes are also quite high as dying will deduct a significant portion of the gold you’ve collected. Thankfully, the “Save Your Soul” mechanic returns in Tiny Tina’s Wonderlands, giving you a second chance at staying in battle after your health bar is depleted.

Welcome to The Wonderlands

The events of Tiny Tina's Wonderlands take place on a Bunkers and Badasses (D&D) board, with Tiny Tina taking the role of Dungeon Master. She can essentially control the narrative by bending the rules of the game and altering the world to her liking. This doesn’t happen too often as not to break immersion, but the game makes sure to sprinkle in hilarious moments throughout the main story.

The vibrant colors, wacky landscapes, and occasionally ridiculous story all help remind that everything has originated from Tina’s wild imagination. You’ve also got Valentine and Frette, who have great chemistry with Tiny Tina and do well to throw some humor into the mix whenever things get stale.

Where Tiny Tina’s Wonderlands falters is the main story. The narrative follows a fairly standard format with little in terms of innovation or creativity. Just like most every other game, you take on the role of an aspiring warrior who must save the world from the large, powerful villain. Wonderland's writing and witty dialogue help make things slightly more bearable, but don't expect a rich story that makes you care about its characters.

While these types of games don't need a strong story to be great, it would have been nice to at least have an intriguing antagonist similar to Handsome Jack.

When you’re not busy completing quests and fighting enemies, you’ll be running around in the Overworld, which represents the board you’re playing on. In the Overworld, you guide your character across a map filled with treasure, side quests, and portals. It's a nice change of pace from the high-octane action if only for a few minutes. Exploring the Overworld, though, is worth your while. It is filled with ridiculous side missions, secret areas to uncover, and fun little encounters to complete.

Tiny Tina’s Wonderlands Review — The Bottom Line


  • Fun and intense gameplay.
  • Abundance of loot with unique perks and abilities.
  • Plenty of content in the form of side quests and encounters.


  • Mediocre story with forgettable characters.
  • Could have been released as a DLC instead of a full-priced game.


The game's similarities to Borderlands 3 make it an easy sell for longtime fans of the series who already know what to expect from these looter shooters. Still, Tiny Tina’s Wonderlands puts its own D&D twist on things, which makes it a unique experience that can draw in new players thanks to its quirks and wacky gameplay.

With an excellent loot system and stellar gunplay, Tiny Tina’s Wonderlands is easily one of the most addictive and satisfying FPS games in recent memory.

[Note: 2K Games provided the copy of Tiny Tina’s Wonderlands used for this review.]

Forgive Me Father Review: Make the Old Gods Pay Wed, 06 Apr 2022 11:00:01 -0400 Peter Hunt Szpytek

You've likely already played a few games like Forgive Me Father. That's not a bad thing (spoiler alert: it kicks ass), but understanding if you're going to like the game greatly depends on if you like the original DoomWolfenstein, or Quake.

Saying that Forgive Me Father wears its classical first-person shooter inspirations on its sleeves is a bit of an understatement based on just how much it borrows from them — again, not a bad thing.

Forgive Me Father makes excellent use of its inspiration by taking the classic arena shooter formula and adding just enough to have its own identity. It strongly stands out amongst the sea of "Doom clones" that gaming has seen over the years through its H.P. Lovecraft-inspired aesthetics and finely tuned run and gun mechanics.

Forgive Me Father Review: Make the Old Gods Pay

When Forgive Me Father starts, it asks you to choose which character you want to play as: a priest or a journalist. It says that the characters' abilities differentiate the playstyles associated with each, making the priest better for guarded, defensive play and the journalist best for aggressive combat.

I chose the journalist because I didn't spend four years getting a journalism degree not to be recognized for it, but it seems to have been the proper choice. Given the fast-paced run and gun gameplay loop of Forgive Me Father, I can't imagine that abilities that slow you down and put you on the defensive would fit with the rest of the mechanics.

Simply put: Forgive Me Father is fast. Your movement speed is extremely high, enemies track your position quickly, and the soundtrack mainly consists of blast beats and deathcore which adds to the overall blistering nature of the game. In general, the speed at which Forgive Me Father takes things feels quite good. It's like developer Byte Barrel not only took inspiration from classic Doom, but also from its most recent iterations.

The pacing in general is pretty solid as well. Each arena you're dropped into takes roughly 10-minutes to complete, changing up the scenery several times in an hour. However, it's something of a double-edged sword because Forgive Me Father's level design is a mixed bag.

Some levels end with you saying to yourself, "Wow, I would play that on repeat for five hours," while others can feel painfully slow, such as the late-game water and factory levels. Many of the poorly designed levels feel almost intentional and deliberate throwbacks to Forgive Me Father's old-school inspirations. Unfortunately, intentional or not, a poorly designed level just isn't fun to play and takes a lot of the wind out of the sails of the game's otherwise solid pacing. 

Forgive Me Father's steep difficulty curve is also an issue as you'll hit a difficulty wall around the second boss. It's something that made me turn the difficulty down so that I could even parse what was going on without dying.

That said, lowering the difficulty didn't hinder my enjoyment; the challenge wasn't part of the appeal. Exploring the eerie environments and discovering the best tactics to adopt when facing new, expertly-designed H.P. Lovecraft-inspired enemies is where Forgive Me Father shines the brightest.

In terms of a story, Forgive Me Father is extremely light. The intro cinematic tells you that your cousin seems to have been kidnapped by a Cthulu death cult, and you've headed into town to try and track them down. That's just about all you'll get.

Each level has a small peppering of hidden story elements to track down, but this isn't a game about story — it's about blowing the heads off of Lovecraftian horrors. Luckily, that's something that Forgive Me Father is extremely good at.

Along the way, your character provides a running narration of many of the events in each level. Unfortunately, they're probably the worst part of the game. The voice performance simply isn't very good and feels extremely out of place with its constant quips and jokes against the grim backdrop of shooting your way through the possessed inhabitants of a harbor town.

This voice acting almost feels like a temporary element that got thrown down the list of priorities until Byte Barrel gave up and decided to leave it in the game, only to be fixed later. Seeing as Forgive Me Father has had a long life in Early Access on Steam, that doesn't seem entirely out of the question, considering the voice-over lacks polish elsewhere. 

Specifically, when getting hit, jumping, or dying, the voice actor is completely different and, notably, always a man despite being able to choose a woman character. The VO isn't a dealbreaker by any means since the rest of Forgive Me Father stands confidently on its own. Still, it's emblematic of some of the polish that rubs off when examining some aspects of the game a little too closely. 

Forgive Me Father Review — The Bottom Line


  • Finely tuned, fast-paced shooting.
  • Excellent art design and soundtrack.
  • Generally good level design.
  • Good pacing.


  • Bad voice performances.
  • Lack of polish in areas.
  • Major difficulty spike.
  • Poor level design stands out in some areas.

While Forgive Me Father is a throwback to shooters' past, it brings a fresh take to a tired genre that many have moved on from. Although it falls into certain pitfalls that games have moved away from in terms of level design, there are enough fantastic areas to keep you glued to your seat in hopes of seeing its brilliance again.

There's a reason why Doom was so popular when it first debuted, and Forgive Me Father understands that and more to create an all-around ass-kicking experience where you turn out to be the final boss for the enemies, not the other way around.

[Note: Byte Barrel provided the copy of Forgive Me Father used for this review.]

Serious Sam Siberian Mayhem Review: Fan Service at Its Finest Tue, 25 Jan 2022 11:00:01 -0500 Samuel Adams

When it comes to AA shooters, Serious Sam has been a long-time cult classic for fans of the genre. Where other first-person shooters strive for realism and grittiness, the Serious Sam series has always brought together elements of Doom, Quake, and Duke Nukem to create over-the-top explosive action with a protagonist that is packed with personality. 

2020’s Serious Sam 4 marked the first new entry in the franchise in nine years. Sam Stone’s return earned lukewarm reviews, but the explosive action of the franchise was enough to catapult Serious Sam back into the spotlight. 

Now, Croteam has teamed up with Timelock Studio — a team of modders and hardcore Serious Sam fans — to expand their passion project and release Serious Sam Siberian Mayhem. This latest entry in the franchise is a “midquel” that fills in the backstory between the penultimate and final levels of Serious Sam 4, giving the most passionate fans a deeper look at the story while delivering on the insane firefights packed with a barrage of bullets, missiles, cannonballs, and several surprises along the way. 

Serious Sam Siberian Mayhem Review: Fan Service at Its Finest

After teaming up with General Howard Brand and the Alien Artifact Acquisition Team to find the Holy Grail and turn the tide of the alien war against Mental’s Horde in Serious Sam 4, General Brand betrays humanity and chooses to side with the alien army (turning into a monster figuratively and literally in the process). Now on his way to deliver the Grail to Mental in Tunguska, Sam Stone has to make his way from the Arctic Circle and across Siberia to stop General Brand and protect humanity. 

Siberian Mayhem is certainly packed with the hilarious writing and one-liners found elsewhere in the series. Between the classic Serious Sam dialog and a ragtag cast of characters that harp on classic Russian stereotypes, Siberian Mayhem successfully stays true to what fans of the franchise have come to expect: a loose story with fun characters that guide them through intense patches of gunplay.

The additional story beats are a nice touch for hardcore Serious Sam fans, but the franchise’s signature old-school gory gameplay is still the star of the show. As is tradition, you will gradually expand your arsenal packed with everything from a basic handgun to a literal cannon  yes, the type that shoots cannonballs.

Siberian Mayhem introduces three new weapons to the franchise, as well: an electric crossbow, a raygun, and an old-school Russian AK. Combined with classic weapons and dual-wielding, these weapons are right at home and fantastic tools to fight back wave after wave of enemies. 

Speaking of enemies, Siberian Mayhem introduces four new enemy variants. The Hopper, Octanian grenadier, and Draconian Burner all add some variety to firefights while still being taken care of with a few blasts of a weapon, but Sentry Towers can bring danger in firefights and take some focused power to bring down. Don’t worry, though: Serious Sam’s iconic Beheaded Kamikazes are still in the mix along with the rest of the franchise’s iconic baddies. 

Along with a few new weapons are a pair of new gadgets. An airstrike designator calls in a shower of missile support, defeating powerful aliens with extra health or dozens of weaker enemies in seconds. A portable hoverboard scooter may not bring firepower, but it’s perfect for exploring the wider open areas of the game with ease.

Unlike Serious Sam 4, Siberian Mayhem puts a focus on exploration as you make your way through each level. Secrets and Easter eggs are hidden throughout, along with puzzles that come in a variety of difficulties to keep things fresh and break up the signature gunfights. Optional objectives give you branching options; going directly to the objective can easily get the job done, but taking the scenic route can unlock hidden areas, skill points, and boss fights that really flesh out the experience and add some extra adventure.

This open-world exploration is a welcome change of pace, but Siberian Mayhem brings out the best in Serious Sam with tightly packed gunfights against dozens of enemies in tight warehouses and corridors. Certain rooms are littered with jump pads, health, and ammunition, encouraging you to run and gun your way through the horde to eliminate the threat and unlock the door to the next hallway. These sections create some of the most heart-pounding moments in Siberian Mayhem

Each level also adds a section with a twist. From tank gameplay to a mech with a chainsaw, Siberian Mayhem does a fantastic job of switching up the gameplay style and giving you the firepower needed to rip through hundreds of enemies in a matter of seconds. It’s this kind of unhinged action that has kept Serious Sam players coming back for more for 20 years, and Siberian Mayhem marks some of the best combat sequences the franchise has to offer.

Croteam has also added “a bunch of general fixes, engine upgrades, tweaks, and updates for existing mechanics” with the release of Siberian Mayhem, along with weapon and enemy balance tweaks. While I noticed some FPS dips during intense battles with dozens of enemies on the screen at once, Siberian Mayhem still performs well even on a mid-range PC. There’s no doubt that future support will also add further optimizations and bug fixes, along with seasonal content that gives players a reason to come back to the game for another romp. 

Serious Sam Siberian Mayhem Review — The Bottom Line


  • Classic old-school shooter gameplay
  • Fantastic level design
  • New weapons and enemy varieties


  • Lackluster PC optimization
  • Enjoyable, but forgettable characters and story

Croteam has teamed up with truly passionate Serious Sam fans to make their vision for the game a reality, and it shows. Siberian Mayhem’s new weapons, enemies, and gameplay variations keep the experience fresh while sticking to the roots of what makes Serious Sam so great: ruthless alien-killing action with plenty of puns along the way.

[Note: Croteam provided the copy of Serious Sam Siberian Mayhem used for this review.]

Rainbow Six Extraction Review: A Solid Start Wed, 19 Jan 2022 06:15:01 -0500 Justin Koreis

The long-term prospects of an online-focused game largely depend on ongoing support from the developer. The core game at launch can be a meaningful experience, but the lack of a defined end can lead to games running out of metaphorical gas until future updates freshen the content.

Such seems to be the case with Tom Clancy’s Rainbow Six Extraction from Ubisoft. This cooperative first-person shooter has a strong hook with compelling progression but runs out of ways to reward players in meaningful ways by the end game. I’m sure that will change over time, but as it is on Day One, this is a good game that left me wanting something more by the end. 

Rainbow Six Extraction Review: A Solid Start

The premise of R6E is surprisingly interesting. Some sort of alien invasion has occurred but is relatively contained. You and your fellow Operators undergo missions into the quarantined areas to gather intel, rescue trapped agents, and collect data to help combat the invasion. It’s not sophisticated, but it is well presented and informs the gameplay in a consequential way.

When you select a location to start an incursion, you are assigned three objectives, one per zone. Some ask you to stealthily eliminate a specific enemy or plant trackers in the Archæans spawning nests throughout a zone. Others force you to hold specific points against incoming waves of enemies. You have no say over what objectives will be assigned in which order, but you are free to skip straight to an airlock and advance deeper into an incursion without completing a task if you so choose.  

Preparing for an incursion is one of the most important parts of R6E. You and your squad choose from up to 18 different Operators, each with their own unique abilities and weapons. Success in higher-level incursions depends on making smart decisions with the makeup of your squads.

You may do one incursion as Vigil, taking advantage of his cloaking ability to complete sneaking missions, then another as Rook, handing out free body armor to your squad for an inevitable fight against an elite enemy. There is real, meaningful decision-making in Rainbow Six Extraction 

Same Levels, Fresh Experience

Incursions themselves are broken into three sections. Each is timed and separated by an airlock. You can extract at any time, and rewards are increased as you move from one section to another and complete more objectives.

The structure fits narratively, as the infestation becomes increasingly aware of your presence, and more dangerous further in. As a game mechanic, it presents a compelling risk assessment, and you must make calculated decisions about whether or not you can press on. It’s a rewarding cohesion between story and action that is often missing in gaming.

The levels are self-contained sandboxes, and you can play in them however you want. Settings vary from city streets to a rocket laboratory, the Statue of Liberty, and more. According to in-game lore, the Archæans, as the aliens have been dubbed, are constantly evolving. For you, this means enemy types and locations will change on every incursion. Combine that with the revolving objectives, and no two runs ever feel quite the same, keeping the Extraction fresh even after dozens of hours.  

Eliminating Archæans isn’t necessary but does make completing objectives easier. Player control is reminiscent of 2015’s Rainbow Six: Siege. Moving and shooting is slow and deliberate, and carefully navigating around corners is key to eliminating enemies without being seen.

If you are spotted, an Archaean will let out a howl alerting others to your presence. Not only does this bring a hoard of aliens down upon you, but nearby Archæan nests will start to continuously spawn new enemies until they are destroyed. Nests also generate Sprawl, a tar-like alien substance that slows your movement and buffs Archæans.  

The Best-Laid Plans

The unpredictable nature of each incursion is what makes Extraction interesting. You and your team will plan as best you can, but once the mission starts, you won’t know for sure exactly what is going to happen.

Flawless planning and execution is extremely satisfying. Sometimes that means a ghost-like infiltration, with no trace you were ever there. Other times it means preparing traps, closing doors, and deploying temporary walls to create chokepoints; then watching an army of Archæans break against your preparations while you defuse a ticking bomb.

Not every mission goes according to plan. Botching an objective, or alerting your enemies when you aren’t ready, leads to heart-pounding chaos. Operators don’t die in a mission, but they can go MIA and are left behind if their health runs out. Carrying a wounded ally to an extraction point while your other team member provides covering fire is exhilarating, and leads to some of the best post-incursion stories. 

The MIA system in R6E is really well implemented. When an Operator goes down, their suit deploys a protective foam, putting them into a stasis-like state. If you fail to extract them, or if the entire squad goes down, the Operators are left in the hands of the Archæans. MIA Operatives are no longer available to be used until they are rescued. You will have to return to that same area in an upcoming excursion, and extract them as one of your objectives. Nothing will get you to relaunch into a location faster than losing your favorite operative.  

Leveling is Fun While It Lasts

Operators level up and new equipment is unlocked as you gather experience in successful incursions. Some of the upgrades are powerful. This, in turn, allows you to take on more challenging incursions for great rewards, making the loop effective motivation to keep playing. It’s easy to fall into a repeated cycle of “just one more incursion”, as you unlock another perk for your operative or a handy new piece of equipment you've had your eye on.

Eventually, you will run out of basic upgrades to unlock, and that’s where Extraction gets thin. There are end game-oriented missions, such as the rotating Maelstrom Protocol incursions, which ramp up the challenge with special modifiers and only permit specific operatives. But by this point, your characters will be at max level. The bounty of experience points doesn't really help the fully powered-up operative you bring to the engagement. Instead, the end game content becomes a lot of work for purely cosmetic items.  

Ultimately, it’s a lackluster endgame. There isn’t a bespoke story in which you reach a conclusion. You won’t earn exceptional rewards for completing the highest-level content. Once all of your operators are leveled up, and you’ve unlocked all of the equipment, there really isn’t any motivation to keep playing. There’s no reward or payoff; you just run out of things to do.  

Rainbow Six Extraction Review — The Bottom Line


  • Good tactical first-person shooting action.
  • Compelling progression system.
  • Constantly remixing objectives and enemies keeps things fresh.
  • In-game systems cleverly synergize with lore.


  • No compelling reason to engage endgame content.
  • Some objectives are more annoying than others.


Tom Clancy’s Rainbow Six Extraction is a very solid game. It plays well and does a good job remixing every run to feel fresh. The gameplay is ably informed by the core narrative, resulting in a cohesive experience.

It’s a shame there aren’t more reasons to continue playing the more difficult end game content, but that doesn’t take away from what is otherwise a genuinely fun game to play, especially with friends. 

 [Note: Ubisoft provided the copy of Tom Clancy's Rainbow Six Extraction used for this review.]

Halo Infinite Shock Chain Guide: How to Use It Mon, 29 Nov 2021 04:18:37 -0500 Hayes Madsen

One of the more unique new elements to Halo Infinite is what's known as a Shock Chain, which players might see pop up during a match. If you're having trouble figuring out what a Shock Chain is, or how to activate it, we're here to help. 

How to Use a Shock Chain in Halo Infinite


Essentially a Shock Chain occurs when you electrocute kill multiple enemies at once by electrocuting them. The two main ways of this happening is by using the Shock Rifle or Dynamo Grenades, both of which are electricity-based. 

Dynamo Grenades are easier to create a Shock Chain with because they shoot electricity out over a wide area. The Shock Rifle, on the other hand, will spring electricity to enemies that are in close proximity to the one you hit.

The main thing to keep in mind with a Shock Chain is that enemies need to be grouped close to each other in order for it to really work. This means you're better off trying to get a Shock Chain in tight spaces and corridors, rather than out in the open. 

The other catch is that you might have trouble killing enemies at full health with just electricity. Because of this, you might want to use regular weapons or grenades, then quickly switch to your Shock Rifle or Dynamo Grenades.

One tactic is to throw a Frag Grenade in the middle of a group of enemies which will lower their shields, then use your Shock Rifle to create a chain and kill the group. If you're using electric weapons a lot, you're bound to get a Shock Chain at least a few times. 

That covers everything you need to know about Shock Chains in Halo Infinite. For even more tips and help, check our Halo Infinite guides hub

Halo Infinite: How To Use The Repulsor Mon, 29 Nov 2021 03:56:57 -0500 David Carcasole

Halo Infinite includes plenty of things that veteran players will remember, but a few new things as well. 

The Repulsor is in fact one of those new things, and it's an item that can be extremely helpful if you know how to use it.

This quick guide will show you the ins and outs of the Repulsor, and what the best use cases for it are. 

Halo Infinite: How To Use The Repulsor

How It Works

The Repulsor works just like every other item, in that you just need to tap LB to use it. You only get up to five charges with it, and it'll sit on your Spartan's left arm. 

You can pick one up by just running over it when it is available in each map, or of course by taking it off your enemy after killing them. 

If you simply tap LB while standing still with the Repulsor, and nothing in front of you - then you'll get a whole lot of nothing from it.

A cool looking flash and sound, sure, but nothing of actual use. The Repulsor only works when interacting with something, whether that be a wall, another player, a grenade, or the floor. 

How To Use The Repulsor

You'll want to have the Repulsor handy for plenty of situations in Halo Infinite, but firstly lets tackle the classic scenario of turning the corner only to find an enemy in front of you. 

Using the Repulsor when you're directly in front of someone will send them flying backwards, a potentially good quick distraction to get the kill. 

It'll also send back any grenades that come your way, so long as you time it correctly. 

With the amount of grenades that get thrown in any given Halo match, you'll want to be using the Repulsor against grenades a lot.

Other Spartan's and grenades are frankly small stuff for the Repulsor though, since it should be noted that you can also send a Warthog flying, given the right angle and timing. 

So don't leave anything off the table: if you think you can move something with the Repulsor, you probably can. 

You can also use the Repulsor as a method of movement, which can make all the difference in shooters.

Jump up to a higher ledge by aiming the Repulsor towards the ground, or even move yourself around/away from an enemy by launching yourself against a wall. 

The best and frankly funniest use of the repulsor however is to simply knock an enemy off the map with it. Trust me, it's funny every time. 

That is the basics on how the repulsor works and how to use it. Clearly it's a well rounded item that can be helpful in many ways, you just need to be creative with it. 

It's a simple item with a lot of mechanical depth, a great addition to the Halo loadout.

For more on Halo Infinitecheck out some of our other guides, like a full explanation of the ranking system, or how you should use the Mangler.

Halo Infinite: How to Use the Mangler Fri, 26 Nov 2021 10:50:46 -0500 Hayes Madsen

Halo Infinite introduces quite a few brand new weapons to the series, including a few new takes on pistols. Among those is the Mangler, a brutish pistol that shoots spikes for ammo. The Mangler might seem a tad useless at first, but it can actually be a deadly weapon in the right hands. 

How to Use the Mangler in Halo Infinite

The key thing to remember with the Mangler is that it really struggles to take down the enemy's shields. Because of that, it's best to pair it with some kind of energy weapon, so you can take down the shields then quickly swap to the Mangler and take down an enemy in just a single headshot. 

You'll want to aim for the head in almost all cases, as the spikes can take down an enemy in two to three headshots, but will take a few more body shots. The benefit to the Mangler is that it's equally effective at close, medium, and long-range, as long as you can get a handle on the recoil of the gun. 

The other thing to keep in mind with the Mangler, is that it causes more damage to vehicles than the basic pistol and some other weapons. You aren't going to single-handedly take down a vehicle, but if you combine your Mangler shots with other teammates, it should help. 

The Mangler may not be the best weapon in Halo Infinite, but if you learn how to use it, you can still be incredibly effective. For even more tips, make sure to check out our Halo Infinite guides hub

The Best Weapons in Battlefield 2042 Mon, 22 Nov 2021 12:33:55 -0500 John Schutt

The list of best weapons in Battlefield 2042 is a short one, as two in particular completely surpass the game's other options. Weapon classes serve no real purpose, so don't mind them too much as we move to look at the best guns and their potential alternatives.

This guide will detail the two best weapons in Battlefield 2042, what you can use as a backup or for fun, and what you can avoid. Be aware this guide doesn’t cover Portal, as most guns are usable there.

The Best Weapons in Battlefield 2042

If you want to use the most powerful weapons in 2042, you have two choices: the PP-29 and the SVK. Both are effective in almost any engagement and are significantly overtuned as of writing. However, technically the best tool in your arsenal isn’t a gun at all.

The most powerful weapon on the battlefield is a vehicle. Any vehicle, provided you are mildly proficient at driving it. It doesn’t matter if you’re on land or in the air. Every car, truck, tank, helicopter, and hovercraft will melt infantry — and other vehicles — with ease. Your choice depends on whether you want to trade sheer firepower for maneuverability.

An M1 Abrams tank is undoubtedly a bigger target, but it has the killing power to match its size. Played correctly, a single tank can hold down an entire sector on its own. It also demands the attention of at least one whole squad. It also two-shots almost any other vehicle, forcing the lighter, faster ones to disengage before becoming a larger nuisance. A heavy tank can also single-handedly cut certain maps in half, holding down an important sightline with its main and secondary guns.

Size isn’t everything, of course. A smaller, faster vehicle like a truck or hovercraft can harass multiple sectors with its speed. Even with the basic machine gun, it can mow down footsoldiers and lightly-armor vehicles with little effort. That same maneuverability also lets them get away from dangerous engagements and drive circles around the lumbering tanks.

If you want unlimited power, though, I suggest getting your butt into a Nightbird or Apache helicopter and strafing a single point the entire match. Pick one of the most contested zones on the map, like C and D on Orbital, and stay just high enough that regular rockets have trouble hitting you.

Pull a strafing run across high-value areas, and don’t hesitate to take on land vehicles either. All helicopters come equipped with missiles, and the heavy ones have a good twelve or so per volley. Don’t hesitate to use them.

The Best Guns in Battlefield 2042

If you’re on foot, there are only two guns in all of 2042 worth your time: the PP-29 (unlocked at level 18) and the SVK (unlocked at level 14).

Best Submachine Gun

The PP-29 is essentially an assault rifle with a 54-round magazine and a faster rate of fire. It has negligible recoil, a relatively small amount of bloom, and range far exceeding what SMGs should be capable of. Most of all, its damage output exceeds the other two SMGs by several factors.

The PP-29 kills in about half the time of the PDX-45. The only contender for its throne is the K30, but since that weapon defaults to only 20 rounds per magazine, the PP-29 is automatically better. The K30 is also more difficult to handle past close-to-medium range, where the PP-29 is usable far past that.

If you’re looking for an off-meta SMG, the PDX-45 is an easy recommendation. It’s the slowest firing SMG, but it packs a punch to make up for it. A solid headshot multiplayer and its immediate availability to any player makes it an excellent choice for early in your 2042 career and long after.

Best DMR

The PP-29 is the definitive up-close choice, but plenty of maps in Battlefield 2042 call for long-range engagements. Even at medium range, sometimes an SMG or assault rifle won’t do. For these situations, or any fight if your aim’s good enough, the SVK will carry you to the top of the leaderboards.

The simple reason is its stopping power. It doesn’t matter if your enemy is armored or not, or if they’re 200 meters out. The SVK will take them down in two shots. It’s also semi-automatic, so if you find yourself in a sniper duel and the enemy doesn’t land an immediate headshot, you’re going to win that fight every time.

The SVK is also usable at closer ranges, though you’ll need to have both quick reaction times and great aim. I have neither, usually, and even my mediocre butt can turn on someone before their full-auto gun can finish the job.

If you don’t want to, or can’t, use the SVK, the DM7 is a solid alternative. Its main draw is the 15-round magazine and three-shot kill potential out to ridiculous ranges. The DM7 is easy to control, as well, so while you won’t be outshooting an SVK with it, it will give you the upper hand against almost any other weapon not at point-blank range.

The Best of the Rest

At least in the current meta, none of the other guns in Battlefield 2042 are worth talking about. All of them pale in comparison to those listed above. Your only reason for using them should be to level them up for fun or to try out something new.

Sniper Rifle

The NTW-50, unlocked at level 60, offers the greatest one-hit-kill potential across its class. The main drawback is its very slow rate of fire and the size of the magazine: just three bullets per.

You’re unlikely to use this thing outside of medium-to-long range, so the main reason for equipping it is to do as snipers have done throughout Battlefield’s history: sit on a hill or rooftop and take pot shots.

Assault Rifle

None of the ARs in 2042 are standout options. Of the group, the starting M5A3 is the best option, thanks to its predictable recoil, solid stopping power, and general ease of use.

The M5A3 isn’t great at any one thing, but doesn’t suffer anywhere either. As the gun around which all others were probably balanced is a good choice for any situation, just not the best choice.


Of the two options, the LCMG is a clear choice. It’s easier to control and has better stats all around. Pop a bipod on the thing and you become a stationary machine of death, able to hold down a sightline all by yourself, provided you don’t run up against an SVK or get snuck up on by a PP-29.

Utility Weapon

Sure, the lever-action GVT 45-70 is a fun gun to use, but the 12M Auto, called the Saiga 12 Gauge in previous games, remains the best in class for one reason: you can spam the thing.

If your gameplay stays in close range, this gun, unlocked at level 44, gives you eight rounds of buckshot by default. Not the greatest at one-shot-kills, it makes up for it by putting buckshot downrange. No one will like you for using it, but that’s half the fun, isn’t it?


Your backup weapon will never replace the SMGs or DMRs or whatever else, but the MP28 is the best option out of the three sidearms to choose from. It's got a serviceable range, works well from either the hip or ADS. The 11-round magazine is a little disheartening, but you'll be using the MP28 primarily as a clean-up option, so that amount is more than enough for one kill.

Related Guides

Take a look at our other Battlefield 2042 guides here on GameSkinny.


Halo Infinite: How The Ranking System Works Mon, 22 Nov 2021 10:17:43 -0500 David Carcasole

You need to understand how the ranking system works in Halo Infinite multiplayer if you're trying to climb the ranks and flex your skills.

This quick guide will explain exactly that. How the ranking system works, what the rules to ranked gameplay are, and everything you need to know before you jump in and try to stake your claim as the top Spartan. 

Halo Infinite: How The Ranking System Works

Earning Your Rank

Firstly, there are six rankings through which you can rise, from bronze, all the way to onyx. Within each of those ranking are your rank levels, which you go through from I-VI. 

  • Bronze I-VI
  • Silver I-VI
  • Gold I-VI
  • Platinum I-VI
  • Diamond I-VI
  • Onyx

You don't however start out at Bronze I and begin working your way up. I mean you might, but you'd need to play through your qualifying matches first. 

The first 10 matches you play in ranked mode are to assess your initial placement. So yes, you could be assessed as starting with Bronze I, but if you're able to pull of some wins in your first 10 matches you'll likely find yourself higher up in ranking. 

You're awarded points for matches won and deducted points for matches lost.

The amount of points you're awarded or deducted is decided through how you performed in the previous match, though it's not clear how points are dolled out per action. 

A lost match doesn't mean an automatic deduction though, if you play well enough you can still advance.

It's also important to note that there are multiple different queues for which you can earn a rank. 

Your ranked queue determines what input device players are allowed to use, either controller or keyboard and mouse. There's a Solo/Duo queue, and a Cross-play queue. 

Cross-play is what it sounds like, cross-play with PC players and players able to use either a controller or KBM. Solo/Duo is where you can select to play against people using a controller, or people using KBM. 

So in that sense, you can technically have three separate rankings, if you use each type of input. Though you're better off just focusing on one queue, rather than trying to grind out three. 

After you've played your ranked qualifying matches, you'll be given a rank and good to go. 

Ranked Playlists

The types of matches you'll play in ranked are mostly the same as what you'd play in public matches. 

Strongholds, Oddball, Slayer, and Capture The Flag are all included as game modes across a few different maps. 

  • Strongholds: Live Fire, Recharge, Streets
  • Slayer: Aquarius, Bazaar, Live Fire, Recharge, Streets
  • Oddball: Live Fire, Recharge, Streets
  • Capture The Flag: Aquarius, Bazaar, Behemoth

Those are currently all that's available, but more will likely be added as the game goes on and be changed around. 

Unfortunately, there's no way to select just one game mode to play, and you will find yourself playing any of these game modes at any point instead of just say playing Slayer. 

Every ranked match also has a certain set of rules for each player, pertaining to your loadout and how you need to consider your shots. 

Firstly, friendly fire is on. So make sure not to hit your teammates, and watch your grenades during big chaotic fights. 

Every player starts with a Battle Rifle at the beginning of each match, and all other potential weapons are picked up across the map.

Hit markers for grenades are also removed in ranked, along with the combat sensor. 


That's how ranked play and the ranking system in Halo Infinite works. Currently, the game is still in a beta, so it wouldn't be surprising to see 343 change things up in a month or two, if things aren't working out. Now get out their Spartan! And check out our other Halo Infinite guides here on GameSkinny.

Halo Infinite Multiplayer Best Controller Settings Fri, 19 Nov 2021 10:55:17 -0500 Hayes Madsen

The Halo Infinite multiplayer beta is in full swing and, of course, anyone into the game is trying to find an advantage in any way they can. Customizing your controller settings is one way to do just that, and there is an ideal in terms of best controller settings for Halo Infinite you may be interested to find out.

How to Change Your Controller Settings in Halo Infinite


Press the F1 key on the main menu screen to open your settings, the Controller tab will be the first one you see. The image above is, of course, of the default button settings.

You may notice that Halo Infinite's controls are a little different from what you may be used to from the Halo series. If you'd like something a little closer to what you're used to, consider changing your bindings to the following:

  • LT/L2: Zoom
  • RT/R2: Shoot
  • LB/L1: Throw Grenade
  • RB/R1: Melee
  • Left Stick: Sprint
  • Right Stick: Crouch/Slide
  • Y/Triangle: Swap Weapon/ (Hold) Swap Equipment
  • B/Cirlce: Use Equipment
  • X/Square: Reload/Vent/ (Hold) Interact
  • A/X: Jump
  • D-Pad Up: Mark/Helmet Light
  • D-Pad Left: Grenade Switch
  • D-Pad Down: AI Scan
  • D-Pad Right: Drop Weapon

Best Controller Settings in Halo Infinite

Now in terms of the various sensitivity options, we'll go step-by-step through each as they appear in the menu, and the recommended setting for each.

Of course, these are all simply recommendations and you're free to adjust things as you like. While the others are pretty self-explanatory, Deadzone can help fine-tune the responsiveness of your control sticks, and essentially lowering the number increases the responsiveness. 

Sensitivty & Acceleration

  • Look Acceleration — 5
  • Looks Sensitivity (Horizontal) — 6
  • Look Sensitivity (Vertical) — 6

Zoom Sensitivity

  • Zoom Level — 1.4x
  • 1.4x Sensitivity — 0.9

Move Thumbstick

  • Center Deadzone — 2.0
  • Max Input Threshold — 10.0
  • Axial Deadzone — 2.0

Look Thumbstick

  • Center Deadzone — 2.0
  • Max Input Threshold — 10.0
  • Axial Deadzone — 2.0

Those are the controller settings we recommend for jumping into multiplayer. For any other tips and guides, make sure to check out our Halo Infinite guides hub

Halo Infinite Multiplayer Best Guns Tier List Thu, 18 Nov 2021 10:23:49 -0500 Hayes Madsen

The best guns in Halo Infinite multiplayer may not be exactly what you expect, with weaponry old and new in the roster. It can take a bit to figure out which are the best weapons to pick up in the heat of battle, but there are some clear contenders that are better than the rest. We'll go over the best weapons you can pick up in Halo Infinite in this tier list.

S-Tier Weapons in Halo Infinite

M41 SPNKr Rocket Launcher

Halo Infinite M41 SPNKr Rocket Launcher

The Rocket Launcher is a Halo classic, and it's just as deadly as ever before. Despite the slow reload speed, the Rocket Launcher's destructive capability is second to none. Whether you hit an enemy with a dead-on shot or splash damage, it's pretty much a guaranteed kill every time, oftentimes more than one kill. 


Halo Infinite Cindershot

The Cindershot is one of the best new additions to Halo Infinite, but it requires a bit of skill to use properly. Although it doesn't have the sheer damage of the Rocket Launcher, the real trick of the Cindershot is that you can change the path of the grenade midflight by zooming in. It has decent splash damage, but the ability to change your grenade's path can be an absolute gamechanger. 


Halo Infinite Skewer

The Skewer is yet another weapons, and boy is it an absolute blast to use. This giant shoulder-mounted weapon shoots humongous spikes, and has a blade on the weapons for high melee damage too. These spikes are an instant kill if you hit an enemy, and they also cause tremendous damage to vehicles. You need to be precise with the Skewer, and it has a hefty reload time, but in the right hands, it's utterly devastating. 

Gravity Hammer

Halo Infinite Gravity Hammer

It should come as no surprise that the good old Gravity Hammer is near the top of the list. The massive hammer remains the most destructive close-range weapon in the game, and it's a guaranteed kill if you hit an enemy dead-on. What puts the hammer above the Energy Sword, of course, is the splash damage that can hurt groups of enemies and knock them back.

A-Tier Weapons in Halo Infinite

S7 Sniper

Halo Infinite S7 Sniper

The Sniper is just as prolific as in past Halo games, and if you can nail headshots on moving enemies you're practically unstoppable. The sniper is pretty much unchanged from past games, but that's just the way it should be. 


Halo Infinite Heatwave

The Heatwave is an interesting new mid-range weapon that shoots out six energy blasts, and you can also change the spread between horizontal and vertical. The horizontal mode is good for crowd control, while the vertical mode can take out an enemy quickly if you manage to land all the shots. 

Energy Sword

Halo Infinite Energy Sword

The first full melee weapon in the Halo franchise is still a force to be reckoned with, although the lunge doesn't have quite the range that it used to. Because of that, the sword isn't quite as useful as the Gravity Hammer but it can still be deadly, especially when paired with the Grapple Hook or Dash special ability. 

BR75 Battle Rifle

Halo Infinite BR75 Battle Rifle

The Battle Rifle is a classic, and it's still just as useful as it was before. The three-round burst rifle is best at mid to long-range, and three to four headshots can drop an enemy. What doesn't put the Battle Rifle higher is how difficult it is to use at close-range. 

MK50 Sidekick

Halo Infinite MK50 Sidekick

The Sidekick is one of your starting weapons, but the pistol is surprisingly versatile. It doesn't do a ton of damage but it's effective at any range, and if you can nail headshots with it you can take down enemies with surprsing speed. You likely won't want to use the Sidekick as a main weapon, but its beyond useful as a secondary weapon. 

B-Tier Weapons in Halo Infinite

Shock Rifle

Halo Infinite Shock Rifle

The Shock Rifle is one of the more unique additions to Halo Infinite, shooting out a medium-range bolt of electricity. It causes fairly high damage, but the real bonus is that the electricity can jump to other nearby enemies. The Shock Rifle doesn't have the stopping power that other guns have, but using it against clustered enemies can be super useful. 

VK78 Commando

Halo Infinite VK78 Commando

The Commando is best compared to the DMR of past games, as it has a similar single-fire shot that's dictated by how fast you can pull the trigger. The gun has fantastic range, only beat by the Sniper Rifle. It may not be quite as deadly as the Battle Rifle, but it's a close second. 

Pulse Carbine

Halo Infinite Pulse Carbine

The Pulse Carbine is essentially the Covenant version of the Battle Rifle, but being an energy weapon the three-round burst travels much more slowly. This means the Pulse Carbine is better at close-range, and it can destroy shields in an instant. 

C-Tier Weapons in Halo Infinite


Halo Infinite Needler

The Needler is an age-old classic, but it never feels quite as useful as it should be.The energy needles don't do a ton of damage unless you can land seven in a row on an enemy to cause an explosion. It's not impossible, but it's definitely hard to do with the increased traversal options in Halo Infinite

Plasma Pistol

Halo Infinite Plasma Pistol

The Plasma Pistol has never been an especially useful weapon, but it's certainly not the worst out there. The single shots don't do a ton of damage on their own, but a charged shot can take down a shield on an enemy, opening them up to a melee attack or other weapon. It's pretty much the definition of a mediocre gun. 


Halo Infinite Hydra

The Hydra sounds like the perfect gun on paper, as it's a homing missile launcher that locks on when zoomed. While it's shots do seek enemies, they aren't incredibly hard to avoid if you know how to dodge effectively. It's best to used the Hydra against larger vehicles, as they'll have a harder time avoiding it. 

Sentinel Beam

Halo Infinite Sentinel Beam

The Sentinel Beam is a deadly weapon, but the reason it's so low is that it's hard to use. The energy beam shoots out straight ahead but it also moves up and to the left as it fires, meaning you constantly need to adjust your firing angle. If you can keep the beam on an enemy it's a quick kill, but good luck doing so. 

MA40 Assault Rifle

Halo Infinite MA50 Assault Rifle

The basic starting rifle falls close to the earlier iterations in Halo 1 and 2, which makes it much better at close range than long. It's not impossible to use at longer ranges, but the shots get more and more inaccurate the further out you get. It's a fine gun and you'll be using it more than any other.


Halo Infinite Ravager

The Ravager is an interesting new plasma weapon that shoots out large bursts at close range, and can even put damaging fire on the ground if you charge it up. The gun also has a blade on the end to make it even more effective in close quarters. The problem here is that it's almost useless at long-range. 

Stalker Rifle

Halo Infinite Stalker Rifle

The Stalker Rifle works like a plasma equivalent of the Commando, but it doesn't quite reach the standard of that gun. The Stalker is certainly better at taking down shields, but it simply doesn't have the damage output that the Battle Rifle or Commando does. 

D-Tier Weapons in Halo Infinite


Halo Infinite Mangler

The Mangler is just about the most useless weapon in Halo Infinite. The pistol shoots out small spikes, but it has a pretty bad firing and reload speed, especially when compared to the starting pistol. The Mangler does more damage to vehicles than other pistols, but the damage it does to other Spartans just isn't great. 

CQS48 Bulldog

Halo Infinite CQS48 Bulldog

The Bulldog is an interesting weapon as it's the absolute best in the game at point-blank range, but it's utterly useless at anything else. You really have to be up on enemies to land a hit with the Bulldog, which can make it a tough sell on more open maps.


Halo Infinite Disruptor

The only real use the Disruptor has is disabling vehicles, which takes quite a few shots to do. Its damage output outside of that is pretty bad, making it a less viable option than pretty much every other gun. 

That does it for our weapon tier list. If you need any more tips or help, make sure to check out our Halo Infinite guides hub

Halo Infinite Async Compute Explained: How to Turn It Off Wed, 17 Nov 2021 10:24:00 -0500 Hayes Madsen

Halo Infinite's multiplayer has officially launched on all systems, and even on PC, the game has hit some huge player numbers. As with any major launch, of course, there are a few issues that plague the game. Some players have had the game keep crashing upon startup, and one of the culprits can be something called Async Compute, or Asynchronous Compute. Here's how to turn the feature off. 

Turning Off Async in Halo Infinite

Essentially Async Compute is a feature that allows GPUs based on AMD's GCN to perform graphics and compute workloads at the same time. In some cases, it can lead to a boost in performance, but in this case, you'll want to toggle it off. Here are the steps you'll need to take. 

  • Press F1 to bring up the Control Panel
  • Select the Settings menu and go to the Video tab
  • Scroll down until you see Async Compute at the very bottom
  • Make sure the box is unchecked to turn the feature off

When you select Async Compute you'll see your VRAM usage on the right side of the screen, with a bar for the ideal and max usage. Your usage should fall within the ideal area, so try turning it off and see if there's a change if you need to. Keep in mind, you'll want to exit the game and reload it to make sure the change is fully in effect. 

If this still doesn't fix your problem, you should make sure all of your drivers are up to date, and ultimately uninstall and reinstall the game if nothing else is working. Make sure to check back for even more help and guides on Halo Infinite

Battlefield 2042 Best Settings for Performance and High FPS Tue, 16 Nov 2021 11:35:39 -0500 John Schutt

Battlefield 2042 is not the most optimized experience on PC, with even more powerful rigs having trouble pulling a consistent 60 FPS throughout gameplay. For those expecting something better out of their PC FPS experience, this can be more than a little frustrating.

This guide goes through all the display options, detailing their performance impact and expectations at different settings.

Battlefield 2042 Optimal Settings

Screen Setup

How much monitor priority you give 2042 has a little bit of impact on performance. 

  • Fullscreen Mode
    • Fullscreen: Sticking to traditional fullscreen will give you a moderate performance increase, though if you alt-tab, prepare to lose about 5% of your frames each time you do so.

    • Borderless: Going borderless will allow you to use the rest of your computer with a little more freedom, as alt-tabbing isn't as taxing. You'll see a minor FPS hit, and both your resolution will be locked to monitor defaults, so if you're running 1440p or higher, this might not be the best mode for you.

    • Windowed: This will pop 2042 out into its own window, giving the same sort of freedom Borderless does but with, well, a border. The same rules apply.
  • Fullscreen Device
    • All you're doing here is deciding which output device your game will appear on. It should be your primary monitor, but if you have multiples or your setup is built for TV, you can change that here. The only performance change here is based on the output device's specs.
  • Fullscreen Resolution
    • Resolution is one of the biggest FPS hogs on this list, and even at 1440p, 2042 eats enough system resources that you'll see a significant performance hit. Downscale to 1080p unless you have a god-tier setup or don't mind a sometimes 20% reduction in FPS.
  • Refresh Rate
    • There's no real performance impact here, as it merely sets how many frames render per second on your monitor or another output device, which affects the visual quality of your gameplay, but not the gameplay itself.

Field of View

Your FoV won't murder or improve your frames by a large margin, but adjusting it can give you a bit more out of your GPU.

  • Field of View
    • 65 and 70 FoV are console defaults, so it's always good policy to raise it to at least 85. This increase tends to cost around 1 or 2 FPS total, so it's rarely noticeable unless you're sitting right at 60 or just below.
  • Vehicle 3rd Person Field of View
    • There's no reason to adjust this unless you want to see more whenever you're driving around the battlefield. The performance impact is minimal.
  • ADS Field of View
    • No performance impact here either. The change is purely aesthetic unless you take things to the extreme, at which point you won't be able to make anything out anyway.

Graphic Settings

These basic settings won't give or take much from your gameplay experience, but they're worth going over to make your experience smoother. 

  • Brightness
    • Exactly what it says on the tin: how bright do you want your game to be?
  • High Dynamic Range
    • This feature is monitor-dependent and won't do much to your FPS.
  • Motion Blur
    • How much blur do you want in your game? The correct answer is always none. Keep this at 0 and enjoy a clear sight picture at all times.
  • Chromatic Abberation
    • Turn this off, as it adds additional blur to push a more photogenic game. We're after performance here, not pretty colors.
  • Film Grain
    • Another setting to always have off. This adds a grainy filter to the screen like you'd see in a movie—no noticeable impact beyond the aesthetic.
  • Vignette
    • Keep this one-off, too, as it creates additional blur at the edges of the screen during specific gameplay segments, and when you want to see everything clearly, that would only get in the way.
  • Lens Distortion
    • Keep off? Yes. More blur and image distortion without much performance impact.

Graphics Quality

The nuts and bolts of any setting suite, the individual quality options can make or break your in-game performance. Always use a custom setup here, as the preset Low, Medium, etc., won't be optimal for your rig.

  • Texture Quality: The difference between the higher settings and lower ones here is noticeable. Mid-tier GPUs like a 1070 and 1080 can leave this on High without much FPS loss, with lower-power cards handling Medium well enough. 

  • Texture Filtering: You can save a few FPS here by switching to Medium, even on high-end hardware. You might see additional savings without too much visual impact on Low, especially with an older GPU.

  • Lighting Quality: Light and shadow always come at a significant performance cost, so even powerful setups would do well to take this no higher than Medium. Older or lower-power gear should keep it at Low.

  • Effects Quality: 2042 has a lot of in-game physics and other FPS-draining effects no matter what mode you're playing. They'll look nicer with this setting higher, but keep it at Medium or Low for best results. 

  • Post-processing Quality: Post-processing applies various effects to your image after it finishes rendering and doesn't usually take away too much from your performance, so the High setting is fine for most users.

  • Mesh Quality: Meshes are the base units of geometry used throughout every game, and higher quality means more complexity, which takes more processing power to render in-game. Medium settings do more than well enough, so don't mess with anything higher unless you want all your levels to be as complex as possible.

  • Terrain Quality: Separate from meshes in that this is the actual ground, water, and other surfaces below the texture. Medium settings are fine here, but High won't cost you too much if you have a beefy PC. Anti-aliasing

  • Post-processing: Better known as AA, there are only two settings here, and I recommend sticking to TAA Low, as you're unlikely to spend too much time looking at the rough edges throughout 2042 with all the bullets whizzing by your head. Your FPS will see a minor increase at the lower setting as well.

  • Ambient Occlusion: A resource-intensive lighting setting, keeping AO off is usually the best option for most people, as even on SSAO (the lowest setting before Off), you could lose a few frames for little return.


These settings are specialized, built to get you better performance or image quality by affecting how the game renders or adjusts the image on the fly.

  • Dynamic Resolution Scale: This setting is for anyone without a DLSS-enabled GPU. The in-game description means precisely what it says: the game will render at a variable resolution designed to maximize your framerate. It's especially good for lower-power systems or those who don't mind a visual hit if it means their frames are higher.

  • Dynamic Resolution Scale Refresh Rate Target: Only selectable if Dynamic Resolution Scale is on, this setting determines how closely the game tries to hit your monitor's refresh rate. If you're running 144Hz and want to reach that no matter what, this setting can help do that.

  • DLSS: NVIDIA's proprietary machine-learning tech scales the resolution then fills in the gaps on the fly, allowing for maximum frames with minimal visual degradation. The Performance setting is fine for most, though Quality will lose you only a few frames for a much-improved image.

  • Ray Traced Ambient Occlusion: Ray traced anything is the enemy of FPS-lovers everywhere. In a multiplayer game where milliseconds matter, keep this setting off.

  • NVIDIA Reflex Low Latency: Using Reflex, like DLSS, is ultimately a matter of taste, but keeping everything quick and snappy on the trigger or otherwise is never a bad thing, I don't think.

  • Future Frame Rendering: Something of a counter to Reflex, you'll see increased performance with your computer doing a little thinking about the next few seconds for you. The trade-off is because it isn't you thinking, the game has to compensate for any action you take in real-time, making every one of your inputs a little delayed.

  • Vertical Sync: This setting locks your framerate to your monitor's refresh rate, provided it can reach it. You'll never go over your hardware's set value, but you'll also see less screen tearing, a weird line across your game whenever two frames render out of sync. Not much performance change here as far as pure FPS is concerned, but it can make the visual experience more consistent. If you can't usually get enough FPS to hit the VSync limiter, best to leave this on.

  • High Fidelity Objects Amount: This setting determines the quality of distant objects renders in your game. With so many tiny objects popping in across the huge maps in 2042, you'll see some good gains with this setting on lower values. Put another way, on lower settings, a soldier or vehicle at 1000 meters will look blockier and animate worse than if you were at a higher setting.

And those are our setting recommendations for Battlefield 2042. Let us know if they've helped your experience in EA and DICE's latest entry in the storied franchise. Keep an eye out for more Battlefield 2042 guides here on GameSkinny.

Battlefield 2042: How to Change Attachments Tue, 16 Nov 2021 10:51:26 -0500 John Schutt

How to change attachments isn't exactly the most intuitive thing in Battlefield 2042, whether in-game or in the main menu. This guide is all about explaining the overly-complicated process because until DICE does something about it, we only have one recourse: deal with it.

How to Change Attachments in Battlefield 2042

There are two ways to change your attachments, one more user-friendly than the other. The first way is once you’re in a match, the other is through either the spawn screen or the Collection tab at the main menu.

How to Change Attachments In-Game

The fastest way to get the kit you want is on the fly in a match proper. Pick the gun you want to use at the spawn screen, press T on the keyboard, or hold Left Bumper on the controller. This will pull up a menu that allows you to cycle through your attachments.

How to Change Attachments in the Menu

At the main menu, you need to start by going to the Collection’s tab at the top right of the screen, then selecting the Weapons sub-tab in Collections. That will pull up your suite of weapons.

You can access the same menu in a match from the spawn screen.

Pull up the weapon list by selecting the weapons button (the one that shows your currently equipped gun), press left mouse or A/X on Xbox/PlayStation, then select the attachment type with left mouse or A/X. Then select X/Square on Xbox/PlayStation to cycle through your attachments.

Here’s where it gets tricky. There are now two ways to change attachments.

The first is to press X/Square to edit the position of the attachments in the lit-up green bar (essentially a weapon hot bar). Press A/X to confirm the position, and note that the currently equipped attachment needs to go in the slot closest to the center hole in the UI.

You can also change attachments by pressing A/X to select from the attachments not currently on the lit-up green bar. Note, however, that the hot bar attachments will not show up in the selectable menu that pops up when you press A/X on the hotbar.

Hopefully this helped you get around this little quality of life issue. Keep an eye on GameSkinny for more Battlefield 2042 guides.

Bright Memory Infinite Review: Flash Over Substance Thu, 11 Nov 2021 19:27:38 -0500 Hayes Madsen

Bright Memory Infinite is an astounding technical feat from a single Chinese developer known as FYQD Personal Studio. There's no denying how gorgeous Infinite consistently looks and that it's longer than the previous Bright Memory, later dubbed Episode 1. But underneath all the flash and pizazz is a generic and uninspired shooter that struggles to stand up on its own. 

The "original" Bright Memory launched in 2019 as an Early Access title and was an incredibly basic experience that spanned roughly 45 minutes, feeling more like a tech demo than a full title. And that didn't change much when it hit 1.0 in 2020, finding its way to Xbox Series X|S.

Presumably, that release didn't do much to take Bright Memory to new heights because FYQD was focused on Infinite, a redesigned and revamped version of Bright Memory meant to feel more like a full release. But sadly, Infinite still feels like a demo or Early Access experience. 

Bright Memory Infinite Review: Flash Over Substance

Spanning roughly two hours from start to finish, Infinite starts with the protagonist, Shelia, waking up in her apartment as the news blares about a mysterious and unprecedented weather event. Or something like that ...

I could try to explain the story of Bright Memory Infinite. In fact, I'd love to. But I honestly, truly have no idea what is going on here, or what anyone's motivations really are. The story and its character arcs are difficult to follow at best and utterly nonsensical at worst. 

But this type of game isn't exactly known for its story. It's known for its gunplay.

Bright Memory Infinite plays at a blistering pace, and in some ways, it feels more like a character-driven action game than a first-person shooter. On top of the typical armory of guns at your disposal, you also have access to a devastating close-range sword attack, the ability to block incoming bullets, and a tractor beam that can pull in enemies for close-up kills.

Things control well for the most part, but it's quickly evident that the sword attack is your best friend and, bizarrely, guns feel less and less effective as you progress. This is especially true when you start digging into the skill system, which near exclusively upgrade your sword strikes, leaving guns by the wayside except for enhancing the effectiveness of special ammo.

While shooting does feel smooth, there's simply not enough variation to make things interesting, even in an experience that only lasts a few hours. The bulk of Bright Memory Infinite is relegated to corridor shooting, but there are two different sections that try to mix things up: a stealth section and a driving section.

The mechanics in both sections, though, don't work very well and feel tacked on for the sake of diversification alone. The same can be said for the handful of uncompelling bullet-sponge boss battles and the small pool of generic enemies that exist solely as cannon fodder.

Bright memory Infinite Review — The Bottom Line


  • Absolutely gorgeous, especially in terms of environment design
  • Core combat and shooting feel good
  • Decent skill upgrade system


  • Serious lack of variety, even in just a roughly two-hour runtime
  • Too many bugs
  • Utterly nonsensical story

Bright Memory Infinite feels like a budget title across the board. From the small number of enemies and bland boss fights to the same few music tracks that play across everything. Though Bright Memory Infinite was made by one developer, these issues are difficult to overlook. Outside of the core shooting and a few collectibles, there's nothing much to do. 

Despite being a more "complete" version, Bright Memory Infinite still has quite a few bugs and problems too. Text pops up in Chinese, despite my language being set to English. Enemy AI snags and glitches from time to time, getting stuck on walls or objects in the environment. 

The unlockable costumes in Bright Memory Infinite, which you can get through completing various difficulties or via DLC, do nothing but sexualize the main character with skimpy outfits, something especially disappointing to see. 

If you're looking for a fairly mindless shooter to fill a few hours, you can certainly do worse than Bright Memory Infinite. But this is a shooter that leaves so much on the cutting room floor and feels stuck in an infinite loop of mediocrity.

[Note: FYQD-Studio provided the copy of Bright Memory Infinite used for this review.]

Bright Memory Infinite: Best Skills Guide Thu, 11 Nov 2021 13:02:53 -0500 Hayes Madsen

Despite Bright Memory Infinite not being an incredibly long experience, there are still a ton of different skill upgrades to choose from. You'll need to find Reliquaries in order to unlock skills, which look like small green statues scattered throughout the environment.

There's a ton of Reliquaries in the game, so as long as you're keeping an eye out you shouldn't have any trouble wracking them up. Now comes the hard part: which are the best skills for you to invest in.

Best Skills to Purchase First In Bright Memory Infinite

The absolute first skill you'll want to sink all your points into is the Blade Slash and Light Blade Slash. Unlocking these skills will cause your sword to shoot out a medium-range shockwave with each slash, and upgrading it strengthens the attack even more.

The sword is by far your most powerful weapon in Bright Memory Infinite, so upgrade this ability first and you'll be nearly unstoppable. With that in mind, here are a few other skills worth investing in afterward. 

  • Aerial Slash - This ability will let you close shoot forward with an upper slash, instead of just standing in place. Combined with other sword skills, this is great at closing the distance between you and enemies.
  • Blade Slash Whirlwind - You'll first have to unlock Giant Blade Slash, but this skill throws your sword out as it homes in on an enemy and continually slashes them. You're also able to keep shooting while the sword attacks. 
  • Tractor Beam - You'll automatically have the Tractor Beam unlocked but it's worth upgrading early on. An upgraded Tractor Beam will let you pull in enemies from a huge distance away, and it's the perfect defense against snipers. 
  • Rocket Punch - You'll have to unlock Shock Punch first, but Rocket Punch is really what you want. Rocket Punch has good range to it, just a bit longer than your sword slash, and it can be incredibly destructive fully upgraded.
  • Incendiary Grenade - You can upgrade whichever special ammo you like to use the most, however, for our money the Incendiary Grenade on the pistol is generally what does the most damage. This special ammo is very useful in boss battles, and if you place the shot right you can actually damage multiple enemies at once. 

As long as you get at least a couple of these skills, you shouldn't have any trouble taking whatever Bright Memory Infinite has to throw at you. Keep an eye on GameSkinny for more Bright Memory Infinite guides.