Open Beta Tagged Articles RSS Feed | Open Beta RSS Feed on en Launch Media Network Back 4 Blood Gameplay Trailer Reveals Early Access Open Beta Dates Fri, 11 Jun 2021 10:02:22 -0400 David Carcasole

Summer Games Fest has kicked into full gear and Back 4 Blood, the spiritual successor to the popular zombie co op shooter Left 4 Dead, got a new, if short, gameplay trailer announcing early access open beta dates. 

The Back 4 Blood open beta will have two sessions: one for those given early access, either by pre-ordering the game or by registering at the official Back 4 Blood website, and one available to all. However, publisher Warner Bros. and developer Turtle Rock Studios say that registering does not guarantee an early access code since there are a limited number available. 

The first early access open beta lasts from August 5 to August 9, while the second portion of the beta, which is available to all players, will be from August 12 to August 16. Either portion of the beta can be played on PC, PlayStation 4, PS5, Xbox One, or Xbox Series X|S. 

Those interested in taking part in the open beta can sign up on this page

The last look of Back 4 Blood trailer we got put a spotlight on some of the game's available characters. Before that, Turtle Rock highlighted the Back 4 Blood card system, which lets players improve character abilities and create unique builds. 

We'll soon get to see more of the zombie-slaughter-fest in action come June 13, when the game's PvP showcase for Back 4 Blood goes live during the game's E3 2021 presentation. That presentation can be seen over on the Back 4 Blood Twitch and YouTube channels, as well as Facebook. It starts at 5 p.m. EST. 

Back 4 Blood will launch on October 12 for PC, PS4, PS4, Xbox One, and Xbox Series X|S. Stay tuned for more. 

Kingshunt Open Beta Prepares for Battle This June Tue, 08 Jun 2021 16:37:09 -0400 David Carcasole

Kingshunt is an upcoming fantasy 5v5 multiplayer title from developer Vaki Games. Placing players in a medieval setting with the sole purpose of destroying their opponents in third-person combat, Kingshunt will be playable soon. In fact, later this month. The Kingshunt open beta on PC goes live on June 22. 

Kingshunt mixes PvP melee combat with real-time strategy and tower defense mechanics where one group of players acts as defenders and another the attackers. There are six playable heroes to choose from, as well as a number of skills and abilities and classes such as tank and support. 

Each match in Kingshunt is a struggle for control over the battlefield as you fight for zones against hordes of enemy AI, as well as enemy players. On paper, and in recent alpha test footage, it looks and sounds quite a bit like the recent Hood: Outlaws & Legends. You'll take out everything in your path using both melee attacks and magic.

According to the developers, players will also be able to unlock "game-changing utilities" in matches that can allow you to "build and destroy your way to victory." It's somewhat unclear exactly what that means, though the trailer above does include some objects that look like siege weapons.  

Those interested in playing Kingshunt sooner rather than later can sign up for the beta at the game's official website. Currently, there's no firm release window or launch date for Kingshunt; the development team is looking to release it sometime in 2021. Until then, it can be wishlisted on Steam or pre ordered through the Kingshunt website. 

There are three versions of the game available through the website. The standard edition is $19.99. The premium edition is $39.90, including $50 of in-game currency. And the guardian edition is $79.90, including $80 of in-game currency. 

Mortal Shell Beta Impressions: A Soul of its Own Tue, 07 Jul 2020 12:15:29 -0400 John Schutt

Mortal Shell wears its Dark Souls inspiration on its sleeve but modifies and iterates on the formula in ways no other title has yet attempted.

This game is an interesting amalgamation of Souls combat and systems, and traditional gothic imagery and themes bound up in a gritty fantasy world. It's at times frustrating, obtuse, and overwrought, and at others, it's a thing of beauty — intuitive and demanding and mysterious.

Here are my impressions from the recent open PC beta.

Solid Systems

Mortal Shell's gameplay both is and isn't typical Souls-like fair. You spawn at a set location, fight until an enemy surprises you to death, come back to your lost tar (read: souls), and repeat until you reach the game's stand-in for bonfires. Dodge rolling is still one of your best defensive options, and your attacks are mixes of light and heavy variants. 

On the other hand, there is no option to equip a shield. Spamming attacks doesn't stun-lock every enemy in the game. Stamina is always in limited supply. And you have one chance to come back after death but at great risk to yourself. 

There's more Bloodborne and Sekiro DNA in Mortal Shell than there is Dark Souls. You're incentivized to be aggressive, as you'll be overwhelmed if you don't take the fight to your enemies.

Unlike something like Sekiro, however, combat felt heavy. Even the weakest enemies take more than a few hits to take down, and recovery from attacks was slow. There also appeared to be an optimal timing for each swing of the weapon. Sometimes I would attack quickly and with purpose, other times, the game felt unresponsive to my inputs.

Enemy feedback was a little lacking, too. The hitstun you expect out of a greatsword hit wasn't there, and some enemies didn't recoil at all, as if the weapon went clean through them. For that reason, even though I wanted to be aggressive, I had to be cautious with how I engaged lest I took two thumps on the head. 

Another reason to measure your aggression in the Mortal Shell beta was the lack of resources.  There were almost no healing items, and the ones I did find healed slowly over time, meaning if I went in too hard, I'd find myself needing to retreat to wait for my health to regenerate. 

Instead of an Estus Flask, Mortal Shell's biggest source of health is its parry. So long as you have a bar of Resolve, a meter you fill by dealing damage and killing enemies, a successful parry will instantly refill about a quarter of your health. Parrying without Resolve will send your enemies reeling, but won't give you anything but a free hit or two.

If there was no opportunity for escape, there is a panic button built into Mortal Shell: harden.

Your body becomes stone for a few seconds, interrupting any animation you're in and staggering most enemies when they hit your hardened flesh. It's not something you can rely on every time, as the ability's cooldown increased based on how long you remained in a hardened state. 

Dying was particularly punishing in the beta, as well.

There were only two respawn points: one at the beginning and one at the entrance of the second area. You could do what most Souls players do once they have a handle on the enemies — run past everything — but if you choose to fight, be aware that one mistake is all it takes to send you straight back to the starting block.

Your Shell

There's don't appear to be any stats or character customization in Mortal Shell. Instead, you play as a featureless, faceless thing that inhabits the corpses of warriors long past. These become the "mortal shell" you inhabit between deaths. 

We could try out two shells in the beta: a fully armored knight with a greatsword and a thief-looking fellow with a hook and dagger.

The greatsword was deceptively short, and I was consistently running out of stamina with the hook and dagger. Though that was due in large part to my need to play well than anything else. You may find that your methods are different.

You could swap between shells and weapons at the beginning of the second area: a crypt with poison-clawed ghouls and undead swordsmen. In the first area, a forested ruin, you started as the knight, though you could come back as the roguish type if you chose to.

Instead of stats, each shell had a tree of upgrades you can spend tar and Glimpses on, the latter being a much rarer consumable not immediately lost on death. Most upgrades were locked in the beta, but the ones we could see were quite strong, with a cost to match. 

I mentioned earlier that you had two chances to succeed per life, and that's possible because of the shells.

When you "die" the first time, your blank slate character is flung from the shell it's in with a tiny health bar and limited movement options. You must make it back to your shell to get combat-ready again.

You come back at full health if you make it back to your shell, but it's very likely surrounded by the enemies that killed you. If you die again, it sticks and you get sent back to respawn and must toil again.

Final Notes

There wasn't much I didn't like in the Mortal Shell beta, but I was surprised by how small each of the two areas felt.

There was only one (and well-executed) boss fight. If I'd learned the game's quirks faster, I don't think it would have taken my much more than an hour to complete. That's including fighting every enemy in both areas and beating said boss.

There was a nice enemy variety, and what little I could see of an inaccessible snow area looked good, as well. 

I did think the controls could be a little more responsive, and the game could do with a bit more color generally. I'm also concerned that there won't be much in the way of build variety, as there was no obvious way to continue upgrading your shell past a certain point, and each shell came with its own armor that seemed aesthetic only. However, we will see once the game actually releases.

The last thing I want to mention, is that the level design reminded me more of Nioh than a traditional Dark Souls game. There wasn't much verticality to be had in Mortal Shell, though there were plenty of death pits that went straight down.

The playable space was flat for the most part. I felt like I was progressing forward no matter where I went, but part of the charm of a Dark Souls game is the movement up and down, either into the skies or the depths of the earth. This beta had neither, and that is something I'd very much like to see different in the full game.

I'm excited to try Mortal Shell when it releases later this year, despite a few reservations. We'll see if there's more to the game than the core mechanics and designs we saw in the short time we've had with it so far.

Battlefield 5 Beta Impressions Wed, 12 Sep 2018 14:39:18 -0400 John Schutt

In the Battlefield 5 section of my two-part guide on BF5 and Black Ops 4, I wrote that BF5 is looking to mix up the series' gameplay and increase speed and overall lethality. And based on everything I've read, played, and otherwise experienced in and about the beta, they've accomplished both.

If I were to sum up my time with the beta into a single sentence it would read like this:

Battlefield 5 makes me feel more powerful than any game in the series since Bad Company 2

In other words, I feel I can make a difference as a solo player even with 127 other people on the server. In ways that haven't existed in almost a decade, I can create my own Battlefield moments and can regularly contribute more than an average player's worth of performance. 

Now. All that said, the Battlefield 5 beta is.. fine. It is perfectly functional, enjoyable, grindable, and playable for two or three hours at a time. These impressions are subject to change, bearing in mind we had limited access to weapons, low customization options, only two maps, and a few modes. DICE has plenty of time to implement their own changes to weapon balance, handling, and all that.

Below are the two biggest things I loved about the beta, and two things I think need the most work.

Map Design

One of Battlefield: Bad Company 2's best features was its map design. It was pared back for infantry-focus combat. There was certainly room for vehicles, but they were not essential to the metagame. Even in Battlefield 3, where jets and helicopters made a huge comeback, there was still plenty of room for the soldier to affect the outcome of a match, and infantry were necessary to completing objectives in ways vehicles often couldn't do much about. 

Battlefield 5, or at least the beta, brings that magic back by constraining the maps and limiting vehicle play just enough for both they and the riflemen to have a say. On Rotterdam (at least), the tank could only function on the outskirts of the map, providing easy control of the perimeter flags but leaving the all-important central flag uncontested. Narvik allowed it more free reign, but the tank wasn't always the smartest choice with so many nooks and crannies for rockets to come out from.

Both maps also were easily navigable with plenty of good flanking routes. Narvik was especially friendly for such play, given the additional verticality not present on Rotterdam. Adding in a small hill is one of the simplest design choices to make, but the tactical advantages offered to both sides of that equation make gunfights far more interesting that on flat ground. Though Rotterdam was very good at allowing for broken sightlines and alternate routes of attack, it was far flatter and more horizontal than its snowy counterpart. 

Which, I should add, is probably why I liked it more. I believe Narvik to be the better map, overall, but Rotterdam played into my twitch shooter sensibilities more effectively. There was only as much verticality as there needed to be, and even that wasn't necessary to capture the flag, as the zone extended beneath the train platform above the streets.

Last was the layout. Give me a circular map over a linear one any day. Constant rotation breeds additional conflict rather than needing to fight over a central point for hours before anyone goes anywhere. My strategy of breaking the backline still functions, of course, but I don't find "holding the line" as appealing as skirting it.


I played all four classes for several hours each, and while I would be remiss to actually do a full guide on each of them without a full grasp of their complete kit, but I can speak to the feel of the weapons on offer. 

Battlefield 5's weapons are satisfying to use

I played primarily assault and medic, but there's something to say about taking off someone's head from 100 meters, flaring the objective, picking up someone else's gun and then clearing said objective yourself.

The STG was, of course, the real winner of the beta, outperforming other guns at most ranges, and hampered only by the assault's limited ammo count. Still, neither the SMGs nor the LMGs were slouches and the scouts, while limited by the lack of good one-shot potential beyond the head, still allowed for some great moments throughout my playtime. 

Overall, though, it's the basic satisfaction of using the weapons that wins the day for me. The small rush that came with every kill, never a guaranteed thing with the lower TTK and the fact you had to actually compensate for recoil ensured combat felt fast, fluid, and took a level of skill I could really appreciate. 

Now for the bad news.

Lack of Autonomy

Perhaps Battlefield 5's biggest failing is its dogged pursuit of team play. Where once the assault was the ultimate frontline fighter, in this beta he was relegated to three or four good engagements before he would have to retreat to find either health or ammo. Usually both. 

The medic and support were similarly neutered. SMGs came with additional ammo, but their weakness in comparison to other class weapons forced them near their teammates even when it would be a better use of their time to scout ahead with their improved healing. Support might never run out of ammo, but two gunfights often led to a lengthy reload and a decided lack of health, forcing a retreat.

Scouts? Scouts should almost never be in the middle of anything unless it's to run up and pop a flare. 

The other problem I had was the removal of full class swapping. That is, if you pick up a weapon off the ground, you take only the weapon, not the class associated with it. The change certainly allows for more dynamic gameplay, but for me, it removed some of the playmaking and team support possible in previous games.

As recently as Battlefield 1, if I cleared a room as assault and found a medic's kits on the ground, I could quickly heal and keep going. In this new Battlefield experience, that just isn't possible.

The Backend

It's a tale as old as Battlefield. You've got a guy in your sights. He's got an oblivious teammate, too. You open fire with perfect aim and.. nothing. The bullets go straight through him, he turns around and a miracle: you die.

Alternate scenario. You see a guy running. Easy shot, but when you "hit" him, there's no damage. Then, when you dodge behind a wall to avoid his return fire, you die. Behind the concrete wall. In a game without that kind of bullet penetration.

In short, the Battlefield series has always had a problem with hit detection and hitboxes staying where they need to be. The BF5 beta is probably the cleanest when it comes to this problem, but it's still more than apparent. 

To be fair, this issue is more a problem with the franchise as a whole, or at least as far back as Bad Company 2. With each new game, though, I hold out hope they can fix it, with no luck.


Though the game didn't impress me as much as I was hoping it would, the gameplay is still the same deep and meaningful stuff I've played for going on 10 years, and a lot of the same strategies and tips still apply. Stay tuned to GameSkinny for more content when Battlefield 5 releases November 20.

Insurgency Sandstorm Beta Review: A Promising Tactical FPS When It Works Mon, 13 Aug 2018 13:42:50 -0400 Victoria B.

It isn’t easy to create an FPS that emulates realistic combat while standing out in the competitive genre. But Insurgency Sandstorm might provide players the challenge and realism they have been craving in an FPS.

With popular game releases such as Fortnite and Overwatch and the recent E3 announcement of games like Halo Infinite, Fallout 76, and Anthem, it might seem that new realistic military FPS games are a bit lacking in the market right now, but Insurgency Sandstorm has potential to fill that void for some players who seek classic-style realistic combat.

Insurgency Sandstorm, developed by New World Interactive, is the sequel to its indie predecessor, Insurgency, and is a tactical FPS that will be released on PC around the end of September and on consoles in 2019. With the purchase of a pre-order for $26.99 on Steam, players can experience the beta testing from August 9th-13th and August 30th.

Though it is still in beta testing, the game is creating both excitement and concern within the playerbase. Players are eager for the immersive, competitive gameplay but are also wary of the graphics, performance, and PC requirements to play.

Game Modes

So right off the bat, you should know that Insurgency Sandstorm is a game that aims for realism. The gameplay is designed to emulate real combat as close as possible, and in the beta, that combat is experienced in three online multiplayer game modes: Push, Firefight, and Skirmish.

In Push, players must capture Alpha, Bravo, and Charlie objectives before destroying Delta using enforcements. Firefight is a mode where points must also be captured, but players can only respawn if their team successfully obtains enemy territory. In Skirmishes though, players must destroy the enemy team’s cache or eliminate all opponents while capturing points to win.


These game modes can be played on the three beta maps: Refinery, Farmhouse, and Hideout.

Refinery is the more industrial map which has tight corners, multilevel buildings, and gunner vehicles. Farmhouse is a bit of the opposite with a few more open grassy spaces surrounding homes. Hideout is, in comparison, grittier with sandy hills and dilapidated buildings.

Classes and Weapons

Insurgency Sandstorm offers extensive classes including: Marksmen, Advisers, Demolitionists, Breachers, Riflemen, Observers, and Captains. Each class has an impressive range of specialties and weapons relative to his or her position (e.g. Riflemen have assault rifles, Marksmen have long ranged weapons, Demolitionists carry explosives, and so on).

Talented snipers will love the Marksman's M24 sniper rifle. It is a favorite with a wide range of adjustable optics. However, fans of more short-ranged combat will be happy to find an uzi submachine gun or security forces' M870 shotgun. The game also offers classic AK assault rifles and a collection of battle rifles, my personal favorite being FAL.

No matter preferences, players should be able to find classes and weapons that fit their play style easily.

What’s most impressive about all of these weapons and classes though is that they look and act realistically in terms of damage, scopes, and movement.

Damage and Combat

One of the strengths of the first Insurgency game that has carried over into this sequel is the realistic damage and strategic gameplay you can experience online.

Unlike some games where it can take an entire clip to kill an opponent, Sandstorm has authentic damage from gunfire. One or two well-aimed shots is all you will need to defeat an enemy, which means you should be cautious with your life as well.

The increased damage also makes a more tactical approach necessary, opposed to the run and gun method. These high stakes give the player much more satisfaction when successfully surviving an encounter and eliminating opponents.

The strategic nature of Sandstorm also means communication is key, similar to other tactic FPS games such as Siege or CS:GO. This can make the combat thrilling and intense, while also requiring teamwork and cooperation.

Sound and Audio

The sound of gunfire, explosions, airstrikes, and other attacks makes for an immersive gameplay experience and lends itself the realism Insurgency Sandstorm strives to achieve. The sound effects work well to emulate combat and provide tension to the game play.

There are some complaints about the call outs and automatic voice lines of other players and NPC’s. Characters often shout over the coms when points are captured or taken, when enemies are down or hit, and so forth. The frequency of these automatic call outs, can be distracting during gameplay, but can easily be rectified before the official game release. Otherwise, the sound effects are pretty stellar.


Another item that could use attention before the game’s release are its graphics. The biggest change between the new Insurgency Sandstorm and its predecessor is absolutely the graphics. The previous game, Insurgency, relies on Source Engine, which made it accessible on many lower performing laptops and PC’s. In fact, this is what drew in some of the fanbase for Insurgency. However, Sandstorm is on a different level.

The devs created this game with Unreal Engine 4, and there are a lot of improvements compared to the previous game’s visuals. But is it absolutely incredible? No. The graphics for this game are good and a nice improvement from the previous, but they are not outstanding. That doesn’t mean it is horrible. The game has strengths and weaknesses when it comes to graphics.

For example, some of the best qualities are scopes, which use a realistic zoom-in. Unlike some FPS games such as COD, Insurgency Sandstorm’s long-range scopes only zoom in on the scope rather than the whole screen, and dot reticles behave realistic to player movements. The scope zoom is a nice feature to the game but can be turned off if it is a struggle for the player to get used to. Another optional feature causes body dismemberment. The graphic aims to emulate true physics in combat. If players are caught in explosives, their bodies will not simply fall to the ground, but rather break apart from the blast. The physic aligns with the games goals of realism in both gameplay and visuals.

Despite the better gun graphics and bodily damage, the beta’s other graphics are overall, just ok. For example, the game has a few customization options for avatars, but in game, the character models are a bit basic. Their movements are also stiff and unrealistic. Players seem to glide across the ground when running or sliding. Likewise parts of the environment, while improved from the first Insurgency game, are sometimes bland such as vehicles and objects in the map.

This is still the beta though, and perhaps, before it’s release in September these minor graphics problems can be addressed, but what I find more of a concern than the graphics is the gameplay performance.


What's shocking is that even though the graphics don’t seem too demanding, the improvements have still negatively affected the performance. The new graphics in Insurgency Sandstorm Beta will restrict playership to those with expensive next gen tech.

In order to actually get the most out of the visuals, you’re going to need a high performing graphics card and intel core. From my gameplay experience, I imagine the final product will perform best on at the very least a GTX 1050 ti and intel core i7. After the game failed to perform on a gaming laptop, I quickly had to shift gears to a higher performing PC desktop. Even with better equipment, the higher settings dropped the FPS as low as 15 - 30. The FPS improved to 60  only when lowering the graphics qualities, but in doing so, the player will lack the realistic graphics, a goal which the developers seem to be aiming for.

Performance should be a priority for tactical FPSes that require precision, and unfortunately, many players of Insurgency Sandstorm’s Beta are experiencing issues with frame rates and playability. As someone who really appreciates the challenge and strategy Insurgency games provide, I hope this is something that can be fixed before its release.

Should you plan to purchase?

If you're a fan of tactical shooters such as CS:GO, Rainbow Six Siege, or the previous Insurgency, you'll likely enjoy this upcoming game. It presents a fun challenge, strategic gameplay, and realistic fighting. Some of the minor issues should be resolved before the official release, but only time will tell. Above all else though, players should triple check that their PC's can handle the demands of this game. 

Call of Duty: Black Ops 4 PC Open Beta Start Times Tue, 07 Aug 2018 17:27:56 -0400 Jonathan Moore

If you weren't able to get into the recent Black Ops 4 PlayStation 4 beta and have a PC sitting around the house somewhere, you'll want to listen up. Starting this weekend, you'll be able to drop into the latest Call of Duty during the game's open multiplayer PC beta.

If you've pre-ordered the game, you'll get Early Access to the beta, starting at 1 p.m. EDT on Friday, August 10.

If you haven't pre-ordered (or want to try before you buy), you can access the open beta starting at 1 p.m. EDT on Saturday, August 11. The only requirements are that you have a capable PC (we'll share requirements below) and have Blizzard's installed on you computer.  

According to a Treyarch blog post, players will have access to six Black Ops 4 multiplayer player modes, all of which veteran players should be very much familiar with: 

  • Team Deathmatch
  • Domination
  • Hardpoint
  • Kill Confirmed
  • Search & Destroy
  • Control

Across those six different modes, players will also "battle over six distinct maps", some of which will be maps featured in previous Black Ops installments. 

In addition to maps such as the Jungle, Slums, Summit, and Firing Range, the blog states that two new maps will be available during the PC open beta period: Gridlock and Hacienda. As of this writing, there is no other information about the game's two new maps. 

Black Ops 4 System Requirements 

Don't worry: Call of Duty: Black Ops 4 isn't going to melt your rig. From what we can tell, this isn't the most graphically intensive game on the planet. Here's what you'll need, including both minimum and recommended specs based on the Treyarch blog post. 

Minimum PC Requirements
  • OS: Windows 7 64-Bit
  • CPU: Intel Core i5 2500k or AMD equivalent
  • RAM: 8GB
  • HDD: 25GB
  • GPU: GeForce GTX 660 2GB/GTX 1050 2GB or AMD Radeon HD 7850
  • DirectX 11
Recommended PC Requirements
  • OS: Windows 10 64-Bit
  • CPU: Intel Core i7 4770k or AMD equivalent
  • RAM: 12GB
  • HDD: 25GB
  • GPU: GeForce GTX 970/GTX 1060 6GB or AMD Radeon R9 390/ AMD RX 580
  • DirectX 11


That's all you need to know about the upcoming Black Ops 4 open beta on PC. If you're playing on PlayStation 4 or Xbox One, you'll also have access to another beta period this weekend starting at 1 p.m. EDT on August 11. 

Stay tuned to GameSkinny for more news and info on Call of Duty: Black Ops 4 as it develops. 

Free Game Streaming Service Rainway Gets Open Beta Tue, 23 Jan 2018 11:30:08 -0500 Sjaak den Heijer

Rainway, Inc has announced the open beta for their game streaming service “Rainway” is live now. Rainway can be downloaded for free, with no hidden costs or limits, from the official website.

What is Rainway?

According to their website, Rainway is a game streaming service that lets you stream games from your PC to any device with an internet connection; however, this is limited to streaming to browsers for this open beta. Rainway tries to offer max quality by allowing 1080p/60fps streaming with minimal latency and an easy setup, making this perfect for people who would like to play their PC games on the go. Rainway also includes a cloud-based screenshot service that the company hopes will make it easy to take, share, and access screenshots wherever you are. On their website, Rainway, Inc claims that the service is compatible with all hardware, making it very easy to get started. For more information on Rainway and how to get it, check out their blog.

Destiny 2: My Thoughts on the Beta Fri, 21 Jul 2017 12:14:51 -0400 Synzer

The Destiny 2 beta opens for everyone today, but I've been playing a lot over the past couple days. And the first thing I want to point out is how much I enjoy the game so far before diving into anything else. I have had a ton of fun trying out the new subclasses, seeing the changes to old ones, and playing the available game modes.

I will say that the first Destiny beta had more in it than Destiny 2 beta, and it felt more like you were in the world. This one feels more like a multiplayer demo since you can only choose activities and can't walk around or explore anything.

This doesn't spoil the fun, though, and I have a lot to say about Destiny 2 based on my experiences in the beta. Check out the header video above if you want to see some gameplay and prefer to hear my thoughts rather than read them.

Weapons and Abilities in PvE

Before continuing, note that this is a beta and things can/will change for the final release of the game. Bungie even confirmed in its weekly update that the beta build is months old, and there has been significant PvE tuning since then.

Right now I would say that submachine guns are quite underpowered compared to the rest of your artillery options. I never found a reason to use one, except for the exotic Warlock one under specific situations.

Auto Rifles are king right now in both PvE and crucible. The enemies during the strike seem to take a lot of damage -- more than necessary -- but Bungie has already mentioned plans to change that.

Ability cooldowns are definitely pretty slow, specifically the supers. The new class skills come back pretty fast, and I'm happy with where those are at.

One thing people need to notice is the level, weapons, and armor we have during beta. We don't get much of a selection, no special perks, and no mods. The full game might have plenty of weapon or armor mods to change cooldowns, damage, etc. So I'm not worried about that at this point.

Change to the Weapon System

Some will love it, some will hate it. Personally, I love the changes. Now you can basically equip any 2 primary weapons -- with one having an element and the other having none.

I also noticed that when you customize the weapon, elemental guns have an energy mod equipped to give them an element. I'm almost positive this means that we will be able to collect different elemental mods and change them at will.

This is huge, because now you can use your favorite gun for every burn or enemy shield that appears. I'm also hopeful that you can take them off to switch them between kinetic and energy weapons.

The new mod system is intriguing, and I'm excited to see what other mods will be in the full game.

Heavy to Power Weapon Change

This is the part some people won't like. The heavy weapon slot has been renamed Power weapon and includes special and heavy weapons from last game -- including some new ones. This means shotguns, sniper rifles, fusion rifles, rocket launchers, grenade launchers, etc., all share the same slot.

You will no longer be able to carry a sniper rifle and rocket launcher at the same time, which was the standard in most PvE activities. Now the beta does not give you a good view of the entire game, but I didn't mind it. The change to primary weapons more than makes up for it.

Again, mods, skills, or something else we haven't seen yet could affect this.

Crucible Changes

The biggest complaint has been how long it takes to charge supers in both crucible and PvE. You are lucky to get your super once during a match. This should definitely be changed, so hopefully Bungie addresses this.

The biggest change in my opinion is how Power weapons are dealt with. In the first game you would get a heavy weapon ammo box appear during the match, and all teammates in the area would get it if they were close enough. 

Now, only the person who picks up the ammo gets it. There are 2 boxes on the map, which means a max of 2 people can have Power weapons. Anyone could pick it up, so the same team could get it, or even 1 person.

I'm okay with this because it means you won't have a whole team of rockets, shotguns, or snipers. The game will be more focused on the primary weapons and abilities rather than Power weapons.

Armor Stats

This has changed drastically as well. In the first game, armor gave you Strength, Intellect, or Discipline. These reduced the cooldowns of your melee ability, super ability, and grenade ability respectively.

Now, your armor will reduce the damage you take, increase your mobility, or increase health regeneration, which was how the skills trees worked in the first game. 

I think this is fine for now -- again, we can't change much in the beta so it's hard to see how it will be in the long run.

Class Perks

I wasn't sure at first, but there have definitely been some changes made the class perks system, so now they're groups of set perks. You can choose between 1 of 2 categories at the moment, whereas you could freely select individual perks on the original game.

This is a letdown for me because I liked having those options, but I will forgive Bungie if this allows them to add multiple builds to each subclass in the future.

New and Altered Subclasses

I love all 3 new subclasses, and the Hunter has my favorite super ability in the game.

I think that Hunter is lacking overall in the teammate department, though. Their class skill is a dodge roll, which is exactly like shade step for Nightstalkers in the last game. Don't get me wrong -- I love this ability, and it has great synergy with the new Arcstrider subclass. But I think that should have been a perk rather than an ability.

Titans and Warlocks get great class skills that help the whole team and make a bigger impact. There is nothing a Hunter brings to a group at the moment, other than the player being good. Gunslingers will probably still do a lot of damage, but there isn't much else.

Blade Dancers in the last game had stealth, which was huge for safely reviving teammates. I think they should have used stealth as the hunter class ability instead. This would have made them useful for a team again, And they could have given a damage bonus and some other bonus as options, which would have fit the class well.

Overall, I like the Titan the most. It was my main in the first game, and after seeing the new Sentinel class -- along with the new Fists of Havoc -- I'm sold again.

I do think that raid groups are going to want at least 2 Warlocks, to have both healing and empowering rifts, along with 1 or 2 Titans for their team buffs and shields. I wouldn't be surprised if most people run 4 Warlocks and 2 Titans.

Buy or Wait?

Even though there were some issues with the beta, I still think this is a buy. If you liked the first game, I'm sure you will like Destiny 2. I, and many others, don't have problems with the fundamental game design -- only numbers that can be tweaked.

Just remember: this is an old build and Bungie has already relieved us by saying its team thought the same way and tuned things. I look forward to the full game and can't wait for the next Destiny adventure to unfold.

Destiny 2 Beta Start Dates and Times Wed, 19 Jul 2017 16:42:45 -0400 Valoryan

The Destiny 2 beta is just around the corner. Continuing from the previous game, which was a hit with console FPS players, Destiny 2 will come with new weapons, new adventures, and a new player base -- PC Gamers. 

Destiny 2's beta will start on PlayStation 4 on July 18 at 10:00 AM PST. It will then be released on Xbox One a day later on July 19, also at 10:00 AM PST. The beta will then open up to all console players on July 21.

As for PC gamers, it's going to be a little while longer. The PC beta times have not been announced, but it's expected to start in late August.

Console players can start preloading their game now, but PC players will have to hold on tight and wait for the game to come out through Blizzard's launcher service (and link their and Bungie accounts) in order to participate in the beta.

The file size will be between 13 GB and 15 GB on both platforms.

Destiny 2 will feature a lot of gameplay changes that will encourage teamwork, and promises tons of new stuff for players to explore and master throughout the game. 

Stay tuned to GameSkinny for more information on the beta and other Destiny 2 guides.

How to Connect Your and Bungie Accounts Mon, 17 Jul 2017 09:42:13 -0400 stratataisen

If you haven’t heard the news already, the Destiny 2 beta will be released on Blizzard's service in September. This marks the first time that PC players will be able to experience the world of Destiny.

In order to access this beta, though, PC players will need to connect their accounts to their Bungie user profiles -- just like console players have had to do with their PlayStation and Microsoft accounts. 

If you already have your console accounts linked to your Bungie profile, don't worry! You can still link your Blizzard account too. (In fact, you can have one account for each platform linked to your Bungie profile.) 

In this short guide, we're going to go over how to create this link so that you can get into the Destiny beta when it drops in a few months. 

How to Link Your Blizzard and Bungie Accounts

To connect these accounts, simply sign in to your account and follow these two simple steps:

  1. Go to the Settings page and click "Accounts and Linking".
  2. Click the yellow "Link" button next to Blizzard. It should ask you for permission to link that account with

There, all done!

Hopefully, this guide helped you connect your accounts! Are you excited about Destiny 2 releasing for the PC? Let us know in the comments below! And stay tuned for our Destiny 2 guides as we move closer to the open beta!

GameMaker Studio 2 Now in Open Beta for Mac OS Mon, 03 Jul 2017 14:02:14 -0400 LuckyJorael

YoYo Games has just released its 2D game development platform, GameMaker Studio 2, into the wild for Mac OS as an open beta. GameMaker Studio 2 allows budding game developers to use an intuitive system to build 2D games, which scales from dragging and dropping options for beginners, to a robust coding platform for experts.

So far, GameMaker Studio 2 has support for Android, iOS, HTML5, PS4, Xbox One, Windows Desktop, and Windows UWP, with the open beta for Mac OS rounding out YoYo Games' support on all current-gen gaming devices.

James Cox, General Manager of YoYo Games, says that:

“Mac owners love video games just as much as PC or console owners. Bringing GameMaker Studio 2 to Mac will help us reach as many budding or expert developers as possible. With GMS2 we are eliminating the OS roadblock many developers find themselves behind when they want to focus on the Mac platform.”

Potential game designers who want to participate in the Mac OS open beta can sign up at the official YoYo Games website. There's no word yet on when the full version will release. 

Gwent Beta Impressions: A Unique CCG With Great Potential Wed, 17 May 2017 17:38:18 -0400 Serhii Patskan

Gwent was first conceived in The Witcher books by Andrzej Sapkowski, but it was strongly augmented for The Witcher 3 mini-game. Later, the community literally begged CD Projekt Red to release a standalone CCG based on Gwent, and here it is, available for free to all those who managed to sign up for the closed beta.

Gwent is a very unique card game that requires a completely different approach than most CCGs available on the market today. The main win condition may sound really simple -- all you need to do is overpower your opponent with your units. But the way to get there is what makes Gwent a true challenge.

Let’s take a deeper look at the current state of this unusual but incredibly interesting card game!

Factions, Archetypes and the State of Meta

At the core of Gwent stand five factions: Northern Realms, Scoia'tael, Monsters, Skellige, and Nilfgaard. Each of these factions has its own leaders and passive abilities that support their corresponding decks. One thing that immediately stands out when you start playing Gwent is the sheer amount of various archetypes that exist in the current meta.

This kind of diversity creates solid competition, as you don’t really know what to expect from your opponents apart from the obvious Gold and Silver cards that are widely included in certain decks. Also, the addition of RNG-heavy cards causes the current state of Gwent to fluctuate, which brings it ever closer to its main competitor: Hearthstone.

But don’t take it wrong that the wrong way: Gwent is still far away from the RNG-fiesta that is Hearthstone, and it has always been. CD Projekt Red carefully monitors the events happening on the Gwent ladder, and while the game is still in the closed beta, the cards get nerfed on a regular basis.

For example, one of the strongest archetypes in Gwent has been Foltest Northern Realms, but due to recent changes, it’s not as good anymore, and its rival faction -- Skellige -- is currently at the forefront by taking solid wins against Henselt, Control Scoia'tael and Monsters decks.

But again, the situation may change as soon as the game enters open beta, which should start on May 24. This means that another batch of cards will get nerfed and the meta will once again change.

Unique Elements and Mechanics of Gwent

Although the state of the meta changes all the time, there are certain elements of Gwent that stay the same, and it is possible to use them to your advantage. One such mechanic is Spying, which gives your opponent a powerful unit, but in return, you get some sort of enhancement on your own board state.

This is something you don’t see in any other CCGs, and it is really cool to trick your opponent into thinking that you give them more power. Then, if you play the Calveit Nilfgaard deck, you can order your spies to move back to your side of the board and gain massive advantages in one turn.

Another cool mechanic is Weather Effects, which can be played either on your opponent’s side to neutralize their forces or on your side to buff your own units. One of the most powerful deck in Gwent is Dagon Monsters, which uses these weather effects to such an efficiency that it makes it a bit too powerful, to be honest.

You can also change the value of the cards with the help of the Henselt leader from the Northern Realms faction. It turns seven adjacent units into Gold units, and that immediately makes them immune to all sorts of effects, including weather effects. All of this truly makes Gwent an original card game with its own right.

Gwent is a Skill-to-Play game

Every card game needs players to buy and craft more cards, and Gwent is no exception. The current pool of cards is already pretty remarkable, and many new players may feel the urge to spend money to get the best cards as soon as possible.

But in reality, there really is no such need. In the case of Gwent, your credit card is not the best card, since it is a very skill-based game. If you play really well, then a well-made budget deck can get you far up the competitive ladder.

For example, a cheap Consume Monsters deck that utilizes Vran Warriors and Arachas Behemoths in the early game and Nekker Warriors in the late game. This deck has only one Gold unit -- Geralt -- and the deck performs exceptionally well. But as mentioned earlier, it still requires a skillful player to win match-ups.

On the other hand, if you like to play control variants, then prepare to spend some cash. These types of decks require tons of Gold and Silver cards, and at the same time, can be really hard to pilot.

Prepare for the Reset

Gwent is definitely headed toward a bright future, especially after its recent emergence on the eSports scene with the latest Challenger tournament that, surprisingly, has seen lots of professional Hearthstone players in it. Or maybe not surprisingly at all, since Hearthstone has gotten a bit stale lately.

Gwent, on the other hand, really offers something fresh and unusual, which attracts players who would like to see some real challenge, and not just a series of random outcomes. So, in case you didn’t manage to register for the closed beta, wait for a couple of weeks and start playing Gwent in open beta.

As of now, all registrations for the closed beta of Gwent have been terminated, so what does it mean for every one playing? Well, most likely, you can expect a complete reset of the servers, meaning that all the progress, including your card load will be fully deleted.

But don’t get upset, CD Projekt Red will give you all of your purchased kegs back, which will let you restore your collections to their original form. Here’s what you’ll get in more detail:

  • Every Card Keg you purchased -- we will return you the amount of Kegs you bought with real money.
  • Card Kegs for Player Levels -- starting from level 5, you get 2 Kegs every 5 levels.
  • Card Kegs for your rank -- 2 Kegs for each rank.
  • All end-season rewards.
  • All items granted as gifts from CD PROJEKT RED (like the gift premium Geralt card).


That's it for now. Make sure to check out our Gwent Beginner's Guide to get started in The Witcher CCG the right way. 

Have you had the chance to play Gwent? Will you sign up for the open beta? Express your opinion in the comments below.

Paladins is Going into Open Beta on Console Today! Wed, 03 May 2017 17:32:26 -0400 GeorgieBoysAXE

After months of anticipation, the new console beta for Hi-Rez Studio’s Paladins is now open to the public for the Xbox One and PlayStation 4. Developed by the same people behind SMITE and Tribes: Ascend, the acclaimed free-to-play first-person shooter has maintained a user base of over 8.5 million players and counting on PC since its release on PC last year. Paladins takes the character-driven concepts that we’ve seen in Overwatch and blends them into the intensive team and objective based gameplay much like that of Team Fortress 2.

Hi-Rez Studio is celebrating the game’s console inauguration with two new events to hype the occasion. The first event being an eSports-focused tournament aptly named Console Wars where the best players from both platforms will be eligible to win a free trip to Valencia, Spain to compete for a cash prize of $50,000 dollars. To qualify for the tournament, they’ll need to register for the open bracket qualifiers that starts on May 20th and run until June 25th. The second promotion is the Double Gold Weekend event where everyone who downloads the beta and plays between now and May 7th will earn double experience from the matches, whether you’re playing on console or PC.

We here at GameSkinny want to get in on the fun of the release with a giveaway to celebrate the Beta! We’ll be giving away 25 codes that will grant you access to the character Evie, along with her full conjuration skin collection on our official Facebook and Twitter pages. Be sure to like and follow us on both in order to find out how you can be eligible to earn one of the premiere characters!

Tom Clancy's Ghost Recon: Wildlands Open Beta Impressions Thu, 02 Mar 2017 08:00:02 -0500 Serhii Patskan

Tom Clancy’s Ghost Recon: Wildlands has just ended its open beta run, and it is set for a full release next week on March 7. This is an open-world third-person cooperative shooter from Ubisoft, that explores the drug trafficking in Bolivia, South America.

You are a part of special operatives squad called the “Ghosts” that consists of four players. The game can also be played in a single mode with the rest of the crew being controlled by an AI. There is a story mode too, but the main focus is set on a multiplayer component of the game.

This is the first open world game in the Ghost Recon series, so let’s see if it is worthy of a full purchase.

New Location Reveals the Scale of the Game

Ghost Recon: Wildlands

The closed beta of Wildlands took place a few weeks ago, and back then there was only one location available. This time Ubisoft revealed another region -- the Province of Muntuyoc -- and that was a great way of showing just how diverse the locations could be in this game.

The first area was all about the prairies with a hot sun and yellow-green landscapes, while the new one that was unlocked for the open beta is the complete opposite representing cold, windy, and snowy mountain valleys. It also looks like Ubisoft did their best to showcase the real-life locations of Bolivia as authentically as possible.

Apart from that Wildlands will have one of the biggest maps ever created for a video game, with a total of 21 various locations of which we’ve seen only two. Dedicated fans calculated that it’s three times as large as the map in GTA V, which you can watch in this video. This is not surprising since the game covers the entire country, and not just one city.

Missions and Objectives

Ghost Recon: Wildlands

All locations are freely explorable in Ghost Recon: Wildlands, and although there is a story campaign, you can actually do things your own way without following the exact sequence of events. You can choose any province and go to the objective of your interest using any available transport. For example, the saves from the closed beta couldn’t be transferred to the new game, but if you had no desire to go through the same objectives over again, you could just skip them.

Each mission can be approached either offensively or in a stealth mode, depending on your evaluation of the mission or just mere preference. The four levels of difficulty add more pressure, with Extreme being the hardest -- this is where you really need to check every single move you make on an objective.

It is not recommended to go on a mission with an AI on an Extreme difficulty. Rather get your buddies together and plan out every step of the way -- it will be a lot of fun. Also, since the world of Wildlands is responsive to attacks, each mission can be approached differently and with various outcomes.

The enemy AI is very reactive and it can lead to some amusing situations, if you know what you’re doing. The cartel thugs can be easily distracted, or taken hostage for an interrogation, or simply shot to death in the most unexpected way, if you’re playing stealthily. Although the combat AI is not that impressive, overall it works well, especially on the hardest difficulty.

Graphics and Optimization

Ghost Recon: Wildlands

There has been a lot of nagging circulating the web about the performance of the game during the closed beta. Well, it looks like Ubisoft took it seriously, and delivered the promised fixes in the open beta stage. There are still some bugs and glitches, but nothing too big and most of them should be fixed sooner or later.

On the other hand, Wildlands finally started running at an actual 60 FPS, while in closed beta it didn’t go over 30 or 40 FPS at ultra settings. It is a demanding game nonetheless, so if you want to enjoy both the gameplay and the graphics, then you need a high-end PC for this. Consider that you will need at the very minimum an Intel Core i5-2400S processor, GeForce GTX 660 or GTX 750 Ti graphics card, and at least 6GB RAM.

The console versions, specifically the Xbox One version, still need a ton of improvements. The game runs the best on PS4 Pro even with the FPS lock on. This could also be the case with Project Scorpio that promises a higher rate of performance in the future.

The Numbers Don’t Lie

Ghost Recon: Wildlands

After the open beta for Tom Clancy’s Ghost Recon: Wildlands has ended, Ubisoft reported the biggest number of players joining the servers in the entire history of the company -- 6.8 million. This is a great success, but will it translate to the sales? Yeah, it probably will -- just like it was with The Division last year that has become one of the most successful original titles of the famed developer.

Ubisoft has found its niche in this demanding market with the series of tactical shooters in the open world, and all it needs now is to fill these worlds with some great content. Unfortunately, we can’t ask them to fix the vehicle physics, because since Watch Dogs there has been absolutely no improvement in this department.

But other than that it’s a great shoot-em-up experience that is intended to be played in co-op mode, and although the single player mode is available -- it’s really not fun whatsoever.

For Honor Open Beta -- The Numbers Don't Lie Sun, 12 Feb 2017 11:29:31 -0500 Jeffrey Rousseau

Recently, it was revealed by Ubisoft that For Honor's open beta weekend has been rather successful thus far. 

In a tweet, Ubisoft shared that as of Friday (one day after the beta launched), nearly 3 million players had logged in and played across PC, Xbox One, and PlayStation 4.


During this time, a launch trailer for the game (seen above) was also released.

For Honor is an action fighting game developed by Ubisoft. Originally shown during E3 2015, it is set in a medieval fantasy world, where players take on the roles of knights, vikings, and samurai. 

The game features both a robust single player campaign and multiplayer experience, the latter of which features modes such as dominion, brawl, duel, skirmish, and elimination. 

Fans of action can look forward to For Honor's release this Tuesday.

For Honor Beginner Tips and Tricks Fri, 10 Feb 2017 05:11:32 -0500 Synzer

For Honor is a unique fighting game that has several characters and modes to choose from. The fighting involves blocking or parrying attacks at the right moment, and attacking your opponent where they aren't blocking. This leads to a highly skill-based game.

Starting out in this game with no knowledge is pretty overwhelming, but I'll make it easier for you to get started. The game is currently in Open Beta, so this guide will updated for any changes on official launch.

This guide will go over everything you need to get started in For Honor including:

  • Combat Basics - General fighting knowledge about the game.
  • Game Modes - The different game modes and how they work.
  • Heroes and Customization - The different heroes and how you can customize them.

Combat Basics

The main combat in For Honor involves blocking the direction you enemy attacks from, and attacking a direction they aren't blocking.

You can block and attack in 3 directions: left, right, and above.

There are 3 types of attacks you can do: light, heavy, and zone.

  • Light attacks are quick and can usually be linked into combos.
  • Heavy attacks are slower, but deal more damage.
    • They can also be parried by using your own heavy attack in the same direction your opponent attacks.
    • Finishing an opponent with a heavy attack allows you to perform an execution.
    • You can cancel a heavy attack by pressing the specified cancel heavy attack button depending on your controls and the platform you play on.
  • Zone attacks are area attacks and can be done by pressing both the light and heavy attack buttons at the same time.

You can guard break by pressing the guard break button. This will leave the opponent vulnerable to an attack.

  • If you double-tap the guard break button, you will throw the opponent away from you.

There is also a dodge button when blocking or parrying won't work. Assassin's can deflect by dodging, but more on that in the character section.

There is more advanced knowledge to know, but it differs for each character. I highly suggest you play the in-game tutorials and practice modes as well.

Stamina and Revenge

As you attack and dodge, you will run out of stamina. Once the bar empties completely, you will have to wait for it to recharge. During this time, the bar will turn gray, and all your attacks will be slower and weaker.

Run away or block until your stamina refills completely. Attacking will your stamina is gone will stop it from recharging.

When you block or get hit by attacks, the Revenge meter fills. If you get hit enough, you can activate revenge. This makes your attack stronger and uninterruptible.

Multiplayer Game Modes

For Honor multiplayer

There are currently 4 multiplayer game modes, and 2 different styles of game play.

The first 3 are fairly similar -- Duel, Brawl, and Deathmatch.

Duel is 1v1, Brawl is 2v2, and Deathmatch is 4v4. These are the number of players that fight against each other. You can play against other players or computer-controlled bots. 

The Duel and Brawl modes are just fights to the death with no other enemies other than Heroes.

Deathmatch is a little different as there are 2 types of game modes, you can use Feats, and there are power-ups on the map. Feats are class specific passive abilities that unlock as you get kills.

Elimination Deathmatch is like Duel and Brawl except 4v4.

Skirmish is 4v4 but there are some enemy soldiers on the field as well as other heroes. When you get to 1,000 points, the enemy will "Break" this means that they cannot respawn and if you kill all their heroes, you win.

Dominion is a very different type of game mode. This is a 4v4 game mode that has 3 points on the map to capture.

Point B is always in the middle and this is where enemy troops fight on each side. These troops are easy to kill and if you kill enough of them, your side will gain the advantage and take over B.

You can also use feats in this game mode.

There will also be a story mode when the game officially launches.


These are challenges you can complete to gain extra experience and money. There are daily orders, and contract orders.

Contract orders are those you choose to complete, and you can set 3 at a time. When you complete 1, replace it with another.

Factions, Heroes, and Customization

This is the big part of the game and what takes the most knowledge, skill, and dedication. Every character is different, so you can't get by with basic knowledge alone. I highly recommend trying out the characters until you find one you like the most, then stick with that one for a while.


There are 3 different factions and 4 heroes for each faction. When you start the game, you must select a faction to fight for. You can fight with any character you unlock, regardless of faction, but your faction determines who you fight for in Faction Wars.

Faction Wars is a persistent fight between all 3 factions to claim territory. It involves all multiplayer fights, including against bots. You gain War Assets after each match, based on how well you did.

The war is separated into Territory Updates, Rounds, and Seasons.

  • At the end of each Update, the faction with the most War Assets in an area will gain control of it.
  • At the end of each Round, all players who participated will get a reward depending on the rank of their Faction.
  • At the end of the Season, everyone gets rewards.


For Honor heroes

  • Warden - Vanguard character with a sword.
    • Has basic controls and light attack combos.
  • Conqueror - Heavy character with a shield and Flail.
    • Has charged attacks.
  • Peacekeeper - Assassin character that duel wields a sword and dagger.
    • Has bleed attacks and can Deflect attack by dodging in the same direction as the attack.
  • Lawbringer - Hybrid character that uses a Poleaxe. 
    • Attack can stun enemies.
  • Raider - Vanguard character that uses a giant axe.
    • Has charges, stuns, and aimed throws.
  • Warlord - Heavy character that uses a sword and shield.
    • Has great defense and the ability to block attacks from all side by using stamina.
  • Berserker - Assassin character that uses 2 axes.
    • A fast, aggressive attacker that can do continuous combos. Can also Deflect attacks.
  • Valkyrie - Hybrid character that uses a spear and shield.
    • Keeps enemies off-balance and can use shield to attack.
  • Kensei - Vanguard character that uses a long katana called a Nodachi.
    • Has unblockable attacks and good range.
  • Nobushi - Hybrid character that uses a spear-type weapon called a Naginata.
    • Has the longest range and can keep enemies bleeding with stab attacks.
  • Orochi - Assassin character that uses a katana.
    • Can dodge into faster attacks and deflect attacks.
  • Shugoki - Heavy character that uses a spiked club called a Kanabo.
    • Has an uninterruptible stance and light attack. High health, but slow movement and attack.

Each hero can also equip gear in weapon, chest, arms, and helm slots. These will increase a stat and lower another.

An example of this would be a blade that increases attack, but reduces stamina cost reduction. Check out my full guide on For Honor Gear Stats for more details.

You can get gear at the end of matches, or by using Steel, the in-game currency, to Scavenge Gear. You will only get gear at the end of the match for the character you played. You will only get scavenged gear for the selected character.

For Honor scavenge gear

You can also change the pattern, symbol and color of your gear.

Other Customization

You can change your emotes, and feats if you have unlocked any.

Every match you complete with a Hero will give experience to that hero. Get enough and you will level up. As you level up, you unlock more options.

You can also customize your executions and use in-game currency, Steel, to buy more.

That's everything you need to know to get started in For Honor. Let me know if you have any questions!

For Honor Open Beta Weekend Wed, 08 Feb 2017 11:53:17 -0500 L.A. Skywalker

For Honor, the anticipated and highly brutal new release from Ubisoft, is almost available for the masses.  As the release date for their action-arena fighting game approaches, Ubisoft is putting its servers to the test one last time.  

An open beta will be available on Xbox One, PlayStation 4, and PC from February 9 through February 12 from 9AM to 5PM EST.

Many have already played the game through previous closed betas. The upcoming weekend will provide an opportunity for  any player to experience the new hack and slash title. The beta will consist of four game modes and nine playable heroes, just three shy of the twelve heroes confirmed at launch.  

Additionally, for those eager to jump right in and get the most out of the final test trial, For Honor is currently available for pre-download. This will allow players to play when beta servers go live.  

The pre-download for PC can be found on the For Honor site or through Steam. Console players can find the beta client via their own platform's app store.  It should be noted that if you were involved in the previous closed beta tests, and still have the beta client, a simple patch update should allow you to jump into the action at kick-off.

For Honor is gaining popularity for both it's solo and multiplayer content. Campaign modes have already been introduced for all three factions; vikings, samurai, and knights. Online play offers game modes ranging from one-on-one duels to the 4v4 Dominion mode.  

For Honor is slated for release on February 14, with Standard, Deluxe, Gold, and Collector's editions available for purchase.

How Does Infinite Warfare Differ From the Modern Warfare Series? Thu, 27 Oct 2016 06:00:01 -0400 Timothy J. Ralston (TehMadCatter)

Back in 2007, Infinity Ward had released a groundbreaking game, titled Call of Duty 4: Modern Warfare, a sequel to the previous entry released in 2006, Call of Duty 3. Modern Warfare was the true start of multiplayer first-person shooters, along with an incredible campaign, fantastic graphics for the time, and a class system that made you want to try every single weapon.

Jumping to 2016, with the release of Call of Duty: Infinite Warfare, a lot of old fans of the Call of Duty series were disappointed with the release trailer of the game, some saying that the series is going too far with the futuristic aspect the game was given back with Black Ops 2.

While the open beta did show a little tease of the multiplayer (something I spent the whole second weekend on), it just didn’t have the Warfare feel to it, and almost felt like another version of Titanfall, Halo or Destiny, making it seem like it’s a new game as a whole.

Some people like this feeling, while others don’t, and miss the classic feeling of the Modern Warfare series. I, for one, completely miss the original style of Modern Warfare (though, if you purchase the "Digital Deluxe", you get the remastered Modern Warfare and season pass), and would like to see the series take a different path in the upcoming games.

To bring back Price, the real main protagonist of the Modern Warfare series, for one final fight in a modernized new released game would be incredible, and possibly the most heartbreaking since chances are, they would end up killing Price in the end. Sadly, as expected, the series seems to just go for the future.

The weapon system had also changed drastically, first starting out with a perfect inventory of weapons to choose from in the Modern Warfare series, all based on actual guns. Black Ops did the same thing, but ended up creating possible futuristic weaponry that we could see on the battlefield in the next ten to twenty years.

But as more games were released, the weapons became more and more nonsensical, and just started to look really unnatural and really ridiculous in a way. Plus, as the games furthered on, the perks became more and more unnecessary, as they really don’t do that much, compared to how great the perk system was in Modern Warfare 2.

Though, to say Infinite Warfare could be a bad game, is not up to us yet since the full game has not been released just yet, but expectations for the game aren’t as high as they were before. Fans of the old Call of Duty series are even switching over to the newly released Battlefield 1, while some are planning on getting the game just for the remastered Modern Warfare.

Safe to say, the open beta certainly opened my eyes -- after I swore off the series since Black Ops 3 -- to experience this game just for the multiplayer. Which, I hate to say is since it is somewhat addicting. Plus, Kit Harington as the main villain for Infinite Warfare is something I can't wait to see.

If you liked this article, check out GameSkinny for more information on everything gaming!

AdventureQuest 3D Reveals Open Beta Date In Latest Trailer Thu, 06 Oct 2016 06:27:24 -0400 Angie Harvey

Artix Entertainment has revealed the open beta dates for their upcoming MMO, AdventureQuest 3D, in their latest announcement trailer. The open beta for the true cross-platform MMO will be available starting this month from October 18th and will be playable on iOS, Android and PC/Mac via Steam. 

If you plan on checking out the open beta, keep in mind that some platforms will go live before others. There is currently no scheduled time for when each platform will be available to play. 

Along with the announcement of the open beta, Artix Entertainment has also revealed exactly what players can expect in the open beta. 

Shadow Skull Tower

The Shadow Skull Tower will be available upon the launch of the open beta. In order to make it through randomized floors of the tower, players will need to conquer rooms of puzzles, kill-alls and mini boss battles. If players want to make it to the top of the tower to meet the NecroKnight -- who has a surprise waiting -- players will not only need the best items in the game but also a skilled team that can work together.

Mogloween & Haunted House

In the spirit of Halloween, AdventureQuest 3D will be celebrating the yearly tradition of Mogloween, in which the town will go dark and glowing pumpkins decorate the streets. A haunted house will also appear, with more information on this coming soon.

Game Re-Balancing & New Items

Artix Entertainment has taken all player feedback and made a number of changes to the game's balancing, then added some new items into the game. These changes include crafting and being able to buy items with gold.

Volcanic Dragon Area

Volcanic Dragon Area will be the next major area added into the game. This area is set to release in November and is promised to be filled with Dragons!

Closed Beta Badge

Last but not least, if you have participated in the Closed Beta you will receive a new badge for your character page.

For full details on the AdventureQuest 3D open beta be sure to check the games official website here.

Are you excited for the AdventureQuest 3D open beta? Let us know in the comments section below!

Open Beta Begins Today for Paladins Fri, 16 Sep 2016 08:03:07 -0400 ESpalding

Hi-Rez announced today that their latest game, the team-based shooter Paladins, was now in open beta and can be downloaded from Steam for free. Paladins fuses FPS gameplay with a unique character customization process using collectible cards.

There is a whole host of new features included in the Open Beta update for players to enjoy, which include new champions, a new map, and more in-depth character creation process. Coupled with a redesigned user interface, match lobby, and a new ranked competitive queue, Paladins Open Beta is bound to attract a lot of new attention, as well as pleasing existing fans.

Todd Harris, COO and co-founder of Hi-Rez Studios, indicates that from the feedback received from the game's Closed Beta, the changes have come about to improve players gameplay and enjoyment of the game.

“Since the start of closed beta late last year we’ve been refining the core gameplay and the overall user experience. Paladins is a team shooter with a fantasy setting, a sense of humor, and a high degree of customization and strategy. Paladins is now and always will be free-to-play and with our move to Open Beta anyone can download the game from the Paladins website or Steam. We look forward to continuing to shape and improve the game with an even larger community”

Fans of eSports can rejoice in the knowledge that Paladins has been built with the intention of supporting an eSport circuit, and already features a solid and robust spectator client. The aim is to also set up servers worldwide to support players across Europe, Southeast Asia, the Americas and Australia.