2019-10-11
As with most of Destiny 2's raids, the new Garden of Salvation raid introduced with the Shadowkeep expansion is full of secrets. The biggest one is the series of puzzles you need to solve in order to earn Divinity, the raid Exotic trace rifle. But there are also other secrets to find, including two hidden chests that are tied to a Triumph needed to unlock the new raid's Seal and Title.The two chests are located during the jumping portions of the raid, between the first and second encounters, and the third and fourth encounters. They're easy to miss if you don't know where to look for them, but not especially hard to grab once you know where they're secreted away. Unfortunately, they don't drop Powerful raid loot--but they do often include raid-specific mods for your armor that can make surviving in the Black Garden a little easier. Here's where to find the chests as you work through the raid.Hidden Chest No. 1: The UndergrowthYou'll find your first hidden chest as you work through the Undergrowth area of the Black Garden, right after you finish the first encounter of the raid, chasing the Consecrated Mind. As you head forward from the reward chest from the end of that encounter, you'll drop down into an underground area full of huge tree roots and glowing plants. This is the Undergrowth, and crossing it is the first big jumping puzzle of the raid.When you first enter the Undergrowth, you should see two pathways spreading out ahead of you: one hugging the wall on the left side of the area, and one hugging the wall on the right. Follow the path to the left, walking onto the big tree root that leads toward some stone platforms. Ahead, you should see a big bronze Vex machine similar to what you've encountered in places such as Nessus. On the right side of it, look for a square elevator moving up and down. You're aiming for that spot.The elevator hangs when it hits the top, drops down, and then immediately starts up again when it hits its lowest point. You want to land on it when it's low, so careful timing is important. Once you're aboard, wait for the elevator to drop to the bottom and then look to the right of it for a hole in the wall right beside it. That's your destination. Carefully hop over, being careful not to get knocked off by the rising elevator. You'll find the first chest just inside. Destiny 2 Recent News Destiny 2 Shadowkeep Raid Guide: How To Beat The Garden Of Salvation Destiny 2 Update Reduces Heavy Ammo In Crucible, Fixes A Big Bug Destiny 2's Eyes On The Moon: How To Start The Vex Offensive Activity Destiny 2 Shadowkeep: How To Power Above 900 And Get Raid Ready Hidden Chest No. 2: The Climb To The Sanctified MindYou'll have two more encounters before you go after the second and final hidden chest in the raid. Once you've killed the Consecrated Mind, you'll head into the area where the chest is hidden. If you hit the final boss fight with the Sanctified Mind, you've gone too far, but the place where the chest is hidden is pretty obvious, so you shouldn't pass it without realizing.Keep moving forward through the second jumping puzzle until you reach a big field that includes Vex statues, trees, flowers, and some flowing white waterfalls of Vex milk. The path forward takes you up the big tree on the right side of the area, past some enemies. You'll continue up the hill, where you'll see two openings. The one of the left is what you're looking for, and leads you inside the tree you just scaled.When you get inside the three, spin around 180 degrees and face the opening you just entered through. Up above it is a platform and you should be able to make out the glow of the chest. If you head back outside, you can follow a jumping path around the outside of the tree to the right that will take you to its top, where you can then jump down to the platform. But the easier way up is just to jump on the thin tree stump on the right side of the tree's interior. You should be able to get onto it without much difficulty and then just jump straight up to the platform. As a Hunter, I made this jump without issue using Triple Jump, without doing anything in particular to spec for mobility or using jump-enhancing ST0MP-EE5 Exotic boots. It should be easy for any class to get there.Once you've grabbed the second chest, you're all set to continue on to the Sanctified Mind to finish the raid--unless, that is, you're trying to get the Divinity Exotic trace rifle. If that's the case, you'll need to solve a bunch of puzzles throughout the raid, so check out our Divinity guide for all the steps.You'll need to open the hidden chests 10 times in the raid to unlock the associated Triumph, so get raiding. Info from Gamespot.com
2019-10-11
Activision recently released PC system specs for Call of Duty: Modern Warfare, and one number was surprisingly high. The company has since clarified that you won't actually need 175GB set aside to install the game on day one--but you may need that much if you intend to play all of the post-launch content."175GB is the storage space we recommend players keep available in order to download the post-launch content we'll be bringing to Modern Warfare," the company stated. "At launch, the initial download will be smaller."The clarification doesn't detail just how much smaller the game's base install will be, or how long it will take the game to balloon to 175GB. But that does clear up that you won't have to wait for such a massive install all at one time. Call of Duty News Call Of Duty: Modern Warfare Special Ops Mode Returns Call Of Duty: Modern Warfare Pre-Order Guide Call Of Duty: Modern Warfare PC Specs Revealed On Blizzard Battle.net This also doesn't necessarily mean the same space requirements will exist for the console versions. While console and PC versions are often similar, space requirements can differ slightly and day-one installs can require more space due to the ways the different types of hardware copy files.A PS4 Pro bundle just became available for pre-order, letting you get the console with the game at no extra cost. For more details on your various buying options and their associated bonus goodies, check out our Modern Warfare pre-order guide.Info from Gamespot.com
2019-10-11
Ark: Survival Evolved has received a new update on most platforms that prepares the action-adventure survival game for some additional content.Ark's new patch will take up 13 GB on PlayStation 4, while Xbox One owners only need to make space for 4.7 GB. The patch notes are identical across PC, PS4, and Xbox One and include new content for Genesis Chronicles, which is slated to go live this December.Survivors, At approximately 10AM PST we will begin redeployment of the Official Network to prepare for Genesis Chronicles. Approximate patch sizes 13GB (PS4), 4.7GB (XBOX)PC: https://t.co/dlxu5c4Zgu PS4: https://t.co/apV5h9emxF Xbox: https://t.co/QSsh6OoFTP pic.twitter.com/f9vRsDRI7U — ARK: Survival Evolved (@survivetheark) October 10, 2019Full Ark: Survival Evolved Patch NotesCryopods are now able to be crafted at obelisk.Added HLN-A Explorer Notes 1-5 for Genesis Chronicles.Added Corrupted Avatar Armor helmet for Genesis Chronicles.Developer Studio Wildcard has not specified when, or if, this new update will land on Nintendo Switch.Ark has received several DLC updates since launch. The Ark: Extinction expansion pack, which includes raid boss-like Titans and more, launched alongside the Switch port in November 2018. The game's latest DLC, Genesis Chronicles, features the HLN-A cosmetic pet, "two new huge expansion packs," and more.Studio Wildcard's next project, Atlas, released on PC in December 2018. The developer says it supports 40,000 concurrent players and is 1,200 times the size of an Ark server. The game will arrive on console through the Xbox One Game Preview program, but no widespread console release has been confirmed as of yet.Info from Gamespot.com
2019-10-11
The first raid of the new era of Destiny 2 is here--and like most of the game's tough, six-player activities, it'll test your team's coordination, communication, skills, and patience. Shadowkeep's Garden of Salvation raid sends you to the home of the Vex, and it adds some new mechanics we haven't seen in the game before. Your reward for beating the Vex on their home turf is a bunch of raid-specific armor and weapons. These are also considered Pinnacle drops, which are the only way you can advance your character's gear beyond the Power level cap of 950.Garden of Salvation is a very complicated activity and will require you and your teammates to know and fulfill your roles along the way. We've broken down every single encounter you'll fight through in the guide below, which will tell you how to handle both bosses, as well as where to find the raid's two hidden chests. While you're in Garden of Salvation, you can also grab some hidden chests, as well as Divinity, the raid Exotic trace rifle--but you'll need to complete a bunch of puzzles to do so. Here's everything you need to know to invade the Black Garden, kill the Consecrated and Sanctified Minds, and beat Garden of Salvation. Destiny 2 Recent News Destiny 2 Shadowkeep Raid Guide: How To Beat The Garden Of Salvation Destiny 2 Update Reduces Heavy Ammo In Crucible, Fixes A Big Bug Destiny 2's Eyes On The Moon: How To Start The Vex Offensive Activity Destiny 2 Shadowkeep: How To Power Above 900 And Get Raid Ready The First Encounter: The Consecrated Mind ChaseSummary of StepsSplit into two teams--Team 1 stays with the boss, Team 2 opens the first door and clears the next roomTeam 1 picks up Voltaic Overloads dropped by the bossTeam 2 shoots the floating cube and creates a chain from it to the plus sign-shaped lock on the barrier doorTeam 2 clears the next room and kills the Angelic there, then makes another chain to open the next doorTeam 1 runs through to the next room and clears itTeam 2 stays in their room and picks up Voltaic OverloadsTeam 1 kills the Angelic, then opens the next door by making a chainTeam 2 runs forward and clears the next room; they'll need one extra person to open the last doorTeam 1 stays in their room and picks up Voltaic OverloadsBoth teams open the last door together, then run across the field picking up Voltaic Overloads until they reach the end to finish the encounterDetailed StepsAs you come over a hill at the start of the raid, you'll see a giant Vex harpy seemingly consuming a minotaur. That's the Consecrated Mind, and you'll be dealing with it for a lot of the raid. In this first encounter, you can't kill the boss--instead, you need to chase it (or maybe it chases you) to the end of the area in order to complete the fight. The struggle here is that you're working against the clock to move forward, because the boss produces an object called a Voltaic Overload at regular intervals, and if one sits on the ground for more than a few seconds, it'll explode and wipe out your whole team.To stop the boss from killing you, someone on your team needs to pick up each of the Voltaic Overload charges when it hits the ground. When you pick up a charge, it starts a timer on your screen, and until that timer runs out, you can't pick up another Overload without dying from it. Thus, you need one team of at least two or three players to take turns picking up the Overloads.Your second team of players has a different job: charge forward and open the path through the encounter. You do this with a special mechanic unique to the raid. If you look around the area with the Consecrated Mind, you'll see a glowing cube floating in the air, and a forcefield at the far right side of the room with a plus sign-shaped object in the middle. If you shoot the cube and stand near it, you'll see a line of energy extend from the cube to your character. Bring another person nearby, and the line will jump from you to them, creating a chain. The idea here is to make a chain from the cube to the plus sign (we'll call it a "lock" from here on out). The energy from the cube will open the lock, bringing down the forcefield. It's worth noting that while you're making the chain, you're "tethered," which means you can't shoot or use Supers. You can switch the cube on and off by shooting it to avoid accidentally wandering too close and having it render you unable to defend yourself.So while one team of players picks up Voltaic Overloads, the second team opens the first gate and races into the next room. There, the job is to clear out all enemies. Watch out for Cyclopes in particular, which can one-shot your team from great distances--make them your top priority. You'll also need to pack Overload Rounds to deal with a couple of Overload Minotaurs throughout this encounter, so make sure both teams have them.When you've killed every enemy (including the hobgoblins hiding up high), a Vex hydra called an Angelic will spawn. Kill that, and you'll unlock a second cube in this room, floating in one of several positions. Find it and make another chain to the nearby forcefield to open it.At this point, the Consecrated Mind will teleport from the first room to the second. The team that cleared the second room now switches jobs with the team from the first room; since whoever stayed in the first room will have Voltaic Overload timers, they won't be able to keep picking up what the boss drops. The second team has to take that role, while the first team clears out the next room. Kill all the enemies, taking special care to eliminate Cyclopes (and note that more Cyclopes spawn after you kill the Angelic). Once that team opens the third forcefield, the team from the last room again moves up to the next area, clearing out enemies. The team in the third room has to keep picking up Voltaic Overloads in the meantime.The fourth room has a forcefield with three locks instead of one, with three corresponding cubes that will unlock one at a time as you clear each lock. Those cubes are also farther away, so you'll need more people to make your chain. When the team in the last room is ready, it should call for one of the Voltaic Overload team members to run up and help them to chain to the first lock. Once the first lock is cleared, the Consecrated Mind will again teleport away, and the Voltaic Overload team can run forward to meet the rest of the squad.You've got a breather here until you clear the last two locks on the forcefield, so feel free to take a minute. The next area is the toughest. Once you clear all three locks, you'll have to sprint across an open field filled with Cyclopes, Overload Minotaurs, and other enemies. Meanwhile, the Consecrated Mind is going to teleport out into the middle of the field and start dropping Voltaic Overloads. Basically, as a team, you need to race for the Overloads and pick them up to avoid being wiped and starting the whole encounter over. You also need to keep from getting sniped by Cyclopes and other enemies along the way. It's basically an explosion-filled foot chase.First, make sure you check who has Overload timers and who doesn't before you start this section of the encounter--remember, there's no rush. Whoever doesn't have timers should run straight for the Voltaic Overloads as soon as you drop the forcefield. You'll probably pick up a total of three, so make sure you have enough players at the ready to deal with them. Everyone else should provide cover and try to draw fire. The Cyclopes here are a particular threat, because they can knock out one of your Overload runners and easily lead to a wipe. My team found the best way to deal with them was with quick, decisive sniper rifle action: we used Honed Edge rounds in Izanagi's Burden to one-shot the Cyclopes and quickly thin out the number of threats on the field. Remember, however, that speed is the key here and Voltaic Overloads are most important. Given the choice between picking one up and dying because of the timer, or letting it explode, it's better to sacrifice one player. No matter what, you're going to be running through a lot of danger.Everyone should generally race for the far end of the area. Pick up all the Overloads along the way and keep going until you run out of runway. When its back is against the wall, the Consecrated Mind will teleport away and escape, ending the encounter and rewarding you with a loot chest.The UndergrowthThe next section of the raid is a jumping puzzle through an area called the Undergrowth. The path forward isn't too confusing--you need to move generally forward from the spot where you first drop down underground. If you see moving walls that are trying to knock you to your death, you're going the right way.This area also has a hidden treasure chest to find. It's actually pretty simple to locate, but it can also be easy to miss.How To Find The First Hidden ChestWhen you first enter the Undergrowth, you'll see a path heading away to your left along one wall, and one following the wall to the right. To get to the chest, you want to head left onto the big tree root that leads out over the abyss. Walk to the end of it and look out over the gap toward the bronze Vex machinery just over in the distance. That's your destination.On the right side of the bronze structure, you should see a square platform moving up and down like an elevator. It hangs at the top but reverses pretty quickly when it hits the bottom, so you'll need to time your jump to land on it. You're actually trying to go just past that elevator. Land on it when it hits the bottom, then get off of it to find a small hole in the wall right next to where it stops at its lowest point. Slip through that hole to find the chest. Note that this hidden chest will give you things like mods and shaders, but no Powerful drops. It seems you might get additional copies of raid loot you've already unlocked from other encounters, but it'll only drop at your current level.Cross To The Next EncounterThe path forward is best accessed from the right side of the area from the start, crossing over the big tree roots to jump to the areas with moving walls that will try to kill you. It can be tough to cross, but the path forward is pretty clear. On the other side of the Undergrowth, you'll hit the second encounter, which has you defending a series of Vex spires from incoming enemies.The Second Encounter: Spire DefenseSummary of StepsSplit into two teams: Two people stay at the first spire (Spire 1) as Team 1, the other four take the left path to the next spire as Team 2.Team 1 kills the Angelic and defends their spire. If Vex sacrifice themselves to it, team wipes.Team 2 kills enemies at the next spire (Spire 2), including an AngelicBoth teams make a chain from the cube to the spire to get the Enlightenment buffUse Enlightenment to break the shields on invulnerable Vex attacking the spiresTeam 2 leaves one person at Spire 2 and continues on the path to Spire 3, repeating the process.One defender from Team 1 uses the Vex gate to help defend Spires 1 and 2, while making the chain to rebuff both defendersWhen Team 2 opens Spire 3, one defender from Team 1 uses the Vex gates to defend it.All three spire defenders clear their spires and use the Vex gates to assist each other and make chains to rebuff.Team 2 continues to Spire 4, clears it, and leaves one person to defend. The remaining two members of Team 2 are now floaters who assist at all four spires using Vex gatesAngelics will spawn at one of the spires. Floaters help clear them while defenders continue to protect their spires. This repeats once for each spire.When the path to the center opens, everyone converges there at a fifth spire and defends it.Kill Angelics, watch out for Vex Supplicants, and use the cube to get the Enlightenment buff. After three or so waves, the encounter ends.Detailed StepsWhen you enter the area of the second encounter, you'll see three Vex praying to a spire. Don't shoot them or venture too far forward or you'll start the encounter. This large area is shaped like a huge diamond, and you're currently standing at one of its points. To your left and right are paths that lead to the middle points, with their own spire at each one. From there, you can continue on to the final point. My team numbered these locations, starting by calling the first spire "1" and going clockwise from there.This encounter is like a four-way version of the Vex Spire public event you see in places such as Nessus. Vex are trying to reach the spire, where they start praying and then disappear. If enough of them sacrifice themselves to the spire, your team will be wiped. Thus, you need to clear enemies from each of the spires and then defend them throughout the course of the encounter. To start, split your team into two, with two players staying back to defend Spire 1, and four heading down the left path to Spire 2. This team will need Barrier rounds, but not Overload, so feel free to swap your mods accordingly.Basically, what you're doing here is capturing each of the spires in turn, and then defending them for the rest of the fight. When the capture team leaves Spire 1, the defending team will clear out various small enemies, as well as an Angelic Hydra that spawns down the center hallway. Killing the Angelic triggers the chain tether mechanic for this encounter, unlocking a cube in the middle hallway.Each person defending a spire will have to periodically activate the cube to create an energy chain to their spire. That will give them the Enlightenment buff. As you defend your spire, enemies will appear with unbreakable shields, rendering them invincible unless you have Enlightenment. The tough part of this encounter is that no person alone can make a long-enough chain to get the buff; you need at least two people to do it. Luckily, as you capture more and more spires, Vex gates will become active near each one, allowing you to quickly teleport between neighboring spires so you and your teammates can help each other regain the buff.For loadout here, we found success with The Recluse for its enemy-clearing capabilities, and some spire defenders also used Tractor Cannon for its ability to kill multiple small enemies in one shot; it's also good for knocking shielded enemies away from the spire, even if it doesn't kill them. Sniper rifles are also recommended for killing Angelics and distant enemies, as are grenade launchers. Make sure your team has a good balance of weapons for defending the spire from small enemies, as well as a few big damage-dealers for killing Aneglics as quickly as possible.While two players stay back at Spire 1 to defend it and start activating Enlightenment, the capture team takes over Spire 2 by clearing out the enemies there, including Barrier Hobgoblins. Each Spire also has an Angelic; once you kill that, the place is considered captured and you can start activating the Enlightenment buff and using the Vex gates to access other spires. When you capture Spire 2, leave one person from the capture team behind to defend it while the other three players on the capture team continue to Spire 3. You should have at least one defender at each spire, and one of the two defenders at Spire 1 can now float back and forth between 1, and 2, helping to rebuff people and defend. When the capture team takes Spire 3, the floating defender from Spire 1 can make it their home, so three people are left to take Spire 4. At that point, the defenders at 1, 2, and 3 should clear the waves that attack their spires, then jump through the gates to help each other out and rebuff each other with chains. You'll need to move fast, as waves keep coming, but you should have ample time to help each other and keep your buffs refreshed.Once all four spires are captured, you'll have one defender at each spire, plus two players floating between them to help rebuff and defend. Now the encounter will change, with three Angelic hydras will spawn at one of the spires, so keep a lookout and make sure you and your teammates are vocal about where they are. When this happens, the two people who are not dedicated to defending spires should go to the location with the Angelics, using the Vex gates, and help defend it. Everyone else will need to clear a wave of shielded enemies before they can leave their posts if they're needed. Keep coordinated and help to clear out the Angelic enemies as quickly as possible, then rebuff everyone before the defenders head back to their spires for the next wave. Keep repeating this process until you've killed Angelic enemies at each spire. When that happens, the barrier blocking the way to the center of the arena will fall.Everyone should now rush to the middle, where you'll find another spire to defend and another cube to use for buffs. Angelics will spawn down the hallways and more shielded enemies will come your way--this is your last stand. Work together to buff at least some of your teammates so they can knock out shields (a single shot will take shields down, so if you're low on buffs, concentrate on destroying as many shields as possible and let unbuffed people finish off the enemies).You'll fight off three waves of Angelics and other enemies in this center area, including Vex Supplicants, which are harpies from the Vault of Glass that fly straight at you and explode. Titan Bubbles and Warlock Wells of Radiance are helpful here, as are Hunter Shadowshot tethers, but a coordinated team that's at level shouldn't have much trouble fighting off all the enemies. Once you've cleared enough waves, the encounter ends and grants you a reward chest.The Third Encounter: Killing The Consecrated MindSummary of StepsSplit into two teams of three. Team 1 shadows the boss; Team 2 kills Vex minotaurs and to collect five Voltaic Motes it drops.Team 1 goes with the boss when it flies away from the center and drops a Voltaic Charge. One person picks up the charge and becomes trapped.The trapped person looks at the boss and identifies whether the "inner" or "outer" eyes light up red, then tells their teammates.Each person on Team 1 shoots the corresponding eye on the boss to stun it. This repeats with each member of the team picking up a Voltaic Charge.Team 2 finds which of the spires from the last encounter is glowing and deposits their motes there, Gambit-style. Depositing motes gives the Enlightenment buff.When a member of Team 2 deposits their motes, they stay at the spire and defend it until the next teammate with motes arrives to take their place.When 30 motes are deposited, the boss will be drawn to the spire. Both teams converge there as quickly as possible.Shoot all the boss's red eyes to trigger the damage phase.Shoot the boss's white weak point with best weapons. It will fly back toward the middle, so follow it.Repeat the steps until the boss is dead.Detailed StepsYour next encounter happens in the same place, but the mechanics change significantly. You'll again deal with the Consecrated Mind, but this time, you're going to kill it. To do that, you need to again stop its Voltaic Overload attacks, and you'll have to work to make it vulnerable to attack. Activate the fight by creating a tether chain from the nearby cube to the spire in the center of the arena.Again, split into two teams. Your first team's job will be to shadow the boss and pick up Voltaic Overloads when it drops them. The Consecrated Mind will fly to the end of one of the short hallways surrounding the center of the arena, and you'll have to jump over a bottomless pit in order to follow. When it gets to the far side, the Consecrated Mind will drop a Voltaic Overload, which one player will have to pick up. This time, however, the Overloaded player will be trapped and unable to move, while the Consecrated Mind prepares to one-shot kill them.To stop the Consecrated Mind from killing your trapped teammate, you have to shoot its glowing red eyes. There are six eyes that appear on the boss during this portion, arranged in a triangle--two on its "fin" on the top, two on the left-side fin, and two on the right-side fin. Each time you pick up an Overload, you'll need to shoot one of the eyes on each fin in order to stun the boss. The best way to do this is to assign a side to each member of your Voltaic team, with the trapped person being responsible for the top fin.The trapped person's job is to look up and see which of the two eyes on the top fin is lit up red--either the outermost eye, or the innermost eye. This is the signal for which eye to shoot on each fin; when you're not trapped, both eyes appear red. The trapped person calls out which eye to shoot, and all three players shoot their eye to stun the boss. Shoot the wrong eye or take too long, and the trapped player dies.While the Voltaic Overload team is chasing the boss around, the rest of your team is executing something similar to a Gambit match. One of the four spires you previously defended will start to glow white at the beginning of the encounter, signaling that it is the one you have to defend from approaching shielded enemies, just like in the last encounter. You'll be able to see all four spires down the hallways leading from the center of the arena.You can't use the chain to gain the Enlightenment buff to defend the spire this time, though. Instead, you have to find and kill Vex Minotaurs, who drop Voltaic Motes, similar to Motes of Darkness in Gambit. Each Minotaur drops five motes at a time. When the Gambit team kills one, one player should grab all the motes and then run straight for the spire. You'll be able to bank the motes in the spire just like you do in a Gambit match. Banking any motes (even just one) will give you a full dose of the Enlightenment buff. Whoever banks motes then stays at the spire to defend it from approaching enemies, while the rest of the Gambit team has 40 seconds to find another Minotaur, kill it, and bank its motes to relieve the first person.You'll need to protect the spire throughout the fight to keep from getting wiped out, but banking motes has a secondary effect. When you've banked 30 motes in total, you'll see a message telling you that the boss is being drawn to the overloaded spire. When that happens, everyone should immediately run to the spire, because you've reached the damage phase and you'll need to attack the boss to avoid getting wiped. It's a good idea for the Gambit team to keep a running tally of the motes they've banked, since there are no count indicators provided for you. When you're about to hit 30, you can start pulling the rest of the team to the spire.When the Consecrated Mind reaches the spire, it'll spread its fins and reveal a bunch of red eyes. As a team, quickly shoot out all of the eyes. The boss will reveal a white weak point in its center, and this is what you want to hit--but the Consecrated Mind will also retreat backward toward the center of the area, making it harder to shoot as it goes.Right before this point, you quickly want to drop a Titan bubble with Weapons of Light and fire a Shadowshot tether at the boss to slow it down. As the boss retreats, step into the bubble to get the Weapons of Light buff, then shoot it in the face with sniper rifles; we found success using those with the Firing Line perk, Whisper of the Worm, and Izanagi's Burden. Grenade launchers with spike grenades also fair pretty well, as does a Hunter with Golden Gun and Celestial Nighthawk. You must do enough damage to stun the boss during this phase, or it'll wipe you; it's also important that you start to move forward before too long because a Vex barrier will trap you by the spire if you linger.Once the boss becomes invulnerable again, you'll need to repeat the process with another spire until you've killed it. You'll need to finish the job in three rounds in order to avoid allowing the Consecrated Mind to become Enraged, and therefore much more deadly.At the start of a new round after a damage phase, check in on your team's Voltaic Overload counters, as you might need to switch players around briefly to make sure someone can pick up the Overloads to keep from wiping. Similarly, the Overload team should try to help kill Minotaurs whenever possible (but avoid picking up the motes), and one member of the Gambit team should be ready to switch over and pick up a Voltaic Overload if all three members of that squad already have a counter. It's worth noting that if you die, your Overload timer goes away, freeing you to take the drop again. Through this whole process, watch out for Vex Supplicants, which move fast and can blow you up before you realize they're there. They spawn down the long hallways to the spires and like to head immediately to the middle. Supplicants will often also hang out in your way as you jump back from picking up a Voltaic Overload, where they can kill you as soon as you land.The Climb To The Final BossWhen the Consecrated Mind goes down, you'll be able to leave through the door behind the rotating hallway. The path from there will take you back through another jumping puzzle, but again, it's a relatively simple one. Continue forward until you hit a field with flowers, trees, and a couple of big waterfalls of white Vex milk. Your second and final hidden chest of the raid is located here.How To Find The Second Hidden ChestFrom here, climb the big tree on the right side of the area, fighting your way past a few enemies. As you make your way up the hill, you'll see two openings up ahead. Go through the entrance on the left, which will take you inside the big tree. If you turn around and face the opening, you should see a platform up above the door with a glowing chest on it.You can reach that platform by taking a circuitous route around the outside of the tree, or you can hop up on the stump on the right side of this room and just leap straight up to it. As a Hunter, I got this one with almost no effort and without the use of ST0MP-EE5 or adjusting my specs for mobility.Continue back up the hill and you'll eventually climb up to a huge new arena and a fight with the final boss: the Sanctified Mind.The Fourth Encounter: Killing The Sanctified MindSummary of StepsSplit into three teams of two. Team 1 rebuilds the arena; Teams 2 and 3 alternate going through portals and collecting motes.Shoot the Angelic enemy to unlock the two cubes and Vex spires. All teams need to constantly clear enemies to keep them from sacrificing themselves to the spires.The boss will destroy portions of the arena. Team 1 uses the Vex spires to make chains to the corresponding plus sign-shaped locks to restore the destroyed sections.Team 2 shoots the boss's right shoulder weak point, creating a portal, and jumps through.Team 2 kills enemies and collects their motes. They must collect at least 15. When they have enough, they signal the other players to shoot the boss's right shoulder again, which teleports them back.Team 3 jumps through the new portal and repeats the process Team 2 did.Team 2 deposits their motes in the orange spire on the right side to get Enlightenment, then clears shielded enemies.Team 3 signals for the other teams to return them, deposits their motes, and clears Enlightenment shield enemies.Team 2 shoots the boss's left hip weak point to open the blue portal and goes through to collect motes. Repeat the steps above for the left side.When both spires have 30 motes, shoot the Angelic that spawns and keep clearing enemies.The boss will create a big plus sign-shaped lock. Its color will be either blue or orange, corresponding to either the left or right Vex spire. The build team and one other person creates a chain to the lock to start the damage phase.The chain team should then immediately run to the other Vex spire and create another chain when the boss creates a new lock.Everyone else shoots the boss's white weak point with best weapons.If both locks are successfully cleared, the damage phase will be extended. Everyone should shoot the boss with best weapons.Repeat the process until the boss dies. Note that two new Vex spires will become active, changing where Teams 2 and 3 should deposit their motes.Detailed StepsThis final fight brings in a few more mechanics and includes a whole lot of things you need to keep in mind, while also mixing in elements of everything you've done in the raid so far. First and foremost, note that there are several Vex spires in this area, all of them with the port for accepting motes. During each phase of the fight, two spires will be active, designated by the chain cubes above them, and those are also the only two that will allow you to deposit motes. You'll need to defend both the spires from approaching Vex Goblins that will try to pray and sacrifice themselves to them; if they succeed, you'll be wiped. So job one in a lot of cases is to keep the area clear of enemies.Your loadout for this fight should be similar to what you used for the Consecrated Mind. You'll want powerful sniper rifles like Izanagi's Burden and Whisper of the Worm for damaging the boss (and killing Cyclopes), and something like The Recluse, The Huckleberry, or similar guns for killing a whole lot of smaller enemies and defending spires. Shadowshot tethers can be useful here again, but especially if you wind up on the mote-gathering team, you might want to go with a roaming Super that will let you kill a lot of enemies fast. Titan Bubbles are great for Weapons of Light during the damage phase, but other stationary Supers like Well of Radiance might not be as effective thanks to the way the arena shifts around you.You'll need three teams of two for much of this fight. Two of the teams will be responsible for mote collection, and once they've turned their motes in at a spire, for clearing out shielded enemies using the Enlightenment buff--just like in the last encounter. But the two spires are not the same; one is a regular Vex spire that you've seen throughout the raid so far, and one is a "dark" version of the spire. The dark version is orange and only accepts "dark" motes, which are also orange. Luckily, you'll know which kind you have based on where you get them; more on that in a minute. What's important is that more of those plus sign-shaped locks will appear in front of the boss, and their color will correspond to the color of the spire you need to use to create the chain that unlocks them.The two mote teams will alternate leaving the main arena to go for motes, while the other four players stay back and defend. When the fight starts, everyone will shoot at enemies until an Angelic spawn, at which point you'll need to kill it to unlock the chain cubes above the spires. That will also light up two red weak points on the Sanctified Mind: one on the right shoulder and one on the left hip.Concentrate fire on the right shoulder first. When it explodes, a piece will fall off the boss, which will open a big orange portal in the middle of the radiolarian lake near him. The first mote team should immediately head for the portal and go through, staying together; the portal will only stay open for a short time so you need to get both players through quickly. That'll transport them to a distant island full of enemies. Clear out the enemies and pick up as many motes as you can--these will be the orange "dark" Voltaic motes, and therefore will correspond to the spire on the right side of the arena when facing the boss. You need to get at least 15 between both players, but each of you can only carry 10 at a time. Meanwhile, back at the boss, activating the portal will spawn a distant Cyclops high above the arena on the right side, so make sure to take it down immediately, or it will snipe your teammates and wreck your run. Every time a portal opens, a cyclops spawns on its corresponding side, so make sure to always be ready to kill it fast.When the mote team has enough, they should tell the players who stayed behind to shoot the Sanctified Mind's shoulder again (Note: In a pinch, you can snipe the weak point on the boss from the island, but this can throw off your rhythm so do it very sparingly). Blowing up the shoulder will instantly teleport the first mote team back to the arena, where they can jump down and head to the glowing orange spire to deposit their motes. Depositing will give them both Enlightenment, and they should immediately spread out across the arena and start shooting shielded enemies. Since a new portal opened, a Cyclops will again spawn; my team was successful when one of the returning mote collectors stopped to kill the Cyclops as soon as they arrived, while the second person jumped down to bank their motes.Meanwhile, as soon as the shoulder is blown up and the first mote team is teleported back, the second mote team should jump into the portal and repeat the process. They should gather motes as quickly as possible and then signal for the rest of the team to bring them back by shooting the shoulder. Alternatively, if your team's Enlightenment buff is running out, you should shoot the shoulder and bring the mote team back immediately. Keeping shielded enemies away from the spire is essential because Vex sacrificing themselves to the spires is the quickest way for your team to get wiped out. It's possible to recover if you have less than 30 motes after two portal visits, but it's highly recommended you try to get all the motes in just two trips.Once both teams have gone through the orange portal and deposited 30 motes, that spire will be fully charged--you won't be able to deposit more motes into it at that point, which means if you're stuck carrying unneeded motes, you won't be able to get the Enlightenment buff to kill shielded enemies.If you've done things correctly, quickly start repeating the process with the weak point on the boss's left hip--you need to move fast, since you're on the Enlightenment timer. That'll create a blue portal and spawn a Cyclops on the left side of the arena. Send the first team through to get motes again, which you'll deposit in the blue spire on the left side of the arena when you return. Again, make sure you get 30 motes in total; if you don't, send another person through the portal again until you have enough. Both spires must be fully charged with 30 motes or you won't be able to trigger the damage phase or stop the boss from wiping you during the next portion.While the mote teams are doing their thing, the last team has a whole other job to do. These guys are the Builders, and their job is to clear enemies and to keep the boss from destroying the arena. As you work through the fight, the boss will cause sections of the arena to turn orange, which will make those areas disappear and kill anyone who's standing on them. The back sections of the arena matter less, but losing the front portions makes clearing enemies and staying alive very difficult. The builders' job is to use the spires to make chains to different floating plus-shaped locks around the area in order to restore the land the boss destroys. They should do this as quickly as they can, but only between waves of enemies if possible--activating the cubes and getting in the chain will mean you can't shoot enemies, which can create sticky situations if you need to protect the spires.For the most part, two people should be able to make a chain to almost any of the locks, but have a third person who's currently defending on-call should you need a longer chain. The builders will need to be highly coordinated to deal with the boss destroying the arena, and it's important that they also make it clear where they're working. You'll want to keep the other defenders well away when you're creating the chain so that you can quickly get it where it needs to go and you don't accidentally disrupt anyone's ability to shoot enemies. Whenever the building team is not restoring land, it should be shooting goblins to defend the spires, and helping to activate the portals to bring back the mote teams so they can deposit.Damage PhaseAfter a specific period of time--it seems to be about around four or five enemy waves--the boss will create a big, colored plus sign-shaped lock in front of it. This is the boss's big wipe mechanic. You need to clear that lock before it fully charges or you'll die, but it takes a long time for that to happen, so you have time to clear out enemies before you worry about it. Another Angelic enemy will spawn, along with more shielded goblins that'll try to reach the spires. Keep clearing them and take down the Angelic to re-open access to the cubes.Once you're in the clear, you need to make a chain to the boss's lock from the spire of the corresponding color. The best way to do this is to assign one person to be the first link in the chain, and one person to the last link. Both those people get into position, one near the boss and one near the spire. Then, the two players who do not have Enlightenment fill in the chain between the beginning and end players. Four should be enough to link to the boss's lock, and the fewer players you can use, the better, as it'll create the chain more quickly. But be ready to shift this if you need more people, as you need to be close to the boss's lock to chain to it and might need the extra distance.When the boss's lock is cleared by the chain, you can shoot its big white critical spot. After just a
2019-10-11
In the farming simulator RPG Stardew Valley, there's not much you can do once you're married and have had kids. For those looking for it, there's no endgame content. However, developer Eric "ConcernedApe" Barone is hoping to change that in the game's next update, Patch 1.4."The new 1.4 update does add some depth to post-marriage life... some additions that I'm proud of and I hope are very heartwarming for players... but I know there will always be more that can be done," Barone said in an interview with USG. "I've been unofficially calling 1.4 the 'everything' update because it touches pretty much every aspect of the game in some way or another. One of my major goals was to add in a lot of quality of life features that make the game more convenient and effortless to play."Barone also said Patch 1.3, the update that specifically adds multiplayer to Stardew Valley, is also "very close to being ready" for Xbox One. "I don't personally do the console ports, but from what I've gathered, every console has different tech and different requirements to meet," he said. Barone has partnered up with one other person to continue supporting Stardew Valley, but is also simultaneously working solo on a new, unannounced project.In GameSpot's Stardew Valley review, Mary Kish wrote, "Stardew Valley [is] such a lovely experience, it encourages you to go out and be the best you can be, in whichever task that brings you the most joy. Stardew Valley motivates naturally, with blissful optimism."As the indie game scene grows more competitive and ideas within the space grow increasingly complex, more independent developers are joining forces on small teams. Of course, there are still developers like Barone that prefer to work alone. In June 2019, we spoke to Braid's Jonathan Blow, Spelunky's Derek Yu, Return of the Obra Dinn's Lucas Pope, and Iconoclasts' Joakim Sandberg about the hard cost that solo game development can have on a person.Info from Gamespot.com
2019-10-11
There's nothing quite like the bright, beautiful, and sometimes distraught world of Indivisible. It's one that wears its Southeast/South Asian influences on its sleeve, and pulls you into places you want to be in with characters you want to be around. Developer Lab Zero blends several genre elements to create a system of combat and platforming that flows seamlessly between Indivisible's seemingly disparate parts. It has so much going for it that it's disappointing when heartfelt exchanges and pivotal moments lack the gravitas they deserve or are simply glossed over. While Indivisible has trouble following through narratively, I can't shake its enjoyable moments and the sense of cultural visibility it gives a region I'm connected to.Your journey across Indivisible's world revolves around Ajna, the hard-headed but full-hearted protagonist who perpetually stumbles into revelations about her true nature. She makes new friends along the way who either have mutual goals in mind or don't need much convincing to join her cause. Other than brief surprise, no one seems to bat an eye at the fact that they get physically absorbed into Ajna's consciousness--a separate plane of existence that acts as a sort of hub area--only to be summoned in battle or in conversation. You'll have to concede having deeper explanations other than Ajna's supernatural powers and third-eye chakra which are connected to the ominous villain Kala, goddess of destruction and creation.A diverse cast of characters and a creative combat system make Indivisible's fights stand out.Although a handful of key characters are central to the story, you assemble a party of four from a large and varied roster that's built up rather quickly. You assign a party member to a position in combat that corresponds with a face button; this is how you actively send them in to deal damage in real-time during an offensive phase and have them individually defend when enemies initiate attacks. Getting the hang of Indivisible's hybrid of turn-based and real-time mechanics opens you up to inventive ways of combining different characters' movesets and timing their specific attacks at the right time. It's easy to see how Lab Zero channels elements of its previous game, Skullgirls--there's a slight fighting game touch with combos, directional attacks, guard breaks, perfect blocks, and air juggling attacks. You also build up a meter, called Iddhi, which represents Ajna and friends' ability to go into overdrive for executing powerful special attacks. Battles tend to move fast, and this layered combat system makes you eager to get into the next fight.It's not necessary to learn every character as it's viable to stick with a handful of your favorites to cycle between for certain situations (they all level alongside Ajna so no one gets left behind). But as great as combat can be, you'll be disappointed to know that its wonderful complexities are squandered by a lack of challenge towards the end of the game. Your party becomes so powerful that simple button mashing will get you by most, if not all, enemies and bosses. You'll continually recruit new members in the late-game, too, but with little reason to get in tune with their mechanics. Combat's biggest enemy is the lack of difficulty right when the stakes should be the highest.Fighting is only half of Indivisible, gameplay-wise, though--it's partly a 2D side-scrolling adventure that draws from Metroidvania-style exploration. As you accumulate new tools and powers, so too does your means of traversal. Ajna starts with an axe that she uses to propel herself upward to higher ledges, but she'll soon be pole-vaulting, pogo-sticking, and monkey-swinging with a spear to avoid hazards and reach new areas. Her own superpowers eventually let you dash across wide gaps, jump to greater heights, and break through walls. What makes all these mechanics fun to use is that you face a variety of obstacles that force you to think about the clever ways you need to string together your toolset and abilities to overcome these platforming challenges.Unlike combat, platforming steadily ramps up to a satisfying difficulty towards the end, but it's never frustrating since you only face light punishment for death. Rather than loading a previous save, you get brought back to a generously placed checkpoint should you fail a sequence. What's more, a number of boss battles merge the two gameplay styles and test you to juggle both at a rapid pace. That could sound like the game biting off more than it can chew, but the pace at which you transition between the two phases keep things moving seamlessly.From one location to another, Indivisible's imaginative art style gives you an unmistakable sense of where you are and the things that happen there. I'm still thinking about the rough streets of Tai Krung City, which come to life through neon signage, quirky apartment setups, lavish clubs, and sketchy alleyways. Even the grimy, oppressive Iron Kingdom clearly communicates a hardship among the common folk who inhabit the cobblestone roads, and you feel the bustle of the markets that occupy the colorful seaside town of Port Maerifa. That rich sense of style extends to each of the characters, who are beautifully realized in expressive, hand-drawn artwork. It's an evolution of the imaginative style and designs from Skullgirls, and it helps distinguish each member of the wide, diverse cast.Excellent platforming scenarios challenge you to use all your tools and powers.Indivisible's sensational soundtrack tops off the joy of exploration and complements the feelings you get from soaking in the beautiful visuals. The infectious tunes solidify the personality of Indivisible's locations, a favorite among the tracks being the song that plays in Tai Krung City--its steel drums and upstroke guitar riffs hook you, but its somber melody reflects the town's dreary side. And the energetic tempo and horn section of the club area's song propels you to keep going, especially when it doubles as the battle theme. The Pacific Islander-influenced region of Kaanul features a theme with catchy woodwind instrumentation and a solemn string section. Indivisible's soundtrack is very much part of the atmosphere it aims to build, and it's one that's worth listening to on its own.I want to love Indivisible unconditionally; it has so many great pieces, and it's a special thing to feel seen. I'm happy to have a game that's distinctly Southeast Asian, giving some earnest representation to a part of the world I belong to and one I'm even more curious about now.Indivisible roots itself in broad-reaching concepts from Southeast/South Asian mythologies and history. Every in-game region's introduction is written in Sanskrit. Mount Sumeru, the critical location for which Indivisible starts and concludes, is derived from the sacred mountain in Hindu, Buddhist, and Jain mythology that harnesses all things physical and spiritual. An important character, Thorani, who treats Ajna as one of her own, calls her luksao, the Thai word for daughter. You can also spot smaller pop culture references, too--special shout out to the Jollibee reference in Tai Krung City, and a charming wannabe-Kamen Rider stand-in. Even down to character names, there are so many more connections to draw. While Indivisible doesn't necessarily explore these cultures in any particular depth or in more meaningful ways, it gives the stage to a diverse region to tell a simple story of personal growth, self-acceptance, and sacrifice.I wonder how the three-piece chickenjoy and halo-halo are at Jolly Katydid.With that said, while Indivisible has the foundation to portray something powerful it doesn't exactly follow through. Many of Indivisible's major story beats lack the necessary impact they need to stick with you and get you fully invested in Ajna's fight to save the world. While there's an assortment of likeable personalities and quips between characters, and the voice acting performances shine, many dialogue sequences don't reflect the gravity of the situations that unfold. For example, Ajna internalizes life-altering events in ways that frame them as frustrations to her rather than tragedies. And when she inadvertently causes destruction, it's largely brushed off as an accident with consequences that aren't communicated. Characters are quick to change their minds about things without portraying the process through which they came to their conclusions, undermining possible emotional stakes.There are key moments when other characters push back and confront others to think harder about what they're doing. Whether it's characters who open themselves up to feel any sort of positive emotion, go through a sincere redemption arc, or provide unquestioning support, you can identify the times Indivisible gets it right. I can't help but wish that the story contained these highlights more often than not.I want to love Indivisible unconditionally; it has so many great pieces, and it's a special thing to feel seen. I'm happy to have a game that's distinctly Southeast Asian, giving some earnest representation to a part of the world I belong to and one I'm even more curious about now. As a whole, it sometimes doesn't come together; it's missing weight to its narrative and the challenges necessary to flex its wonderful combat system. But it stands out as an RPG that's doing something genuinely different, and it brings joy to its clever platforming with the tune of an infectious soundtrack. For all its faults, Indivisible has its heart in the right place.Info from Gamespot.com
2019-10-11
From Software president Hidetaka Miyazaki (who directed a few Armored Core games and most of the Soulsborne games) says that Bloodborne is his favorite of all the games he's worked on. Miyazaki took on a more supervisory role for Dark Souls II to focus on the development of Bloodborne--a game that's similar to but altogether a different beast (pun intended) from the Souls series."If I [have to] say which one I keep in my heart, it's Bloodborne," Miyazaki said in an interview with GameSpot Brazil, our sister site. "It's the one that left [the biggest] mark on me." But even for how much he loves the games, Miyazaki still believes Bloodborne could have used a bit more polish prior to release. "I would've improved the Chalice Dungeons and the Blood Gems, which I wish were more detailed."In the interview, Miyazaki spoke about boss battles and the process of designing the Soulsborne games' notable enemies. "First comes the design," he said. "When I have a general idea of how the boss will be, I make a request to the designer so he can create the art… I describe the minimum requirements that a boss needs, and I leave the rest with the designer. Because I believe that adds even more originality."In regards to his favorite boss, Miyazaki pointed to an enemy from the original Souls game: the Old Monk from Demon's Souls. "[The Old Monk] has a unique system, where the player fights other players. Back then, this wasn't a common system, so I got some critics and warnings," Miyazaki said. "But in the end, the users liked it, it was something very different. So, inside me, it is the one that marked me the most."Miyazaki has already moved on to directing From Software's next game: Elden Ring. The game boasts a high-profile partnership with fantasy author George R.R. Martin, taking the Souls-like formula and putting it into an open-world setting--a brand-new step for the From Software created catalog. "With a larger world, new systems and action mechanics inevitably become necessary," Miyazaki said in an interview for Elden Ring. "In that sense, I think that Elden Ring is a more natural evolution of Dark Souls." Though it doesn't have a release date, Elden Ring is scheduled to launch on Xbox One, PS4, and PC.Info from Gamespot.com
2019-10-11
Dragon Age franchise writer David Gaider have the keynote address at PAX Australia today where he shared stories and interesting insights from his time at BioWare before leaving the company.Gaider, who announced a brand-new game and studio at PAX Aus, started off by recalling his time with BioWare which started in 1999 when he was recruited by BioWare's James Ohlen to work on Baldur's Gate II. Gaider was working in hotel management at the time, and he initially turned down the job to work as a writer on Baldur's Gate II. However, as fate would have it, the hotel he was working for at the time was acquired by a larger hotel chain, and as part of this, Gaider lost his job.He called Ohlen to ask if the Baldur's Gate II writing job was still available--and it was. It was a big job working on Baldur's Gate II, as Gaider and his team wrote an astounding 1.2 million words for the game. After completing that game, Gaider wrote for Neverwinter Nights and the Star Wars game Knights of the Old Republic, which is one of the most highly regarded Star Wars video game stories. Gaider said during the panel that he's proud that some of what he wrote for the game is Star Wars canon, along with the HK-47 Assassin Droid that went on to become a fan-favorite. He described HK-47 as a combination of C-3PO, Bender from Futurama, and the dog from the Canadian TV show The Littlest Hobo.Also during the panel, Gaider spoke about how he became known as BioWare's "romance guy" for the characters he wrote in Baldur's Gate II and Neverwinter Nights. However, some female fans complained about the romance options in those older games, and to make better characters and romance options, Gaider and his team looked at various online forums, including "Ladies of Neverwinter," to help improve things.The conversation then shifted to Dragon Age, the franchise that Gaider is perhaps best known for. He was the lead writer on Dragon Age: Origins, and he said part of his guiding philosophy for the title was for it to steer clear of what Gaider saw as pitfalls from Dungeons & Dragons. Specifically, Gaider said it was important for him to writer the world such that it didn't have the kind of all-power, unquestionable gods like in D&D. Gaider pointed out that "faith requires doubt," and it was important to him to communicate this in Dragon Age.Gaider also shared an interesting, if not completely new, story about how BioWare came up with the name of Dragon Age's setting, Thedas. The team struggled to come with a name for the Dragon Age setting, so they called it “The DA Setting.†The shorthand became (The) (D)ragon (A)ge (S)etting. Later, in an editorial meeting, a writer asked if they could just call it “Thedas.†And that’s it--that's how it happened.Here are some other takeaways from Gaider's keynote at PAX Aus today.People assuming Gaider is the reason why BioWare games have same-sex relationship options, but in fact, a separate team inside BioWare that made Jade Empire is responsible for making BioWare's first same-sex relationships.Gaider said around the release of Dragon Age II is when the interaction with fans began to change, due in part to the access fans had to the team--it wasn't always positive. Gaider remarked, "Maybe familiarity breeds contempt."Some people thought BioWare focused too much on same-sex relationships at the expense of other content. "There should gave more much more focus on making sure us Straight Male Gamers were happy," Gaider recalled someone saying.A Dragon Age II expansion called Exodus was canceled, and Gaider remarked, "I was devastated." The idea, he remembers, was that BioWare would cancel the expansion to focus on making Dragon Age: Inquisition bigger and better.Dragon Age Inquisition was designed to be a "comeback" story for BioWare after Dragon Age II disappointed some fans. There were 850,000 words in the script.Gaider broke down and began to cry when discussing an Inquisition storyline he wrote involving Dorian that related to themes about gay conversion.He said this storyline, and the impacted it had, proved to him the power of video games and their ability to communicate important, powerful, and impactful stories.Gaider worked on the world-creation elements of Anthem, but he ultimately moved on. "It just wasn't the same for me; something was missing," he said.Gaider is now heading up the Melbourne studio Summerfall, which is working on a musical adventure game called Chorus. For lots more, check out GameSpot's interview with Gaider.PAX Aus runs October 11-13 in Melbourne. GameSpot will be at the show all weekend, and you can follow along with all the action from the GameSpot Theatre. Info from Gamespot.com
2019-10-11
BioWare veteran David Gaider, who left the esteemed role-playing game studio in 2016 after almost two decades with the company, has announced his next big project. Gaider has started a new team, Summerfall Studios, headquartered in Melbourne, Australia, and their first game is probably not what you would expect. The new game is called Chorus. It is part musical, part illustrated adventure game, and part character-driven narrative. Summerfall is looking to fund the game on the crowdfunding/equity platform Fig, with a projected release in Q1 2021.Summerfall has assembled top talent for Chorus. In addition to Gaider--the former head writer on the Dragon Age series--the studio brought on former Obsidian and Beamdog developer Liam Esler as the company's managing director. Being a music-themed game, Summerfall seems to be sparing no expense with its musical talent. The company is working with Grammy-nominated composer Austin Wintory (Journey) on the music, while veteran voice actor Troy Baker (who is also an accomplished musician) will work on Chorus as its Voice Director. Additionally, prolific voice actress Laura Bailey (Gears 5, Uncharted 4) is lined up to voice the main character, Grace.Summerfall says Chorus is a "first of its kind" game from an "all-star team gone indie."The story follows Grace in a sweeping narrative involving gods, music, and other-worldly creatures. "In Chorus, we follow Grace's story as she finds herself thrust into a high-stakes world of weary gods and fantastical creatures after her new bandmate dies bleeding in her apartment--but not before granting Grace the divine power of song," reads a line from the game's description. "When the gods accuse her of murdering Calliope, the 'fair-voiced' muse, Grace must discover the truth... before the gods take her life in exchange."Chorus takes its inspiration from a number of different sources, including Buffy the Vampire Slayer's musical episode, "Once More With Feeling," the dialogue and companions of Dragon Age, and the quirkiness of Dream Daddy."For Summerfall's first game, Liam and I felt that we wanted to do something a little different," Gaider, who is the game's creative director, told GameSpot in an interview. "I've personally wanted to work on a musical ever since I was lead writer on Dragon Age back at BioWare, and I used to half-jokingly suggest to my bosses that a musical DLC would be a delightful break from the norm. We never did that, of course, but the idea stuck with me… and when I suggested to Liam that it could be our 'something a little different,'' he jumped on the idea, and everything started falling into place right afterwards."The characters are at the heart of Chorus's story--and this includes romance options. The romance system in Chorus isn't relegated to a "side show," Gaider explained. Instead, romancing other characters is a central part of the plot, and it can even affect how the story ends. "The characters are part of the Chorus universe, and getting the player to care about those characters makes them also care about their world and their problems," Gaider said. "Indeed, in BioWare games we found that many players were so invested in their relationships that it made the more abstract problems presented by the plot completely secondary."While Summerfall is based in Melbourne, Gaider continues to live in Edmonton, Canada. Esler is heading up the team in Melbourne, and he is quick to point out that the studio is planning to do right by its employees by avoiding burnout and crunch, while also actively recruiting with the aim of creating a diverse workforce. Not only this, but Summerfall worked with Film Victoria, a government group that supports media teams and projects, to help create the new game."When David and I first began to talk about starting a studio, one of the things we immediately agreed on was that we are done with burnout, crunch culture and workplace toxicity," Esler said. "We are both passionate about diversity of all kinds, and want to ensure we create a workplace where all kinds of people are welcome, and diverse perspectives are appreciated. To achieve these goals, we've worked hard to speak with experts and studios all over the globe, inside and outside of games, to create supportive and proactive work policies. It might sound trite, but we're determined to make Summerfall a studio where the team works together to create something beautiful--not a studio where something beautiful is created at the expense of the team. "Summerfall met with publishers to discuss deals and partnerships. While various companies expressed enthusiasm, the feedback from these meetings was direct: there was no data to show a game like Chorus could succeed. As such, Summerfall is looking to fund Chorus via crowdfunding. Esler reflected on the conversations he had with publishers."There's nothing like it out there. Chorus has elements from many places, but you can't draw a direct line between it and any other game without some kind of caveat," Esler said. "While almost everyone we spoke to was very enthusiastic about the concept, and most agreed it was both novel and that there was a clear audience, there's just no data or previous success to prove it."The audience for musicals--despite massive successes like Hamilton or Frozen--is considered niche. Somebody's got to try it first, so we figured--why not us? And we would rather talk to our audience directly to find out if they want a game like this!"Summerfall is looking to raise $600,000 USD to fund Chorus, with a number of physical and digital bonuses and experiences available for those who support the campaign. Summerfall originally was looking to fund Chorus on Kickstarter, but those plans were canceled in the wake of the revelation that Kickstarter as a company won't voluntarily recognize employee unions.For lots more on Chous, check out GameSpot's interview with Gaider and Esler below. They'll both also appear on a GameSpot Theatre panel on Saturday, October 12 to discuss lots more about Summerfall and Chorus--get more details here.Chorus is part musical, part illustrated adventure game, and part character-driven narrative--where did the idea for this kind of game come from?David Gaider: For Summerfall's first game, Liam and I felt that we wanted to do something a little different. I've personally wanted to work on a musical ever since I was Lead Writer on Dragon Age back at BioWare, and I used to half-jokingly suggest to my bosses that a musical DLC would be a delightful break from the norm. We never did that, of course, but the idea stuck with me… and when I suggested to Liam that it could be our “something a little different,'' he jumped on the idea, and everything started falling into place right afterwards.Can you talk about how the various distinct elements--adventure game, musical, character-driven narrative--tie together and work off each other?Gaider: A great deal of Chorus is a choice-driven game, much like the RPG's I've worked on previously. The player engages with scenes using branching dialogue, and moves from scene to scene during the story by making selections on a different screen--like “find the owner†or “break down the doorâ€. This allows us to have the kind of choice-driven narrative we both like and are accustomed to making. The major difference is that the big moments in Chorus are resolved not with combat, but with song. A musical scene begins, and the player makes choices during it much the same as they do during dialogue, and that changes the course of the song… and, ultimately, determines where the song ends and how the story changes as a result.What did you take from Dragon Age and your previous work at BioWare that's helping or instructing the ideas and themes of Chorus?Gaider: I've spent my entire career working with branching dialogue and branching narrative, so that's certainly helpful with Chorus. I think I've also gained an appreciation for just how much of the audience prioritizes things like characters, romance, and narrative over things like combat and progression mechanics.Relationships and romance are going to be a part of Chorus. Can you talk about that more?Gaider: Characters are at the center of Chorus's story - the player character joins a society of Greek gods that are still alive in the modern world, and very dysfunctional, and she's going to have to navigate them and make choices about which ones are her friends and enemies. Part of that is also offering the chance to start a romance… not as a side show, but as something that develops into a central part of the plot and can change how the story ends. The characters are part of the Chorus universe, and getting the player to care about those characters makes them also care about their world and their problems. Indeed, in BioWare games we found that many players were so invested in their relationships that it made the more abstract problems presented by the plot completely secondary.Why did you want to leave AAA and move to the indie space? What kinds of new freedoms and opportunities do you have now at a smaller studio?Gaider: I think there's room in the industry for smaller teams and smaller games which can achieve success on a smaller scale. You can make something that's much more focused on its audience, and there's a lot of freedom in that, as a creator. A great deal more challenges too, obviously, but so far I'm really enjoying the camaraderie of a small team where we band together and do whatever we think works best, without having to worry about numerous layers of management and greenlight procedures.What are some of the challenges related to being a smaller team?Gaider: Security is the big one. You always feel like you're half a step from oblivion, and you don't have the comfort of many others around you to offer advice and share the blame. Everyone also needs to multitask, since you don't have enough people to really specialize in their one field… everyone needs to be willing to jump onto something that needs doing, and learn how to do it if necessary. That can be a little harrying, even if it's also exciting.David and Liam, why did you choose Melbourne as the city for Summerfall?Gaider: For me, when I first came to Melbourne and was introduced to its dev community, the thing I noticed was how tightly-knit and friendly they were. There's a lot of potential for growth, here. I'm still based in Edmonton for now, but if I end up moving to Melbourne personally to join the rest of the team it certainly doesn't hurt that I'd be leaving the long Canadian winter behind.Liam Esler: Melbourne is my favourite city in the world--and conveniently has one of the most vibrant and interesting game development communities I've seen. I've been extremely passionate about supporting and growing the Australian and Victorian game development industry since I worked with the Game Developers' Association of Australia and helped run Game Connect Asia Pacific--so it made perfect sense for us to start Summerfall here.You've said you want Summerfall to be a sustainable studio that does right by its employees. How are you going about achieving this?Esler: When David and I first began to talk about starting a studio, one of the things we immediately agreed on was that we are done with burnout, crunch culture and workplace toxicity. We are both passionate about diversity of all kinds, and want to ensure we create a workplace where all kinds of people are welcome, and diverse perspectives are appreciated. To achieve these goals, we've worked hard to speak with experts and studios all over the globe, inside and outside of games, to create supportive and proactive work policies. It might sound trite, but we're determined to make Summerfall a studio where the team works together to create something beautiful--not a studio where something beautiful is created at the expense of the team."We're making Chorus for the people who often get left behind by big-budget video games, who aren't necessarily here for the combat or the violence, but are EXTREMELY here for everything else." -- EslerWho is the target audience for Chorus?Esler: We're making Chorus for people who love characters and narrative, who love vibrant, human stories, who love musicals and song. Those who loved the characters of Dragon Age, the music of Buffy: Once More With Feeling or Dear Evan Hansen, or who are big fans of urban fantasy and witty writing.Most of all, though, we're making Chorus for the people who often get left behind by big-budget video games, who aren't necessarily here for the combat or the violence, but are EXTREMELY here for everything else.Why do you think there haven't been more musical games?Gaider: I think there have been many games in which music has played a big part, it's just always been a big part of the background. For most, I suspect the challenge would be how to incorporate music as a more active element. Our biggest challenge was figuring out how to make the songs interactive, allowing the player time to make choices while still preserving the overall pace and flow of the music. There's also the element of needing to incorporate a composer into the process much earlier. We're not just adding singing to interactive dialogue, after all - it has to be a production now, and that's a much more complicated proposition.Why do you think publishers thought Chorus was too risky or different to take on?Esler: There's nothing like it out there. Chorus has elements from many places, but you can't draw a direct line between it and any other game without some kind of caveat. While almost everyone we spoke to was very enthusiastic about the concept, and most agreed it was both novel and that there was a clear audience, there's just no data or previous success to prove it.The audience for musicals--despite massive successes like Hamilton or Frozen--is considered niche. Somebody's got to try it first, so we figured--why not us? And we would rather talk to our audience directly to find out if they want a game like this!Can you talk about your relationship with Film Victoria about their contributions to Chorus and the other help they provided to you on the project?Esler: Film Victoria has been invaluable on Chorus from the get-go. As soon as we had a clear idea of what we were doing and how we needed to be proceeding, we started talking to Film Victoria, who provided advice and guidance on all manner of things. We were lucky enough to be recipients of two rounds of grant funding, which allowed us the time and space to really develop Chorus into something special, while they provided expert feedback and support. We can't thank them enough!Info from Gamespot.com
2019-10-11
Restoring the place which harbors your fondest childhood memories is a cute and almost noble goal. In Concrete Genie you get to take something drab and dead and bring it back to life with colour, love, and warmth. It's a very simple and short experience that focuses mainly on light puzzling, 3D platforming, and a little stealth, but its charm and general sense of playfulness really make it a worthwhile adventure.In Concrete Genie you play as Ash, a boy who dreams of bringing his former home, a fishing port called Denksa, back to life. The town has been corrupted by an oil spill and negative emotions, and is now a desolate maze-like neighbourhood by the water. Ash's love of art and memories of better days draw him to the run-down area, despite his parents' warnings. Unfortunately for Ash, his bullies also enjoy running amok in the ghost town; they tear up his art book and push him into a cable car bound for Denska lighthouse (known for housing a ghost), starting him on a new journey.Small drawings of the genies Ash drew as a child are scattered around the city and, when combined with the power of the lighthouse ghost, bring his paintings to life. These friendly genies bid him to use his artistic talents to paint the town using a new magic brush, which restores the electric lights in the area. He sets to work, using his vibrant artworks to push back the darkness infecting the town. The premise doesn't make a tonne of sense, but its message and execution are sweet and full of heart, much like the rest of the game.Ash is determined to restore Denska to its former glory and each area of the town, including the lighthouse, has hanging fairy lights over some parts of buildings. Painting these areas will clear the dark vines that block your path to the next section. Mechanically, painting is more like placing large dynamic stickers rather than using your own brush strokes. You choose whether you want to paint something like a rainbow or a flower, use either motion controls or the right stick to choose its location, then drag across the screen to determine the general size and shape of the object.Concrete Genie fills in the rest, adding fine details that can vary depending on the sticker. Flowers may create extra grass, and trees can grow additional branches, but it all works to make whatever you're creating far more impressive. The artwork is made of light and genuinely quite beautiful--if a little overbearingly bright at times. Much like projected light art or bright neon signs, they work well in moderation but can get overly busy. You do have to go quite overboard to create something that's actually ugly, which makes the act of painting the town really satisfying--you get to watch a boring dull environment become something quite pretty with very minimal effort.To light up the hanging lights, any painting will do. This means that sometimes, for simplicity's sake, I used the same art over and over again, covering the walls with butterflies or stars out of laziness. Occasionally, you may need to paint something specific, but even then it can get a little repetitive. All of the paintable objects come from your sketchbook the aforementioned bullies tore apart, and these pages are scattered all over Denska.Sometimes you might not have the page you need yet, but setting out to find them gives you a genuine reason to explore the environment and fortunately, it's really fun to do so. Ash is just a kid and doesn't have superpowers, so he can't jump particularly high or survive large falls, but he does have a spirited spring in his step. Clambering up the sides of buildings is quick and efficient while still feeling grounded and not at all floaty. Even if you do fall to your death, you're immediately returned to where you fell from, and daredevil actions like sliding down power lines make getting around enjoyable without fear of punishment. There's a really nice fluidity to his movements, which emboldens you to explore every nook and cranny to hunt down your strewn pages.Along the way, you'll also find spots to create new genies, which will in turn help you solve puzzles and access new areas. These genies have set colours which allow them to solve different elemental puzzles--red genies can burn down a tarp, for example, whereas blue ones can blow on specific objects, and yellow ones generate electricity to power various doors and switches. The downside to the puzzles is calling one genie to solve a problem calls all who are available to come, so often there's not much active work on your part to solve them--Instead, the genies come along and, aside from a few exceptions, they'll just solve it on their own. As genies are still technically paintings that exist on the walls they were painted on, they can only travel on connected walls and are locked in their own areas. This means you may need to have found the painting spot for the type of genie you need first, but this still isn't very difficult. You also have a fair amount of control over how your genies will look, depending on how many genie design pages you’ve collected. The choices you make can impact their personalities, which can make interacting with them incredibly endearing--it's also very easy to make some hot mess genies, but they don't seem to mind their appearance. The interactions between Ash and the genies are very sweet--you can hang out with them, play games together, and paint things for them. Keeping your genies happy also makes them more likely to help you solve puzzles and provides you with Super Paint, which is required to paint over some surfaces, so the whole interaction with the genies feeds back into the positivity of the game.Concrete Genie takes a surprising turn in the final act, when combat suddenly makes an appearance. As a part of the narrative, it makes sense and is an enjoyable twist, but because it's such a short-lived mechanic it feels under-developed. Like the elements of the genies, you are granted three different elemental attacks that need to be used to take down different shields. The half-hour dedicated to combat, mostly involving boss fights, doesn't give much opportunity for you to experiment with it. I'm still not sure if all the attacks did damage or whether some just caused status effects because there wasn't enough time or enemies to organically work it out.When you're granted combat, you also gain new movement abilities, which include paint skating. This means you no longer have to run so much and can instead essentially skate on magical painted shoes. It makes getting around even more fluid than it was before, and unlike your ability to shoot elements, you get to keep this one even after the main story is completed. Because it's introduced fairly late into the game, it makes jumping back in after the story to clean up collectibles really enjoyable. The game itself only takes about six hours to complete on an initial playthrough, and once it's "over" you really do want to play more. But even with the 10 or so hours I spent finding all the secrets and collectibles, it still feels like some concepts could still have been explored to a greater degree.Most of what Concrete Genie has to offer is fun and beautiful in a sort of childlike way. The game is not particularly difficult, and overcoming a puzzle or combat scenario isn't always satisfying. But it's ultimately still an endearing experience throughout. There's plenty of enjoyment to be found just from the act of exploring, and little hidden secrets along the way help make it worthwhile; I just wish Concrete Genie had more adventure waiting for me. Info from Gamespot.com
2019-10-10
Now that Sony has officially announced the PlayStation 5 and confirmed more of the next-gen console's specs, we can begin diving into the differences and similarities between the next-gen Xbox and PlayStation. Granted, we don't have enough to give a just comparison between Project Scarlett and the PS5, but we can at least start with what Microsoft and Sony have already given us.In the following article, we dive into the differences and similarities between Microsoft and Sony's respective next-gen consoles. Though both companies have been keeping details close to the chest, they have revealed certain specifications for their respective consoles, as well as what those nitty-gritty numbers translate into in a performance sense. In response to the growing market of players who are buying games digitally, both companies have laid out how storage will work on their next-gen consoles too. We go into all that, and more, below.Table of Contents [hide]NamesRelease DateSpecificationsPerformanceStorageOnline ServiceBackwards CompatibilityPlayable Games At LaunchNamesSony is the only one of the two to announce the name of its next-gen console. And--surprising literally no one--it's PlayStation 5, or PS5 for short.Microsoft refers to its next-gen console as Project Scarlett. For the sake of convenience, we're going to refer to the console as Xbox Scarlett, or Scarlett for short.Release DateBoth consoles are currently scheduled to release within the same window, the holiday season in 2020. Much like the Xbox One and PS4 before them, Scarlett and PS5 will be going head to head during the biggest shopping window within the same year. If you're planning on buying both, you may want to begin saving now.SpecificationsThere's a lot about the exact specifications of each console that we don't know yet, like how much each one is going to cost. We do have enough to at least begin comparing Scarlett and the PS5 though. Both use different CPUs, for example. As you'll see below, it's not all different though. Both next-gen consoles will support ray-tracing, for instance, which will allow them to better simulate light in games. Xbox ScarlettPlayStation 5Dimensions--Weight--Color--CPUAMD Zen 2AMD RyzenGPUAMD Navi with ray tracingAMD Navi with ray tracingDisc DriveYesYesStorageSolid-State DriveSolid-State Drive4K SupportYesYesPrice--Release DateHoliday 2020Holiday 2020Cloud StreamingProject xCloud (unconfirmed)PlayStation Now (unconfirmed)PerformanceRegardless of which console you go for, you're getting an upgrade. Scarlett's specs suggest a much stronger console than the Xbox One X, while the PS5 sees a similar improvement over the PS4 Pro.StorageBoth Scarlett and the PS5 are using solid-state drives, or SSDs, this time around. PlayStation 5 users should see a noticeable improvement in the time it takes for a game to load on the next-gen console in comparison to the PS4 as a result. The same is true for Xbox Scarlett in comparison to Xbox One, which Microsoft already confirmed at E3 2019; but by how much has yet to be announced. That said, results will vary by game.For more:PS5's Much Faster Load Times Demonstrated In New VideoPS5 Will Use Solid-State Drives: Here's Why That's ImportantOnline ServiceNeither Microsoft nor Sony have announced how online multiplayer will work on their next-gen consoles, but it would not be surprising to see both Xbox Live Gold and PlayStation Plus make their return. Given its success, it's also probable that Xbox Game Pass will return on Scarlett.The key difference this time around will be cloud-streaming, which has picked up in recent months--with Google entering the fray in November 2019 with Stadia. Microsoft has Project xCloud, which will likely make its way onto Scarlett in some form. Sony already has a game-based cloud-streaming service, PlayStation Now, which presumably would be supported on PS5 to some capacity.Backwards CompatibilityBoth Scarlett and PS5 will have backwards compatibility support. Scarlett will support backwards compatibility with original Xbox, Xbox 360, and Xbox One games. What will and won't be playable on PS5 is a little trickier, largely because of PSVR. Sony hasn't announced whether their next-gen console will support the current-gen headset--which is mandatory for playing certain PS4 console exclusives, like Beat Saber.For more:PS5 Cross-Gen Multiplayer Teased Alongside Backwards CompatibilityPlayable Games At LaunchSony has yet to announce any launch titles for PS5, but we do know Bluepoint Games, the studio behind the Uncharted and Shadow of the Colossus remasters, is working on "a big one." Microsoft has revealed only one for Scarlett: Halo Infinite.For more:Ubisoft Planning Rainbow Six Siege For PS5 And New Xbox, But Still Against SequelAll The Games We Expect Are Coming To PS5 And Xbox ScarlettInfo from Gamespot.com
2019-10-10
A big change in Destiny 2's Shadowkeep expansion comes in how you'll earn one of its best guns. Ever since the Forsaken expansion, Destiny 2's toughest activities, its raids, have featured hard-to-get Exotic weapons with a very low chance of dropping upon completion. Shadowkeep changes that approach--instead of a random drop, you'll have to earn its Exotic, a trace rifle called Divinity, by completing an Exotic quest. And it's not an easy one.To get Divinity, you'll need to gather a six-player team to take down Shadowkeep's raid, Garden of Salvation. But there are a few steps you'll need to complete outside of the raid first. Here's everything you need to know to get started on the quest for Divinity.Steps Before The RaidHead To Lunar BattlegroundsIf you're already headed into the Garden of Salvation raid, you might get lucky and grab the Exotic quest along the way. If not, you'll want to get it ahead of entering the Black Garden, because it includes several steps that need to be completed to unlock a bunch more that happen inside the raid. The first step is getting the quest, and to do that, you'll need to go to the Lunar Battlegrounds area, which is the first locale you entered when you started Shadowkeep's story campaign.To get to Lunar Battlegrounds, use the transmat zone at Sorrow's Harbor to spawn in. From there, ride your sparrow to the entrance to the northeast. Leave over the bridge and you'll enter Lunar Battlegrounds, where you first started your assault on the Scarlet Keep. Turn left as you enter the area and look for a big cave opening in the wall. Drive inside to find a giant Vex gate; this is the entrance to the Black Garden, and as you approach, Vex will spawn in to attack you. Fight through them until a giant Gate Lord spawns, then bring it down. The Gate Lord should drop the first part of the Exotic quest. Destiny 2 Recent News Destiny 2 Update Reduces Heavy Ammo In Crucible, Fixes A Big Bug Destiny 2's Eyes On The Moon: How To Start The Vex Offensive Activity Destiny 2 Shadowkeep Review - Weird Vex But Ok Destiny 2 Shadowkeep: How To Power Above 900 And Get Raid Ready Visit Lost Sectors On NessusYou'll need to find Vex constructs in order to decrypt the item you got from the Gate Lord. As the Exotic quest description notes, you won't find them on the moon. Instead, head to Nessus. You'll visit three different Lost Sectors for this step: the Orrey in Artifact's Edge, Ancient's Haunt in the Tangle, and Conflux in the Cistern. It should be noted that you won't have to clear out or complete these Lost Sectors to get what you need.Start with the Orrey and head inside. This is a simple Lost Sector consisting mostly of a big room full of enemies. Before you get up to the section of the room with the boss, climb up on the left side of the room and look for a small hole in the wall. You'll slip into a hidden room where you'll find what looks like a Vex Oracle from the Whisper of the Worm mission. Activate it, kill the Vex that spawn to defend it, and then activate it again.In Ancient's Hollow, the hidden room is again on the left wall as you work through the Lost Sector, near the big section where the room curves away to the right. This is more of an alcove than a full room and you'll probably spot the Oracle from outside through the opening. Activate it for the same deal: some Vex will spawn that you can quickly dispatch.Finally in Conflux, head through the Lost Sector until you hit the Cabal enemies. Look up to the wall on the right and you should see another gap, relatively easy to spot from the ground. Hop up and slip inside for the third Oracle and your last piece of the puzzle.Complete The Vex OffensiveWith the Lost Sectors complete, you'll face the next step of Divinity: killing a whole lot of Vex on the moon. You'll need about 150 item drops from Vex to complete this one, but there's a very easy way to get them. Do a run of the Vex Offensive activity and you'll be inundated with enemies to kill, and each one will give you one drop toward completing this step. Even better, kills from your six-player fireteam in the event also count. Vex Offensive will knock out this step very quickly--probably before you even leave the first room.Use The Lectern Of EnchantmentThe next quest step says the item you found from the Gate Lord now matches the energy signature of Nightmare Essences. Head to the Lectern of Enchantment at Eris Morn's Sanctuary on the moon, and you'll find that you can charge the item with Phantasmal Fragments that you get from defeating Nightmares. You need 30 to activate the next step in the quest. If you're short, you have two options: purchase Phantasmal Fragments from the Lectern for Helium Filaments, which you can find all over the moon; or kill some Nightmares. The quickest ways to find Nightmares are to go to Sorrow's Harbor and kill the ogres there, or to take part in Nightmare Hunts (you can also find Nightmares in some Lost Sectors, but that's a slower way to farm Fragments). When you've got enough Phantasmal Fragments, use the Lectern to complete the step. Now you're ready for the raid.Steps Inside The Garden Of Salvation RaidThe last steps of the Divinity quest require you to find hidden rooms scattered throughout the Black Garden, and you'll have to complete all the raid encounters, and then beat Garden of Salvation, to claim the gun. That means you should probably bring along a team of players who have progressed the Divinity step outside the raid so you can all do it together. It's worth noting that by most accounts from people who've gotten Divinity, you must complete the puzzle in a single run of the raid. You can't quit between encounters then return with a checkpoint; you'll lose your progress. It does seem that if you complete the puzzle, you can take a break at the battle with the final boss, but the rest of the puzzle has to be cleared in one go.In order to unlock Divinity, you'll need to find several hidden relays and use your teammates to complete circuits. This is the main mechanic of the raid: one person stands near a special cube, which sends out a beam of energy to that person. The beam can then connect to another person, creating a chain, to link the cube to a special plus sign-shaped lock. There are several hidden rooms throughout the Black Garden with these cubes and you'll need to link them to their respective locks as you move through the raid.Step 1: At The Raid StartYour first step in this process takes place right at the beginning of the raid. Fight through the Vex and use the gate to warp from the moon to the Black Garden. When you arrive, you'll be standing on a platform with a path up some stairs forward. If you spin around, you'll find nothing: just the edge of a cliff and the abyss beyond.Step off the back of the platform where you spawn and face it, and you'll find a slight gap in the wall just below where you started. Jump inside and you'll find a small node, similar to the ones used for depositing motes later in the raid. Activate it and it should glow orange briefly and give you a notification message. If you did it right, platforms will appear back outside allowing you to jump out of this hidden room and back to the spawn.Step 2: Before The First EncounterYour first puzzle is a simple one, located on the staircase just before you first encounter the Consecrated Mind as it's eating a minotaur. Look on the walls above the sides of the staircase for two holes you can drop through, one on each side. These two hidden rooms are vertically oriented, with platforms that allow you to climb up and down on the sides, and a hole in the middle that leads back out to the staircase. The two rooms are symmetrical, and you'll need three players in each one to complete this part of the puzzle.In the left room at the bottom, you'll find a glowing orange cube (and if you don't, it means you didn't activate the node at the beginning of the raid correctly). Shoot it and it activates the tether beam between players that you'll see throughout the raid. Your goal is to pass the beam between your teammates from one side of the staircase to the other, into the room on the right side. It's pretty easy; just orient one person on each platform in a zigzag platform in each room and you should pass the beam to the lock in the right room with no issues. When you get a notification that security has been bypassed, you'll know you were successful.Step 3: After Chasing The Consecrated MindComplete the first encounter with the Consecrated Mind, in which you need to use tethers to unlock gates and pick up Voltaic Amplitude charges the boss drops. You'll wind up outside in a big open field covered in pink flowers. From the chest at the end of the encounter, turn back around the way you came so you're facing back toward the start of the area. Walk around the edge of the field on the right side (the part that's a giant round halfpipe). Look for a small tree with pink flowers about halfway between the end of the field and the beginning. When you find it, look for a small hole you can slip into that leads beneath the ground.Move slowly through this area; you're in an interconnecting network of rooms that all surround a central cylindrical barrier. Your goal is to connect a tether through all of these rooms to deactivate the forcefield. Near the entrance you should find the lock that will receive your tether beam, but the start is at the far end. The thing is, most of the exits through these rooms are one-way, so save yourself some hassle and don't slide through any holes until you're sure you're ready to move forward.The trick to this one is leaving people at various spots as you work your way around the barrier. Look for round gaps that look like portholes on a ship--these are the spots you'll pass the tether through from one player to the next. If you leave someone in each room where you discover a porthole as your team works your way through this area, you should be pretty much set. To find the start, head all the way through the connecting rooms until you see a path outside. Keep moving forward along the path, which hugs the wall of the big platform with the field on it, until you see the big, gnarled roots of a tree--a lot like what you've seen on Nessus. Climb the roots to find the last room, where you'll find the cube to activate the tether. With everyone in place already, you should easily be able to pass the beam through the holes and gaps between each of the rooms to make the chain to the lock and drop the forcefield.Step 4: In The UndergrowthAs you move forward toward the next encounter, you'll descend underground again, into an area called the Undergrowth. Here you have to cross mushrooms and giant tree roots in a lengthy jumping puzzle. Your next Divinity lock is also in here. Instead of advancing on the path forward, follow the wall from the start that goes to the right, toward big hanging tree roots. Jump across to one and look around the side furthest from you for a cube, a little below your feet.This puzzle sets the stage for several more ahead of you, and it's different from what you've done so far. You still need to tether each of your teammates with the cube's beam to create a circuit, but instead of a straight line, you need to make a circle. To do that, bring all six of your teammates near the cube so that the first person tethered can connect to the last person tethered. That'll make you a complete circuit between your teammates, which will stay with you until someone moves too far away or the beam is interrupted by an object. The trick here, then, is to make sure you position everyone correctly so nothing interrupts the beam once you've made your circle.When you activate the cube, you'll see several diamond-shaped orange nodes appear in the air nearby. Instead of connecting to a lock, you need to make your circle intersect each of these diamonds, either by standing on them or by passing a beam through them. This one's not too tough to figure out; you'll need to position people so that they can hit all of the diamonds without breaking them, which includes having two people down on the nearby mushroom platforms. Just be careful not to break the tether on the big flower pod in the center of the area.Step 5: After Defeating The Consecrated MindYou won't have to do puzzles again until after the third encounter, in which you fight and defeat the boss Harpy, the Consecrated Mind, once and for all. When you've done that, don't leave the area. Look at the hallway with no floor, to the left of the rotating hallway. Just over the ledge, you'll find another orange cube. Activating it will make six more diamond-shaped nodes appear, so like last time, you're going to need to make a tether circle to activate them all.This one's a bit tricky and finicky compared to the other puzzles. The nodes are positioned around a piece of Vex architecture, which means you need to get people over the top of it in order to get the tether circle around it without it breaking. My team had a hard time here because it's easy to snap the tether on the corners of the platforms without realizing you're too close. Be careful and make sure your team gives ample room for the tethers to clear edges. To get the circle over the platform, you need one person to climb up on the tall spire portion, while their neighbor stands on the lower portion beside it. Eventually, you'll need the person on the spire to jump backward in coordination with the person on the lower platform in order to get the beam to the other side. The trouble is, getting someone up that high is liable to snap the tether, so make sure the people immediately to the right and left of the person on the spire also jump so they can stay close.It takes a bit of timing, but you should be able to get the beam surrounding the platform. Again, be careful here not to touch the beam to any corners as you tweak your positions to light up the four nodes on the ground. The last two are in the air, and thus tougher to activate. My team used two Titans here, so they could use Lift to hover a bit. You need to have all six nodes activated for a couple seconds in order to complete the puzzle, but the toughest part is getting everyone in position without breaking it.Step 6: Same Place, Another LoopYou actually have a second puzzle to complete in this same place, which you might have noticed while working on the first. There's a second set of diamond nodes positioned on the far end of the rotating hallway. You'll need to make another circle to activate those ones, but don't trouble yourself trying to get everyone to jump across the rotating platforms--you'll just get frustrated. Instead, take one of the hallways beside the rotating one, which is a slightly longer path but skips the jumping. Just keep your team together and be careful rounding corners.When you get to the other side of the rotating hallway, you'll need to quickly move everyone into position on a node. The general shape is a diamond; the whole thing is just a ring, but with the two middle nodes pulled inward somewhat. Just try to stay in a general circle shape as you approach. It can help to assign roles, so that one pair of teammates get the top nodes near the stairs, the next set gets the middle ones, and the last set gets the bottom ones closest to the gap in the rotating hallway. This puzzle also includes an additional surprise that we won't spoil. It won't really affect your ability to solve the puzzle, but you'll know it when you get there.Step 7: The Waterfall CaveKeep moving forward through the next jumping puzzle with the giant Vex rings. You'll eventually climb up a wall into an area with huge trees and waterfalls of radiolarian fluid (read: Vex milk). Hidden between the waterfalls is a cave opening you can slip into, which hides the last two puzzles of the Divinity quest. These ones are tricky, however.As you push to the back of the cave, you'll find the cube beside a series of six white crystal holograms, and a lock beside them. Ignore the white crystals and the lock for now, as this is part of the last puzzle but not part of the one you're working on. Instead, go back to the entrance and face into the cave. You should see a tree root popping out in the ceiling above you toward the back wall. Hop up there and look behind the root to find the real lock you're trying to reach. It's tough to find, but once you have it, the solution is easy.From the cube, use all six players to move the tether back to the tree root lock. You might have to really stretch the tethers for this one, as it's a lot of ground to cover. Just have each person move one at a time while tethered to see how far they can get before the line breaks, then have them stand still at their furthest position. With someone near the lock, you shouldn't have trouble completing this one.Step 8: The Final Puzzle - Simon SaysThe last step is probably the toughest brainteaser you've faced. You're trying to tether to the last lock in the room at the back of the waterfall, but you'll need to take the line through each of the white crystal node holograms to do it. Start by creating a tether line (not a circle this time) from the cube, through each player, and to the lock. Then position each person in order so they're standing on one of the white crystal nodes between the cube and the lock. You'll want everyone in the order they're linked.Here's what's going to happen: After a few seconds, the cube is going to generate a white line that will pass through each of the white crystal nodes, and then end at the lock, creating a pattern on the ground. Your job is to replicate that pattern by moving the members of your team around, matching your tether line to the white line the cube creates, like a game of positional Simon Says. It can be confusing at first as everyone scrambles around, but it's not too tough a concept once you figure out how to compartmentalize it.My team solved the puzzle this way: The cube sends its line through each node in sequence, which means you can count them off. From the cube to the first crystal is Number 1, from that crystal to the second is Number 2, and so on. In the same way, number each member of your team in order when they tether, starting with the person closest to the cube. Each time the cube generates a line, the Number 1 person sees where the Number 1 line is and takes that position; Number 2 takes the spot connected to Number 1; Number 3 takes the spot after 2; and so on. To make it even easier, have players 4, 5, and 6 watch where the line leads from the lock. On that side, the first crystal linked to the lock is 6; the one linked to that one is 5; and the next is 4. You don't have a lot of time to move into position, so keeping the system simple so not everyone has to count all six lines will make it easier to find your spot quickly.If you've got one or two players who are having trouble, you can also just make each person aware of the one ahead of them in the sequence. Player 1 finds their spot based on what's connected to the cube, then Player 2 follows the line from Player 1 to reach their spot, and so on. This is slower, but especially if you have one or two players for whom the puzzle isn't clicking, this is a good way to narrow things down so they can react quickly to one piece of information and get into place.You'll need to make six different patterns in all to complete the puzzle, and you won't have much time to do them, so make sure everybody's on the ball. When you complete this step, you'll see a message notifying you that security has been disabled. That's it--you've completed the Divinity quest. You'll notice you don't have Divinity yet, though. You still need to defeat the raid's final boss, the Sanctified Mind, in order to get the gun. Info from Gamespot.com
2019-10-10
We're less than a month away from Call of Duty: Modern Warfare's release date, and if you're thinking of upgrading to a PS4 Pro to play the game at its best on PlayStation consoles, then you'll be happy to know that there's a new package that bundles both a PS4 Pro and physical copy of Modern Warfare.PS4 Pro/Call of Duty: Modern Warfare Bundle - $400See at AmazonThe new PS4 Pro bundle is available now on Amazon for $400 USD--that's the regular price of a PS4 Pro by itself. There is a limited supply of the Modern Warfare bundle, so if you're interested, be sure to pick it up sooner rather than later. Call of Duty: Modern Warfare is scheduled for release on October 25, while this bundle is slated for October 26. The new Call of Duty brings back and revamps the excellent Special Ops mode from 2009's Modern Warfare 2. The mode picks up where the story ends and features cooperative missions that up to four players can take a shot at. Call of Duty: Modern Warfare Call of Duty: Modern Warfare PS4 Pro Bundle Pre-Orders Now Available Call Of Duty: Modern Warfare Special Ops Mode Returns Call Of Duty: Modern Warfare Pre-Order Guide Call Of Duty: Modern Warfare PC Specs Revealed On Blizzard Battle.net Top New Games Out On Switch, PS4, Xbox One, And PC This Month -- October 2019 COD: Modern Warfare Feels Different Enough To Be Fresh - Final Beta Impressions Call Of Duty: Modern Warfare -- Everything We Know Call Of Duty: Modern Warfare's Spec Ops Survival Mode Will Come To PS4 First Call Of Duty: Modern Warfare Story Trailer Officially Debuts COD: Modern Warfare Crossplay Beta | GameSpot Live Info from Gamespot.com
2019-10-10
Through Origin, EA has revealed the PC specifications for Star Wars Jedi: Fallen Order. The minimum requirements actually seem quite low, but you'll need a much stronger machine to meet the recommended specifications. Both sets of requirements are listed below.On the low end, you'll need an i3-3220 or FX-6100 paired with 8 GB of RAM and a Radeon HD 7750 or GeForce GTX 650. The game also requires 55 GB of free hard drive space. On the recommended end, the specs jump to a Ryzen 7 1700 or i7-6700K, 16 GB of RAM, and an RX Vega 56 or GTX 1070. EA didn't specify what type of experience this hardware is needed for in terms of resolution or frame rate.Minimum RequirementsOS: 64-bit Windows 7/8.1/10Processor (AMD): FX-6100 or EquivalentProcessor (Intel): i3-3220 or EquivalentMemory: 8 GBGraphics card (AMD): Radeon HD 7750 or EquivalentGraphics card (NVIDIA): GeForce GTX 650 or EquivalentDirectX: 11 Compatible video card or equivalentHard-drive space: 55 GBRecommended RequirementsOS: 64-bit Windows 7/8.1/10Processor (AMD): Ryzen 7 1700 or EquivalentProcessor (Intel): i7-6700K or EquivalentMemory: 16 GBGraphics card (AMD): RX Vega 56 or EquivalentGraphics card (NVIDIA): GTX 1070 or EquivalentDirectX: 11 Compatible video card or equivalentHard-drive space: 55 GBFallen Order's Origin page reveals the pre-order bonuses for the PC version of the game. Simply pre-ordering the game will allow you to change Cal's lightsaber color from blue to orange. You'll also get two sets of cosmetic items for your lightsaber and a cosmetic skin for Cal's droid companion, BD-1. Buying the Deluxe Edition will net you another BD-1 skin, as well as a digital artbook, 90-minutes of behind-the-scenes footage, and a cosmetic for your ship, the Stinger Mantis.Star Wars Jedi: Fallen Order takes place between Revenge of the Sith and A New Hope. You play as Cal Kestis, a young Jedi Padawan who managed to escape Order 66 and is now on the run from the Empire. However, you're accidentally discovered and forced to go on the run with a former Jedi Knight and a bad-tempered pilot--both of whom are working together to bring back the Jedi Order. All the while, you're hunted by one of Darth Vader's Imperial Inquisitors, the Second Sister, and the Jedi-killing Purge Troopers.Developed by Respawn, Fallen Order has similar features similar to the Soulsborne games--like losing currency upon death and meditating at idols to level up--and utilizes a parry-focused combat system that's reminiscent of Sekiro: Shadows Die Twice. Exploration, on the other hand, is inspired by Metroid Prime--encouraging you to return to old locations once you've acquired certain powers to reach previously unreachable areas.Info from Gamespot.com
2019-10-10
One of the big features of Apex Legends Season 3 is the introduction of the new map World's Edge, which includes three locked vaults containing purple and gold loot inside. At the start of the season, there wasn't a way to open them since vault keys were not available--the vault doors also had a countdown timer that aligned to Wednesday, October 9 at 10AM PT / 1PM ET / 6PM BST. However, vault keys were dropping earlier than that, and are attainable right now. Here's how to get a key and what you can expect once you use one to open up a vault.The first thing you'll need to do is find a floating cargo bot, of which there are several roaming around the map; these can contain vault keys. In our experience, we got a vault key by shooting the bot down when it was flashing blue and among the loot was a vault key. We are not privy to the chances of getting one and if the tier-color affects this, but there were instances where gold cargo bots dropped and did not drop vault keys. If you get your hands on a key, the three vault locations then get marked on your map, all of which are within tunnels.When you make it to one, it'll take three seconds to get the door open and you'll be rewarded with several purple-tier and gold-tier items. The gear you can pick up includes purple and gold backpacks, knockdown shields, body shields, helmets, and a few weapon attachments (we got a barrel stabilizer and shotgun bolt). There doesn't appear to be weapons or ammo within these vaults, however. You can check out screenshots from our experience below:A shot-down cargo bot shining blue-tier loot.A vault key within the loot drops.The three locations are marked by lock icons.Opening the vault door takes a few seconds.Swapping my fresh purple body shield for a gold one.Yes, I'll take a gold helmet, too.We have Apex Legends Season 3 covered from several different angles. If you haven't jumped into the game yet or are a lapsed player, read about why now is a good time to jump into Apex Legends. We also have a rundown of everything new that comes with this new season of Apex Legends and a breakdown of the new map World's Edge (including a spicy guide on where to drop).Info from Gamespot.com