Strategy games are not known for their stories or their art. What makes a strategy game ‘good’ to most gamers is the style and amount of control they have over their units. Certainly, there are games that have a certain style to them that adds a nice touch to the overall game – Company of Heroes, for example – but it’s not the reason people play it. However, one 4x game goes against this norm, even against its pre-established style: Endless Legend. Endless Legend is the follow up to Amplitude Studio’s Endless Space, and it carries over most of the main concepts of the previous title. However, Legend, isn’t just a re-hash of old mechanics with a fresh coat of paint on them. No, the game stand on its own right with its style and story.
Just dropping into the game, it’s immediately very fantasy driven. With warrior insects, moveable cities, masochistic mages, and a whole litany of odd-ball races there’s very little in the way of ‘normal’ to the game. But the developers aren’t trying to sell it on its racial differences. Instead, it’s a compliment to the style of the game.
The way the game is laid out is very similar to titles like Civilization with cities occupying a single hex and entire armies being represented by a few miniatures. Yet, while the units themselves may be minutely detailed, the map is oddly minimalistic. Instead of having rolling hills and a seamless landscape, everything is broken into hex-plateaus. Zooming out, the small features on the hexes – rivers, forests, etc. – become etched into the tile as if someone drew them there with a stick of charcoal. What they’ve recreated, in an artistic sense, is a virtual version of a table-top mat. And it’s a beautiful fit to the style of the game; where else do you pour over a map and carefully maneuver fantastical miniatures to overcome your foes? It’s so reminiscent of table-top games like Dungeons & Dragons that its surprising there aren’t dice stashed away in the corners. But that’s not the only similarity.
One of the things that drives fantasy based games is the lore behind the world. Now, normally, you participate in only a small portion of the lore – stopping the world from being destroyed for the umpteenth time – but Endless Legend takes a different approach. Since it is a marco game, why not handle lore from the same perspective? Instead of participating in only a small segment of it, you weave it yourself – and every story is different. Between the many races of the game, each story connected to them is unique and helps flesh out who they are, turning each race into more than just unit skins and overall stats.
And the stats of the races aren’t just small things like small increases in unit damage or faster settler production, but massive changes that demand a lot of attention to thrive as each race. The Necrophages (the ‘warrior insects’ mentioned before) are unable to declare a truce between them and other races, putting them in a perpetual state of war. The Broken Lords lack bodies and therefore don’t need food to survive, but Dust (the game’s mystical currency) sustains them – making it vital to have a great deal of turn-to-turn income.
Endless Legend is a fantasy game with strong 4x leanings, to put it a better way. While some games dabble in a genera to liven up their playthroughs, Endless Legend incorporates it into the very core of it mechanics. So, if you’re looking for a different type of strategy game to suck up you time, or love a good, fantastical story, consider checking out Amplitude Studio’s Endless Legend.
5. New Console, No New Problems
There’s been a lot of talk recently about video games being tethered to online-only playability. Fortunately, the Xbox One will function the same way as the previous generation. Players can buy physical copies of games, share them with their friends, and they don’t need an internet connection to play (unless they want to play online, download games or update existing ones.)
4. Memberships and accounts swap over
Gamers that already enjoy an Xbox Live Gold membership don’t have to worry about paying for another, separate membership when they pick up the Xbox One. Xbox Live Gold memberships carry over, there’s no catch. This means you can always hop on a friend’s Xbox One and sign into your own account, with all your games, preferences and apps right there and ready to go. As for that gamertag and epic gamerscore you’ve been gloating about, none of that disappears when you upgrade to the Xbox One. It all carries over.
3. So, so many features
You can run everything right through your Xbox One, so not only does it become your gaming station, it also becomes your home entertainment center. For instance, you can use Skype to voice chat with friends and even send messages to Xbox 360 consoles. You have access to dozens of premium entertainment apps, like Netflix, Hulu Plus, ESPN, FX Now, Amazon Instant Video, YouTube and plenty more. You can even arrange apps so you can switch between them on the fly, or even place them side by side so you can watch two things at once. You can rent and buy the latest movies, listen to music, watch NFL games, and even do your home workouts with the Xbox One – the all-in-one features have never been this extensive.
2. Improved technology
Ah, yes. Technology is surely making us as lazy as possible. Now, you don’t even have to bother pressing a button to turn off your Xbox One. With the improved Kinect functions, you can sign in instantly, play games with hand gestures, flip through TV channels – all with a far more responsive 1080hp capability and voice recognition. In fact, the raw hardware of the Xbox One is pretty staggering. A 500 gigabyte hard drive fixed with 8 gigabytes of RAM gives you all the room you need for games, music, movies, and so on. Plus, the 8-core x86 processor makes switching from games to TV stations seamless and extraordinarily smooth. You also get Blu-Ray.
1. Exclusive games
But let’s be honest: It’s time for the next generation of gaming. Sunset Overdrive, Halo 5: Guardians, Scalebound – these are action titles you don’t want to miss and they’re all coming out on the Xbox One. Alan Wake fans will want to check out Quantum Break, and Fable Legends is taking a refreshing turn towards co-op play. And besides the blockbusters, there’s games like Cobalt, D4 and Max: The Curse of Brotherhood… the future looks bright for the Xbox One. Jump aboard.
Let us begin by saying that very few games are truly “iconic.” But Max Payne is one of them. For anyone that’s already played it, that unexplainable feeling of giddy excitement and ball-numbing nervousness must’ve swelled up plenty as you edged near a blind spot, hit the slow motion bullet time and leapt into a spray of bullets, frantically scanning your reticle to wipe out as many enemies as you could before hitting the deck.
To this day, the first Max Payne game is a benchmark for ridiculously intense third person gunplay. It’s also a clear example of how premise, storyline and mood can make a game even more engrossing.
The snowy-laden, wintry New York alleyways, the grimy, vibrating pornhouse beds, the damp, dim passageways of the deserted subway system – Max Payne captured a neo-noire motif and ran away with it.
The graphic-novel style cut scenes made the game feel like a live-action Sin City (this was before they filmed one, mind you) with James McCaffrey’s gravely delivery painting the picture of a disheveled, widowed cop with a dark past and even darker future.
Nearly fifteen years on, the game is still aging like fine wine. Play the game on its hardest difficulty and you’ll find yourself in disbelief at the sheer perfection it requires. Make sure you have plenty of painkillers, too. You’ll need the relief.
Max Payne 2: The Fall of Max Payne
The sequel was essentially a very similar game with a very different story. Creator Sam Lake gave the game a love plot, while reintroducing the classic noire elements of hard-boiled dialogue, rain-swept New York streets and plenty of gun-wielding goons to fend off.
While the game never sold well enough initially (It forced a young Rockstar Games into some financial reassessment), the game could arguably be the best in the franchise. It pushes DirectX 8.1 graphics to the limit, with far more realism in the physics of gun play. Molotovs are like explosive fireballs and grenades wreak visceral havoc. The bullet time was also tweaked, so players could enhance their slow-mo streak by killing consecutive enemies.
This makes Max Payne 2: The Fall of Max Payne feel more like a shoot-em-up than a shoot-n-wait. You dive head long into walls of gunfire, popping enemies and then taking cover while you reload.
It makes for some extremely addictive play, and beating the game unlocks two game modes: “New York Minute” – a speed run mode – and “Dead Man Walking” – a survival mode.
Max Payne (The Movie)
The 2008 film, starring Mark Wahlberg, is a generally disappointing film. It’s meant to mirror the storyline of the first game, but there are perplexing supernatural elements added in and the acting is below par.
If you’re a serious fan of Max Payne, you may watch the film as a completionist, but you’ll probably finish it as just another member of the disgruntled and disappointed.
Max Payne 3
When Rockstar Games took over the development duties for the latest installment, they gave gamers exactly what they wanted, a great story and even better gameplay.
The story takes place nine years after the last game. Max is now a security contractor in Brazil, and he finds himself fighting off ruthless São Paulo gangs to protect the wealthy Branco family.
The gameplay has some great tweaks (besides the gorgeous graphics), like having a legitimate cover system. Players can also shoot at an angle after they’ve hit the ground. When health is fully depleted, the “Last Stand” mechanic allows players to take out the enemy that last shot them.
If you’ve enjoyed the earlier games, Max Payne 3 won’t disappoint. And with the new multiplayer, where up to 16 players can be bullet-timing all over the place, that’s some serious mayhem you shouldn’t miss.
The future of Max Payne
Fans critics always appreciated Max Payne’s dedication to realism. The franchise’s story molds a natural character arc that players can invest in, that they can believe. Max Payne stars a young cop with a dead family and a vengeful death wish. Max Payne 2: The Fall of Max Payne shows a man in a desperate romance. Max Payne 3 has him moving fast past middle-age, throwing himself into a dangerous city far from his tri-state. But will there be another Max Payne? It’s hard to say right now given the lack of evidence.
Let’s be honest, though. Max Payne 3 sold incredibly well and was critically acclaimed – two essential reasons why a publisher would finance another title. Rockstar likes to hone their franchises and take their time (GTAV was worth the wait, for instance).
In our opinion, Max Payne will definitely be back for another round. When? That’s anybody’s guess.
With flashy Hollywood machismo and a penchant for lowbrow fun, Duke Nukem is one of the most iconic video game characters in history.
Big guns, big explosions and big ego are what Duke Nukem is about, but for all his larger than life persona, this action hero had some humble beginnings, evolving from an obscure shareware platformer to one of the most innovative, landmark first person shooters in history.
The original Duke Nukem debuted in 1991 as an IBM PC-compatible piece of shareware – the iconic first level “Shrapnel City” was a favorite in the nascent era of PC gaming. At the time, it wasn’t even called Duke Nukem, though. Fearing copyright issues with one of the character names in Captain Planet and the Planeteers, developer Apogee Software retagged the 2.0 update as “Duke Nukum,” until they found out there wasn’t a trademark to worry about, anyway.
By today’s standards, Duke Nukem appears ancient. It’s 320×200 resolution, 16 color graphics referenced other classic side scrollers, like Mega Man, but it could only scroll 8 blocks at a time, instead of by individual pixels.
Duke Nukem II would also have this style of side scrolling, however better hardware in 1993 gave the game improved visuals, with 256-color VGA graphics, a MIDI soundtrack and fully digitized sound. The sequel was also a much larger game, with seven times more levels and all new enemies, backgrounds and gameplay elements, like the ability to hang off ledges (featured in the Game Boy Advance version).
However, when developer 3D Realms released Duke Nukem 3D in 1996, it changed everything about the IP, moving into 3D first-person shooting. Resembling most Doom-esque titles of the time, where players controlled a protagonist moving through 3D environments with 2D sprites of enemies to shoot at, Duke Nukem 3D’s ballsy, hectic pacing and over-the-top gunplay was an instant hit.
Duke Nukem 3D, like Doom and Castle Wolfenstein 3D, had a pop culture impact that couldn’t be denied. Lampooning action hero crass and depicting prostitutes and misogyny, Duke Nukem 3D was in many ways both shameless in its fun and shameful in its depictions, which led to more than a little bit of controversy.
But besides its racier elements, Duke Nukem 3D was a beautifully designed game, and despite the fact it built off of Doom’s pioneering FPS style, many aspects of Duke Nukem 3D were wholly different from its peers. Level designs were always curiously nonlinear, with secret passages and shortcuts sprinkled throughout, allowing players to find speed runs through levels and avoid enemy encounters if they wished.
Environments were highly interactive, too. Most objects could be destroyed or altered for some kind of advantage, and ubiquitous strippers could be tipped, eliciting a quote from Duke and of course some revealing content. Duke Nukem 3D was also one of the first games to have multiplayer, albeit only through LAN or modem. The game even had a level editor for fans to design their own levels, and players could complete the entire campaign in co-op mode, as well. Numerous expansion packs were released for Duke Nukem 3D.
3D Realms started promoting a follow-up to Duke Nukem 3D, titled Duke Nukem Forever, around 1998, but the company then fell quiet, announcing in 2001 that the game would be out “when it’s done.”
Duke Nukem Forever couldn’t seem to ever get done, though. By 2009, 3D Realms went into massive downsizing, cutting out the game’s entire development team. Publisher Take Two Interactive had had enough, suing 3D Realms for failing to finish the game.
Thankfully, developer Gearbox Software saved the title from development hell, but the victory would be a bitter one. When Duke Nukem Forever finally hit the shelves in 2011, it was a major disappointment. Dated, clunky and boring, Duke Nukem Forever simply couldn’t hold up against modern shooters.
Many elements that made Duke Nukem 3D memorable were wholly flattened, as well. Terribly linear level designs and a down-regulated weapon arsenal made the game a generic, bargain-bin experience. Even Duke’s infamously heavy-handed humor, still beautifully voice-acted by Jon St. John, unfortunately fell flat. The irony of time was clear: outdated pop culture references and shallow sexual innuendos didn’t make Duke cool, they made him shallow, compared to a Master Chief or Lorenzo.
Is there anything left for the Duke Nukem franchise? Gearbox Software announced they intend make a sequel, Duke Begins, after finishing Aliens: Colonial Marines. Don’t hold your breath, though. It could take a while.
Want to think beyond the limits of most user-friendly heavy games? Super Mario is just the answer for you as it takes the gamers to a next level of gaming. It not only helps you to complete the daft and barmy levels but it also comprehensively teaches you how a Mario game is made, and how challenging this task and designing process is.
And if you are not concerned with the history lectures, then Super Mario Maker allows you to craft nightmares cape of mutant Goombas and flying Piranha plants etc. and all of this is pretty cool.
Every essential component from the four franchise entries of Super Mario Bros., is there in the Super Mario Maker’s super creation mode. If you have seen something new and different in any of the games and at any level, you can add that into your own game, using the user-friendly interface with which you can drop, drag, and draw anything anywhere. Unlike UGC’s components there is no such barrier or hindrance that one might face while using Super Mario Maker. You can create and level and upload it then and there.
These components are divided into different sets, primarily crafted on a setting (as the underwater set) or single mechanic (as the sound effect set up). After spending five minutes in the create mode on any day, you will get a delivery of the next set on the following day. This slow progression might be tedious and you will feel irritated as it can delay your gratification process, but you will be able to unlock everything in just a couple of weeks. And after you start getting access to various things, your anxiety for the next delivery will calm down.
Every time you unlock any new component, Super Mario Maker will educate you regarding new tools and components that you have unlocked through endearing video digital instruction book and a Course bot that automatically adds demo levels. There is also a mode called 10 Mario Challenge that tests you with eight already made levels in 10 lives. Each time you clear a level it gets added to your Course bot collection so that you can remix or replay. And when you go online, Super Mario Maker pops various inspirations at you right and left.
Super Mario Maker has made things quite simple and easy by elimination headier elements like circuit boards, ala Little Big Planet’s toggles, and logic programming. This also somewhat limits your options for creations so do not assume that you might be able to whip up a grand like in Mario RPG, but then of course it does not mean that you are restricted to make a straight plat former. The pre-launch of Super Mario Maker for a limited time has come up with a math trivia game and an odd bowling mini-game in just a couple of weeks.
We are pretty sure that such examples scratch the surface of what really Super Mario Maker is all about, because although its educational channels provide you with enough knowledge and inspiration to gear up, they don’t tell and teach you everything. You need to discover various interactions and item combinations that are not properly or completely exposed by the game until or unless you drag two items together and watch them how they change. Once you know how these interactions and combinations behave, you can incorporate them into your levels.
Super Mario Maker has a rationalized approach as to how it will let you play the creations and games of others. These levels are categorized into three pools, one showing the featured levels, the other showcasing the levels with most “stars”, and then the other showing levels which are “up and coming”. And they try to do their best while showcasing the best levels of the community. It also eliminated the tag system, due to which finding levels of a certain collection is a very easy task.
The online functionality works very well and the levels load in a split of a second, which makes it easier to binge, play any creator’s catalogue of courses. You can start following any creator and can receive notification whenever they publish any new work, which will appear along with your own notification when someone comments, stars, or plays your created levels.
There is a 100 Mario Challenge mode too available for the creators, which provide 100 lives in order to beat an array of levels that have been picked from the community, and then separated into three difficult level settings. You will not be able to guess what is stored in for you- an auto moving maze which is made out of fireballs, a duel versus three gigantic browsers etc. It is all a big surprise for you, and every time you survive a level and complete it, you will get to unlock a lot of special Nintendo-themes dresses and costumes that can be used as power-ups in different levels.
You will get a chance to play many levels which were created by the still nascent Super Mario Maker’s community and many of them are very rough and wild. But you can skip any level. In the beginning, everything was thrown at the player all at once, whatever Super Mario Maker had to offer, but not now.
Every single bit of Super Mario Maker has filled the vacuum and eliminated the loop holes which were there in the previous fames and game makers. It narrates everything a gamer needs to know and about the Mario Stage.
Unlike different documentaries and educational videos, Super Mario Maker actually helps you to create and use your imagination. I had a great time while playing Super Mario Maker, the way it is developed is just remarkable and it is the reason behind the popularity of Super Mario Maker. It not only helps you create but also educate you about the history of this gaming and Super Mario Maker, so it is much more than a game maker.
Video games have been attracting controversy from the very beginning. It obviously started with the joystick, which has its own phallic allusion, I guess. Atari promptly tickled more uproar in 1973, when their Gotcha arcade game displayed the joysticks to resemble nipples. Titillating, we know. Of course, as video games became more commonplace, they also became more graphically capable, enhancing the realism of depictions of violence and nudity. Hence, more upset pundits and parents.
Doom is a perfect example. Players could explode mutants into piles of viscera-laden carcasses, but it wasn’t just the blood and violence that had people protesting. Doom is riddled with satanic imagery, the basic premise being that mutants are invading from the depths of Hell. So while the game isn’t pro-Satan, it is pro-shotgun, which will always ruffle some feathers.
Of course, Mortal Kombat probably instilled an even greater horror, when concerned parents got a look at Kano’s “Heartbreak” fatality move, ripping the still beating heart out of his opponent. The franchise has expanded its fatality repertoire extensively, though. For instance, instead of ripping your opponent apart, friendship fatalities have you building snowmen and playing jump rope. Progress.
Grand Theft Auto
When the very title of a game series describes a felony, the moral compass is obviously pointing south. Running over random pedestrians, picking up hookers, murdering said hookers, doing drugs, knocking off banks, killing kingpins – GTA has become the gold standard of upsetting people. Its recent installments have been further deplored as misogynistic, and its first person mode as disturbingly realistic.
Besides GTA, Rockstar has been known to publish controversial games. In Manhunt, you execute victims in some very sinister ways. The game’s sequel Manhunt II received considerable criticism, notably from US Senators and anti-video game talking heads. ESRB ended up forcing out the scoring system that rewarded extra-brutal deaths so the game could get an M rating. The PC version still has it, though.
Ironically, the real controversy behind Hatred was that is was removed from Steam’s Greenlight in the first place. Gabe Newell brought it back up, along with a personal apology. The game is a typical genocide-heavy shooter, where players can use victims as human shields.
Like Hatred, Postal is another isometric, genocide-shooter, the title referring to the phrase “going postal.” There’s absolutely no plot, so there’s no use in finding justification to the horrific violence. Besides its challenging themes, the game hasn’t received strong reviews because of its flawed gameplay. Raciness doesn’t cover up shoddiness, apparently.
Duke Nukem 3D
Along with Doom, Duke Nukem 3D was one of the games reportedly played by the shooters involved in the infamous Columbine High School massacre in 1999. The games gratuitous violence, which oftentimes involved pornographic and misogynistic themes, attracted a lot of negative attention. One particular level, where players were encourage to murder a woman to get a special weapon, were censored in the version sold by big retailers, like Wal-Mart.
JFK: Reloaded is a historical simulation game that places players in the shoes of famed assassin Lee Harvey Oswald during the killing of President John F. Kennedy. While the creators of the game espouse it to be educational, Ted Kennedy denounced it as “despicable.”
Another game that definitely glorifies being an assassin, the Hitman series has been much more popular. Agent 47, a cloned assassin-for-hire, obviously has no ethical lens, as he garrotes, strangles, shoots and stabs his way to his target.
Tomb Raider has never been a very controversial game series. After all, it features a strong female protagonist (well endowed, yes, but hey). The 2013 reboot got some flak, however, when it featured a scene where Lara Croft must fight off a sexual assault and kill another person for the first time. The themes are pretty heavy for a Tomb Raider game, and so was considered out of place by fans.
Many games, even popular ones, have been banned in various countries due to respective laws against violence, sexual themes or political messages.
Not everyone enjoys puzzle games. They can be slow, frustrating and elicit some major yawns – not good recipes for a gaming session. So on the surface, Portal may not have seemed like the game for you. Valve might have considered it an afterthought, as well.
Valve’s first-person platformer originally got packaged as a bonus for gamers who bought the Orange Box to get their hands on Half Life 2: Episode 2 and Team Fortress 2. But despite its brief length, Portal’s addictive and innovative gameplay quickly made it one of the most critically acclaimed titles of the year, and for good reason. Playing as Chell, a test subject stuck in the massive Aperture underground testing facility, players use a portal gun to shoot oval shaped portals in walls. This lets the player navigate through the level, traversing huge gaps and solving puzzles with a variety of clever solutions.
Portal’s brilliance owes as much to its level design as its addictively fun portal gun action. Jumping down from huge heights, players can shoot portals into the floor just before impact, using redirected velocity to fly out of exit portals and traverse huge distances. Objects can also be placed in portals, another element that is important to solving the puzzles.
The sterile Aperture testing facilities where the game takes place are devoid of cosmetic elements and fancy backgrounds, taking away the confusion of having to find which objects can be interacted with. Instead, the gameplay focuses on easing the player into solving puzzles with increasing complexity. Because of this, Portal has a pacing designed for much less “I don’t know what to do” moments.
After getting an immensely positive reception from fans and critics, alike, it didn’t take long for Portal to get its own standalone release. You can pick it up right now on for Windows, OS X, Linux, Playstation 3, Xbox 360 and Shield Portable.
It also bears mentioning that Portal, while a short game, has a very funny and memorable storyline. After awakening from a stasis state, the protagonist Chell is guided through increasingly dangerous test chambers by a seemingly benevolent, yet very sinister AI companion, called GLaDOS. Turret guns are given their own AI personalities, as well, which offer empathetic comments in innocent, child-like voices when you deactivate them.
Portal’s sequel Portal 2 should also be mentioned. This was a highly-anticipated sequel, given the immense fanfare for the original Portal. If you enjoyed playing Portal, or are simply curious to try out a Portal game, Portal 2 is highly recommended.
The sequel builds off of the original concepts of the first game, adding a number of interesting new elements. Continuing where the storyline of Portal left off, Chell navigates through various test chambers, now with more novel concepts, like lasers and gravity-free beams.
As players learn more about the origins of Aperture, they discover other technologies the company had been “testing,” like a series of liquid-like gels that can be used to solve puzzles. Blue gel, once stained to the ground or walls, allows the player to bounce off of hard surfaces equal to the momentum they strike them with. Orange gel enables players to speed up their running to an incredibly fast velocity, and white gel allows players to create portal-compatible surfaces on almost any flat surface.
Along with all these new elements, Portal 2 introduces a co-operative game mode. This is one of the most acclaimed features added to the original Portal, as it enables two players to solve very complex and challenging puzzles through sheer team work and skill. Players can also design their own Portal levels and share them with the online community. In fact, numerous mods of the game have been popularized, as well, including a flash version of the original game that has also been critically acclaimed.
It’s hard to convince someone who doesn’t like puzzle games to spend money on one. This is one of the most enjoyable and memorable video games you will ever play. It’s also perfect for casual gamers, as individual levels don’t take up much time and are perfect for enjoying one at a time, though we doubt anyone can play Portal or Portal 2 piece-meal. It’s simply too much fun. If you haven’t already, do yourself a favor and try this game.
In recent years, with the push towards more community based games, the most major shortcoming of these games has been the community themselves. These games I’m talking about are fairly well common: Rust, DayZ, and even 7 Days to Die. All of these games present players with the ability to be part of a greater sum, but – time and time again – these games find players shunning the idea of a larger community in favor of going off alone or only associating with close, pre-established friends within the game world. As a result of this, these games end up being little more than a sandbox filled to the brim with rival bandit groups; which, while fun, does not testify to the longevity of the factions involved. However, that is about to change with the game Life is Feudal: Your Own.
At the moment, the game is still in early access with many bugs to be worked out and many refinements to be made. Yet, what makes this game so worth while playing, despite its current programming flaws, is what it promises in terms of relations between players.
The game itself is simple. Player’s begin in the world with nothing and, similar to other games like Minecraft (for example), they have to adventure out and begin building all they need to survive – buildings, tools, armor, weapons, and even a stable food source like crops. But this game goes a step further by implementing a fairly rigorous leveling system. In it, you start off with many base skills and it’s only by using and developing them that you can advance onto much more elaborate and complicated projects – something like building a mud-hut to a castle keep. But, and this is where the game shines, there are too many skills needed to thrive for one character alone to master (unless playing this game is something like a full time career for you).
Because you can’t master all of the skills needed for this game, it’s imperative for a player to become a specialist with a select few skills and partner up with others to compliment the skill sets he has and make up for those he lacks. Alone with this, the building are not something so easily created. The demand vast sums of resources and time to construct – too much for one person to complete in a reasonable amount of time. In other words, you have to be social in order to survive – what a novel concept.
So, while a player may begin the game by themselves or with just a small band of friends, they have to join up with others in order to really begin to rise above their initial squalor. This leads to communities being founded, leaders taking charge (through one means or another), and infrastructure taking place on a scale never before seen in a micro-based game such as this. What this games does is recreate a medieval society based on the gumption of the people playing the game.
Now, certainly, there will always be those who don’t want to go with the general tendency within a game. So, naturally, the game will still see it’s fair share of thieves and bands of brigands. However, that just adds to the immersion of the game itself. Not only are you and your community building houses to sleep in and tilling fields to feed on, but constructing stone walls to protect you and armaments to fight back against those that would take the sweat of your brow for their own gain.
The idea behind this game is immensely hopeful and it will be worth the wait to see if this game takes off in the way the developers are planning it will.
When Bethesda took over the Fallout franchise, revitalizing it into a first person shooter RPG as Fallout 3, the expansive open world setting and focus on decision making and interactive storytelling gripped gamers in a very special way.
Fallout New Vegas isn’t so much a sequel as a telling of the events transpiring on the West Coast of the post-apocalyptic America. Set four year after the events of Fallout 3, the game follows the protagonist The Courier, who explores the various regions in and around “New Vegas,” which are the destroyed remnants of Las Vegas.
Granted, when Obsidian took over responsibilities for creating Fallout New Vegas, they followed much of the style of Bethesda’s Fallout 3. The game uses the exact same engine and mechanics, giving the game a very similar feel. However, there are some very important positives to Fallout New Vegas. So if you enjoyed Fallout 3, you may find these aspects to Fallout New Vegas very compelling.
The storyline to Fallout New Vegas is a depiction of concurrent events happening on the East Coast during Fallout 3. You get to see all new factions, make significant decisions, shoot all kinds of new weapons, battle all types of new monsters, and you can even go into casinos and gamble for money and useful items. Fallout New Vegas even has its own card game that you can play outside of the casinos called Caravan. So just like Fallout 3, Fallout New Vegas creates an immersive world you can explore and experience any way you want.
You still have a heavy reliance on the VATS system that was a staple in Fallout 3. However, Obsidian made a point to introduce aiming reticles on guns in Fallout New Vegas. This way, if you want to do a more realistic approach to combat, fighting everything in real time, you can do that much more easily.
Play the politics
There are numerous factions in Fallout New Vegas. This was certainly a concept teased upon by Fallout 3, but in Fallout New Vegas it takes on a much more complex and integral role to the storyline. In Fallout New Vegas, your decisions make a large impact on your destiny.
The idea that you have to eat, drink and sleep to survive was first introduced in player mods for Fallout 3. In Fallout New Vegas, you can now totally play this mode of the game. It makes Fallout New Vegas a kind simulation experience. Health packs and radiation-relieving medicine take time to have an effect. If you have a crippled limb, you need a bed or a doctor to get the limb working again. Bullets also have weight. These “little” things can make the game very challenging and very immersive.
Lots of DLC
There’s plenty of extra adventure to Fallout New Vegas, including six DLC packs, which you can now get bundled together in the Ultimate Edition.
It would seem appropriate for Arrowhead Game Studios to put together another raucous sibling to the critically-acclaimed Helldivers they released to multiple platforms last year. Sure, Helldivers is like a Starship Troopers version of Hotline Miami, where top-down co-op chaos will keep you and your friends in simple, reckless bliss.
But there’s something charming to the instant calamities inherent in Helldivers, where friendly fire and inept comrades are every bit as dangerous as the alien fiends surrounding you. Plus, given the game’s creators knew exactly what makes co-op games work, with both couch and online co-op featuring full cross-play support between PlayStation 3, 4 and Vita, another round of madness on Super Earth is definitely warranted.
It’s strange how many gamers quickly forgot about developer Quantic Dream’s cinematic gem after it came out in 2005. This paranormal killer thriller set in New York City sure had plenty of hype behind it leading up to its release, and rightly so. Its heavy focus on motion capture technology, creative controller interfaces, and time-based events gave the game a unique appeal, carrying the same flux narrative of The Last Express with the stark tone of a Heavy Rain.
Thankfully, developer Aspyr recently stepped in to give the game a remastered version, but it would be interesting to see something with this kind of narrative pull make its way into the similar envelope-pushing boundaries that VR can provide.
There are some games that simply deserve to be on this list. Yes, we all want a Half Life 3, and yes, a Jazzpunk 2 would be hilarious. But Grim Fandango shouldn’t be without mention. While Tim Schafer’s team at Double Fine Productions did step in to do a remaster of this one-of-a-kind adventure title last year, there is something timeless and authentic about its cast of characters that certainly warrants a fresh sequel.
Perhaps it would be hard to resurrect the original voices that made the game so special, or maybe Grim Fandango deserves to stay encapsulated in its cozy spot in our hearts. Nevertheless, a sequel would certainly get people excited.
Pillars of Eternity
It’s hard to whine for a sequel to a game most people are still having trouble finishing, let alone giving a first try. And with The White March expansion still less than a year old, Obsidian Entertainment’s tribute to isometric, text-heavy RPG’s of yesteryear certainly hasn’t lost its shelf life yet.
But now that these games are making their rightful resurgence, now is as good a time as any to redeliver the fans what they’ve always loved. Obsidian doesn’t have to out-clever themselves with this franchise, they just have to make sure it becomes one. It’s rather easy to start another kickstarter campaign, after all.
Ori and the Blind Forest
It’s funny how much we might cringe at the prospect of playing a 2d platformer with a “coming of age” story. But for many reasons, Ori and the Blind Forest is truly something worth recreating – or more appropriately put – reimagining. There was something effervescent and exciting about its memorable light-fantasy setting.
Whereas Child of Light can lull you into a somber dream, Ori flings you into the enthusiasm of a cartoon world. Indeed, the creators have said there were influenced by anime genius Hayao Miyazaki’s Nausicaä of the Valley of the Wind, which makes perfect sense. It’s simply one game well worth the attention, and a sequel rightly could have the same impact.
The movies are great, but what about the games? Recent Bond films have been very entertaining. As someone who’s read the books, I can say that Casino Royale was one of the best in the franchise and Skyfall has me giddy for more. But what about the franchise’s video games? Obviously, there’s always potential here.
James Bond is an iconic protagonist. Surely there would be opportunities for the stealth and takedown moves of a MI-6esqe Splinter Cell – or some Q gadgets and vehicles to play with (Batman: Arkham Knight is certainly taking the lead in that department). But sadly, when we talk about 007 video games, we tend to mention just this one.
Can we be blamed? Goldeneye 007 was the third most sold game on the Nintendo 64. It single-handedly redefined first-person shooters and even is credited for the impetus behind the critically-acclaimed Perfect Dark series. While Nintendo may never get a chance (legally) to put together a Wii U version, you can now pick up Goldeneye 007 for the PS3 and Xbox 360, which features a Daniel Craig Bond, all new levels and online play. So is there any other 007 game worth playing? You can check out our lovingly-titled list to find out. So here’s a list of 007’s 7 Second Best (Sorry. Nothing beats Goldeneye 007, but these do try)
Tomorrow Never Dies
GoldenEye: Rogue Agent
Besides having some cool multiplayer maps paying homage to the films (like Fort Knox from Goldfinger and the space shuttle from Moonraker), it’s a rather underwhelming first-person shooter, despite its novel storyline.
James Bond 007: Everything or Nothing
A third-person style installment, it has a pretty interesting storyline. There’s some decent mechanics, like grappling down walls and using crabby recon bots. The controls are awfully chunky, though, and the level designs don’t make great use of the sloppy cover system.
007: Quantum of Solace
A decent shooter that you can find on virtually every console ever created. Stay clear of the Wii and Nintendo DS versions, though. The PS2 version is far superior in quality and mechanics.
James Bond 007: Blood Stone
Another game that has its own novel storyline, this is the strongest of the third-person style 007 games. Great driving sequences, a robust melee system and a tons of online multiplayer modes to try out, this is certainly worth your attention.
The World Is Not Enough
I’m a retro-fan at heart, so this one gets high acclaim. A revisit to the charms of Goldenye 007, this game’s been overshadowed. That’s why should play it.
James Bond 007: Nightfire
One of the best storylines ever created for a Bond game. The multiplayer is also very strong, with online support for the PC. In 2002, this was a pretty great feature. I wonder if anyone’s still playing? You should be.
Before you start, we suggest that you have a squad that has a minimum average of approximately 280 lights. Ideally, it should be more than 290 if it is possible with some pulse rifles, court, or sniper rifles.
If need be, a sword can come in handy too. Of course, it is up to you what you want to bring to the battlefield.
Also, there are many ways and not just those mentioned below. There are various ways in which you can complete Raid so do not shy away from venturing out. AREA 1: Activating the Relics
This is pretty easy. The fireteam should unlock the portal found in Oryx’s Court. You can do this by activating 6 statues in a specific order. There will be columns just in the outer side of the court where two relics will appear. These have to be inserted in the statues during a limited time span. However, when you take the relics, shield will pop up creating obstacles in your way. The other 4 players must use any tactics to get them to fall down so you can move forward.
Once this is done, other relics will appear too, one on the right side of the Court and one towards the left side. Same should be done with these relics. This will keep going on with set of relics appearing farther and farther, with more shields and enemies between them.
It is recommended that you appoint a pair to keep killing the enemies. If you are more experienced, then teams on either side can also work pretty well. Those players who will be carrying the relics will be pretty defenseless so you must ensure that they are defended. There are two timers. One is between the relics dunks while another one is for two relics. It starts when either of the two relics is taken. You have to do it really fast otherwise the statues will become depowered and sequence regresses by one step.
When the players reach the central room, drop in the relics until you activate all six. You will see a portal brooding. You can now move to the following stage! AREA 2: Ships and the Jumping Puzzle
When you go to the other segment subsequently, you will come across a giant jumping puzzle, complete with swinging pillars. Aim your jumps carefully as you can land on the next pillar and get to the second part. After this, you will come across opponents and a massive docked ship. The mentioned stage is also a jumping puzzle and a bit harder than the previous one. However, the good part is that all of the players are not required to go at the same time. Send in your best and ‘taller’ ones forward so they can sort and think things out for the rest of the fire team.
Now, clear off all the opponents and with a jump, land aboard the Tombship. You should jump from one ship to another so you can reach the farther side. When you land on the first ship, jump on the right side on the approaching ship. On your ship, keep moving towards the room’s end. The following ship will come into sight close to your ship rear just when it is about to disappear. From here, jump on the platform on the side and pause until you see another ship. Jumping on the platform on side gives you a checkpoint. This helps in the instance you die.
However, do not linger and dawdle too long because the following ship will come into sight just besides the previous one. It will appear opposite you hence jump on it and step closer to its rear end. You will see a big ship coming towards you but do not hasten by jumping on it. You can either let it go past you or crouch below the ship as it moves over. Now, run towards the ship’s front end and jump to the next one appearing towards your right side. This can be a bit tricky so the tip is to climb from the peak of your ship and aim for the nethermost part.
Once you successfully land on the ship, hop on the next one that appears. However, take care that you do not get smashed.The following Tombship will come before you but it will only appear when the ship you are on starts fading.
From here onwards, it is a smooth ride to the next platform. Beware of the enemies who will be waiting for you when you reach land. The Concealed Chest
When your whole team is in one place, clear off the enemies. In this round, you will have a ship as well as two platforms circular in shape. You will need to appoint a player on both the platforms so you can leave the shield in chasm’s middle. But if you need the chest, leap towards the left side before you go for the door and make a landing on the ledge. You would have to hike up the ledge for grasping the chest. From this location, all your enemies can be cleared and you can stand on the remaining two platforms in order to get your teammates to cross and acquire the chest too. Calcified Fragment
Before you go for the gravity life coming next, you would have to pick up your initial calcified fragment standing on this platform’s pillar. The fragment is towards the right opposite the lift. Two guardians would have to stay behind to shut down the forcefield, one on each plate on left and right. When the four guardians are across, two guardians can step on those left and right plates and make way for the remaining two guardians to board the ship and come across. Calcified Fragment Two
The following Calcified Fragment can be found at the portal’s top. Once you make your way across a paltry hallway, you will come across a huge door opening to allow access when all your team members join you. When you reach another side, you will find, to your right, the subsequent Calcified Fragment. AREA 3: Totems and Plates
In this next puzzle, you should split your team into two groups of three or three groups of two. You could finish the opponents in the middle and then split the teams to stand on both sides.
If there are three groups, you could also leave two people (one team) on the middleplate to clear ads before joining their partners.
On the glyph’s either side, there are 2 rooms and there is an energy ball that gives aura to the guardian who grabs it. This aura protects the player so it is necessary that players on the right and left side get the orb to get the defensive buff: Brand of the Weaver or Brand of the Unraveler. This aura protects the player (holding the ball) as well as any additional players in the aura, from the constant harmful energy field in the side rooms. After 30 seconds, this aura transfers to the other player who is standing inside that aura. The buff is passed to a player who doesn’t have any Deathsinger’s Power and then so on to the next players.
The person who loses the protective bubble gets cursed with ten stacks of Deathsinger’s Power. This one dwindles as time passes by when you are on the center plate and you do not sustain any damage. However, you will sustain damage from the Darkness. In addition, it will not let the shield to be transferred to you. As soon as you get this buff, run towards the center, step on the platform charging the door, and remove the buff. The release at the platform will partly unchain the gateway. This will make the discharging participant ready for accepting aura and resuming as earlier.
Once this buff runs out, go to your own side. After sometime, another player will come to the platform to discharge the buff/power. This process has to be carried out in both the rooms at the same time so that players’ flow can be maintained in both the auras.
In the meanwhile, players on the center plate should be attentive of the Wizards spawning above their side. They should also tackle any enemies directly attacking them.
The players should continue the cycle of getting the aura, as well as holding it and giving it up, and then discharging the Deathsinger’s Power until runes are all fully activated, i.e. about 10 cycles.
If a player dies here, they are recoverable as long as they recover timely to grab the shield. But if the players are not able to, the player who missed the shield can acquire cover for some time while standing on the totem plate to prevent it from being activated. They will sustain damage from Darkness which is why they cannot stay for a longer period. However, you will see a second shield orb appearing at the place you picked it initially, so the player making way towards that side has a chance of grabbing the orb up and going over.
Do not fret if people are not able to stopover on the middle plate or die during their time there. You would not be penalized for not standing on the center plate because it merely charges the door’s runes. You will get penalty, however, when people are on the central plate and not on the totem plates.
Once you get all the runes charged, a message will be indicating that you are deemed worthy by Warpriest. After this, the gate will open. The aura and totem will deactivate. You can now move towards the room’s center and grab your loot. AREA 4: The Warpriest
The Warpriest’s chamber will contain three pads on which the players can step. There will also be three large monuments with Hive runes on the nearer side. Standing on all three pedestals at the same time will call upon the Warpriest who is initially resistant to any damages. A huge number of Hive will also appear.
In the Warpriest chamber, you can divide the players into three teams. Each pair will be responsible for activating their middle, left, and right plates. When you initially enter the room, activate all the plates and kill off the enemies. After many of the Hive are killed, three Major Knights will appear, each one of them being in area of the three pads. Remember that the final enemy each left, right, and middle group killed should be the Major Hive Knight.
Killing of the Hive Knights will begin a sequence of making the Warpriest exposed to damages. In the lower left corner of your screen, you will notice the “Glyph sequence started.”
After this, turn by turn, randomly, the farther sides of the monuments will glow. The players will need to touch their plates in a particular sequence. This specific order will be figured out by watching the three monuments. Have one of your players be in a position to observe the monuments. They can stand on either side of the Warpriest’s ledge, as the monuments cannot be seen from the near side. Once any monument lights, a Guardian must stand on the corresponding pad. Remain on the pad and do not get off, as there are only three tries.
This will be done until you activate the third pad. The Guardian who stands on the third pad will get an aura called “Brand of the Initiate.” Any players who are near this aura will be able to kill the Warpriest. The player who himself gets the “Brand of the Initiate” will receive a countdown and they will die once it ends. The timer will last for just ten seconds. However, if they shoot an Acolyte just before the timer is about to finish, the timer can reset. This reset can be done five times giving others more time to damage the Warpriest.
In Normal Difficulty level, however, it was discovered that if you let the person with Brand die, then it sustained more damage to the Warpriest. Therefore, you should do whatever you think is suitable for the team.
Finally, the Warpriest will summon up Oculus and every player should scurry in the shadow of a monument to be safe from killing. The easiest way to get under the shadow of a monument is to stand on a pad. The monument will save the team but it, too will be destroyed. Revive any players who have died and return to your previous position. If your fire team is a focused one, you can take a little less than 50% of the Warpriest’s health in single attempt. Do it again, killing off the enemies with someone calling out the pattern.
Gather on the right one more time, as it will provide you more protection but this time round when the Oculus comes, ensure everyone goes to the center rock to hide. If you desire, all of you could also meet midway.
After this stage, Taken will appear. You should return all the players to their plates and kill the enemies. When you have taken down Major Taken Knights, step on the plates in order the plates are lighting up. If you need cover from Oculus, meet up on the upper left hand side to damage it. If however, you have brought Warpriest’s health pretty low, you could also meet in the center as this gives you the best position to attack.
If you do not kill the boss within four attempts, you will no longer have the cover of tombstones so this means that with each attempt, at least 25% of his health must go. For this fight, snipers are your best bet, along with damage increasing debuffs like Melting Point or void bow. Calcified Fragment 3 – XXXI: Battle Made Waves
After killing Warpriest, collect your loot and move on to the next stage and pick up the Calcified Fragment.
When you enter Golgoroth’s cellar and the dark area, head for your left at the first crossing. Continue moving and then turn the next left. When you reach the close of the hallway, amid two rocks, you will spot another fragment. Hidden Chest 2
To find the concealed chest, you will have to jump on the four plates in a sequence. Plates one and two are not that hard to get. However, you would need some time for plates three and four. By jumping on them, you activate these plates. You could also turn on the controller vibration, which can help you figure out the pattern. Plate four is behind tall rocks. One of the plates is hidden behind a door, which you can access only if you jump through a small opening above it.
Once every player is on the plates, step on them in the right sequence. You would see that plate three is always first so ensure to stand on it with other team members getting off from their plates. If the pattern is correct, you will hear one big boom otherwise recurrent loud booms. If the correct pattern is established, a chest will appear in the center of the maze, near the pathway exiting out. Get the chest and head for the next area. AREA 5: Golgoroth
The encounter with Golgoroth will begin in an enormous room. There will be a bubble of darkness hanging from the ceiling. Once you shoot it, it will drip onto the floor and Golgoroth and a number of opponents will appear. First, clear off the enemies that Golgoroth brings along itself. There will be some Thrall and around three Acolytes waves every time it takes place.
After the opponents are killed, send a player to the rear of the chamber and send on in the front.
In the chamber’s rear, there will be a black column called Tablet of Ruin. Any player’s death will activate a rune carved on the tablet; your entire fire team will be killed.
You should put two people on gaze’s duty and the rest of the players on attack. Golgoroth is a large mutated ogre with two weak spots, one on his chest and other on his back. Above him, there are six more bubbles of darkness which if, shot down to ground will reveal light on the floor, greatly increasing the damage done to Golgoroth. Golgoroth can kill any Guardian taking advantage of this unless another player is holding his Gaze.
Therefore, a player in front should grab his attention by aiming foot while the other should attack the back side. Then, the second player will grab his gaze and hit orbs of Darkness. The person appointed on Gaza duty should head for entrance for an easy aim at all the orbs. Their duty should also be to keep any eye on the timer displaying the lower left corner of the screen and count down for the players.
During the time, the ogre’s gaze is captured and he is focusing on that one player, the rest of the team is free to shoot down a bubble, enter the pit, or even to shoot Golgoroth’s chest. When the timer is down to last few seconds, another player should shoot the ogre on backside to catch its gaze. People in pit should destroy another orb to maximize damage.
If the team does it correctly, the team should be able to catch Golgoroth’s gaze for six intervals and destroy four orbs. After the sixth catching of gaze, all the players should leap out of the pit, clear enemies, and restart the whole process.
Once Golgoroth’s health is very low, then Taken will appear but do not waste your energy on this too much. Get the player on gaze duty to catch the gaze very quickly and head on towards harming the boss. Kill it, claim your reward, and move to the next stage. Calcified Fragment 4 – XXXII: Majestic.Majestic.
After the defeat of the Golgoroth, you will find the subsequent Calcified Fragment by the left wall in the side cavern. If the team leaps on the rocks, it will find another fragment here. Calcified Fragment 5 – XXXIII: When Do Monsters Have Dreams
The last fragment can be discovered in the next area. It is near the jumping puzzle with the propelling pillars. When you enter the room, jump down, and advance towards the right hand side to discover the fifth and last fragment. AREA 6: The Jumping Puzzle + Chest 3
From the final fragment, move forward towards the far end of the gorge. When you reach the circular platform, the team will be able to get a concealed chest. Then jump on the small ledges on the middle structure and head up the ledges to invisible platforms. Continue doing so until you come across a hole in the wall leading up to the chest.
From this location, go and return to the place of the circular platforms or to get an easy way forward. If your teammates strike all the plates, hard platforms will spawn making it possible for anyone to cross. When you reach the room’s end, you will reach upon a circular room where players should jump on the rocks to get up to top. Once you are on height, you are on to the Sister’s encounter. AREA 7: Sisters
There will be four platforms, to each of which you will need to allocate one player. When you stand on these platforms, they will summon steps that only the dimension torn player can step on. High above a platform will be a spark of light. Stepping onto any of the platforms will cause enemies to appear and one of the Deathsinger’s to begin casting a spell. This spell will wipe the team after a minute.
Randomly, one player will be torn between dimensions, which will distort their vision as well as make them translucent to other players. This is the only player who can cross the floating platforms summoned by the power plates. To create a path to the spark, platforms must be activated in a counter-clockwise sequence. Start from the platform immediately after the spark and proceed around the room to the one immediately preceding it.
The torn player should go towards the spark, leap onto the platform with a Deathsinger, which is not casting the spell, and using the spark, steal the Deathsinger’s protective aura. Take the shield by pressing X or Square. With this, the Deathsinger will be left unprotected. The team can attack it and protect any Guardians standing near the stealer from the wipe spell.
After the casting of the wipe spell, the aura will return to its due owner. This cycle will be repeated with other Deathsinger casting the spell and the park in a different location.
Repeat the same procedure with the person who is torn between dimensions. Never attack the same Deathsinger twice. Alternate between two Deathsingers. If a Deathsinger on the left dies, then proceed to kill the right one in the next phase, otherwise the raid will wipe. Safest way is to kill the right Deathsinger first and then kill the left.
When you have killed the children of Oryx, you will come across the father of the Hive. Go towards the spark when you are well-prepared. ORYX, The Taken King
So, you are finally to the Oryx! Oryx will make an appearance when a player approaches the spark. After the players kill enemies that appeared near the front of the area, Oryx will start moving near a platform and will punch it. This will create a speck of light on the platform and four special enemies called the Light-Eater Ogres will spawn from the ground, near each of the platforms.
One of the players must claim the spark and will become wavering between dimensions just like in the Deathsinger’s encounter. The players’ role is to navigate the summoned platforms and reach the overhead hanging spark.
You should dedicate a player for this and it can be a person who is the best platformer or a person with the lowest Light level. Other players should jump in a clockwise manner in their platforms with each person also killing a Light-Eater Ogre who will appear near the platforms. Person on the duty of killing enemy can help in attacking.
The torn person can now grab sparks. The moment they have the last spark, every player should leap off the platforms and gather in the middle. The relic transporter will run towards a Hive Knight or the Vessel from a Tombship appearing near the place where Oryx rose. Abolish the Vessel with the help of a sword. When Oryx opens his heart, continue doing damage to him. When he keels over in pain, the 4 players killing Ogres will see their names beside the word ‘detonated’ on the screen. Rest should keep killing enemies.
Once Blights are detonated, run towards middle under the shield and continue shooting Oryx. After he falls, players should avoid large explosions being thrown by Oryx, with platform players running closely around their platforms. If you are running at the middle, front, or back, you can be attacked by Knights on the platform. People dying before or during explosions can be revived. So, do not worry about them.
Once the bombardment ends, get ready to repeat the same in the next round. Once Oryx’s health is 50%, he will teleport players inside a pocket realm, turn by turn, where they will have to shoot the Shade of Oryx. Players remaining outside should keep killing enemies.
After destroying Shade, and getting teleported out, get the revives, hush everyone back to their respective platforms, and get ready for next stage. Again, a torn player will run where Oryx slams his fist and players will jump in counterclockwise direction. After detonating the Bights a few times, Oryx’s health should dwindle down to 1% and he will go back to where he appeared. All players should gather in front, hit him using all the might, and kill him. Watch as his body is swamped by the controls of your Light.