This era saw the rise of the internet and the world of games along with it. We look at the top ten titles that gamers of the 90’s were obsessed with. Get ready for the ride into 90’s nostalgia!
Number 10 — Star Wars: TIE Fighter – 1994
This awesome space flight simulator can be played for hours on end. Wing Commander is a close tie for this spot but nothing could beat the fun foray into the virtual sky that is TIE Fighters is, you fight for the evil Galactic Empire. The scenario is innovative and engaging and has gameplay to match. Fast paced and exciting, this game could have you battling it out into space for hours.
Number 9 — Civilization – 1991
Designed by Sid Meier’s turn-based strategy game went on to become the most beloved franchises in all of PC gaming, it all started out with the first title. The player takes charge of a small civilization, which you need to build into an empire, all the while competing with other civilizations. You used diplomacy and warfare to forge your way ahead. It is both addictive and fun.
Number 8 — Quake 2 – 1991
The most seminal titles in FPs. You can play as single-player mode or multi-player mode. The multi-player mode was so popular that it went on to become the first official e-sport.
Number 7 — System Shock 2 – 1991
Designed by the acclaimed designer of the modern Bioshock series, this game had a suspenseful story line that had an amazing way to keep you immersed in its world. You play as a lone soldier exploring a starship where something seems eerily wrong. The gameplay combines FPS and RPG elements and a sense of foreboding. All this make the game an excellent precursor to modern RPGs we all love.
Number 6 — Grim Fandango – 1998
Considered by many as the funniest game ever made, Grim Fandango is compared to other titles such as Lucas Arts Monkey Island series. You play as the protagonist, a death travel agent called Manny Calvera, who has to travel throughout the land of the dead hoping to save a few souls. The game includes a cast of extremely wacky characters. The dialogue is clever and witty and the game is full of brain-teasers and puzzles that will challenge your mind. A modern remake of this game is also in the making, so Grim Fandango will enjoy the love of another generation of gamers.
Number 5 — Myst – 1993
This is a puzzle-filled adventure game. You journey through an island called Myst, trying to figure out what is going on; in the process you encounter a ton of puzzles that challenge your skills. Be prepared to spend hours trying to figure out how to get through, this is definitely not an easy game.
Number 4 — Diablo – 1993
An RPG focused on two things, hacking and slashing. It stepped away from turn-based combat; Diablo allows the violence to unfold in real-time. Explore dungeons and defeat monsters, you can pick up the items that spawn randomly, so multiple play-through can be rewarding.
Number 3 — Doom – 1991
Doom was an FPS that came onto the scene as a technical milestone. The gameplay was amazingly fast for that era and had a hyper-violent gameplay. Doom became synonymous with FPS. The FPS games that came later on were often called Doom-clones.
Number 2 — Half-Life – 1998
This proved to be a revolution in FPS gaming. It featured an amazing storyline, told innovatively. It features a remarkable variety of weapons and environments that could be enjoyed for hours and hours.
Number 1 — StarCraft – 1998
The best of any RTS or any other genre in PC games of the 90’s era, StarCraft involved three factions that played independently and were equal in the hands of skilled player. It is a military science fiction RTS. The game makes you play in three different roles. The mission briefings are detailed and the story is incredibly captivating.
A long shot away from the originals, some game reboots just don’t live up to the hype. Maybe they get more hatred because fan expectation was so high if the first game was a huge success. Whatever the reason, these game reboots did not hit the mark. Rebooting classics is not an exact science and these titles flopped badly.
1. Final Fight: Streetwise (2006)
This disappointed on many levels, the 3D visuals were sloppy and the game play seemed unnatural. It did not look anything like the old Final Fight and the AI was dub as a rock, making the gameplay flat and the opposite of fun. You will end up wishing that each fight in the game would be your final fight so the game could finally reach its end!
2. Alone in the Dark (2008)
Inspired by a game released in 1992, the original was considered a brilliant 3D horror survival game. The remake has forgotten the roots of the original. The reboot involves neither loneliness nor dark. Instead of a haunted mansion like in the original the protagonist is now in modern-day New York City. It does not feel like a horror game. The controls are fiddly and the level designs could use a major revamping. There is a ton of glitches that ruin the experience.
3. SimCity (2013)
One of the most beloved PC franchises of all, this simulation game has been enjoyed by many. This version had a major drawback, you could not play unless you were connected to the internet, and this was mostly due to the multiplayer components added in it. The build space was surprisingly small; there was not a lot you could do. As updates rolled out, the problems were patched. Now you can play offline.
4. Space Raiders (2004)
Space Invaders was probably the most influential game of all time, but the makers of this title wanted to reboot it into a dark and gritty version. They failed miserably. The classic 2D shooter did not work well as a 3D urban first person shooter. But you can only move left or right. It makes for clumsy gameplay and is best forgotten.
5. Golden Axe: Beast Rider (2008)
The original was an arcade, beat-em-up. The reboot turned it into a hack and slash full of violence. But no one was interested. The writing and story do not work very well. The creatures in the game are tough to control and the player keeps being knocked off. The hit-detection is quite poor, the enemies repeat and the environment gets boring quickly.
6. Bionic Commando (2009)
This game altered the protagonist into an unrecognizable character and created a game plot with bizarre twists. In one absurd turn, the player’s mechanical arm turns out to be his missing wife! It is full of ridiculous and stupid details like these. There are unmarked invisible walls and the movements are quite repetitive.
7. Shadowrun (2007)
This was a huge mess of an idea. The original was a classic cyberpunk RPG which was rebooted and turned into a multiplayer only FPS. This did not work at any level. The game does not have leader board or stat tracking. The game did poorly and was hated by gamers and critics alike. The game even led to the studio closing down a few months after it had been released.
8. Bomberman: Act Zero (2006)
This is baffling attempt at turning the fun Bomberman series into a dark and brooding game, the adorable robot of the past was turned into a horrible cyborg. The fighting involves combating mindless drones that will quickly get boring. The local multiplayer option was not included in the remake.
9. Sonic the Hedgehog (2006)
Seems like the makers were trying their hardest to turn us into Sonic-haters. The game is just bad, the timing allowed is too short, the camera angles are strange, glitches are all around and the controls are impossible. Sonic is without everything you liked about the original games. You will hate it, and the story is absurd. In involves a human princess that gets kidnapped constantly and has to be rescued. A low point in the Sonic series that is best forgotten.
10. Dungeon Keeper Mobile (2013)
The PC strategy game became a cult classic, but this version is a huge taint on its record. It is free to play but most of the content is pay-walled. It adds nothing to the original and manages to take everything fun away from it. The publisher was even caught manipulating the ratings on the Android Play Store.
The maker of the original dubbed this reboot, “Ridiculous” enough said.
This one didn’t make it to big-time popularity levels. A spin-off of Attack of the Clones, this game will disappoint you if you want Jedi. In the game, you control an elite battle squad of Clone Troopers. Even though you cannot use the Force, you can still experience the Star Wars world fully without light-sabers. Here you have an awesome interchangeable DC17 weapon system with which to fight. 2. Bulletstorm (2011)
This game didn’t sell many copies but as history has shown good games often fall through the notice of the public. The developer dubbed it as an anti-thesis to Call of Duty. The violent gameplay is amped up to epic proportions and will give you more than enough reasons to play through multiple times. 3. Clive Barker’s Undying (2011)
The designer of the game, Clive Barker is a best-selling horror novelist. He also voices a character in the game called Ambrose. The protagonist is a paranormal adventurer who investigates the happenings in a large house. Along with a set of weapons, you can also use magical spells to fight your way through this game. There are some puzzle solving elements in this game. It is overall a great adventure game making you wonder why it is so undervalued. Fight the evil undying king and have fun. 4. Prey (2006)
This is a unique shooter game. The game tried to bring about a new twist to the FPS genre but did not do very well. However, a unique element that you will be surprised to find is that portals are a main element of this game, long before Portal was even conceived. The game mechanics are brilliant and innovative and there is no in-game death. It has a lot fresh ideas packed into a very generic shooter, maybe this is what stopped it from being a success. 5. Shogo: Mobile Armor Division (1998)
Love blowing up stuff and giant robots? Give this game a try. You run around in a city either as the main character or can control a giant robot from inside. The visuals are fast and fluid and the art style unique. 6. SiN (1998)
This futuristic cop-game has a host of stunning features unique for that time. A non-linear gameplay and extremely interactive environments. The game boasted elements such as turret actions, the voice in your head and unique death sequences. The reason this did not do well was the unfortunate timing of its release, which clashed with Half Life. The realistic tone of the game lends it depth and quality rarely seen in FPS. 7. Kingpin: Life of Crime (1999)
This game was unlucky in the release timings as well; its release came after the Columbine shooting incident and the popularity suffered owing to the nature of the game. It is a violent shooting game set in a dystopian world. After its release politicians and lobbyists criticized it harshly. This led to the game not even being released in some stores. The game is truly violent and contains graphic language, seems like it was designed to make controversy. 8. Tron 2.0 (2003)
Welcome inside the world of the computer, you have been digitized. This is a cool game with some stunning elements that you will love. Disc throwing fights, light cycle races and weapon animations -all were stunning. This game did not sell really well, but do not be deterred by this. The scenarios are unique because the game is set inside a computer. A particularly fun part is when you have to escape a wall of destruction because the hard drive you exist on is being formatted! 9. Blood (1997)
This has plenty of violence, apart from the usual bag of weapons, the player gets a pitchfork, which is meant for vicious stabbings, and a flare gun that can set enemies on fire, even a voodoo doll that can wreak havoc. Blood is freaky and violent and will have you scarred for life. 10. No One Lives Forever 2: A Spy in H.A.R.M.’s Way (2002)
This game is clever and parodies classic spy movies. The protagonist is a female super-spy Kate Archer, who is tasked with stopping a group of villains named H.A.R. Mand. While doing so she has to travel the globe and visit exotic locations. You get access to loads of cool spy gadgets that even Bond will envy. This game is the most Bond-esque game and we think you will love it.
If you are passionate to explore horror games more than a sports-related gameplay, then this may interest you the most! Here are the top ten survival horror video games you should check out!:
1. Alan Wake (2010)
You play as a writer who is suffering from writer’s block and is now in the clutches of an evil power. The creatures you have to defeat are scared of light, so your battery-powered torch becomes your main weapon. Shine a light on them continuously and they will eventually die. This makes the game more challenging. Make sure you keep track of recharge times and new batteries. Humanoid monsters attack you and watch out for inanimate objects as well. These will spring up at the most unfortunate moments.
2. Condemned: Criminal Origin (2005)
A survival horror classic, this game has you dealing with serial killers. You play as an FBI agent trying to escape a city that has gone mad. The gameplay is visceral; you use pipes and metal bars that will let you experience the gore up close. Fight your way through the dozens of killers and survive if you have the wits.
3. The Last of Us (2013)
It seems to focus more on the survival part of the genre than the horror, but it is still a solid game. The story is engaging and the combat system intense. Joel and Ally navigate through a wasteland that used to be the United States. The world has been devastated by an outbreak of fungus that turns people into zombies. The trickiest parts are the ones where you have to avoid the blind “clickers” that seemingly attack out of nowhere.
4. Eternal Darkness: Sanity’s Requiem (2002)
This is a psychological-horror action-adventure game, you play as the protagonist Alexandra Roivas, who is trying to solve the mystery of her grandfather’s death and happens to stumble upon a world of magic and horror. You also control a set of characters that eventually tie into the main storyline. The game also has a sanity meter. If it gets low, then the game seems to merge reality and dreams and gets scarier and confusing.
5. Amnesia: The Dark Descent (2010)
You play as Daniel, a protagonist who has lost all his memories and has to figure out who he is. The only thing he knows is that he must find and kill a mysterious baron. You are not given any weapons and must travel through the haunted castle, solving puzzles. Whenever any creature happens to appear, you need to hide behind objects and avoid it.
6. System Shock 2 (1999)
This game is a sequel to System Shock. You play against a horde of zombies and need to outwit an unstable AI system. Scavenge the ship for upgrades and supplies in this classic RPG. The gameplay is a bit slow but the atmosphere more than makes up for it. The techno soundtrack is a bit distracting. You can turn it off.
7. Fatal Frame 2 (2003)
Japanese horror is the most effective. This game uses the camera obscura from the first game, and you play through a damned village trying to find your lost sister. The vengeful spirits are vulnerable to the different types of films that you have at your disposal. The game has great shock moments that will make you jump more than a few times.
8. Dead Space (2008)
This sci-fi horror game combines all the best elements of movie classics such as Event Horizon and Alien. This game gives you a glimpse into deep space survival and its horrors. Similar to System Shock 2, Isaac Clark moves through a ship full of zombie-like aliens that attack from all sides. Use the plasma cutter and other innovative weapons to cut down the mindless creatures limb by limb. Dismember them before they do the same to you.
9. Resident Evil Remake (2002)
If you want to see what a remake done right looks like, check out this game. The original game is the seminal title in this genre and its remake is stunning as well. Play as Chris or Jill, navigate a creepy mansion, and defeat the undead horrors contained within. The graphics have been greatly enhanced and the voiceovers seem better. The in-game puzzles are different so the old players will not get bored.
10. Silent Hill 2 (2001)
A brilliant sequel, in this title, James, the husband of the original protagonist, ends up stranded in the creepy town after receiving a letter from his deceased wife. The tension builds up throughout the game as you encounter strange characters and monsters. The psychological elements such as the limited visibility and the strange soundtrack lend the gameplay a unique touch of creepiness.
We’ve broken Fallout Shelter and created a must read guide that will ensure you get the most out of the game.
1. Bigger rooms win the long game
When it comes to building new rooms, electricity, food, and water – in that order of importance – are always first priority. Try to expand a room, if reasonable, rather than a build singles side by side. It’s better to have a large, three-room long structure contributing just one type of resource. It gives better payload.
2. Upgrade is the first option, building is the second
Ever heard off unmanageable growth? It’s a principle people learn at fancy business schools, but Fallout Shelter will pound this idea into your gut sans an expensive textbook. In general, it’s always better to upgrade something before you decide to build a new structure, unless you’re positive that new room is exactly what you need.
3. Make your vault a love shack
Need population? Sure, you can build yourself a radio room – it helps with vault happiness – but it doesn’t have a good yield, even if you upgrade it. The best trick to boosting population is letting people do what they do best. Screw. Pardon my crudeness, but it’s true. Build a living space (always try to upgrade before building another one) and find a man and woman ready to play the birds and the bees. Mixing favorable genes doesn’t give satisfying results, so don’t bother using your most talented, especially if you’re on a tight resource schedule.
If you happen upon a pair of nightclothes, don’t sell them. They’re a perfect equip for speeding up the mating process. Be careful how many women you get pregnant, though (we’re talking about the game here). Jokes aside, if you max out you’re population limit, you’ll be stuck with a bunch of pregnant women until you upgrade, which is dangerous because pregnant women are useless in emergency scenarios.
4. Rushing is great for medical bays
The Med Bay is the perfect rushing room. Build a good size med bay, equip some residents well with stat boosting gear and good weapons, and then spam rushes in this room as much as possible. When you win you’re rushes, you’ll earn caps and stimpacks. Fail and you can spend a few stimpacks keeping them alive. You’ll have to let off eventually to let their mood recover, but the benefits to this technique are borderline ridiculous. Take advantage.
5. You need a road warrior, or three
You need at least a few vault residents who are built for the wasteland. These are going to be you’re most prized assets, you’re item farmers. Equip them with the best possible gear. Send them out with as many stimpacks and radaways as you can spare. Then, keep your eye on them. Send them home before you fall asleep. You don’t want to lose these characters because you forgot about the game for few days.
6. Guns are better than stimpacks always
Understand that the more guns everyone in your vault has, less often you’re going to find yourself frantically healing them during a crisis. Raider attacks can be an annoying and potentially devastating. But if everyone in your vault has guns, you’re vault residents will take care of them easily.
7. Training rooms require patience
You’ll start unlocking training rooms one after another. Don’t buy them right away. Before you build anything, evaluate your resource management. Are you in good shape? When you do build a gym or an armory, be patient. It takes a while to get a wastelander maxed out in one of their SPECIAL attributes, but it pays off.
8. Complete objectives
It sounds like a silly tip, but it’s regrettably overlooked. Most objectives in Fallout Shelter are not only doable, but they’re unlimited, easy and many of them yield you lunchboxes. The beauty of Fallout Shelter is you really don’t have to spend money, especially if you’re doing objectives.
9. Don’t leave your app open
This is a golden rule, and the fact that people don’t follow it is a dangerous habit. When you’re done playing Fallout Shelter, quit the program. If you leave it running in the background, you’ll drain your resources and even be absent when incidents occur. Many people have complained that Fallout Shelter punishes them when they are away. It’s usually because they left the app on all day in the background. Turn it off. Otherwise, you may come back to a ghost town.
10. Upgrade your arsenal
Giving every resident a gun isn’t going to get the job done, especially if it’s a rusty .32 pistol you had laying around. However, it is a start. Once you’re scavengers keep finding better rifles and shotguns, be sure to replace them. It’ll put you in a much more capable spot when you start facing higher-tier enemies, like molerats and deathclaws, down the line.
We’ve always had a fascination with stories of the American frontier. So many images surface in our minds: the dusty towns and endless dry trails, peppered with tumbleweeds and painted every dusk by the deep red sun setting in the Western face of the frontier.
But Rockstar Games’ Red Dead Revolver wasn’t so much a love letter to the cowboy myths of our American zeitgeist, as it was a piece of bold storytelling, taking the traditional revenge tale and wrapping it in the guise of a stale Spaghetti western, complete with the outlandish characters, rugged heroes and gun-slinging action that defined an era of legends and hardship.
You play as Red, a tough bounty hunter, orphaned at a young age when his parents were murdered by an amoral Mexican general. Red moves through the vestiges of the West, giving help to the helpless and laying law to the lawless. When Red discovers his parents’ killers are still at large, he sets out to avenge his family and settle the score once and for all.
Red Dead Revolver sounds more like a movie than a game, and that’s no mistake. It’s an homage to the many Italian Spaghetti Westerns of the 60s and 70s. You can see it in the grainy effect on the visuals, which mirrors the cheap film they had used, and the soundtrack that reproduced the classics originally scored by Ennio Morricone (think of the wha-wha-wha in “The Good the Bad and the Ugly”).
The game originally was owned by Capcom, which had been developing a game in the spirit of the 1985 classic Gun.Smoke. Capcom soon decided to cancel the project in 2002, though, which is what led to Capcom picking up the project and giving it to proprietary developer Rockstar San Diego.
Rockstar had already built their reputation on the highly successful Grand Theft Auto III and Mafia: City of the Lost Heaven, so fans and critics alike were excited to see the publisher wind the clocks back to the beginning of the 20th century, when cowboys were fading but the West was still just as wild. The game got positive reviews from critics, released on May 3, 2004, on the Xbox and Playstation 2.
Where Red Dead Revolver was about revenge, Red Dead Redemption was a story about, you guessed it, redemption. Protagonist John Marston, a former outlaw, has his family kidnapped by the government. In exchange for his family, Marston must become a bounty hunter to track down the remaining three members of his old gang. But there was a whole lot more to Red Dead Redemption that made it such a compelling sequel.
For one thing, Red Dead Redemption follows an open-world format, where players can explore the West on foot and horseback, interacting with the world as they please and discovering new areas. Choices are important to the game, as making amoral ones can affect how NPCs interact with the player. Much like Grand Theft Auto, the game also uses a wanted system, which is triggered when Marston kills an innocent civilian nearby witnesses. Marston can evade his pursuers, but a bounty will still be placed on his head.
Gunplay is tweaked considerably in Red Dead Redemption, as players can use a well-designed cover system to avoid enemy fire. Players can auto target enemies, free aim and even use blindfire in these situations. Players can also target specific body parts of their enemies, in case they intend to take down their target non-lethally. The added gunslinger mechanic also gave players a bullet-time ability akin to Max Payne, where they could take out multiple enemies in a flash moment to level out the odds.
Combine this addictive gameplay with a pseudo-RPG setting in the cinematic Americana that Rockstar created – it’s no surprise Red Dead Redemption now is considered one of the best video games of all time. It won numerous awards in 2010, going on to sell over 12.5 million copies.
Rockstar even put out a standalone expansion, Red Dead Redemption: Undead Nightmare, which plunges the Wild West into a classic zombie epidemic, where Marston must find a cure to stop the infectious horde from spreading.
While a novel, and somewhat humorous, way to expand Red Dead’s universe, the expansion has become something of a fan-favorite for multiplayer enthusiasts, as the online mode allows up to 16 players to fight against and with each other in a recreation of the single player setting.
Steel Battalion could be one of the most infamous examples of eccentricity in video gaming. Requiring a forty button controller system, this 2005 Xbox exclusive was developed by Capcom Production Studio 4 in collaboration with designers at Human Entertainment, the same personnel that would go on to form Nude Maker, makers of the popular Clock Tower horror video game franchise.
Steel Battalion could be described as something of a mech-simulator, as players were put into a hyper-realistic cockpit of a giant bipedal far-future war machine. It would be an understatement to say the game was designed for a niche audience.
The 200 dollar separate controller was incredibly complex to master. Players couldn’t even jump into battle until they successfully started up their machinery, which required a lengthy, complex sequence of flips and switches. This extreme dedication to immersion was as ambitious as it was misguided, one could say. While the game is regarded as a notable technical achievement in video game history, it wasn’t a particularly successful financial one. Besides the obvious fact that very few mainstream gamers were willing to spend the extra 200 dollars for the controller, the game wasn’t marketed very well, and soon sold out its modest production line, quickly becoming a novelty rather than a phenomena. The 2002 title also only offered a meager single-player offering. Two years later, Capcom supplemented fans with an online-only sequel, Steel Battalion: Line of Contact.
Ironically, adding an online mode to Steel Battalion’s already demanding specifications didn’t make the game any more accessible to players. While the online modes were meant to reach 5 vs 5, most matches only could populate at 3 vs 3 or 4 vs 4, particularly for players not based in Japan. This mainly revolved around the fact that most players at the time could only access bandwidth rates of 100 kB/s up and 300 kB/s down when playing, which further limited gameplay quality, as well. On top of population issues, many players were frustrated by the game’s devotion to realism, requiring players to completely restart their command center every time they wanted to respawn into battle. By September 20, 2005, Line of Contact’s campaign was already taken offline, and even for hardcore players, setting up LAN sessions was a daunting task, where each player would need their own TV, Xbox, Xbox Live account, game disc and hardware to play the game locally.
Many of these issues seemed like they would hold the franchise back from being successful. However, in 2010, developer From Software announced they were taking the helm of the franchise. The developer, acclaimed for their past work with Dark Souls, planned to update the franchise into the Xbox 360 era. However, instead of utilizing the pricey massive controller scheme, they planned to utilize the Xbox 360’s Kinect hardware, a motion-based input system that would use both the traditional controller and the player’s movements to control the game.
Unfortunately, the Kinect hardware integration proved a massive failure, as Steel Battalion: Heavy Armor was found to be virtually unplayable because of the hardware’s inability to properly detect and interpret the player’s movements. Despite the fact that From Software’s past resume with notable successes like Chromehounds and Armored Core made fans hopeful the game would be a success, even the game’s lackluster storyline and unremarkable characters proved yet another disappointment. Many critics consider the game to be one of the worst of all time, and many would agree that it ranks as the worst reboot of a franchise ever made.
Perhaps the greatest insult revolved around the fact that Heavy Armor had been designed as a selling point to get Xbox 360 owners to fork over 149.99 for the pricey Kinect hardware to play the game, not a very ample improvement over the original 200 dollar required hardware. Heavy Armor also revealed many practical issues that Kinect hardware posed in general. Besides a meager launch lineup of available titles, the Kinect required large spatial room, a heftier power supply, and the hardware’s noticeably slower hand gesture recognition obviously presented latency issues that challenged many dedicated titles, not just Heavy Armor.
Sadly, it’s doubtful a new game in a franchise as ambitious as Steel Battalion will make its way to consumers anytime soon, although the concept is still an attractive one, however illogic and challenging it may be to market. As a PC gamer, I have noticed the eccentricity into dedicated hardware building is becoming very much the norm with gamers, these days. It used to be a novelty that racing enthusiasts would craft three-screen mega stations for immersive driving simulations, but as we move further aware from consoles, the audience is growing for these kinds of dedicated setups.
Now, Steel Battalion seems like an eccentric relic of a more gullible decade in gaming, but it’s obvious that the simulation genre hasn’t lost any steam. In fact, it seems like it’s gained quite a bit of steam since Steel Battalion fell into obscurity. Farming simulators, trucking simulators, flying simulators – gamers are becoming more obsessive with immersion than ever, so the idea of a new Steel Battalion game is a welcome one, especially with the advent of virtual reality becoming more relevant seemingly every month developers work with it. However, the issue of developing a competent, successful game that would attract players to spend extra cash on dedicated hardware seems like a fairly large gamble for publishers, in an industry where profit is the first priority in AAA development.
In a vivid Wyoming forest, Henry, a troubled middle-aged man at a crossroads in his life, takes a job as a fire lookout, exploring the vast breeches of wilderness. In Firewatch, players see through Henry’s eyes as he looks through caves and witnesses the stunning sunsets and radiating stars of the solitary natural surroundings. Of course, as Henry begins to witness strange happenings, the plot thickens.
With one look at the talent heading up behind Firewatch, it’s obvious this game will be one of the most interesting adventure titles to come out in 2015, that is if it gets finished this year.
Firewatch is the first project from the all-new studio Campo Santo. While in its inaugural stage, this small, focused developer is far from being nascent in its knowledge over making great games. Campo Santo’s founder Sean Vanaman was an alumni from Telltale Games, working on the hugely successful The Walking Dead franchise. Talented 2-D artist Olly Moss and Nels Anderson, who worked on Mark of the Ninja, are also in the ranks. Programmer Will Armstrong, who’s worked on Bioshock 2 and The Bureau: XCOM Declassified, is just one more member of Campo Santo’s illustrious talents.
Firewatch certainly conjures up elements of The Walking Dead with its heavy emphasis on dialogue exchanges. As Henry roams through the forest, his only real human connection is with Delilah, his supervisor, whom he communicates with over the radio. The dialogue options are diverse, giving the conversations a natural back and forth, which sometimes affects the course of the story. Firewatch certainly has a Gone Home vibe to it, as well. The isolation Henry feels translates a cold lucidity as he explores the deep corners of the Wyoming forest. There is a mystery to solve, of course, as strange clues begin to point to a malevolent force cloaked by the density of trees.
While Firewatch is expected to be finished by 2015, the game is already poised to be one of the most talked-about adventure games of the year. With such a heavy emphasis on player choice, sophisticated level design and robust dialogue trees, Firewatch is one of those games that will attempt to take away the “invisible wall” that plagues many video games.
It’s probably why so many popular franchises (Elder Scrolls, GTA, Far Cry) make big open worlds for players to get lost inside. Adventure titles rarely fit this model, though. Their strength is in linearity, but in linearity is limitation. Firewatch could possibly break these limits. The complex human relationship between Henry and Delilah drives the story forward. As the player finds more clues and makes more decisions, the story calibrates and shifts gears.
Firewatch’s makers don’t intend the game to be the kind of adventure where you play it multiple times just to see what happens at the end. Firewatch is all about a player’s experience and just how individualistic (and rewarding) that can be.
If you’d like to learn more about Firewatch, check out the official website and keep an eye on the developer’s blog, where you can find all kinds of interesting info about the game, like the technology behind Firewatch’s stunning artwork, procedurally generated lighting effects and much, much more.
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.
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.
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.
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.