Quantcast
Archive | esrb-mature RSS feed for this section

For Honor’s Peacekeeper gets a temp ban in MLG online tournaments due to being overpowered

28 Mar

The For Honor tournament community is tired of the Peacekeeper being overpowered, and Major League Gaming has heard the complaints loud and clear.

According to many who play the game, the Peacekeeper’s light attack in For Honor is being spammed by players, making it a tough character to beat – if not impossible sometimes.

All you have to do is look through For Honor subreddit and you will find many a post dedicated to the class. You can also look at the video above from YourFriendlyKebab, which was posted on the MLG forums.

One MLG forum user, Clint44mag, started a thread a few days ago stating the Peacekeeper should be “banned until a re-balancing patch comes out,” for a variety of reasons.

“The Peacekeeper causes a lack of diversity, is abnormally strong compared to the other characters, and reduces the competitive spirit of For Honor,” wrote Clint44mag.

You can read his entire post through here.

In response, an MLG Online supervisor has decided for online tournaments, the firm will “try running a tournament with Peacekeeper banned,” and send a poll out for feedback. If the community is “largely in favor of banning the hero,” it will do so.

Hopefully, Ubisoft is paying attention, and the Peacekeeper will finally get some much needed balancing.

Battlefield 1 expansion They Shall Not Pass is now available to all players

28 Mar

The Battlefield 1 expansion They Shall Not Pass is now available on PC, PS4 and Xbox One for all players.

battlefield_1

They Shall Not Pass was released to Battlefield 1 players with a Premium Pass members first on March 14.

The early access period ran for two-weeks, and was to be made available on March 28. That’s today.

It contains the French Army, four new maps on the Western Front: Verdun Heights, Fort Vaux, Soissons and Rupture.

It also comes with two new operations, new weapons, a new steel Behemoth and new Elite Class. The new Frontlines game mode is also included, and it’s a mixture of Conquest and Rush modes.

If you want to look over the patch notes for They Shall Not Pass from March 14, give that link a click.

After They Shall Not Pass, Battlefield 1 players can look forward to three more expansions: In the Name of the Tsar, Turning Tides and Apocalypse.

A Mafia 3 demo is now available on all platforms alongside the Faster, Baby! DLC

28 Mar

If you have yet to play Mafia 3, you can now try the game’s opening act on all available platforms. The game is also on sale, too.

The demo for Mafia 3 allows you to play the bank heist sequence which sets the stage for the rest of the story.

It gives players a background into Lincoln’s history with the mafia and the events leading up to his desire for revenge.

PC, PlayStation 4 and Xbox One users can now download the Mafia 3 demo and all progress will carry over into the full game upon purchase. The game is also on sale both digitally and through retail for 50% off now through April 17.

The demo is 24GB through Steam for PC, 27GB on PS4 and 25GB on Xbox One.

Along with news of the demo, the Faster, Baby! DLC is also available, starting today. If you own the Deluxe version of Mafia 3, which comes with the Season Pass, you can download it right away. If you don’t own the Season Pass ($29.99) it will run you $14.99.

Two more DLC releases, Stones Unturned and Sign of the Times, will be released later.

A non-exhaustive list of Mass Effect Andromeda improvements, if BioWare’s taking requests again this time

28 Mar

Mass Effect 3 got a new ending, so why can’t Mass Effect Andromeda also change to meet our expectations?

mass_effect_andromeda_guide_meridian3

“There are almost no meaningful choices in Mass Effect Andromeda. As long as you tick off major side content, every decision seems to boil down to a slightly different sequence of events in the final mission – if that.”

Mass Effect Andromeda is a huge game, and pretty absorbing once you get through the rough start, forgive the many bugs, and consign the fetch quests to the devil.

Clearly Mass Effect Andromeda needs further patching, and that’s something BioWare has promised to deliver – but we’re wondering if the developer is at home to some helpful suggestions and constructive criticism. You know, since it listened to the internet once before.

As such, here’s a very serious list of all the things we’d like changed in Mass Effect Andromeda. This list, by its nature, will be pretty grumpy; an equivalent list of all the things we love in Mass Effect Andromeda would, unfortunately, pretty much spoil the whole game.

mass-effect_andromeda

Make interplanetary travel more convenient

Okay, sure, yes, the little animations that play when you land or leave a planet are probably there to mask a loading sequence. I can live with that. I can even cope with the animations that play as you move between clusters and destinations on the map, although they make me so impatient I want to scream. But why can’t we pick a previously-visited destination from a list instead of chugging through the cluster map every time? Why do we need the little scene that plays whenever you actually get off the Tempest on a planet, where Ryder walks a couple of steps and then disappears, and then reappears in a helmet? Why can’t we choose where we want to deploy since the Nomad could be dropped anywhere? Why can’t we deploy in the Nomad rather than having to run over to it?

Add all this stuff up and going from one location to another, as for example when completing one of the dozens of multi-planet fetch quests required for character loyalty and secondary ops, just becomes a dragging chore. Perhaps it feels better when you’re on drugs and get excited about the groovy space transitions?

mass_effect_andromeda_guide18

Send the citizens of Kadara some working doors

There’s something really wrong with the doors in Kadara Port. Instead of opening at a touch of your Omni-tool like every other non-secure door in the game, they apparently need to be laboriously hacked every time you want to move between the docks and the market, or just go to the pub.

I understand it’s a rough and ready frontier town, and maybe maintenance is more slapdash than other settlements, but I cannot believe the people of Kadara are willing to put up with this nonsense.

Get rid of the invisible rocks outside the lift in the Kadara Slums

Whenever Ryder gets out of the lift at Kadara Slums, they get stuck on some invisible rocks. I have to remember to jump or run around this ghostly barrier. Why would anyone leave cloaked obstacles outside a lift? It’s a hazard.

Add another LZ for Kadara

Whenever Ryder needs to do something in Kadara’s open world – which towards the end of the game seems to be about every other minute, despite the way side content bounces around the cluster map – Ryder has to disembark at Kadara Port, take the lift to the slums, circumnavigate the invisible rocks, and then leap over a fence and run a short distance. This is a laborious process and does not make up for the fact that at least you don’t get the whole walk-a-few-steps-vanish-and-reappear-with-helmet thing. Let us land directly on the surface after our first visit, geeze.

mass-effect_andromeda_2

Blow Kadara up

You know what, just get rid of Kadara altogether. Only one delightful thing happens on the whole planet, and that could be easily moved to a location I don’t dread seeing pop up in my quest log. First story DLC: Kadara gets blown up.

Bring back grabs

Okay, I get it, the cover system is more analogue and dynamic than the old snap-on, snap-off system, but there are still times when I run right up to a rock or a wafer-thin barrier and there’s an unshielded, unarmoured grunt enemy huddled right up against the other side … and my only option is to go around.

What I really want to do is press the melee button and have my character reach over, grab that trash enemy by the neck, and haul them over to stomp them flat. That’s what we used to do in Mass Effect 3, and the absence of this move from Mass Effect Andromeda is a deep disappointment to me.

mass_effect_andromeda_ss1

“NPCs in Mass Effect Andromeda never seem to be caught up on where you are in the game’s timeline. It’s really hard to feel you’re making impactful, consequential decisions and affecting the world state when literally nothing changes.”

Do something about the multiplayer bugs and servers

Mass Effect Andromeda was built on a brand new engine, right? So it shouldn’t have the same problems as Mass Effect 3, right? Somehow, though, they’re all there. The constantly dropping server connections. The bugs that strike mid-match and leave you unable to move your character properly. The stingy loot box algorithm. The people who use push to talk and push just to sigh heavily into the mic even though it is they who are the problem. Okay, that last one isn’t really BioWare’s fault, but otherwise it’s kind of amazing how closely they’ve replicated the whole experience on new tech.

Make NPCs even slightly aware of the world state

I don’t know if BioWare just assumed everyone would sprint through the main quest and then come back to explore side content later, or if there’s some sort of scripting error, but NPCs in Mass Effect Andromeda never seem to be caught up on where you are in the game’s timeline.

For example, Gil can email you about Jaal well before you meet him. There’s an NPC in the first settlement who will apologise to you for something that you cannot encounter until the third-to-last critical path mission. NPCs whose quests you’ve resolved will loudly complain about their problems whenever you walk past. It’s really hard to feel you’re making impactful, consequential decisions and affecting the world state when literally nothing changes.

Oh, and if you’re going to make a thing where if you don’t change your name then NPCs will use that name, then at least make sure NPCs don’t use the default name if I do change it. The love of my space life keeps calling me Sara and it’s very distressing.

mass_effect_andromeda_4k_screnshot_25

Add more smoke and mirrors to the choice system

Speaking of changes to the world state, wow, there are almost no meaningful choices in Mass Effect Andromeda. As long as you tick off major side content, every decision seems to boil down to a slightly different sequence of events in the final mission – if that. Huge choices, which narratively seem impactful, will result in a squadmate potentially being angry with you for the space of one conversation, or one NPC you met five minutes ago being replaced by another one you also met five minutes ago.

This is no difference to a lot of games, but it is different from past games in the series. In Mass Effect and Mass Effect 2 squad mates could die, permanently, and in Mass Effect 3 it was very, very easy to wipe out an entire race. I understand some people didn’t enjoy feeling like they’d screwed things up, and that’s probably why BioWare changed things, but the developer hasn’t done a very good job of disguising the fact that Mass Effect Andromeda’s story barely branches at all and you can make your decisions pretty much at random.

mass_effect_andromeda_guide17

Add the Geth, Cerberus and the Reapers back as multiplayer factions and call it VR training or something

Yeah okay, so the Andromeda Initiative left the galaxy before the Reapers arrived. But it’s not my job to dig BioWare out of its lore problems. It’s my job to say: I see what you were going for, but Nullifiers are no substitute for Ravagers.

None of Andromeda’s enemy factions have much personality in either single-player or multiplayer. The generic outlaw group includes a stack of non-human units with special names that you never learn about in the lore and feel mostly like DLC multiplayer characters waiting to happen. The Kett seemed promising initially, and I was expecting a Reaper-like reveal of the origins of their units, but it turns out they’re just, like, the heavy one and the sneaky one and the tank. The Remnant are probably the most varied and textured enemy faction, and they’re faceless automatons.

So throw them all in the bin and bring back the ones we like. Not the Collectors – those guys are massive jerks – but all our other our dear friends. Those Cerberus snipers that shouted “wanna biscuit” all the time. The Marauders with their adorable little faces looking like the :3 emoticon. The terrifying disruption of the Nemesis. The genuinely frightening Banshee. The enormous tank Geth platforms, and in fact the Geth in general, with their terrific flashlight head weak points. Yeah. That’s the stuff. I’ll buy that DLC.

mass_effect_andromeda_apex_mission_1_Drac’s Missing Scouts (4)

Do something about excess AVP and skill points

The Nexus caps out at level 20, but you can keep earning AVP long after that. You don’t keep unlocking Cry Pods, though, and the AVP system switches to a minus number, suggesting you have -475 AVP until your next level, or whatever.

This seems to me to be further evidence BioWare neither expects nor wants you to do Mass Effect Andromeda’s side content, which explains a great deal, but plenty of us are going to do it anyway and the fact that the game can’t handle it is pretty embarrassing. Give us something to do with that excess AVP. Trade it in for multiplayer credits, maybe. That would suit me.

Similarly, you run out of things to spend your squad mates skill points on long before you run out of content or levels. Why do they keep accumulating? It only reminds me that I have spent 20 hours of my life opening doors in Kadara Port for no good reason.

Shut SAM up

“Do we really need to be told that THE NOMAD CANNOT BE CALLED IN HERE when the Nomad is sitting right there next to us, or even worse, when we are sitting in the Nomad? Do I need to be told how to take cover and reload my weapon in every encounter in a 100 hour game? Do I need to be told these things when I’m in the Nomad?”

It’s not easy to design a system that will alert players to important information when a significant proportion of us cannot be trusted even to glance at the UI, let alone work out what simple symbols mean, but having a flat-toned AI tell us every time we move over invisible hazard and mining borders is the most irritating solution conceivable.

Is it not possible to decrease the frequency of SAM’s pattering? Like, if a player has moved in and out of a hazard zone three times in two minutes, perhaps just shut him up for a while. Perhaps, once a player has spent an hour in a hazardous environment and presumably understands it, he could only speak when life support gets low? It seems like there are plenty of sensible adjustments BioWare might make.

Also, gosh, do we really need to be told that THE NOMAD CANNOT BE CALLED IN HERE when the Nomad is sitting right there next to us, or even worse, when we are sitting in the Nomad? Do I need to be told how to take cover and reload my weapon in every encounter in a 100 hour game? Do I need to be told these things when I’m in the Nomad?

mass_effect_andromeda_guide_19

Have Nexus politics mean anything at all

Arriving on the Nexus and meeting the directors was so exciting. “Look at how these four characters are pulling in opposing directions with their vision of how the station should develop,” I thought. “It may be difficult to balance their various needs and desires. I bet there’s some sort of faction approval system or something, and consequences to who I side with.”

Nope! Nope! None of that! They’re all just questgivers, and only Addison ever does anything especially compelling or spends enough time onscreen. Tann’s entire function is to be Your Unsupportive Slimy Boss, Kesh seems super interesting but is sidelined, and poor old Kranston is both sidelined and very boring.

This is a game with tremendously more recorded voice acting than any other Mass Effect before it, but none of it is for anything. We could have half the number of NPCs – maybe a quarter – and just as much meaningful content.

mass_effect_3_femshep

Bring back Shepard

I mean, while I’m making requests I may as well go all in.

Dark Souls 3: The Ringed City walkthrough – The Dreg Heap to Earthen Peak Ruins

28 Mar

Dark Souls 3: The Ringed City starts in The Dreg Heap, which – not to ruin it for you or anything – is not a very nice place.

dark souls 3 the ringed city dlc

This Dark Souls 3 walkthrough begins at the first bonfire of The Ringed City DLC, The Dreg Heap, and continues through to the second available bonfire, Earthen Peak Ruins.

Along the way it introduces a bunch of stuff The Ringed City introduces to Dark Souls 3 – notably enemies and weapons – and gathers every loot item we could see. It is part of our ever-growing Dark Souls 3 guide and walkthrough series, which also includes a complete guide to the Ashes of Ariandel DLC.

If you’re just tuning in and don’t even know how to access the DLC, check out our guide to starting Dark Souls 3: The Ringed City.

Right, let’s do this. One last time, cats; one last time to pay for all. I strongly considered chucking a sickie and leaving you to it, but how could I abandon my cheeseburger assassins like that?

dark_souls_3_ringed_city_screen_swamp_knight_1

The Dreg Heap: meet the murkmen

After travelling to the new area, activate The Dreg Heap bonfire. This area is made up of bits and pieces of other environments, stuck together with no regard for physics – especially gravity. The first bonfire run is littered with one-way drops, and you will not take fall damage.

To begin, walk outside and hug the right wall, ignoring the instruction to jump, to circle the dome and grab an ember. Then take the indicated plunge. On the ledge, keep facing the same way and drop down on the right again – you won’t take damage in the soft snow.

Pause here and watch the slopes below as several enemies rise up. These are murkmen, I think. They move slowly, but there’re a lot of them and their attacks are very painful; they’ll also sometimes disappear in the snow, because they’re so low to the ground. Watch out for their combos, which can be a nasty surprise if you’ve baited them into what you expected to be a single swing. Bear in mind that if you walk over a spawn point for a murkman it will grab you, which does a lot of damage.

One of the figures is a murkman sorcerer – the upright one with a staff. It fires slow-moving but nasty projectiles, but it generally won’t use that in this first rush unless you hit it with a projectile of your own. Its staff attacks are bad enough – the vertical slash is deceptively quick, and the horizontal combo has huge reach. Try to get behind it or kill it before it can attack, as rolling and dodging on this high ledge is dangerous.

For later encounters with these guys, be aware that the projectiles track closely, and do magic damage (so will still hurt through your shield). What you want to do is dodge at the last moment – so you have to be very aware of your surroundings. All their attacks can be staggered, though, so if you have your bow out you can just lock on and ping away, or snipe them, to put them out of action.

There’s one other thing you need to know about murkman sorcerers. Sometimes, especially if you’re shooting them with arrows or magic and they’re on the same platform as you, they transform into something that looks a bit like a Haunter from Pokemon and come rushing towards you, flailing claws wildly. The good news is: after a short distance they just vanish into thin air and go away forever. The bad news is: if this happens up close you may shit yourself, die, or shit yourself and die. Be prepared, and watch for the wind up; they kneel as if in prayer.

Advanced tactics: the murkmen in this area actually rise up when the murkman sorcerer calls them in, which is the sound you hear as you approach the bridge. If you’re quick enough you can snipe him to prevent this happening – an arrow will stagger him and prevent the attack, so just keep firing away. That said, you’ll probably end up just sprinting through this area once you’ve cleared out the items, so this trick doesn’t have much mileage in it.

Once all the baddies are dead, slowly cross the bridge and listen for the audio cue of more spawning. Run back up the bridge to avoid being flanked by the murkman sorcerer who appears on your left, as you face across the bridge to the unexplored area. You can snipe him with arrows (he often falls off an edge for you), but don’t forget the few extra murkmen crawling across the bridge towards you as you deal with him.

With that done, do not rush towards the item glow on your right just yet. Peer in the opposite direction. With your back to the tempting item you’ll see a fallen dragon and some short stairs to the right of them. There’s another murkman sorcerer next to these. I suggest sniping him from near the bridge, using the small tower as cover from his projectiles.

Head slowly up the stairs and a great big – look, his armour is slightly Roman-ish so I’m gonna call him a murkman centurion for now – will attack. Run away as far as you can, right back to the snow ledge, and ping him with arrows. He’s too smart to forget you between shots, but has a lot of trouble returning to his start position, so he will eventually come for you. When this happens, dodge his attack and sprint past him, running up to where he came from, and hit him with arrows again. Keep doing this, running back and forth, if you don’t want to duel. Usually he’ll manage to fall off a ledge within three laps, though. Nice to keep up our cheesy traditions.

Grab the Titanite Chunk from the round arena where the centurion was. Climb the second flight of stairs to grab the Aquamarine Dagger. Its special skill turns it into a sword briefly, making it very versatile, and it does magic damage.

dark_souls_3_the_ringed_city (1)

The drop and the angel

We’re going to that item glow above the drop now. As you approach it the ledge will crumble and you’ll fall down a long way – no damage, don’t worry. Gravity is messed up here turn around to face behind you and dash forward and right to kill a murkman sorcerer as he rises to attack. Immediately dodge a projectile which will be honing in on you – listen for the sound – then turn to face the other corner of the room at this end to spot the second murkman sorcerer. If you can’t dodge the attacks, try lighter gear – or go for something that will help you survive the blast. If you can’t kill the first murkman sorcerer in three to four weapon swings, about the time it takes for the second murkman sorcerer to fire off at you, you’ll need better weapons and stats for this DLC, I think.

When the two baddies are down you can collect anything they’ve dropped, plus a Titanite Scale from the corner near the first one. Remember this corner so you can retreat to it in a minute.

Advance slowly and hug the left wall to avoid triggering unnecessary extra spawns, aiming to climb the short stairs. At the top, turn and walk back along the top of the shelves, then drop down. A murkman will fall on you from above. When it’s gone, grab the Murky Hand Scythe.

Getting out of here is a tiny bit tricky. As you climb over the ramp at the other end of this narrow area, a murkman sorcerer and a murkman spawn in front of you, and another murkman spawns on your left, dropping from the ceiling. A second murkman sorcerer also spawns on your left, and immediately does the Haunter attack.

Here’s how I survived it: I legged it back to the other end of the room and hid behind the shelves, where the sorcerer projectiles couldn’t hit me in that nice corner I mentioned. One more murkman spawned as I ran back, so when he and one of the other ones arrived, I murdered them in safety. Then I sniped the sorcerer from my nice safe corner. Finally, I advanced a little further and lured in the third murkman, who’d apparently forgotten I existed.

Wth all that done, you can you safely collect the original item, which turns out to be the soul of a weary warrior. Gosh, I can’t imagine why he felt a bit tired in this place.

Hug the right wall as you advance this time and approach the item glow in the back corner. One murkman will spawn in front of you as you arrive, and another murkman will fall from the roof. Kill them both before grabbing the Twinkling Titanite.

Approach the hole in the wall. As you move forward you’ll hear a terrifying sound and you’ll notice another message waiting for you, but don’t just walk up and read it casually. If you linger in the open here you’ll be attacked by the horrible great big bastard on the other side of the area.

Now I know what you’re thinking. You’re thinking, here comes a red hot Brenna Hillier special, oozing cheese in all directions. Absolutely not. This horrible great big bastard – let’s call it an angel – takes minimal arrow damage and fires very fast projectiles in barrages. It is slow to turn and spot you, yes, but its detection is flawless and long range, so you need to be really far away to take advantage of that and be within reasonable reach of cover, which means even feather arrows do rubbish damage. Also, it’s a tricky target, it seems to take decreasing damage from your arrows as you keep attacking it, and worst of all: it respawns. Just take the damn plunge!

Don’t hang about after you drop; rush forward to shelter behind some masonry; if you go the whole way part of the angel’s barrage will almost certainly hit you. There’s an item behind you, but it’s only a Divine Blessing. Grab it if you dare, but push on in the other direction to shelter behind the building. Grab the lightning urns here.

Beware the murkman who spawns as you approach the corner of the building in the angel’s direction. It’s tempting, but don’t cheese the angel here, either; we can get rid of it in a minute and nab the loot (a ring) it is guarding in total safety.

Instead, head through the arch into the chapel, moving very slowly, and look left. There are two knights waiting here. They look like Lothric Knights but on closer examination, such as when the YOU DIED screen is fading in, you can see they’re covered in thorns or something. This section of the Dreg Heap is definitely made of Lothric Castle though, as you’ll see from the assets throughout.

With the angel outside and the one-way drop it’s impossible to cheese these guys with ping-and-retreat; you just can’t get out of their detection zone. You may want to just sneak (use spook!), chameleon or even sprint (sprinting not recommended) through the door on the right and skip them altogether. The item they’re guarding is only a Soul of a Crestfallen Knight.

Buuuuuuuut if you so want to kill them, you can use arrows to lure them to you one at a time, fighting them outside the little chapel. (Make sure you clear that murkman in the corner near the angel first, to make sure it doesn’t join the fight, and don’t get into the angel’s range.) The knights seem to be scripted to only leave the chapel one at a time, the sword guy first and the cross guy second. They use familiar move sets and don’t have much damage protection (my good old simple uchigatana +10 did for them both in about eight hits each), so I think you can take them if you’re nice and calm. They’re both vulnerable to backstabs, and you can circle out of their combos easily, dropping your shield to restore stamina while they flail in the other direction.

On the other side of the chapel from the angel, all the knight figures are just props – ping ‘em with arrows to make yourself feel better. Facing out the door, turn right and advance slowly, retreating when you hear the two murkmen sorcerers spawn in. One immediately goes Haunter, so you’ll only have to deal with one if you keep your distance and let them get on with it. You can grab some rusted coins from the far side of the fountain once they’re gone, then head up the slope to examine the doorway to the building.

This bit is horrible, and totally optional. Every few seconds you are in this room, a random combination of two murkmen units will spawn. Even if you put them down fast, they’ll beat you down with numbers eventually, and nothing seems to stop them. Your best bet is just to run. The item on the raised area near the doorway is a Titanite Chunk, and if you push through to the back room you’ll get the Murky Longstaff. Be careful when you exit; I found a murkman sorcerer had got outside somehow, and he went Haunter on me, which caused me to scream and frighten my long suffering cat.

Our actual goal is in the other direction from the horrible building. As you head down the slope, a structure overhead collapses, which is very frightening. Pause under it and you can peek out at the angel hovering to your left. You don’t want to be exposed to that, do you? But what’s that thing ahead of you, to the left of the arched doorway? The thing that looks like a wingless angel? Shoot it until it is dead – and the angel vanishes. Hooray! Sneak back past the knights if they’re still alive and go around the platform to grab that Ring of Steel Protection +3 you might otherwise have wasted 45,000 souls retrieving like some jerk whose job it is to gift you with this amazing hindsight.

Whoops: I meant to check if there was some way to get on that fallen tower and get the item on the balcony on the other side before taking the next one-way drop, but I forgot. I’ll update if I figure that out.

dark_souls_3_ringed_city_screen_end_of_the_world_1

The final push for the bonfire

We get another message to take the plunge when we approach the door, so do so. A murkman sorcerer immediately spawns below, but the good news is if you back up against the drop you just made and edge to the right (as you face the enemy), his projectiles hit the rocks at your feet harmlessly, but you can snipe away merrily.

When it’s safe, drop down again and advance very slowly, so a bunch of murkmen spawn. Back right up and fight them close to the drop to avoid triggering the next hazard.

Advance very slowly and hug the left wall to grab a titanite chunk, then immediately retreat as far as you can to avoid detection by the murkman centurion who climbs out of that oily pit.

You can certainly fight this guy if you like, since there’s no good way to cheese him here, but I chamelon’ed on past him (you could also sprint), grabbed the Homeward Bones and took the next plunge – it’s clearly marked with another glowing message, but use your binoculars from the safety of the other end if you’re uncertain of its location. It’s a long drop, but you won’t die, as the message says.

You land in a circle of protection (don’t worry, nothing happens when you step out) and if you move forward slightly, you’ll be able to see the next bonfire. Drop down and activate the Earthen Peak Ruins bonfire.

Phew! One bonfire down, who knows how many to go. Expect a new chunk of Dark Souls 3: The Ringed City walkthrough tomorrow.

Dark Souls 3: how to access The Ringed City DLC

27 Mar

Dark Souls 3: The Ringed City is waiting for you. Don’t let it get impatient.

dark souls 3 the ringed city dlc

Dark Souls 3 has a new DLC pack today, and if you’re ready to explore The Ringed City, go to it.

First things first, let’s make sure you actually have Dark Souls 3: The Ringed City DLC installed.

  • Update Dark Souls 3 to the latest version.
  • Visit Steam or your console storefront and check that the DLC or Season Pass is marked as purchased.
  • Download and install the pack from the storefront if necessary; it may have auto-downloaded at release, or kicked off after purchase confirmation.
  • Open Dark Souls 3 and check the version information in the top left of the title screen – if yours just says “Dark Souls 3” rather than a DLC name, check the previous steps.

Got all that? Good. To begin The Ringed City DLC you need a Dark Souls 3 save with access to the Kiln of the First Flame bonfire (the bonfire after the Flameless Shrine, and right before the final boss), or one in which you’ve beaten Sister Friede in Ashes of Ariandel and spoken to the painter in the attic.

If you’ve met both of these requirements in Dark Souls 3, you can use either method detailed below to access The Ringed City:

  • Travel to the Kiln of the First Flame bonfire and turn away from the final boss arena to spot a new bonfire. Activate it.
  • or
  • Travel to the Sister Friede bonfire and search the arena for a new bonfire. Activate it.

That’s it; no more speaking to mysterious, hard-to-see NPCs or whatever. Just walk right into The Ringed City, and complete Dark Souls 3.

We’ll have a full Dark Souls 3: The Ringed City walkthrough for you very soon; we had technical difficulties getting early access code to work because someone – not naming any names – purchased a special edition with a Season Pass even though they ought to know better, and the PSN threw a fit and locked them out.

The Ringed City is the last Dark Souls 3 DLC and probably the last Dark Souls game, ever. We are alreayd in mourning for what was.

Mass Effect Andromeda debuts at UK No.1 but can’t top sales of Mass Effect 2 or 3

27 Mar

Mass Effect Andromeda has the third best week one for the franchise, which isn’t great when the franchise only has four games.

mass_effect_andromeda_gil

Mass Effect Andromeda launched last week and reviews have been mixed, to say the least.

Despite that, the game made its debut as the UK’s No.1, keeping up the tradition of the series, with the exception of Mass Effect which only got as far as No.12 in its launch week on Xbox 360 in 2007.

Andromeda is the third biggest launch of the year, after Ghost Recon: Wildlands and Horizon Zero Dawn, but sales have fallen short of Mass Effect 2 and 3.
Console sales made up the largest portion of sales, with 55% on PS4 and 41% on XBox One.

Ghost Recon: Wildlands, LEGO Worlds, and Horizon Zero Dawn have all been bumped down a notch while The Legend of Zelda: Breath of the Wild stays static at No.6.

GTA 5 is still hanging out in the top five, three years post-release. You can check out the top 10 games in this week’s chart below.

  1. Mass Effect Andromeda
  2. Tom Clancy’s Ghost Recon: Wildlands
  3. LEGO Worlds
  4. Horizon Zero Dawn
  5. GTA 5
  6. The Legend of Zelda: Breath of the Wild
  7. FIFA 17
  8. Rocket League
  9. Call of Duty: Infinite Warfare
  10. Forza Horizon 3

Nioh update 1.06 adds new sub-missions, ability to pause the game

24 Mar

An update for Nioh is now available, and along with fixes, it contains new missions, new titles, and you can now pause the game.

nioh_boss_ogress

Update 1.06 for Nioh also adds new Smithing texts, fixed a bug where some missions would be considered completed even if you fell to your death before finishing them, and plenty more.

The patch notes are a bit long, bit horribly long, but there’s enough in there to warrant a thorough read (thanks, Gematsu.)

As of the end of February, the PS4 title has sold over one million copies worldwide, and Team Ninja celebrated the milestone by handing out a set of armor.

Nioh 1.06 Update

New Sub-Missions

  • To play the new missions, you need to have reached the final part of the game.
  • These new missions do not affect the trophy requirements for “Samurai of Legend.”
  • Added new Titles. (Obtainable in additional missions.)
  • Added new Smithing Texts. (Obtainable in additional missions.)

Adjustments and Improvements

  • Pressing the Options button in the status menu will now pause the game. (Unable to use during multiplayer mode and summoning visitors.)
  • Raise the limit for the number of smithing materials that can be carried to 9,999.
  • Can now skip through items using the left and right keys in the equipment screen.
  • Changed the rate at which the living weapon gauge recovers while a living weapon is triggered.
  • The amount the gauge recovers now gradually reduces according to how much of the gauge has been depleted.
  • In accordance with the above, the living weapon recovery rate for the “Extraction Talisman” has been increased.
  • The abilities of the guardian spirit “Suzaku” have also been adjusted.
  • Buffs and debuffs are reset when the living weapon of guardian spirit “Suzaku” is automatically triggered at zero health.
  • Buffs and debuffs are reset when using a quick-change scroll.
  • Adjusted the increased attack rate and duration for Talismans.
  • Adjusted the increased attack rate and duration for Power Pills.
  • Adjusted the increased damage rate for axe mystic art “Intesity.”
  • Adjusted the increased damage rate for katana mystic art “Sword of Execution.”
  • Adjusted the amount of ki used for the kusarigama skill “Blade Spin.”
  • Adjusted the damage caused by each type of shuriken, kyaku-dama, horoku-dama has been adjusted, and the parameters of their effects.
  • Adjusted the damage caused by “Fire Shot,” “Water Shot,” “Lightning Shot,” “Wind Shot,” and “Earth Shot,” and the parameters of their effects.
  • Adjusted the damage range of the axe skill “Earth Carver.”
  • Adjusted the camera in the London stage.
  • Adjusted the values for special effects activated when in a critical condition.

Added the following settings to “Basic Game Settings” in the system menu:

  • Enabled on/off function for “Reset Camera When Pressing Lock-On without a Target.”
  • Enabled on/off function for “Display Item Level (Not Multiplayer) in Equipment List.”
  • “Rarity Color Patterns” allows you to change the text color for each rarity.

Adjusted clan battle rewards:

  • Individual rank (clank) rewards have been greatly increased.
  • Camp rewards for victories / losses have been decreased.

Adjusted the Crest Protections for the following clans:

  • Toyotomi
  • Ukita
  • Murakami
  • Mohri
  • Saika
  • Mori

Bug Fixes

  • Fixed a bug where some missions would be considered completed even if you fell to your death before finishing them.
  • Fixed a bug where the Glory you obtained while playing online was not reflected in The Glory Contributed Counter.
  • Fixed a bug where players would be given rewards different from their rank when receiving rewards for individual ranks in clan battles.
  • Enemies sent flying into the air by a groundfire trap will no longer fly into the air again after being hit by a follow-up attack.
  • Fixed a bug where Mujina would remain the same strength regardless of the mission level.
  • Fixed a bug where “Titles Earned” in the gameplay records would not reach 100 percent.
  • Fixed a bug where other players could still see your headgear when playing online. Even when it was set not to display.
  • Fixed a bug with Sakata Kintoki’s movements.
  • Fixed a bug where the player would be launched too high into the air when they were hit by a certain characters’ attacks while falling.
  • Fixed a bug where depleting Nobunaga’s ki with backwave would cause him to move in strange ways.
  • Fixed a bug where boss characters in certain missions would not appear in the player had their bow drawn.
  • Fixed other minor bugs.

GTA 5: here’s a look at how the Liberty City map modding project is coming along

24 Mar

The crew responsible for the OpenIV toolkit has provided a new look at its GTA 5 mod that adds Liberty City to the map.

liberty_city_in_gta_v_1

The team isn’t recreating the GTA 4 version of Liberty City, it’s just adding the map to GTA 5. But thanks to the OpenIV system, it will look lovely, of course. You can see more of the current state of the mod over on the gtaforums and the OpenIV website.

Liberty City in GTA V was revealed in January, and the first beta is expected sometime this spring.

Those who wish to participate in the beta, or who plan to download the mod upon release, will need to own GTA 4 or Episodes from Liberty City for it to work in GTA 5. They will also need to have the converter tool and OpenIV installed on their PC.

liberty_city_in_gta_v_2

Once available, GTA 5 players will only need to hop on a plane and fly to Liberty City in order to drive down all the streets and visit various sites familiar to GTA 4 players.

Hit up the links to get a better look at the mod and for more information.

Let’s talk about Mass Effect Andromeda’s story and tone

24 Mar

Mass Effect: Andromeda’s story is satisfying but tonally frustrating. Let’s talk about why.

mass_effect_andromeda_4k_screnshot_06

I was really glad when Brenna said she’d review Mass Effect: Andromeda. It was a bit of a weight off my mind – I was 50 hours into the game and still had no idea of what I wanted to say. A few days later and I feel obligated to write something – I’m a Mass Effect mega-fan, and back when Mass Effect 3 came out I wrote a gushing editorial about how the game really did feel like saying goodbye to old friends. With that fandom in mind, I’ll reveal that Andromeda was a bit of a rollercoaster for me.

I’m going to talk about story a lot, and while I’m not going to go into detail there will be minor spoilers.

I loved the first hour or so, then hit a bit of a brick wall immediately after the intro: something felt off. As the game progressed, things got better and better. The improvement was significant: characters who felt hollow before suddenly began to spring to life and feel incredibly likeable. The game’s energy in general seemed to shift: it felt like Mass Effect again.

“If you stick with it long enough it earns the Mass Effect name – though yes, there’s a dangerous feeling early on that you’re playing the straight-to-video sequel version of Mass Effect that gets made when none of the original cast want to come back.”

Say what you will about the bugs or structural problems since they’re there and undeniable. I don’t quite get the complaints about Andromeda’s writing, however. People have cherry-picked bad lines for snappy twitter clips, but I’m not going to pretend that the trilogy was any more free of the occasional clunker. Mass Effect has always been more like the pulpy nature of Star Wars than a science fiction masterpiece, though rose-tinted specs might cloud that.

If you stick with it long enough it earns the Mass Effect name – though yes, there’s a dangerous feeling early on that you’re playing the straight-to-video sequel version of Mass Effect that gets made when none of the original cast want to come back. The game eventually throws off that feeling, and thank god for that: nobody wants to be Kindergarten Cop 2 (yes, it exists) or that weird sequel to Donnie Darko. Eventually Andromeda steps into its own, though it arguably happens too late: I’ve seen a lot of media, youtubers and message board folk chatting about those early hours as if they represent the whole game: they don’t.

mass_effect_andromeda_ryder_vault_1

“I loved returning to some of the overarching species-related plots that made the trilogy interesting, but in a sense it feels like a misfire: wasn’t the point of Andromeda to discover something new?”

With that said, there’s a generally troubling thread that runs right through Andromeda, and it’s all to do with that setting. Andromeda promised things that were wildly different and new, but the game seems mostly focused on trying to put the status quo of the original trilogy back in place: the same races, working in the same ways. The fact the game teases that the missing Milky Way races such as the Quarians, Hanar and Drell are also on the way is a mission statement of sorts, and it’s a theme that persists throughout the game.

The first encounter with the villainous Kett is masterfully handled, with the simple decision to let you manually control with regular combat controls if you approach with guns drawn – or with hands up – a great representation of how first contact could actually play out. It’s a different type of choice for Mass Effect: actively controlled rather than passively selected from a menu. It feels poignant. First contact with the new friendly Angara also starts out well, tension-filled and exciting, but the game is keen to move you on: there’s a native language but quickly your AI is translating everything and they’re all speaking English. The tension evaporates.

The new Remnant race don’t really offer much narratively – it’s another set of ancient aliens, but without a touch like the strange short story narratives that accompanied Prothean ruins in the original Mass Effect they’re fairly devoid of personality. The game rushes you along: hurry, hurry – and when it does stop for breath, it’s to underline the old conflict between the Salarians and the Krogan or to navigate other politics back with races we already know well.

In a sense it’s hard to complain about this: all the stuff that the game does drag to the forefront shines. The reason that Andromeda returns to those wells is because they were all fantastic. They still are here. Indeed, probably the reason we’re in Andromeda at all is even if you disregard Mass Effect 3’s divergent endings and select a canon one, many of the conflicts are resolved. If the genophage is fully cured, is Krogan aggression as interesting?

I loved returning to some of the overarching species-related plots that made the trilogy interesting, but in a sense it feels like a misfire: wasn’t the point of Andromeda to discover something new? The Angara are a start, but it doesn’t feel like there’s enough. It felt like a race to get to the most iconic images of the trilogy. I can hardly blame Bioware for that, but I also have to wonder.

mass_effect_andromeda

There’s a similar sort of tonal misfire around Scott or Sara, Pathfinder and protagonist. One thing I love about this duo is that they are definitely different from Shepard. While you shape the tone of Shepard or Ryder, they’re still characters in their own right. Shepard is a badass that doesn’t stop. Good or ill, they always have a sharp response ready. The Ryders are unsure, awkward. It’s personified best in a team meeting situation aboard the ship: where Shepard commanded absolute attention and respect, the team don’t wait for Ryder to dismiss them before walking off. Ryder is left incredulous. It’s a funny scene.

The problem comes with that title of Pathfinder. There was a lot of talk around ‘space Jesus’ in reference to Shepard, but I always felt like like they earned it: In the original Mass Effect they become Spectre by way of force and they’re consistently doubted, grounded and forced to act alone. In Mass Effect 2 the official powers continue to ignore you, but one man who might well be crazy believes and pumps money your way. It makes sense. By the third game, Shepard is validated and he is space Jesus. Everybody turning to him makes sense.

“How much new Andromeda offers is a disappointment, but here’s the flip-side: when it doesn’t halfway-house it and sips from the cup of fan service unrepentant it is at its best.”

Scott or Sara are nominated as Pathfinder by their father, and while there’s some early resistance around it being seen as nepotism that quickly drains away. Everybody is ecstatic to see you: you’re the pathfinder! This is the space Jesus thing turned up to eleven, except it doesn’t feel like you’ve actually earned it. All you did was have the right dad. Even the Angara quickly transition from ‘these aliens could be diseased’ to ‘this is the pathfinder, from the Milky Way!’ The whole thing rubs me the wrong way, especially when rapidly you’re not even the only pathfinder… except the others seem fairly useless, standard soldier types with access to their own AIs. I don’t feel sold on why the Ryders are special, even if I like them, and it feels like their status mostly exists as a rush to push back to Shepard-status so the player feels empowered – but I just end up questioning it.

The same is true for the tone – the Ryders are funny and quippy in a way Shepard wasn’t. This is likeable, but the way they and the rest of the crew are often feels at odds with the life-or-death predicament ongoing in Andromeda. The tone is weird.

How much new Andromeda offers is a disappointment, but here’s the flip-side: when it doesn’t halfway-house it and sips from the cup of fan service unrepentant it is at its best. I nearly fell out of my seat when in a video log a character related to a major trilogy player began to recount tales of certain trilogy events. When the game teased involvement of a shady third party that was “scared for the Milky Way” in funding the Andromeda project I got impossibly excited about who it probably was; these are the sorts of things that likewise made me excited in Mass Effect 2 and 3.

mass_effect_andromeda_4k_screnshot_12

Basically, the game is perhaps better off when it focuses on being a simple expansion of that universe rather than, as pitched, something of a reboot.

While Andromeda itself doesn’t feel new enough, the game succeeds in other areas: its cast, for instance, are charming and successful twists or inversions of ideas from the trilogy. Peebee shares the fascination and talent for science with Liara, but where Liara is at first a nervous, innocent and unsure student and later a bad-ass commando, Peebee is a punk. Drack is better compared to Grunt than Wrex: if Grunt is an expression of a Krogan as a teenager, Drack is a grandpa – and a brilliantly written one. Every one is taken in a new direction. Hell, I even like Liam, even if it’s got a big mouth and needs to close it more often.

Perhaps all this was necessary. Mass Effect 3 backed Bioware into a corner and Andromeda has provided a solid out. By the end of the game I was absorbed into this new galaxy and its characters, if a little perplexed it didn’t offer more new. I don’t really care about that now, though: what I now want are more stories.

The basic framework of Mass Effect was ripe to support more stories back in the Milky Way, and if Andromeda just gives us a place to explore these same themes and ideas divorced from the bluster of the trilogy I’m okay with that. I just wish it hadn’t taken ten hours of play-time to get there.

Anyway. In spite of these gripes, Mass Effect: Andromeda is pretty damn good. It’s better, I think, than a lot of the discourse online is giving it credit for – but it’ll take a bit of digging to really understand why. Be patient – it’s worth it.

Dark Souls 3: The Ringed City – the last DLC release is upon us, so have a look at this lovely eye-candy

24 Mar

The final DLC for Dark Souls 3 will release next week, and for a glimpse of what to expect, you should give the launch trailer and lovely set of screenshots a look.

From Software and publisher Bandai Namco will release The Ringed City DLC for Dark Souls 3 on March 28, complete with new enemies, gear, story and PvP maps.

Until then, you can get a handle on the Dragon Ruins and Grand Roof arenas which release for the game today, March 24, if you the Ashes of Ariandel DLC or the Season Pass. The PvP arenas will be made available once players download update 1.1. The Ringed City owners will have the content made available once the DLC releases.

Along with the arenas, update 1.1 includes a frame-rate upgrade on PS4 Pro, a buff to heavy armor, a nerf to poison damage, and much more. You can look over the notes for update 1.1 through a previous post.

The ability to team up with friends will be made available when Undead Match releases alongside The Ringed City as well.

dark_souls_3_the_ringed_city (1)
dark_souls_3_the_ringed_city (2)
dark_souls_3_the_ringed_city (3)
dark_souls_3_the_ringed_city (4)
dark_souls_3_the_ringed_city (5)
dark_souls_3_the_ringed_city (6)
dark_souls_3_the_ringed_city (7)
dark_souls_3_the_ringed_city (8)
dark_souls_3_the_ringed_city (9)

That Ringed Knight looks a bit scary doesn’t he? The fight should be a great last hurrah of sorts for players, along with the other enemies included in the content, of course.

Again, The Ringed City DLC for Dark Souls 3 releases next week on March 28 for PC, PS4 and Xbox One.

Incoming search terms:

The best horde mode zombie shooter is free to play this weekend on Steam and PS4

24 Mar

There is no excuse not to check out Killing Floor 2 this weekend.

Killing Floor 2, the zombie shooter from Tripwire, is celebrating the release of new content with a free weekend and a big sale. From now until March 28, the game will be free to play on both Steam, as well as PS4 for the first time ever.

The free trial can be downloaded in any region, or from Steam if you’re on PC. It offers unrestricted access to the content. The game is also on sale both on the PlayStation Store, as well as Steam for 33% off and 50% off respectively.

Earlier this week, the game received a big content update titled The Descent, bringing two new maps and weapons. This is Killing Floor 2’s second free update this year, after Tropical Bash in January.

I named Killing Floor 2 one of the best shooters of 2016, a no-fuss zombie shooter that focuses on pure, satisfying mechanics above all else.

Watch the trailer above for the latest content update if you’re unfamiliar with the beautiful carnage of Killing Floor. The game supports six players in co-op, or 12 in the Versus mode.

The best horde mode zombie shooter is free to play this weekend on Steam and PS4

24 Mar

There is no excuse not to check out Killing Floor 2 this weekend.

Killing Floor 2, the zombie shooter from Tripwire, is celebrating the release of new content with a free weekend and a big sale. From now until March 28, the game will be free to play on both Steam, as well as PS4 for the first time ever.

The free trial can be downloaded in any region, or from Steam if you’re on PC. It offers unrestricted access to the content. The game is also on sale both on the PlayStation Store, as well as Steam for 33% off and 50% off respectively.

Earlier this week, the game received a big content update titled The Descent, bringing two new maps and weapons. This is Killing Floor 2’s second free update this year, after Tropical Bash in January.

I named Killing Floor 2 one of the best shooters of 2016, a no-fuss zombie shooter that focuses on pure, satisfying mechanics above all else.

Watch the trailer above for the latest content update if you’re unfamiliar with the beautiful carnage of Killing Floor. The game supports six players in co-op, or 12 in the Versus mode.

Bulletstorm: Full Clip Edition launch trailer reminded us of how satisfying it was to pull off those skillshots

24 Mar

Bulletstorm: Full Clip Edition’s skillshots still look amazing, 4K or not.

Gearbox and People Can Fly have released the launch trailer for Bulletstorm: Full Clip Edition, the remastered and expanded re-release of the six-year-old shooter.

On top of the enhanced visuals, improved frame-rate and 4K support for PC and PS4 Pro, Full Clip Edition comes with a couple of different bits of new content, including all add-ons from the original.

Six new Echo maps have been added, bringing the total to 30. Echo is a challenge mode that tracks your high score and puts it on a global leaderboard. Completing the campaign unlocks Overkill mode, which increases the difficulty and provides unrestricted access to areas, weapons and skillshots.

The game also has a four-player co-op horde mode with 20 waves, playable across 12 maps. Finally, if you pre-order, you get to play as Duke Nukem for the entire campaign, complete with new dialogue.

Bulletstorm: Full Clip Edition is out April 7 on PC, PS4, and Xbox One.

Mass Effect Andromeda guide: Elaaden, 100% viability and The Journey to Meridian

24 Mar

Mass Effect Andromeda is building to a climax – and we don’t just mean in the romance system.

mass_effect_andromeda_4k_screnshot_26

The Journey to Meridian contents

Objectives and mission flow

Boss: Destroyer

Boss: The Archon’s Sword

Elaaven secondary quests

Endgame secondary quests

This chapter of Mass Effect Andromeda takes us to a point of no return, so if you’re the sort who likes to get all your side questing done before the big climax, now’s definitely the time to get moving on that.

The priority op itself, The Journey to Meridian, is pretty straight forward, although it does involve some great battles, including two major bosses.

Reaching this mission progress most “on hold” secondary quests to the point of completion. Of particular note is Know Your Enemy, which updates with a last email as you begin The Journey to Meridian. This quest leads into another called Dissension in the Ranks, which can decrease the difficulty of the final priority op, as well as being narratively satisfying. Be sure to grab the email and proceed to Voeld to complete the quest chain before you kick off the main mission.

You won’t have many more chances to clear out side content once you get properly started with The Journey to Meridian, so if you want to be as prepared as possible for the very final battle, there’s a lot you should get done. Hitting full viability on all planets is a good target, and can be achieved without ticking off every single quest. As such, we’ve also included a list of all the content on optional planet Elaaden on this page.

mass_effect_andromeda_guide_meridian1

The Journey to Meridian objectives and suggested missions flow

Find more tips, tricks and explanations in our Mass Effect Andromeda guide and walkthrough.

As mentioned above, this mission is something of a point of no return for Mass Effect Andromeda. Although you will still be able to play after the final priority op, some secondary content will close or alter to reflect the end of the main narrative. Additionally, you won’t have a chance to increase your Andromeda viability once you get moving.

We’re stressing this a lot now because we want to be sure you don’t miss the message: get everything done. Check your email. Talk to everyone. Go everywhere. Look at everything. Sure, you can do it later, and it’s not like the galaxy’s gonna blow up if you don’t, but since you have the chance to make a perfect run on it now, why not do it?

Alright then, here’s how we suggest you tackle The Journey to Meridian. The only tricky bit in this mission is a branching path where you need to visit each destination – a pair of towers, one in the north and one in the south. Each includes a boss battle, and one of these is with a Destoryer, a new enemy type you won’t have seen before.

The mission culminates in a major boss battle with The Archon’s Sword and transitions immediately to Meridian: The Journey Home.

  • Optional: visit the Nexus, Hyperion and Tempest to update conversations and side quests
  • Optional: collect Elaaden side quests (see list below)
  • Optional: clear all available side quests and planet scanning
  • Optional: Achieve 100% viability on all outpost planets
  • Meet with Nexus Leaders
  • Speak with your sibling
  • Interact with the terminal in the Tempest Research Centre
  • Call a crew meeting on the Vidcon
  • Travel to Meridian in the Civki system
  • Explore the Remnant City
    • Use the console
    • Cross the bridge and use a second console
    • Use gravity well and fight through Kett and Remnant
    • Investigate the North Tower
      • – Battle through the Remnant
      • – Activate the console to open the door
      • – Enter Exploration Systems
      • – Activate the four consoles: NW, NE, SW, SE
      • – Activate the final console
      • – Kill the Destroyer mini-boss
    • Investigate the South Tower
      • – Battle through the Kett and Remnant
      • Optional: solve the Remnant Decryption to loot a treasure room
      • – Activate the console to open the door
      • – Enter Research Sector
      • – Battle through the Kett and Remnant
      • – Kill the Ascendant mini-boss
    • Return to Core 17
    • Battle the Remnant and Kett on the bridge
    • Use the gravity well
    • Activate the central command console
  • Kill The Archon’s Sword boss

mass_effect_andromeda_guide_meridian4

The Journey to Meridian mini-boss: the Destroyer

Encountered in the North Tower as a mini-boss, the Destroyer unit actually turns up a second time during this mission, so get used to it now.

The key to a Destroyer encounter is to use the environment to your advantage and stay mobile; distance will keep you out of its annoying area of effect attacks, but you’ll need to evade its main cannon, and hunkering down behind cover is a bad idea – it has an explosive response to that tactic.

You must control the adds. Your first priority should be to take down all the Assemblers, to stop them building more units, and then the Nullifiers. We found it easiest to point our squaddies at the Nullifiers while we whipped around clearing up the smaller mobs.

When you’re ready to face the Destroyer itself, go for its most obvious weak spot – the two turrets. Although dropping the turrets makes the Destroyer more mobile, it also prevents it unleashing one of its attacks, and significantly eats into its shields. Critical damage bonuses help a lot here.

Once you’ve dropped both turrets, just keep your distance and dodge when the main cannon fires, and you’ll win the war of attrition, As ever, consumables will help you hit it harder and faster.

mass_effect_andromeda_guide_meridian3

The Journey to Merdian boss: The Archon’s Sword

The proper boss of The Road to Meridian is sort of like a Destined on steroids, except that Destined rarely call in so many adds you want to throw your controller at the screen.

Add control is so, so important here and it’s the constant spawns that really make this encounter challenging. Since there’s so much going on it’s very difficult to order your squaddies about efficiently, so if you are good at clearing large numbers of adds quickly, you might want to leave Drack and Cora at home and bring those more at home with distance battles, like Vetra and Jaal, and point them both at the Archon’s Sword while you do mob duty.

High ground is very important in this encounter, and you can really help yourself out by using the environment to funnel enemies into chokepoints. You will have to face Anointed and a Fiend as well as the squishier Wraiths and Chosen, so you definitely need to think about something to smack down shields as well as punch through armour. Ability wise, anything you’ve got for controlling groups is great, and if you’ve specced your powers to detonate with radius damage you can really benefit from combos here.

If you only have limited disruptor ammo consumables, save them for the Archon’s Sword himself, as his shields are a bother. Whenever the Archon’s Sword gets a bit sore he’ll cloak and wander off, usually calling in a bunch more adds. Keep track of him by watching for that weird swirly cloud Destined generate, and make sure you don’t let him flank you while you’re coping with the mess.

mass_effect_andromeda

Elaaden secondary quests

Elaaden is a dry and dusty planet, and home to New Tuchanka, the outpost established by the Krogan after they were kicked off the Nexus. This planet is entirely optional, but there’s heaps to do. You can set up a new outpost, even.

  • Elaaden: A New World
    Enter the Tempest after visiting Kadara to view a cutscene unlocking this mission and the planet Elaaden.
  • Settling Elaaden
    Land on Elaaden to unlock.
  • Conflict in the Colony
    This is the main Elaaden mission chain and unlocks after you visit the planet and enter Paradise.

    • Parlay with the Krogan
    • Investigate the Remnant Derelict
    • Search for the Stolen Remnant Drive Core
      • If you give the Drive Core to Morda the Krogan and Nexus resume friendly relations and you can build an Outpost on Elaaden.
      • If you keep the Drive Core for the Initiative you’ll receive 1,000 Remnant research points and 2,000 Credits in addition to standard mission rewards.
  • The Flophouse
    This is the main base mission of Elaaden, and is tackled during the quest chain above.
  • Architect on Elaaden
  • This battle becomes available if you establish an outpost on Elaaden.

  • Taming a Desert/Making This Dust Bowl Livable
    Approach any of the three Elaaden monoliths.
  • Water Supply
    Use the console in the Flophouse.
  • The Mind of an Exile
    Unlocks with a comm from Lexi after you enter Paradise.
  • Gray Matter
    Unlocks sometime after completion of The Mind of an Exile.
  • Hard Luck
    Speak to Nora Tallis in Paradise Sands.
  • The Rebel
    Speak to Kent Halsey in Paradise Sands.
  • Save Dr. Okeer’s Krogan Research
    Speak to the Krogan geneticist at New Tuchanka.
  • Rising Tensions
    Speak to Shaman Kortik in New Tuchanka; must have unlocked Parlay with the Krogan.
  • The Search for Ljeta
    Speak to Rorik in New Tuchanka. Unlocks after resolving the main Elaaden mission chain.
  • Crisis Response
    Acquired from a datapad in the Flophouse.
  • Aspirations
    This sidequest marker is in the southeast of the map. The door won’t open until you’ve interrogated Vehn Terev in Hunting the Archon.
  • Task: A Flower for Kesh
    Unlocks after completing Drack’s loyalty mission. Speak to Vorn to begin.
  • Out of Gas
    Drive around the north of the Elaaden map until the Nomad breaks down.
  • Dismantled
    Acquired by approaching map icon Remnant ruins.
  • Task: Cache Flow
    Scan a Remnant device at any Remnant site.
  • Task: Little Mouse
    Collect a Little Mouse datapad in a random encounter.
  • Task: Volatile
    Destroy a volatile container in a random encounter.
  • Task: Infection
    Scan an infected outlaw corpse in a random encounter.

mass-effect_andromeda_2

Other endgame secondary quests

There are several secondary quests that open up during the final few priority ops of Mass Effect Andromeda, or when you touch down on planets and systems you won’t have visted unless you’re pursuing other secondary quests. Here are some that are easy to miss if you’re not checking in regularly:

  • Life on the Frontier
    You’ll receive an email from Sid sometime after reaching Aya.
  • Contagion
    You’ll receive an email from Captain Dunn when you return to the Nexus after Kadara first becomes available.
  • Task: Investigating Embezzlement
    Speak to the dock manager in the Docking Bay area of the Nexus after opening Kadara.
  • Task: Beer Run
    Speak to Wilma just outside Kesh’s office on the Nexus after visiting Kadara.
  • Taks: Outpost Supplies on Elaaden
    Talk to Merixus at the docks on Aya after building an outpost on Elaaden.

Incoming search terms:

Let’s see if the new weapon variants in Battlefield 1 are any good

24 Mar

What about those new Battlefield 1 weapon variants? Are they worth the grind?

Battlefield 1 now has four new weapon variants for all four of the level ten class weapons. All of them are currently in the hands of the CTE testers, so it’s time to hear their thoughts.

Our Battlefield expert Westie has naturally been playing with all of them, and in the video, he offers his opinion on whether or not they bring something new to table, and if we’re going to see used by players once they hit the live game.

The biggest thing to note here is that three of the four come with bipods, emphasising a stationary play style. While you can use them on the move, they work best when deployed.

Generally speaking, Westie is pretty positive on the new additions. I won’t spoil his impressions for you, so watch the video, even if you’re just looking for gameplay footage of the new toys.

For Honor patch 1.04 released, here’s what it does

24 Mar

For Honor’s latest patch does a bit of housekeeping, and fixes a bug introduced with the previous patch.

for_honor_launch_screens (4)

For Honor has a new patch available, version 1.04. The update was released yesterday on PC, PS4, and Xbox One following server maintenance.

1.04 doesn’t bring many changes, but it does have a fix for the Conqueror glitch the previous patch introduced. Ubisoft also said the update includes fixes to improve match stability.

Find the full notes below:

General (all platforms):

  • Various bug fixes to improve performance and match stability.
  • Addressed the Conqueror graphical glitch introduced in the last Live Update as part of our ongoing session stability fixes.

Xbox One specific

  • Added functionality to enable/disable invites.
  • A player that is in a state that cannot be joined (Story Mode, Practicing, Loading Screens) will not be able to send invites
  • Game invite options will no longer be greyed out if there’s a free slot

In other For Honor news, the game recently came under fire after players calculated it would take years to earn enough Steel to be able to afford everything in the in-game store without paying money, which prompted the developer to respond.

Unfortunately, the response only helped fuel the fire. Server issues are still being reported by players to this day, which also isn’t helping the game’s case.

Mass Effect Andromeda guide: Hunting the Archon

24 Mar

Track down your enemy, and take the fight to him.

mass_effect_andromeda_guide_19

With the Angara race joining your cause and giving you some native Heleus Cluster knowledge at the end of the Trail of Hope quest, Mass Effect Andromeda‘s priority ops main quest rages on: and now you’re on the attack in Mission 4, Hunting the Archon.

Find more tips, tricks and explanations in our Mass Effect Andromeda guide and walkthrough.

The same basic rules apply at the start of the Hunting the Archon quest line as in any other time you kick off a new quest in Andromeda: you should take some time out to check in with each of the crew on the Tempest and also head back to the Nexus. If you’re really feeling brave, consider also heading back to Eos, Havarl or Voerl – as each major story planet tends to unlock a few more side quests as you progress the main overall story.

Don’t forget that all the quests we previously listed on Aya, Hvarl and Voeld are still available for you to tackle if you so wish.

With Hunting the Archon unlocking a new solar system, Govorkam, becomes available – and it’s home to a major story planet, Kadara. More on that in just a moment. Other new solar systems become available throughout this quest too.

Compared to A Trail of Hope the Hunting the Archon quest is remarkably simple – you more or less have everything you need to begin the process of an assault on the Archon – a little more intel and you’ll be golden. For that you’ll be heading to Kadara – but Kadara brings with it some challenges all of its own, including a slew of new sidequests and missions. Kadara also has new shops with new gear.

We’ve listed all of the sidequests that unlock on Kadara during this mission below, but do be aware that they don’t all unlock at once. In fact, throughout the course of Hunting the Archon many new quests will unlock: this quest is a launching point for many major piece of side content, from loyalty missions through to new sidequests on other planets. Everything is listed here – so let’s get to it!

mass_effect_andromeda_4k_screnshot_17

Hunting the Archon objectives and suggested missions flow

  • Optional: visit the Nexus, Hyperion and Tempest to update conversations and side quests
  • Travel to the Govorkam system and land on Kadara
  • Meet with Shena at Kralla’s Song in Kadara Port
  • Talk to Sloane Kelly about the Traitor
    • If you fail to convince Sloane Kelly by being honest or refusing to be complicit in the killing of Vehn you will have to break into Vehn’s cell and break him out. He’ll then be handed over to the Angaran resistance.
    • If you’re honest with Kelly and agree to the execution she will allow you to meet him in order to get the information you need – but he’ll later be executed.
  • Interrogate Vehn Terev
  • Find the Kett Transponder from the Kadara Badlands
  • Speak to Gil aboard the Tempest
  • Find the Kett Flagship, the Verakan
    • Head to the Tafeno System
    • Scan for the flagship
  • Board Ark Paarchero
    • Patch SAM into the Ark computers
    • Locate the Salarian Pathfinder Zevin Raeka
    • Identify the dead Salarian
    • Locate the dead Salarian’s Stasis Pod
    • Revive the Salarian Pathfinder
  • Infiltrate the Kett ship
    • Patch SAM into the kett ship’s systems
    • Survive the ambush
    • Make your way to the Archon’s private chamber
    • Escape the Trap
    • Find the Relic
    • Kill the exalted Krogan and the Kett
  • Escape the Kett Ship, Rescue the captive Krogan / Salarians
    • If you choose the Krogan, Drack will be pleased and the Krogan will help you in a later mission. The Salarian pathfinder will die and they must choose another, however.
    • If you choose the Salarians, the Krogan scouts will die and Drack will be upset, but Zevin Raeka will live.

mass_effect_andromeda_november_screenshots_2

Hunting the Archon Boss: The Behemoth – the Exalted Krogan

Before you reach the Exalted Krogan boss you will have another encounter with a Ascendant enemy who is functionally the same as the Cardinal as you encountered back in A Trail of Hope mission. If you need strategy for this shielded enemy and his annoying ball of energy-firing tech that accompanies him, be sure to check back on our guide pages for A Trail of Hope and the first Cardinal Encounter. There’s a second Ascendant towards the end of the mission also.

At the end of this mission you’ll have to face off with a powerful new enemy – the behemoth, a first pass at an exalted version of a Krogan. The Krogan are deadly to begin with, but with Kett technology this guy is fierce. It has lots of armor, so you’ll want to use slow-firing weapons such as pistols or shotguns. Fire attacks are also vital, so equip yourself with some inferno ammo and make use of skills such as flamethrower. Ice effects are a good second option, too – bit biotics are much less useful.

As you’d expect, the behemoth will use its Krogan size to try to get in close, so try to duck and weave around it. Watch out for its gun, too – it explodes with electrical damage that rips down shields in no time. This battle is a war of attrition, so just be careful and take it slow.

mass_effect_andromeda_4k_screnshot_19

New secondary quests on Kadara

The following sidequests unlock on Kadara throughout the Hunting the Archon quest. Some of these quests are found in the slums, others in the city, and others out in the open world wasteland below.

  • Murder in Kadara Port
    After interrogating Vehn for Hunting the Archon, scan the corpse in Kadara Market.
  • A People Divided
    Complete Murder in Kadara Port, then speak to Reyes in the slums bar.
  • Precious Cargo
    Complete A People Divided, then speak to Reyes in the slums bar.
  • Modern Medicine
    Talk to Dr. Ryota Nakamoto in the Kadara slums – he’s operating a clinic out of a storage crate.
  • Counting Bodies
    Right outside the slums in Kadara’s open world are Saneria and Drexel – chat to them to start this quest.
  • Out of the Frying Pan
    After interrogating Vehn for Hunting the Archon, talk to Grayson Wessler in the Kadara Docks.
  • Behind Enemy Lines
    After interrogating Vehn, talk to Kaetus in the Kadara Outcast HQ, near Sloane Kelly.
  • Mind Games
    Find a small building in Haafel in Kadara’s open world – chat to the exile inside.
  • Mixed Messages
    After interrogating Vehn Terev, talk to Jim in the prison area of Kadara Port.
  • Something in the Water
    Find the settlement that’s home to many dead Angara in Kurinth’s Valley. The quest kicks off automatically when you approach.
  • A Packaged Deal
    Find the Windfarm in Kadara and talk to the Turian on its second floor.
  • Emergency S.O.S.
    Drive through Kurinth Valley. You’ll get an SOS from some… interesting gentlemen.
  • Old Skinner
    Once you’ve settled Kadara, talk to Christmas Tate within the settlement outpost.
  • The Baryte Rush
    Inside the slums bar, look on the first floor for a gangster-looking Salarian. Talk to him.
  • The Collective Base
    Find the cave in the south-west of Kadara – the Sulfur Springs. Tralk to Crux in the Collective Base.
  • The Charlatan’s Charlatan
    After completing ‘The Collective Base’ mission, talk to Crux again.
  • Task: Broken Family
    Chat to a woman sitting on the porch of a building in Haarfel on Kadara.
  • Task: Cold Hard Cache
    South of the Spirit’s Ledge Forward Station is wreckage of a crashed shuttle. Head there and this mission begins automatically.
  • Task: Kadara’s Ransom
    Kicked off by picking up a datapad in a bandit camp – you’ll then have to hunt out more bandit outposts.
  • Task: Outlaw Weapon Crafting
    Talk to the ‘Disillusioned Outlaw’ leaning against the outer wall of the slums bar.
  • Task: Searching for Morga
    Speak to the Angara Jataa near the shops in the Kadara market.

mass_effect_andromeda_november_screenshots_1

New secondary quests on Eos

The following sidequests unlock on Eos when the Hunting the Archon quest kicks off – as soon as you’re officially started on that quest, you can go get these quests started too.

  • Making an Impression
    Chat to Hainley Abrams in Prodromos. Discover the deadly source of earthquakes on Eos and fight an enormous optional boss.
  • Drone Recovery
    Check the terminal near Jacob Mittney in Prodromos. Recover some lost Nexus tech.
  • Supply Loss and Recovery
    Found on a terminal indoors in Prodromos. Recover some lost loot.
  • Waking up to the Future
    Found on another indoor terminal in Prodromos. Reunite a family.

New secondary quests on Aya

The following sidequests unlock on Aya throughout the Hunting the Archon quest. Hop back to Aya at any time to grab them.

  • Laws and Customs
    Chat to Arbiter Renaav in Aya’s market place once the city is open to you.
  • Local Cuisine
    As you walk through Aya’s marketplace Lexi will come on the radio and ask you to scan some fruit in the city.
  • Messages to the Nexus
    You’re pointed to this quest as part of Laws and Customs – chat to Enroh Bosaan in the Agara governor’s office on Aya.
  • Test Subject
    As you walk through Aya when you have full access, an Angaran will scan you. Chat to them.
  • The Angaran Initiative
    Once the embassy is founded on Aya, chat to Nexus representative Ambassador Rialla in their Aya office.
  • The Nexus Exchange
    When you speak to Rialla as part of the Angaran Initiative she’ll give you this quest too.
  • Safe Journeys
    Talk to Maariko in the Aya dock control room once the city is open to you properly.

Mass Effect Andromeda guide: Hunting the Archon

24 Mar

Track down your enemy, and take the fight to him.

mass_effect_andromeda_guide_19

With the Angara race joining your cause and giving you some native Heleus Cluster knowledge at the end of the Trail of Hope quest, Mass Effect Andromeda‘s priority ops main quest rages on: and now you’re on the attack in Mission 4, Hunting the Archon.

Find more tips, tricks and explanations in our Mass Effect Andromeda guide and walkthrough.

The same basic rules apply at the start of the Hunting the Archon quest line as in any other time you kick off a new quest in Andromeda: you should take some time out to check in with each of the crew on the Tempest and also head back to the Nexus. If you’re really feeling brave, consider also heading back to Eos, Havarl or Voerl – as each major story planet tends to unlock a few more side quests as you progress the main overall story.

Don’t forget that all the quests we previously listed on Aya, Hvarl and Voeld are still available for you to tackle if you so wish.

With Hunting the Archon unlocking a new solar system, Govorkam, becomes available – and it’s home to a major story planet, Kadara. More on that in just a moment. Other new solar systems become available throughout this quest too.

Compared to A Trail of Hope the Hunting the Archon quest is remarkably simple – you more or less have everything you need to begin the process of an assault on the Archon – a little more intel and you’ll be golden. For that you’ll be heading to Kadara – but Kadara brings with it some challenges all of its own, including a slew of new sidequests and missions. Kadara also has new shops with new gear.

We’ve listed all of the sidequests that unlock on Kadara during this mission below, but do be aware that they don’t all unlock at once. In fact, throughout the course of Hunting the Archon many new quests will unlock: this quest is a launching point for many major piece of side content, from loyalty missions through to new sidequests on other planets. Everything is listed here – so let’s get to it!

mass_effect_andromeda_4k_screnshot_17

Hunting the Archon objectives and suggested missions flow

  • Optional: visit the Nexus, Hyperion and Tempest to update conversations and side quests
  • Travel to the Govorkam system and land on Kadara
  • Meet with Shena at Kralla’s Song in Kadara Port
  • Talk to Sloane Kelly about the Traitor
    • If you fail to convince Sloane Kelly by being honest or refusing to be complicit in the killing of Vehn you will have to break into Vehn’s cell and break him out. He’ll then be handed over to the Angaran resistance.
    • If you’re honest with Kelly and agree to the execution she will allow you to meet him in order to get the information you need – but he’ll later be executed.
  • Interrogate Vehn Terev
  • Find the Kett Transponder from the Kadara Badlands
  • Speak to Gil aboard the Tempest
  • Find the Kett Flagship, the Verakan
    • Head to the Tafeno System
    • Scan for the flagship
  • Board Ark Paarchero
    • Patch SAM into the Ark computers
    • Locate the Salarian Pathfinder Zevin Raeka
    • Identify the dead Salarian
    • Locate the dead Salarian’s Stasis Pod
    • Revive the Salarian Pathfinder
  • Infiltrate the Kett ship
    • Patch SAM into the kett ship’s systems
    • Survive the ambush
    • Make your way to the Archon’s private chamber
    • Escape the Trap
    • Find the Relic
    • Kill the exalted Krogan and the Kett
  • Escape the Kett Ship, Rescue the captive Krogan / Salarians
    • If you choose the Krogan, Drack will be pleased and the Krogan will help you in a later mission. The Salarian pathfinder will die and they must choose another, however.
    • If you choose the Salarians, the Krogan scouts will die and Drack will be upset, but Zevin Raeka will live.

mass_effect_andromeda_november_screenshots_2

Hunting the Archon Boss: The Behemoth – the Exalted Krogan

Before you reach the Exalted Krogan boss you will have another encounter with a Ascendant enemy who is functionally the same as the Cardinal as you encountered back in A Trail of Hope mission. If you need strategy for this shielded enemy and his annoying ball of energy-firing tech that accompanies him, be sure to check back on our guide pages for A Trail of Hope and the first Cardinal Encounter. There’s a second Ascendant towards the end of the mission also.

At the end of this mission you’ll have to face off with a powerful new enemy – the behemoth, a first pass at an exalted version of a Krogan. The Krogan are deadly to begin with, but with Kett technology this guy is fierce. It has lots of armor, so you’ll want to use slow-firing weapons such as pistols or shotguns. Fire attacks are also vital, so equip yourself with some inferno ammo and make use of skills such as flamethrower. Ice effects are a good second option, too – bit biotics are much less useful.

As you’d expect, the behemoth will use its Krogan size to try to get in close, so try to duck and weave around it. Watch out for its gun, too – it explodes with electrical damage that rips down shields in no time. This battle is a war of attrition, so just be careful and take it slow.

mass_effect_andromeda_4k_screnshot_19

New secondary quests on Kadara

The following sidequests unlock on Kadara throughout the Hunting the Archon quest. Some of these quests are found in the slums, others in the city, and others out in the open world wasteland below.

  • Murder in Kadara Port
    After interrogating Vehn for Hunting the Archon, scan the corpse in Kadara Market.
  • A People Divided
    Complete Murder in Kadara Port, then speak to Reyes in the slums bar.
  • Precious Cargo
    Complete A People Divided, then speak to Reyes in the slums bar.
  • Modern Medicine
    Talk to Dr. Ryota Nakamoto in the Kadara slums – he’s operating a clinic out of a storage crate.
  • Counting Bodies
    Right outside the slums in Kadara’s open world are Saneria and Drexel – chat to them to start this quest.
  • Out of the Frying Pan
    After interrogating Vehn for Hunting the Archon, talk to Grayson Wessler in the Kadara Docks.
  • Behind Enemy Lines
    After interrogating Vehn, talk to Kaetus in the Kadara Outcast HQ, near Sloane Kelly.
  • Mind Games
    Find a small building in Haafel in Kadara’s open world – chat to the exile inside.
  • Mixed Messages
    After interrogating Vehn Terev, talk to Jim in the prison area of Kadara Port.
  • Something in the Water
    Find the settlement that’s home to many dead Angara in Kurinth’s Valley. The quest kicks off automatically when you approach.
  • A Packaged Deal
    Find the Windfarm in Kadara and talk to the Turian on its second floor.
  • Emergency S.O.S.
    Drive through Kurinth Valley. You’ll get an SOS from some… interesting gentlemen.
  • Old Skinner
    Once you’ve settled Kadara, talk to Christmas Tate within the settlement outpost.
  • The Baryte Rush
    Inside the slums bar, look on the first floor for a gangster-looking Salarian. Talk to him.
  • The Collective Base
    Find the cave in the south-west of Kadara – the Sulfur Springs. Tralk to Crux in the Collective Base.
  • The Charlatan’s Charlatan
    After completing ‘The Collective Base’ mission, talk to Crux again.
  • Task: Broken Family
    Chat to a woman sitting on the porch of a building in Haarfel on Kadara.
  • Task: Cold Hard Cache
    South of the Spirit’s Ledge Forward Station is wreckage of a crashed shuttle. Head there and this mission begins automatically.
  • Task: Kadara’s Ransom
    Kicked off by picking up a datapad in a bandit camp – you’ll then have to hunt out more bandit outposts.
  • Task: Outlaw Weapon Crafting
    Talk to the ‘Disillusioned Outlaw’ leaning against the outer wall of the slums bar.
  • Task: Searching for Morga
    Speak to the Angara Jataa near the shops in the Kadara market.

mass_effect_andromeda_november_screenshots_1

New secondary quests on Eos

The following sidequests unlock on Eos when the Hunting the Archon quest kicks off – as soon as you’re officially started on that quest, you can go get these quests started too.

  • Making an Impression
    Chat to Hainley Abrams in Prodromos. Discover the deadly source of earthquakes on Eos and fight an enormous optional boss.
  • Drone Recovery
    Check the terminal near Jacob Mittney in Prodromos. Recover some lost Nexus tech.
  • Supply Loss and Recovery
    Found on a terminal indoors in Prodromos. Recover some lost loot.
  • Waking up to the Future
    Found on another indoor terminal in Prodromos. Reunite a family.

New secondary quests on Aya

The following sidequests unlock on Aya throughout the Hunting the Archon quest. Hop back to Aya at any time to grab them.

  • Laws and Customs
    Chat to Arbiter Renaav in Aya’s market place once the city is open to you.
  • Local Cuisine
    As you walk through Aya’s marketplace Lexi will come on the radio and ask you to scan some fruit in the city.
  • Messages to the Nexus
    You’re pointed to this quest as part of Laws and Customs – chat to Enroh Bosaan in the Agara governor’s office on Aya.
  • Test Subject
    As you walk through Aya when you have full access, an Angaran will scan you. Chat to them.
  • The Angaran Initiative
    Once the embassy is founded on Aya, chat to Nexus representative Ambassador Rialla in their Aya office.
  • The Nexus Exchange
    When you speak to Rialla as part of the Angaran Initiative she’ll give you this quest too.
  • Safe Journeys
    Talk to Maariko in the Aya dock control room once the city is open to you properly.

Incoming search terms:

The best weapons in Mass Effect Andromeda: our favourite assault rifles, shotguns and more

24 Mar
mass_effect_andromeda_wide_art_2

Mass Effect Andromeda’s best weapons

Mass Effect Andromeda fields a huge variety of weapons. Why slog through all those boring menus to find a good one, when we’ve listed the best weapons right here?

The “best weapon” will always be subjective – maybe you like how one weapon handles, even if its damage is a bit lower, or perhaps you can’t deal with slow reload speed on an otherwise fine bit of kit. But we’ve selected these weapons based on their performance for particular, specialised roles, and explained our reasoning with each one, so you should find something to catch your eye.

It’s important to sort out what weapons you favour early in the game; you don’t want to be investing precious research points and crafting materials in a less than stellar boomstick, do you?

If it’s all too much, don’t worry: if you stick to the examples we’ve provided here, you’ll be well set up to tackle whatever Heleus throws at you – no matter your playstyle.

mass_effect_andromeda_best_weapons_assault_rifle_m-8_avenger

Best Assault Rifle for spray-and-pray: M-8 Avenger

Choosing just one of Mass Effect Andromeda’s many assault rifles is a difficult task. Although the assault rifle is usually the weapon of choice for those who just want to play a straight shooter and not think about the RPG aspects of the game, there’s so much variety in this class that it’s easy to go wrong. Some of them are actually grenade launchers or lasers, or shoot in burst fire, or need charging before they let loose.

So in choosing a best overall assault rifle, we had the run-and-gun Mass Effect Andromeda player in mind: one who wants a gun that behaves as they’d expect from this class of weapons, with fully automatic fire and no fancy tricks to distract you. That leaves us with just three choices: the Cyclone, the M-8 Avenger, and the Thokin.

All three of these weapons deal comparable damage, but it’s the M-8 Avenger – a starter weapon, for goodness sake – that wins out with the best balance across clip size, accuracy and rate of fire. It’s a fantastic all-rounder. Get the highest rank blueprint, augment it, mod it up and combine with consumables for a deadly multitool suitable for any occasion.

Also try: the Thokin has comparable stats except that it needs reloading more frequently – but its projectiles track targets, which is pretty cool.

mass_effect_andromeda_best_weapons_assault_rfiel_headshots_n7_valkyrie

Best Assault Rifle for headshots: N7 Valkyrie

If you don’t mind trading in high rate of fire for extra accuracy, Mass Effect Andromeda fields a range of semi-automatic and burst assault rifles that favour precise shooting, for those who like to take down their foes with surgical strikes to weak spots.

Of the four weapons in this paradigm, the stats show the N7 Valkyrie is supreme, with exceptional damage, rate of fire and accuracy, and a decent clip size of 16. It’s only slightly heavier than the Mattock, a close runner up, but otherwise outclasses it slightly in every category.

The only other burst-fire assault rifle that should give you pause is the Sweeper, which makes up for its lower damage with a higher clip size and a heat-sink style reload system – but since you can craft and augment an N7 Valkyrie to gain this effect if you like it, we don’t consider it a serious contender.

Also try: the Sandstorm has a low rate of fire and small clip, but it’s super accurate with high damage and has a built-in scope – it’s almost a sniper rifle.

mass_effect_andromeda_best_weapons_assault_rifle_damage_m-37_falcon

Best Assault Rifle for heavy damage: M-37 Falcon

If you’re playing a big soldier type who can carry heaps of heavy equipment, consider throwing an M-37 Falcon in your spare weapon slot.

Although it’s called an assault rifle, the M-37 Falcon is Mass Effect Andromeda’s grenade launcher. It has, as you’d expect, the absolute highest damage output of any “assault rifle”, and it’s reliably accurate, too.

Oh sure, it’s slow as heck and you have to reload after six shots, but this is the gun you pull out after you’ve knocked the shields down with a lighter, more rapid-fire gun. It’s the gun you point into the Architect’s mouth after you knock a leg conductor out. It’s the gun you rely on when the Fiends come calling and you want to take that armour bar down, fast.

Also try: honestly, nothing in the assault rifle class matches this baby for raw power. A Cobra RPG consumable or combat power like Omni-grenade is the closest you’ll get.

mass_effect_andromeda_best_weapons_shotgun_general_crusader

Best Shotgun for primary use: N7 Crusader

There’s a fair bit of variety in the shotgun category, although not as much as in assault rifles, so for our first shotgun category we’ve elected to focus on shotguns that follow the model you’d expect from the class: workable clip size, low rate of fire, and lovely high damage.

By these standards, there are two shotguns that stand out as absolutely the best in Mass Effect Andromeda, and the N7 Crusader has a very slight edge over the runner up, the Disciple. Its damage and accuracy are just a little bit better, and they have identical weight, clip size and rate of fire. It’s only drawback is its narrow focus – it hits the target in front of you, not a group.

Like other shotguns in this class the N7 Crusader has a slow reload speed, so as a primary weapon it favours those who like to get in and out quickly, and use powers and melee as often as rifles. It is the vanguard’s best friend, and well worth the effort of crafting up.

Also try: the Disciple really is the only comparable weapon. As well as fitting in with your Asari aesthetic, it fires spread projectiles which can hit groups rather than single targets, which you may prefer.

mass_effect_andromeda_best_weapons_shotgun_damage_dhan

Best Shotgun for high damage: Dhan

If you want to pack a shotgun for use not as a primary weapon but to hit very, very hard at close range, and potentially get you out of an emergency situation, Mass Effect Andromeda has you covered.

Of the two most powerful shotguns in the game, our pick is the Dhan. It only holds two shots per clip, but if you’re playing smart, those two shots – or maybe even just one of them – will be all you need. This baby packs a mean punch.

Like the N7 Crusader the Dhan fires a straight projectile with no spread, so it’s great for beating up that one guy right in front of you rather than blasting away when you get swarmed. Get in close and pull it out after you drop an enemy’s shields to eat into that health bar most satisfactorily.

Also try: the Ruzad has comparable damage and boasts a three-shot clip with spread – but it’s also significantly heavier. Your choice.

mass_effect_andromeda_best_weapons_smg_shield_equalizer

Best SMG for eating shields: Equalizer

SMGs have been lumped into the pistol category, but there are loads to choose from if you go looking. These rapid-fire weapons are fantastic for taking down shields before you whip out something heavier to do actual damage, and they’re lighter than assault rifles, making them a great choice for those who favour heavy power usage.

Since damage is pretty standard across the whole category, what we look for in an SMG for shield work is a high rate of fire and a nice big clip. The Equalizer is the winner here, on balance: while it doesn’t have the highest rate of fire in the class, it has excellent accuracy to make up for this very small shortfall, meaning you waste fewer shots. The Equalizer is also the lightest of the higher-rated SMGs.

The only consideration here is that the Equalizer uses a heat-based reload system, meaning you have to let it cool down. If you don’t like that, look elsewhere.

Also try: the N7 Hurricane is still an absolute beast. It has the best rate of fire and a nice big clip; just be wary of its lower accuracy and higher weight. It is permitted to sing “rock you like a Hurricane” into the mic whenever you use this weapon.

mass_effect_andromeda_best_weapons_heavy_pistol_scorpion

Best Pistol for heavy damage: Scorpion

If you want to do heavy weapon damage without lugging around assault rifles and shotguns, a heavy pistol is your best friend. These slow firing, hard-hitting, highly accurate hand guns are the perfect complement to a nice SMG. They come into play when the shields are down, the weak points are exposed, and you are ready to do a murder.

Our favourite weapon in this class is the Scorpion. It has very high damage for a pistol class weapon, and it fires sticky grenades. Sticky. Grenades.

There’s only one other weapon in the pistol class which approaches the Scorpion for all round performance, and that’s the Talon – but the Talon is a shotgun-style handgun, meaning it only works at close range. The Scorpion allows you to stand back and dish damage from safety.

Also try: newcomer the Ushior is an Angaran pistol with just one shot in the clip – but what a shot! Exceptional damage and accuracy make it a fantastic last measure, but its comparatively high weight will see it regretfully left behind by many an intrepid explorer.

mass_effect_andromeda_best_weapons_sniper_rifle_black_widow

Best Sniper Rifle: Black Widow

Sniping in Mass Effect Andromeda is a bit tricky, since it’s much harder to get your squadmates to run interference, and encounters rarely involve nice long sightlines. But if you’re the sort of skilled player who can make a sniper rifle work when you’re on the go, you have options.

The Black Widow remains best in class. Its damage is only fractionally lower than its rivals, and alone among the high damage snipers it holds three shots. That’s going to be important in Mass Effect Andromeda’s run-and-gun playstyle, which makes it difficult to take your one shot and then reset.

The Black Widow is also lighter than the others, with identical accuracy. Don’t get the Black Widow mixed up with its also-ran cousin the Widow; that heavier variant has just one shot and a lower rate of fire.

Also try: the Isharay has the highest damage in the sniper rifle class. It’s heavy and one shot only, but with a good multiplayer crew for support it would be deadly indeed.

mass_effect_andromeda_best_weapons_melee_asari_sword

Best Melee: Asari Sword

Melee weapons come in all sorts of shapes and sizes in Mass Effect Andromeda, and fall into various classes. Daggers and biotic amplifiers do light but fast damage. Omni-tools are a little slower, but hit harder. Gauntlets are slow with low damage, but have an elemental effect. Hammers hit very hard, knock enemies down, and are relatively fast. Swords tend to hit hard, but be a bit slow to wind up.

But the Asari Sword? The Asari Sword is a thing of beauty. It has the highest damage output of any melee weapon in the game, and there is no reason to give even a single shit about how slow its attack windup animation is, because you will blink out of existence during the biotic animation, making you briefly invulnerable. It. Is. Glorious.

The image shows one we crafted up to complement a vanguard run, by the way. You can do some really special things with augments, if you’re focused on a particular build.

Also try: the Krogan Hammer also has a unique animation and very good damage and attack speed. A fantastic second choice if you’re not an Asari fan.

mass_effect_andromeda_best_weapons_bonus_sidewinder

Best weapon to pack because why not: Sidewinder

There’s really no excuse to put the Sidewinder on a “best weapons” list, except that it’s super fun. This six-shot gun has a classic revolver aesthetic, and you are welcome to ask everyone what time it is before you unholster it, so you can then inform that it is high noon.

Sidewinder is a pretty average gun. It does better damage than an SMG, and its rate of fire and accuracy are more than reasonable. This doesn’t really make up for its small clip size, but in an emergency it’s really cool to pull it out and fan the hammer. Maybe those six shots are all you need?

As another bonus it weighs very little, so if you’ve got the space, hey: why not pack it? It is super cool.

Also try: if you’re looking for a very light weapon that behaves differently from others in the class, the Razerad is a weird gun that increases its rate of fire as you hold the trigger down. It has a huge clip, too.

Incoming search terms: