A Game About Slapping An Ass Gave Me Embarrassing Flashbacks

Story time! I went to an all-girls’ school. My friends and I had that special bond of closeness that apparently comes with synced-up periods and measuring the length of each other’s winter leg hair. This, obviously, led to a brief era of trying to catch one of the others unawares with the most impressive, most unexpected spank possible. We’re talking sneaking up behind each other in the hallway and laying one down that made the earth shake. If I couldn’t read your palm from the imprint, you weren’t doing a good enough job.

NSFW WARNING: this piece contains many bums. Some are animated GIFs.

In time, this led to the era of being very, very cautious about our bums. Which meant that, one sunny day in the common room, when I saw my friend Alice bending over in front of me, it was like a quick-time event: the world became slow-motion and greyed-out as my splayed hand took a run up.

It wasn’t until afterwards, as I stood proudly in the reverberating spank-sound that rippled into the silence, that I chanced to see Alice across the room, decidedly un-spanked, and saw the innocent spankee stand and turn to reveal that she was a girl that had joined the school only three months before. And, therefore, definitely not Alice.

My genius solution was to immediately face the other way and pretend that I hadn’t just been caught literally red-handed. I felt, and still feel, awful. It might have been an accident, but she didn’t know that. Sometimes I wonder what she must have thought of me, as I lie awake at night reliving my worst decisions.

But good news! I can now relive that horrifying moment of mistaken bumdentity with spank-focused game, Slappy Ass! And I can pay $3.50 on itch.io for the pleasure!

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Slappy Ass doesn’t mess around. It does exactly what it says on the tin: it’s a screen full of one giant ass, which you can spank. Spanking fills up a heart meter—which pulls double-duty as a butt icon! So clever. When the meter gets full, it gives you a gift, whichrange from new skins and underwear to new toys that you can use on the ass.

In Slappy Ass, the player starts off with the most basic of slappy tools: their own hand. You can expand your box of toys by filling the spankmeter, which will get you items like the riding crop, a pair of lips (to kiss the bum), and some rather medieval-torture-like instruments, which can zap the butt while making a guitar noise, or some kind of… pink… portal… thing? I’m not sure if I’m just not au fait with butt-spanking implements, or if that’s just a fantasy toy. I can’t even tell if it feels nice. It looks a bit like what I imagine breast pumps feel like. At least it keeps the spankmeter going up!

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My own hand, seen here playing the rhythm game. What does that have to do with spanking? I don’t know.

It seems like once the ass is used to being slapped, however, that the meter fills up slower. It feels less like a fun slappy game at this point and more like one of those endless clickers, even if the “clicking” part is slightly more interactive than usual—the disembodied buttcheeks have a pleasantly perky bounce to them, and redden nicely whether you’re spanking, whipping, or portal-torturing them.

The butt stuff starts getting a little repetitive after a while, especially with the slow increase in the meter refills, and it can be a little disappointing to spend five minutes on spank-clicking only to get an ambient background for your trouble, or worse, a zombie skin for the butt that makes it look like you’re into a very specific type of necrophilia. There are minigames, which range from a dull Guitar-Hero-like rhythm game with only one note to a slightly confusing bar-filling game that seems to require you to mash-spank the butt, but it’s not clear what these are for, exactly, other than breaking up the butt-monotony.

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The butt twitches even when you’re not spanking. Or maybe it’s dancing.

Spanking can be a lot of things. It can be fun, painful, entertaining, sexy, punishing, and even so embarrassing that you melt into a puddle of shame. I had not yet realized the potential of spanking as a tedious exercise until I played Slappy Ass, the game that begins as a fun, silly jiggle simulator and slowly develops into a dull clicker with no real reward unless you really love to spank CGI physics-enabled butts in a multitude of colors.

Ah, well. $3.50 spent on a couple of hours of spanking that made for some entertaining gifs? At least no butts were hurt in the process. And for what it’s worth, ten years on, I’m really sorry, [NAME REDACTED].

Source: Kotaku.com

PS4 Flash Sale Happening Now On US PlayStation Store

This week’s PSN sale may be fairly underwhelming, but those aren’t the only deals to be had on the PlayStation Store right now. Sony has kicked off a surprise PSN flash sale in the US, offering discounts on a ton of great titles for PS4, PS3, and Vita. But you’ll need to hurry, as the deals won’t be available for very long.

From now until January 21, more than 200 PS4 games are on sale for $20 or less. That includes the acclaimed platformer Hollow Knight, which is available for $9.89. Also on sale is Tearaway Unfolded, the PS4 port of LittleBigPlanet developer Media Molecule’s Vita platformer; it can be yours for $10. Meanwhile, Street Fighter V: Arcade Edition and LA Noire are down to $20 apiece, and Just Cause 3 is $8.

If you’ve got a soft spot for classic titles, you can pick up Dragon’s Lair Trilogy for $10. The fast-paced frisbee game Windjammers is also on sale for $7.49, while Rockstar’s first western, Red Dead Revolver, is discounted to $9. Wonder Boy: The Dragon’s Trap, a great remake of the classic Sega Master System game, is $10, and the arcadey Super Mega Baseball 2 is $12.

Other notable deals include Life Is Strange – Complete Season ($6), Divinity: Original Sin – Enhanced Edition ($10), Floor Kids ($12), Lara Croft and the Temple of Osiris ($6), and Life Is Strange: Before the Storm – Complete Season ($6.79). You can see some other PS4 deals below.

The PSN flash sale is scheduled to end at 8 AM PT / 11 AM ET on January 21. The full list of deals can be found on the PlayStation Store and the PlayStation Blog.

Source: GameSpot.com

New The Division 2 PvP Details Announced, Including How The Dark Zones Work

Ubisoft has announced how PvP play will look in The Division 2. There will be two forms of PvP multiplayer in the game–the first of which takes place in the game’s Dark Zones.

Similar to its predecessor’s Dark Zone, The Division 2’s three Dark Zones–of which there is an east, south, and west–are PvEvP areas where you can choose to take action against other players. In a blog post, Ubisoft explained how it has changed the way players will perceive you if you perform aggressive actions against others. There are three statuses you can hold if you attack other players in one of the Dark Zones.

If you’re mostly performing aggressive, yet relatively harmless actions–such as stealing from other players or hijacking a supply drop–you’ll be labeled as a Rogue. As a Rogue, you can enter Thieves Den, which operates as a black market that randomly moves around the Dark Zones. Exiting the Den returns you to your normal state, but killing a player while Rogue will cause you to become Disavowed.

Being Disavowed paints a target on your back. Any other player that kills you earns a bounty, so you’ll have to be careful while exploring the Dark Zones. If you kill enough players, you’ll be upgraded to Manhunt status. You’ll still have to contend with bounty hunters while at Manhunt status, but you’ll be able unlock huge rewards if you can reach one of the three random SHD terminals and clear your notoriety.

The Division 2’s second form of PvP play is a more traditional, organized multiplayer called Conflict. Conflict is split into two modes, Skirmish and Domination. Skirmish is team deathmatch, while Domination is focused on capturing objectives and defending them from the other team. Ubisoft has announced three maps for both modes will launch with the game: Capital Ruins, Stadium, and Georgetown.

The Division 2 releases for Xbox One, PS4, and PC on March 15. The PC version of the game, previously scheduled for Steam, will now come out exclusively on the Epic Games Store. If you want to try out the game before deciding whether or not to buy it, there’s a beta scheduled for all three systems that launches next month.

Source: GameSpot.com

Black Ops 4’s Latest Zombies Update Is A Lurch In The Right Direction

Black Ops 4’s Zombies mode wasn’t a big hit with the community when it arrived last fall, and what’s happened in the months since then hasn’t helped its reputation. But this week’s update is a step in the right direction.

In my initial review of Call of Duty: Black Ops 4, I professed my frustrations of being a long-time Zombies player feeling overwhelmed at the menus. There was a buffet of content, offering a million options to decide how you wanted to play. Eventually, the menus became less daunting, and I found the modes and maps I enjoyed the most. I liked the frantic pace of the arcadey Rush mode, but I often wanted to hunt Easter eggs or go for high rounds with my friends. Unfortunately, all of Black Ops 4’s Zombies maps were prone to high-round blue screen crashes, which was especially annoying to the Zombies players who live for speed runs, high rounds, and complex Easter egg hunts.

The crashing plagued Zombies for almost an entire month without any real communication from Treyarch, leaving the community feeling frustrated and forgotten. Treyarch finally addressed the mode’s instability on November 7 in a statement, and patches slowly resolved crashes across all of the maps. Within that announcement was also the promise of more updates and transparency going forward.

When Black Ops 4’s Contraband Streams were announced, a loot progression system similar to Fortnite’s Battle Pass, the Zombies community was bummed to learn that playing their preferred mode wouldn’t help them level up at all. Only gameplay in standard multiplayer or Blackout would advance players in the Contraband tiers, so Zombies players felt left out once again.

On December 11, the “Dead of the Night” DLC map became available for Black Ops Pass holders. Treyarch also added Daily Skip Tiers to Zombies, which allows players to have a match of Zombies count towards advancing one tier in the current Contraband Stream. Regular gameplay still doesn’t count towards the loot grind, but Daily Skip Tiers are a start, I guess.

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Personally, I haven’t indulged in very much zombie slaying since the arrival of the Contraband Streams because I’ve been grinding tiers for new guns and colorful Specialist skins. Gunning down the undead in a casual match of Zombies just feels like punishing myself with gameplay that won’t get me much closer to the high-level guns or skins I want.

Up until this week, Black Ops 4 Zombies has felt like a ton of content with very little reward. Treyarch is the original creator of Call of Duty Zombies, so where’s the love?

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Some love finally arrived on January 15, which is also known to the community as 115 Day, a nod to the fictional Element 115 that created the zombies in Treyarch’s ongoing narrative. Treyarch kicked off the 115 Day celebration with Black Ops 4’s biggest Zombies update yet.

The most notable feature of the celebration is the arrival of Gauntlets on PlayStation 4, which are 30-round challenges with unique rules that restrict how you must play or finish each round. There’s a melee only round, a headshots only round, and rounds that restrict your perks or guns.The 30 rounds are divided into three sections: Bronze, Silver, and Gold. If you fail any round’s requirements, you receive a strike and must restart the round. Three strikes and you’re out.

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This first Gauntlet, “Unsinkable,” takes place on the Voyage of Despair map, but Treyarch has teased that another Gauntlet will arrive later in the month. As always, Xbox One and PC players are waiting a week to have access to the new Black Ops 4 content, so they’ll be celebrating 115 Day on January 22.

There were notable changes to Zombies’ temporary “Elixir” consumable perks. Three new Elixirs were added, and six existing Elixirs received some tweaking. One of the most notable changes is a buff to Sword Flay, which now allows melee attacks to instantly kill basic zombies and vermin enemies for the fixed duration of the Elixir, and it’ll deal 5 times the damage to all other enemy types. The 115 celebration also comes with double experience rewards.

A 115 Day blog post detailed what’s to come in the future for Zombies. Players have been asking for Gold, Diamond, and Dark Matter camos to be available in Zombies, and the 115 announcement promises these camos will arrive in the “coming weeks” along with their own unique challenges. More weapons and a new perk will also be available soon.

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115 Day successfully delivered Gauntlet challenges that provide addictive replay value. I’ve spent a lot of time trying to cut down my overall time for completing the challenges, and I can easily see how this could create some intense speed runs for the community.

I finally want to play Zombies again, but I think Treyarch still missed the mark on the rewards as there aren’t enough bragging rights for mastering such a grueling gauntlet. You receive Bronze, Silver, and Gold Unsinkable Calling Cards for your efforts. A unique camo or face paint could be added to beef up the rewards for future Gauntlets, but I think Treyarch could get more creative here. I hope we’re on the path to seeing more challenge and rewards in future updates, and finally moving away from the stumbles and blue screens.

Source: Kotaku.com

Maybe It’s Time For Some Weirder Star Wars Games

Maybe it’s time for Disney to ditch EA and open up Star Wars to the masses, perhaps even conducting a game jam? On this week’s Kotaku Splitscreen, we discuss.

First up, we talk about the games we’re playing including Resident Evil 2, Danganronpa, and Destiny 2‘s dungeon, Shattered Throne. Then we talk about a wild week of news (32:41) including Bungie’s divorce from Activision, messy litigation at Gearbox, and EA cancelling its open-world Star Wars game. (And, oh, hey, Kotaku broke all three of those stories.) We close things off with an off-topic chat (1:18:58), the NFL playoff story of the week, and Kirk’s music pick.

Listen here:

Get the MP3 here, or read an excerpt:

Maddy: I recall reading a story by you Jason earlier today saying that perhaps EA should not be making Star Wars games anymore. I don’t necessarily disagree. I also saw some fun takes from friends of mine saying, ‘It’d be so great if there were a Star Wars game jam where everybody could make a Star Wars game, and there were a bunch of really small, fun indie Star Wars games,’ because that’s something we really never get to see. That take had me really scratching my head and wondering what that would look like if that were even possible.

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Jason: If it were accurate, it’d be a game jam except everyone would have to go through LucasArts’ approval processes. So it’d be a 24-hour game jam except you have to wait two months to get every character change approved.

Maddy: I still think even that’d be better because it’d result in a bunch of different permutations and ideas of ways to do things in the Star Wars universe. I was lecturing you today about how the cartoons are really good in Star Wars because they follow different kinds of characters—

Jason: If by lecturing you mean a one-line note in an article.

Maddy: Briefly noting at you that they’re important and should be noted in an article about any Star Wars property. But yeah I think there are a lot of cool Star Wars stories out there, and I’m just kinda sad that the games tend to be these huge sprawling epics. So in some ways hearing that the game is going to be a smaller-ish game is good news to me, but it’d be neat if it could be something totally different.

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Jason: Agreed. I think it’s very early, they don’t even know what the direction’s gonna look like, for what it’s worth. Kirk, what do you make of all this Star Wars news?

Kirk: Not a huge reaction. A game got canceled, to me that’s not that wild. It does seem as though EA has had a hard time getting Star Wars games out.

Jason: Well, what’s wild is the context around Star Wars games. In the past six years, since EA has signed the deal with LucasArts, they’ve shipped two Star Wars games—Battlefront and Battlefront II—as well as a couple mobile games. That’s not what fans were hoping for when they heard that EA would get this exclusive console license to Star Wars.

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Kirk: No, but at the same time, games get canceled, it happens. Maybe this was the right decision for them to make. It seems to me like they just haven’t been able to line up a dedicated studio that just makes Star Wars games the way that LucasArts did back in the day, which everybody looks at as this heyday of Star Wars video games where they weren’t all movie tie-ins and there were all these different kinds of games. There are a lot of creative people telling Star Wars stories, and some of them were really good—like Dark Forces has a great story. And so on. And it’d be cool to see that again. I don’t know how that happens because Maddy, like you said, all the games are these huge people-pleasers that you kind of have to be because Star Wars is so massive at this point.

Maddy: Yeah but does it have to be? I feel like even Star Wars has sort of stopped doing that — there are still the big people-pleaser movies but they’ve broken up the iceberg into these little other bits by having the cartoons for weirdos like me, and then the Han Solo movie which like two people liked and I wasn’t one of them, and all this other Star Wars in there… I think it’d be cool if the games went on that same property, like yeah you have a couple of tent pole games now and then, but make some little ones.

Kirk: I completely agree, and I’d love to see that, but it just seems like there haven’t been the tentpole games so they keep swinging for that. Because understandably, they want to make the game that makes a kajillion dollars—the Uncharted Star Wars game, or the Red Dead Redemption Star Wars game. The huge, unbelievable open-world triple-A billion dollar thing. It almost feels like they need to get that out of their system, and they need to make that. Because Battlefront has never been that, and everybody wanted that from the first Battlefront—oh, it doesn’t have a story campaign, I just want to play Dark Forces, Jedi Knight. Instead it’s a multiplayer shooter, and it’s fun, it makes money, but it’s not what people want.

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And then the news that keeps coming out is, oh another thing that might have been what people want got canceled. So the expectations get built up, and it raises the stakes to the point where it’s probably really hard to meet the expectations and make the thing, so it perversely makes it more and more difficult to actually make the game everybody wants to play. Instead of doing that, it’d be cool of they changed focus—let’s make a bunch of whatever. A Telltale adventure game, lightsaber VR, a mobile game, a whole bunch of different things. I don’t know if I see that happening, unless Jason, your prediction comes true and Lucas and Disney are like OK no more EA, let’s let a bunch of people make games for us, which would be great.


For much more, listen to the entire episode. As always, you can subscribe to us on Apple Podcasts and Google Play to get every episode as it happens. Leave us a review if you like what you hear, and reach us at splitscreen@kotaku.com with any and all questions, requests, and suggestions.

Source: Kotaku.com

Destiny 2 Xur location and items, Jan. 18-21

If you played Destiny, you may be familiar with Xur, the weekly Exotic item merchant. In Destiny 2, he’s back, and he now appears all over the map. This week, he’s on Io. You can find Xur hanging out in a cave just north of Giant’s Scar.

Destiny 2 Xur Io Bungie/Activision

Xur’s inventory this week consists of the following:

  • Vigilance Wing, exotic pulse rifle: 29 Legendary Shards
  • Orpheus Rig, Hunter legs: 23 Legendary Shards
  • Hallowfire Heart, Titan chest: 23 Legendary Shards
  • Verity’s Brow, Warlock helmet: 23 Legendary Shards
  • Isochronal Engram: 97 Legendary Shards

Xur’s inventory caps out at 631 if you’re at 650 power — one Light above your Collection. He also offers specific rolls on each armor piece each week, giving out different perks for the same pieces. We’ve highlighted any great rolls below.

Vigilance Wing

Vigilance Wing is one of Destiny 2’s coolest and most unique exotic weapons. It’s a pulse rifle that, due to the exotic perk Harsh Truths, fires in five-round bursts instead of three. (Harsh Truths also provides healing when an ally dies.) Vigilance Wing can do very high damage very quickly, especially if you hit an enemy in their critical spot.

The second exotic perk, Last Stand, gives better stability and handling when you are the last living member of your fireteam. Vigilance Wing is a PvP exotic through and through. That isn’t to say that you can’t use it in PvE, but it’s designed for action against real players.

After Forsaken and the time to kill adjustments, Vigilance Wing has lost some serious power when compared to other tools in the Crucible. However, it’s still a fun gun to use and extremely unique.

Orpheus Rig

Orpheus Rig is also one of the best exotics in the game. Its main perk, Uncanny Arrows, generates additional Super energy for each enemy tethered with Shadowshot. The Moebius Quiver variant also has more shots. With Orpheus Rig, a well-placed Hunter Super can quickly start regenerating your Super. This is extremely helpful in a few different endgame scenarios, including Nightfalls and Raids. These did get significantly nerfed in Forsaken, but are still very potent. If you like Nightstalker, you have to get these legs.

This week’s roll:

Slot 1: Fusion rifle dexterity, hand cannon dexterity, outreach (class ability use reduces melee cooldown)

Slot 2: Scout rifle scavenger, special ammo finder

This is actually a pretty decent roll on a pretty great exotic. However, that’s only if you intend to use hand cannon dexterity and special ammo finder. (Outreach can be pretty useful as well, considering how often Hunters can dodge.) Those perks together can be very useful, and shouldn’t be underestimated — even in the packed Hunter exotic landscape.

Hallowfire Heart

This is a pretty situational exotic chest piece. The main perk is Sunfire Furnace, which improves the recharge rate of your abilities when Hammer of Sol is charged. This exotic forces you to play Sunbreaker, which is great, since it’s probably the Titan class you’re using thanks to Hammer Strike. Additionally, Hallowfire Heart will only benefit you when you are holding onto your Super and not using it — it definitely takes some getting used to. This is one of our favorite Titan exotics nonetheless, and can be really powerful if you learn how to use it.

This week’s roll:

Slot 1: Unflinching bow aim, unflinching fusion rifle aim, unflinching kinetic aim

Slot 2: Scout rifle reserves, special ammo finder

Unflinching kinetic aim is a pretty potent perk and special ammo finder is always useful. If you’re a Titan that loves Sunbreaker, this is a potentially really powerful exotic to add to your arsenal. If you’re a frequent Super hoarder, this chest might be for you!

Verity’s Brow

This Warlock helmet is fairly mediocre. Its exotic perk is The Fourth Magic, which causes your energy weapon kills to regenerate grenade energy for you and your nearby allies. This perk is fine and always useful. However, when compared to many of the other Warlock exotics out there — Crown of Tempests, Geomag Stabilizers, Chromatic Fire, etc. — there is almost no situation where this helmet is worth using.

This week’s roll:

Slot 1: Fusion rifle targeting, hand cannon targeting, hands-on (Super energy on melee kills)

Slot 2: Sniper rifle reserves, machine gun reserves

This roll is totally usable, but on a fairly mediocre helmet. If you ever want to use Verity’s Brow, this is worth picking up. But if the helmet’s not for you, this doesn’t deserve your vault space.

Source: Polygon.com

I’m Now Playing My Switch Vertically

And here’s my colleague Ethan playing my Switch vertically, too. He’s the better hand model.
Kotaku Game DiaryDaily thoughts from a Kotaku staffer about a game we’re playing.  

I’ve played my Switch in TV mode, handheld mode and tabletop mode. Now I’ve got a game that lets me play it like I’m holding an oversized unwrapped candy bar. It’s great.

The game is Downwell, a wonderful mobile game about diving and shooting your way deeper and deeper into some Metroid-looking caves. The creators of this game call this configuration “tate mode.”

Sure, you can also play the game horizontally.

That might even be the smarter, safer way to do it, since you can then hold the Switch with two hands.

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But I prefer to have the game running in its vertical configuration, which emphasizes the verticality of a game all about plunging ever further down, down, down.

You can play “tate mode” with the Switch controllers detached.

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I guess you could prop it up against a wall while holding the controllers.

I was more pleasantly surprised that the vertical mode works with the controllers attached. No matter how you play, you use the stick to move your character and a face button to jump and shoot downward. When you’re in “tate mode”, the stick movements are correctly reconfigured. For example, if my left, blue Joycon is at the bottom of the system, then tilting the stick in the direction that would have been downward then moves my guy to the right. You can rotate the game’s graphics either way and use either Joycon controller to play the game.

I’m all for game developers experimenting with how our game machines can display what we play. Many years ago, I admired the makers of the GameCube port of the shoot-em-up Ikaruga, which offered a similar 90-degree-rotated mode for people bold enough to turn their TVs on end. I enjoy DS and 3DS games that spread their action across two screens, and I was delighted when I saw how some of the Mario & Luigi games use rotation and a dual-screen display at particularly epic moments in their games. The rotated view for Downwell also reminds me of the funky optional vertical display for DS games on the Wii U’s tablet, which of course then just makes me yearn for some DS games to make their way to the Switch.

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Here’s to the weirdness of the Switch and the ingenuity of developers making that system all the more innovative with modes like this. 

Source: Kotaku.com

Fortnite’s first tournament of 2019 is the Secret Skirmish invitational

Fortnite’s first competitive event of the year will be called the Secret Skirmish, and Epic is already letting the event live up to its name. The developer’s post announcing the tournament is sparse on details, but does give us a bit of an idea on what we can expect.

The tournament will include two days of competition, as players compete for their portion of the $500,000 prize pool. The competitors themselves will be made up of players from the community that Epic has invited, including professional players and competitive streamers. It will also include players who performed particularly well during previous events and other Open Fortnite competitions.

The event will take place at an “undisclosed testing facility” on Feb. 14-15. The good news is that, no matter where the players are and the game is hosted, everyone will be able to watch on Fortnite’s Twitch channel, just like with previous tournaments.

The announcement also mentions that players can expect Epic to “explore additional … operations … during the two days of competition.” There’s no real sign of what that means just yet, but Epic is sure to release more information as the tournament gets closer — unless they’re going to keep leaning hard into the “secret” part of the event.

Source: Polygon.com

Skyrim Together multiplayer mod nears full release at last

Skyrim Together, a mod supporting eight-player cooperative multiplayer in The Elder Scrolls 5: Skyrim, will go into a closed beta “soon” with the intent of releasing it to everyone very soon thereafter, the creators said earlier this week.

The news sent jags of excitement and anticipation through the game’s community — and inevitable mentions of Fallout 76. Commonly disparaged as a game that should have been a Fallout 4 mod, Bethesda Softworks’ beleaguered semi-MMO (a sem-MO?) was often called “Fallout with friends” by developers in the run-up to its November launch.

The closed beta will be opened “soon” to those who have backed the project via Patreon, The Together Team said on the mod’s subreddit. But that will not last long. “We currently have no release date of either the closed or open beta,” they wrote. “The open will be announced potentially a week or two after the closed.” That post was made on Saturday.

About a week before that, the mod-makers streamed three hours of play inside the mod. The beta will shore up the stability of the mod, but the mod team is already rather confident that it’s in good working order. The Together Team says most mods made within the official Bethesda Creation Kit should be compatible with Skyrim Together, too, although that’s not a flat guarantee. (It doesn’t sound like swapping out dragons for Thomas the Tank Engine or Macho Man Randy Savage will work, because the modders say dragon events aren’t yet working, for example.)

The mod includes its own launcher, mainly because Bethesda objected to releasing the mod via Steam Workshop. Servers, for now, are located in Europe and the mod is limited to eight players in-world but modders say that could be raised in the future. The beta mod is about a 200 MB download, for those wondering how big the finished version may be.

Modders have made many attempts at co-operative multiplayer for Skyrim going back to 2012; this one seems like a cut above earlier attempts. Skyrim Together was originally expected to launch sometime in 2017, but based on that stream, it seems like this was worth the wait.

Source: Polygon.com

Next Destiny 2 update to revive scout rifles, exotics

Since the launch of Destiny 2, there’s one type of weapon that’s had a tough time keeping up with the rest of the pack: the lowly scout rifle. Once a major player in the meta of the first Destiny, scout rifles have slowly been relegated to near-worthless, thanks to various nerfs. A forthcoming patch for Destiny 2 (version 2.1.4), planned for release on Jan. 29, is expected to revive long-ranged pea shooters to their former glory.

In this week’s entry of This Week at Bungie, designer Victor Anderson shed some light on the plans for scout rifles, along with several other archetypes that have either over or underperformed.

Regarding scout rifles specifically, Anderson wrote that slower- and faster-firing variants will all see bumps in damage. That said, he did mention that scout rifles will always lag behind the other weapon types in Destiny 2, “due to the safety that their range affords you.”

This is not the first time scouts have gotten a bump. A few months back, scout rifles saw an increase of damage against opponents, but it seems it wasn’t quite enough to make them a viable option. We’ll have to wait and see if the newest buff is enough to push them over the edge.

Other buffs coming in the January patch include increased damage for assault rifles, sniper rifles and Legend of Acrius, an exotic shotgun from the Leviathan raid that has struggled to compete since the dawn of the Ikelos shotgun last summer.

Nerfs are also coming, specifically for Telesto, a fusion rifle that has become particularly nasty in Crucible.

These changes join last week’s announced changes to a variety of supers that have been underperforming since the launch of Forsaken.

The full details on the weapon changes can be found below. The full list of upcoming changes can be found on Bungie’s site.

Destiny 2 - Telesto exotic Bungie via Polygon

Weapon archetypes

Auto Rifles

  • Damage increased for rapid-fire, adaptive, and high-impact families. We find that Auto Rifles are a little unforgiving for the ranges they ask you to occupy in a world with special weapons, and as a result, we’re increasing the damage to offset the higher risk.

Scout Rifles

  • Damage increased for lightweight and rapid-fire families, as well as an increase to all Scout Rifles in PvE. Scout Rifles are always going to be on the lower end of damage due to the safety that their range affords you, but the difference currently between them and other primary weapons is too drastic. As a result, we’re reducing the size of the gap.

Sniper Rifles

  • Increased the damage on the rapid-fire archetype to be able to kill in two bodyshots. Although snipers are still finding success, we believe that allowing you to clean up a kill easier with a Sniper Rifle will allow the sniper to have that success at more ranges and in more situations.

Exotic weapons

Legend of Acrius

  • Increased the damage and bumped out the range slightly. As time moves on, things tend to trend upward in terms of power, and in a post-Forsaken world, Acrius simply didn’t have the output to match other heavy weapon Exotics.

Telesto

  • PvP damage brought down to match a standard Fusion Rifle charge rate. Optics (zoom) was also increased to match Fusion Rifles with long-range scopes. Telesto has become fairly notorious in the Crucible for its effectiveness, even in some cases getting accidental multikills due to how damaging the explosions were. To combat these, we’ve reduced its (PvP) damage to match its charge rate. This brought up an issue where doing so was significantly hurting the usability of the weapon, so the optics were buffed in return. In general, you should still find it an effective weapon, it just won’t be quite as generous as it was before.

Trace rifles

  • Increased the minimum amount of ammo you could receive from special ammo boxes. Trace Rifles had a pretty rough time keeping ammo reserves in the Crucible as it doesn’t have access to scavenger perks. You should have more success using it more often in the Crucible now, and the changes also affect PvE bricks.
  • Reduced the strength of Wavesplitter in PvP. After the ammo changes noted above, Wavesplitter had its one weakness removed, so we’ve opted to bring it in line with the other Trace Rifles before this patch hit the public.

Weapon tuning is an ongoing process. We’ll be sure to talk to you about it again in the future. Some topics we’re looking at for future potential adjustments include Trace Rifle damage in PvE, Submachine Gun damage adjustments, Shotgun adjustments, and taking a holistic look at the heavy slot options and how much of an impact it has on loadout choices for PvE content. We are always looking at what’s currently in use and what isn’t in use, as having more choices is always better than being locked into a narrow band.

These changes are currently planned to land on Jan. 29.

Source: Polygon.com

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