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HITMAN 3 PRE-LAUNCH GUIDE (PROGRESSION CARRYOVER)

https://www.ioi.dk/hitman-3-pre-launch-guide/
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Welcome to the HITMAN 3 Pre-launch guide. This blog post will be our place to share in-depth details about HITMAN 3, including how to carryover your progression, our new Access Pass system, what to expect on launch day and more.
We are excited to see all of our players embark on Agent 47’s next journey and experience the dramatic conclusion to the World of Assassination trilogy.
Before you start reading, this is how the game begins.

Release Details

HITMAN 3 will be available on 20 January 2021 for PlayStation 5, PlayStation 4, Xbox Series X, Xbox Series S, Xbox One, Stadia, Nintendo Switch and PC.
We’re happy to confirm that the Nintendo Switch version of HITMAN 3 will also launch on 20 January. The Switch version of HITMAN 3 is playable via cloud streaming technology. A stable and permanent internet connection is required to play.
Release Time HITMAN 3 will release simultaneously on all platforms at 13:00 UTC on 20 January 2021. To see the exact release time in your timezone, follow this link. This release time will ensure that the IOI teams in Copenhagen and Malmö are best-placed to ensure a smooth launch. At that time, digital copies will be available to play and the games servers will be online.
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Pre-load It will be possible to pre-load HITMAN 3 on PlayStation and Xbox platforms. Make sure that you’ve configured your console to do that and the downloads will begin when they have been prepared and certified. On PC, there won’t be a pre-load option for HITMAN 3 and downloads will begin at the above release time.
(For PS4 and PS5 owners in Asia, please note that HITMAN 3 will not be available for pre-order or pre-load. This is due to recent changes in the age ratings systems in those regions. HITMAN 3 will be available for purchase at the above time.)
Day One Patch HITMAN 3 will require a day one patch for all disc users. The day one patch will be automatically applied to digital players. This patch will include access to the VR mode for PlayStation users and will include the remaining locations that are not included on the disc.
Game Size HITMAN 3 will take up approximately 60-70 GB of storage space on all platforms, with the obvious exceptions of Stadia and Switch. The data that you download will also include all the content required to access HITMAN 1 and HITMAN 2 – but you are still required to own/purchase access to those games. To underline that; purchasing HITMAN 3 does not grant access to the previous two games by default.
Using this method allows us to reduce the file size for all players to 60-70 GB and has the benefit of making the process of redeeming or purchase access to HITMAN 1 and HITMAN 2 as simple as possible. (We talk about that more later). Also, we want to clarify that reducing the file size doesn’t mean that we’ve made any compromises on the visual/audio quality of the game. If you’re curious about the technical aspects that made this possible, we recently talked to PC Gamer about it.

HITMAN 3 - Editions

There are two editions of HITMAN 3; The Standard Edition and the Deluxe Edition.
– The Standard Edition includes the HITMAN 3 base game. Nice and simple. – The Deluxe Edition includes the HITMAN 3 base game and the Deluxe Pack. Again, nice and simple.
The only difference between the two editions is the Deluxe Pack, which includes 6 Deluxe Escalations, in-game suits, items and weapons, a digital soundtrack for each game in the World of Assassination trilogy, an introduction to each HITMAN 3 campaign mission by the Game Director and a digital artbook that highlights the characters, targets and missions included in the trilogy. A free IOI Account is required to download the digital soundtracks and World of HITMAN Art Book.
Here’s a visual look at everything that’s packed into the HITMAN 3 Deluxe Edition:
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Next-gen Upgrade Console players who pre-order or purchase a physical or digital copy of HITMAN 3 (either Standard or Deluxe) on the current generation of consoles (PS4/Xbox One), will receive a free upgrade to the next-gen version of the game for no additional cost. Note that you won’t be able to receive the next-gen upgrade if you purchase HITMAN 3 on disc and you own a disc-free next gen console.
When making a digital purchase, you will automatically be entitled to download the next-gen version when you access the game on that console.
When making a physical disc purchase, you’ll need to insert the current gen disc into your next gen console and you’ll be able to download the next-gen version for no additional cost. Simply keep the disc in your machine whenever you want to play and you’ll be good to go.
Pre-order Bonus The HITMAN 3 pre-order bonus celebrates all three games in the World of Assassination trilogy. Introducing the Trinity Pack. You’ll get it just by pre-ordering the game, no matter what platform or edition.
The Trinity Pack includes a total of 9 items, with 3 distinct sets that represent a different game from the trilogy. Each set includes a suit, briefcase and weapon. From the White of HITMAN 1, the Red of HITMAN 2 or the Black of HITMAN 3, you’ll have all 9 items in your inventory to mix and match as you like. The classic Hitman insignia is etched onto the items in gold to add an elegant flourish.
Note: The Trinity Pack will not be included with either the Standard Edition or Deluxe Edition after January 20.
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At selected retailers, pre-ordering a physical edition of HITMAN 3 will also include an exclusive physical passport. This unique item is filled with details and references from Agent 47’s career and commemorates 20 years of Hitman. See the list of retailers in our previous pre-order blog post.

Progression Carryover

All current HITMAN 2 players will be able to carryover their hard-earned progression into HITMAN 3.
After completing the carryover process, HITMAN 2 players will be able to start HITMAN 3 with their existing player profile, XP rank, location mastery levels, location mastery unlocks, challenge progress, challenge unlocks and Elusive Target suits/unlocks. All of those things are what we call ‘progression’. It’s not possible to pick and choose elements to carryover. It’s all or nothing.
The carryover process requires an IOI Account and can only be done through a web browser, it’s not possible to do it in-game. We will have the website ready to go before launch, but it is not live yet. Once it is ready, we will share the news via ioi.dk and update this post.
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Here’s more about how it will work:
– Progression can only be carried over from HITMAN 2, including progression you have from the Legacy Pack (HITMAN 1 locations within HITMAN 2).
– Progression can only be carried over from within the same platform. There are only three options:
HITMAN 2 (PlayStation) → HITMAN 3 (PlayStation) HITMAN 2 (Xbox) → HITMAN 3 (Xbox) HITMAN 2 (PC/Steam) → HITMAN 3 (PC/Epic)
Note: “PlayStation” = PS4, PS4 Pro and PS5. “Xbox” = Xbox One, Xbox One S, Xbox One X, Xbox Series S and Xbox Series X.
Essentially, it doesn’t matter what specific console you have earned progression on. It only matters that progression can only move forward and within the same console ‘family’.
– Progression carryover is a one-time process, meaning once you have performed a carryover for a particular platform, you will not be able to do so again at a later time.
– If you have played HITMAN 2 on multiple platforms, you CAN perform a carryover for EACH of those profiles, but only within the same platform, as listed above. For example, if you play H2 on Xbox and PlayStation, you can carryover your H2 Xbox progression into H3 Xbox and independently carryover your H2 PlayStation progress into H3 PlayStation.
– When you complete the carryover process, your existing HITMAN 2 progress will remain as it is (i.e it will not be removed/deleted). However, your progression in H2 and H3 will NOT be synchronised.
– If you have already started playing HITMAN 3 and THEN choose to perform the progression carryover process, you will lose all progression earned within HITMAN 3 up to that point. We recommend you carryover progress before starting HITMAN 3.
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What exactly will be carried over?
When you start the process, you will need to select an account that you have linked to your IOI Account. You will then be able to review the HITMAN 2 progress earned on that account and confirm that you want to perform the carryover process into HITMAN 3.
The following progression will be included in the carryover process: player profile, XP rank, location mastery levels, location mastery unlocks, challenge progress, challenge unlocks and Elusive Target suits/unlocks. Savegame files are not carried over.
Note that there are a small amount of items/unlocks that are not carried over through this process, such as the rewards unlocked through the HITMAN 1 GOTY Escalations, becuase they are linked to a purchase. Those items will be available in HITMAN 3 when you redeem access to the associated content. In addition, the ICA Electrocution Phone has been retired and will not be available in HITMAN 3.
HITMAN 3 on Stadia On Stadia, all progression that players have earned in Hitman: World of Assassination (from both H1 and H2) will automatically ‘carryover’ to HITMAN 3. For additional clarity, Stadia and PC are two different platforms and progress cannot be shared or carried over between them.
HITMAN 3 on Nintendo Switch Progression carryover is not possible on Nintendo Switch because HITMAN 2 is not available on that platform as a standalone game.

Access Pass FAQ

HITMAN 3 allows players to access locations from the previous games in the trilogy (H1 and H2) and play them all under one roof. Essentially, we have setup H1 and H2 as DLC for HITMAN 3. You can buy or redeem/download an Access Pass and get access to its content within H3. For example, if you buy the HITMAN 2 Standard Access Pass DLC for HITMAN 3, you’ll get access to the locations and missions included in the HITMAN 2 Standard Edition within HITMAN 3.
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In addition to the option of purchasing an Access Pass, it is also possible to redeem/download an Access Pass for no additional cost, if you have already purchased that content from the same store that you have pre-ordered or purchased HITMAN 3.
To make this happen, we detect what you already have installed for HITMAN 2 and can make the corresponding Access Pass available for no additional cost on the same store. Note: If you only own HITMAN 1, you will need to import that content into HITMAN 2 first, via the instructions in our Legacy Pack FAQ.
This process will work between console generations. For example, if you own HITMAN 2 on PS4, you’ll be able to download the HITMAN 2 Access Pass DLC in HITMAN 3 for both PS4 and PS5. The same applies for the Xbox family of consoles as well.
We know that’s a lot of information, but once you’ve seen all of the Access Pass options, and there are five in total, it will make more sense.
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HITMAN 1 GOTY Access Pass Includes: Locations and missions currently available in the HITMAN 1 GOTY Edition: ICA Facility, Paris, Sapienza, Marrakesh, Bangkok, Colorado, Hokkaido, 3x GOTY Escalations and rewards and 4x Patient Zero campaign missions
How to get it – Consoles: If you have previously downloaded the HITMAN 1 Legacy Pack, HITMAN 1 GOTY Legacy Pack or HITMAN 1 GOTY Upgrade for HITMAN 2, you will be able to download it for no additional cost. (Yes, that’s a free upgrade to the GOTY Edition if you only own the Standard Edition of H1!). The price for this Access Pass will be listed as ‘free’ when you look for it in the store. – Disc: If you own a version of H1 on disc, you must follow the process in the Legacy Pack FAQ to access that content in HITMAN 2 – and then redeem this Access Pass.
– PC (Epic): If you pre-purchase or purchase HITMAN 3 on EGS within the first 10 days of launch, you will be granted the HITMAN 1 GOTY Access Pass for no additional charge. In addition, if you own or redeemed a free copy of HITMAN – The Complete First Season on EGS when it was available for free, you will be able to download this Access Pass at any time after purchasing HITMAN 3.
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HITMAN 2 Standard Access Pass Includes: Locations and missions currently available in the HITMAN 2 Standard Edition: Hawke’s Bay, Miami, Santa Fortuna, Mumbai, Whittleton Creek, Isle of Sgail, plus 1x Sniper Assassin map: Himmelstein
How to get it – Consoles: If you own a digital copy of HITMAN 2 Standard Edition or HITMAN 2 SilveGold, you will be able to download this Access Pass for no additional cost. The price for this Access Pass will be listed as ‘free’ when you look for it in the store.
– Disc: [See below]
– PC (Epic): As HITMAN 2 is not available on EGS, we have set up an 80% discount for this Access Pass for the first 14 days after HITMAN 3’s launch.
HITMAN 2 Standard Access Pass [DISC] Includes: Locations and missions currently available in the HITMAN 2 Standard Edition: Hawke’s Bay, Miami, Santa Fortuna, Mumbai, Whittleton Creek, Isle of Sgail, plus 1x Sniper Assassin map: Himmelstein
How to get it – Consoles: If you own a physical disc copy of HITMAN 2 Standard Edition, you will be able to download this Access Pass for no additional cost through the HITMAN 2 in-game store. (You will see the full listing price if you look for the Access Pass in the PS/Xbox store as a disc owner.) On Xbox, you also need to own a digital copy of either HITMAN 3 or the HITMAN 2 Free Starter Pack before navigating to the in-game store.
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HITMAN 2 Gold Access Pass Includes: Locations and missions currently available in the HITMAN 2 Gold Edition: Hawke’s Bay, Miami, Santa Fortuna, Mumbai, Whittleton Creek, Isle of Sgail, New York, Haven Island, plus 3x Sniper Assassin maps: Himmelstein, Hantu Port, Siberia and 4x Special Assignments.
How to get it – Consoles: If you own a digital copy of HITMAN 2 Gold Edition, you will be able to download this Access Pass for no additional cost. The price for this Access Pass will be listed as ‘free’ when you look for it in the store. – Disc: If you bought HITMAN 2 Gold Edition on Disc, it will have included a download code for the HITMAN 2 Expansion Pass; you need to use that to get access to the content from the Gold Edition. See below. – PC (Epic): As HITMAN 2 is not available on EGS, we have set up an 80% discount for this Access Pass for the first 14 days after HITMAN 3’s launch. It will also grant access to the HITMAN 2 Expansion Access Pass.
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HITMAN 2 Expansion Access Pass Includes: Locations and missions currently available in the HITMAN 2 Expansion Pass: New York, Haven Island, plus 3x Sniper Assassin maps: Himmelstein, Hantu Port, Siberia and 4x Special Assignments.
How to get it – Consoles: If you own a digital copy of HITMAN 2 Gold Edition, you will be able to download this Access Pass for no additional cost. The price for the Access Pass will be listed as ‘free’ when you look for it in the store. – Disc: If you own a physical copy of HITMAN 2 Gold Edition, you will be able to download this Access Pass for no additional cost because a download code for the HITMAN 2 Expansion Pass was included in the box. If you have redeemed that code, the price for this Access Pass will be listed as ‘free’ when you look for it in the store.
HITMAN 3 Access Pass on PC We’ve done everything possible to make this process smooth and player-friendly. However, due to various circumstances out of our control, we want to acknowledge that the process is different to our initial plans for PC players. We also want to share some of the initiatives we’ve set-up to make sure that PC players the chance to keep enjoying the benefits of the World of Assassination.
Our hope is that these initiatives help to ensure all HITMAN 3 PC players can able to enjoy the new game with full access to HITMAN 1 and their progression carried over as a minimum.
HITMAN 3 Access Pass on Stadia Due to the convenient set-up of HITMAN 1-3 on Stadia, the Access Pass system is not required. Players will continue to have access to the locations they already own through Hitman: World of Assassination, or can purchase the games that they don’t own through the Stadia Store.
HITMAN 3 Access Pass on Switch HITMAN 3 is the first game in the trilogy to be available on Switch. As such, each relevant Access Pass is available for purchase through the HITMAN 3 in-game store.

HITMAN VR

At launch, HITMAN 3 will support PS VR and all locations in the World of Assassination trilogy can be experienced in a new first-person perspective. Yes, that means you can traverse the outside of the tallest building in the (Hitman) world in PS VR! If you own the previous games from the trilogy on PS4, you can also access locations from them within HITMAN 3. That’s more than 20 Hitman locations from the World of Assassination trilogy to enjoy in PS VR.
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You can either play HITMAN 3 in PS VR natively on your PS4 or via backward compatibility on PS5. To make sure all PS VR owners can experience the game in VR, we’re including a free digital copy of the PS4 version of HITMAN 3 with all PS5 copies, whether you choose to buy it via disc or digital.
If you are playing on PS5, your progress between the PS4 (VR) and PS5 (non-VR) versions is shared between the two versions. You’ll be able to play the non-VR version of HITMAN 3 on PS5 with the next-gen improvements that we support (including Dual Sense support!) and then switch to the PS4 version for VR and all of your items and unlocks will be right there waiting for you. You will need to have both versions of the game installed on your PS5 to make that happen.
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Whether you play on PS4 or PS5, a DUALSHOCK®4 wireless controller is required to play HITMAN 3 in VR. Playing HITMAN 3 in VR on PS5 also requires a PlayStation Camera adaptor. For full details on the requirements for playing PS VR on your PS5, including how to order a free PlayStation Camera adaptor, see the official PlayStation PS VR site.

More to come

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We have got our sights firmly set on January 20 and our entire team is doing everything in our power to make the launch of HITMAN 3 as successful as possible. It’s an incredibly exciting time for us to be so close to releasing our next game, as well as deliver the dramatic conclusion to the World of Assassination trilogy.
Please keep the conversation going on Twitter, Discord, Reddit and in HitmanForum and be excellent to each other.
The World of Assassination awaits…
submitted by cakeblock941 to HiTMAN [link] [comments]

Just Hit GM on Support on PS4 for the First Time Playing Mostly Ana, Zen, Bap, and Lucio Solo Queueing and without being in Team Chat. Here to Give Some General Support Advice. (Part 1)

Background

If you don't care about all this and want to go straight to the advice you can skip to section 2.
Hi guys, just wanted to share some insight on my road to grinding support to GM and to give some free advice for players wanting to improve. Here's the Proof that I hit GM if anybody was curious.
Just wanted to start by saying that I started off in low gold on my main account back in season 9. I didn't hit Masters until season 16 where I was stuck around the 3.4k-3.6k range until I hit GM on tank in season 23. After that, I wanted to practice support and made a new account so I could start from the ground up and so I wouldn't ruin other people's games because my support was probably not at a high masters/low GM level yet. Overwatch is also the first FPS competitive game I took seriously.
To help supplement my practice I watched coaching VOD reviews of Ana, Zen, and Bap and some unranked to GM VODs of people like ML7 and epicenzo. Then I would write down a couple of things that I needed to work on for each hero. I am by no means an amazing player, but through focused practice and time, I was able to hit GM on support. Hoping this post helps aspiring support players who feel stuck in their rank.
I also chose to not be in team chat for most of games because I really just wanted to focus on my mechanics and decision making without having to listen to other people complain. My experience in ranked is that I don't hear actual useful callouts until mid to high masters, but even at that rank I still didn't join voice. If you're hardcore, "you must be in voice chat, it's a team game!" kind of person then...I'm sorry?

1 - Controls and Settings for Console

If you are a PC player you can skip this section.
Make sure to have all allied health bars on! This will show the HP of teammates at all times and is a very useful piece of information for all support players. It will help dictate healing priorities and who needs healing certain situtations.
I'm sure some of you are curious about the specific console settings I use because it can be confusing. Here is a video explaining the differences between all the settings: https://www.youtube.com/watch?v=JG1P2RsgBbM
Dual Zone
Horizontal Sens: 70
Vertical sens: 65
Aim Assist Strength: 100
Aim Assist Window Size: 50
Aim Assist Ease In: 70
Aim Smoothing: 98
Aim Ease In: 30
Ana: I had Relative Aim Sensitivity While Zoomed at 60 and Friendly Aim Assist Strength 75. Ultimate was bound to L3 so I wouldn't have to let go of the right stick.
Baptiste: Crouch is bound to L3, which is how Baptiste charges his exo boots. This allowed me to have it charged, while keep my aim with the right stick.
Lucio: Jump is on L2 and secondary fire is on L3. Backwards wallriding is enabled
Zenyatta: Reload is bound to L3 and sensitivity of harmony and discord orb on 70.
At the end of the day, work with the sens and controls that work best for you. This is what works for me after hours of experimentation and trial and error and these settings may not necessarily work for you.

2 - Ranked Advice

If you want to go straight into support advice you can skip this section
Need a Tough Mental: From when I first placed in plat on the new account to finally hitting GM, I would receive toxic messaged at every rank. Messages like "you're trash" "garbage healer" or my favorite, "I can't believe you're (insert rank here) you're dogshit." I even had a couple of instances playing Zen where my allied tank was shooting me, bodyblocking me, and overall just being a dick so I couldn't see the team fight. Here's the hard truth. There's not a lot you can do about toxic people. I know that scares a lot of you and I can see why.
I'll tell you a little secret, people are toxic because that's a coping mechanism for them playing poorly so they deflect blame on someone else on the team. Don't let some random person in a video game diminish who you are as a player and as person. You aren't a shitty person so don't let dickheads on the internet try to put you down. Mute. Report. Go next. Prove the haters wrong! You'll most likely never meet them again anyways.
Be Self-Critical and Open to Change: This will be the best advice I can give you that will improve your gameplay in the long-term. On my road to GM, I was constantly reevaluating my mistakes, so I could adjust them for future team fights and games. It's easy to fall into the trap of blaming teammates and attributing losses to them. While that may be the case, there's always something you can do to improve. For me, there are currently two things I am working on that I know I am weak at. Landing reliable sleep darts to defend myself and being more disciplined with my positioning. What are mistakes are you currently trying to work on?
Now, don't be that type of person who is overthinking everything about every little mistake they made. That's a quick way to ruin your mental. On the other hand, don't be the type of person who thinks they are doing everything perfectly. There's a nice balance between being confident and being honest about your mistakes. If you find yourself unable to mentally remember your mistakes, write down those mistakes with solutions, then actively apply them in game. Ask for a friend or outside help to give you another perspective if you're having a hard time self-analyzing.
Teammates are Going to do Dumbshit: ...and that's okay. I get it. As a support you get front row seats to the circus of ranked. From Reinhardts pinning into spawn, teammates wasting ultimates, Genji's spamming I need healing halfway across the map, I get it. There's a prayer that goes, "God, grant me the serenity to accept the things I cannot change, courage to change the things I can, and wisdom to know the difference." If that doesn't explain how I feel about ranked I don't know what does.
You cannot force your teammates to make the right play 100% of the time no matter how loud you scream into your mic, you cannot control all of their actions, and so the best thing you can is to control your own actions. If you are consistently the best player in your lobby you will eventually climb. You don't have to be a god gamer but just slightly better than the players in the lobby. Stick to the fundamentals and abuse the mistakes on the enemy, because trust me, they make a lot of mistakes.
Adjusting to the Speed of Play at Different SR: Once I got into the 3.8K range I would be thrown into varying SR lobbies. One game I will be in a 3.4K lobby with plats and the next I would be thrown into an almost full GM lobby. In lower ranked lobbies I could get away with weird flanks and poor positioning, which would not be punished as much. Then once I got into GM lobbies, those bad habits and poor positioning I built would be punished. You don't realize how bad your positioning is until you are being consistently smacked by an enemy Widow, Tracer, McCree, or Doomfist. I had to be disciplined with my positioning, even at the lower ranked games so that when the GM game came I would already be in that mindset. The fundamentals of the game don't change, but the time window to kill someone does. Play for the rank you want to be, not the rank you are in.
Short Warm-up Routine: It's good to have a short 5-10 minute warm up routine before you start getting into a ranked session. For me, I use some workshop codes that are shown down below in the Outside Resources section and some deathmatch. This is a great way so that you're not throwing the first few games by missing easy shots. Even after the initial warm-up, it still takes a couple of games for your brain to warm-up to the decision making in game. It wasn't uncommon for me to lose the first few matches even after a good warm-up. Don't let a couple of losses discourage you from continuing your ranked session.
Would also like to add that you shouldn't be spending hours on aim trainers and warming up. Aim is great, and is an important skill of Overwatch, but it isn't the only skill. Positioning, movement, cool down management, decision making, awareness, etc are all important aspects that aim trainers won't tech you. This is why a lot of advice for new players is to, "play more" because they just need to experience the complexities of the game. Don't be afraid to make mistakes in ranked as those are good learning opportunities for the next game.

3 - General Support Advice

Understand Your Role and Healing Priorities: The first step that everyone should do is look at their team comp and figure our what your primary job is. For example, if I'm playing Ana with a Rein, Zarya, Mercy, McCree, & Hanzo, I know that my Mercy will default to supporting the DPS, while I default to supporting the tanks. Of course, when situations arise where I need to help out the DPS or Mercy I will, but I already have an idea of what my priorities are going into a team fight. It's easier to adjust to bad situations when you already have an idea of what your default role is. If I feel that my Mercy is mismanaging her resources mid-game then I can always adjust to landing a couple more shots on my DPS when they need it.
Ask yourself these 3 questions when it comes to understanding your priorities:
  1. What is my job in this team comp?
  2. What should I use my abilities and ultimate for?
  3. Where should I position in terms of this team comp?
Don't overthink this and make it super simple. It can be as simple as I need to keep my frontline alive or peel for my other support. If you have any specific situations about healing priority, comment down below and I would be happy to answer them.
Understand Who on the Enemy Team can Kill You: After 15 seconds into a match you will be able to see the enemy team comp. Get into the habit of checking the scoreboard in between team fights. Take your time to gather all in the information on the enemy. Before doing anything crazy. Most of time, the biggest threats will be the DPS and/or dive tanks. If you're consistently dying to tanks like Rein or Zarya then there is something extremely wrong with your positioning. Adjust you positioning and cool downs accordingly depending on the enemy DPS. I'll get more into depth in Part 2.
Awareness. Awareness. Awareness.: This skill is the foundation of game sense and decision making in game. If you have poor awareness you will find yourself struggling executing the points I will be making throughout this post. These are the things you want to look out for to improve awareness:
  1. Where your teammates are positioned: As a support, it's important to get the full view of the battlefield. Constantly remind yourself to be able to see all 5 of your teammates. If you can't see them on your screen then take a second to figure out where they are.
  2. Where the enemy team is positioned: This is to reinforce my previous point of figuring out who on the enemy team might kill you. It's important to know where they might come from. Overwatch maps are designed with a middle land, a left lane, and a right lane. Sometimes the lanes have high ground, go through a tunnel, through a building or combination of those things. There can only be so many ways and enemy can approach you. Take the time to see if you can account for all 6 enemies. If one enemy is missing then they are doing something sneaky on a flank or right behind you.
  3. Kill feed: I am constantly checking the kill feed almost every second. It's an important tool to check the status of the team fight. If my team loses 1 or 2 players very early on then I know to wait for the regroup if I'm on attack. If I'm on the defending side I know I need to make a big play to offset the player advantage from the enemy team. Then if my team loses 4 or more players then 99% of the time I know it's a lost team fight. Simple. Check the kill feed.
  4. Abilities used: Being aware of cool downs helps tremendously. For example, knowing when Zarya uses her bubbles or when Dva's defense matrix is down is a great way to land anti nades as Ana. If you have a hard time visualizing and listening to abilities being used then I suggest watching your own replay code and just listen to the sound queues. You will be shocked on how much you miss.
  5. Ultimates: Ult tracking is considered an advanced technique, but is still an important skill to learn. This is especially important for heroes like Zenyatta or Lucio who have ultimates that can mitigate big enemy ult combos. Start by ult tracking one player on the enemy team. Then eventually you'll be able to do 2, then the whole team, then you'll narrow it down to the ultimates that will play the biggest impact in the upcoming team fight. Bonus tip, if a player hasn't used an ultimate in over 2 team fights then they probably have it.
Value Your Life!: Don't make the mistake of following your teammate into the pits of hell. As a support, your team's success is tied to how long you can survive. The longer you survive the more resources your team will have. Don't go into a bad position or run in the open just to heal a person is missing 5 HP in the middle of a team fight. Supports should almost never be dying at the start of team fights. If you are consistently dying first as a support then you are positioning poorly or mismanaging your abilities. Prioritize your life!
Protect Your Fellow Support: Supports. Please. Protect each other! As I mentioned before, the longevity of a support is tied with the success of the team. I know what you're thinking, "if the supports are healing each other then who is healing the frontline?" Let me put it this way, if the enemy team is pumping resources into trying to kill the backline then that means there is less damage going into the rest of your team.
Multitasking: You might need to defend yourself for a few seconds, heal your teammate the next, quick scope a low HP enemy the next, all while rotating into a different position at the same time. As a support, you need to be proficient thinking ahead. This is why understanding your role is important before every match. Multitasking requires a mixture of awareness, good decision making, and mechanics. Without each of those components you will find yourself struggling to do multiple actions.
Team fights are never static, they constantly evolve, which provide different situations for you to answer. So it's important to change priorities when needed. Remember, critical HP signs show when your teammate has half of their HP or less. So Genji who is at critical vs a Winston who is at critical may need to be healed first as they have a higher chance of dying. It's a case by case basis, but you need to be able to read situations before they happen to be able to get better at multitasking.
Be a Threat and Playmaker: Once you've built a strong foundation of dying less, you then need to start becoming a playmaker and damage threat. Supports aren't pushovers and can pack a punch. I mean, Zen can 2 shot headshot and enemy squishy with discord. The reason why this is important is because if you become a threat then the enemy DPS have to respect you. They can't just walk over the backline. If you also become a damage threat then you open up advantages for the rest of your team. For example, as Zen I am putting pressure on the enemy Tracer, which forces her recall. This then allows my Tracer to win the Tracer battle because my Tracer has a distinct advantage. That then leads to an opening kill for the rest of my team to push. Forcing cool downs for free isn't something that will be shown in the stats, but it's an important aspect that will win team fights.
Higher Healing Numbers are Overrated: What's the difference in the amount of healing a Mercy can output in GM vs Gold? Answer, 0. A Mercy will always pump out 55HPS no matter what rank. What makes a good support player is how they prioritize their healing in the right situations combined with how their kit impacts a team fight. Anybody can just dump heals on their friendly Reinhardt and get gold healing. News flash, that doesn't win you games. If a ton of healing leads to wins then you would see Moira in every top 500 lobby.

4 - Thought Process on Support Picks

Ana: Ana is a great versatile support pick as she can fit in a lot of team comps. Her long range healing enables high resource intensive tanks like Rein/Zarya but can also support dive tanks like Winston/Dva. These tanks are are also great nano boost targets under the right circumstances. Ana is decent at healing DPS, although it's not her primary focus. Her nano boost is a great pairing for ultimate combos with DPS like Genji, Pharah, and other high mobility heroes like Tracer and Genji. She is also decent at defending herself (if you're capable) with her sleep dart and biotic grenade.
Pick Ana with tanks that require high resources, in situations where you need to defend yourself, combo nano boost, and to make high impact plays with anti nade. She is weakest in bunker comps as she doesn't have the "spam damage" compared to Zen and Baptiste.
Baptiste: Baptiste is another great versatile support hero as a hybrid between Ana, Zen, and Moira, but with vertical mobility. He absolutely shines in deathball or bunker comps where he can get the most out of his AOE healing. When played in these situations he can build his ultimate after almost every team fight. He can also dish out a ton of damage and can be used to defend himself against flankers or as a 3rd DPS. His biggest weakness is playing in dive as he'll have a hard time healing his teammates. You'll end up using your abilities on yourself, and if you're not getting full advantage of immortality field then may not be worth it to play Baptiste.
Pick Baptiste in static bunker or rush comps. Avoid playing him with dive as there are better options like Zen, Mercy, or Ana.
Lucio: Lucio is a relatively weak pick at the moment as his biggest strengths, speed boost and dueling are outclassed by ranged poke damage. He can be played in really strong boop maps like Lijiang Tower or Ilios but be careful on tunnel visioning on boops. He is still decent at peeling for your fellow support but Brig is the number one option at dealing with flankers. Dueling potential as a 3rd DPS, while getting teammates into position with speed is the only way I have found success with Lucio. He pairs well with heroes like Rein, Reaper, Mei, etc who require to be in close range to be effective.
Lucio is an average pick in the moment as the strength of range damage is more valuable than speed boost. However, he can work with rush comps, but engagement timings have to be decisive. If you end up being a healbot Lucio then consider playing Moira or Baptiste instead as they output more AOE healing than Lucio.
Zenyatta: Zen is a glass cannon, but what he lacks in survivability, he makes up for in a shit ton of damage. I personally try to play Zen as much as possible, but he doesn't work well it tanks who require a lot of resources. If that happens then I would pick Ana, Moira, or Baptiste. If I do find that my tanks are feeding or playing too passively that it doesn't matter how much healing I pump into them then I will switch to Zen. His harmony orb works well with flankers like Genji, Tracer, and Echo who can utilize that 30HPS for being more aggressive.
Zen works great in dive comps and bunker comps. He's still playable against 1 or 2 flankers (if you can land your shots) but if the enemy team is 3+ man diving you and you aren't getting any peel then I would consider switching off.

Summary

If I were to boil everything down to key points to improve on how I was able to climb as support it would be this
  1. Know your role and priorities in a team comp.
  2. Always think in the back of your head who on the enemy team might kill you.
  3. Position yourself with cover and to see the entire picture of a team fight.
  4. Don't waste abilities.
  5. Finally, don't waste ultimates if a team fight is decisively won or lost.
Follow those 5 steps then apply that to any support hero and you should be able to climb with practice and actively learning. Hope this helps you guys. Remember, it takes time to actually apply knowledge in game. Sometimes you need to take one step back to move two steps forward. A lot of you guys are making constant mistakes so it's important to slow that down, build good habits slowly, so that over time you can make good decisions quickly. Comment down below if you have any specific questions about Overwatch or how I was able to climb and I would be happy to answer them.
Here is the link the Part 2 where I go over specific support heroes.

Outside Resources

Workshop Codes
Practice Range 2.2: AJERA
Healing Trainer for Baptiste and Ana: A9B2N
Aim Trainer 1: KAVE5
Aim Trainer 2: 9SM5N
Flanker Duel Practice: MXCB3
Genji Sleep Dart Practice: ZKMC1
Doomfist Sleep Dart Practice: 8Z23K
Wrecking Ball Sleep Dart Practice: ASHZS
Ana vs Pharmercy: T7CB6
Ana Nade Tool: EBAXM
Ana
Ana Gamepedia Information
ML7's Ana Guide
ML7's Ana Unranked to GM
KarQ and ML7's 1 Ana tip vs Every Hero
KarQ's 1 Nade for Every Map
KarQ's Platinum Ana VOD Review
ML7's Platinum Ana VOD Review
ML7's Silver Ana VOD Review
Hayes VOD review of ML7
Baptiste
Baptiste Gamepedia Information
MajorMidget's Baptiste Guide
ML7's Baptiste Unranked to GM
KarQ and ML7's 1 Baptiste Tip vs Every Hero
Fran's Baptiste Tips & Tricks
Lunar's Baptiste Tips & Tricks
ML7's Platinum Baptiste VOD Review
Gunther's Baptiste VOD review via PECO Overwatch Coaching
Lucio
Lucio Gamepedia Information
KarQ and FunnyAstro Lucio Guide
KarQ and Rammy's 1 Lucio Tip vs Every Hero
Eskay's Lucio Rollout For Every Map
KarQ and Eskay's 1 Lucio Rollout for Every Map
SVB's Diamond Lucio VOD review
FunnyAstro Lucio VOD Review
Zenyatta
Zenyatta Gamepedia Information
MajorMidget's Zenyatta Guide
Epicenzo's Zenyatta Unranked to GM
KarQ's 1 Zenyatta Tip vs Every Hero
Epicenzo's Zenyatta Primary and Secondary Fire Guide
Jayne's Zenyatta Platinum VOD Review
Hayes Zenyatta VOD Review of Kaan
Jake's Zenyatta VOD Review of HTP
Edit: so I accidentally deleted a lot of the post when I tried editing something. This is the restored version and a little different from the original post I made. I tried to make it as close as possible, but if anyone who read the original post found something I missed please let me know.
submitted by NatHong96 to OverwatchUniversity [link] [comments]

Arkham Knight: So close to perfection

All good things must come to an end and how they end will either be with a whimper or a bang. In Arkham Knights case it kind of ends with both and I did not think that could be. To me for every good thing I liked about Arkham Knight there was something I disliked that prevented it from becoming my personal favorite Arkham game. Let me start off with the pros: First these graphics are incredible and still hold up five years later. Which is even more impressive considering this was still in the early years of the PS4/XBOX ONE generation. Gotham City feels like it was taken straight from the comics and aesthetic wise its a weird, but cool combination of old and new. One section of the city is filled with classic architecture while another looks like it was plucked straight out of Time Square with its neon build boards and lighting. But that doesn’t mean there is time for leisure because with the city evacuated all that is left are thugs and the militia run by the new villain called Arkham Knight.
I praise how easy it is to access side missions, just a spin of the wheel and you can select who to bring to justice next. You will have to reach a certain percentage of the story as a requirement and that was the right call. It allows you to take a break from the heavy story moments and believe me this is a heavy story. Every Arkham game IMO outdoes itself narrative wise. Last warning, spoilers incoming because there is no way to talk about this game without talking about it. It turns out Batman along with four other civilians have been infected with Jokers blood, it turns out it messes with a persons psyche and will eventually become the Joker without a cure. Add a dose of fear gas in Batman’s system and now he is hallucinating the Joker, voiced again by Mark Hamill. Some have noticed that Bruce never addresses or talks to Joker and that is because Joker’s dialogue is Bruce’s inner doubts and insecurities. Seriously go on YouTube and really listen to what he is saying you’ll notice it too. Sometimes he will just flat out say Bruce’s methods are just wrong. When you arrest Chief Underhill Joker explains how he will become another criminal. When you (finally) lock up the Riddler he says my favorite line: “Beat him up, lock him up. That’s the best medicine” be honest you know he’s right. There is also Barbra’s “suicide” which had me in shock and then there’s the mystery of who the Arkham Knight is, and it is pretty obvious. Kind of disappointing really. Wouldn’t it have been cooler if we never find out who the Knight is? Alfred tries so hard to uncover his identity only to end up short and not knowing is something Bruce can’t handle. As a long time reader as Batman comics trust me when I say that “not knowing” is one of the many things that he hates.
When you need a break from the story there are side missions to seek out like stopping Two-Face from robbing the banks, stopping Hush from bankrupting Wayne Enterprises, liberate Gotham from Militia forces and several DLC missions that wrap up some loose ends with Ra’s Al Ghul and Mr. Freeze.
My personal favorites were chasing Firefly and Man-Bat. Man-Bat came out of left field and while he doesn’t have a real boss fight, the thrill is in the chase. Firefly also doesn’t have a boss fight, you just have to keep up with him which does make sense. If I was facing Batman and had a jetpack I too would get the hell out of there. And since there is no avoiding it lets talk about the bosses. It’s pretty clear Origins had the best bosses in the franchises as in Arkham Knight they are underwhelming. I mean c’mon you don’t even fight Deathstroke hand to hand! Could you imagine the possibilities if Rocksteady went all out on a Deathstroke vs Batman rematch. I did enjoy Killer Croc because you’re teaming up with Nightwing and Scott Porter nails the charismatic/over confidant personality of Dick Grayson.
Crispin Freeman is back as Lynns and he is an absolute delight. I don’t know what direction he was given, but I’m assuming he was told to chew up as much of the scenery as possible. I cannot share the same praise for some of the new casting choices. John Noble and Johnathan Banks are a fine Scarecrow and Jim Gordon respectively, but aren’t very memorable. Curiously Kimberly Brooks was replaced as Oracle. A tad disappointing because she would have nailed the material. And for my last complaint is Troy Baker as Arkham Knight/Red Hood. Normally I would be so down for it, but Troy was already Joker, Two-Face, and Robin. Did he really need to be a fourth character? In fact Robin is in the game and is voiced by Matthew Mercer? Why didn’t Troy repriseTim? Mercer would have made an excellent Red Hood.
Anyway back to the positives: Combat has peaked with the inclusion of environmental takedowns, team takedowns, and multi fear takedowns. At this point you do feel just as overpowered as the Batman himself. The skins are great and are easier to access compared to Arkham City (still didn’t get that Red Sun skin though). We have even more playable characters than ever and all of them have their own skins… except for Batgirl who was done dirty. I mean no classic suit? Not even the Cassandra Cain and Stephanie Brown costumes. Everyone also has their style and at least one or two different gadgets. Except for Batgirl who does play pretty similar to Batman, but makes up for it with her ability to hack into certain hazards to provide stealth takedowns. And let me just say playing as Red Hood is essentially playing another game as one of his stealth takedowns is a neck snap and he straight up murders henchmen with his pistols… it’s a change of pace for sure.
Each of the DLC characters have their own side story (excluding Azrael which is weird because it seems like they were setting him up for one) and Batgirls is easily the best as it has a more fleshed out campaign, collectibles to destroy, and a respectable map size. Everyone else’s is very disappointing as they are are about 15 minutes. Even faster if you are a season veteran of these games. To add in some extra difficulty you can’t upgrade any armor (and let me tell you these kids are made out of paper without it). At least you can still play them in the combat challenges.
Ok I’ve avoided the elephant in the room for long enough. Let’s talk about the Batmobile. I know a lot of people have opinions on it and mine are rather mixed. The combat is simple and that’s ok, you aim for the drones weapons and press X to dodge. Remember this is the first time the Batmobile can be operated so combat was never going to be as polished so I had no problem with how simplified it is. The driving controls can be over sensitive at first, in my experience one slight movement of the joystick will send me into a U-Turn, but you will get use to steering and the boost functions. What I have a problem with are the stealth segments. Imagine you have the ultimate tank ready to tear down any foes that stand in your way head on. What if instead of doing that you have to slowly move around the map, sneak up behind another drone, wait till you have a lock on, then fire. These segments stops the pacing of the game dead on its tracks and you will wish that they will just end. Don’t even get me started on that fucking excavator boss fight. Is the Batmobile really as bad as the internet says it is? No I don’t think so, it’s fun in the beginning, it doesn’t feel like a drag until the third act of the game and it makes you forget about the fun you were having. The developers had good ideas on paper, but playing them out they weren’t fun, like I said this is the first time the Batmobile has been featured so prominently, maybe if there was another Arkham game we would have seen some improvements.
Well there is only one thing to talk about and that’s the ending. Personally I liked how it ended, but what I don’t like are the requirements, well more like one specific requirement. You see in order to initiate the Knightfall protocol you have to complete every side mission and lock up every single criminal. Shut down Penguins gun smuggling operations? Got it. Rescue all of the Firefighters? Done and done. Takedown all of the watchtowers/drones/bombs deployed by the militia? Someone has to do it. What I hate is that in order to arrest Riddler you will have to solve every riddle and collect every trophy. It is even more tedious considering the fact that you had to pass nine trials to free Catwoman. Shouldn’t have that been enough to unlock the boss fight? If it had ended after said trials that would have been fine, but getting every trophy and riddle and disarming the bombs? What if you had to that for Arkham Asylum and Arkham City? Or even Origins? Would you have enjoyed them as much?
So in the end was Arkham Knight my favorite game in the franchise? No, City will always be my personal favorite. Is it a bad game like the internet says it is. I certainly don’t think so. It’s a solid 8 out of 10, there are just a few problems I had that prevented it from being a 9 to me personally. Its story, combat, and playable characters makes it worth playing.
It is a bittersweet feeling marathoning all of these games. I miss them. Their stories, the easter eggs, the gameplay, everything. Rocksteady crafted not just one, but three love letters to Batman and his mythos. These weren’t just developers, they were fans just like us. Whatever the future holds with Suicide Squad I know Rocksteady will deliver a memorable experience.
Side note: I loved Arkham Origins when I played back when I was 15 and I would have reviewed it if it had a remastered.
submitted by Hill417 to patientgamers [link] [comments]

Cyberpunk 2077 release/game info and common answers

CTRL+F to search for stuff or, if you're on a phone, just be sad and scroll.

--Official Release/Preload Times--

From CDPR: https://twitter.com/CyberpunkGame/status/1334548241459933188
Pretty much what we knew on PC due to the GoG counter, but sadly seems console players have local midnight release. There you go!

--Is the game DRM Free? (ON PC, obviously)--

Yes. CDPR is vehemently against DRM, and the DRM-free nature of Cyberpunk has been confirmed by journalists. Whether it's Steam, GoG, or Epic Game Store, you will be able to run the game without any of them open, and YES, you can technically just copy and paste the game onto 20 computers if you wanted. That's just what DRM-free means, but PLEASE support the developers.
Again, this obviously doesn't include stuff like consoles or Stadia which are inherently locked by nature.

--Difference between Steam and GoG?--

Ultimately, no differences. Both are DRM free, both have achievements, both will update at the same time. CDPR, the makers of Cyberpunk 2077, own GOG, so if you buy it from there the devs get 100% of your money. Every platform will get its own comic and on Steam you get an exclusive short story; they'll all probably be all over the internet in 5 seconds though, if you really care.

--PC Performance or "Can I run it?"--

Here are the official hardware requirements, but I'll tell you now that no one really knows how it'll actually run in reality because they've given us no information about FPS targets on PC (we can probably safely assume 60, as that is the standard on PC).
Anyway, here is the RTX ray tracing gameplay trailer for the 30xx unicorns.
AMD and thus next-gen console raytracing will come eventually, but right now it's limited to Nvidia GPUs.

--Will there be official modding support?--

CDPR has been inconsistent with official support for their games. Their official word for Cyberpunk 2077 specifically is "not at the moment" because they want to focus on the core game, which I guess isn't a no. Witcher 2 actually had RedKit for official modding support, and Cyberpunk 2077 uses an upgraded version of the same engine, so it's possible a new RedKit will be released someday.
However, even without modding support at the start, Witcher 3 still had a ton of modding. Most notably, the infamous nudity mods that gave gamers the world over the joy of seeing Geralt's buttery buttocks all the time instead of just in a few scenes, because no one cared about anyone else's buttocks, obviously.
With the popularity of the game, though, CDPR would be bonkers to not officially add modding support, and honestly, the modding community probably won't care even if they don't.
So that's kind of where we're at: A solid WE SHALL SEE.

--Next-gen Patch? How does it run on consoles?--

Note that CDPR hasn't said a single thing about FPS/resolution targets on any of the consoles either, sorry. IMO this is really something they should revealed already, but meh.
Next-gen patch is planned for next year; CDPR has not given a date. The game runs a bit better on next-gen consoles, but will not have any next-gen features or graphical enhancements until this patch.
Here is the official X Box One X and Series X gameplay.
Here is the official PS5 and PS4 Pro gameplay.
Note that outside of these videos, all gameplay has been on high end PCs, so please don't let your expectations get out of hand due to the trailers. No gameplay has been shown on the base models. CDPR says it runs fine, but, again, I'd seriously taper my expectations.
Cyberpunk 2077 will offer a fee next-gen copy of the game for those who buy an old-gen version, so you don't have to buy the game twice. The game also features cross-saves between consoles of the same brand, detailed here for Sony and here for Microsoft.

--GoG Account Link Freebies?--

CDPR hasn't actually spoken about this, but they have mentioned there will be shirts and swords and other goodies if you own their prior games, and that it doesn't matter where you own them. Expect information this week, likely.

--Multiplayer--

This will be free for anyone who already owns the base game (so half the world, I guess). There's no release date, but it was expected in 2022 and may now release in 2023 instead. We don't have many details other than it's being headed by some MMO veterans and is a separate AAA project according to CDPR.
For people asking, it's actually old news that it'll be free (sorry couldn't find the original interview), but I guess they could change their minds over the next 2 years, and the way they worded it makes it sound like you will also be able to buy it as a standalone, but we don't know for sure. Plenty of journalists have confirmed this. (random example).

--Reviews?--

Still no info. Many places expected to get review copies still haven't gotten them, including those that got to sample the preview (like ACG), however it's assumed the major places like IGN and Gamespot do have keys. No word on when, but probably next week.

--Rapidfire Answers for the Questions You Keep Asking--

Not sure if I forgot anything but feel free to ask and I'm sure me or someone else will answer, and I'll add it if it's worthwhile.
Hopefully this will cut down a bit on repeat questions as we ramp up toward release and more and more newer folk join us.
submitted by BernieAnesPaz to cyberpunkgame [link] [comments]

Cyberpunk Tips and Tricks

I have read dozens of these threads for dozens of games over the years but never bothered to write one myself. Nothing especially exciting is coming up on Google for Cyberpunk yet, so I figured I might as well give back to the community, so to speak. So, here are a list of tips and tricks for new players. Many of these may not stay true as CDPR patches the game but they're up to date as of 1.06.
If you have stuff I missed, throw it in the comments and I'll try to edit it in. And if I'm wrong, correct me! I'm not an expert, just a fan. Some of this stuff is a matter of opinion, playing "optimally" is a bias of mine that not everyone may share. You may want to beat the whole game hacking everything in sight with 5 intelligence (good luck lol). This is just as valid a playstyle as being a min-maxing degenerate like me, the point is to have fun :)
Attributes:
- The game files tell you that you get an attribute point every three levels. This is a damn lie. You get one every level. By level 50, which you can attain well before beating the game, you can raise three stats to 20 with 4 points left over.
- You can have an attribute up to 20 by level 15. Game's level cap is 50.
-Body and Technical Ability both let you open doors. DIFFERENT doors. It's rare that they'll both work on the same door. If you wanna open every door, you should max 'em both out. That said, this is mostly just for bonus loot, so it's not mandatory.
- Every attribute has perks enough for a viable build, though technical ability can be rough going. You should consider leveling one skill to 20 before you start leveling another because the high level perks in many of these trees are bonkers. The two exceptions to this are "Breach Protocol" under intelligence and "Crafting" under technical ability. Good, but not necessarily your best first priority.
For example, at the end of the blades tree is a perk that makes you do double damage to enemies with full health (at rank 3) and another perk that increases the damage you do by 3% per 1% health the enemy is missing. So assuming it works as described (big if, lol) if you take 50% of an enemy's health off with your opening strike, you'll do 150% bonus damage. Throw in the bleeding effects and you'll be ginsu knifing your way to victory in no time.
- Attribute pairings: Some attributes have a bunch of synergies. For example, Cool synergizes well with Reflex for blades, sniper or silent pistol builds. Cool also synergizes relatively well with Quickhacking. Technical Ability pairs well with Reflex because the engineering tree buffs smart weapons and tech weapons - though there are some tech shotguns, which pair with Body, most guns are buffed by the Reflex trees.
Comparatively, Technical Ability has less to offer a melee build - stealth melee should be Reflex and Cool, while 'charge TF in' melee benefits from Body and Reflex.
- If you want to craft, you need to raise technical ability to 18 for best effect. If you want to use tech weapons, take it to 20. Quickhacks are crafted in their own tree, and are not a part of normal crafting.
- Not much advice here overall because it's mostly a matter of playstyle. You wanna have a dude with 13 in every attribute? They'll be a great all-rounder. Wanna specialize? You'll get some outrageous power perks.
Skills + Perks:
- Skills level as you use them although Athletics is currently really hard to level apart from some buggy stuff. The other slightly counter-intuitive skill to level is engineering which levels when you deactivate cameras manually, need to be standing very close to them. You can also level it by firing tech weapons through walls and by using grenades.
- Perks level as you put points into them. You get one perk point whenever you level up. You get perk points as you level skills (7 per skill tree, if you get it high enough). edit: Crafting, Breach & Quickhacking have 6 for some reason.
There are also a number of 'perk shards' that give you free perks.
- To buy a perk, you need to have a high enough level in the associated attribute. All skill trees have at least one perk that requires 20 in the associated attribute (Body, Reflex, etc). Sometimes that perk is just ok, but sometimes it's bonkers powerful. Take the time to read the trees. Basically all builds are viable right now so I don't have any "best" build tips, just level one attribute to 20 and then figure out which one you wanna do next.
- Skills cannot level past their associated attribute. For example, Blades is in the Reflex tree. If you have Reflex 4, it doesn't matter if you vivisect every enemy in the game, you will level to blades 4 and stop there until you raise Reflex to 5. This is one of the reasons it makes sense to level an attribute to 20 ASAP. Keep an eye on the skills you wanna use all game - if they stop gaining experience, you need to bump the attribute.
-Leveling skills will reward you with bonuses. Sometimes the bonus makes you better at the skill (for example, reducing recoil on a kind of gun). But each skill tree has (afaik) 7 "bonus" perks in it. This means that there are more total perks available to characters who level Body and Reflex (which each have three associated skills) as opposed to other attributes (which only have 2).
- Every tree has some ridiculous skills that are must-have, and some that are useless. One or two are even actively harmful, like the one that automatically disassembles junk. Some junk sells for 750 ED, so scrapping it automatically robs you. Avoid that perk (it's in Crafting).
edit: Matter of opinion. There's a lot of junk in this game and if you're speccing into crafting, you can easily make money, so taking the 'scrap all junk' perk can save some time. Ultimately the only junk you need to scrap is the cans you buy from vending machines, which (with the current UI) is the fastest way apart from using the perk. Your mileage may vary.
-If you read through the skills it's pretty obvious which ones are awesome; usually it's a huge buff to damage or crit chance. They give out crit chance like candy in this game.
- It's worth making sure that your primary combat skill (pistols, blades, etc) is always capped - so if you have 10 reflex, you should have 10 in blades. This way you'll get the most from the perk system, but also have 'best' fighting style at your disposal. The game gives you all these great playstyles but in my experience, if you don't level them, they become progressively less useful.
- You can respec perks for 100,000 ED. This will not reset your attributes. 100,000 ED will always be a stupid amount of money. You're better off just farming up some more perk points and spending them.
- There is always an ultimate perk unlocked when you reach 20 in the skill (need 20 in the attribute first). These are enigmatic and poorly worded. To be clear, they give you an up front buff of varying quality. Then you can keep putting points in them generally for a 1% buff. I haven't doubled checked all of them, but after that first rank, it's highly unlikely you'd ever want to put another point into them.
- Cold blood makes you good at everything, a little bit. It's in Cool, so it's most efficient to pair it with pistol sneak or blade sneak, but really you can go hog wild. It has some preposterous bonuses.
- You will never need to swim underwater AFAIK so ignore that perk.
Weapons
- All builds are viable and so are all weapons. Still, I think they put shotguns and lmgs in the same tree because the range on shotguns isn't optimal and they are not sneaky weapons. I'd carry one of both, and I also carried a pistol, a sniper rifle and an assault rifle on my Reflex build, though this spread me a little thin.
- Weapons come in a tiered system: common (grey) uncommon (green), rare (blue), epic (purple) and legendary (orange.) Wonder if they'll pay Blizzard royalties. If anyone will, really.
- There are also iconic weapons. They can usually be upgraded to legendary, but not always (RIP Lizzie pistol). This costs a lot of mats. But not as much as upgrading a level 40 gun to a level 41 gun.
- Using crafting to upgrade weapons is so expensive / tedious that you should just craft new weapons instead. You should also keep your Iconic weapons at the rarity you find them, and upgrade them to level 50 at the lowest possible rarity, to save on mats.
- You can have three weapons (plus unarmed / gorilla arms) equipped at once.
- Power weapons can ricochet and are most common. Tech weapons can charge and shoot through walls. They discharge automatically at full charge until you get an engineering perk to fix that. This makes them WAY more useful.
- Smart weapons paint dots on a target and then they'll hit the target. The dots (little and red) need to appear before you start firing. If they do, the bullets may even hit around corners or cover. If you don't, the bullets are wasted.
- You can craft ammo. The carry limit is high, 400 pistol, 700 rifle, 100 snipeshotgun on PS4 according to u/Eggtastic_Taco, I thought I'd had 500 pistol ammo on PC before but IDK.
- Weapons can be modded. Replacing a mod destroys it. Scrapping a weapon destroys the mod unless you have a perk (from crafting.) The perk is worth it. Modding weapons is generally worth it. I wouldn't bother putting a silencer on a pistol.
edit: As withoutapaddle points out, silencers are awesome if you are speccing into them, generally with a Reflex / Cool build focused around pistols. You can easily overcome the damage debuff, especially with the rare silencer, where the debuff is only 15%.
Armor
- There's no transmog so you're gonna look ridiculous until endgame, and maybe then too.
- Armor seemed to me like it made little difference til I passed 4000 armor, at which point I became an unkillable tank. Main appeal of crafting, IMO.
- But mods can make a big difference by buffing critical damage, critical chance, etc. Also plenty of useless mods (breathe underwater longer).
- You can pick up resistance to damage types, and even immunity, from item mods - but also from certain perks and cyberware.
- Armor can be iconic too, though far less often. Same advice from iconic weapons applies.
Hacking
- Not much to say here - use breach protocol to debuff enemies and make quickhacks cheaper. Many quickhacks are non lethal.
- Quickhacking costs RAM. It recharges out of combat, and in combat with the right perk.
- The game teaches you this in an optional tutorial but it is VERY important: you can quickhack people while seeing them through cameras. And when you do, they can't do a damn thing about it. They can't detect you unless they see you IRL. So hack a camera from across the street, cycle through their camera network killin' em all. Easy peasy lemon squeezy.
Crafting
- When you craft an item, it randomly has mods (or maybe none) and randomly has mod slots. Far as I can tell, 4 is the maximum number of mod slots. Mods are fairly easy to come by, and some of them are ludicrously OP (Can find 6 15% crit chance mods and have 100% effective crit, I think).
- But they're random! So you may need to craft and recraft those legendary pants until you get one with 4 mod slots. edit: max 4 for torso slots, max 3 for everything else
- Crafting in general is broken in good ways and bad. The main tip is that you can scrap drinks, but not food, for some reason. So go to every drink machine you see and buy them out of drinks (10 ED a drink). Then scrap all the drinks for common and uncommon components. Craft a bunch of uncommon sniper rifles, sell them to a merchant, repeat til you're at 20 crafting. Good way to make money too.
- As mentioned above, upgrading things is expensive as hell, though at higher levels it also gives you huge chunks of crafting XP all at once.
edit: When you upgrade an iconic item, it seems to reset the cost of components to upgrade it again, and as a bonus, raises it to one level below yours. So if you don't want to farm mats forever, consider waiting til you're level 50 before raising your Iconic gear to Legendary status. Then you'll only need to upgrade it once.
- Items can only be crafted one at a time but you can edit a config file to make that happen instantly. This'll get patched, I hope.
- There are crafting specs scattered through the world. The best ones are usually free from drops but you might buy one for a niche build.
Here's a mod table, h/t to u/theherrhuml

Work and Stack Armadillo, Backpacker, Osmosis, Plume
Work but Don't Stack Fortuna, Bully
Work Coolit, Antivenom, Superinsulator - not for EMP, Panacea
Don't Work Deadeye, Predator, Resist, Zero Drag
Cyberware
- It'll make you a beast. It's the main use for 'street cred', too, a system that barely needs explaining. Kill dudes, get street cred, unlock new Cyberware. Other stuff too but mostly pretty pointless by comparison. The best cyberware requires 49 street cred; the cap is 50.
- The wrist mounted missile launcher is sick but it also seems to disable the use of grenades (mapped to the same hotkey on my controller anyway). The missiles, however, are bottomless.
edit: Probably my biggest error here. I thought my grenade option had disappeared, but you can switch grenades into the slot if you want. If I'm understanding u/theherrhuml correctly, this means you can't use both at once? IDK.
- Slowing time is very handy. The synaptic accelerator does it when you are spotted by an enemy. A must for sneak builds. Sandevistan slows time when activated. Mostly useful for combat but you can also rush right past enemies (but be aware that slow time means doors open slow too). There's also Kereznikov, which slows time when you dodge, slide or do some other stuff idk man, I forget. Obvious combat applications.
- Your initial cyberware lets you hack. The cyberware in the OS slot, to be specific. If you replace it with a Sandevistan model, or a Berserk, you will lose the ability to hack. The game does a very poor job of warning you of this. It SUCKS to suddenly not be able to turn off cameras by hacking them.
- Cyberware has mod slots. Maybe this explain this at one point but it's easy to forget. You'll find lots of cyberware mods in any case.
- If you're using quickhacking, most quickhacks have to be equipped in your deck, which goes in the OS slot. They have their own parallel crafting system which is under Intelligence. They'll make you a cybergod among men.
- Overall cyberware is meant to compliment your build. Wanna do blades? Mantis blades go in the arm slot. Wanna hack? Buy the best OS. Don't care about hacking? Stick a Sandevistan or Berserk in there and shoot / chop your enemies to bits. The monowire, counter-intuitively, is a 'blunt' weapon and benefits from the associated perks, as well as being buffed by cool.
- Double jump, or charge jump, are mandatory. Why wouldn't you want the high ground, as Ben Kenobi taught us?
- Like I said, it compliments your playstyle, so it also gates the best cyberware behind attribute requirements. 20 body nets you an implant that gives +60% health, which is huge. You'll never be able to equip all the "best" cyberware, but you'll have what's best for your build.
- Every ripperdoc has a specialty, but they don't always have their legendary quality item. This is kinda annoying because it's one of a number of easter egg hunts they implement for buying stuff, real MMO tier game design. I have the money, gimme the damn thing. Anyway, check the internet for guides on where to buy legendary cyberware.
Questing + Side Content
- Personally I'd recommend finishing all the side content in Watson (the first area, in which you are trapped) before proceeding to Konpecki (you'll know when you know.) This gives you a lot of tools in your toolbox for a pretty challenging series of missions, and give you lots of practice playing the game .- Alternatively, there's little punishment for burning through all the story content up to the final mission, and in fact, no real punishment for beating the final mission as soon as it's available. The game just drops you right back before the final mission, so that you can unlock the other endings. Up to you.
edit: A certain Hollywood actor shows up to make commentary on your quests once you finish Act 1, including quests in Watson. So depending on how thirsty for Keanu you are, consider holding off on doing sidequests in Watson until after Act 1.
- Like the Witcher, the story quests are worth way more experience, so if you're in a hurry to level then get after it.
- If you bought this game because of the political dimensions of Cyberpunk then READ THE SHARDS. All of them. Great stuff in there. If you bought it for pew pew lasers, then only read the shards with smutty titles, they're funny.
- The level design's pretty good. Often I'll finish a dungeon only to notice that there was a sneaky back way in that I never even noticed because I didn't bother looking. Of course, with double jump, you can usually make your OWN way in.
- Overall, the level design combined with the shards made even clearing reported crimes fun for me all the way through to endgame. I highly recommend doing most of the sidequests ( hear racing sucks which checks out because driving sucks ). Also clear all the organized crime bosses because they drop awesome loot.
Cars
- You can get a free Caliburn, one of the game's fastest cars, in the Badlands, hard to explain so just google the video.- Fixers will text you about cars they have for sale. This sucks. The cars then show up as quest markers. This also sucks. You do not need to buy all the cars (could be fun to do so), any one car will suffice.
- Motorcycles are great. They can ride in the gutters or down the center line of roads, totally ignoring traffic.
- If you park your car in the road it creates a traffic jam.
- Look both ways before you cross the street.
- You can steal cars but there's not much reason to since you can call your own car to your location.
Misc
- Some missions require you not kill anyone. You can easily get an implant mod that makes all your weapon damage non-lethal. This allows you to never worry about this again. You very rarely get in trouble for bringing someone in alive; apart from some flavor commentary IDK if it's ever happened to me. Alternatively, you can use blunt weapons or certain quickhacks.
- Pay Vic back. Partially to upgrade your eyeballs but mostly because it's the right thing to do for a friend.
- In general, dialogue checks relating to your attributes are there for flavor so you can use them with impunity, but without material reward.
- Street cred: literally just kill criminals and do quests and it'll level faster than your character level. I hit 50 SC around level 30, as I recall. That unlocks the best cyberware and the highest level gigs, then there's no reason to think about it ever again.
- If you possibly can, wait 2 years for the finished version of this game with all the DLCs. I love it, but I think it'd be more fun to experience the finished product fresh. I only played Witcher 3 last year and it was amazing.
- There are free legendary mantis blades and a free legendary monowire kicking around in the game world.
- Don't let Cyberpsychos or other bosses hit you in melee, obvs.
- Those little icons over people's heads at the beginning of the game are telling you that you can fight them but also how difficult they are. I spent an hour trying to figure this out when I bought the game, lol.
- Cops will aggro if you get too close for too long. Gangs will aggro if you get too close usually.
That's it for now! Let me know what I missed.
Thanks for updates from: u/theherrhuml, Eggtastic_Taco, withoutapaddle
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In 2020, I played 40(ish) games. Here are my thoughts.

Roughly a year ago, I jumped on the end of a bandwagon of posting up what I played throughout the previous year (that being 2019). That list was a whopping 33 games long, for which my excuse was some personal issues that gave me an unusual amount of free time. Now, roughly a year later, there has been a global issue that has given me an unusual amount of free time!
This year's list has around 40 games on it, which seems like more than I played last year, but I also played a further 16 VR games in 2019 that I had posted about elsewhere. Still, my total hours played is probably greater because I got really in to some of these at the lowest points of 2020.
This is a very long post, with a paragraph or two for each game. For those who prize brevity (or are browsing on mobile, I guess), I apologize. I've provided a short list of games I found to be stand-out in one way or the other immediately below this; then I have a few lists of games categorizing them by whether or not I recommend them and my perception of their popularity. Then there's ~25,000 characters of my expanded thoughts on the various titles. I recommend ctrl+f if you want to know my thoughts on a given game.
A BRIEF TL;DR OF MADE UP AWARDS:
Game of My Year: Disco Elysium
(runner up: CrossCode)
Most Time, Best Spent: No Man's Sky
Hiddenest Gem, I Think: Super Daryl Deluxe
Oldest Game I Played For the First Time: Vampire the Masquerade: Bloodlines
Best VR Game: The Walking Dead: Saints & Sinners
Biggest Disappointment: Indivisible
Commonly Recommended and/or Popular Games I Also Recommend: Disco Elysium, The Outer Wilds, Vampire the Masquerade: Bloodlines, Detroit: Become Human, Rimworld, Cave Story+, Deus Ex (2001), Superhot, Death Stranding, Sonic Mania, Among Us, Return of the Obra Dinn, Mirror's Edge, No Man's Sky, Elite Dangerous
Highly Recommended, More Obscure Titles: Cursed Castilla, The Messenger, Cosmic Star Heroine, CrossCode, Super Daryl Deluxe, Overgrowth, 100% Orange Juice, Barony, Druidstone: The Secret of the Menhir Forest
Popular-ish Games I'm Ambivalent About: Middle-Earth: Shadow of Mordor, Middle-Earth: Shadow of War, Pokemon Shield, Animal Crossing: New Horizons, Subnautica, Indivisible
More Obscure Games That are OK, I Guess: Graveyard Keeper, The Final Station, Chantelise, Out There: Omega Edition, The Invisible Hours, Dual Universe
Games I Actively Disliked: Fantasy Blacksmith, This is the Police
VR Exlusive Games (all more or less recommended): Sairento VR, Espire 1: VR Operative, The Walking Dead: Saints and Sinners
Without further ado, here's my List of Games I Played, Mostly in 2020, in a Very Particular Order that Only Makes Sense to Me
A Few Mild-to-Moderately Obscure Titles I Highly Recommend
Cursed Castilla (Maldita Castilla EX) (PC) - This is basically inspired by Ghosts and Goblins. It has a fun aesthetic and 'story' based around Spanish knights(?) crusading against demons. Its gameplay is a bit more forgiving than Ghosts and Goblins, but is still excellently done side-scrolling platforming in an SNES style. I highly recommend it for folks looking for a retro throwback.
The Messenger (PC) - This is to Ninja Gaiden as Cursed Castilla is to Ghosts and Goblins. It is much easier than its legendary forebear, but it's a fun retro romp through a ninja-themed tongue-in-cheek world. Gameplay is smooth with lots of movement options and fun boss fights.
Cosmic Star Heroine (PC) - Another SNES-esque game, this time harking more to Chrono Trigger and other RPGs. I had this on my list for a long time, and upon picking it up I was shocked that it looks like exactly the sort of game I would have made had I ever seriously gotten into it beyond dicking around in RPG Maker. There's a huge cast of characters, each with unique skills that all chain off each other and need to be managed through intricate cooldowns, all with a system that steadily increases damage over the course of combat to ensure nothing goes on too long.
Unfortunately, this was all so complicated for me to keep up with I bounced after the first couple of chapters. It's still an excellent experience, but you do need to either be in the right headspace or absolutely adore this sort of game and/or systems.
CrossCode (Gamepass on PC) - This is another 2D game with gorgeous pixel art that wouldn't look too out of place on the SNES. This time it's an action RPG with a sort of hokey 'you're playing an MMO' story ala Sword Art Online. The narrative actually goes to interesting places, though, but I won't spoil it. The gameplay is a top-down brawler sort, with a lot of choices between throwing energy balls, beating on things with your melee attack, and casting various elemental spells. There are also a handful of dungeons with progressively more interesting puzzle gimmicks, though it mostly involves variations on block pushing and ball bouncing. I do see this game mentioned sometimes, but not as much as it deserves, IMO. The only downside is the itemization and equipment takes a little too much inspiration from MMOs, but it doesn't really hold the action part of the game back much.
Super Daryl Deluxe (PC) - This is an absoutely criminally underrated game which I had mistakenly thought was more popular because several folks in my friend group had played it. This is a Metroidvania-esque title that plays more like a side-scrolling brawler, with a wide variety of skills to choose from and upgrade as you gain collectibles. The core brawler gameplay is just a real treat on its own. The game's narrative is a very surreal high-school themed experience, with the strangely silent protagonist running increasingly bizarre errands through bizarre worlds themed after typical school courses, like Science, History, and Music/Art. The aesthetic is a pleasant sort of squash-and-stretch cartoony thing. Despite a kind of mediocre payoff plotwise, I still enjoyed my time with both the gameplay and the narrative just because of that 'what's going to happen next?' factor. I highly recommend anyone with a remote interest in it to give this game a shot while it's still on sale on Steam.
Some of My Favorites That are Also Popular and/or Contentious
Disco Elysium (PC) - I cannot praise this game highly enough. It's a roleplaying game in the truest sense of the word. There is no combat, but the skills you choose and develop have so much impact on how you progress through the story it's kind of nuts. Every little bit of detail in the world is interwoven with others and while the core mystery of the game is a little simplistic, all of the sidequests and tertiary stuff impact each other and it is in general fascinating. The writing is excellent and the feeling of pulling at strings until you figure out what's going on is something I've never seen matched by another game of this type. I don't want to say anymore as I'll inevitably enter spoiler territory, but if this type of game is up your alley at all, I recommend picking this up.
The Outer Wilds (PC) - I played this immediately after Disco Elysium, and despite being two very different games, they excel in the same place: everything is so masterfully interconnected. The central mystery of The Outer Wilds is about what the heck is going on in your solar system, not a murder mystery, but nonetheless everything you see has some impact on something. It's absolutely fascinating piecing it altogether. Unfortunately, the core gameplay is a bit looser - some of the physical puzzles are tedious or obtuse, and the spaceflight in this game is difficult to control. You will pitch yourself into the sun more than once, usually on accident. I can't give it quite the same glowing recommendation as Disco Elysium because while you can blunder through and enjoy that game, it's entirely possible to be stymied entirely by The Outer Wilds.
Vampire: The Masquerade - Bloodlines (PC) - This is such a strange piece of history. The game looks like it belongs in 2004 right until you meet one of the central characters from the act one plot, whose model wouldn't look terribly out of place in an indie game today. Honestly the whole game is like this given its apparently troubled development history, with some aspects shining bright and others just being awful. The writing is absolutely great from start to finish; the gameplay dips and dives from point to point, especially the oft-dreaded sewer levels which kept seeming not quite that bad except that they just kept on going. Some setpieces are well-realized dungeon romps, and sometimes you're beating off zombies in a crackhouse for way too long. Overall, it's just good enough that I'd recommend it as an invesment of your time if you can forgive a few gameplay sins in the name of good writing and a solid plot.
Detroit: Become Human (PS4) - This one had been on my list for quite a while. It's essentially a modern adventure game in the vein of TellTale, and while I'm not sure I'd say it entirely succeeds at the idea of making choice meaningful, the ridiculous number of branches in the story is absolutely unreal. The game even maps out all these branches for you after completing a chapter, often leading to a 'what the heck could have gone differently there?' sort of thing. This is my first David Cage game, so I don't have a history with his style. I found the plot to be merely so-so, and of the three playable protagonists, two are a little too simplistic and tropey for my tastes. However the writing and dialogue in Connor's segments is second to none, and I would love an entire buddy cop game in this style. Overall, I'd recommend it for what it is - a hamhanded morality tale with crazy production values.
Stuff You've Likely Seen Before
Rimworld (PC) (replay/new content) - Rimworld is a top-down colony building game where your colonists crash-land on a lowtech Rimworld at the edge of human space. You build a shelter and work towards either constructing you own spaceship or building up enough supplies to hike to one you're told the location of. It's got a solid gameplay loop in this vein, and I played it this year because of the Royalty expansion pack, which introduced a new faction and end-game goal - impress the feudal leader of a fleet over the Rimworld to take you to the stars. Overall, I highly recommend Rimworld to fans of the genre, and the Royalty expansion is also worth it as it spices up combat with psychic 'spells' and whatnot.
Middle-Earth: Shadow of Mordor (PC) - While this game does wear its Batman: Arkham Games inspiraton on its sleeve, it's a little more than that. Combat is more central than in the Batman games, and it's just a lot of fun skewering orcs and taking down Sauron's armies using the vaunted 'Nemesis' system. Shadow of Mordor - the first one, since I know it's easy to mix them up - is a nice, brisk game that has a reasonably quick core plot and doesn't overstay its welcome. In fact, I was left wanting more, so...
Middle-Earth: Shadow of War (PC) - In a lot of ways, this game is more of the same. It does, however, introduce more itemization; while in Mordor, you simply upgraded your weapons by completing challenges, War requires you to level up and replace weapons as you go. This does create a few more interesting systems with damage types and whatnot, but ultimately I stopped because the new elements just weren't much fun and I didn't need that much more Middle-Earth Batman in my life. The plot also goes from 'Well, it's Tolkienish, I guess' to just being kind of dumb all around.
Cave Story+ (PC) (replay) - It had been a while since I beat Cave Story, so I picked this up and did a full run including the 'true ending' hell run. For those who haven't played it, Cave Story is a charming little side-scrolling shooter with a variety of fun weapons. There's not a lot to say beyond that; it's a short, sweet retro experience I also recommend.
Deus Ex: Game of the Year Edition (PC) (replay) - I'm referring to the 2001 game, not the Square Enix one from whenever that was. Deus Ex is probably one of the earliest 'with RPG elements' games. At its core it's a first-person shooter set 20 minutes into the future, but your weapon efficacy is determined by skill points you earn by exploring, completing objectives, and interacting with NPCs. The plot has a lot of classic cyberpunk and conspiracy plot beats to it and I highly recommend it even though the core gameplay feels dated in 2020. It is still an absolute masterclass in level design, with so many little hidden secrets, bonuses for exploring, and ways to complete your objectives. I kid you not when I say that after a dozen playthroughs over 20 years, I still find entirely new side areas and routes. There are multiple modernizing mods; I used Deus Ex Revision, available through Steam if you own the base game there.
Pokemon Shield (Switch) - I wasn't patient for this, and in fact probably actually beat it in 2019, but it wasn't a Patient game at the time so it didn't make last years list. That said, it's Pokemon - you almost certainly have your own opinion on it at this point. That said I still felt sort of disappointed even with low expectations going in, as it was basically as brain-dead as other recent entries in the series. It's a shame we're not seeing more out of it given how stupidly huge the franchise is.
Animal Crossing: New Horizons (Switch) - This is a 2020 Pandemic Classic, but I kind of bounced off it despite enjoying previous Animal Crossing games. The only gameplay evolution is to add a weird survival-game element of your tools breaking and admittedly a sort of neat crafting/terrain alteration system, but this was gated behind so much grind I just felt I could get this same experience, only better, elsewhere.
Subnautica (Gamepass on PC) - Subnautica is a survival/exploration game set on an alien world after a crash landing. Basically the entire game is spent in the ocean, hence the name. The game is gorgeous and has some fun encounters, but the core gameplay is a bit of a slog, requiring you to scour the ocean floor for bits to find upgrades and slowly solve how to get your ass off the world. The intent is to force you to build multiple bases, but I short-circuited this by building the Giant Monster Submarine Mobile Base. Following the breadcrumbs of the plot is alright, but then you occasionally just hit a 'go scour the ocean floor for wreckage so you can get the upgrade to go past this arbitrary depth'. I think I dropped the game shortly before its climax because I just couldn't be bothered anymore.
Indivisible (PC) - This is a gorgeously animated game that at first glance, looks like Valkyrie Profile with a Metroidvania-ish overworld. In practice, though, it's very linear and the combat system has little more depth than button mashing. The narrative tries to do some interesting things but ultimately falls flat due to some mixed messages with tones and general pacing issues. The voice-acting talent in this game is top tier, though. Overall, I feel like this is a 'good enough' popcorn filler game that's worth your time, but I also feel like it could have been so much more.
Death Stranding (PS4) - I got a fairly solid deal on a used copy shortly after launch, so I wasn't exactly Patient. Hideo Kojima Pretends He's a Film Guy isn't exactly a gripping narrative, but I actually enjoyed the literal walking simulator gameplay. Other players affect your experience indirectly, sort of like the Dark Souls message system. But rather than crude jokes about awesome chests or but holes, they leave material goods. By this I mean both useful equipment and literally dropped cargo, and they literally alter the terrain by forming 'desire paths' as more people take the same route. The whole game is fascinating even if a lot of it is just Kojima being weird.
Superhot (PC) - I don't have a lot to say about this other than I played it. It's basically an FPS where you are in constant bullettime, with the world only advancing extremely slowly until you move. It creates a sort of puzzle game as you figure out how best to dispatch foes without getting overwhelmed. I played the VR version on PS4 in 2019, which has no locomotion. I preferred the 'puzzle solving' elements of this version where you actually have full freedom of movement rather than simply leaning in place.
Sonic Mania (PC) - This is a short and sweet love letter to classic Sonic. I only ever got into the blue blur with the Gamecube MegaCollection, so this just seemed like a welcome return to a familiar gameplay style. I don't have much more than a vague thumbs-up recommendation for folks looking for, well, more classic Sonic.
Among Us (PC) - I really appreciate the chance to murder my friends and convince them they didn't. I don't really see the appeal of playing with randos, but if you can get six-to-seven people together on Discord it's a grand old time. Your experience with more may vary.
Return of the Obra-Dinn (PC) - Sleek graphical style, and neat puzzle-esque gameplay. Basically, you're an insurance... person asssessing what happened to the crew of a ship in the Age of Sail (I forget the exact year). You progress through the stylish black-and-white ship using a magical timepiece that lets you see the last moments of the various corpses you find. The goal is to discover what happened to each of the several dozen crew members on board - how they died, whether they somehow got off the ship, and what (or who) killed them. It has some flaws, as a puzzle game, but it's still well worth trying out if this is the sort of thing you're into.
Mirror's Edge (PC) - I made it about three-quarters of the way through this game years ago, but dropped it for... some reason. It's famously a game about free-running, and it's essentially one long puzzle game about how to maneuver around an urban environment by maintaining momentum, jumping, climbing, and swinging. It's serviceable enough in all respects, though I had a rough time figuring out how to proceed in a couple of areas. The aesthetic is slick, and the plot is merely serviceable.
Some More Obscure Stuff
Overgrowth (PC) - This game is slightly hard to describe. Basically, it's a... character action game based around physics, I guess? About an anthropomorphic rabbit who fights other anthropomorphic animals. The plot has a gritty low-fantasy bent to it, but the meat of the game is in doing crazy high-jumps around the environments (including some parkour!) and sneaking around to grab weapons and slaughter your enemies. Both you and your enemies have very low health pools. The physics do feel a bit janky and floaty, but you can still do a lot of crazy cool stuff - like a flying kick that all but guarantees a kill, but if you miss leaves you very open.
100% Orange Juice (PC) - This is basically Honest Mario Party for weebs. It's typically referred to as orenji, i.e. RNG (randomly generated number). You roll a dice to move your ridiculous anime girl around a board, then roll some dice to see what happens, from simple combat to gaining stars to a very small smattering of minigames. Your goal is to go around the board and make it to your home square with a certain number of stars or a certain number of 'wins' from defeating other players or NPC encounters in combat (your choice). If you do this five times before anybody else, you win! It's a charming little game to goof around with friends on, and often very cheap.
Graveyard Keeper (PC) - It's like a grimly humorous version of Harvest Moon or Stardew Valley. A literal braying ass delivers corpses to your graveyard, you have to bury them with appropriate headstones and whatnot or, you know, throw them in the river I guess. Overall it's a bit too grindy and repetitive despite having a fair number of gameplay systems (having to kill bats on your way to quarry stone for headstones, etc.) Some folks might enjoy the dark humor more than I did, and the gameplay is roughly in line with something like Stardew Valley, so if you want a twist on that formula, give it a look.
The Final Station (PC) - This is a side-scrolling game in which you operate a train across a country while weird shit happens. Gameplay is split between tending the train, which involves fiddling with the train systems as they go down and tending to passengers by delivering food or medicine. At each station, the gameplay is more of a side-scrolling shooter mode where you methodically fight weird zombie-like creatures while looking for the access code to release your train for the next leg while gathering as many supplies as you can. The narrative is jank and intentionally obtuse, but I dug the moment-to-moment gameplay. Overall it gets an 'eh' from me.
Barony (PC) - I played this with my friends when it had a free weekend on Steam. It's a 3D Roguelike that plays in real time rather than the standard turn-based. You have several base classes that determine starting skills, but over the course of a run you may well develop an entirely different set. It's pretty standard stuff if you're used to Nethack or Dungeon Crawl, but the novelty of having multiplayer was good for a weekend. If my friends weren't such dumb butts I'd probably have played more of it.
Chantelise (PC) - This is one of those mid-2000s Japanese action games that got a Steam port at some point. It's got some janky camera issues and a fairly basic combat system where you swing your sword around and gather gems that allow you to release various elemental attacks depending on what's in your gem queue. The story's your typical anime bullshit with two sisters trying to discover why one of them got cursed to be a fairy. It's a solid romp if you can manage to acclimate to the weird camera and input scheme.
Druidstone: The Secret of the Menhir Forest (PC) - I was interested in this because it was by the folks who did The Legend of Grimrock. It's an isometric strategy game with the typical vaguely-X-COM 2012 inspirations. There are some interesting choices to be made in ability and equipment loadouts and I vaguely enjoyed the first several missions, but the story didn't grip me and the combats were a mix of uninteresting slugfests and overly tense 'how do I reach the objective while not dying?' sorts of things, at least as I recall it now. This is on my list of things to go back and give a more proper shot as I wasn't really quite in the headspace for it on my first try.
Out There: Omega Edition (PC) - I believe this is a port of a mobile game that is basically a weird sort of existential space exploration. You move from star to star, trying to keep your supplies topped off, and progress towards your homeworld. There are a few different endings, and in general the writing is OK. It's a fun little space-themed choose your own adventure/resource management sort of rogue-like-ish (I hate that I typed this) game.
I Didn't Like These Very Much
Fantasy Blacksmith (PC) - I installed this thinking it'd be a fun little sim game. While it is kind of neat to run around messing with the tools to go through the full process of heating an ingot, beating it into a blade, and performing minigames to sharpen and do final assembly, there's so damn much waiting involved. To profitably sell a sword, you need to wait until you hear knocks on your door (which may well be in the middle of you doing a time-sensitive step in the process). You have to wait for deliveries. You can mine in your basement, for some reason, but it's so agonizingly slow and, again, if you hear some knocking - you better rush to the door! Overall, this game was a disappointment.
This is the Police - On the surface, I really liked the idea of Duke Nukem voicing a tired old cop, with gameplay revolving around time management as you play admin and dispatch for your various police officers. It also has a great, sleek aesthetic and general presentation. In practice it's a needlessly gritty drama about crime and corruption with very little feedback on how well you're doing at the actual game portion. I intentionally ignored the mafia's attempts to bribe me into ignoring their activity, and my game officially ended when the main character got shot in a driveby at breakfast. The fact that it was preordained that I had to be a dirty cop, combined with the fact that the only warning of this was the same 'The Mafia will remember that.' message with no further escalation or actual warning about it being a gameover condition lead me to drop it there (on top of others saying this isn't the only incident of being in a losing game state without any real forewarning).
And Now for Some VR Games
The Invisible Hours (PS4) (also has a flat-screen mode) - This isn't really a game, as there's literally zero interactivity. All you can do is move the camera around, pause, and rewind. It self describes itself as a sort of play, which is appropriate. You follow the seven or so individuals as they interact and reveal more about their own personal mysteries and the central murder mystery. The plot is a little campy and the drama a bit melo, but overall it's still a neat ride and a novel experience, even if you aren't literally in the middle of it as it unfolds in VR. It's a neat use of a few hours of your time.
Sairento VR (PS4) - For those who don't know, VR is absolutely filthy with wave shooters - simple arenas where enemies come until you have spent enough time murdering them all. Sairento is basically one of these with the twist that throwing your hands in the air causes you to do a sick ninja flip into the air and slows down time while you mow down enemies with whatever silly cyberpunk weapons you have. It's all well and good for some dumb fun, but its central gimmick doesn't really carry it given the price tag. There are other, better shooters and explorations of VR mobility.
Espire 1: VR Operative (PS4) - This piqued my interest due to being a stealth game. The highlight, in my opinion, is your ability to climb almost any wall, which along with some solid, classic Deus Ex level design, leads to a lot of neat options for sneaking around. The campaign is fairly typical both plot-wise and gameplay objective wise, and after a while sneaking around in the rafters just doesn't carry the game anymore. By the end I'd just given up on stealth and was mowing down my enemies, which is also a viable gameplay choice. Overall it was OK, I guess.
The Walking Dead: Saints and Sinners (PC) - This is the first totally new game I played with my recently acquired HP Reverb G2. This is the first VR game I've played that really seemed to benefit from the previous years of design. Everything just seemed smoother and less janky. The core gameplay is basically scavenging and finding items you're sent for, which is well-suited to VR and the genre. Combat is very satisfying, and I had several tense moments where either there were too many enemies to handle in melee and managing the reloading and gunplay was just frantic enough to feel 'authentic' to a zombie apocalypse. The plot is very modern Walking Dead-ie, which you probably already have an opinion on. In the end I put more hours into the 'Trial' mode, which will being Yet Another Wave Shooter, was actually tense and engaging compared to the many, many previous games with the same formula. I think this has to do with the very satisfying 'pierce the skull' motion and literally grabbing zombies by the head and shoving them back to help manage crowds. All in all, I now consider this a quintessential VR experience alongside Beat Saber.
Unlimited Time Dumps
No Man's Sky (PS4, PC) - Like a non-trivial number of people, I watched the Internet Historian's The Engoodening of No Man's Sky. The game was on sale, it had relatively recently received a VR update for PSVR, and I said screw it and picked it up. This was right around when we were all realizing just how serious the whole pandemic was going to be, and I dumped an ungodly number of hours into the game during March through May. What I appreciated most about NMS - apart from being fairly breathtaking in VR, even in the muddy potato-water of a PS4 Pro's graphical capabilities - is how seamlessly the transition from on-foot to starship gameplay was. Neither is super deep, and the game is mostly about following quests from point-to-point, meandering exploration, or at-best-serviceable basebuilding with some survival elements. But it's all done well enough in the same package that it's entrancing. If you do pick it up, for the first time or to mess around, be sure to check out the crazy folks at the Galactic Hub.
Also yes, I bought NMS on both platforms. I used a program called iVRy to be able to use my PSVR headset on PC, but despite my best efforts I was never able to get anything other than head tracking working. NMS is sort of playable without motion controllers, until you try to build and your hands are behind you so you can't actually place anything. But this setup was fine for...
Elite Dangerous (PC) - There's a YouTuber by the name of Exigeous who says that Elite Dangerous is a pretty alright spaceship game if you play it normally. But if you play it with a VR headset, you are flying a fucking spaceship. I could not agree more. I spent an embarassing number of hours putting this game through its paces from late Spring through the Summer. The game has imeccable sound design, unbelievably good presentation, and a very solid space-dogfight flight model.
Unfortunately, it's hard to recommend almost anything else about the game. Doing almost anything involves either multiple-minute commutes in 'SuperCruise', the only-somewhat-faster-than-light in-system movement mode, or multiple loading-screen warp jumps between stars to get where you want to be. 'Space trucking', or trading, is very janky, as the economic simulation is fairly minimal. Doing anything to the 'background simulation' and affecting the galaxy requires a Herculean effort with a Byzantine system that is less clear than mud. The game probably has the most interesting asteroid mining systems, from relatively simple but pleasant to execute laser mining to cracking the cores with explosives and hoovering up the goodies, but it's still a very simple loop and relies on the aforementioned jank economics. The real strengths are the breathtaking universe (if you can stand jumping and supercruising for hours), and the remarkably complex, modular system for fitting your ships. This is especially true of combat, and with over two dozen ships to choose from there's a wide variety of options from stacking shields and wading into 'melee' with various lasers and kinetic weapons to hull-tanking and railgun sniping.
I'm still very mixed on Elite, but it's basically a must-have VR experience for the atmospheric aesthetics and sound design alone.
Dual Universe (PC) - I'm breaking patient rules here, as this 'released' as a beta in August, but it was in Alpha for a while before that. This is an MMO with influences from EVE, Avorion, and Space Engineers. It intends to be a 'civlization building' game where players run the sandbox. The core gameplay is voxel-based spaceship building, where you can freely design the ship's hull and apply various flight elements to give it capabilities (atmospheric flight, space engines, guns). Production of these elements is done by running Industry machines, and while it's not as complex as something like Satisfactory or Factorio, there is still a fun element of industrial planning (though currently this is a grind-gated gameplay loop).
It calls itself a Beta but feels much more like an Alpha, and frankly NovaQuark is a newbie developer who doesn't seem to have much of a clue. If this game didn't scratch all the right itches for me, I probably wouldn't even mention it; but it's such a fascinating project and is the only true MMO I know with such extensive usage of voxel deformation from everything from ship damage to terrain to mining, with an EVE-like sandbox ethos at least stated.
A Conclusion
If you read all that, I'm so sorry. This yearly roundup means a lot to me as I put my thoughts in order about what I played over the year, and recall some of the more obscure stuff I had forgotten I played. (In particular, I really enjoyed Overgrowth, which I played in July or so, and had totally forgotten Indivisible which I bought at the end of the 2019 Steam Sale, and was a real mixed bag).
I did play a few other games this year, but this list is exclusive to games I at least gave a fair shake of a few hours rather than simply playing for a tiny bit and putting down. My primary methodology was to pull the highlights out of my brain, then check the play history of my consoles (which is fairly inaccurate, probably). My PS4 got a lot of use on one game this year (No Man's Sky), but my Switch sat largely-dormant. PC was my primary platform, where Steam's excellent 'sort by recent activity' function gave me a fairly comprehensive list of what I had played and when.
I think my New Year's Resolution will be to actually post more about games as I play them here on /patientgamers, if only so I can just link to some posts and do a quicker list next year (though hopefully 2021 won't see me with quite so much free time).
submitted by OwenQuillion to patientgamers [link] [comments]

The Ultimate guide for OFFLINE features, split-screen, Bots, LAN Play in Cold War

1.11 UPDATE NEW FEATURES ZOMBIES HAS SPLIT SCREEN OFFLINE NOW!

1.11 update news

-Zombies now allows 2 player split-screen in offline, you can add a controller as well as start/boot the match fine, however the same issues persist with offline split-screen, visual/menu glitches/bugs just like the normal multiplayer split-screen
-Multiplayer offline split-screen is working again, it seems to have all the same issues it had prior to the 1.09 update where it got broken, rough menus, class selection not working in certain scenarios, I've also found Nuketown 84 in split-screen will crash every time it loads into the match...etc etc.
- RAID and PINES map are available offline now
-Prop hunt is available offline now, however no bot support.

1.10 update - literally nothing added for offline

1.09 update - literally nothing added for offline

KNOWN MAJOR OFFLINE ISSUES/BUGS all present in latest 1.08 'season one' version (tested on PS4/PS5) Please read these as it may answer some questions instead of posting a comment.

*NEW BUG/GLITCH as of V.08\*
- V1.08 you can no longer play split-screen offline, when adding player 2, it will attempt to add player 2 and just fail each time....
- when playing split-screen multiplayer (versus) player 2 can do create-a-class but only edit the main weapon, they can not edit any attachments
- when playing split-screen multiplayer (versus) often player 2 can not select a class when starting the match at all.

- offline zombies has no option for split-screen or adding a controller when playing offline period (unsure if this is a glitch or the fact zombies has no split-screen option offline at all
- online zombies, has the option to add a second player for split-screen, but even when you do this the game won't launch and will often come up with a error stating this mode has exceeded the maximum amount of players, (unsure if ths is a glitch or the fact zombies isn't supposed to be split-screen at all)
- Search and Destroy and VIP Escort modes, do not support offline bots at all
- the maps Armada and Crossroads do not support offline bots at all currently for any mode
- the maps Armada and Crossroads have a small variant for normal modes, however when playing VIP escort mode only, you get the full expanded large scale combined arms map (with vehicles) however again no offline bot support, unsure if this is a glitch or not.
- various interface/menu bugs within the menus/lobbys
- multiple instances of glitches when playing in split-screen, gunsights missing/notloading, hands dissappearing etc etc.
- multiple settings not working, loadout restrictions settings completely broken and not working right, guns misnamed, M82 is called the XM4 etc and turning off or enabling what is supposed to be the M82 turns off both or enables both the M82 and XM4, really broken.
- I have to do more testing but I've had two instances on PS5 where my campaign save will dissappear completely after playing split-screen multiplayer.
- unsure if a glitch or designed this way.
If you find any bugs/issues or fixes that I haven't do let me know in the comments or flick me a PM, Finding new stuff every time I play it.
I'll endeavour to keep this guide updated over the next couple of months, do be with me as I can't update EXACTLY on time every time a new update comes out..
All testing done with the PS4 and PS5 version of the game (v1.03) (now updated to V1.07)
I have updated the game now to V1.05, I can confirm nothing has changed for offline with this update, what is down below is still current including no OFFLINE split-screen option for Zombies and the Crossroads/Armada maps still do not support bots.
I now have the PS4 as well as the PS5 version of the game, It's exactly the same, nothing additional, no extra bots/maps/modes/features, exactly the same issues, exactly the same stuff.
Some people are asking about the Dualsense for it, it's neat, the guns all feel slightly different, so the resistive triggers have different 'pulls' for different weapons, big LMGs the aiming trigger is a slow steady pull where as a pistol is very lightweight and barely any resistance, the vibration stuff, pretty standard, although again every gun feels a little different, nothing mind blowing, but neat feature. Astros Playroom on the other hand is amazing for the dualsense.
All testing done on PS4 Pro and PS5, running in an offline environment, no internet on the console, boot from cold startup, booting up Black Ops Cold War OFFLINE and playing OFFLINE.
This guide is aimed at people who enjoy the offline part of Call of Duty (yes there are people like us) If you play online thats fine, no need to make a stupid comment like "why are you playing offline in 2020 what a loser etc etc"
I've done this for several years, this guide is for fans of offline play and aimed to get CORRECT information to people who need it

FAQ Starts here

What do you mean when you use the word OFFLINE?
To clear up any confusion as many people seem to confuse the terms OFFLINE and LOCAL PLAY, these are two VERY different things.
If I use the word OFFLINE in this guide at any point, I mean OFFLINE, no internet on the console, no WiFi, no Ethernet, Console as well as game has been cold booted with NO INTERNET WHATSOEVER.
Can you play Call of Duty Black Ops Cold War OFFLINE without an internet connection?
Yes once your game is at version 1.03 (latest current version at time of release) You can play the game fully offline.
Like Modern Warfare 2019, the game is quite large (100.4GB for PS4 at of time of writing) It also like Modern Wafare 2019 is divided into PACKS
The Base game has the following PACKS, which you need to have installed if you want to play every mode available.
Call of Duty: Black Ops Cold War Single Player LicenseCall of Duty: Black Ops Cold War Multiplayer License
Call of Duty: Black Ops Cold War Zombies License
Call of Duty: Black Ops Cold War - Campaign 1
Call of Duty: Black Ops Cold War - Campaign 2
Call of Duty: Black Ops Cold War - Campaign 3
Call of Duty: Black Ops Cold War - Multiplayer Base Install
Call of Duty: Black Ops Cold War - Zombies Base Install
Call of Duty: Black Ops Cold War - Dead Ops Arcade Pack
Call of Duty: Black Ops Cold War Content 1 - 6 License (1 file for each) ( I believe this is just DLC stuff)
The console versions like WWII, Black Ops 4 and Modern Warfare 2019 will work OFFLINE after patching/updating, the PC version however due to Battlenet is ONLINE ONLY, even for Campaign/offline bots.
Can you install and play Black Ops Cold War from the disc without installing any updates/patches?
No you can not, like Call of Duty WWII, Black Ops 4, and Modern Warfare 2019 before it, the physical copies of the game do not contain all the files nor can you play the full experience OFFLINE via the disc only, you can only play a few multiplayer maps vs bots, thats it.
*A MANDATORY INSTALLATION/UPDATE IS REQUIRED FIRST\*
Can you play the Campaign OFFLINE?
Yes as mentioned before, as long as you have updated your game to the minimum version of 1.03 (latest current release) the games campaign will be playable OFFLINE.
Can you play the multiplayer (versus) OFFLINE?
Yes as mentioned before, as long as you have updated your game to the minimum version of 1.03 (latest current release) the games multiplayer will be playable OFFLINE.
Can you play the Zombies mode OFFLINE?
Yes as mentioned before, as long as you have updated your game to the minimum version of 1.03 (latest current release) the games multiplayer will be playable OFFLINE.
**Can you play the Zombies Onslaught mode OFFLINE? (exclusive to PS4/PS5 for 1 year)**yes
Is there Split-screen support in mutliplayer versus?
Versus Multiplayer has 2 players split-screen per console maximum
Is there split-screen support in Zombies?
EDIT: Version 1.11 has finally added the ability to play zombies OFFLINE split-screen, however its still rough, but it does work.
Is there co-op campaign or split-screen campaign?
Campaign is single player only.

What does the aspect ratio for split-screen look like? Is there any 'black bars' on the sides?
Split-screen for multiplayer versus has both Vertical and Horizontal options.
Horizontal split-screen (TOP and BOTTOM) has black bars on the left and right.Vertical split-screen (LEFT and RIGHT) has black bars on the top and bottom.
Is there OFFLINE LAN support, (2 or more systems connected offline for multiplayer) ?
You can play 2 players PER CONSOLE in multiplayer versus. Zombies is ONE PER CONSOLE currently, LAN is broken though unless you go online and download temporary hotfixes, so basically you need all consoles to be online, connected to servers, get hotfixes (so every game/console is on the same version and then it will work) this is the exact same issue Modern Warfare has. Its stupid. true proper OFFLINE LAN play is pretty much broken in the last two CODs.

OFFLINE BOT SUPPORT

Is there offline bot (AI Enemies/teammates) support?Which modes support them?How many Bots per mode?
Yes there are offline bots
you can have a total of 12 players in each core game mode, so if playing SOLO, you can have 11 bots.
I can confirm if playing split-screen you can still have 11 bots in the game total.Previous versions of the game only supported 7 bots in TDM and FFA game modes, this was fixed in V1.07. all modes support 11 bots.
you can not add bots to the Crossroads or Armada maps at all.
VIP Escort and Search and Destroy game modes do not support offline bots.
Can you make assymetrical/uneven teams?
Yes, however you can't go over the maximum of 6 players per each team,
So you can't for example do a team death match with you on one team vs 11 bots on the other team.
6 v 6 max
How many players can play each mode? (assume bots means players too here)
2 REAL players in split-screen and up to 11 bots (6 players/bots per team)
Edit: I didn't notice before as I mainly play objective modes not FFA or Team Deathmatch,
If you play Free-for-all or Team Deathmatch the bots cap at 7, not 11
What difficulties are there for the bots?
Recruit, Regular, Hardened, Veteran
are there loadout restrictions and can we force the bots to use certain loadouts?
There is an option for loadout restrictions in the menu, however It dosen't affect bots, you can turn off custom classes but sadly there again is no option to set what the DEFAULT classes are (like how Modern Warfare Remastered allows)
Right now the restrictions screen is VERY broken, half of the weapons are sharing the same name, for example the M82 Sniper rifle is incorrectly labelled as the XM4 (assault rifle) I turned off EVERYTHING but the M82 but it has the XM4 enabled (as its obviously broken) I have turned off everything but the XM4 and there are still weapons that are accessible.
So hard one to test right now, It's restricting some weapons but I can only tell from the player side no the bot side, Patches are needed to test this feature properly.
are there friendly/teammate bots for Zombies mode?
No there are no friendly AI/teammates/bots in Zombies mode.
What are the bots like, and how do they play?
I've had a quick go (I'll update this more later) but they feel like how they did in MW 2019.

Create-a-Class/Loadouts/Customisation

Is there an offline progression system? or is everything unlocked for offline play?
There is no offline progression system, everything is unlocked from the start, all attachments, gear, weapons etc is available offline from the start
What about customisation/camos etc?
Yes you can apply camos, change reticles offline, it looks like everything is unlocked here
What is available in offline create-a-class?
A ton, I'll add a video in the comments later with a showcase of everything, it's comparable to how MW was at launch.
How many custom classes can you have? can you save/rename them?
You can have 5 custom classes per player offline, yes you can rename/save them.
What Operators are available offline?
All launch Operators are available offline
NATO:
Mil-Sim:
HunterSong
Operators:
ParkAdlerBakerSimsWoods
Warsaw Pact
Mil-Sim:
VargasPowers
Operators:
PortnovaBeckGarciaStone

Multiplayer VERSUS


What game modes are available offline?
Team DeathmatchFree-For-AllSearch & DestoryDominationHardpointControlVIP Escort
What about the Larger Combined Arms modes?
Although the maps like Crossroads (which was the big snowy map in the beta with snowmobiles etc) are here, these are not the combined arms versions, these are smaller cut down versions of these maps, you can only do 6 v 6 in offline.
Is there a realism mode? or Hardcore Mode?
No realism mode, there is no hardcore 'mode' like MW2019, however there are Hardcore versions of TDM, FFA, SND, and DOM.
What multiplayer maps are available?
ArmadaCartelCheckmateCrossroadsGarrisonMiamiMoscowSatelliteNuketown 84 (added for offline in update V1.07)
What interesting custom game settings are there? anything different/new?
Nothing out of the ordinary, all pretty standard fare at launch.
Can I save custom game modes OFFLINE?
Yes you can save them.

Zombies

Is everything unlocked for create-a-class?
Yes, everything is unlocked, it's the same weapon selection from multiplayer versus, however you get 1 weapon, not 2, and a field upgrade which are zombies themed special powers.
Is there settings like in Black Ops 4, where you could adjust zombies/custom game settings?
Sadly no, it seems very scaled back more like the normal zombies modes from the older Black Ops games.
What modes are available for zombies offline?
Round based (standard zombies)Dead Ops arcade 3 (top down twin-stick shooter mini game mode)Onslaught (PS4/PS5 Exclusive for 1 year)
What maps/scenarios are available for offline zombies?
Round based (standard zombies)
Die Maschine
**Dead Ops Arcade 3 (mini game)**Rise of the Mamaback
Onslaught
Moscow (same as the multiplayer Moscow map....just with zombies)
What is onslaught mode anyway?
so its basically a VIP escort thing, you have a floating orb, that has a protective cirlce around it, you need to stay in the circle to live, zombies come at you, you shoot em, orb moves to a new location, rinse and repeat. Neat but you aren't missing much if you are a PC/Xbox player.
submitted by Voxelsaurus_Vex to blackopscoldwar [link] [comments]

The Dream One Piece Game

Yeah, I spent a while trying to make this but here goes. I kind of made it like a speech presentation so please excuse the more dramatic tone to it.
Another user - u/Villainous-Lightning made a similar post a while ago which gives more depth to certain aspects. https://www.reddit.com/OnePiece/comments/k728ti/ideal_one_piece_videogame/
I also made this in video format so you can check that out. https://youtu.be/QYNxfN7Tiqg
Over the decades we have been slowly following the grand epic that is One Piece. One Piece is the best anime that I’ve ever seen. And in every single type of media that we see One Piece in, it's always been solid. Except for... the games. Like when was the last time we actually got a good long-lasting One Piece game. Sure we have the pirate warriors series but that is far too stale and it never brings the recognition that One Piece gets and deserves. From 2012 to 2020 Bandai Namco has been consistently publishing a new One Piece game.
2012 - Pirate Warriors for the PS3 and that was an average game that did bring a new side to the One Piece gaming aspect. The Mouso.
2013 - Unlimited World Red for the Nintendo Switch, PlayStation 4, PlayStation 3, PC, Wii U, Nintendo 3DS. Just what were they thinking with this game? This singular game made us One Piece fans a laughing stock. We also got Pirate Warriors 2 for the PS3 and Vita but that was so stale that there's not much to say other than the fact that the Bandai felt that this was the series to continue developing One Piece Games in.
2014 - Treasure Cruise for Mobile. And while this game is still running, it's a gacha game that has very lacklustre gameplay and an extremely expensive gambling aspect. This really only exists today because a bunch of people that like One Piece and are prone to gambling exist.
2015 - Pirate Warriors 3 for the Nintendo Switch, PlayStation 4, PC and PlayStation 3 comes out and once again it is mid.
2016 - Bandai decides to switch it up and bring us a new approach to the One Piece games. The battle arena fighting game. One Piece Burning Blood releases in 2016 for the PS4 and PC and while there were some good aspects that were in this game, overall Burning Blood ended up being a game that was another generic anime fighting game that lacked depth or any meaningful sense of balance.
2017 - actually was a year that we did not get any new One Piece game. So yeah.
2018 - however Bandai Namco decided that it was time for One Piece to make a return into the gaming industry in which Bounty Rush was released. Yeah, it's a mobile game but it does have better gameplay aspects which are consequently limited by the gacha system. Again it repeats the shortcomings of Treasure Cruise.
2019 - Now this was the year where in my opinion, One Piece was delivered in a genre that was perfect for it. The open-world genre. One Piece World Seeker was released for the PS4, Xbox One and PC and while it had the foundations of a decent game, the combat, story and open-world lacked enough content to make the game meaningful as a whole.
2020 - To make sure this year was thoroughly shit Bandai Namco published One Piece Pirate Warriors 4 for the PS4, Xbox One, Nintendo Switch and PC. Another iteration of Pirate Warriors that built on the foundations of its predecessors but it still kept its original flaws.
As you can see that there is no One Piece game that still has any ounce of life aside from Pirate Warriors 4 but give it a couple of months it follows the others in a comfortable coffin.
Okay, there's no point complaining about an issue if I don’t present any solutions. So I present to you, The Dream One Piece Game
Genre
If there was any genre that would fit One Piece it is obviously the open-world adventure RPG. For me and a lot of viewers and readers, one of the biggest aspects that drew people into One Piece was the sense of this grand adventure that the straw hats will go on. It was never about the cool fight scenes or other more shallow aspects. Although we do love a good fight scene. So how we do this is we have a One Piece open-world game where we start in Foosha village with Luffy setting out on his adventures to become the pirate king. He hops from island to island progressing the original narrative. These islands must be massive, Alabasta, Fishman Island, Dressrosa these were considered countries with their own regions and towns and surrounding these large islands must be larger waters. The Straw hats are going on a journey. A journey that they have no idea of what will happen.
Structure
We want the players to be at a point where with each island that they play through, they can look back and reminisce on the journey that they have had. The idea is that they gotta be thinking “We really did that shit”. This means that we should fill each main island with plenty of meaningful content. Main missions, side missions and other systems that we get into later. The game is structured where there are primarily two types of mission, canon and non - canon. Players are not allowed to travel to the next island without completing the canon missions that replicate the manga and the anime to an extent. The non-canon missions are optional of course. These optional non-canon missions could retell the filler stories like Luffy, Zoro and Chopper getting lost in Alabasta and finding a poneglyph or Sanji meeting the old chef that uses ingredients from the All Blue. Even the inclusion of movie content would be welcomed. The developers could include some exclusive missions that somewhat replicate what we see in the sub-stories from the Yakuza series. I also have an idea that there are certain tasks on islands that are exclusive to each of the strawhats. They could come in the form of minigames or just missions that are relevant to each straw hat which can reoccur in each island.
Luffy could have a mission where he could visit all the restaurants on the island and test out their food. Sort of a completion list. He could even have a coliseum mode where he fights as Afro Luffy or Lucy where he dukes it out with the antagonists of each arc in an exhibition match.
For Zoro, we can have him return to his past life as a bounty hunter where he can go around and hunt for wanted criminals and maybe even set him out on treasure hunts so that he could improve on his sense of direction. Johnny and Yosaku can even make an appearance. These bounties could have their own storyline that somewhat is reminiscent of the contracts from The Witcher series.
Nami could have a simple exploration objective so on completion she could be one step closer to drawing a map of the world. She could also have a business enterprise mode where she can run certain establishments that generate revenue for her and even get into competition with other businesses.
When it comes to Usopp we can have a minigames section where we play as Usopp in certain accuracy based modes. Darts, Duck Shooting, Sniping or even duels. Even a mode where you play as Sogeking could be a lot of fun.
One of Sanji’s most apparent qualities aside from his lust is his speed. Because of this, we can do some time trial events or some races where Sanji goes up against other well-known speedsters from the series. We could have some minigames where Sanji can go on dates with other people trying to find love and some action.
Chopper could have some minigames where we could have him take part in the surgery. Kind of a surgeon simulator. Honestly, I can't really think of any ideas for Chopper. He is quite one note with the cute doctor aspect. Maybe you guys can leave some ideas.
With Robin, we could go on pseudo story investigation missions where we learn more exclusive history about certain islands. I'm not entirely sure how these missions could go. It could be like scavenger hunts and it might not even have to be canon history but it's there to help build more character to her character. Elements from the Ace Attorney series may prove to be a solid inspiration.
Franky could have an entire minigame section where we use the Battle Franky Battleships and go on a full warfare mode and battling other Pirate and Marine ship. The pirate ship battle features that were present in Assassins Creed Black Flag are easily some of the best single-player pirate ship experiences so that has to be a muse.
For Brook, it's very obvious that there has to be some level of music involved. So the most fitting feature for Brook would be a rhythm minigame. Like a karaoke or a guitar hero mode. Maybe even a dance mode that we see in the tap tap revolution series.
If we include Jinbei then it is only right as the helmsman of the crew, we could bring in a ship racing game mode where there could be a progression system of upgrading the Thousand Sunny to challenge other ships.
There could even be missions of cover stories that tell the journey of other characters. For example, we get the Lola and Chiffon in Dressrosa cover story while the manga is in Wano so when the player gets into Wano they unlock the Lola and Chiffon cover story back in Dressrosa. That way the player is still incentivized to revisit the previous islands for more content.
These are just ideas that would be some fun content for the players while not taking the focus too far away from the story. Of course, there should be missions that are incorporated into the minigames so there is some level of progression and a goal to achieve for the perfectionists. A mini-story to be exact. And while they are missions exclusive to each character, there is no reason why other Straw Hats won’t get involved with each other's missions. The reason why we need things like this is not just for the sake of content in video games. The Straw Hats, while still a pirate crew, are a family. They fight, mock and protect each other. They have certain dynamics that when they are visible to the players it can really bring in a level of familiarity and depth to the crew.
Gameplay
Since this is an open-world game, there has to be an incentive to explore the environment. This allows there to be beautiful environments that when paired with landmarks and other types of points of interest the player will be drawn to explore environments of the islands that they visit rather than doing the main missions and moving on. Characters such as Luffy, Sanji and Robin are able to fly in their own unconventional ways means that there has to be a level of verticality that’s filled with some depth. Side missions should push the players to embark on these areas that the story would otherwise avoid. A game like Genshin Impact - while flawed in certain areas really hit the mark when it came to exploration.
Most of One Piece’s combat is melee but there are some mid-range and a few long-range combat scenes. I believe that the best type of combat for One Piece already exists in another game. Once again the Yakuza series especially Yakuza Kiwami has a combat system where the main character Kiryu has multiple stances that can be utilised for many different situations. They have the rush stance which delivers very quick strikes that do not deal high burst damage but small amounts of damage over a certain period of time. They also have the beast stance which delivers slow but hard hitting strikes that can deal big bursts of damage. This can be implemented to the Straw hat pirates. For Luffy, we can see him switch between gears that each has its own pros and cons. Or for Zoro we can see him decide how many of his three swords will he use to fight and each number has its own fairly large moveset. Sanji can have a trigger function where he can switch into diable Jambe and maybe Usopp can prioritize ranged combat but occasionally bring in the Usopp hammer to switch it up. Those are just some of the examples. There also has to be a direction in the development of the game that the player is rewarded to use most of the moveset and make sure it is straightforward to execute. To continue from the Yakuza combat system - the player has to fight a set of enemies that can range from just one to a whole army. The Straw Hats are often in these types of situations and we see them use their combined strength to progress. This means that there has to be a party system that corresponds to the story or a free play mode. When we are fighting Mr. 4 and Miss Merry Christmas we should be playing as Usopp and Chopper as a party kind of like how it is in Final Fantasy 7 remake or How it is in Genshin Impact single-player mode where the only character on the field is the playable character and the other characters in the party are on standby waiting to switch in.
There shouldn't be a requirement for the player to execute Tekken level combos just to defeat the opponent the most effective way but the player must use their skills and logic to beat enemies. This means that the enemies have to be capable of defeating us but give the player a way to beat them. A weakness. There should be more of a focus on a balance between offence and defence - if Luffy gets hit during an attack animation then Luffy should be hit out of the animation and enter a recovery phase and maybe not be invulnerable. This kind of rule shouldn’t be set in stone when we get into a moment where we are Gear 4th Luffy fighting mob enemies. Frame data that we see in fighting games should be implemented, but of course, the Straw Hats should be outputting faster attacks than the NPC’s that they fight. This is not a balanced fighting game. Devil May Cry 5 is the standard that this game should be aiming for. That game has one primary way of fighting depending on the character that you play as but there are other methods of combat that are not as fleshed out but are there to supplement the primary mode of combat just to give more freedom to the player.
One Piece has a way of writing the story into its fight scenes. Each of the Straw Hats undergoes their own mini character arc when they do their main fight for the arc. They only “win” their fight if their arc leads them to the desired state. Zoro may have lost to Mihawk in the Baratie Arc but in the end, he turned out better so while he lost the battle you can't say that this is an L on Zoro. Characters like Luffy are put through hell when they have to fight the main antagonist of the arc so that must be replicated in the combat.
Customisation
Personally, I think customisation could be quite straightforward. The Straw Hats get new clothes as they go from arc to arc so I think we can just have a clothing store where they can buy them or just reward them for completing the arc prior with the clothes they would wear for the next arc. There are even clothing brands like Doskoi Panda or Criminal that can have their own stores on each island which can have products to buy. We could even add comical clothing like what we see in other fighting games as a form of monetisation.
Conclusion
Of course, I didn't go as in-depth as I wanted to for these aspects because the post would have been too long but the point is to throw out my idea to the internet because I don’t think I’m wrong in saying that there has to be a growing number of people that are tired of the mediocre output that we have been getting. Now let's be honest, the game I’m envisioning requires a lot of money to be made. I certainly don't have the money to make a game like this but all this is a letter to the developers that Bandai Namco hires saying that what they have right now is average at best it's not what it could be. One Piece has so much potential in gaming that has gone unnoticed because people haven't given it a full-on venture in the right direction. But I know for a fact that something that I said even just one can spark a project that could be legendary.
submitted by TheFifthNinja to OnePiece [link] [comments]

ps4 games that does not require internet video

Does GTA 5 disk need internet to play on PS4? I've played GTA 5 single player on ps3 without internet but can I do the same on PS4? Does the PS4 version need internet to install and play single player with the disk? I'm buying a PS4 with 2 games. 1 of those games will definitely be Resident Evil 2 Remake. Need ideas for the other game? Sony's PlayStation 4 features a ton of exclusives and non-exclusive video games that can be enjoyed without the need of internet. While Internet-based titles like Fortnite and PUBG are big I use my phone for reddit and such, and my current house has no internet. I'd like to get a PS4 for christmas, and I'm wondering what games I can play without any internet connection. This means games that do not have any sort of additional download that's required to play them. 15 Best PS4 Games That Don't Require An Internet Connection. There are some incredible multiplayer games on the PS4, but some single-player campaigns are just as fun and don't require an internet But calm, because not only can you play alone, but you can also do it by enjoying games. These are, for us, some of the best PS4 games that don’t need internet. And here, just in case, a good selection of games in case you want to play 2 players on the same screen and console. Some of the best PS4 games that don’t need internet It’s a great free to play hero shooter on PS4 that shouldn’t be ignored if you like playing FPS games. 4. Smite. Smite is a hybrid mixture of third-person action game and MOBA, which lends to a seriously fun game. Out of all the MOBA games to release in the last few years, I have spent the most time with Smite. If you are someone that plays games on PlayStation, you should know that you may not be limited to just PS4 specific games anymore. Interested in playing general web – based games on your PS4? Well, in this article we will talk about how that is possible and take a look at some of the top gaming sites which will work on your PlayStation 4 console . The PS4 dominated this generation's console war with quality first-party exclusives. These are some of the best games on the PS4 that do not require an internet connection. Horizon Zero Dawn does not require an internet connection. The Uncharted Series also should work, just won't be able to use the multiplayer portion with Uncharted 4. Both Wolfenstein games are also offline playable. Pretty much anything that is single player driven with little to no multiplayer portion. Assassin's Creed origins as well. "Ps4 does not require internet connection at all to play games" was a lie after allI lost internet for 12hrs when i was playing Wow so i thought... what the hell i can start play Dragon Age

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