Fortnite: Battle Royale Beginner’s Guide – 13 Tips And Tricks

Though you might be familiar with other games in the battle royale genre–games that tend to stick one player (or a small team) on a map where they fight against others to be the last one standing–Fortnite: Battle Royale is a little different. The game takes the basic premise of the genre and adds its own twist that changes everything: You can instantly construct stuff like walls and stairs, allowing you to build fortifications to protect yourself and create your own tactical advantages.

Fortnite drops you onto an island with 99 other players, and the last player (or team) left alive wins. Though it’s similar to games like PlayerUnknown’s Battlegrounds, plenty of small differences make Fortnite into a very distinct experience. Knowing what to carry, when to shoot, and what to build are essential if you’re going to be the last person alive on the island.

You won’t find a tutorial in Fortnite Battle Royale, so when you drop onto its island, all you have are your wits and whatever you can find along the way. Here’s everything you need to know to get a strong start–and maybe survive long enough to find yourself a minigun.

And if you’re already a Fornite: Battle Royale veteran, check out our advanced tips guide, as well as our guide covering all the things that we wish we knew before playing the game. You can also watch our video guide on how to build more effectively.

Fortnite: Battle Royale is available as a free download for PlayStation 4, Xbox One. The mode supports up to 100 players competing to be the last person (or team) standing as they hunt other players and avoid being killed themselves. For the differences between Fortnite: Battle Royale and PlayerUnknown’s Battlegrounds, check out our in-depth feature discussing the two games and what sets them apart from one another. You can also check out more details on Fortnite’s recently released Crossbow update.

The Latest Xbox One Update Is Live, Here’s What It Does

Xbox One‘s UI is ever-changing, but the latest update isn’t about a visual makeover. Instead, this update is more about ease of access, making small changes to game hubs, do not disturb and inactivity options, and next achievements.

Game Hubs and Next Achievements have found a new home in the guide in this update. Now instead of leaving your game, having to track it down, and then go to the game hub to find all that extra community content you love, you’ll find your favorite hubs with just a press of the home button.

Next Achievements works in a similar way in terms of ease of access. But, instead of giving you all the information you could possibly want for a game, it’s all about achievement hunting. Not only can it show you which achievements you’re closest to unlocking, the function can also be sorted by common, rare, most common rare, and highest gamerscore.

Stepping away from the guide, muting notifications and power saving just got easier. Do not disturb mode mutes your notifications for as long as you have it on, and lets your pals know it might not be the right time to bombard you with party requests.

This update also added additional inactivity options. Instead of your Xbox turning off after one or six hours of inactivity, you can choose to have it automatically switch off and save you some power after two, three, four, or five hours.

In other Xbox news, February’s Games With Gold titles are available now. Splinter Cell: Conviction is now available as part of Xbox One’s backwards compatibility, and a new Kingdom Hearts III trailer dropped at the D23 Expo.

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Comparing Luke and Rey’s Cave Visions

One of the most dissected scenes in Star Wars: The Last Jedi is Rey’s foray into the cave on Ahch-To. The film, especially on a first viewing, is wrought with tension, and nothing encapsulates this more clearly than Rey’s journey of self-discovery. This metaphor is a consistent trope in film and literature, and often does more to put the spotlight on specific characters than might be at first perceived. Not unlike Luke’s Force vision in The Empire Strikes Back, the cave reveals the truth of what lies beneath the surface of the hero.

An exploration of the cave is a motif that has been around since the days of the Greek philosopher Plato. Plato believed that the cave investigates the confusion between what is authentic and what is false. In other words, it’s so much more than a spelunking field trip. It’s a physical journey as well as a metaphorical journey into self-discovery. Rey explores the depths of the cave, but, in all actuality, is looking inside of herself to discover the truth of who she actually is.

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Radiant Historia Perfect Chronology Review: Time After Time After Time

Of the many story-driven games that feature user-dictated time travel, Radiant Historia ranks high. This RPG treats altering events as essential to its story, forcing you to regularly jump back and forth between two streams of time. The impetus for this temporal weaving is so well ingrained into its narrative that it subverts any question of gimmickry. This engaging mechanic also complements Historia’s traditional RPG gameplay of pursuing quests, surviving turn-based battles, and exploring a vast landscape. Originally released in 2010 on the Nintendo DS, Radiant Historia gets a welcomed re-release on the 3DS, and is an enhanced port in every sense of the term.

An Atlus RPG not associated with Shin Mega Tensei or Etrian Odyssey, Radiant Historia is based in its own original world with a built-in history. In fact, you start the game in what appears to be the twilight of the continent of Vainqueur–the game’s setting–as its being slowly devastated by an unexplained “desertification”. Sand isn’t only consuming the land but also living beings as well. The kingdom of Alistel blames neighboring Granorg for this plague, inflaming a conflict between these warring lands.

You initially play as Stocke, an Alistelian agent assigned to escort a spy back to your capital. Though a series of events lead to the downfall of Stocke, two subordinates, and even the spy, our hero gets a supernatural reprieve. Finding himself in another realm, Stocke learns that the White Chronicle–a book given to him by his superior, Heiss–has the power to transport the user to key events in the past thereby giving you the ability to alter these moments. Using this tome to revive Stocke and his companions to further the interests of Alistel is only part of the story. Key characters like Heiss are aware of the White Chronicle and figuring out their motives is part of the narrative’s draw.

Once empowered with time travel, you’re presented with turning points and key branching paths on a regular basis. This system is at its most appealing when you’re faced with a barrier–literal or otherwise–and trying to find the key event in the past that lets you bypass that hurdle. There are two distinct timelines and often the solution to advancing in one involves making progress in the other. Mentally arriving at some fixes can be a nuanced process, compelling you to retrace story events and figure out where an action or choice can create a new outcome.

As you overcome roadblocks and jump to the other timeline to surmount those obstacles, you’ll come across optional opportunities to change the fate of others. Provided you have a keen eye to read your surroundings, using the White Chronicle can affect the environment and the nearby characters who might otherwise perish if you didn’t get involved. Even after having the satisfaction of saving a life, there’s an alluring sense of mystery in whether rescuing someone will ultimately lead to a positive or negative result further down the line.

The beauty of these diversions is that they don’t feel like optional objectives in the traditional sense. The feeling of accomplishment in attending to the needs of others is often as gratifying as reaching a milestone in the main story. And since the White Chronicle timeline diagram is well-laid out with nodes denoting fail states, open story paths, and side routes, there’s a strong compulsion to see every result as soon as you spot the clues leading to those endings. The satisfaction of filling in the White Chronicle isn’t unlike finding all the dead ends in a dungeon before venturing forward on the presumptive main path. With 283 nodes to discover, Radiant Historia Perfect Chronicle is that rare breed of RPG where the drive to find minor and bad conclusions is as strong as reaching the main “good” ending.

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Venturing out of the capital of Alistel to accomplish your missions will bring you face-to-face with all manner of hostile creatures and soldiers from Grenorg. These battles–triggered by making contact with enemies visible in the field–unfold in classic turn-based fashion. Facing off against foes who are laid out in a three-by-three grid presents its share of strategies. One of the most useful battle skills allows you to knock your target into another enemy-occupied space, either one space back or to the sides. With the right planning, a follow-up attack can deal shared damage to those crowded square in a single blow. There’s further combat depth since you’re also offered the option of swapping turns with other teammates. These opportunities deliver a puzzle-like sense of strategy, which make victories feel rewarding.

It’s a battle system that feels both traditional and brain-teasingly fresh and it would’ve been superb if not for its quality-of-life shortcomings. For instance, if your threesome targets a single enemy and it’s vanquished before all your team’s turns are used up, remaining attacks will not defer to the other opponents. This results in wasted turns, which is all the more frustrating when party members in your reserves swoop in randomly to offer a one-off support action. This well-intentioned perk is appreciated when a teammate heals or buffs, but not when he’s attacking a monster the active party is already cued up to attack. And if you hope to avoid excess grinding, think again; the advanced difficulty of the combat discourages trying out new characters as active teammates in battle, given their relatively low starting levels.

The improvements in Perfect Chronology over the original DS version range from minor to significant. The changes in 2D art character designs isn’t an upgrade so much as it feels like Atlus trading the works of one talented artist for another. More clear cut production enhancements like new voiceovers, a retooled soundtrack, and a new anime-styled opening music video adds freshness to this game, but Perfect Chronology’s more substantial upgrades are found in its new modes. A bonus dungeon called the Vault of Time provides opportunities to fight more monsters for a chance at exclusive items like support skills, which often prove useful in the main story. The difficulty of the vault increases with each subsequent floor and the stakes are heightened by the inability to use items.

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The boldest new feature by far is the addition of a third stream of time. Given the tight woven relationship of the two other timelines, this third path–dubbed ‘Sub-History’–unsurprisingly doesn’t affect the original game’s story or outcomes. Rather, it presents a host of what-if adventure scenarios where Stocke interacts with familiar friends and enemies, some whom behave out of character. It offers a look into the world and inhabitants of Vainqueur that manages to be insightful even if it’s non-canonical.

With all the time juggling, the brain-teasing mechanic of the White Chronicle doesn’t overshadow Radiant Historia Perfect Chronology’s story. Its politically charged tale complements Stocke’s personal journey as he follows his orders and makes sense of his powers. The White Chronicles’ close connection to the plot only makes temporal manipulation all the more engrossing, regardless if you’re working your way to the game’s best conclusion or hitting every node in the timeline. This feature maintains its grip for much of the game’s 60-hour journey in spite of its combat shortcomings. Had this been a straight port of the DS version, it would still warrant the attention of RPG enthusiasts who missed Radiant Historia the first time around. With its upgrades and considerable bonuses–particularly the Sub-History–even those who think they got their fill by beating the original game should check out this definitive edition.

Monster Hunter World: 11 Ways To Make The Game Better

Monster Hunter World may be one of the most entertaining and accessible Monster Hunter games to date, but it’s far from perfect. More than a few things would have improved its overall quality. Whether these additions are in the form of an update, patch, or a future sequel, here are 11 things that would make Monster Hunter World a better game than it already is.

What do you think would make Monster Hunter World a better game? Let us know in the comments below.

Monster Hunter World is out now for Xbox One and PlayStation 4, with a PC release to come later in the year. That’s notable, as recent entries were limited to 3DS. The additional horsepower has allowed for a game with much larger, more beautiful environments to play in. It also does a better job of introducing newcomers to the flow of playing a Monster Hunter game. You can read more about what to expect in our Monster Hunter World review.

Those playing on PS4 will be able to get their hands on some exclusive gear based on Horizon: Zero Dawn. We also know that new Mega Man-themed items are on the way, as well as character skins themed around Street Fighter V–and if past games are any indications, this won’t be the last crossover content that Capcom releases.

Top Zelda: Ocarina of Time Speedrunner Nails Insane Record

Torje Amundsen has a pretty unique ability: he can beat Ocarina of time for the Nintendo 64 in just over 17 minutes. Of course, a game that should take upwards of 20 hours to complete being finished in less than 20 requires all sorts of special skips and glitches, but for Torje, finding these exploits is just part of the charm that Ocarina of Time speedrunning has to offer.

I spoke with Torje about what it’s like to speedrun this particular game, and how speedrunning has affected his as a whole. Here’s what he had to say.

IGN: First off, is streaming and speedrunning a full-time job for you? What is your normal daily routine on a day you plan on streaming?

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New Kingdom Hearts 3 Trailer Shows Monsters Inc. World, New Gameplay Details Revealed

As expected with Disney’s D23 event taking place in Tokyo, Japan this weekend, more of Kingdom Hearts III, Square Enix’s upcoming crossover RPG, has been revealed. During a special event held in Disneyland the publisher showed a new trailer which confirmed there will be a new Monsters Inc world in the game.

The trailer opened with Sora, Donald, and Goofy meeting Marluxia, a member of New Organization XIII. The character was first introduced in Kingdom Hearts: Chain of Memories, but this is his debut in a mainline entry in the series. Although Marluxia knows about Sora and the gang, they’re not familiar with him. After this, the video brings in Sully, Mike, and Boo of Monsters Inc fame.

Of course, Sora has been transformed into a monster version of himself, and now sports furry blue skin and red spiky hair. Donald now has a single eye, much like Mike, while Goofy’s monster transformation is … goofy looking.

The trailer transitions into quick cuts between different sections from throughout the game, and we’re given very fleeting glimpses at the Tangled world and The Little Mermaid‘s Ariel making an appearance, as well as Vanitas, the Keyblade wielder that made his debut in Kingdom Hearts: Birth By Sleep.

The trailer also showed Rapunzel, who interacts with the world by swinging her hair. She uses it to traverse environments and can also whip enemies with it. According to Square Enix she has a number of ways to use her hair in the game. There’s also a new minigame styled after a Game & Watch title, but an official name for the game hasn’t been revealed yet. Check out the full trailer above.

During the event Square Enix revealed some further details about the game, including that Gummi Ship segments will return. This time, however, it has been split into two phases. There’s an exploration phase, which was likened to being more open-world, and there’s a combat phase. Combat has been increased in scale, with more enemies than ever before.

According to Square Enix, everyone in the Osaka studio is working on Kingdom Hearts 3, with 100 people from its Tokyo studio also involved. Development is split into three sections: Early, middle, and late. There’s around three worlds per section, but Square Enix noted that this doesn’t mean there’s nine worlds in total. The early phase worlds are 90 percent complete, while middle section worlds are at around 60 percent. It didn’t confirm what stage the end section is, but Tetsuya Nomura, director of the series, said it was “something he’s always wanted to do and put into Kingdom Hearts, ever since the days of working on Final Fantasy.” He added: “It is bound to surprise everyone.”

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Finally, Square Enix confirmed that Utada Hikaru will be returning for the third game’s theme song, which is called “Don’t Think Twice.” You can hear the song in this second new Kingdom Hearts 3 trailer, which ends with Rikku leaving his Keyblade behind for the other version of him to use.

It’s been an incredibly long wait for Kingdom Hearts III, which concludes the story of the trilogy. Kingdom Hearts II was released way back in 2005, though there have been some spin-offs and remakes in the meantime. Kingdom Hearts III promises to be exciting for many reasons, including the larger party size (you can now have up to five members at once), new Keyblade transformations, summons that are based on Disney theme parks, and the introduction of the first Pixar world (Toy Story). Other new worlds include those based on Big Hero 6 and Tangled.

Notably, Kingdom Hearts III is coming to Xbox One in addition to PS4; no previous entry has been released on an Xbox platform. The game is still without an exact release date, though it is due out sometime in 2018.

Director Tetsuya Nomura–who is also working in that role on Final Fantasy VII Remakeexplained the extremely long wait last year, saying there were numerous factors, including a change in engines. As for directing the two games at once, he actually thinks it’s proven advantageous for him.

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Kingdom Hearts 3: Monsters Inc. World Announced

Kingdom Hearts 3 will include a world themed after Monsters Inc. – the second Pixar franchise to be added to the upcoming RPG.

Announced alongside a raft of new details at today’s D23 Expo in Japan, the world features Sora, Goofy and Donald turned into monsters, and sees them meeting Sulley, Mike and Boo. Sulley and Mike

A new gameplay trailer also revealed the return of Marluxia and Vanitas, both of whom were antagonists in previous Kingdom Hearts titles. Marluxia also mentions that he is part of a “New” Organization XIII, the league of antagonists from previous games.

Many smaller elements were also shown or mentioned during the conference as a whole: Gummi Ship sections will now be split into “open-world style” exploration phases and battle phases. A new mini-game was also shown briefly, which looked to be aping Game & Watch games in style. Tangled’s Rapunzel was also shown as party character, exploring a city environment and using her hair to attack and traverse the world.

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