Axton has quickly moved up my list of favorite characters in BL2, his turret action skill is quite good on its own, but with the right skills and weapons you can do the work of two players by yourself.
First the Survival Tree, I'm not a big fan of this.
You can see the relative offensive weakness of this build at about 4:45 in the video I throw a turret on each side of a basic loader, and I still have to kill it myself. I don't recommend the turret without the rocket pods. :) If you had 3 more points you could get the Scorched Earth rocket pods too. So with the 11 levels coming April 2, that's what I'd suggest first. If I did this over, I'd probably go with the rockets over the longbow just for the damage boost, but mag-lock without longbow is not very useful and Battlefront (extra damage when the turret is out for all your guns and grenades) is just so damn useful that I can't really recommend either version of this build unless you get the level cap DLC and get all 3 this build falls apart.
Now the Guerilla tree, the fun starts to pick up.
This is a good damage build with decent survivability. It allows the turret to slag, which is useful and will be even better in the upcoming third play through. The turret also has rocket pods and a shield. As far as Axton himself, he gets to carry 5 extra grenades and his shield will be recharging quickly most of the time. This is a good build that will only get better with the 11 new levels, allowing you to either add longbow and battlefront or get the twin Gemini turrets. Very versatile.
Finally we get to Gunpowder. NUKE!
This build is a great all around build as well, you still get the rocket pods from Guerilla and a good amount of defense, but you get a ton of DPS both from your nuke turret (basically an awesome, rechargeable grenade) and the use of the Battlefront skill. You'll note the Kerblaster assault rifle in the video shoots a projectile that explodes, drops a grenade and explodes again. This works with all the grenade damage boost skills too so this is my current favorite high DPS build. With 11 more skill points you can reach the slag turret too (double up, at the bottom of Guerilla tree) which will make this build very useful for the third play through. Also, nuking things is fun. :)
By: BatRastered Jan 14, 2013 | 2 Comments
Our first look at how to build out the Borderlands 2 classes starts off with Maya, the Siren. Let's see how her 3 skill trees work.
Let's start off with my least favorite tree, Harmony (the center tree). Here's a link to the build if you want to follow along.
I really don't like the "Scorn" cap on this tree, as you can see at the end of the video, it's very easy to hit yourself with it. Some of the other skills like the "Res" game changer in the middle of the tree, are only useful in co-op, so you'd likely want to re-spec if you ever played solo and put that point to better use somewhere else in the tree. In a full team of 4, and with a good Heavenly Nurse class mod, this build can greatly improve the survivability of everyone in the group. In fact, you should probably move the 5 points in recompense into Elated if you have 3 or more players as it will be less about your survival and more about the health of the group as a whole.Read full story...
By: BatRastered Apr 9, 2012 | 4 Comments | Updated: Apr 9, 2012
News from Gearbox's PAX East panel! Lots of new Borderlands 2 info!
Borderlands 2 will feature 2 collector's editions, one priced at $99 will feature a Marcus bobble-head statue, the other is the "Ultimate Loot Chest Edition" for $149 and will come in a red loot chest! No word on what other goodies await inside as of yet. Check it out:
Fans who played BL1 (and have a save game on their HDD) will get some special customized character skins unlocked. There will be bazillions of skins even without that though... Here are the skins they showed at the panel:
Gearbox also announced a fifth player class the "Mechromancer" to be available as DLC about 60-90 days after release. Better yet, this DLC is free to all who pre-order! Here's some pics of the Mechromancer and her pet D347-TP (Death-Trap)
By: BatRastered Oct 5, 2012 | 1 Comments
How to score the "Tribute to a Vault Hunter" achievement and get some cool loot in the process.
Michael Mamaril was a huge Borderlands fan who passed away before BL2 was released. The guys at Gearbox have immortalized him in game, you can get an achievement for finding him, and better yet, he'll give you a free gun of blue (or better) quality every time you see him.
On the consoles, he shows up 100% of the time before the story mission "Rising Action" and only about 10% of the time after that mission starts. On PC it is apparently 10% all the time.
Here's video of us finding him after "Rising Action" at Scooter's (this contains a small story spoiler if you haven't played that mission yet):
And again, this time at Moxxi's:
When he does spawn, he will randomly be in one of a handful of locations, here's where you can find him.
- Near the newsstand in the center of town
- In an alley down the street from the front entrance to Moxxi's
- Inside Moxxi's, near the bar
- Inside Moxxi's, near the piano
- In Marcus' weapons shop
- Near Claptrap's locker up some steps
- Inside Scooter's garage, under the stairs
- Inside Crimson Raider headquarters next to the stairs
- Inside Zed's clinic
- To the left of the door to Crazy Earl's Black Market
He's easily identifiable from both the guns strapped to his back and the fact that his name shows over his head instead of "sanctuary citizen".
Once you've got an item from him, he won't give you another until you either save and reload or leave town and come back. It's a great way to get some mid-level gear before the "Rising Action" mission, where the action really picks up and those guns will come in handy.
All the best deals on Portal 2. Don't pay full price.
Portal 2 is coming in less than a month. Do you have a pre-order yet?
Amazon announced today that in addition to a slightly lower $54.99 price point, they would be offereing a $20 promotional credit on future video game purchases. Add this to release date shipping for only 99 cents, and you have no reason to leave your house on April 19th.
Don't be a Jimmy. The PC version is available for $44.99, but does not have the $20 credit... don't order that, if you order the PS3 version, you'll be able to play on your PC too via Steam as the PS3 version runs on Steam.
Stay tuned to this page for more pre-order deals on Portal 2 as we find them.
Interested in deals on other games? Check here weekly.
Do any of these "games" look fun? Let's not forget that this industry is about the games, not the control schemes!
We are nearing the release of the Sony Move for the PS3 and Microsoft Kinect for XBOX 360. This marks a dramatic difference from previous generations of console video games. Usually after 5 years, you get a slight redesign and you start to hear whispers, rumors, or teasers for the next version of the console (to be released about 2 years later). This time, while we have the slim versions, we are getting add-ons to the existing consoles and whispers that these consoles will be with us for quite some time to come.
Certainly, Nintendo has had mainstream success with the Wii, though I wonder if that's because of the motion controls or in spite of them and due simply to the significant price advantage the big N enjoyed through most of the Wii's lifecycle. I own a Wii, and it is rarely powered on compared to my XBOX or PS3. The reason for this is simple; games. Being an older gamer and an experienced gamer (I've played since the Atari 2600 days) I tend to enjoy bigger games and more mature games. Mass Effect (1 & 2), Red Dead Redemption, Halo 3, Batman Arkham Asylum, Uncharted, God of War III... all great games from this generation; none of those are available on the Wii. There is a large selection of casual games (Wii sports and the like) on the Wii, and that's great for a party, I guess, but it doesn't scratch that gaming itch for me.
What blows my mind though is Microsoft hard selling Kinect games at its E3 press conference that are direct rip-offs of 3 year old Wii titles. Do we really need "Kinect sports" and "Kinect Fit"? For what it's worth, I think the Kinect and a fitness program (note, I don't use the word "game") would make a great consumer electronics device for people wanting to work out in the comfort of their homes, but I want to play games on my XBOX. Is that so wrong? MS really failed to bring the games to E3 this year (at least to their press conference, there were plenty of 3rd party games on the floor). I'm still not sure how you make your car speed up with Kinect (the E3 demo used your hands with an invisible steering wheel, but controlled the accelerator for you, rubbish!). I like the idea of controlling the XBOX dashboard and DVD player Minority Report style or with my voice. But at $150 in addition to the system itself (which still retails for $199 in its base model), I can certainly live without that. Oh, and that Milo thing was bullshit. Pure bullshit.
Sony, to its credit, is at least trying to adapt the Move to more traditional games. (By witch I mean games I'd like to play). I still don't know how I feel about that, as it seems to me most of those games would be better played with a traditional controller, the lone exception being Time Crisis (light gun) type games. Indeed, most of these games are optionally controlled with move. It does seem that Sony at least has the right idea about motion controls.
Now Nintendo is trying to bring some of the hard-core gamers back with Metroid Other M (although they had to go to a 3rd party developer in Team Ninja to do so). This game uses a hybrid control scheme, standard style platformer, then point at the screen for first-person view and to shoot your missiles. I can already see myself dropping the controller at the most inopportune moments of a firefight while trying to switch. I really don't like the idea of trying to hammer new control schemes into classic games that already controlled perfectly well (IMHO). Super Metroid is one of my favorite games of all time, I'd honestly rather see a new Metroid use that style (with updated graphics and sound, of course) than cram the Wii-mote down my throat.
Of all the games I want the most that can think of coming out in the next 12 months, none of them will require the Kinect or Move Nor will the Kinect or Move make any of them significantly better.
Someday, we'll all have holodecks in our basement for gaming*, until then I'll hold on to my controller, thanks.
*Okay, you're right, when holodecks are invented, they will be used mostly for porn.
The Gouki team paid a visit to Sega's booth at E3 2011 for a first look at Aliens: Colonial Marines in action.
Hot on the heels of the first official trailer for this game, Sega let us in to see an early build of Aliens: Colonial Marines being played by the Gearbox staff and hosted by non other than Randy Pitchford, CEO of Gearbox Software.
When asked when the game takes place in the Alien universe, Pitchford stated that he considers this the "true sequel to Aliens", which brought cheers from those assembled for this demo. We soon found ourselves in Hadley's Hope searching for survivors and clues as to what happened during the events of the Aliens movie. The level of detail even in this early build was quite impressive. Fans will clearly recognize the blueprints of the building and the labs housing the face-suckers. Things quickly turn dark for our band of marines as the sounds coming from the motion tracker become more urgent. Alien xenomorphs soon begin emerging from the ceiling air vents, taking many of your squadmates out in the process. The aliens move all along the ceiling and walls as easily as the floors, and they move quickly. You will really need to have your head on a swivel if you wish to keep it attached in this game! Better yet, bring some backup; Aliens: Colonial Marines supports 4 player co-op. As Pitchford announced this feature, a second Gearbox employee joined the demo. Much like Gearbox's recent hit, Borderlands, the additional player simply popped into existence and a message appeared on the screen stating that "player 2 had joined your party". Nothing was mentioned of this, but I noticed that the second player had some custom looking artwork on their armour hinting perhaps and some level of player customization.
Most of the action was standard FPS stuff, move from point A to point B and have a firefight, but along the way the engine showed off some survival horror effects (exploding lights, face-suckers throwing themselves at the inside of their glass cage towards you with the accompanying music queue) and other events like random marines being gruesomely dealt with by the aliens. We weren't shown any items other than the motion scanner, but we did get to see a few weapons including the pulse rifle and sentry turret.
Seal the door!
After the marines had decided to take a last stand, a giant firefight broke out, culminating in the alien queen bashing through the door and ending the demo with an ominous fade to black.
For those worried that an Aliens game can't live up to the hype, let me tell you that Pitchford and his Gearbox staff were visibly excited to be making this game, and very much knew their stuff about the Aliens universe. Pitchford was shouting out movie quotes throughout the demo, and mentioned that they had the chance to work with many people and assets from the film.
In addition a version of the game will make its way to the WiiU after its launch. While we don't know specifics on the WiiU version, it is easy to imagine a motion tracker on the controller screen. Pitchford would only say that Gearbox was proud to be one of the early recipients of the developer kit for the WiiU.
Aliens: Colonial Marines ships out Spring 2012 for the Xbox 360, PS3 and PC.
The beast is coming, will you be able to defeat him, will you even try? These are the kinds of choices you can make in infamous 2.
Infamous 2 picks up right where Infamous left off. Cole is now powered up and waiting to take on the beast. Cole and his gang plan to head to New Marais (aka New Orleans) to pick up some new powers before the big fight, but the beast has other plans. If you finished the first Infamous, you can continue your story as either good or evil and get some bonus XP, extra electric power and a karmic boost. If you finished both story lines, you get to choose which one to continue. It’s a nice touch and it works great.
I was late to the Infamous party; I didn’t play it until it was free as part of the PSN welcome back program (check out my pro tips). On the plus side, that means I played Infamous right before playing the sequel. As such, two things really stuck out right from the get-go. First, they changed voice actors for Cole, the main character in the game. (I didn’t think that was a good sign.) And second, the game looked a lot better. Oh yeah, and for some reason Sucker Punch thought it’d be funny to change the pick up an item/interaction button from triangle to R1... no reason, just different. That screwed me up big time early on.
The Infamous 2 engine has been reworked an includes some really impressive updates including real-time in-engine cut scenes (all of which are skippable now, yeah!) destructible elements and big HUGE enemies. The new engine also supports user generated content (UGC), but more on that later.
Aside from the typical destructible cover (boxes and such) there are huge verandas that you can take out with a few well placed grenades. This has the added benefit of taking care of any baddies standing on or below the porch. Giant fuel tanks and silos can be blown up along with pedestrian bridges and all sorts of stuff I didn’t expect. (There’s no full scale building demolition though.)
Infamous 2 is a bit tougher than its predecessor, mostly because it is more stingy with the electricity. You no longer gain power from grinding on wires; they’re solely for transportation now. Your standard lightning bolt (R1) also now consumes some juice. You’ll have to be a bit more strategic if you don’t want to run out of power now, especially in powered down areas of the city. To make up for the standard bolt taking power, Sucker Punch has improved the melee by giving Cole a weapon, dubbed “the Amp”, it is an electrified tuning-fork looking device that you swing at the baddies to clear them out. Unfortunately for Cole, the Amp is no match for a gun, and many of the bad guys (even early on) have guns. Jumping into a gang of four or five jimmies with guns and swinging your stick around is akin to suicide. There’s also a section of the city that’s partially flooded, forcing you to stick to the rooftops as water and electricity are a bad mix.
My first OMG moment came when I was introduced to the Devourer, a giant swamp creature that will chase you through the streets and give you your first real challenge in the game. It’s not a boss, just a really big, strong enemy. There are also militia helicopters and giant Ice Titans to contend with (plus a couple of REALLY GIANT surprise enemies). Sadly, none of these big baddies are available in the mission editor for the UGC, so many of the user created missions end up being swarms of small enemies. Pro Tip: You can enter the UGC mission creator, fly to any point in the map, and finally exit the creator which will essentially fast travel Cole to wherever you want to be.
One of my complaints about the first game was that no matter which side of the karmic scale you were on, the story played out the same way. This made the good/evil choices largely irrelevant (except as to which powers you had). Infamous 2 has no such problem, the ending (not just the cut scenes, but the game play and bosses) is completely different for good Cole and evil Cole. Without giving too much away, Infamous 2 is the only game I can think of where the evil ending seems more like the real ending to me. The game is called “infamous” after all!
Aside from the lack of large enemies is the UGC, there are a couple of other, minor issues with Infamous 2. Instead of taking you into the map screen after completing a mission (as Infamous did), Infamous 2 puts a mission summary on the right of the screen, while leaving you in control of Cole. This sounds good in theory, but in practice the summary covers up your mini-map and for some reason hides your target reticule. If there are any bad guys left alive in the area when you finish a mission, you will have a tough time dealing with them in that condition. My advice is to just run away until the summary is off the screen and your reticule is back. Another issue occurs when you defeat one of the larger enemies. Infamous 2 likes to give them a cinematic death, this takes control away from you to show you the bad guy going down in slow motion even if they weren’t the last active enemy and you are still in the middle of a fire fight. Totally not cool.
In the first Infamous, all of your powers could be upgraded 3 times and they became more and more useful each time. In Infamous 2, instead of simply upgrading the power, you unlock variations on the power (a triple shot, or spread version of the basic bolt for instance). Some of these are cool, some are not, but I never felt like I was getting more powerful, just different, which was a shame.
You still collect blast shards to increase you electricity storage, they are scattered all over the city just as before, you’d really have to try to not see them and get at least 50% of them. As the story progresses, you are joined by two conduit accomplices, one good and one evil and you can choose which side missions to do, in addition to some main story decisions that will drastically affect your karma.
Overall, Infamous 2 is a fun game with tons of stuff to do. You’ll want to play through it twice, which is quite a bit of game play. Unfortunately the UGC doesn’t keep the replay value as high as promised due to the omission of the larger enemies. Still, I got a couple of weeks of value out of this game and enjoyed myself while playing it so BUY IT.
By: BatRastered May 4, 2011 | 9 Comments
Nintendo announced today that the Wii will be $150 starting May 15, will include Mario Kart.
Fact: Mario Kart > Wii Sports
Cutting the Wii to $150 and including Mario Kart is a great deal. Also, select games (The Legend of Zelda™: Twilight Princess, Animal Crossing™: City Folk, Mario™ Super Sluggers and Wii Sports) will be priced at $19.99.
Looks like Nintendo is getting ready for that new system.
Full Press Release:
Nintendo Unveils New Wii Package at $149.99, Launches ‘Nintendo Selects’ $19.99 Wii Games
Having Fun with Family and Friends Just Became More Affordable than Ever With New Suggested Retail Pricing
REDMOND, Wash.--(BUSINESS WIRE)-- Nintendo is dropping the suggested retail price of its Wii™ system to $149.99 and including a Mario™ game with the Wii hardware. Starting May 15, the newly priced Wii system will come in either black or white with the Mario Kart™ Wii game and a matching colored Wii Wheel™ accessory, replacing the previously included Wii Sports™ and Wii Sports Resort™ games.
Also on May 15, Nintendo launches the new Nintendo® Selects collection of Wii games, a set of popular games that millions of people have already experienced, at a suggested retail price of $19.99. The four must-own games in this collection are The Legend of Zelda™: Twilight Princess, Animal Crossing™: City Folk, Mario™ Super Sluggers and Wii Sports, which is available for the first time as a separate software purchase. Parents and video game fans can now easily expand their library of fun, family-friendly Wii games.
“From the day it launched, Wii has let players of all ages and experience levels have fun with one another,” said Nintendo of America President Reggie Fils-Aime. “The new suggested retail pricing for both the hardware and select games will help create more of these magical moments for even greater numbers of people.”
With Mario Kart Wii now included with the Wii hardware, players will be able to enjoy fun go-kart racing with Mario and all his Mushroom Kingdom pals right out of the box. The Wii Remote™ Plus controller, Nunchuk™ controller and Wii Wheel included in the package will all match the hardware, meaning they will be either black or white. The new black Wii Wheel will also be available separately at a suggested retail price of $9.99.
Remember that Wii features parental controls that let adults manage the content their children can access. For more information about this and other features, visit http://wii.com.
About Nintendo: The worldwide pioneer in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its Wii™ home console, Nintendo 3DS™ and Nintendo DS™ family of portable systems. Since 1983, when it launched the Nintendo Entertainment System™, Nintendo has sold more than 3.5 billion video games and more than 577 million hardware units globally, including the current-generation Wii, Nintendo 3DS, Nintendo DS, Nintendo DSi™ and Nintendo DSi XL™, as well as the Game Boy™, Game Boy Advance, Super NES™, Nintendo 64™ and Nintendo GameCube™ systems. It has also created industry icons that have become well-known, household names such as Mario™, Donkey Kong™, Metroid™, Zelda™ and Pokémon™. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere. For more information about Nintendo, please visit the company’s website at http://www.nintendo.com.
The next XBOX won't be showing up for a while, but that hasn't stopped people from guessing what it might be called.
6. XBOX 362 (or 360-2)
Why it's believed: It's a sequel so it's got a two after it (or added to it)
Why it won't happen: Technically it would be the third XBOX, but 363 would be really confusing. Also, this is a terrible name for a product either way you write it.
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