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Written by: BatRastered (x)

Here's the new nodes for patch 5.4 plus an ephemeral node update

Patch 5.4 Futures Rewritten for Final Fantasy XIV has been released. There are some new items to gather and a re-work of collectable gathering.

Here's the new items click the image for the full list:

New nodes in FFXIV 5.4

In addition to the new items, there was also some major changes to the way collectable items are harvested, vist the ephemeral nodes page for full details and update locations for the nodes.

A how-to guide for unlocking the three extra characters in Street Fighter Zero 3 (Alpha 3).

Local Gouki user Guano brought over his new UD-CPS2 system with a copy of the Japaneese Street Fighter Zero 3 (alpha 3 in the US). GoukiJones wanted to play as Juni, a favorite from back in the day when alpha was the new game in town.

Juni Zero 3

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2 new items added for gathering twice a day

Check out the 2 new items (2 times daily) added in patch 5.3 (Reflections in Crystal) of Final Fantasy XIV: Shadowbringers from our sister site MasterDotL.com

FFXIV new gathering nodes in patch 5.3

Don't miss the new levinstrike aethersand on the ephemeral nodes either!

Review

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Brink Review: A rant on a terrible game

By: BatRastered May 12, 2011 | 8 Comments

For a game that promised so much innovation, we got a fairly basic shooter that doesn't have much going for it that hasn't been done before.

This is not a full review so if you don't know what Brink is about, check out our previous coverage of Brink. I'm also not going to talk about any technical troubles like graphical glitches or multiplayer lag. The first has been patched (on the 360) already, and Bethesda and Splash Damage are allegedly looking into the later.

Brink was supposed to revolutionize shooters with the SMART engine (Smooth Movement Across Random Terrain). Easy joke: SMART is dumb. Ok, now that that's out of the way, SMART seemed like a good idea. Unfortunately it is not "smooth" in the least bit. If you hold the button down while standing next to an object, nothing happens, you have to back up and get a running start. It doesn't work well on "random" terrain either, certain objects will not be climbed or jumped over like the small robot vehicle you're taking cover behind. The running, jumping, mantling, and sliding felt so much better in Crysis 2 (which came out 2 months ago) that Brink already feels dated.

Worse, for a shooter, Brink's shooting just doesn't feel right. I'm not sure if I ever got a head shot. The guns didn't feel very different once you get beyond the gun type (shotguns felt different than assault rifles, but there are half a dozen different assault rifles and I couldn't tell the difference between them or worse between any AR and any SMG).

The party system for multiplayer doesn't even exist on the XBOX, it just uses your XBL party. I don't know how this works on PSN since the PSN is still down. There's no lobby system to set up the game before going in, the leader goes in and you join him. Everything about Brink felt like I was going backwards in game technology.

There are only 8 maps for multiplayer, and the levels are the same as the campaign. In the story, you just play with bots to fill in the empty slots. You can play either side for a total of 16 scenarios (plus 4 what-if missions). This obviously gets repetitive very quickly. For some reason, you don't get credit for beating the missions in multiplayer, so enjoy doing them again by yourself if you want the rewards. WTF? When you're playing multiplayer, pray you are on offense, because if you are on defense you will have to defend the objectives for 20 minutes. This is extremely tedious and leads to a lot of rage quits.

I was excited when I saw Brink had different classes (Soldier, Engineer, Medic, and Operative). I hoped it would be like Borderlands where each class was different. Unfortunately, these classes amount to little more than one specific ability. The classes don't feel different at all and you will often forget which one you are until you get to the objective and find out you are not the right class to complete the job and have to back track to the command post to switch your class. The different body types do make a difference, but you have to play a few hours before the light body type (the one that can do all the cool stuff you saw in the videos) becomes available. Sadly, Brink is just not worth your time.

TL;DR We've sent one copy back unopened and will be selling our other copies ASAP!

Bottom line: Flush it

:(

 

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Borderlands 2 Axton the Commando build guide

By: BatRastered Mar 30, 2013 | 1 Comments

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.

Build here: http://talent.87bazillion.com/2/commando.php?41030000005500010000055050130151

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.

http://talent.87bazillion.com/2/commando.php?52550115115100000000015050110000

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!

http://talent.87bazillion.com/2/commando.php?51050100005500315015115010000000

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. :)

Borderlands 2 improved on the original in many areas: story, graphics, depth of skill trees to name a few. But overall it doesn't have that super fun looting hook that the original had. Here's 10 things we hate about the sequel.

Borderlands 2 improved on the original in many areas: story, graphics, depth of skill trees to name a few. But overall it doesn't have that super fun looting hook that the original had. Here's 10 things we hate about the sequel. 

10. Follow Randy Pitchford on Twitter if you want gold keys, no way to earn them in-game.

There's a big gold treasure chest in Sanctuary (the main city) that can only be opened with a golden key. It's guaranteed to have purple rarity items in it every time you open it. Quest reward? Nah... just follow Gearbox CEO Randy Pitchford's twitter and you'll have more keys than you know what to do with. There's no other way to get them. Kinda lame.

9. DLC that doesn't give you any rewards for your maxed out characters.

In the original Borderlands, the DLC would give you bonus backpack space, additional skill points, and a giant bank. BL2's DLC doesn't give you any of this. Once you hit the max level and have used all your eridum upgrades for ammo/backpack space, there's nothing for your character to get in the DLC save for some unique weapons. Most of those suck too (see point 3).

8. Umpteen currencies

Borderlands 1 had money... the economy was way off though as you'd often be displayed at $9999999 and not be able to see how much money you actually had. Many guns showed this price too. Instead of just fixing this in the sequel Gearbox added Eridium as a secondary currency to buy ammo and backpack upgrades. Then, in the DLC, they introduced Seraph Crystals and Torgue Tokens. This plus the golden keys, gave us 5 numbers to track that only worked in certain areas.

7. Anemic backpack space

Before DLC, the original BL maxed out at 42 backpack slots. BL2 maxed out at 27. Wait, what? The bank introduced in Borderlands' second DLC (Moxxi) also stored up to 42 items while the BL2 bank (included in the main game) only stored 16, it has since been upped to 20, while the backpack has gone to 33. Meanwhile, in the original, you could get up to a 60 item backpack if you got all the DLC and lucked out in some of the second quests.

6. Ammo collection mini-game

Do you like opening ammo crates and picking up ammo? Well if you do, you'll love BL2. Due to many guns firing more than one bullet per trigger pull, lowered ammo capacities, and the lack of guns/mods that regen ammo, you'll be scrounging for ammo constantly. God help you if you use a rocket launcher. In a game about guns, I don't know why Gearbox felt it necessary to make the ammo feel so limited.

5. Slag

Borderlands 2 introduced Slag, a debuff element that makes enemies take more damage when you switch to another element type. It's pretty useless in normal mode, but kinda useful in the second playthrough. In the later released 3rd playthrough (UVHM) slag is absolutely necessary. You can't win without it as you'll just burn through all your ammo trying to kill anything that's not slagged. This reduces the types of play styles that you can use and obviously requires you dedicate some of your gear to slag. Bye bye diversity... everyone's the same now.

4. Rabid stalkers

Have you fought these? Ugh... the move faster than you, can down you in two hits, can turn invisible and strike out of nowhere, have a ton of health and don't get distracted by anything. Most annoying ememy in both games and DLC. Runner up is the Rabid skags. They seem completely unbalanced and fighting multiple badasses is easier than dealing with one of these baddies.

3. Terrible guns

For a game about having bazillion-er guns there certainly don't seem to be that many. In fact, it feels like there's less than the first game. If you only count guns that are actually useful, then the number drops even further, eliminating whole manufacturerers of guns. With one or two exceptions (dat kerblaster!) the orange guns in BL2 don't seem as fun to me as the original either. I miss my Maliwan shotties!

2. Orange weapons useless 2 levels later (gets worse the higher the level)

I feel more powerful at level 69 in the original Borderlands while carrying a level 53 gun, than I do at (current max) level 61 in BL2 carrying a level 60 orange weapon. Every level you go higher, the difference one level makes gets bigger too. You need at level gear at all times, and to get some good ones you'll use a golden key that you can only get out of game on twitter. 

1. No rewards (drops are awful, chests are worse, vendors LOL)

In Borderlands, a bandit would be shooting you with an epic weapon and upon his death he would drop that weapon. That doesn't happen in BL2, they just drop shit. The chests are full of shit, and the vendors are just laughably filled with white shit. You can play for hours and hours and never see an orange weapon. You probably won't even get an at-level purple unless you have a golden key either. It just feels like you don't get rewarded for playing this game the way you did in the first Borderlands. The only thing that drops anything good are the legendary loot midgets that randomly pop out of ammo crates in the third playthrough (UVHM) and they most often will drop a relic.

 

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BatRastered

Turtles really can climb chain-link fences

By: BatRastered May 12, 2011 | 14 Comments

Remember the turtles climbing fences in Super Mario World?

Well, I'll be damned!

Turtles on fences

The first of four DLC packs to be released for Borderlands 2 is out now. Is it a worthy addition to the game or will you be setting sail for another game after this?

When the Gouki.com crew sat in on the Gearbox PAX panel, someone in the crowd asked Randy Pitchford if he could give us any hints to the upcoming Borderlands 2 DLC. Randy replied with "Well, I've always wanted to drive one of those sand skiffs from Return of the Jedi." He was hinting at the first of four DLC packs for BL2, in which you do, in fact, get to drive around (hover around?) in a sand skiff. When I heard that, I instantly flashed back to some of the worst examples of level design from the original Borderlands, wherein there is a vast expanse of nothing to drive through on your way to the next pocket of enemies (where you invariably have to go on foot once you get there). Captain Scarlett and her Pirate's Booty (hereafter CSPB) proved me right. Not only are you driving through vast, mostly empty desert landscape to fight localized pocket of enemies, but the quests seem straight out of the original Borderlands as well. "Go here, fetch that, bring it back". It's almost as if the developers of the DLC hadn't played Borderlands 2 yet... which might be the case as the DLC came out only 4 weeks after the game and was developed by Triptych Games (of Duke Nukem Forever fame).

Sand Skiffs in Borderlands 2 DLC

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The original Borderlands combined an interesting blend of RPG and FPS into what Gearbox called a RPS (role playing shooter). Now that the idea has been proven and Gearbox has had the opportunity to perfect their recipe with a sequel, how does it turn out?

Note: I'll try to refrain from any story spoilers in this review...

It's no secret that we here at the Gouki.com HQ have been hyped about Borderlands 2 for quite some time now. It started way back at PAX Prime 2011 when I interviewed Jeramy Cooke and we got to see a non-playable demo. We got to play a demo at E3 2012 and interviewed Jeramy again. This is all in addition to the hundreds of hours we've all put into the first game.

Borderlands 2 cast of characters

Anyway, Borderlands 2 opens up a few years after the first game has ended. The vault opening in the first game has caused a new element "Eridium" to come to the surface all over Pandora. This has lead to the spoiling of some environments with a toxic residue known as "slag". You can now find slag weapons that basically de-buff an enemy causing your other weapons to do 2x the damage while the bad guy is slagged. The discovery of all this has to lead the Hyperion corporation lead by the villainous Handsome Jack, to try and take over Pandora, exploiting it for their own profit by any means necessary... this means mostly killing off the local population. A resistance group has formed with the characters from the first game as its leaders and after being left for dead by Jack, you will join this group in their fight against Hyperion. The story is quite a massive improvement from the original game... there is more interactive dialog and the objectives are dynamic as information about the mission changes and twists in the tale are revealed.

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About Us

By: BatRastered Sep 12, 2009 | Comments Off

About Gouki.com

WTF is a Gouki.com?

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Aperture Investment Opportunity #4: Boots

By: BatRastered Apr 12, 2011 | 6 Comments

The final installment of Portal 2 videos before the launch. Check out the boots.

Over the last few weeks, we've gotten quite a few enticing reasons to pre-invest in Aperture Laboratories: from the planks of tomorrow, to test-optimized bots, to the last word in pre-emptive defense, the Home Safety Turret. Today marks Aperture's fourth and final Investment Opportunity video, and if it doesn't get you reaching for your special investment wallet, you wouldn't know a can't-miss opportunity if it was staring you in the face, yelling at you about boots.

Portal 2 releases next week. Do you have your pre-order ready?

Review

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Beast mode activated: an Infamous 2 review

By: BatRastered Jul 20, 2011 | 6 Comments

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.

infamous 2 devourer

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.

 

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