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Destiny 2: All The Titan Sentinel Skills

By Edmond Tran on Sep 07, 2017 09:02 am

All The Titan Sentinel Skills


Do you love being the incredibly cool and useful person that protects their teammates from damage? Maybe you saw a Captain America movie recently, or just love the color purple. If any of that sounds like you, then you will 100% enjoy playing as a Titan Sentinel in Destiny 2.

The Void-based Sentinel subclass in Destiny 2 is an evolution of the Defender subclass found in the original game. A number of signature skills--including the very useful Ward of Dawn dome shield--are still present, but Sentinels have the flexibility to allow for highly aggressive playstyles.

The Sentinel is the first subclass you'll gain access to in Destiny 2's Titan campaign. To gain access to the additional subclasses, Striker and Sunbreaker, you'll need to perform an additional quest.

For more information on other Titan subclasses follow the links below:

For even more Destiny content, we have a full roundup of our review and all our guide content here.


Super Ability: Sentinel Shield


Guardians Assemble! Pressing L1 + R1 (LB + RB on Xbox One, F on PC) when your Super Meter is full creates a shield made of Void energy. While the shield is up, you have a few options:

R1 (RB on Xbox One, C on PC) - A melee shield attack. This will track lightly towards the nearest enemy and will be your primary method of dealing damage.

L1 (LB on Xbox One, Q on PC) - Throws your shield. This attack will bounce off walls and between enemies to do damage, but you'll have to aim your throw carefully since you can only use it twice per activation at most, until you unlock a passive buff at Level 12.

L2 (LT on Xbox One, LMB on PC) - Guard. You'll raise your shield and deflect incoming damage. Note that you'll still take damage if you're attacked from behind, or hit by explosive splash damage, but this ability will likely prove useful in helping your allies push forward through a treacherous area if they follow close behind.

Passive Buffs: Code of the Protector:

Ward of Dawn - At Level 12, you'll unlock the ability to use your meter to perform the Ward of Dawn super, a large, shielding dome that can protect your entire fireteam from projectile damage. You won't be able to hit enemies from within the dome, meaning you'll need to strategically pop in and out of it to attack. Also be aware that enemies can enter the dome and hurt you from within it, so keep an eye on any hostiles closing the gap, especially anything that can do melee damage.

Passive Buffs: Code of the Aggressor:

Shield Throw - While the Aggressor path takes away the option for Ward of Dawn, it gives you an additional shield throw when Sentinel Shield is activated, meaning you can do another round of potentially devastating group damage at a distance before needing to wait for a cooldown.


Grenades


Hitting L1 (LB on Xbox one, Q on PC) throws your grenade. The Sentinel has some great grenade options with incredibly useful effects for both PVE and PVP.

Magnetic Grenade

Like the name suggests, Magnetic grenades are attracted to enemies and have a generous homing trait. The grenade will physically attach itself to an enemy and explode twice. Magnetic grenades are great at making sure your grenade isn't completely wasted, since enemies can't escape the damage once it's attached. It's great guaranteeing damage if you put in at least a little bit of effort in aiming it, meaning it's ideal for PVP. However, those familiar with Destiny 1 might find that its damage has been reduced somewhat.

Voidwall Grenade

This grenade creates a horizontal wall of burning Void flames that damages enemies who touch it. Formerly a Hunter Nightstalker tool in Destiny 1, Voidwall is useful for creating space. The most common applications are to cordon off a capture area in PVP, or using it as a way to weaken PVE enemies as they funnel through the flames to get to you. Another neat application is using the horizontal-spreading flames to catch enemies around corners, flushing them out.

Suppressor Grenade

The suppressor behaves like your typical explosive grenade, but with the added trait of preventing enemies from using special abilities for a brief period. This suppression behaviour is incredibly useful in PVP. Enemies caught in the blast will be unable to use their grenade, melee, or super abilities for a short time, giving you and your allies a brief advantage over them. Enemy running towards you with their super activated? Throw a suppression grenade in their face and take them down.

Passive Buffs: Code of the Aggressor

Superior Arsenal - This trait reduces your grenade cooldown every time you make a grenade kill. This means if you're good at nailing your grenade throws, the game will reward you by letting you use them a little more often.


Melee


Hit R1 (RB on Xbox One, E on PC) to punch.

In Destiny 2, melee attacks can trigger a special melee ability after a period of cooldown. Titan Sentinels enjoy punching things with purpose, and their passive traits support that. Your teammates will love you! Each passive trait path offers the different kinds of buffs to your punches, and are all incredibly useful in PVE situations where you'll be killing a bunch of space dudes. So, never stop punching.

Code of the Protector

Defensive Strike - This trait means that killing an enemy with a melee attack creates a temporary overshield around you and nearby allies, allowing you to tank a bit more damage.

Rallying Force - Melee kills with Rallying Force restore a small amount of health for you and nearby team members. This can save you from the brink of death if you're in the red, and coupled with Defensive strike, means that once you get in the thick of the action, punching things means you can last longer.

Turn the Tide - This is a perk that gives you a nice boost overall--your Defensive Strike shields will last longer, and your overall melee damage and reload speed will be increased.

Code of the Aggressor

Shield Bash - Similar to the charge found in the Striker subclass, this trait lets you ram into enemies after sprinting for a short time, causing area-of-effect damage and disorientating anyone caught by it, meaning they'll be unable to act for a short time. This charge has some light homing to help you make contact and is a great opener for PVP.


Passive Traits


Though we've already addressed some the perks in previous sections, here they are all together, as one.

Code of the Protector

Defensive Strike - This trait means that killing an enemy with a melee attack creates a temporary overshield around you and nearby allies, allowing you to tank a bit more damage.

Rallying Force - Melee kills with Rallying Force restore a small amount of health for you and nearby team members. This can save you from the brink of death if you're in the red, and coupled with Defensive strike, means that once you get in the thick of the action, punching things means you can last longer.

Turn the Tide - This is a perk that gives you a nice boost overall--your Defensive Strike shields will last longer and your overall melee damage and reload speed will be increased.

Ward of Dawn - Gives you the option of using your super meter to perform Ward of Dawn, a large, shielding dome that can protect your entire fireteam from projectile damage. However, you won't be able to hit enemies from within the dome, meaning you'll need to strategically pop in and out of it. Also be aware that enemies can enter the dome with you to deal damage, so keep an eye on an hostiles closing the gap, especially anything that can do melee damage.

Code of the Aggressor

Shield Bash - Similar to the charge found in the Striker subclass, this trait lets you ram into enemies after sprinting for a short time, causing area-of-effect damage and disorientating anyone caught by it, meaning they'll be unable to act for a short time. This charge has some light homing to help you make contact and is a great opener for PVP.

Superior Arsenal - A trait that reduces your grenade cooldown every time you make a grenade kill. This means if you're good at nailing your grenade throws, the game will reward you by letting you use them a little more often.

In The Trenches - This perk reduces the cooldown of your super when you make kills surrounded by enemies. Shield bash your way into a weak mob, gun them all down, and you can ideally have your Sentinel Shield ready to take down the bigger goons.

Second Shield - While the Aggressor path takes away the option for Ward of Dawn, it gives you an additional shield throw when Sentinel Shield is activated, meaning you can do another round of potentially devastating group damage at a distance before needing to wait for a cooldown.


Class Ability


New to Destiny 2 are class abilities which gives Hunters, Warlocks, and Titans a unique skill to perform in addition to their special grenade and melee abilities. To use them, press and hold the Circle Button (B on Xbox One, V on PC).

No matter which subclass you pick, Titans have the incredibly handy ability to generate cover out of thin air like the burly space magicians they are. This means if you're caught out in the open, or want to push forward, you can throw down some cover to help fortify your position. You have two options:

Rally Barricade - This creates a small, chest-high wall that you and your team can crouch behind for cover, meaning you can peek over it while aiming down sights.

It also has the incredibly powerful ability to instantly reload your equipped weapon once you pop back behind it, making it invaluable if you or your team have weapons that take a long time to reload.

Towering Barricade - This creates a larger wall that doesn't let you peek from behind it or instantly reload your weapons but is much larger and better-equipped to shield you and your fireteam from damage. Towering Barricade is useful in situations where you might be going against enemies that deal large amounts of splash damage. Think of this as a directional Ward of Dawn.


Jumps


Titans sport jetpacks which allow them to perform, steady, prolonged double-jumps to reach great heights. This arguably allows them to make more precise landings when moving vertically compared to the other classes, whose jumps are faster and more floaty. Sentinel jump options are as follows:

High Lift - Your standard jetpack lift, High Lift gives you the most vertical movement of all the jumps, so if you're trying to reach a high platform, High Lift will give you the easiest time.

Strafe Lift - Strafe jump doesn't quite reach the same heights as High Lift but gives you much greater directional control for horizontal movement. This one's incredibly useful if you like to shoot enemies from the air, since it makes you a harder target to hit.

Catapult Lift - Catapult jump is unique in that it gives you a burst of momentum when you activate it. This one's useful for moving around the battlefield quickly, since you spend less time in the air, and are less of a target.



Destiny 2: All The Titan Striker Skills

By Edmond Tran on Sep 07, 2017 09:01 am

All The Titan Striker Skills


Do you love the crackle of Arc electricity in the morning? Maybe you like pounding the ground, tackling into things, and pretending nothing can hurt you. The returning Titan Striker subclass will make you feel all these things and more.

In Destiny 2, the passive paths for the Striker can help you fortify yourself as an effective all-round soldier, or help you excel at dishing out huge amounts of lingering area of effect damage by amplifying your Fist of Havoc super and grenades.

To gain access to the Striker subclass, you'll need the Battered Gauntlet relic, which can be randomly found in region chests. Once you have it, you'll need to charge it by killing enemies and participating in Public Events. Public Events occur on a timer, but their locations can be found on your map. Once you're done with that task, you'll unlock a Shard of the Traveller mission back on Earth. Upon completion, you'll unlock the ability to use the Striker subclass. Easy.

For more information on other Titan subclasses follow the links below:

For even more Destiny content, we have a full roundup of our review and all our guide content here.


Super Ability: Fists of Havoc


Fist of Havoc has evolved from its Destiny 1 iteration.

Pressing L1 + R1 (LB + RB on Xbox One, F on PC) when your Super Meter charges you up with electricity and gives you two options:

R1 (RB on Xbox One, C on PC) - A shoulder charge attack. This will track lightly towards the nearest enemy and is great for taking out lone targets while using less meter than the ground pound.

R2 (RT on Xbox One, LMB on PC) - The signature Fist of Havoc ground pound that does area-of-effect damage and consumes a little bit of your super meter. One important thing to note is that your first ground pound with happen immediately upon activating your super, so be in a place that matters. Every subsequent ground pound will consume meter.

Code of the Juggernaut

Trample - This allows your Fist of Havoc to recharge slightly when you kill enemies with it. This means if you're faced with numerous enemies in PVE, try and catch groups with your ground pound to make the most of that super meter.

Code of the Earthshaker

Terminal Velocity - This causes Fist of Havoc to leave a large, damage-dealing field every time you slam the ground, and also means that ground pounds deal more damage the longer they're in the air. Having this perk means you should try and use your jetpack jump to get some air before attacking with ground pound. If you're playing on a map where you know you can get a height advantage, this can be a devastating and hilarious surprise.


Grenades


Hitting L1 (LB on Xbox one, Q on PC) throws your grenade. The Striker's grenade options help boost their area-of-effect arsenal.

Flashbang Grenade

Just like the name suggests, this is an explosive grenade that disorients enemies upon detonation, meaning PVE enemies won't attack you, and PVP enemies will be blinded.

Pulse Grenade

This is a grenade that, once detonated, periodically emits energy pulses that damage enemies within its radius. This is a great tool to use on chokepoints, as well as less mobile enemy with larger health pools in PVE.

Lightning Grenade

A godsend in PVP capture maps, this stick grenade sticks to any surface and then periodically pulses a large bursts of lightning that damages enemies. Lightning grenades are at their most effective when attached to walls, where the pulses can shoot horizontally into an area. Perfect for making an area hazardous for enemies to linger in or pass through.

Passive Buffs: Code of the Earthshaker

Aftershocks - This skill helpfully lowers your grenade cooldown after hitting enemies with your Seismic Strike ability. Getting a nice flow with your abilities going is made easier with this perk.

Magnitude - This trait both gives you an additional grenade to throw, and increases the duration of Pulse Grenades and Lightning Grenades, meaning their lingering damage effects will last even longer that usual.


Melee


Hit R1 (RB on Xbox One, E on PC) to punch.

In Destiny 2, melee attacks can trigger a special melee ability after a period of cooldown. Titans have simple tastes, and enjoy punching things with purpose. If you're a Titan Striker, punching things will let you last longer in the battlefield, and helps you kill things more effectively. Each passive path offers different buffs to your punches.

Code of the Juggernaut

Frontal Assault - This trait boosts your weapon stability after a punch, meaning your subsequent shots will have less recoil.

Reversal - Upon a melee kill, your character's natural health regeneration will activate, instead of requiring you to wait for a set period. This is best used towards the end of a battle, since taking more damage is counterproductive to the effects of this trait.

Knockout - With this trait, breaking the shield of your enemies or critically wounding them increases your melee range. This makes the option of finishing off your enemy with a punch (and triggering the above effects) that much easier.

Code of the Earthshaker

Seismic Strike - This fun-as-hell trait gives you the ability to ram into your enemies after sprinting for a short time and deal explosive AOE damage. There's a visual tell letting you know when you can activate sprint. This charge has some light homing to help you make contact, and serves as a great opener for PVP.


Passive Traits


Though we've already addressed some the perks in previous sections, here they are all together, as one.

Passive Buffs: Code of the Juggernaut

This is the path you want to take if you're more focussed on enhancing your survivability and ability to get amongst the action.

Frontal Assault - This trait boosts your weapon stability after a punch, meaning your subsequent shots will have less recoil.

Reversal - Upon a melee kill, your character's natural health regeneration will activate, instead of requiring you to wait for a set period. This is best used towards the end of a battle, since taking more damage is counterproductive to the effects of this trait.

Knockout - With this trait, breaking the shield of your enemies or critically wounding them increases your melee range. This makes the option of finishing off your enemy with a punch (and triggering the above effects) that much easier.

Trample - This allows your Fist of Havoc to recharge slightly when you kill enemies with it. This means if you're faced with numerous enemies in PVE, try and catch groups with your ground pound to make the most of that super meter.

Passive Buffs: Code of the Earthshaker

If you want to make the most of the Striker's capacity for area-of-effect damage, the Code of the Earthshaker is what you want to live by.

Seismic Strike - This fun-as-hell trait gives you the ability to ram into your enemies after sprinting for a short time and deal explosive AOE damage. There's a visual tell letting you know when you can activate sprint. This charge has some light homing to help you make contact, and serves as a great opener for PVP.

Aftershocks - This skill helpfully lowers your grenade cooldown after hitting enemies with your Seismic Strike ability. Getting a nice flow with your abilities going is made easier with this perk.

Magnitude - This trait both gives you an additional grenade to throw, and increases the duration of Pulse Grenades and Lightning Grenades meaning their lingering damage effects will last even longer that usual.

Terminal Velocity - This causes Fist of Havoc to leave a large, damage-dealing field every time you slam the ground, and also means that ground pounds deal more damage the longer they're in the air. Having this perk means you should try and use your jetpack jump to get some air before attacking with ground pound. If you're playing on a map where you know you can get a height advantage, this can be a devastating and hilarious surprise.


Class Ability


New to Destiny 2 are class abilities which give Hunters, Warlocks, and Titans a unique skill to perform in addition to their special grenade and melee abilities. To use them, press and hold the Circle Button (B on Xbox One, V on PC).

No matter which subclass you pick, Titans have the incredibly handy ability to generate cover out of thin air like the burly space magicians they are. This means if you're caught out in the open or want to push forward, you can throw down some cover to help fortify your position. You have two options:

Rally Barricade - This creates a small, chest-high wall that you and your team can crouch behind for cover, meaning you can peek over it while aiming down sights.

It also has the incredibly powerful ability to instantly reload your equipped weapon once you pop back behind it, making it invaluable if you or your team have weapons that take a long time to reload.

Towering Barricade - This creates a larger wall that doesn't let you peek from behind it or instantly reload your weapons, but is much larger and better-equipped to shield you and your fireteam from damage. Towering Barricade is useful in situations where you might be going against enemies that deal large amounts of splash damage. Think of this as a directional Ward of Dawn.


Jumps


Titans sport jetpacks which allow them to perform steady, prolonged double-jumps to reach great heights. This arguably allows them to make more precise landings when moving vertically compared to the other classes, whose jumps are faster and more floaty. Sentinel jump options are as follows:

High Lift - Your standard jetpack lift, High Lift gives you the most vertical movement of all the jumps, so if you're trying to reach a high platform, High Lift will give you the easiest time.

Strafe Lift - Strafe jump doesn't quite reach the same heights as High Life, but gives you much greater directional control for horizontal movement. This one's incredible useful if you like to shoot enemies from the air, since it makes you a harder target to hit.

Catapult Lift - Catapult jump is unique in that it gives you a burst of momentum when you activate it. This one's useful for moving around the battlefield quickly, since you spend less time in the air, and are less of a target.



Destiny 2: All The Titan Sunbreaker Skills

By Edmond Tran on Sep 07, 2017 09:00 am

All The Titan Sunbreaker Skills


Here comes the sun! If the new Captain America-esque Sentinel class doesn't tickle your fancy in Destiny 2, you can always decide to be Thor instead. First introduced in Destiny: The Taken King, the Solar hammer-wielding Sunbreaker class returns in Destiny 2 to bring the fire back into your space adventures.

Sunbreakers specialise in being self-sustaining, dealing large amounts of damage over time with burn effects, stacking abilities for increased effect, and basically setting fire to everything in sight. They love bathing in fire, and many of the abilities you'll use will be enhanced when you're standing in self-made sunspots.

Much like the Striker subclass, to gain access to Sunbreaker you'll need to find the Melted Hammer relic, which appears randomly in chests. Once you have it, you'll need to charge it by killing enemies and participating in Public Events, which are on a timer and can be found on the map. Once you've completed that requirement, you'll be given the opportunity to perform another Traveler's Shard mission.

For more information on other Titan subclasses follow the links below:

For even more Destiny content, we have a full roundup of our review and all our guide content here.


Super Ability: Hammer of Sol


It's hammer time! Pressing L1 + R1 (LB + RB on Xbox One, F on PC) when your Super Meter is full summons your flaming hammer of Sol, ready to dish out some flaming justice. Here are your options:

L1 (LB on Xbox One, Q on PC) - Throws your hammer. This is the primary method of attack, and with the right buffs, you can use hammer to create explosions and Sunspots around the battlefield, which can be very advantageous.

Passive Buffs: Code of the Fire-Forged:

Tempered Metal - With tempered metal enabled, any kills made with solar abilities (grenades, melee abilities, and your super) speed up reload and movement speeds for you and any nearby allies.

Explosive Pyre - This trait upgrades your Hammer of Sol super to explode on enemy impact, creating area-of-effect damage which can cause additional triggers of Tempered Metal.

Vulcan's Rage - This trait further upgrades your Hammer of Sol super to cause thrown hammers to shatter into explosive molten embers on impact. As you can imagine, under optimal circumstances these embers can kill additional enemies, cause more explosions, and trigger more instances of Tempered Metal.

Passive Buffs: Code of the Siegebreaker

Endless Siege - Endless Siege causes Hammer of Sol hammers to create additional sunspots on impact. On top of this, Your Titan will throw hammers at a faster pace while in a sunspot. This ability allows you to create more advantageous positions on the battlefield with your hammer, letting you be a little more mobile, while reaping all the buffs you get from standing in sunspots.

Sun Warrior - While standing in sunspots, your Sunbreaker Titan's abilities recharge faster, and when active, your Hammer of Sol super will last longer, meaning you can throw more hammers.


Grenades


Hitting L1 (LB on Xbox one, Q on PC) throws your grenade. The Sunbreaker's grenades are, unsurprisingly, focused on causing burn damage.

Fusion Grenade

It's not the most exciting grenade of the bunch, but these explosive grenades cause bonus damage when attached to enemies. They have some light tracking, so put in the effort to make sure that enemy stays down. Fusion Grenades are also useful for making the most of the passive grenade buffs.

Thermite Grenade

This grenade that sends forward a burning line of fire forward, and whose flames will cause damage over time for anyone that sits in it. This is useful if you find a substantial group of enemies in PVE, especially during indoor fights with tight corridors.

Incendiary Grenade

The Incendiary grenade, as its name suggests, sets enemies on fire with its explosion, causing damage over time and weakening them for any follow-up attacks.

Passive Buffs: Code of the Fire-Forged

Tempered Metal - With tempered metal enabled, any kills made with solar abilities (grenades, melee abilities, and your super) speed up reload and movement speeds for you and any nearby allies.

Passive Buffs: Code of the Siegebreaker

Sol Invictus - Solar-based skills with Sun Warrior equipped will restore your health. Kills made with grenades and melee abilities will create sunspots, which are vital tools for the following traits in this tree.

Sun Warrior - While standing in sunspots, your Sunbreaker Titan's abilities recharge faster, and when active, your Hammer of Sol super will last longer, meaning you can throw more hammers.


Melee


Hit R1 (RB on Xbox One, E on PC) to punch.

In Destiny 2, melee attacks can trigger a special melee ability after a period of cooldown. Each passive trait path offers the different kinds of buffs to your punches.

Code of the Fire-Forged

Hammer Strike - Much like the Striker's Shoulder Charge, this ability allows you to, while sprinting, smack an enemy with your hammer causing area-of-effect burn damage.

Tempered Metal - With tempered metal enabled, any kills made with solar abilities (grenades, melee abilities, and your super) speed up reload and movement speeds for you and any nearby allies.

Code of the Siegebreaker

Mortar Blast - Punching an enemy with Mortar Blast unlocked causes them to explode with Solar energy, setting nearby enemies on fire.

Sol Invictus - Solar-based skills with Sun Warrior equipped will restore your health. Kills made with grenades and melee abilities will create sunspots, which are vital tools for the following traits in this tree.

Sun Warrior - While standing in sunspots, your Sunbreaker Titan's abilities recharge faster, and when active, your Hammer of Sol super will last longer, meaning you can throw more hammers.


Passive Traits


Though we've already addressed some the perks in previous sections, here they are all together, as one.

Code of the Fire-Forged

Hammer Strike - Much like the Striker's Shoulder Charge, this ability allows you to, while sprinting, smack an enemy with your hammer causing area-of-effect burn damage.

Tempered Metal - With tempered metal enabled, any kills made with solar abilities (grenades, melee abilities, and your super) speed up reload and movement speeds for you and any nearby

Explosive Pyre - This trait upgrades your Hammer of Sol super to explode on enemy impact, creating area-of-effect damage which can cause additional triggers of Tempered Metal.

Vulcan's Rage - This trait further upgrades your Hammer of Sol super to cause thrown hammers to shatter into explosive molten embers on impact. As you can imagine, under optimal circumstances these embers and kill additional enemies, cause more explosions, and trigger more instances of Tempered Metal.

Code of the Siegebreaker

Mortar Blast - Punching an enemy with Mortar Blast unlocked causes them to explode with Solar energy, setting nearby enemies on fire.

Sol Invictus - Solar-based skills with Sun Warrior equipped will restore your health. Kills made with grenades and melee abilities will create sunspots, which are vital tools for the following traits in this tree.

Sun Warrior - While standing in sunspots, your Sunbreaker Titan's abilities recharge faster, and when active, your Hammer of Sol super will last longer, meaning you can throw more hammers.

Endless Siege - Solar Siege causes Hammer of Sol hammers to create additional sunspots on impact. On top of this, Your Titan will throw hammers at a faster pace while in a sunspot. This ability allows you to create more advantageous positions on the battlefield with your hammer, letting you be a bit more mobile, while still reaping all the buffs you get from sunspots.


Class Ability


New to Destiny 2 are class abilities which gives Hunters, Warlocks, and Titans a unique skill to perform in addition to their special grenade and melee abilities. To use them, press and hold the Circle Button (B on Xbox One, V on PC).

Titans have the incredibly handy ability to generate cover out of thin air like the burly space magicians they are. This means if you're caught out in the open, or want to push forward, you can throw down some cover to help fortify your position. You have two options:

Rally Barricade - This creates a small, chest-high wall that you and your team can crouch behind for cover, meaning you can peek over it while aiming down sights.

It also has the incredibly powerful ability to instantly reload your equipped weapon once you pop back behind it, making it invaluable if you or your team have weapons that take a long time to reload.

Towering Barricade - This creates a larger wall that doesn't let you peek from behind it or instantly reload your weapons, but is much larger and better-equipped to shield you and your fireteam from damage. Towering Barricade is useful in situations where you might be going against enemies that deal large amounts of splash damage. Think of this as a directional Ward of Dawn.


Jumps


Titans sport jetpacks which allow them to perform, steady, prolonged double-jumps to reach great heights. This arguably allows them to make more precise landings when moving vertically compared to the other classes, whose jumps are faster and more floaty. Sentinel jump options are as follows:

High Lift - Your standard jetpack lift, High Lift gives you the most vertical movement of all the jumps, so if you're trying to reach a high platform, High Lift will give you the easiest time.

Strafe Lift - Strafe jump doesn't quite reach the same heights as High Life, but gives you much greater directional control for horizontal movement. This one's incredible useful if you like to shoot enemies from the air, since it makes you a harder target to hit.

Catapult Lift - Catapult jump is unique in that it gives you a burst of momentum when you activate it. This one's useful for moving around the battlefield quickly, since you spend less time in the air, and are less of a target.



The 10 Scariest Stephen King Adaptations

By Mat Elfring on Sep 07, 2017 03:51 am


Stephen King is widely considered to be a master of horror in the literary world, hence why so many of his stories have been adapted for movies and television. However, not everything that has been based on King's work has been stellar. That's why we're taking a look at all of King's adapted work to find what are his ten scariest translated works, right before the new It movie hits theaters.

If you're interested in the new It movie, check out our thoughts on it here. In addition, we have the 10 Best Stephen King TV Adaptations and Every Stephen King Movie Ranked.


10. Pet Sematary (1989)


Aside from giving us one of The Ramones' best songs, the late-'80s horror flick Pet Sematary--which I always have to double-check the spelling on--gave us numerous moments that filled us with dread and fear. One of the most memorable, as well as terrifying, parts of the film was when Gage Creed--played Miko Hughes (He played the kid in everything during the '80s and '90s)--cut someone's heel and bit his throat out. On top of that, who could forget every moment with sick old Zelda?


9. Cujo (1983)


There's a repeating element in a lot of King's work, and that's taking something ordinary, that people tend to have a fondness of, and making it horrifying. The 1983 movie Cujo, based on the novel of the same name, made dogs terrifying for a whole generation. The most memorable and scary part of the film happens when the main character Donna is buckling her child into the car. Cujo tries to get in through the window, during a jump scare that still gets me, and Donna tries desperately to roll up the window, without getting bit.


8. Creepshow (1982)


The anthology horror flick Creepshow paired Stephen King with director George Romero, which is every horror fan's dream. The fifth story in the film, entitled "They're Creeping Up On You," is exceptionally terrifying for one particular scene featuring hundreds of cockroaches. A man, who has locked himself in his panic room, quickly finds the room infested with the bugs, which invade his body and tear through his chest and mouth. The image of those bugs coming out of his mouth is forever burned into my mind.

While "They're Creeping Up On You" was written by Stephen King, it was written specifically for Creepshow and was not adapted from prior work. However, two of the stories in this anthology were based on King's stories.


7. 1408 (2007)


1408 is a highly-underrated Stephen King film. It's obviously not the best of movies based on his work, but it doesn't get the credit it deserves as a terrifying ride. The movie takes place primarily in a haunted hotel room, and while there are scares within the story, the real horror in this movie comes from being trapped in a room and being forced to deal with elements of the past. Overall, this creates a frightening experience for the audience.


6. Salem's Lot (1979)


The Emmy-nominated Salem's Lot miniseries originally aired on CBS over two weeks, and '70s horror has a special look and feel, even when it's on network television. Reggie Nalder's portrayal of the vampire Kurt Barlow--seen above-still haunts fan to this day. The look of the character, even for its time, truly stands out as scary. In addition to that, there's a moment with a child vampire scratching at a window that's unsettling almost 40 years later.

Note: CBS Interactive is Gamespot's parent company.


5. It (1990)


Clowns used to be a fun part of a carnival or circus that would make us laugh and giggle, up until 1990, when ABC aired the three-part miniseries, It. Tim Curry's portrayal of Pennywise the clown was horrifying for its time, especially when he showed off those ugly teeth. While the movie doesn't age particularly well, it's undeniable that It changed how people view clowns, sorry Killer Klowns From Outer Space.


4. The Mist (2007)


While 1408 dealt with a single person feeling trapped and losing their mind, The Mist deals with it on a larger scale, as a group of people are trapped within a grocery store, while grotesque creatures wait outside to devour them. What makes this such a fantastic horror movie based on King's work is the slow build to insanity, as the townspeople within the grocery store start turning on each other, becoming violent as the days go by.


3. Carrie (1976)


Carrie speaks to a specific audience moreso than other films based on King's work. The film centers around a bullied teenager with telekinetic abilities, and while this may seem like more than a revenge film over anything else, there is a specific moment of dread that will resonate with everyone. Prior to Carrie killing everyone at a school dance, she gets humiliated on stage at prom, and there is a moment that lingers on the reactions of both students and faculty laughing at her. It's something most people can relate to: the fear of being mocked and ridiculed in public.


2. Misery (1990)


Many of Stephen King's adapted works deal with a person losing their sanity in an insane world; however, Misery is the story of a man dealing with someone who has already lost her mind. While the entirety of the plot is scary enough--being held against your will by a fanatical admirer--the scene that sticks out the most is when Kathy Bates hobbles James Caan; she uses a sledgehammer to smash his ankles so he can't escape.


1. The Shining (1980)


Finally, the scariest movie based on the works of Stephen King happens to be the one the author dislikes the most: The Shining. Where this movie shines--pun intended--is Jack Nicholson's portrayal of Jack Torrance, a man slowly descending into madness during a long winter where he and his family are taking care of a hotel which is closed for the season. Sure, the twin girl ghosts are creepy, and the elevator full of blood is unforgettable, but one of the most terrifying moments comes from an ax-wielding Torrance, smashing through a door and yelling, "Here's Johnny," while attempting to murder his wife. The Shining hits on so many different types of horror that it's undeniably the number one spot on this list.



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