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Modded Controller Review: Are Evil Controllers Worth The Money?

There’s an incredible world waiting for console gamers looking for more control over their video game experience.  Evil Controllers is a company that manufactures modded controllers for Xbox One and PlayStation 4 and they offer a wide variety of options. Recently, Gigamax Games discovered the magic that is a modded controller. Adding paddles or buttons on the back of a controller can have a massive impact on how games are played. 

Evil Controllers - PlayStation 4 Modded Controller Review

I was curious to see what all the fuss was about when it comes to these additional paddles on the back of a controller. I already had a cheap controller with extra buttons for my Xbox One and it was pretty cool but Evil Controllers looked like they were offering a substantial product. With an entire spread of mods to choose from, their services were much more in-depth than the knock-off pro-Xbox One controller I was already using.

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Looking through Evil Controllers customization menu, it quickly became clear that this was going to be an investment that would improve the overall console gaming experience. The controller pictured above includes a custom faceplate, reprogrammable back paddles without sensitive buttons, standard grip, no “Master Mod”, OEM thumbsticks, custom colors and D-Pad and X, O, △, and ☐ buttons.

The paddles on the back of the controller aren’t exactly paddles but aren’t buttons either. Evil Controllers blends the two technologies making a larger, raised paddle-shaped button. This gives the gamer a large area to press, and they're also covered in rubber to improve grip. However, these larger, protruding button/paddles are extremely noticeable when picking up the controller for the first time. It had me worried about clicking extra buttons by accident but that concern ended up not being a huge issue. For reference, the back paddles take around as much force as pressing the X button.

Modded Controllers: Creating Comfortable Gameplay

Besides giving gamers an edge, modded controllers like the ones from Evil Controllers create a more comfortable gaming experience. Some MMO’s require gamers to use a “claw grip”, contorting their hands in order to reach all the buttons they need. Having extra paddles allows the gamer to hotkey their desired commands, all while using a standard grip. Not having to stretch to run through an entire rotation drastically improves gameplay. Also, there are obvious benefits for first-person shooters. Hotkeying lean right and lean left, switch weapons, and crouch in Rainbow Six Siege is nothing short of spectacular. Once the added controls become second-nature, it can have a monumental impact on performance.

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There were plenty of other modifications to choose from, however, since it was the first time using this kind of controller on my main console, I didn’t want to over customize a controller to the point of it not being functional. Some of the other mods include custom thumbstick sizes, also known as “EVIL STICKS”. EVIL STICKS are designed to increase aim by reducing over correction and come in three sizes, 11mm, 15mm, and 18mm. Evil Controllers also offers a specialized Fortnite controller, designed to make building easier and includes weapon hotkeys.

Know What You're Buying

The Gigamax Games controller doesn't include “Master Mod”. This mod would make the controller not legal to use in tournaments because it enhances the controllers' software to improve gameplay. The Master Mod includes mods like Adjustable Rapid Fire, Drop Shot, Tactical Rapid Fire, Auto-Aim, Auto-Run, Fast Reload, Auto-Scope, Auto-Spot, and a bunch of other mods compatible with games like CoD, PUBG, GTA and many others. I chose not to add on the Master Mod because it sounded too much like cheating. 

My brand new Evil Controller ended up being a dream come true. I was hesitant at first because I didn’t want to be accidentally clicking buttons in the middle of a game. Also, I’m not the most coordinated person in the world so the fear of not becoming comfortable with using four extra fingers while gaming was a serious concern. I quickly discovered that not only did these extra, reprogrammable paddles improve my Overwatch and Rainbow Six Siege performance, playing MMOs like Neverwinter and Elder Scrolls Online became much more comfortable. 

A Few Hours Is All It Takes

After a few hours of gaming, I already created my programmable paddle layouts to fit the way I game. Quickly I realized that my hands were actually conforming to the new controller layout as well. It only took a few games of Overwatch and Rainbow Six Siege before having extra paddles felt natural and turned into second nature. The programmable option allowed me to essentially turn some additional paddles off to avoid any accidental clicks as well. The ability to reprogram the R2 and L2 paddles is something I haven't found a use for yet, but excited to give that a try if a game calls for it.

Accidental clicks can happen, usually when putting the controller down. The placement of the paddles along with the way they’re shaped and raised causes whatever you're resting the controller on to press the paddle down. This was only an issue when watching Netflix. When I would move the controller to grab a drink or get comfortable, I noticed I kept pressing down the back paddles. To avoid this slight annoyance, I used the reprogrammable feature to clear all the back paddles so they weren't hotkeyed to a button. 

The Cold Hard Facts

Evil Controllers aren’t cheap. No high-end modded controller is going to be inexpensive but the controller showcased in this article came in at $219.74. It is a bit pricey, but the controller feels like a high-end piece of technology. The paddles feel sturdy and the faceplate, custom decal, and custom D-Pad and X, O, △, and ☐ buttons just look great.

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The order for the Evil Controller was placed on August 19th and the controller showed up at my door on August 31st. Not only was the delivery time great, creating the controller was actually a great time, too. Evil Controller uses a comprehensive customization menu that makes the process easy and exciting. When it arrived, opening up that box and holding the same exact controller you created on their website was extremely satisfying. One concern I had was that “Gigamax” overlapped over the D-pad in the customization menu but it ended up coming out perfect.

Evil Controllers and Gigamax Games

Gigamax Games is an affiliate of Evil Controllers so every sale made through this link, Gigamax Games gets a commission. The Gigamax Games crew wanted to make sure that this company was selling quality merchandise before recommending their products to the Gigamax Games audience. After a long weekend with the PS4 Evil Controller, the controller lived up to expectations.

Be sure to stick around for another modded controller review from a different manufacturer. Gigs purchased an entirely different take on a modded controller so gamers will have an idea of the different options that are out there.

Review by: Mack from GigamaxGames.com

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INSIDE Review: For Love of the Game

INSIDE Review: For Love of the Game

Review by, William Griston, For Love of the Game – Gigamax Games Contributor

INSIDE is the spiritual successor to Playdead’s previous game, LIMBO, and it wears that mantle well. INSIDE was released on Steam, PS4, and Xbox One in 2016 by Playdead. This game is a “trial and death” game much like what Playdead had labeled LIMBO. Thematically both games are dark, but most of LIMBO’s grit comes from the ambiance, whereas INSIDE’s melancholy is tied to the themes that it presents.

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At its’ base, INSIDE is a side-scrolling 2.5D puzzle game with the story being told through set pieces that you encounter on your journey through the remarkably detailed world. While it’s not as difficult as its’ predecessor, INSIDE has a few new mechanics that keep things fresh.

Much like the previous game LIMBO, INSIDE starts off with a small boy running through a forest. After a short trek through the bush, you burst out into a clearing, where you learn that your character is trying to evade some NPCs(Non-Player Characters) armed with flashlights and tranquilizer guns.

INSIDE Gets Dark

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As you venture further and further into the game, the NPCs get more aggressive. The world itself takes a dystopian twist, each death functioning as a checkpoint as you stumble blindly through Playdead’s wonderfully crafted and terrifying world. You’ll find yourself holding your breath as you attempt to evade NPCs, pulling your hair as you try to figure out the path you’re supposed to take and a surge of joy when you finally solve an especially difficult puzzle. Much like LIMBO, there’s also a modicum of macabre humor to be found within the venue that Playdead has granted us. The sad state of the protagonist’s world is told through both the extremely creative set pieces as well as the beautiful art style. You will die, a lot.

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INSIDE’s graphics are not as rudimentary as the previous game. LIMBO was a black silhouette on a black landscape, INSIDE’s world is one of color, still draped in an atmospheric shadow and somber grays. The oppressive landscape serving as a terrifying backdrop to the gameplay, the story of the wheres and whyfors playing out in the background and sometimes in the foreground as you attempt to surmount the plethora of nefarious puzzles that have been placed in your path.

INSIDE is great, but LIMBO is better

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While INSIDE is a great game, I think LIMBO is the much stronger title out of the two.

If we’re being totally honest, I feel like INSIDE would probably feel more original if I hadn’t touched LIMBO first.

In the end, I’d say that if you like platformers and Puzzle games: Pick up both LIMBO and INSIDE. If you have to choose between the two, I’d get LIMBO because the puzzles feel less labored than they do in INSIDE. I just did not get as much from INSIDE as I did LIMBO, it’s still a great game, it’s just not as fantastic as the previous outing by Playdead.

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Surviving Mars Review – For Love of the Game

Review by, William Griston, For Love of the Game – Gigamax Games Contributor

Surviving Mars was created by the Bulgarian Haemimont Games and published by Paradox Interactive from Sweden. It was released on Windows, OS X, Linux, PlayStation 4 and Xbox One on March 15, 2018. The game follows in the footsteps of Cities: Skylines (Another Paradox game) and SimCity (Maxis).

Not quite what I was expecting

After spending almost a hundred hours on the indie company Magruda Works’ Planetbase, another game that’s eerily similar to what Haemimont and Paradox have offered with Surviving Mars, to say I was excited for the game would be an understatement. I pre-ordered Surviving Mars, I never pre-order games anymore. I have been burned one too many times, this game was not any different. While Surviving Mars had originally piqued my interest because the game looked like it was Planetbase++, that is, Planetbase with more substance.

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What I got was a flashy game with very little substance. Which honestly should not have surprised me considering that it was published by Paradox, the kings of DLC. Paradox has a habit of releasing half-assed games and then making them better over time with DLC (See: Hearts of Iron IV, Crusader Kings II). Don’t get me wrong, I like Paradox games (I’ve played the shit out of both Hearts of Iron IV and Stellaris, as well as dabbling with the extremely complicated Crusader Kings II), I just I don’t like their business model.

Various Shades of Boring, with a side of Ho-Hum

Gameplay wise, you will spend a few hours collecting materials and then building windmills and solar panels so you can generate air and water and drop your first dome. After that, you call in your first batch of colonists which aren’t enough to staff all of your structures. Later on, when the games design to allows you to recruit more colonists it will automatically assign people to the jobs, but they are not assigned correctly. It assigns Engineers to the Farms, and Botanists to the hospital, and so on. This leads to a lot of tedious micromanagement with you attempting to track down individual colonists and telling them what building to work on.

For some inexplicable reason, the colonists sometimes ignore those commands and go back to the job they were working before, even though you’ve eliminated that shift which leads to even more tedious micromanagement. There honestly isn’t a lot to Surviving Mars. It’s basically SimCity/Cities: Skylines on Mars with a stricter ruleset. Graphically, the game isn’t really all that spectacular, either. Granted, the setting is Mars, which means that the terrain is various shades of red and brown.

Hot Garbage

In the end, I would honestly pick up Planetbase instead it is half the price of Surviving Mars. Even with the wonky AI in Planetbase, I had more fun within the first 3 hours than I did with the eight I put into Surviving Marts. I hate to trash on a game, but, Surviving Mars was a disappointment.

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On The Eighth Day, Iguana Created Turok…

For Love of the Game: Turok: Dinosaur Hunter

Review by, William Griston – Gigamax Games Contributor

Originally released on the Nintendo 64 in 1997, Turok: Dinosaur Hunter was one of the first FPS games designed explicitly with a console in mind. While it did receive a port to the PC, it was not as well received as the N64 version. Turok: Dinosaur Hunter was crafted by the now defunct Iguana Entertainment and subsequently published by the now equally defunct Acclaim Entertainment. Turok: Dinosaur Hunter was given new life on the PC in December of 2015 and on Xbox One in March of 2018 by Nightdive Studios

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Nightdive has succeeded in bringing a beloved game from many of our childhoods into the modern era. They seem to have a penchant for bringing old games from defunct studios back from the dead, and I feel that we all owe them for this great service. Keep fighting the good fight Nightdive.

The Setting

Taking on the role of Tal’Set as the current Turok(in the later games of the original series, you play the role of Joshua Fireseed). All Turoks function as protectors of the barrier between the Lost Lands and Earth as well as participating in an unending struggle to stem the tide of the nefarious Campaigner’s bid to rule the multiverse. Based upon a comic book series that ran from the mid-‘50s to the early ‘80s, the Turok games are one of the few game series to feature a Native American protagonist. It’s the only one to feature a pure-blood one, which is somewhat surprising given the rich lore in their culture. I would love to play through a game similar to the setting/events in the movie Apocalypto as an example. Pre-European conquest Tomb Raider? Yes, please.

The Gameplay

While the gameplay is fairly rudimentary by modern standards, that is, you point guns at bad guys and press fire until they die. Strafing in circles is your best strategy for almost every enemy in the game with few exceptions. You can also attempt to make your foes attack each other, a feat that is much easier with the ranged enemies than it is with the melee based enemies. The caveat here is that like enemies will not attack each other, except for humanoids armed with guns. That is, Raptors won’t fight Raptors, Pur-Lin won’t fight Pur-Line.

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You are given access to a veritable cornucopia of weapons with to dispatch the various flora and fauna of the Lost Lands. Most of them are stock standard FPS fare but there are few standout weapons like the Particle Accelerator, easily one of the most unique weapons in the game, hell, in any FPS game that I have played. The Particle Accelerator charges up before automatically discharging, or you can unleash a torrent of directed plasma in front of you and most enemies hit by it will be burned to a crisp before finally exploding flinging giblets every which way.

The final weapon, the Chronoscepter is only available if you find all of the missing pieces scattered across the levels. The Chronoscepter goes boom in the most satisfying of ways, at least for the era that the game came from, for modern games, it’s rather lackluster even with the updated particle effects from Nightdive Studios’ remaster. I think the only major issue I have with the weaponry is how weak the shotguns are, especially on the higher difficulties.

The vast majority of the enemies you will face in Turok are humanoids, but there is a sprinkling of non-humanoids such as the goliath Pur-Lin(Giant Ape-like creatures, that look like angry mutant frogs) and dinosaurs such as Raptors. There’s even a small handful of bosses (Four total). The amount of dinos you face is rather minuscule considering the suffix of the game is “Dinosaur Hunter”, but I guess “Turok: Hunts Dinosaurs Sometimes” isn’t as catchy.

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The enemies are not the only threat you’ll face on your trek through the multitude of interconnected worlds. There are a bevy of hazards sprinkled liberally throughout each level from the mundane and primitive stake traps (Long branches with sharpened stakes attached to them that swing out horizontally), flesh-eating plants that fire spikes at you, and the occasional falling rock, all of which serve to bring life to a mostly empty world.

Inexplicably, there are a series of jump puzzles across a few levels in Turok. Whose idea was it to put platforming into an FPS game? They deserve far more scorn than I can muster, maybe even more scorn than the entirety of gamedom can muster (that’s a lot of scorn for those keeping track).

Exploring The Lost Lands

On your quest to collect all the pieces of the Chronoscepter and defeat the Campaigner will find you venturing through a massive and ancient temple complex. Delve into the claustrophobic depths of a mazelike catacomb, run across bridges through a village high in the trees, trudge through a wasteland filled with fields of lava, and finally the assault the Campaigner’s fortress which is a labyrinth of steel corridors. Every level has a few secret portals that pop up from time to time, given away by the telltale throbbing hum.    

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The journey starts out in the lush* jungles on the outskirts of Lost Lands, which functions as a hub for the game itself. After collecting the first few keys, you’ll find yourself in a giant cave with slightly raised stone floor with a series of stepping stones marked with glyphs that correspond to a specific key for a specific portal on the cave floor leading to an archway that become active portals to each sub-world of the Lost Lands once you insert the needed keys into the corresponding mounting affixed on the central platform.

*There are trees, some vine covered walls, as well as few monkeys, boars, and deer.

Caveat Emptor(Let The Buyer Beware)

This is an old game, that means much of Turok’s content was limited by design choices of the original team (Iguana Entertainment) due to the technological constraints of the system it was created for in the first place (The Nintendo 64). The AI is pretty abysmal, the textures are low res, and the models are janky. The fog was initially used as a stop-gap to keep the framerate at a playable level, but it was put to good use by adding some much-needed atmosphere.

If were not for the fog, you would not be treated to seeing the monolithic structures that poke out of the mists at you as you approach them, nor would you have to tangle with dinosaurs charging at you from unexpected places. Even with Nightdive Studios stellar job bringing this game back from the abyss, there’s only so much polish you can put on a turd. I enjoyed my trip through memory lane, while I am honestly not sure how much of a factor nostalgia was, I expect it did play a rather large role in my enjoyment of the game so there may be some positive bias in my thoughts to the game as a whole.

Play Turok: Dinosaur Hunter if you want to see what helped influence the acceptance of the console FPS. Games like Turok, Goldeneye, and Perfect Dark all laid the foundation for games like Halo and Destiny.

If you want the flashiest of graphics with the gibbiest of gibs, I would just play the new Doom.

This review was written based off of the PC remaster of the game that was released in 2015 by Nightdive Studios and may not be applicable to the Xbox One version of the game.
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For Love of the Game: Superhot Review

Superhot is the most innovative shooter I’ve played in years.

Review by, William Griston – Gigamax Games Contributor 

Designed by the Superhot Team from Poland, Superhot was initially created for 7DFPS in 2013 before being worked into a more fleshed out game by the aforementioned

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Superhot has you enter a matrix-like grey-scaled world where the only bits of color are the endless hordes of Red dudes. The gameplay is centered around controlling the passage of time with key presses (or the lack thereof), time still flows even if you are not pressing any buttons or looking around, albeit at a pace even a snail would find painfully slow. Essentially, you will feel like you are playing through a John Woo movie. This is a game where you can literally dodge bullets. You can even, if you so choose, play the game like a stock-standard FPS game by pressing your movement keys constantly keeping the flow of time active rather than relatively inert. Superhot is easily the most stylised shooter that I have ever played, every level is black and white, all the Bad Dudes are Red, and your Dude is Black. All of the various Dudes are made of a crystalline substance that chips, cracks, and eventually shatters when hit by various objects ranging from baseball bats to pool balls, monitors, bottles, to bullets.

An Interesting Start

The game starts you off staring at a reasonable facsimile of MS-DOS.

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There is a surprising array of options for a game like this (Or any game in recent memory, really), some of them quirky (my favorite is the Chat Room), and a couple “games within a game” one of which is very self-referential. There is also a few easter eggs that are only accessible once you have completed the main game. The tree chopping mini-game is pretty charming.

I could honestly see that Superhot was a labor of love for the Superhot Team, and I can really appreciate the effort that they have put into it.

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The campaign is roughly two hours long, without spoiling anything important (Is there a way to spoil a two-year-old game?). The campaign starts you off with a text conversation with a friend, who after extolling the virtues of the same, sends you a copy.

Memorable and Engaging

I found Superhot’s campaign to be pretty engaging as a whole, or at least engaging enough that I played through it in a single sitting, even if Superhot is somewhat predictable.

There are a few really memorable set pieces as you progress through the game, which I want to talk about, but I would rather not tarnish the experience for those of you who have yet to play through Superhot.

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The Endless Mode moniker is a case of “What’s on the tin, is what’s in the tin.”, and is unlocked after completing the main game. The Endless Mode gives you the ability to play through a selection of stages you played through on the main game, albeit with endless waves of Red Dudes coming at you from every angle until you are taken out and repeat the process. Killing a fixed number of Red Dudes on a given stage unlocks further permutations of that stage, such as Time Attack, or “Katana Only” challenges, the number is cumulative so you don’t have to worry about doing it in one go, as I had initially thought was required.  I think my only complaint is that there’s too much focus on the gunplay in the Endless mode as a whole, you’ll see ARs and Shotguns in the second and third waves rather than a gradual introduction of better-armed opponents. It’d be fun for it to be primarily melee with the occasional pistol wielding Red Dude for the first 5-10 waves. I bet there’s a mod out there that accomplishes just that.

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Simple Is Beautiful 

Although simplistic, the graphics are able to convey the world that they wanted to show you in a manner that fits the narrative of the game. There are reasonable facsimiles of real-world objects (Cars, Bar Counters, Pool Tables, Toilet Stalls). There are Red Dudes, and various items that you can pick up and throw, use to beat or shoot the Red Dudes until they shatter. The Katana is a personal favorite, cleaving Red Dudes in twain and the way that the Katana sticks into the ground after you throw it is oddly satisfying.

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If you want to try a shooter that is as unique as it is stylistic, give it a shot.

If you are leery about trying it, grab it on a Steam sale.

Now For a Joke

A joke made by one of the streamers I watch on the regular made is that there is a hidden challenge mode in trying to beat the game before you can return it on Steam. I enjoyed the game enough that I did not return it, and have sunk a few hours into the Endless Mode.

Really, if you enjoy shooters in any fashion you should give the game a shot. I feel like you will not be disappointed. I know I was not, I just wish I had played the game when it was new rather than waiting a couple of years due to unfounded misgivings. Superhot is one of those games that really makes me love indie game developers.

The Author has not played the VR version of Superhot, as such this review is not applicable to that version of the game. Find the Superhot VR review from Gigamax Games!

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For Love of the Game: Sea of Thieves Review

For Love of the Game: Sea of Thieves Review

Review by, William Griston – Gigamax Games Contributor 

Rare always managed to excite my imagination, starting with their entries in the Donkey Kong Franchise on the Super Nintendo Entertainment System. Goldeneye, Perfect Dark, and the Highly Underrated(amongst people who haven’t played it, that is) Conker’s Bad Fur Day on the Nintendo 64. When Microsoft acquired Rare from Nintendo in the early 2000s, I was pretty disheartened. I had expected the monolithic Microsoft to utterly destroy the Rare I knew. I am sure many of you have experienced the same palpable dread from time to time when it comes to this hobby.  With Bethesda’s acquisition of id Software, those fears were proven immature with the eventual release of Doom(2016). Easily one of the best shooters I’ve played in the last decade.

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After a faltering start on both the Original Xbox and the Xbox 360, those misgivings were finally assuaged with Sea of Thieves. Sea of Thieves is a return to form for the legendary Rare. the world is brimming with soul, passion, and character. Often criticised for its’ lack of content, the much-maligned Sea of Thieves quickly endeared itself to me. I wasn’t a “day one” player like much of the initial player base, but I did get into the game shortly after it was released(about a week), and was quite enamored with the world that Rare managed to craft.

From The Beginning

Sea of Thieves offers a rather large oceanic sandbox with a plethora of well designed and unique islands to explore by yourself or with a cadre of like-minded scoundrels of the sea.

The game opens up inside a fairly nondescript tavern with a bevy of pirates for you to choose as your avatar, you can lock specific models and generate more if you so choose. After choosing your pirate, you’re greeted with a screen giving you the option of playing on a Galleon(3-4 Player Vessel) or a Sloop(1-2 Player Vessel).

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The names of the various islands and outposts have a pirate-y feel to them(Keel Haul Fort, Shark Fin Camp, Skull Keep, Tri-Rock Isle). The dearth of Ocean to explore is both a blessing and a curse, with a tailwind you can cross the map in short order. With a headwind, you’re in for a slow trek across what seems to be an endless sea pocked with little bits of adventure. The RNG factor of the Wind led my crew and me to name our vessel “The Br(e)aking Wind” because you’re never too old for fart jokes.

The weakest part of the game is definitely the PVE(Player vs Environment) aspect of the game, as you’re limited to four different kinds of radiant quests given to you from one of three factions.

The Gold Hoarders, The Merchant Alliance, and finally The Order of Souls.

I am partial to the Gold Hoarders quest line, which has the stereotypical pirate’s map with an X marks the spot mechanic as well as cryptic poems of the riddle maps which start of with something like “Crescent has riches vast, from forgotten stories in the past.”

Next is the Merchant Alliance Quests, which are in essence timed fetch quests.

Go collect 300 chickens and go to this island before a fixed amount of time has passed. I found these quests to be pretty mundane if we’re being honest.

Finally, we have the Order of Souls quests, which give you a single quest or a series of quests to find and eliminate a crew of skeletons and claim the skull of the Captain.

The faction quests are akin to the quests that you are given in Skyrim, in that they generally target islands in fairly close proximity to each other, and if you pray to RNGesus, your vessel.

Where Sea of Thieves Shines

Where the game truly shines is the PVP(Player Versus Player) aspect, assuming you can find a crew of individuals with the few things required for success in Sea of Thieves: A working mic,  ears, and a couple thumbs. Sarcasm aside, with a properly crewed and run Galleon, you can rule the seas with nary a vessel to challenge your prowess. I have had the most fun trying to hit the other vessels with a Gunpowder Barrel, or simply firing myself over in a Cannon and attempting to wreak as much havoc as I can while my shipmates send a barrage of lead. The cacophony of cannons playing a boisterous dirge for the soon to be doomed ship. Something my crew and I try to do is start off our play with a Skull fort, after which we try not to visit an outpost until someone has to log off, we find that having a belly full of loot makes the PVP that much more exciting.

You play a bit harder when you have something to lose.

The meat and potatoes of the game is definitely the sailing aspect, and you are going to be doing a lot of it. Steering the vessel is done on the poop deck with the wheel, which will turn one or two full revolutions left or right depending on whether or not you’re on a Sloop or a Galleon

On each side of the ship, there are controls to raise, lower, and rotate the sails. Which controls operate which sail are pretty obvious even to a neophyte. The main key to traversing the seas is catching the wind as much as possible, otherwise, you are in for a long voyage.

Final Thoughts

Graphically, Sea of Thieves has the best looking and most realistic water effects I’ve ever seen in a video game. The character models are cartoony and have that stylised Rare feel to them, as do much of the Islands, vessels, and buildings themselves. Assuming you’re on a PC, even on the lowest graphical settings, you’ll have a gorgeous well-designed game to play.

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If you’re looking for a sandbox pirate game with enough content to keep you going for at least a week or two at a casual pace, and you enjoy PVP interactions, you’ll love Sea of Thieves.

If a set goal with a clear road of advancement is more your speed, I’d give Sea of Thieves a pass.

Regardless, I’ll be continuing my journey.

See you on the Seas, Y’arr. This article was based upon the PC/Microsoft Store version of Sea of Thieves, and may not be applicable to the Xbox One Version in any way shape or form.

Review by: William Griston, games way more than he should, but still not enough.

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Fortnite: New Twist or Blatant Ripoff?

Fortnite: New Twist or Blatant Ripoff?

Video games are constantly evolving. A lot of the time, developers take successful ideas from other games and change it up a bit to make an entirely new title. However, sometimes, a game can be a little too similar to the original title which they took their ideas from. This has been the discussion surrounding Fortnite Battle Royale and PlayerUnknown Battlegrounds.  

Let's take a look at the similarities between the two games and how they differ. It's an interesting list and one that might lead to more questions than answers.

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Similarities:

1) 100 person deathmatch and the last one standing is the winner.

2) Squad mode, where players can team up to compete against other squads and the last group standing, wins.

3) Both of the games begin in 'lobby island' where all 100 players can run around, shoot guns, and scream loud into the mic.

4) Once the game officially starts, players are flown toward an island and can choose when to jump out of the aircraft.

5) After players jump out of the aircraft, they skydive down to their desired location and eventually float down and land gently.

6) Both only have one map as of now and bear striking similarities.

7) Players start unarmed and must scavenge around the map looking for weapons, ammo, and protective items.

8) The map begins to shrink because of an outside force which continues to close in on the players as the game goes on, forcing them into each other.

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Differences:

1) Cartoony graphics give Fortnite a different feel from the more gritty, realistic PUBG.

2) Fortnite has no prone, changing the stealth aspect when compared to PUBG.

3) Players jump out of a floating bus instead of a plane as in PUBG.

4) Gamers cannot find armor around the map in Fortnite, instead, they pick up ‘Shield Potions’.

5) Fortnite offers no attachments for the guns like in PUBG, what you see is what you get.

6) PUBG has first person servers and an option to aim down the iron sites. Fortnite is stuck in 3rd person. 

7) The feature that separates Fortnite the most from PUBG is the building aspect. Players can collect materials from around the map and build forts and cover. This is the key feature that has the most dramatic effect when it comes to the differences of  Fortnite from PUBG.

Final Thoughts and Your Input

Just from looking at the lists above, it’s clear that there are more similarities than differences. Most of the differences are even just splitting hairs, like not being able to go prone. However, these unique aspects from Fortnite do add some interesting dynamics which PUBG cannot provide. Still, PUBG seems as though it’s the superior shooter but this is not to say Fortnite doesn't deliver a quality gaming experience. 

The question remains, is Fortnite walking a very fine line between blatant ripoff and unique interpretation? Or did the Fortnite developers, Epic Games, simply steal an innovative idea and implement their mechanics on top of PUBG?

With PlayerUnknown's Battlegrounds developer, Bluehole, releasing a statement on September 22nd explaining that they felt Fortnite copied their game and might pursue legal action, the world may soon find out.

What do you think? Let us know your thoughts in the comments, we want to see how gamers feel about this complicated situation.

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Gigamax: Weekly Content

Gigamax Weekly Content

With Gigamax officially open for business we’re making sure we keep our viewers entertained with a consistent line of original content.  Make sure you know what to expect from Gigamax with our detailed list down below.

ARTICLES

Every Monday, Wednesday, and Friday we will have an original article written by one of us over here at the Gigamax headquarters or by one of our amazing content contributors. These articles will deal with the most up to date information, reviews, and impressions of the latest releases in the gaming industry. If you would like more information on becoming a content contributor contact us at gigamaxgames@gmail.com!

VIDEOS

If you want to get a good view of a game before committing your hard earned money to the release, check out the Gigamax youtube page every Tuesday & Thursday for insight into the newest games. Our videos come with 100% more sarcasm than your leading source of gaming videos so come ready to laugh and maybe shake your head at our stupidity.

Industry Updates

If you don’t have time to scour the web for all the latest news happening around the gaming world we’ve got your back. Check out our Twitter & Facebook feed every day for links to the biggest news at that moment. We’ll make sure to include content from all corners of the industry so everyone’s interests are covered.

Streams

Our stream schedule is going to be updated on a weekly basis due to the live nature of the content. Have no worry though, we plan on having twitch streams at least three times a week. We want the Gigamax community to take part in our wacky adventures in all games new and old and to make sure things stay interesting, all the coolest gaming swag will be available in our Gigamax Giveaways.

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