Friday, March 20, 2020

How To Find The Best Loot In PUBG?

If you are a noob and began to play PUBG a few days ago or if you are experienced or pro but still fail to get a good loot then don't worry this post is only for you.



Finding the best loot is a difficult task. The developers of PUBG are always trying hard to get the best version of PUBG and hence the place where you earlier got the best loot may disappear this time.
     But we have some brought some places where you can get the best loot.

1. Air Drops : 

              Airdrop may the best way to gain loot as it contains many types of equipment which are usually unavailable during the gameplay.  But beware because the risk is high as well. Not only you but many PUBG players are waiting for the same loot.

2. Sosnovka military base : 

                 The military base has been established in the Erangel map. Some loot like Level 3 Vests, Helmets, and other higher tier weapons may be found. The radar antenna in the map also offers anyone that can climb it.


3. School : 

                 The school has 3 floors of high-quality loot can get players flooded with loot.
Loot including level 2 gear, good weapons and attachments and some medical loot too are found there.


4. Pochinki : 

            Every player should think at least twice before landing there. Pochinki has good loot. But the risk in this dead zone is not worth the loot. If you are a pro player it may be okay for it but just never expect it to be safe.


N.B : We already made a post regarding "Why most players are afraid of Pochinki?". To view it, click here.

5. Shelter : 

                 You might have visited the shelter many times. It is typically filled with high-tier loot. But the thing is that with multiple corridors and less of coverings its not less than a deathtrap. 


6. Dobro Mesto :

                Dobro Mesto in Vikendi has very good loot. The shacks up the hill near Dobro Mesto have some good weapons. As of my experience, you can sometime find a full set of level 3 armour there.

If you enjoyed please share with every PUBG players. Don't forget to leave a comment below.

Thursday, March 19, 2020

Ep 28: Grimdunk Is Live!

Ep 28: Grimdunk is live!
We talk with Mike Hobbs about Warhammer 40,000 and his new fantasy wargame project.

https://soundcloud.com/user-989538417/episode-28-grimdunk

Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer

Follow Mike on Twitter @wargamer_mike or his blog http://mikehobbs.co.uk/

Other companies we mentioned:
McVitie's Dark Chocolate Digestives http://www.mcvities.co.uk/products/chocolate-digestives
McVitie's Chocolate Hobnobs http://www.mcvities.co.uk/products/hobnobs
Sachertorte https://www.sacher.com/en/original-sacher-cake/
Previous Episode with Mike https://soundcloud.com/user-989538417/episode-15-in-my-day
Oldhammer https://soundcloud.com/user-989538417/episode-3-everything-oldhammer-is-new-again
Oldhammer II https://soundcloud.com/user-989538417/episode-22-give-me-lead-til-im-dead
Meeples and Minatures with Jon Tuffley https://www.youtube.com/watch?v=iH4MJlW8vHk




Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.

Tuesday, March 17, 2020

Samantha, Short Film, Review And Interview


Josh Carly's Samantha delves into what our psyche wants to see to deal with the pain of loss. Losing a loved one has the ability to affect us in ways well beyond our understanding. There is the horrific possibility that other creatures understand the pain of loss we are working through and use it as bait.

I saw Samantha at the 2019 FilmQuest film festival (website). It was nominated for Best Visual Effects.

Samantha is a wonderfully crafted short piece of dealing with loss, and how one loss can lead to another if we are unwilling, or not able, to let go. I recommend this to those who are interested in paranormal horror and the questions of what constitutes reality.

Synopsis: Blogger Henry Mathis interviews Jodi Brooks about her transcendental experiences involving her husband, his dreams, and their deceased daughter.

Josh Carly gives some insights into where Samantha came from along with what he has coming up as a filmmaker. He also shared what inspired him to pursue this career and how he has some fun when not working on a film.

What was the inspiration for Samantha?

I've been a horror fan all of my life, but was late to discover the cosmic horror side of things. My introduction was Lovecraft. It took just one of his stories and I was hooked. I began to explore other writers within the cosmic horror genre. I was trying to figure out what my next project would be, and the excitement and inspiration I was drawing from cosmic horror indicated to me that it was the direction I needed to go in. After that it was a combination of some ideas I was wrestling with at the time, and some dreams my wife had. It all came together to form what would eventually be the script for Samantha.

What project(s) do you have coming up you're excited about?

We've gotten a lot of good feedback on Samantha and we're looking at how best to utilize that. I have a couple of scripts that are in the writing phase—one of them being a feature for Samantha—so I'm excited to see which one ends up being the direction we go in!


What was your early inspiration for pursuing a career in film?

The earliest projects I worked on were just fun videos I made with friends and family. At some point I wanted to keep making them, and everyone else wanted to go do other things. That was my first sign. I fell in love with movies and wanted to watch and learn as much as I could about them. It took off from there. First it was passion projects, and that led to paid work in post-production. I've been working on productions ever since.

What would be your dream project?

I'd love to get my first feature off the ground. I have lots of projects I dream of working on, but for now I'm happy with setting my sights on getting my first feature done.

What are some of your favorite pastimes when not working on a movie?

I do have a lot of enjoyments outside of movies. My wife and I just had a baby, and watching her grow has been the most amazing thing I've ever experienced. I enjoy reading—predominantly nonfiction, but fiction as well—and playing video games. I also enjoy grabbing a coffee or beer with a friend and just talking about any and everything. I thrive off of good conversation, and any chance I get to have one I take!
 

What is one of your favorite movies and why?

I don't have one favorite movie, but Pulp Fiction is one of my favorites. It's one of the few movies I'd assign the 'perfect' designation. It has everything going for it: great characters, fantastic story construction, top-notch dialogue, an amazing soundtrack, flawless editorial pacing, a world that really draws you into it. I could go on. Anytime I need to fall back in love with movies and get inspired I just watch Pulp Fiction.

More info on Samantha can be found at:

IMDb (link)

Instagram/Facebook: @cosmicshortsamantha

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If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

I have articles being published by others and you can find most of them on Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).


Monday, March 16, 2020

Game 361: Planet's Edge (1992)

Note that the game's title screen does not technically exclude the possibility of returning from this point.
         
Planet's Edge
United States
New World Computing (developer and publisher)
Released 1991 for DOS, 1993 for FM Towns and PC-98
Date Started: 5 March 2020
           
Because it took me so long to get Planet's Edge up and running, I had time to do more background research first--the kind of thing that I usually save for the "Summary and Rating" entry. I learned from Wikipedia that the game grew out of a desire to merge the boardgame Star Fleet Battles with an RPG. I learned from an RPG Codex interview that the developers wanted to put "Might and Magic in space." Nowhere did the authors report a direct influence from any other game, so it was a surprise when I fired it up and found myself looking at . . . Starflight. It has the same type of base where you enter different buildings to accomplish similar tasks, the same type of ship with commands arranged by "station," the same approach to galactic exploration, the same variety of weird alien races to meet, and the same take on combat. Sure, it does some things differently, but the core of the game was clearly cribbed from Starflight. Was it so hard for the developers just to admit "we wanted our own version of Starflight"?
    
There is some confusion about a couple of elements in the header. First, the title. My policy is that a game's "official" title is the best two out of three on the manual cover, box cover, and in-game title screen. If all three conflict, I go with the in-game title screen. In the case of Planet's Edge, the box includes a subtitle (The Point of No Return) that both the manual and in-game screen lack. Second, a while back, commenter shankao made a case for the game being released in 1992 instead of the official copyright date (and MobyGames date) of 1991. His argument is based on the fact that no reviews appeared for the game until comparatively late in 1992. I didn't find any conclusive evidence, but I decided to accept shankao's argument and move the game to 1992.
                 
Judging by the animate intro, the backstory is "some guy escapes a cruiser by shooting a guard and stealing a ship."
              
Planet's Edge is set in 2045. Humanity has colonized the Moon and has seeded Earth's orbit with various space stations, satellites, and other craft. The denizens of these orbiting habitats become humanity's only survivors when the rest of the planet is sucked into a "space-time warp." The warp is the result of an electro-magnetic burst fired from an extraterrestrial craft, although it is unknown whether it was accidental or deliberate (a Chinese space station had disobeyed U.N. orders and fired missiles at the craft just before the event). Either way, Earth's gravitational influence somehow remains, keeping the Moon and satellites in orbit.
             
The Luna Base commander gives orders.
            
Commander Mason Polk of Luna Base takes charge of humanity's remnant. Without Earth's resources, the base will run out of food and life support within a few years, so time is crucial. From the crashed alien spaceship, scientists recover the device that caused the disaster. They call it the "Centauri Device" and identify eight parts that they need to reconstruct it and possibly reverse its effects: a N.I.C.T.U. (but no K.L.A.A.T.U. or B.A.R.A.D.A.), an Algocam, a K-Beam, a Harmonic Resonator, a Mass Converter, a Gravitic Compressor, Krupp Shields, and Algiebian Crystals. How they came up with these names is left a bit vague. A ship dubbed the Ulysses is commissioned to scour the galaxy for these items and otherwise try to find out why the extraterrestrial ship visited and destroyed Earth. It's a little unclear how we suddenly have the ability to travel outside our solar system, or given that we have said ability, why there's a time limit on survival at Luna Base.
           
I wonder if K-beams glitter in the dark.
         
Gameplay begins at Luna Base, where the player can visit the shipyards (build and modify ships), the warehouse (offload cargo), the crew quarters (view and clone crewmembers), the research lab (check on progress with the Centauri Device), and the launchpad (head out into the universe). The items that you can build for your ship or characters depend on the resources that you bring back from other places--resources such as organics, heavy metals, alien isotopes, and rare elements.
           
Luna Base and its various buildings.
         
The crew consists of four fixed characters. The pilot is William Robert Dean from Tulsa, Oklahoma. Osai Lin Tsakafuchi from Tokyo is the ship's physician and chief scientist. Engineering duties are handled by Nelson T. Ngatadatu of Babaishanda, New Gwelo (a fictional place, but "Gwelo" is a place name in Zimbabwe). The combat specialist (both ground and flight) is Katya A. Mershova from Muntenia, Romania. Each character occupies one of the ship's four stations, some doing double duty if anyone dies. Each character has fixed attributes in body, intelligence, agility, and luck, as well as fixed skills like "Leadership," "Light Weapons," "First Aid," and "Computers." I don't know whether these attributes or skills are capable of developing, but I don't see any sign that they are. 
             
Attributes for my engineer.
         
Each character has a personal inventory, drawn from the supplies on Luna Base or found in the galaxy. The first thing I did was give them all flak jackets and weapons.

I found the ship modification process confusing enough that I decided to save it for later and just blasted off in the default ship. Once in space, commands are organized among four "consoles": navigation, weapons, engineering, and science. For instance, to communicate with another ship, you select the "Weapons" console (counterintuitively) and then "Communicate." To heal crewmembers, you select "Science" and then "Heal Crew." There are far less than 26 commands, so I don't understand why each couldn't have its own key. However, Planet's Edge does a little better than previous games using this structure by at least allowing you to hit single keys on the submenus rather than arrowing through them. Also, a few very common commands like Navigation | Starmap and Navigation | Enter Orbit can be called from the main view with individual keys, without having to go into the stations first.
           
I couldn't make heads or tails of this screen.
           
Moving around is a combination of elements seen in Starflight and Star Control II. As you fly away from a planet, the map's scale changes to show a larger area. As you enter a star system, it changes to show a smaller area. When you've locked onto a planet, you O)rbit it, at which point you can S)can it for information or B)eam down if it's appropriate. (There's no landing craft, just a transporter.) Making things a little difficult is that the planets continually whiz around their stars, unrealistically fast, so it's tough to identify which ones you've already approached.
          
Note how the navigator turns and looks at me while waiting for my order.
       
I guess the player is kind of an invisible "fifth" crewmember. I base this on the fact that, according to his mission directives, he's expressly forbidden to beam down with the rest of the crew. Also, when you're activating the consoles in the ship, each of the crewmembers turns and looks at you, as if you're sitting in a central chair. Despite this, you don't get to name yourself or anything.

A map accompanying the game shows Earth's solar system ("Sol") at the center of a galaxy occupying coordinates from -64 to 64 on two axes. Sol is the point of convergence of eight "sectors" which grow outwards from the center like irregular pie wedges: Alnasl, Ankaq, Zaurak, Alhena, Algieba, Caroli, Izar, and Kornephoros. (Most of these are actual stars). There are a handful of systems at the fringes of the map that occupy no sector. It's not really clear at the outset of the game whether the sector designations are geographic or political. Either way, note that the names of the missing parts suggest that we'll find one part per sector.

I had a few false starts as I got used to navigation. Alpha Centauri is so close that it's easy to blow past it on your way out of the solar system. I got killed three times in a row by hostile aliens who either attacked immediately or demanded cargo I didn't have. I haven't even begun to figure out ship combat. Since you can't save in space, I kept restarting on Luna Base and having to try again.
            
Meanwhile, my crew is saying, "Oh my god! It's an alien!"
           
On the fourth try, I took things more slowly and explored the solar system before leaving it, although it appears you cannot land on any of its planets (which makes sense).
       
Mars can be scanned but not visited.
        
I then carefully made my way to Centauri. The first planet, Centauri Prime, was too inhospitable to land. The second wasn't a planet but an "alien outpost." When I scanned it for information, the computer called it the "Omegan Outpost" and said that it was a "contact point for observers who were assisting with the failed Centauri Drive experiment." I guess we know all these things because of data recovered from the crashed alien ship.
            
Orbiting Centauri Prime. It's a nice looking planet, but we can't do anything there. I was hoping we'd meet Londo.
        
The four expendable crewmembers beamed down and were immediately attacked by robots firing laser guns. Combat in the game is turn-based and like nothing that New World has developed before. It is perhaps most like Ultima VI, occurring within the main exploration window and using a targeting cursor to attack particular enemies. In fact, once combat was over, I found that regular exploration was also a lot like Ultima VI. As the leader moves, the other characters kind of organize themselves around him or her. You can switch between lead characters with the number keys (although there's no "solo mode") and do other common things like L)ook, T)alk to NPCs, and do a variety of things with inventory items. You can't manipulate the environment to the same extent as Ultima VI, and (annoyingly) you can't move on the diagonal, but nonetheless, by including this level of ground exploration and combat, New World has definitely gone a step beyond Starflight and Star Control II, even if the rest of the game seems similar.
          
Combat with robots in the outpost.
              
A door led from the surface of the planet to the interior of the "welcome station," where a friendly message invited us to browse various newscasts. As we moved from room to room, we faced several more combats, and I had to use medpacks (which we found strewn around the area) several times. We also found some better armor than we were wearing (kevlar) and some extra weapons.
           
A character inventory.
         
We ran into an android who somewhat explained the situation: the station had been attacked by unknown aggressors who stole "various tactical data about the sectors." Another android offered that the disappearance of Earth was "a tragic accident" and he encouraged us to continue our quest to find the various pieces of the Centauri Device. He specifically recommended going to Algieba Sector since "there's a part that is named after one of that sector's stars, after all."
             
But . . . Earth scientists named that part! They don't know where it really comes from!
            
Beneath a plaque labeled "Sector Izar," we saw an image of a spacecraft that looks a lot like the extraterrestrial ship that visited Earth. A recorded message was saying that "something is malfunctioning with the drive" and "the experiment may have been sabotaged." The overwhelming suggestion is that Earth's disappearance was an accident, but we still don't know what the aliens were trying to accomplish.

There were a couple of alien newscasts to watch. One suggested some kind of war developing in Sector Caroli. Another reported on a "white hole"--a kind of space volcano--forming in Sector Zaurak. Unforutnately, they were just text; they didn't show anything, so we couldn't see what type of alien they were talking about.
    
I was happy to find that you can save while on "away missions" and that you can turn off the relentless soundtrack with ALT-M. The rest of the sound effects are okay, except that when you view inventory, there's an annoying and unnecessary "ding" as you move from one inventory item to another. Scrolling through a lot of them sounds like you're demanding a bride and groom to kiss. On the positive side, every item seems to have a unique description, which I always think is cool.
            
I confess I don't understand this, though. Wouldn't the adjustment have to be on every cartridge?
        
In the final room we explored, an android gave us a key that would unlock the various "android heads" strewn around the base. There were eight heads, each offering information on one or more of the galaxy's eight sectors. Some of them were explicit about the technology and military level of these sectors, I guess suggesting a rough order of exploration. From lowest to highest, these are:
               
  • Sector Algieba, where the Algiebian Empire has a low level of technology. This is the second explicit suggestion to go there first.
  • Sector Zaurak, ruled by the "Rana Collective," which controls the resources and means of production and thus has kept development at a minimum.
  • Sector Kornephoros, settled by refugees fleeing oppressive governments in Sectors Izar and Ankaq. Their technology is mostly good, but inconsistent because it is based on scavenging.
  • Sector Caroli. The android says that at the end of something called the Grand Survey, Sector Caroli was reserved for "recreation and housing for lower tech societies." There, I'll find Oortizam Labs and the Life Gallery. The only native species is the Eldarin.
  • Sector Alhena has no government. Two races called the Evian and the Scroe are in a war for its resources, while a race called the Dhoven tries to negotiate. It is a mix of mid- and high-tech ships and weapons.
  • Sector Ankaq, ruled by a planet called Shadowside, has a high level of technology.
          
The android head's rundown on Ankaq.
        
  • Sector Izar is where Centauri and the station itself are located. The android warns against penetrating further into the sector because the OMEGA (unsure whether this is the race or the name of an organization) is capable of easily destroying everyone but the Ominar.
  • Sector Alnasl, ruled by the Ominar. Lately, they have been reporting bouts of insanity and mass violence, and other races are advised to keep away. "These developments," the head noted, "may well be connected to the disaster of the Sol Experiment."
            
If this really is an exploration order, it's too bad that the developers included it instead of encouraging the more open-exploration approach of both Starflight and Star Control II, not to mention previous New World games. Thus, I decided to defy it by heading direclty for Alnasl, one of the farthest stars in Sector Alnasl. I made it there with no problem, but when I arrived, a scaled alien told me that I was in violation of some "space conducts mandate" and refused to allow me to contact the single space station orbiting the star. I never figured out how this resolved because I had to take a break to reconcile my bank statement with Quicken, and Quicken decided it needed to update and took over my screen with its request for administrative rights, and whatever I did to make my DOSBox sessions survive such screen changes was undone when I restored the default configuration to play Planet's Edge. (In its default configuration, DOSBox always crashes for me any time anything causes a major screen change, including unplugging or plugging in an extra monitor, opening or clsoing the laptop, and getting a demand for administrative privileges.) Thus, when I reloaded, I was back on the Centauri outpost. I guess this is a good place to end for now.
        
If I'm "irrelevant," why don't you let me land?
         
So far, it's a decent game that evokes the best of Starflight and Star Control II, although I suspect the alien interactions are going to be less interesting and I worry that the blatantly suggeted exploration order will be essentially required. I also think it's too bad that New World, which has a lot of experience in more traditional RPGs, didn't bring more of their mechanics to character development and space combat. But it's early. We'll see how it goes.

*****

Time so far: 3 hours

Friday, March 06, 2020

GGDA Meeting At KSU (And SIEGE Volunteer Meeting)

Presentation from Joe Cassavaugh: "How to Survive and Thrive in Game Dev." CGDD students faulty and chair attended.


While We'Re Waiting

Today was a snow day so I was sure I'd manage to write up a battle report of Tuesday's game and a good copy of the revised original Square Brigadier rules.........
Opening phases of Tuesday's game: On the first turn, the DG Bodyguard took advantage of a chance card giving a double move to gallop through town and seize a bridgehead over the river thus  giving the new dismounted troopers a chance to show their stuff. They held out for turn after turn against artillery and three times their numbers but help never came. 
I didn't write a game report though. Instead, I replayed the game using the updated rules as adopted after the first, rather enjoyable game which was played with various mid-game rule adjustments ( eg: drop a die vs cover or -1 from each die or just say 1/2 casualties, range 2 for rifles or 3, that sort of thing). Once that was successfully done, I then spent an unconscionable amount of time trying to use my mental powers to clear the driveway while sipping coffee and listening to youtube videos etc.

During the test game the Rebels pressed their attack against the Dominion position, their General having forgotten that he had already won unless Red counterattacked, throwing Blue back across the river and seizing one bridge themselves. It was a rather rash attack which resulted in heavy losses but it may have also fallen foul of some of the mid-game rule tweaks, as well as a sudden change in Red's luck.
Looking back over last year's 54mm games, almost all of their share of my time was spent putting to the test several alternative approaches to those Toy Soldier games. I had been quite happen with the games played in 2018 with the Square Brigadier but the games were neither very Toy Soldierish nor did they have an Old School air of detail with unit formations, relative scale and so forth and I thought that maybe my Toy Soldier games should have one or both of those things. There was also was a question of which exact niche the Toy Soldiers were supposed to be filling in the 19thC part of collection 19thC, other than being taller than my 40mm's. Were they to let me "play with toy soldiers",  "play abstract wargames",  "refight Historical battles and skirmishes", "play Imagi-Nation Battles", or something else?

So, last year I tried the various other approaches and found merit and fault with each but found that the merit of both faded with use while the faults grew. In short, knocking over soldiers and hiding guys behind rocks is fun sometimes when in the right mood but distracts from the real point of game  while I now find that too much detail and fiddliness  tends to get tedious to play while usually failing to get things "right" anyway  despite every increasing complications.

The Rebels fell back and took up defensive positions and for a while it looked like the game was over until Red suddenly remembered that he needed to counterattack or lose!
Oddly enough those are the same conclusions I've reached each time I've gone through this recently but I've never made such a thorough attempt to try the matter on the table. I'm afraid Prince Valiant is condemned to be my one "single figure" collection which will allow me to "play toy soldiers" if I get that urge while my 22mm ACW and War of 1812 armies will have the "refight historical battles" job as well as the usual generic scenarios set in their particular eras.

As the last card turned, Red launched a desperate attack at 1:1 odds and was rescued by the dice. The game was arguably a Pyrrhic win for Red since Blue's army morale broke as night fell but as they hadn't yet crossed the river, Blue could argue a draw by a strict reading of the scenario victory conditions.
 Updating the full 4 page version of the Square Brigadier was also on the list for today but I decided to write this post instead! 

Somewhere around turn 4 of 15 of today's game. The chaos in the background seems to be some sort of reaction by the universe to my presence.
 Will there be a battle report of the 2nd battle in Thursday or Friday morning's Newport Noodle? You never know.

No News Is No News

A year ago my manager at work started a game hour on Thursdays for our small group of 5. Between the 2 of us we brought in new games every week for several months that could be played for 5 non-gamers. My manager up and left us last week, but I hope to continue the gaming. Only now we are going to get between 7 and 10 each week. Which makes it more challenging, unless I just bring in 2 copies of Codenames (1 Hebrew and 1 English) each week. That will be the default option.

Meanwhile I haven't touched my book. But I went to South Africa and came back. Pictures on Facebook. I usually tell a travelogue on my blog, and I may still do that. I didn't play much on the trip.



There is something to say about my game It's Alive, which I will say when I can say it.

Thursday, March 05, 2020

Blast From My Purple Past


A confluence of events has deemed The Islands of Purple-Haunted Putrescence worthy of two new reviews... even if it has been 6 years since I birthed it.

I remember fondly my time writing, running, and witnessing peoples' reactions to that book.  Without further ado, you can listen to the 2 part podcast here.  Dan Davenport, GMshoe, has a text review here.

Want to go straight to the PDF?  Here you go.  But if you prefer the b/w softcover, I recommend buying it on Amazon.

That campaign setting hexcrawl paved the way for Cha'alt, so for that alone I'm happy to see it mentioned on the internet.

If anyone has a purple islands story they'd like to share, I'd love to read it.  Comment below!

Thanks,

VS

Wednesday, March 04, 2020

Mortal Kombat 11 | Release Date, Trailer Revealed



Mortal Kombat 11 | Release Date, Trailer Revealed

Mortal Kombat has been one of the most popular fighters game in the world for decades.

NetherRealm Studios announced Mortal Kombat 11 to the world in an official revealed trailer at The Game Awards 2018. The trailer featured a bit of new look for the series. Mortal Kombat series co-creator Ed Boon revealed the first trailer for his new game today, showing a shocking, bloody battle between Raiden and Scorpion. And after that another Scorpion. The trailer guaranteed a full reveal of the game in January. 

Mortal Kombat 11 will release on 23 April 2019 for multiple platforms including PC, PS4, Xbox One, Switch.




As you can most likely guess after watching, the trailer for Mortal Kombat 11 was typically bloodier. With heads being removed from bodies and blood flowing freely. Also, the trailer seems to feature just how detailed the brutality zoom-ins will be in the new game.


There were also multiple Scorpions. While the first one got taken out by Raiden, the second transformed into a being of fire and flew through Raiden, decimating him. It is unclear what the presence of two Scorpion implies yet, but it could be possible that Mortal Kombat 11 has something multi-universe sort of thing going on. 

The trailer ended on a rendition of Shao Kahn waiting on a throne, imploring consumers to preorder the title so as to get Shao Kahn and beta access to the new game. Preorders for both console and PC start on December 7, 2018, Although there's no word on when the game's beta access period will start.

More more updates, stay in touch with the "Pro-BrosArena"


Also Read: Upcoming Games Of 2019 | Confirmed Release Dates | PS4, Xbox One, PC