Shacknews - Josh Hawkins

After the opening scene of the game you’ll gain head movement control, which will allow you to look around. You can’t actually do anything yet, so simply pay attention to the conversation and enjoy the scenery.

Once you arrive at the checkpoint gates, your companion, Wesley, will show off his papers and get the vehicle through. From here he’ll park, and then advise you to grab your identification papers from the glove compartment. Interact with the glovebox to grab your papers, and then William “B.J” Blazkowicz will climb out of the vehicle, and you’ll gain full control.

Now you need to follow Wesley down into the actual checkpoint area. Wait for him to move through the turnstiles, and once he has been cleared, step forward, interact with the turnstile, and then show your papers to the Officer. Once you’re through, walk forward to the elevator and then follow Wesley onto the cable car.

It’s time for a little more dialogue, so simply sit back, enjoy the panoramic view, and pay attention to what Wesley has to say. Once you arrive at the other end of the cable car ride, you’ll want to head out of the car and to the left. Move forward until a soldier hops up and salutes you. I’m not sure if this really matters, but you can press the interact key to salute him back. Once you’re past him, continue forward to the next elevator and follow it down.

At this point BJ will pull out his pistol, and pop on a silencer. You only have 9 bullets right now, but thankfully, there are only two guards in the upcoming area. Take out the first one before he gets too far into the large room around the right-hand corner, and then sneak up behind the second guard and take him out. Once both guards are down you’ll be instructed by Wesley to locate Helga’s safe.

If I could, I’d tell you to ignore this objective, however, it seems to be tied to you searching each area for the safe. You won’t actually find it, because it isn’t on this level, but that’s okay. Head around the room grabbing any armor you see, and make sure to pick up the various weapons in this room and the two storage areas at the back of the area. Once you’ve checked everywhere, or a timer has counted down, Wesley will locate the safe on the upper level, and then advise you to radio back to HQ.

Head towards the back of the room to find the radio on one of the desks in the center rear area. Interact with it to radio HQ, and once the conversation is over you’ll have to take on a few waves of Nazi soldiers. This is where your weapons come in handy, so simply pull out your biggest gun and go to town. Once all the soldiers are dead, Wesley will drop a ladder down for you at the back of the room, and you’ll need to climb up it.

Once you’re at the top of the ladder, turn left, and follow Wesley into the vent at the bottom of the far wall. Once you’re inside, a cut scene will trigger and the Prologue will come to an end, and our hero will find himself in a tough spot. So much for a smooth mission, eh Blazkowicz?

Looking to find more walkthroughs and guide content for Wolfenstein: The Old Blood? You can view everything we have be visiting our main walkthrough page. If you wish to simply continue forward with the story, then you can find the walkthrough for Chapter One, by clicking here.

Shacknews - Steven Wong

Jason Voorhees makes his big debut as a Mortal Kombat fighter today, further bridging the connection between the fighting game and horror movies. Of course, he's not the first character to make the jump into the Mortal Kombat universe, nor is he the last. But since movie monster, killers, and robots all make for fantastic characters in fighting games, why not add more? Or perhaps take things to an all new level by creating a fighting game featuring horror and action movie protagonists? Here are our picks for the best movie characters ready to make the Mortal Kombat X roster, or any other NetherRealm developed fighting game.


Freddy Krueger [A Nightmare on Elm Street]

The dream haunting slasher, Freddy Krueger, made a surprise appearance in Mortal Kombat 2011 (MK9), so it's kind of surprising that he doesn't rise again for the sequel to take on his old rival Jason Voorhees. Although Freddy has the burned skin look, along with the signature hat, striped sweater, and bladed claw gloves, he's based on the 2010 reboot of A Nightmare on Elm Street. As such, he is more serious and has fewer (and far less campy) one-liners than the original character portrayed by Robert Englund, but maybe a little more personality could show during the match intro sequences. In fact, original 1980s version could be one of the variations. With the loss of Baraka from the roster, MKX has a spot open for scary faced close range blade fighters that's made from the stuff of nightmares.


Michael Myers [Halloween]

Michael Myers, the masked killer from the Halloween series, would round out the horror movie trio alongside Jason Voorhees and Freddy Kreuger. There is the distinct possibility that apart from the mask, the silent psychopathic slasher would play very similarly to Jason, since his extra long kitchen knife could almost pass for a machete, but Mortal Kombat has worked with similar characters before. Originally conceived as an unstoppable force of evil -- bullets, fire, and stabbing do little to stop him from killing everyone in his path. Rob Zombie wrote and directed a reboot of the Halloween, which delved more into Myers' psychology, but that mainly translates into how the inhumanly strong and tough mass murderer has a little more motivation to his killings. But no matter how it works out, a showdown between Myers and Jason would prove once and for all who deserves to wear the bloodied horror movie crown.


Alien [Alien]

The next upcoming DLC fighter is the Predator, so another natural pairing would be to have him take on the xenomorph from the Alien series. Genetically pre-disposed to be the perfect killing machine, its long tale, claws, and speed would be a huge challenge for even the best fighters. The Alien changes its look and movement depending on what animal it was born from, so it fits perfectly into MKX's three variation system. Furthermore, the creature bleeds molecular acid that burns through just about anything, which could be bad news for fighters that like to get in close. Some might think that the Alien would be seriously overpowered, but remember that it has a weakness to fire, which puts it at a disadvantage against fireballs and certain level interactions. We're betting it wouldn't like being frozen by Sub Zero's ice blasts either.


Mad Max [Mad Max]

With Mad Max: Fury Road releasing later this month, distributed by Warner Bros, we're positively shocked that the wild post-apocalyptic survivor isn't making an appearance in MKX already. Especially since Ferra/Torr is clearly inspired by Master and Blaster from Beyond Thunderdome.

As a character used to harsh desert conditions, facing marauders that make many of Outworld's denizens look tame by comparison, Mad Max would use a combination of firearms and blades to fight. As a former highway patrolman, his fighting style might be reminiscent of Stryker, but with more of a survivalist twist. Of course, Mad Max is also about vehicles that are custom fitted for combat, so his X-ray might include calling in a convoy of road warriors to run his opponents over.


Terminator [The Terminator]

With Cyrax and Sektor out of the picture, we're starting to miss the presence of cyborg/robotic fighters (with all respect to Jax). Although the robot disguised in human skin might not have rockets built into his arms, it's a great improviser, and there are a variety of models. One variation would feature the original leather jacket and sunglasses, with its superior strength coupled with a shotgun and grenade launcher. If NetherRealm wanted to get more creative with the character, The Terminator might just steal weapons from opponents, similar to how Shinnok can copy special moves. Another variation would be the liquid metal model, with a completely different move set and style. Lastly, there's the full-on skeletal robot from the future, equipped with lasers and the ability to call in drones.

Having the Terminator show up would work well with this summer's release of Terminator Genisys. The big takeaway from confronting a Terminator is that it can't be reasoned with, it feels no pity, and it absolutely will not stop... ever.


RoboCop [RoboCop]

Again, we miss having cyborgs around, and the newly rebooted RoboCop looks like he'd fit in nicely with the Mortal Kombat roster. Built with heavy armor and fast reflexes, RoboCop can take on adversaries in hand-to-hand combat or using his oversized non-standard issue pistol with stun setting. Although he wouldn't necessarily pack a punch the way Jax would, or go in for the close-up blasts like Jacqui, RoboCop could hold his own at range. He would step into a fight by saying, "Your move, creep," and his X-ray or Fatality would have to somehow include calling in an ED-209... because it has to.


King Leonidas [300]

As a Spartan king sporting a shield, sword, and a healthy talent for dispensing violence, Leonidas fits perfectly into practically any roster. He doesn't have to be limited to the sword and shield, either, since he would be equally proficient at using a spear or possibly a bow. What sets Leonidas apart from other fighters is that he's the head of an army, and he's a skilled tactician. Therefore, special attacks would include calling in some loyal soldiers to help him out. At some point, a wall of corpses would have to be worked into his repertoire, either as an X-ray or Fatality. At the very least, there needs to be a deep pit with spikes at the bottom, because we miss the old Mortal Kombat spike pit.


Captain Spaulding [House of 1000 Corpses / The Devil's Rejects]

Get freaked out by family values with Captain Spaulding. The sadistic clown-faced head of the Firefly household isn't much of a fighter, so he wouldn't necessarily be a copy of Joker from Injustice: Gods Among Us. Instead, he excels at setting traps and calling upon the other family members to help out. Baby is used for seduction and misdirection, while Tiny (who looks like an oversized Freddy Krueger] and Otis do most of the heavy hitting. One-on-one battles with a skilled fighter is tough enough. How about a whole family of deranged and sadistic killers?


Pinhead [Hellraiser]

Conceived by Clive Barker in same generation as Freddy Krueger, Jason Voorhees, and Michael Myers, Pinhead was meant to be a sort of anti-horror movie monster. Jason and Michael were mindless brutes, and Freddy was a comical line dropper, but Pinhead was designed to be articulate and calculating - near surgical in his use of violence. He's Hell's equivalent of Hannibal Lecter, with control over pleasure and pain. However, later movies put him more in line with other monsters and emphasize his ability to deal pain. Pinhad can fire chains with hooks on them, which could work similarly to Scorpion's kunai or Takeda's whips. He also has access to a number of demonic powers, which would bring him more in line with Quan Chi or Shang Tsung. Lastly, as their leader, he can call upon other Cinobites to deliver their own brands of pleasurable suffering on opponents.


Alex DeLarge [A Clockwork Orange]

Although he doesn't have the same bodycount as some of the other characters shown here, Alex DeLarge is nonetheless one of the most iconic sociopaths in movie history. His brutal fisticuffs and gang of Droogs are supported by his charismatic personality. Furthermore, he's the only character that gets powered up by both drug laced milk and classical music composed by Luwig van Beethoven, particularly the Ninth Symphony - which was ironically written to express the heights of human goodness. Depraved and merciless, Alex DeLarge embodies the worst aspects of humanity, and he'd bring plenty of the old ultraviolence to any fighting game, including Mortal Kombat. To top it all off, of course, he could use a phallic statue to bludgeon opponents to death as a Fatality.

Shacknews - Ozzie Mejia

Video games have been able to capture many of people's greatest fantasies, but Knights of Pen & Paper showed that they're just as capable of re-enacting a completely different kind of fantasy: the pen & paper, Dungeons & Dragons-style RPG. Knights of Pen & Paper was an intriguing throwback, offering a pen and paper role-playing experience and combining it with a retro graphics style. The result was one of the past decade's more underrated RPGs. So it's nice to see Paradox Interactive and Kyy Games bringing the idea back for round two, in a sequel appropriately called Knights of Pen & Paper 2.

As mentioned during last week's Chattycast, I recently had the opportunity to dive head-first into the series' second installment. Just as in the first game, the idea of the game is that a Dungeon Master is sitting at the head of a table, with his friends sitting at the opposite end and rolling a 12-sided die to determine their moves. All the while, the game is fully imagined in the background, with fantasy settings, monsters, and villager NPCs all appearing at appropriate moments. Not only is this game proving itself to be a fun outing filled with simple turn-based RPG mechanics, but it's also standing out with a grand sense of humor that pokes a lot of fun at itself and the genre.

In fact, the tone is set right off the bat with a tutorial battle against a massive beast called the Tarasque. The first line to be uttered by the beast is one that lashes out at the Dungeon Master, since he's supposed to be end-game content. While the tutorial serves to reiterate this game's similarities to its predecessor, it also establishes the game's style of humor, mainly riffing off RPG tropes and sequel jokes.

From there, it's time to create characters. Knights of Pen & Paper 2 may not dazzle with its array of choices, especially since there's no gender option in place, but the available classes are enough for some laughs. These classes include the Jock, Cheerleader, Surfer, Rich Kid, Rocker, Goth, Lab Rat, and Hipster, all of which carry their own distinctive bonuses. And like in most RPGs, these classes can be played with any of the game's three races, which can make for some interesting combinations. Nothing quite like a bearded Dwarf cheerleader to take the fight to some monsters. While the game starts as a party of two, new party members can be added with currency, while new classes can also be discovered by completing quests.

The proper game plays out like many pen and paper RPGs, with parties undertaking quests that the Dungeon Master reads off of a sheet of paper. Likewise, just about everything is determined by a roll of the dice. Traveling from place to place requires rolling the right number to avoid an ambush. Rolling the wrong number while exploring caves can set off traps. Even in battle, dice rolls determine turn order, as well as whether negative conditions kick in during a character's turn.

As mentioned, the major upgrade for Knights of Pen & Paper 2 is the visual style, making the leap from pixels to 16-bit era sprites. The visual look is complemented by a delightfully retro chiptune soundtrack. Knights of Pen & Paper 2 has a lot of the depth of a classic RPG, but without any of the seriousness. This game is simply out to have fun, which greatly helps it stand out from a crowded field of more modern 3D role-playing games.

Though I played a couple of hours of Knights of Pen & Paper 2, getting a look at cave and forest environments, among others, this looks to be scratching the surface. The preview build of the game I tried out is said to have roughly 20 percent of the game's content. There's a full world out there to explore and players will be able to check it out when Knights of Pen & Paper 2 hits PC and iOS later this month.

Shacknews - Ozzie Mejia

Update: This latest patch hasn't gone so well for NetherRealm. Reports are coming in that save data is being wiped, thus the 5/5 patch is being removed until further notice. Shacknews will stay on top of this story.

Original story: Mortal Kombat X had a bit of a rocky start on PC, with a number of online and stability issues plaguing this version since its launch. In addition to today's update that introduces the first of the Kombat Pack DLC characters and skins, NetherRealm is also issuing a patch for Mortal Kombat X's PC version that looks to address some of these issues.

The notable changes to the 5/5 patch include some tweaks to the game's online, reinforcing stability and fixing a number of crashes. This includes crashes involving online players quitting out and loading cinematics. The full list of changes can be found below (via the game's Steam Announcements page):

  • Added the free Klassic Sub-Zero costume.
  • Display drivers should no longer crash during online play.
  • A crash will no longer occur after a full rotation of players in the lobby during Round Robin matches.
  • Fixed a crash that some users experienced during the first QTE in the story.
  • Game no longer crashes when players attempt to join a game through Steam or in a room.
  • Fixed startup crash on high end systems (those with > 8 cores).
  • Fixed a crash that would occur during recorded match playback.
  • Save data safety check to try to eliminate save data loss.
  • Fix to prevent save game data from being corrupted while closing the game.
  • Walk away animations now appear at the end of the character selection process.
  • The levers in Shao Khan's Tomb will now activate.
  • Shinnok's Flick Trick Fatality no longer experiences a significant framerate drop.
  • Functionality is no longer lost while watching a match replay.
  • Pre-game lobbies will populate 10 players into Faction Battle matches.
  • Kombat Kards will now display correct Icons, Backgrounds, and Borders in a KOTH match.
  • Fatality inputs no longer change into QTE inputs during in Online Tower Battles.
  • Game no longer desynchronizes when a player selects a character that their opponent has not unlocked.
  • D'Vorah's cape no longer moves when she's killed.
  • Game no longer freezes when opponent in online closes the game.
  • Title remains responsive while story cinematics are loading.
  • Fixed leaderboards and kombat kards not updating past the top players.
  • After entering Replays with the controller the Player can use the keyboard when watching a replay from an online match.
  • Loading screens now display before progress bar fills up.
  • Diagonal arrows are shown instead of keys when Alternate Control is enabled.
  • Sometimes saving a Custom1 preset displayed as being saved for Custom1-4 in the character select and pause menu controls screens.
  • The UI arrows will now switch sides on a tagged move when the character switched position with his opponent.
  • Chat room names will now display properly (instead of SteamIDs.)
  • Fixed input callouts when switching between keyboard and USB controller after entering a KOTH match.
  • Additional graphical fidelity options.
    • General Matchmaking improvements.
    • Performance improvements
    • Improved online stability
    • Multiplayer invite improvements
    • Gameplay fixes and balancing
    • Various Kombat Kard fixes
    • WB Play fixes
    • General bug fixes

Of course, today's update also opens the door for Jason Voorhees to make his Mortal Kombat debut. Yesterday, NetherRealm played around with his three variations during its weekly Kombat Kast stream. The whole thing has been embedded below for your convenience.

Shacknews - Ozzie Mejia

The landscape in Landmark is about to undergo some changes. Today's update is not only set to overhaul some major aspects of the game, but it also means that characters and claims are being wiped.

The big changes involve harvesting and crafting, namely that salvaging, upgrading, and random item quality are being removed from the game. The newest patch is placing an emphasis on simplicity, with all component types now available for building. More on these changes can be found on the Daybreak forums.

Landmark is also receiving new biomes, with more varied continent shapes, sizes, and surfaces. Additional features, like ruins and darker caves, placed along each continent. Bedrock has also been added to prevent digging through the world a little too much.

As for the character and claim wipes, players can now start with a completely new slate. Current Landmark players are being granted expansion slots, so they'll start off with two base and eight attachment claims. Meanwhile, new players will get one base and three attachment claims. Daybreak notes that this will be the only character wipe over the duration of Landmark's pre-release period.

This is all scratching the surface, with Daybreak also addressing various bugs, adding new human character models, and overhauling achievements. To catch the full list of changes, visit the Daybreak forums.

Shacknews - Ozzie Mejia

It was leaked late last week, but Disney Infinity 3.0 is indeed a reality. And yes, it will introduce the Star Wars universe into the massive amalgamation of Disney properties, which include its most classic animated franchises and also the super heroes of Marvel Comics.

Game Informer revealed the news earlier today as part of its June 2015 issue. The Star Wars additions will span both trilogies, with figures for Darth Vader, Darth Maul, Ahsoka Tano, Clone Wars-era Anakin Skywalker, Han Solo, and Chewbacca among the many figures set to be released. Developers for the Star Wars playsets include Studio Gobo (the Pirates of the Carribean playset) and Ninja Theory (DMC: Devil May Cry). Playsets will continue to roll out over the coming months, including a new one based on the upcoming Star Wars: The Force Awakens film, which is set to release closer to the movie's premiere date.

Other figures from the Disney pantheon are also expected to roll out with Disney Infinity 3.0. This includes characters from Mulan, Disney's Frozen, Tron: Legacy, and the upcoming Pixar effort Inside Out. The Marvel side will also see some new figures and playsets, including tie-ins to Marvel's Avengers: Age of Ultron.

Disney Infinity 3.0 is set to hit PC, PlayStation 4, Xbox One, Wii U, Xbox 360, PlayStation 3, iOS, and Android this fall, with Starter Packs running at $64.99.

Shacknews - Ozzie Mejia

Mortal Kombat X had a bit of a rocky start on PC, with a number of online and stability issues plaguing this version since its launch. In addition to today's update that introduces the first of the Kombat Pack DLC characters and skins, NetherRealm is also issuing a patch for Mortal Kombat X's PC version that looks to address some of these issues.

The notable changes to the 5/5 patch include some tweaks to the game's online, reinforcing stability and fixing a number of crashes. This includes crashes involving online players quitting out and loading cinematics. The full list of changes can be found below (via the game's Steam Announcements page):

  • Added the free Klassic Sub-Zero costume.
  • Display drivers should no longer crash during online play.
  • A crash will no longer occur after a full rotation of players in the lobby during Round Robin matches.
  • Fixed a crash that some users experienced during the first QTE in the story.
  • Game no longer crashes when players attempt to join a game through Steam or in a room.
  • Fixed startup crash on high end systems (those with > 8 cores).
  • Fixed a crash that would occur during recorded match playback.
  • Save data safety check to try to eliminate save data loss.
  • Fix to prevent save game data from being corrupted while closing the game.
  • Walk away animations now appear at the end of the character selection process.
  • The levers in Shao Khan's Tomb will now activate.
  • Shinnok's Flick Trick Fatality no longer experiences a significant framerate drop.
  • Functionality is no longer lost while watching a match replay.
  • Pre-game lobbies will populate 10 players into Faction Battle matches.
  • Kombat Kards will now display correct Icons, Backgrounds, and Borders in a KOTH match.
  • Fatality inputs no longer change into QTE inputs during in Online Tower Battles.
  • Game no longer desynchronizes when a player selects a character that their opponent has not unlocked.
  • D'Vorah's cape no longer moves when she's killed.
  • Game no longer freezes when opponent in online closes the game.
  • Title remains responsive while story cinematics are loading.
  • Fixed leaderboards and kombat kards not updating past the top players.
  • After entering Replays with the controller the Player can use the keyboard when watching a replay from an online match.
  • Loading screens now display before progress bar fills up.
  • Diagonal arrows are shown instead of keys when Alternate Control is enabled.
  • Sometimes saving a Custom1 preset displayed as being saved for Custom1-4 in the character select and pause menu controls screens.
  • The UI arrows will now switch sides on a tagged move when the character switched position with his opponent.
  • Chat room names will now display properly (instead of SteamIDs.)
  • Fixed input callouts when switching between keyboard and USB controller after entering a KOTH match.
  • Additional graphical fidelity options.
    • General Matchmaking improvements.
    • Performance improvements
    • Improved online stability
    • Multiplayer invite improvements
    • Gameplay fixes and balancing
    • Various Kombat Kard fixes
    • WB Play fixes
    • General bug fixes

Of course, today's update also opens the door for Jason Voorhees to make his Mortal Kombat debut. Yesterday, NetherRealm played around with his three variations during its weekly Kombat Kast stream. The whole thing has been embedded below for your convenience.

Shacknews - Ozzie Mejia

It's been teased for a while, but the rumors are now reality. There is indeed a new Tony Hawk game in the works. However, the time for open-world missions, silly exchanges with Bam Margera, and actual skateboard peripherals is over. Activision and Robomodo look to be going back to basics and, thus, the next game in the series is being called Tony Hawk Pro Skater 5.

Game Informer revealed the story earlier today. Pro Skater 5 will return to the format of the previous Pro Skater games, focusing on individual stages with their own objectives. The game will feature competitive and co-op multiplayer, with online features allowing friends to seamlessly jump into each other's game sessions. Players will also be able to build custom skate parks and share them online.

New gameplay ideas are also set to be introduced, such as power-ups and projectiles. Projectiles will be used for select missions and while that may sound strange on the surface, it's still less strange than playing with an actual skateboard peripheral.

Tony Hawk's Pro Skater 5 is set to release on Xbox One and PlayStation 4 later this year. Xbox 360 and PlayStation 3 versions are set to release shortly thereafter.

Shacknews - Ozzie Mejia

The time for closed testing is over. GOG.com is ready to test its GOG Galaxy service with a wide audience, ending the closed alpha phase and officially entering open beta.

GOG Galaxy is the new GOG client that introduces several new features, such as one-click installation, DRM-free backup copies, and automatic updates. If a patch leaves a game in an unplayable state, GOG Galaxy will allow users to roll back to a previous version. GOG galaxy also introduces online multiplayer and matchmaking solutions, including cross-play support with Steam owners in select instances, as well as a new friends list, game time tracking, achievements, and chat. More features are expected to be introduced in the coming months.

All of the above features are also optional, as is consistent with the GOG philosophy. Users can pick and choose which features are active or they can simply forego the whole thing and continue using GOG, as is, without issues.

GOG states that GOG Galaxy will pave the way for big-time AAA releases, starting with The Witcher 3 later this month. Those looking to try out GOG Galaxy can sign up over at GOG.com.

Shacknews - Daniel Perez

Crowbar Collective have released a re-envisioned version of Valve Software’s Half-Life today on Steam Early Access called Black Mesa.

Black Mesa is a re-imagining of Half-Life created using Valve’s Source engine and features over 10 hours of single-player gameplay that only leads up to the Lambda Core chapter, new choreographed scenes and new voice acting. There’s also deathmatch and team deathmatch with six multiplayer maps from Half-Life recreated using the Source engine, all of which run on its own dedicated servers.

Black Mesa was released on Steam Early Access due to the project’s scope and scale. Crowbar Collective originally released what they had back in 2012 and were fueled by fan reaction to continue their work and wanted to continue receiving feedback from the community to participate in the final phase of development. The team also didn’t have the resources to create Xen as they would have liked, so they have the first ~85% of the campaign completed. The remaining 15% will not only be recreated, but will be improved by the team’s standards.

Black Mesa is available for $19.99 during its Steam Early Access phase.

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