10.2.16



With the dawn of Ishgardian housing available in the next patch release, many players in Final Fantasy XIV Heavensward are working their asses trying to make some gil and buy a house.

While player housing needs are wildly different (most want personal houses, while FCs shoot for either medium/large plots), one things is common to us all: we want them moneis $$$$ !!

There are plenty of guides out there but to be honest all they tell you is: resell NPC-bought items, run many dungeons, don't teleport, get a gathering class, and voilà, millions in minutes.

Well, these methods work, but on the very long run. In my experience, all NPC-bought items sell rather badly (except for iron ore, but the profit is minuscule), running dungeons doesn't give you millions in days and is very time consuming when done on duty finder, trying to walk/run thought Eorzea to get to your destination is time-consuming and boring, and not all gathering classes make you earn much coin until you unlock the unspoiled nodes.

What should you do then to get a millions in days??

This is Sakti's game secrets, so make sure to read them all!!


1. First off, get yourself a miner. Miner gathered goods are used for most of the crafting classes, and therefore you can start making sales early in the 1-50 levelling. Examples of these are saltpeter, alumen, cobalt ore, grenade and bomb ash, etc. Not to mention that once you unlock the unspoiled nodes at 50 you get access to the much demanded darksteel ore and grade 3 soil, which can make you earn thousands if gil. At lvl 60 Adamantite ore rules.


2. Get yourself a blacksmith. The miner/blacksmith combo made me earn 10 million in 3 months of casual sales. Sales are huge for darksteel ingots, wolfram ingots, and all of the end-game tools, furnishings, and special weapons. You also have to level up their desynthesis skills so you can sell special mats from primal extreme dungeons, specifically from weapon desynthesis, and the aged pestle pieces necessary for the zeta weapon relic. Not to mention, if you specialize you can make millions on the HQ item needed for the new Anima relic weapon (going for ~800K each in Excalibur as of now).


3. Spend time in the garden. I have seen seeds go for 1gil each, and their products sell for thousands. Invest your time in the garden because this is one of the best methods to make money in a short/medium term. Noteworthy are the inter crossing breeds, glazenuts, and Thavnairian onions. Oh and the new peppers for the Ifrit minion.



4. Make your retainers do quick exploration missions. Most of the time they bring back trash, but when they're well-geared they can bring you some wonderful sundries, such as Thavnarian onions, pieces of armor (which you can exchange for company seals), pieces of furniture, rare dyes, and the most desired Kingly Whisker. This is a good investment of ventures, for sure, and a good way to level up retainers fast.



All in all, this is my advice. If you want money you need to work for it, so I wish you all a happy crafting and a happy gathering and gardening. Battle does not really make you rich unless you spend all your time doing high-level dungeons and the roulettes. If you know more ways to make gil fast, please leave a comment below!!

6.2.16


October 9th, 2012: XCOM: Enemy Unknown hits the shelves, and blindsides the gaming community with a brilliant rebooted IP that nobody saw coming.  It was a no-frills turn based tactical combat game that taught you to play as you played, and forced you into scenarios where you would need to improvise and adapt to in order to bring all of your troops home alive.  It wasn’t perfect, what with the occasional crash, almost roguelike difficulty curve, and remarkably loose definitions of “line of sight”, but  overall it was a functional, surprisingly accessible, and ridiculously fun reboot of a franchise that I didn’t know I needed in my life.
                Fast forward to today. Firaxis, not content to rest on their laurels and create the pedestrian sequel we’ve all come to expect from the AAA gaming industry, has given us a massively reworked envisioning of the XCOM experience. Did it work? Short answer: Yes. Long answer: Well…


                XCOM 2 is set twenty years after the events of the first game. While your HQ staff is completely different than it was in EU, you are still the same Commander that led the XCOM forces to victory in the first game. Apparently, in a new wave of attacks, the XCOM Headquarters from the first game was sacked, and you were captured by the alien forces and kept in stasis while they took over the planet and created a sinister new world order called “Advent”, putting themselves at the head. They patrol their city streets with alien shock troops with human DNA spliced in, so they can seem humanoid around the natives.
                If that sounds a little familiar, you’re not alone in thinking that. My first thought on seeing the Advent troopers was “Okay, so they’re like the Combine from Half Life 2, I can dig that.” Then, I was written out of decades’ worth of plot to allow the aliens to take over and set up shop all over the planet, so the new story arc could happen. “So… I’m Gordon Freeman. “  I thought. Then I was expected to head up the resistance efforts by micromanaging small squads of- okay, so Firaxis may or may not have inadvertently ripped their premise straight from Half Life 2. However, give that this is a game about a resistance movement against an alien occupation, there’s only so many ways you can set that up. There’s enough games about resistance forces on earth (you know, like “Resistance”) that setting up an oppressive alien empire is practically done by handbook at this point.
                If you disregard the same-ey premise, the rest of the story holds up quite well in terms of quality, and remarkably, Firaxis harnesses each element of the game’s presentation in order to enhance the immersion and the feeling that every move, very choice, every allotment of resources counts, which in turn strengthens your connection to the story. XCOM 2 is no longer the story of earth defending itself, in a heartwarming tale of remarkable international cooperation, but rather the tale of an earth already lost, and you’re fighting an uphill strong from the onset.
“The Ticking Clock” is an almost oppressively pervasive theme in the plot of XCOM 2. You are constantly reminded that you have neither the time, nor the resources to accomplish every task, and while some things require various kinds of resources to produce or implement, EVERYTHING costs time. Picking up your supply drops takes time, flying your mobile helicarrier (Named “The Avenger” like we weren’t gonna notice that cheeky joke) takes time, Research, including weapons development, takes time. This is all time that is on an insane premium. As the story goes, Advent is working on a sinister Flubotinum/Hand-Wavium world-ending technology of some kind, called the “Avatar Project”, whose progress bar is always at the top of your world map screen in bright red “this is the time to panic” color.
Remember in the first XCOM, when you were presented with a primary objective, you had literally forever to get it done?  When you were on the offensive on every mission, until enemy Within came out, bringing Exalt with it? XCOM 2 will make you long for those days. The aliens are working on their “definitely-gonna-kill-everyone” doomsday device, and they’re not going to wait for you to finish working on that new armor or weapons tech that you wanted before taking the next major objective. Every time you hit the “scan” button to advance time to collect resources and intel, or make contact with a new resistance cell, you have to cross your fingers and pray that Advent won’t  decide to raid a resistance camp, or advance the Avatar Project’s process,  or any one of a plethora of other monkey wrenches they can throw in your already slapdash plans. “The Ticking Clock” barely covers it. XCOM 2 is like playing three separate games of speed chess, with half of your pieces missing. To expand on that point, the vast majority of your missions are either timed (hack this, capture that, extract the VIP), or require the completion of an objective that if you don’t act quickly enough, the Advent Forces will force you into failure (Retaliation missions, XCOM 2’s equivalent of Terror missions from the first game).  This would be bad enough if your old friend, the baldy from The Council, wasn’t always telling you “The clock is ticking, commander”, or the Avatar Project’s progress bar wasn’t slowly ticking up, as you watch it count down to your inevitable doom, or the Loading Screen Hints would stop saying “You can delay the Avatar Project, but you cannot stop it.” This constant onslaught of timed vents makes the juxtaposition of those missions where you can take your time and set up careful approaches a welcome breather that you’ll be happy to have.


All of this would serve to create enough dramatic tension, but the cherry on top of this wonderfully immersive cake is the soundtrack, which is a fantastic score that sounded like what The Bourne Identity’s tense, thrilling soundtrack might have been if it had been set inside of a space epic. XCOM 2, then, is the kind of rare production where the elements of gameplay, visuals, sound, and story all blend fluidly together into a must-play experience. The sound effects for weapons and gadgets have been reworked, and I have to say, I’m enjoying the clear level of care applied to the weapons fire sound effects. You’re obviously going to hear a lot of gunfire throughout your game, and hearing the satisfying, visceral chugging of your Grenadier (Heavy Weapons) firing her massive minigun never gets old. So, too, have the soldier’s voices been revamped. Not only can you opt to have the soldier’s language match the primary tongue of their home country, but they will speak it in a variety of accents, and even phrase things in different ways depending on their personality, all of which you can tweak with just a few clicks in the frankly ridiculously deep customization suite you have for each soldier.
  Combat is the same familiar turn-based tactical challenge that it was before, with some notable differences. The skill trees have been refined for enhanced game balance, and the classes are different enough from their predecessors that you will need to adjust your tactics accordingly, which provided a welcome challenge for a salty XCOM vet like myself. The changes, likes the rest of the game, are clearly deliberate moves to make the gameplay fit the theme. Snipers, for example, no longer have the snapshot ability which allowed them to move and fire in the same turn like they could in XCOM: EU, but they start with Squadsight, and from there can get a host of remarkably effective pistol abilities, or aim/damage bonuses for long range engagements. The “Ranger” (Assault class) has a shotgun, but their secondary is a sword that they can use to make sneak attacks and powerful strikes up to their full dashing move distance. The feel of the skill trees and the way the classes are deigned puts a strong emphasis on the Guerilla tactics focus of the game, most exemplified by the addition of the new stealth mechanic: Concealment.


On the missions where Advent isn’t already aware of your presence, your squad will start off Concealed, which means that as long as they aren’t flanked or in highlighted spaces that show the enemy’s vision range, they will not be spotted until you do something to alert them (like shooting them in the face). You only get one shot at this in a mission, and once you’re revealed, it’s back to the “I spotted them, so they spotted me and scatter to cover” conditions from the first game. This is a welcome addition to the core gameplay, as there is a very satisfying feeling to setting up all but one of your squad into nasty positions, in overwatch near an enemy squad, then letting a sniper or grenadier kick things off with the appropriate flavor of bang, then watching the startled enemies dash for cover only to be cut down by your squad’s ambush. Overwatch has also been tweaked so that everybody doesn’t shoot at once at the first target, but rather they shoot one after the other, and if the target is eliminated, they’ll switch to the next, fixing a frustrating flaw in the gameplay from the first game.
                A word to the wise on stealth mode: Don’t try to cleverly sneak past all of the enemies to accomplish the objective sight unseen. Advancing an objective invariably alerts everyone in the entire universe to your presence, so your squad will quickly find itself surrounded by all those dupes they crept past. It’s far more advisable to use it to set up the first round of contact with the enemy forces on the map, then slug it out from there. If you’ve minded your flanks well, you’ll be far better situated to spearhead your way to the objective.
If the first XCOM made you feel like you had to keep a lot of plates spinning, XCOM 2 will have you feeling like you have to keep a lot of plates spinning while the stage is on fire… but in a good way. Each moment to the next is tense and exciting, and one fatal mistake could bring down your whole carefully constructed house of cards, forcing you to take on a tough mission with nothing but rookies armed with pop guns, none of which have apparently ever been in a firefight before, because they all panic the first opportunity they get. XCOM 2 is unforgiving, frantic, and dynamic, and it serves as an example of when a team that has earned the faith of its fans sets out to improve on their craft, listening to the feedback from their community, and keeping faith with their audience.  If you enjoyed the first XCOM, or even Wasteland 2, you owe it to yourself to try XCOM 2 and see what a polished game, crafted with a love for the art looks like.  It’s an incredible game, and I absolutely recommend it. If you’d like to discuss it further, message me on Steam.

I’ll be playing XCOM.

Tl;dr:
A great name made an awesome game with tight controls, that’s so immersive that you’ll obsess about your tactics even when you’re not playing it. It’s got new game modes and classes to master, fully customizable soldiers, and seriously why are you still reading this? You should be playing XCOM 2!

5.2.16

Today, Taiwanese company PILI, Nitroplus, and Good Smile Company announced their newest collaborative project -- 'Thunderbolt Fantasy: Touriken Koubi', an all-puppet TV series set to premier this summer.

Well-known writer Gen Urobuchi is being credited with the show's original work, while also serving as the show's chief supervisor. The character designs come from Nitroplus with the Good Smile Company being largely in charge of sculpting the actors. The show's theme song is by the Japanese band T.M. Revolution with PILI Multimedia Inc. -specializing in puppet drama production- producing the series.

Be sure to check out the PV below! 

  

  


The Main Cast 

Kousuke Toriumi


Junichi Suwabe


Tomokazu Seki


Mai Nakahara



This year I am excited for 2 games: Doom, and Tekken 7 Fated Retribution.

Not only did Bandai Namco stirred up the fans' emotions by presenting Nina Williams fighting in a wedding dress, now they have Akuma from Street Fighter joining the team of our favourite characters.



The newest trailer has been released, and while it is still in Japanese we see there's a new fighting system which allows to overpower your combos for a period of time, plus a hilarious amount of new dressings "glams" you can use to customize your fighter.




 Get ready for the Next Battle, and enjoy!!!



4.2.16




PSYCHO-PASS: The Movie will be released in select theaters across the country March 15th & 16th! Check out the official trailer below! 



Keep an eye out for our review!! Coming soon!!


Bold - Confirmed Release Date
Red - 2girls_1up Plan to Stream on Twitch.tv
Blue - 2girls_1up Recommends 


1st

2nd
American Truck Simulator (Windows, Mac, Linux)
Cobalt (Windows, X360, XBONE)
Digimon Story: Cyber Sleuth (PS4, PSVita)
Dreii (Windows, iOS, Droid)
Gravity Rush Remastered (PS4)
Megadimension Neptunia VII (PS4)
Nitroplus Blasterz: Heroines Infinite Duel (PS3, PS4)
Not a Hero (PS4)
Sorcery! (Windows)
Tales of Symphonia HD (Windows)

3rd
Fortified (Windows, XBONE)
Great Detective Pikachu (3DS)

4th
Agatha Christie: The ABC Murders (Windows, PS4, XBONE)

5th
XCOM 2 (Windows, Mac, Linux)

6th
7th
8th

9th
Arsian: The Warriors of Legend (Windows, PS3, PS4, XBONE)
Assassin's Creed Chronicles: Russia (Windows, PS4, XBONE)
Assassin's Creed Chronicles: Trilogy Pack (Windows, PS4, XBONE)
Dying Light: The Following (Windows, PS4, XBONE)
Firewatch (Windows, Mac, Linux, PS4)
Lovers in Dangerous Spacetime (PS4)
Naruto Shippuden: Ultimate Ninja Storm 4 (Windows, PS4, XBONE)
Unravel (Windows, PS4, XBONE)

10th
Shin Megami Tensei IV: Final (3DS)
Valkyria Chronicles Remaster (PS4)

11th
Oddworld: New 'n' Tasty (WiiU)

12th
13th
14th
15th

16th
Layers of Fear (Windows, PS4, XBONE)
Pillars of Eternity: The White March - Part 2 (Windows)
Project X Zone 2 (3DS)
Street Fighter V (Windows, PS4)
The Escapists: The Walking Dead (PS4)
Tron Run/r (Windows, PS4, XBONE)

17th

18th
Danganronpa: Trigger Happy Havoc (Windows)
Project Setsuna (PS4, PSVita)

19th
Fire Emblem: Fates (3DS)

20th
21st
22nd

23rd
Far Cry Primal (PS4, XBONE)
Plants vs. Zombies: Garden Warfare 2 (Windows, PS4, XBOX)

24th
Disgaea PC (Windows)

25th
Superhot (Windows, Mac, Linux)
Assassin's Creed Identity (iOS)

26th
Stardew Valley (Windows)
The Town of Light (Windows, Mac, Linux)

27th
28th

29th
Soul Axiom (Windows, Mac)

30th
31st

TBA
Enter the Gungeon (Windows, Mac, Linux, PS4)
Ninja Senki DX (Windows, PS4, PSVita)
Rocket League (XBONE)
The Walking Dead: Michonne (Windows, PS3, PS4, X360, XBONE, iOS, Droid)
  • Final Fantasy IX (Windows)

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