Hothead’s new Kil Shot Bravo game release

Today, Kill shot bravo by HotHead, initially set to release on November 19, won a surprise world output. The hothead sniper game is a follow up to perhaps the most successful sniper game on mobile to date, and subsequent guarantees some exciting new features, including live contests sniping with other players. Everyone around the world can check the game out several days before, although the game was gentle start. Hooray!


Now some of you may believe, “Hey, Camelot was set to release Fury Sniper this week?” They were! Camelot says that “we add a final touch of polish to the game to make sure you take the perfect shot under the very best conditions imaginable.” Which, hey, that’s appropriate, you simply get one international launching and also you have to make sure it goes nicely. But hey, even if no one will probably admit this is the case, it is just bright for businesses to get out of the way of killing the new shooting match, right?

Kill Shot Bravo hack for iphone is out too, and adds bucks. You can go around the world with a reach of firearms and use them to shoot against the terrorists.

You are also able to bring friends into the main missions with you. You can compete to pull on more men in relation to the other and they can also help you see enemies you go out.

And if they only capture great headshot you share with the function of ReplayKit readily with them and can save the game.

If you’re ready for the fight (in the relaxation of your seat) and Kill Shot Bravo is on the App Store and Google Play now.

Kill Shot Bravo is a superb set screen shoot ’em up Hothead Games. It is far from the usual items and spectacular visuals. Enemies stumble, run, and panic in the sound of gunfire and even escape at the scene if there’s a delay of a couple seconds. Snipers hunt you down with their laser guns and are callous. Bullet time is awesome to say the least.

The game features various missions and special PvP duel sniper which allows you to seek and snipe a web-based player down before he does. There are additionally assault missions that lets friends and coalition members with you to fight the score of your competition. Take a look at these quick tips, tricks and strategies to be a sniper. Via



In most competitive multiplayer games, the moment you lay eyes on an opponent, everything speeds up. You’ve stalked through reeds or crept through corridors, weapon raised, looking for action; when you find it – or it finds you – the winner is the one with the quickest draw, the truest aim, the battle typically over a split-second after it has begun. In For Honor, things couldn’t be more different. You’ll sprint between capture points, merrily cutting swathes through the battlefield of AI grunts. Then you lock eyes with a human-controlled foe, the camera angle shifting ever so slightly to keep them in frame, and the pace plummets.

For Honor’s battles are tense, cautious, and above all, slow. Little wonder, really – you’re not popping
off shots at an enemy’s head from half a map away, but squaring off against a foe standing a few feet from you, each of you trying to find a gap in the other’s defences, probing and poking with bloody big swords. Squeeze the left trigger and you enter battle stance, with nudges of the right stick up, left, or right moving your weapon from eye level to either hip. That dictates both the angle of your attack and your defensive position; you’re looking to attack where your opponent isn’t guarding, and they’ll be trying to do the same to you.


You’ll strut forward with sword held high, then at the last moment flick it to your left and attack. You’ll get a hit in, but your foe moves their sword to block your follow-up. You back off, raise your sword up high again and move back in. You know your opponent is expecting a last-minute switch; do you hold position
and attack high? Should you change stance two times, or three, before attacking? Or risk doing exactly the same as thing before?


It might look sluggish, but these decisions come quick and fast, and while heavy armour and greatswords naturally slow the overall pace, For Honor’s closest mechanical relative is the charmingly lo-fi modern multiplayer classic Nidhogg. There’s a whiff of Dark Souls in the weight and drama of the combat, too. And the design of Dominion, the game’s headline multiplayer mode, draws, oddly enough, on Call Of Duty. As the mode’s name, which riffs on COD’s Domination gametype, should make clear, this is a battle over three capture points. Yet there’s a touch of genius here that is all For Honor’s own.

FALLOUT 4 Building a better tomorrow

Before the bombs fell, people built things to last; it ain’t easy putting together a toaster that can survive a nuclear apocalypse and still work 200 years later. But hey, if you think you can improve on their creations, go ahead – in Fallout 4, you’ll have the freedom to craft to your heart’s content.

You know all that junk you always horde in Bethesda games? Picking up everything you see until your backpack is straining with forks, brooms, and children’s toys? Well this time round you’ll be able to put all of it to use. Everything you find can be broken down into its constituent parts, and those are what you need to cook up inventions of your own. Craft work Open up an alarm clock, for example, and you’ll get glass – one of the components needed to make a scope. Equally you could’ve pulled it out of a microscope, or a baby’s bottle. Add in steel, screws, and adhesive (maybe from a wrench, a pair of handcuffs, and a roll of duct tape respectively) and you’ll be sniping at raiders in no time. It’s a far more organic system than in the previous two games, which would frequently see you scouring the wasteland for an absurdly specific shopping list of ingredients. And scopes are just the beginning – the game will feature over 700 mods for its 50+ weapons, allowing for a ridiculous amount of customization.

Each weapon is separated into parts, including its barrel, magazine, grip, muzzle, sights, and more, and changing these can utterly transform a gun. Swap out a plasma pistol’s short barrel for a long one, and its grip for a stock, and you’ve turned it into a rifle. And why stop there? Put a splitter on the muzzle and you’ve got an energy shotgun. Or give it a focuser and a scope and you’ve got a sniper rifle. You can make more subtle changes too, picking parts to get the stats and features you want – trading damage for less recoil, or taking an accuracy penalty in exchange for a bayonet. Ultimately you’ll end up with your own collection of weird mechanical hybrids; they’ll fit right in with the irradiated mutants.

Using your power armour will be much more involved than in previous games. It comes with its own unique HUD – those dials display your health, ammo, and rads.

Your power armour will be similarly malleable, with each leg, arm, the torso, and the helmet all independently customisable. For every part you’ll choose the style (from the original Fallout’s T-51, to the Enclave-esque X-01, to the brand new T-60 set) and the model, which will provide modifiers such as extra resistance and bonuses to damage. You’ll also be able to slap on upgrades like stat-boosting paint jobs, explosive shielding, or lead plating to protect you from rads. Oh, and a jetpack, of course. Original synth As a tech-obsessed tinkerer, you’ll fit right into the new setting. The Commonwealth, Fallout’s version of New England, is rife with futuristic inventions, created by the powerful and sinister Institute. ‘Synth’ androids –some indistinguishable from humans, others Ghoul-like and monstrous – fight for the dark aims of their creators, or against them in a bid for freedom, and the makeshift towns feature mysterious facilities like The Memory Den, seemingly a place to virtually experience the lives of others. But hey, get bored of all that and you’re free to head back to your own custom-made town, build a computer out of junk, and start programming light shows and composing music on it. And Bear Grylls thinks it’s impressive that he can make a hammock out of sticks and clumps of moss? Please.



Halo 5 Guardians

There can be little argument that the dominant genre of the last console generation was the FPS. A year and a half into this generation, however, and we’ve yet to see a new FPS really take centre stage. Destiny has perhaps been the most notable, though its MMO/co-op leanings aren’t to everyone’s tastes, and while Titanfall was critically acclaimed at launch, its popularity has dropped with all the velocity of one of its titular mechs. With Halo 5: Guardians set to launch in October, 343 Industries is hopeful that it’ll be the studio responsible for the first must-have new-gen FPS, but given its disastrous Master Chief Collection launch, in order to achieve this accolade there’s a lot of trust to be regained. Get free tips from here.


Fittingly, trust plays a part in the game’s storyline, which sees the player controlling two different sets of protagonists through a split narrative. Set eight months after the end of Halo 4 , Guardians reunites Master Chief with his long-time Spartan-II unit Blue Team: Kelly-087, Linda-058 and Fred104. Although his fellow Spartans are still operating under the UNSC, they – along with Chief – decide to go AWOL for reasons yet to be revealed, but likely linked to Chief’s questioning of his former beliefs. Meanwhile, Spartan-IV super-soldier Agent Locke (as seen in Ridley Scott’s Halo: Nightfall live-action series) has been tasked with finding Master Chief.

A number of colonies have been unexpectedly attacked, and it’s up to Locke – along with his Fireteam Osiris squad Buck, Tanaka and Vale – to find Chief and his Blue Team deserters and find out if they’re somehow involved. The player, then, will control both Master Chief and Agent Locke at different points in the campaign, getting to see the story from both sides as both encounter the mysterious Guardians and discover their role in proceedings. There hasn’t been such a distinctly split narrative in a Halo game since Halo 2 , but 343 Industries is adamant it wasn’t a driving force in its decision to go down the dual protagonist route. “While Halo 2 wasn’t the direct inspiration for our approach to narrative in Halo 5: Guardians , we are aware of some of the parallels between the two games,” franchise development director Frank O’Connor tells us. “One of the biggest differences in the storytelling for Halo 5 is our focus on two opposing teams of Spartans and all of the narrative possibilities that allows for.” Instead, the studio feels that Halo 3 spin-off ODST is a more appropriate spiritual predecessor.



“We’re telling a sweeping sci-fi action story, but at the same time we want to ground that with more intimate and personal moments,” O’Connor explains. “With two heroes and eight playable characters, we have a lot of room to explore the relationships between the different team members and their stories. “It shares a couple of other aspects with Halo 3: ODST too, Nathan Fillion’s Buck for one, but also a light hint of detective story, as you’ll experience the story through the eyes of Fireteam Osiris as they stalk their prey and investigate his tracks. But in terms of atmosphere, it’s less noire, and more classic Halo spectacle and scale.”