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Fortnite may be a great video game but it would make a pointless movie

If there is a financial shoo-in more likely than the prospect of Fortnite: The Movie making hundreds of millions of dollars at the global box office, it must be a rare thing indeed. One can easily imagine Peely, the giant banana-shaped soldier of digital fortune who is a popular playable character in the game, with his eyes lit up at the prospect of all those V-Bucks (Fortnite’s in-game currency). This is a title with more than 350 million players worldwide. It is a behemoth that constantly reinvents itself in ways that encourage players to keep spending money, and has become so confident in its own financial weight that its creator, Epic Games, is currently going mano a mano with Apple over fees the latter charges for enrolment in its App Store.

A big-screen version, it is rumoured, is moving closer and closer. And it would no doubt be a tremendous success. Fortnite players, even if Epic could not coax them into the cinemas, could be lured into virtual multiplexes within the game itself, a trick the company has already begun pulling off with DJ appearances and live concerts. The games studio could bypass the Hollywood machine, just as it is attempting to circumnavigate Apple. When your product is this addictive, you have a worldwide user base, and you also control the medium by which your audience accesses the good stuff, the result should be like one of Fortnite’s own magical treasure chests. Knowing Epic Games, it will probably find a way to sell virtual popcorn to players at 1,000 V-Bucks a pop.

But should Fortnite really do as others have done before and move into the Hollywood arena? It worked for Lego, the Danish company that found a way to conjure up the joy of childhood playthings while also managing to get Gandalf, Batman and Han Solo in the same movie – no mean feat. It hasn’t really worked for many other games companies in the past – some of the most infamous failures being Duncan Jones’s misfiring Warcraft and Uwe Boll’s execrable efforts at adapting Postal, BloodRayne and In the Name of the King. Why risk damage to your brand from critical derision when you have a seemingly invincible product in its original medium?

I have played Fortnite. It got me during lockdown, when my preteen children convinced me to join them in battling 99 other players in hopes of being the last competitor standing, once everyone else has been gunned down, blown up or burnt to death by the ever-encroaching storm wall. Movie buffs would probably recognise the format as a cartoonish take on Kinji Fukasaku’s Battle Royale, or its Hollywood cousin The Hunger Games. It is fiendishly enticing, as the player is dropped off on a constantly shifting island, battling digital enemies and fellow players alike for the final “Victory Royale”. (I won one once – it was like having one’s entire bloodstream replaced with pure, electrified sugar syrup for five seconds.)

The difference between Fortnite and more old-fashioned games is that the online multiplayer setup means you figuratively see the whites of a very real human opponent’s eyes during each mini-battle to the death. There is nothing like the excitement of shooting down some five-year-old kid from Guatemala at 2.30am (when the only thing you have to get up for the next day is to check that your furlough payment arrived) to really get the pulse racing.

Fortnite’s character design – which, like the island itself, is constantly shifting – is fabulous. Epic needs to come up regularly with amazing new digital costumes and concepts so it can encourage its (often very young) players to spend real money on playable versions. If you have never experienced the clamour for V-Bucks on the day, every few months or so, when a new Fortnite season drops and there is a chance for players to purchase a brand-new Battle Bundle of costumes and assorted kit, then you probably don’t have children under the age of 10. Or were wise enough not to let them play the game in the first place. By the way, participation in Fortnite itself, a little like a drug dealer’s first sample, is free – you only pay for the upgrades.

Unfortunately the Fortnite experience is completely impossible, like that of most video games, to translate to the big screen. For a start, it is designed for people with an attention span that needs constant feeding with violent, cartoonish thrills and spills. No matter how wonderful the character and game story design, there is no way Epic is spinning this into a two-hour adventure with a sensible three-act structure and feelgood finale. Anyone who truly loves this game is about as likely to sit quietly through 120 minutes of exposition, dialogue and smart plot twists as Peely is to become the next president of the United States of America.

That is, of course, unless multiplexes go against every rule in the book and allow the audience to bring their phones and Nintendo Switches into the auditorium and snap back into battle mode as soon as the movie begins to drag.

Frankly, they’ll be lucky to make it past the opening credits.



Step 1

Launch Fortnite

Once in the Fortnite Lobby, head to the Discovery game selection screen.

Launch Fortnite

Step 2

Enter Code

Navigate to the Island Code tab and enter the copied Island Code:


Code has been copied to clipboard
Enter Code

Step 3

Press Play

If your Island Code is valid, then we will display the Island. Press Play to confirm the map, once you are back in the lobby, press play to load the Island.

Press Play


Load Islands In-Game

Alternatively, you can walk up to any featured island in the Welcome Hub and enter the code there. After a brief load time, the game you’re looking for should display.

Load Islands In-Game
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From Fortnite to Fifa, online video game players warned of rise in fraud

Players of online video games such as Roblox, Fortnite and Fifa are being warned to watch out for scammers, amid concerns that gangs are targeting the platforms.

Multiplayer games boomed during the pandemic lockdowns as people turned to socialising in virtual spaces.

One of the UK’s biggest banks, Lloyds, is so concerned about how games are being used that it will this week launch a warning code for players, and a character to go with it.

Its research found that a fifth of gamers had either been a victim of a gaming-related scam, or knew someone who had, but less than a third said they knew how to spot one.

“Scammers are always looking for new ways to trick people out of their money, and the world of video games is no exception,” said Philip Robinson, fraud prevention director at Lloyds.

“These are often organised criminal gangs who don’t care about who they are defrauding and will happily groom young players to gain their trust and access their personal information.”

The research found that the average player spent 14 hours a week onscreen, and that gamers were spending more time, and money, in-play than before.

“Add to this an environment where interacting with and trusting strangers has been somewhat normalised, and you have a rich environment that is ripe for a fraudsters’ picking,” Robinson said.

The scams vary in complexity. Lloyds said gaming console fraud, where scammers trick victims into buying machines that they never receive, were among the most common types of purchase scams reported by its customers.

One common crime involves fraudsters tricking people into downloading malware on to their device, often through advertising add-ons to a game at a cheaper price than the official channels are charging.

Phishing exercises, where players are persuaded to give away valuable personal details, are also common, using emails and in-game chats, while some gangs are reportedly using the platforms to recruit money mules – bank customers who agree to have money paid into their accounts.

One 20-year-old gamer who was interviewed for the research reported getting a notification that there had been an unusual login to their gaming console account from Saudi Arabia. “I then tried to load up my account and I realised that my email address had been changed and I had been locked out … It turned out that the fraudster had managed to change the name, email, password and other account details, while also having the capacity to spend money on the debit card linked to my account.”

The code – a set of guidelines to help gamers protect themselves – will urge people to “Shield”: an acronym for actions including screening chats with strangers and hiding personal details.

The gaming companies’ UK trade association, Ukie, said the code would help players to be on their guard. Its chief executive, Jo Twist, said: “Games are a hugely popular form of entertainment for all ages, and games businesses work incredibly hard to ensure players have a secure and enjoyable time within games themselves.

“Malicious fraudsters, however, are always looking for opportunities to scam consumers in an online world.”

Three years ago, Action Fraud, the body which collects reports of scams, warned that criminals were targeting players of Fortnite.

In most cases, gamers had seen an advert on a social media site saying that if they followed a link and submitted some information they would get free V-Bucks, Fortnite’s in-game currency.

The details were used to log in to the game and run up charges, or sell on the accounts to other players. On average, players had lost £146 each through the scams.

The full code is at

What Happens if Boss Raz Meets Boss Spire Guardian in Fortnite!

How Fortnite conquered the world

Fortnite, a video game released without much fanfare last July, is now arguably the most popular diversion in the world; a cultural juggernaut on a par with Star Wars, or Minecraft – though one now also attracting players with a $100m prize fund. Playgrounds jostle as children showboat dance moves copied from the game, while parents tip from mournful anxiety about screentime quotas, to blessed relief that here is a game that encourages teamwork, compromise and communication between their otherwise monosyllabic adolescents.

Fortnite borrows the premise of the Japanese novel Battle Royale and The Hunger Games, in which contestants are sent to an island where they must scavenge and fight until only one remains. In Fortnite you are dropped along with 99 other players from a flying bus, and parachute on to a candy-coloured island. Every few minutes a lethal electrical storm draws closer, herding survivors toward a final standoff.

As in life, character is destiny: the meek will cower in a bush as those around them pick each other off, before furtively scurrying from hut to hillock. The bolshie will fly directly to the most populated towns and engage in thrilling races to be the first to find a gun and a pocketful of bullets. The homemaker will harvest wood from trees and build a base, sometimes into the clouds, from where they can peek, snipe and fend off invaders. Over the 20 minutes that each game lasts, 100 small stories of bravery and cowardice, skill and haplessness accumulate and intersect. Matches are equal parts exhilarating, unexpected and, for all but the victor, usually indescribably maddening.

Fornite’s business model is quietly revolutionary – making money from selling digital costumes, or 'skins', to players

While Fortnite’s style and rhythm are unique, the template is not. It closely follows PlayerUnknown’s Battlegrounds (PUBG), a game that dominated the PC game charts last year. In September, its producer Chang Han Kim stated that his studio was “concerned” about Fortnite’s similarities, and that his team intended to explore legal action. By March, however, there was only legal inaction, and Fortnite had, among the world’s children at least, overtaken Battlegrounds as the game of the moment.

This success is due to a variety of factors. For one, Epic Games is one of the industry’s oldest outfits, experienced in building and maintaining online competitive video games since the dawn of the internet. While PUBG’s updates have been slow and unexciting, Fortnite’s updates launch with military-grade regularity and have introduced a flurry of new items and wild, one-off game modes (50 v 50, Sniper rifles only). The game’s aesthetic, which is bright, colourful and decidedly un-bloody, has helped convince parents that this is a world of harmless, cartoonish violence. PUBG, by contrast, is brown and gory.

Then in March the musician Drake, the rapper Travis Scott and the American football player JuJu Smith-Schuster joined professional video game streamer Tyler “Ninja” Blevins in a Fortnite squad. Footage of their play session, broadcast on the live-streaming service Twitch, broke the record for the most-viewed episode on the internet. The Washington Post reported that at one point more than 630,000 viewers were logged on to the match, which also trended on Twitter.

In America, where the word “fortnight” is not in usage, unsavvy social media users started posting about a new phenomenon called “fork knife” (a term then adopted, titteringly, by some players). In playgrounds, word of the game has spread virally, not only through excited recaps of the previous night’s matches, but also, extraordinarily, via the Floss, a dance move that originated on YouTube in 2014 but was popularised by Fortnite. (The game allows players to aggressively perform a variety of dance moves at one another, either as a form of bonding or antagonism.)

Fortnite’s business model is quietly revolutionary. The studio makes money not from point-of-sale (it’s free to download) but from selling digital costumes, known as skins, to the players. Each day a new wardrobe is put up for sale on the game’s storefront, for a few pounds apiece. Players can dress their digital avatar as a ninja, a medieval knight, an Olympic skier, or a skeleton, to name but a few, and in this way stand out from the crowd. The men and women who design these costumes have become some of the most important members of Fortnite’s development team: it is through their fashion work that the game makes its money.

This art of virtual costuming is rapidly changing the medium’s business model. In 2015 the Los Angeles game developer Riot, one of the first companies to adopt the model, reputedly made almost $2bn from selling digital clothes for its game League of Legends. More developers are following suit as they seek to produce a game that becomes a “service” to which players return each day, rather than a one-time experience like a film or TV box set. By offering their game for free, studios hope to quickly build an online community, which is then monetised by digital fashion. Epic refused to comment on how many Fortnite outfits it has sold, stating only that as of February the game had “more than 45 million players”.

Now the game is poised to become a sport. While, in the early months, professional players, Twitch streamers and YouTubers ignored the game, viewing it as too childish for their audiences, that has now changed. Blevins is reportedly making $500,000 a month from streaming the game, while daily videos posted by Ali-A, one of the most popular British YouTubers, routinely pass 2 million views in 24 hours.

Epic remains coy about figures, but the dramatic scale of the game’s success was hinted at last Monday when the company announced a $100m prize pool for Fortnite tournaments over the next year. While other developers rush to create their own Battle Royales, it seems increasingly likely that Fortnite will be the last man standing.


Fortnite guardian

Guardian Penny
Hero Guardian Penny.png
Flavor Text
Does this blue make my B.A.S.E. look good? I don't care really, just asking
SourcePS Exclusive

Guardian Penny is a ConstructorHero in Save the World.

Hero Perks

Standard Perk

Passive bonus granted if this hero is slotted in a Hero Loadout.

Commander Perk

Replaces the Standard Perk if this hero is slotted as the commander.

Class Perks

B.a.s.e. icon.png
Place B.A.S.E. to reinforce attached structures with 60 Armor. Extends 4 segments from placement. Placed from trap wheel.
Kinetic overload icon.png
Kinetic Overload
Melee knockbacks and staggers trigger Kinetic Overload, dealing 25 base Energy Damage to nearby enemies. After melee critical hits, increases Melee Impact Damage by 10% for 5 seconds up to 5 stacks.


Bull rush icon.png
Bull Rush
The Constructor charges forward 3 tiles, collecting enemies on a shield, knocking them back at the end of the rush or when colliding with a wall. Does a base of 156 blunt physical damage.
Decoy icon.png
Deploy a D.E.C.O.Y. which distracts nearby enemies for 6 seconds.
Plasma pulse icon.png
Plasma Pulse
Deploy a device which spews plasma mines for 6 seconds. Each mine deals 46 energy damage.


Guardian Penny
Hero Guardian Penny.png
Rarity Rare
Guardian Penny
Hero Guardian Penny.png
Rarity Epic
Guardian Penny
Hero Guardian Penny.png
Rarity Legendary


Guardian Penny was available as a Pre-Order bonus for purchasing Fortnite on the Playstation 4 Console.




Collect a Cult Talisman from a Guardian Location - Fortnite (Spire Challenges)

Fortnite - Guardian Tower locations: Where to visit the Guardian Towers explained

Visit the Guardian Towers is one of this week's epic quests in Fortnite Chapter 2 Season 7.

This challenge went live during Week 10 of this season, joining other epic quests such as travel in an Inflate-a-Bull, damage Doctor Slone and use the Grab-itron or Saucer's tractor beam to deliver a tractor to Hayseed's farm.

This one in particular asks you to visit three of the six Guardian Towers scattered across the Fortnite map.

Completing this challenge will reward you with 30k XP to help you unlock more Battle Stars for the Season 7 battle pass.

Note this particular challenge is no longer able to be completed. So what's changed since? Check out the Fortnite Season 8 Battle Pass skins, the new Fortnite map changes and the Victory Umbrella.

Where to visit the Guardian Towers in Fortnite explained

As we mentioned, there is a total of six Guardian Towers available, but you only need to visit three of them, so the choice is up to you.

At a glance, you can find the locations below:


The first can be found northeast of Pleasant Park, overlooking the named area.


Just next to the river northeast of Believer Beach is another Guardian Tower.


Within Weeping Woods you'll find a Guardian Tower west of the area.


Over at Lazy Lake, there is another one on top of the island on the left side of the lake.


If you're near Retail Row, you can find a Guardian Tower northwest of the area, overlooking the town.


Lastly, the sixth Guardian Tower can be found northeast of Corny Complex, close to the river.


Once you're in the area of any of the Guardian Towers, all you have to do is get close enough to them, and it will automatically count towards the quest. Remember that they usually have loot, plus a launchpad that you can use to get to another spot or just somewhere else around the map.

Season 8 and The Sideways have arrived in Fortnite. You can now start collecting the Season 8 Battle Pass skins, using the Sideways weapons, partaking in Sideways encounters, investigate the map changes and obtain the new Victory Umbrella! Make a start on the Season 8 questlines, with the IO Heist and finding IO guards and mending locations for Baba Yaga. You can also start collecting colour bottles for Tonna Fish and completing the new character collection.

That's all for this quest! Now you can go ahead and use the Grab-itron or Saucer's tractor beam to deliver a tractor to Hayseed's farm to complete another epic quest this week.

In addition, in case you have been procrastinating them, remember to complete Rift Tour and Superman quests before they disappear from the game.


Similar news:

My flesh rises by itself, striving with all its pouring strength to penetrate into her wet and thirsty for a member of moisture. It turns out. With a short jerk, I overcome the wet barrier, one convulsive sigh escapes her lips.

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