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	<title>Interviews &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Beyond the Ice Palace 2 Interview &#8211; Returning to a Forgotten Cult Classic</title>
		<link>https://gamingbolt.com/beyond-the-ice-palace-2-interview-returning-to-a-forgotten-cult-classic</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 05 Jul 2024 12:51:14 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=592489</guid>

					<description><![CDATA[Developer Storybird Studio speaks with GamingBolt about following up on a 36-year old game with an unexpected sequel. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span>ll the way back in 1988, Elite put out a 2D platformer named <em>Beyond the Ice Palace</em>, a game that certainly won over more than its fair share of fans back in the day, but never really broke through into the mainstream with its popularity. Now, however, developer Storybird Studio, in collaboration with publishers PQube and PixelHeart, is going back to the cult classic and following up on it with an unexpected sequel. <em>Beyond the Ice Palace 2 </em>is looking like a promising evolution of the original game&#8217;s sidescrolling action, and from its gameplay improvements to its retro art style, it&#8217;s checking a lot of the right boxes. We recently had the chance to send some of our questions about the upcoming sequel to its development team at Storybird Studio, in the process learning more about how it follows up on its 36-year old predecessor, what improvements it brings to the table, and more. You can read our interview below.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-592494" src="https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image.jpg" alt="beyond the ice palace 2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"<em>Beyond the Ice Palace</em> stood out to us as a beloved gem with a dedicated fan base, making it a natural choice for revival, building on and expanding the game."</p>
<p><strong>What motivated the decision to make a sequel to <em>Beyond the Ice Palace</em>, over three-and-a-half decades on from its release?</strong></p>
<p>We approached Elite with a proposal to breathe new life into one of their classic titles. <em>Beyond the Ice Palace</em> stood out to us as a beloved gem with a dedicated fan base, making it a natural choice for revival, building on and expanding the game!</p>
<p><strong>Given the long gap between <em>Beyond the Ice Palace 2</em> and its predecessor, how do you, as developers, identify which parts of the original experience you want to retain and sort of try and emulate, and which parts you need to shed and reinvent as you try and deliver a game that modern audiences will enjoy?</strong></p>
<p>Retaining the essence of the original game feel was paramount to us. However, as we ventured into modernising gameplay, we carefully integrated contemporary mechanics to enrich the experience. We aimed to strike a balance between nostalgia and innovation, ensuring both old and new players find something to love!</p>
<p><strong>What was the process like of defining the game&#8217;s visual identity? The pixel art style is a gorgeous look that seems like a sensible evolution of the original game, but was there ever a conversation to try and take the game in a significantly different direction where its visuals were concerned?</strong></p>
<p>Crafting the visual identity was a journey of evolution. While the pixel art pays homage to the game&#8217;s roots, our vision matured as development progressed. Inspired by titles like <em>Soul Reaver</em>, we embraced a darker aesthetic, infusing the game with a more mature atmosphere while retaining its nostalgic charm.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-2.jpg"><img decoding="async" class="aligncenter wp-image-592491" src="https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-2.jpg" alt="beyond the ice palace 2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-2-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Crafting the visual identity was a journey of evolution. While the pixel art pays homage to the game&#8217;s roots, our vision matured as development progressed. Inspired by titles like <em>Soul Reaver</em>, we embraced a darker aesthetic, infusing the game with a more mature atmosphere while retaining its nostalgic charm."</p>
<p><strong>In what ways would you say <em>Beyond the Ice Palace 2</em> is most different from its predecessor?</strong></p>
<p>The sequel introduces a vastly expanded world and gameplay mechanics, catering to evolved player expectations and delivering a richer, more immersive experience. <em>Beyond the Ice Palace 2</em> is also darker in tone with gruesome bosses and sinister lore spread throughout the world… We wanted to create a game that felt mature and built upon the foundations of <em>Beyond the Ice Palace</em>, retaining the protagonist and the original lore.</p>
<p><strong>How are you approaching difficulty in <em>Beyond the Ice Palace 2</em> in terms of both combat and platforming?</strong></p>
<p>Our approach to difficulty is to offer accessibility with layers of complexity. While the game remains challenging, level design ensures that even inexperienced players can progress through the adventure. We have aimed for simplicity in gameplay that unfolds into depth over time.</p>
<p><strong>What can you tell us about the game&#8217;s boss fights and how varied these encounters will be?</strong></p>
<p>All I can say is that there are a lot! There are the main bosses, which require players to use all the hero&#8217;s skills. But there are also plenty of unique mini-bosses and duels against very powerful monsters. For some of them, there are several ways to kill them, we can&#8217;t wait to see if players will find all the techniques to overcome these challenges!</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-4.jpg"><img decoding="async" class="aligncenter wp-image-592493" src="https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-4.jpg" alt="beyond the ice palace 2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/beyond-the-ice-palace-2-image-4-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"There are the main bosses, which require players to use all the hero&#8217;s skills. But there are also plenty of unique mini-bosses and duels against very powerful monsters."</p>
<p><strong><em>Beyond the Ice Palace 2</em></strong><strong> is promising progression mechanics that will allow players finer control over their character and how they power up throughout their journey. Is build variety something that you&#8217;re looking to emphasize in the game, or are the progression mechanics meant more as additive, ancillary systems, with the primary focus being elsewhere?</strong></p>
<p>Progression mechanics are central to the player&#8217;s journey. While it&#8217;s possible to complete the game without maximizing character stats, doing so enhances the gaming experience. Whether players prioritise character growth or focus on other aspects, the progression system offers flexibility and depth.</p>
<p><strong>Roughly how long will an average playthrough of <em>Beyond the Ice Palace 2</em> be?</strong></p>
<p>The duration of a playthrough varies based on player skill and curiosity&#8230; With numerous secret passages and hidden areas to explore! A full play time is yet to be fully defined as we are still in development but we are aiming to making a content rich game that has plenty of layers for the community to enjoy!</p>
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		<title>Until Then Interview &#8211; Art Style, Setting, Characters, and More</title>
		<link>https://gamingbolt.com/until-then-interview-art-style-setting-characters-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Sun, 16 Jun 2024 13:59:09 +0000</pubDate>
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		<category><![CDATA[Until Then]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=590448</guid>

					<description><![CDATA[Director Mickole Klein Nulud speaks with GamingBolt about the upcoming adventure game. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">S</span>et in a world recovering from tragedy and telling the coming-of-age story of a teenager whose life changes after a chance encounter, <em>Until Then </em>is looking like a promising adventure game in all that we&#8217;ve seen of it so far. Add to that the game&#8217;s gorgeous pixel art aesthetic, the way it ropes social media into its story, and the cinematic and thematic depth it&#8217;s promising, and <em>Until Then </em>is certainly looking like an exciting prospect, especially for fans of narrative-driven gaming experiences. To learn more about the game and what&#8217;ll make it tick, we recently had the opportunity to send some of our questions about it to its developers. Below, you can read our interview with game director Mickole Klein Nulud.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-590452" src="https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-4.jpg" alt="until then" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-4-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"The setting does complement the experience, for sure, but our writing always puts the characters first so we think more of that coming-of-age side will seep through the stories of and interactions between characters."</p>
<p><strong><em>Until Then&#8217;s</em> part-retro, part-modern aesthetic is an instantly striking one, and it&#8217;s definitely looking like one of the game&#8217;s bigger highlights. How did you land on this look for the game?</strong></p>
<p>Before development began, I was very inspired by pixel art in general as a medium. When I saw <em>The Last Night</em> with its innovative use of pixel art in 3D space and gorgeous graphics, it pretty much set into stone the unique look I was looking for.</p>
<p><strong><em>Until Then</em> is promising some very interesting things with its setting, from how the world is reeling from a recent catastrophe to its Philippine-inspired locations and culture. What inspired the game&#8217;s setting, and how will those unique elements come together in service of the story?</strong></p>
<p>Besides wanting to make a game that represents our country, having a core team of all Filipinos, our youth and our own experiences growing up here shaped the environments in the game. Though honestly, the story, generally speaking, is one that can take place anywhere, which is by intention since we want to tell a story that will strike a chord with <em>everyone</em>. However, we do have specific elements sprinkled in like Filipino pop references, cultural and local stuff, and we think this adds a unique charm and personality to the story and the game as a whole.</p>
<p><strong>A coming-of-age high school story always seems rife for great emotional, narrative depth, and that seems to be at the core of the story that <em>Until Then</em> is telling. How much of that will be through the setting, and how much will be done through more personal and intimate stories between characters?</strong></p>
<p>In our writing, it’s definitely more character-driven than, say, setting-driven. The setting does complement the experience, for sure, but our writing always puts the characters first so we think more of that coming-of-age side will seep through the stories of and interactions between characters.</p>
<p><strong>How much of an emphasis will the game place on choice-and-consequence mechanics? How will the story be impacted by players&#8217; actions?</strong></p>
<p>Actually, not much, and that’s by design. Some choices may have some sort of effect that’s just plain fun or just to make the world feel a little more alive, but in the end, it’s the sort of story that puts the authors’ intentions first so we can better represent the themes we’re going for.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-590451" src="https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-3.jpg" alt="until then" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/06/until-then-image-3-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Some choices may have some sort of effect that’s just plain fun or just to make the world feel a little more alive, but in the end, it’s the sort of story that puts the authors’ intentions first so we can better represent the themes we’re going for."</p>
<p><strong>It also looks like social media in particular will be an important element of the game. Can you tell us how it&#8217;s implemented mechanically speaking, and how it ties into the storytelling?</strong></p>
<p>Mechanically, it’s simple. The phone and social media show up when we feel like it will do service to the story. Without spoiling anything, one of my favorite uses of the phone is where it makes you (and the protagonist) feel infinitely more lonely despite living in an increasingly connected world. Another favorite use of mine is how we tell more about the characters, more than dialogue alone can, through what they post online and their typing mannerisms.</p>
<p><strong>What can you tell us about <em>Until Then&#8217;s</em> minigames? How varied will the game&#8217;s collection of minigames be, and what has your overall approach been while designing them?</strong></p>
<p>Pretty varied, ranging from our own mundane experiences (like buying a train ticket) to gamified cultural things (like videoke machines, which Filipinos are obsessed with). As a story-rich game, these minigames start their life in our screenplay drafts when we think they service that part of the story in some meaningful (or in a just-for-fun) way.</p>
<p><strong>Roughly how long will an average playthrough of <em>Until Then</em> be?</strong></p>
<p>Around 15-20 hours.</p>
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		<title>The Night Wanderer Interview &#8211; Inspirations, Story, Combat, and More</title>
		<link>https://gamingbolt.com/the-night-wanderer-interview-inspirations-story-combat-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 23 May 2024 11:27:07 +0000</pubDate>
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		<category><![CDATA[mighty koi]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=587779</guid>

					<description><![CDATA[Mighty Koi speaks with GamingBolt about its upcoming Soulslike action RPG. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">B</span>ased on award-winning series of Polish sci-fi and fantasy novels <em>The Lord of the Ice Garden</em>, developer Mighty Koi&#8217;s upcoming <em>The Night Wanderer </em>is making some intriguing promises. Not only is it looking to adapt the acclaimed novels in close collaboration with their author Jarosław Grzędowicz, <em>The Night Wanderer </em>is also promising Soulslike combat, a world designed around Metroidvania-esque exploration, and more. Intrigued by it as we have been, we recently reached out to the upcoming action RPG&#8217;s development team, hoping to learn more about its world, combat, development, and more. You can read our interview below.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-587782" src="https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork.jpg" alt="the night wanderer" width="720" height="403" srcset="https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork.jpg 1200w, https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-1024x573.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-768x429.jpg 768w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"We&#8217;re aiming to strike a delicate balance between honoring Grzędowicz&#8217;s existing stories and weaving in our own narratives inspired by his works."</p>
<p><strong>What was it about Jarosław Grzędowicz&#8217;s <em>The Lord of the Ice Garden</em> series that attracted you to it and motivated the decision to make a video game adaptation?</strong></p>
<p>Polish fantasy literature is incredibly rich, with a long history and many talented authors crafting world-class stories. While <em>The Witcher</em> certainly brought attention to the genre, it&#8217;s just the tip of the iceberg.  <em>Lord of the Ice Garden</em> is a beloved classic in both fan circles and the wider Polish literary scene. We see immense potential in its worldbuilding and story, making it a perfect candidate for a modern, immersive game adaptation.</p>
<p><strong>For those who&#8217;re familiar with the source material, what kind of a balance are you looking to strike between adapting Grzędowicz&#8217;s existing stories and telling your own stories based on his works? Has Grzędowicz had any involvement in the project?</strong></p>
<p>We&#8217;re aiming to strike a delicate balance between honoring Grzędowicz&#8217;s existing stories and weaving in our own narratives inspired by his works. While we deeply respect the source material, we also see an opportunity to expand upon it and offer fans fresh perspectives and experiences within the established universe. Grzędowicz has been involved in the project from the outset, providing invaluable insights and guidance to ensure our adaptation stays true to the essence of his creations while embracing new creative possibilities. Every creative change has been preapproved by the author, so we are not going against his vision.</p>
<p><strong>Soulslike games with a strong narrative core (at least in a traditional sense) are something of a rarity. What was behind the decision to take this approach for <em>The Night Wanderer</em>? How strong of an emphasis will the game place on story and storytelling?</strong></p>
<p>Rather than crafting a conventional Soulslike experience, our goal is to deliver something with a unique twist. We&#8217;re conscious of the high entry barrier often associated with soulslike games, which can deter newcomers. Our aim is to create a more accessible experience while maintaining the immersive storytelling and dynamic combat that define the genre.</p>
<p><strong>How are you approaching difficulty for <em>The Night Wanderer</em>, especially given its Soulslike elements? For instance, will the ame feature difficulty options?</strong></p>
<p>In tackling difficulty for <em>The Night Wanderer</em>, particularly with its Soulslike elements, we&#8217;re prioritizing accessibility without compromising the challenge integral to the genre. Our focus is on finely tuning the game&#8217;s mechanics and progression to provide a balanced experience that rewards skillful play while offering avenues for players to grow and adapt within the game world.</p>
<p><strong>What can players expect from <em>The Night Wanderer&#8217;s</em> progression mechanics and how much build diversity they will allow for, especially given the fact that players will be playing as a defined character with his own personality and backstory?</strong></p>
<p>Melee combat and Vuko&#8217;s sword play central roles in gameplay dynamics. Players will have the opportunity to extensively customize their sword, facing tough yet meaningful choices throughout the modification process. Regarding Vuko&#8217;s character development, his evolving relationship with Cyphral is pivotal. The decisions players make regarding their interactions with Cyphral will significantly influence the trajectory of the game, impacting every aspect of the narrative and gameplay experience.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-587781" src="https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-3.jpg" alt="the night wanderer" width="720" height="351" srcset="https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-3.jpg 1452w, https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-3-300x146.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-3-1024x499.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-3-768x374.jpg 768w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Rather than crafting a conventional Soulslike experience, our goal is to deliver something with a unique twist."</p>
<p><strong>With <em>The Night Wanderer&#8217;s</em> promise of a Metroidvania structure, what should players expect from the game&#8217;s map in terms of its size and how varied its different locations will be?</strong></p>
<p>Players can anticipate a diverse and expansive map to explore. The size of the map will be substantial, providing ample room for discovery and adventure. Each location within the game will offer its own unique atmosphere, challenges, and secrets, ensuring a varied and engaging experience.</p>
<p><strong>Unlocking new abilities and being able to traverse previously unlocked areas tends to be a crucial component of Metroidvania experiences. Can you give us any indication as to what <em>The Night Wanderer</em> will have in store in this area?</strong></p>
<p>While I can&#8217;t reveal specific abilities just yet, I can assure you that players can look forward to acquiring a diverse array of skills and tools throughout their journey. These abilities will not only enhance Vuko&#8217;s capabilities in combat but also enable exploration of new areas and discovery of hidden secrets within the game world.</p>
<p><strong>Roughly how long will an average playthrough of the game be?</strong></p>
<p>We aim for a 15-hour main story, and a 40-hour completionist playthrough.</p>
<p><strong>What was behind the decision to not release the game as a cross-gen title? Could <em>The Night Wanderer</em> end up getting ports on PS4, Xbox One, or Switch down the line?</strong></p>
<p>Currently, we want to focus on creating a good game on one platform, It’s too soon to tell at this point. In the long run we want to publish our games on as many platforms as possible.</p>
<p><strong>Given that you have experience working with all the current-gen consoles, I was hoping to pick your brain on some of the differences between them. For instance, where their GPUs are concerned, the PS5 clocks in at 10.28 teraflops, behind the Xbox Series X&#8217;s 12 teraflops. In real terms, however, how much of an impact does that difference have during development?</strong></p>
<p>While we pay close attention to technology trends to facilitate our production process, at this stage these hardware differences are not something very impactful on the said process.</p>
<p><strong>The PS5 features an incredibly fast SSD with 5.5GB/s raw bandwidth. How can developers take advantage of this, and how does this compare to the Xbox Series X’s 2.4GB/s raw bandwidth?</strong></p>
<p>The PS5&#8217;s remarkable SSD with 5.5GB/s raw bandwidth opens up exciting possibilities for developers to revolutionize game design and player experiences. With such immense speed, developers can significantly reduce loading times, create vast and seamless open worlds without compromises, and implement innovative gameplay mechanics like instant world streaming and dynamic asset loading. This SSD performance enables developers to deliver more immersive and responsive gaming experiences, ultimately enhancing player immersion and enjoyment.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-587780" src="https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-2.jpg" alt="the night wanderer" width="720" height="319" srcset="https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-2.jpg 1812w, https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-2-300x133.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-2-1024x454.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-2-768x340.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/05/the-night-wanderer-artwork-2-1536x681.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Players can anticipate a diverse and expansive map to explore. The size of the map will be substantial, providing ample room for discovery and adventure."</p>
<p><strong>Both the PS5 and Xbox Series X boast Zen 2 CPUs, but there is a difference in the processors of both consoles. The Xbox Series X features 8x Zen 2 Cores at 3.8GHz, whereas the PS5 features 8x Zen 2 Cores at 3.5GHz. Your thoughts on this difference?</strong></p>
<p>The difference in clock speeds between the Zen 2 CPUs in the PS5 and Xbox Series X might not seem like much, but it is indeed pretty noteworthy. In practical terms, this variance in clock speeds may lead to differences in performance between the two consoles, particularly in CPU heavy tasks, such as AI calculations, physics simulations, complex game logic and even some networking tasks. Ultimately, the impact of this difference in clock speeds on gaming experiences may vary depending on how developers leverage the hardware and optimize their games for each platform. Both consoles are equipped with powerful Zen 2 CPUs, and players can expect exceptional performance and responsiveness from both the PS5 and Xbox Series X.</p>
<p><strong>The Xbox Series S features lesser hardware compared to Xbox Series and Microsoft is pushing it as a 1440p/60 FPS console. Do you think it will be able to hold up for the more graphically intensive games as this generation progresses?</strong></p>
<p>As Microsoft positions the Xbox Series S as a 1440p/60 FPS console, there&#8217;s no denying its focus on delivering smooth performance for current-gen games. However, looking ahead, the question of how it will fare with more graphically intensive titles is valid. As game developers continue to push the boundaries of graphical fidelity, the Xbox Series S, with its scaled-down hardware compared to the Series X, may face challenges in maintaining the same level of visual fidelity.</p>
<p><strong>What frame rate and resolution will the game target on the PS5 and Xbox Series X/S?</strong></p>
<p>We are not yet ready to share those details with the public, but be assured that we are hard at work to provide the players with the smoothest and most enjoyable gaming experience possible.</p>
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		<title>F1 24 Interview &#8211; Overhauled Handling, Career Mode Changes, and More</title>
		<link>https://gamingbolt.com/f1-24-interview-overhauled-handling-career-mode-changes-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 22 May 2024 13:50:04 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[codemasters]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[EA Sports]]></category>
		<category><![CDATA[F1 24]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=587776</guid>

					<description><![CDATA[Senior creative director Lee Mather speaks with GamingBolt about how this year's F1 game will build on the series' tried-and-true formula. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">Y</span>ear over year, Codemasters&#8217; <em>F1 </em>series has done an admirable job of successfully building on its immaculate, authentic, detail-oriented racing sim gameplay in meaningful ways, and with the upcoming <em>F1 24</em>, the series seems to be targeting several such improvements once again. From a complete overhaul of how cars will handle on the track to a number of significant changes being made to the career mode, there&#8217;s plenty of note that Codemasters is doing with <em>F1 24</em>. To learn more about that and the biggest ways that <em>F1 24 </em>is looking to draw in players, we recently reached out to its developers with some of our questions. Below, you can read our interview with senior creative director Lee Mather.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/F1-24_02.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-584863" src="https://gamingbolt.com/wp-content/uploads/2024/04/F1-24_02.jpg" alt="F1 24_02" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/F1-24_02.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/04/F1-24_02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/F1-24_02-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/F1-24_02-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/F1-24_02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/F1-24_02-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"With the real drivers now included, you’ll certainly notice the changes in our cut scenes where the drivers become the focus along with the significant improvement to the driver models."</p>
<p><strong>For the first time ever, <em>F1 24</em> will allow players to play as real drivers. What are the biggest ways that will change the experience compared to what fans might be used to in past years&#8217; career modes?</strong></p>
<p>The first thing players will notice is that they can race as themselves or select from the current F1 or F2 grid or one of the Icon drivers. This addition helps build on players’ fandom, and greatly impacts the way Career is played. Each driver has unique stats based on their Careers and they will be affected by their in-game performance. Each driver will also have a set of accolades attached to them.</p>
<p>Overall players will be able to experience different types of Careers, from building their reputation from scratch to continuing the legacy of legendary icons from the past.</p>
<p>With the real drivers now included, you’ll certainly notice the changes in our cut scenes where the drivers become the focus along with the significant improvement to the driver models.</p>
<p>Another major benefit of racing as one of the real drivers is that we’ve now included real driver audio which brings players closer to the real-world experience and adds further authenticity.</p>
<p><strong>What can you tell us about Accolades? What will be the biggest motivators for players to chase after Accolades in career mode? Will that experience be significantly different for someone who&#8217;s playing as a custom character as opposed to a real-world driver?</strong></p>
<p>Accolades are key points in their careers which the player aims to target. For Lewis, an accolade could be to win an 8th World Championship. For Nico Hulkenberg it could be take your first victory. Accolades give fun, short and long term goals, that engage players with significant Career milestones. By achieving them, players can directly impact performance stats. Of course, if you’re playing as yourself you’ll be building your own legacy and Accolades from the beginning of your career.</p>
<p><strong><em>F1 24</em></strong><strong> is promising plenty of other notable changes in its career mode, chief among them being the new recognition system. What can you tell us about how this will impact the way players approach both short and long-term objectives? How will recognition tie into contract negotiations with different teams?</strong></p>
<p>Recognition in the paddock will be key to successfully progressing your career. Your level of recognition will impact your strength within the team, and this will be important to ensure you direct the development of the car. If you’re less successful, your teammate could get the upper hand and drive the direction of the upgrades. You will also gain additional perks which will impact how effectively you progress your vehicle development.</p>
<p>Recognition is also going to play a significant role when you come to contract negotiations. <em>F1 24</em> has an entirely new system where the player can enter secret meetings and risk their reputation with their current team. Players will also negotiate goals and targets throughout the course of the season to establish the best team and contract options at the end of the year.</p>
<p>Career in <em>F1 24</em> has a new rivalry system where players can be part of regular, heated, or career defining rivalries with other drivers. You can have up to 3 key rivals at any one time; these being your teammate, your nearest championship rival and a driver who’s statistically similar to you.</p>
<p>Players will set goals and targets which will be delivered to them by a team of specialists who are there to support the player with long term season ambitions.</p>
<p><em>F1 24</em> also sees a new feature added to the on-track experience with engineer objectives. Engineer objectives will be short term on-track goals which will be set live during the race. The objectives are designed to motivate the player and to help them achieve an immediate in-race goal.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_04.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-587325" src="https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_04.jpg" alt="F1 24_04" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_04.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_04-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_04-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_04-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_04-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_04-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Recognition in the paddock will be key to successfully progressing your career. Your level of recognition will impact your strength within the team, and this will be important to ensure you direct the development of the car."</p>
<p><strong>What can you tell us about Challenge Career seasons? Roughly how long will each season last, and how much variation can players expect moving from one season to the next?</strong></p>
<p>Challenge Career enables players to race a predetermined episodic version of Career where their performance is rated and ranked amongst their peers across four difficulty settings. We’re looking at a season lasting around eight weeks, but we have the flexibility to adjust based on the story, and the player feedback we receive. Challenge Career is built upon the new Driver Career which gives us the opportunity to adjust the features in order to create a shared experience.</p>
<p><strong><em>F1 24&#8217;s</em></strong><strong> Dynamic Handling is being billed as one of its bigger core gameplay improvements. When it comes to the moment-to-moment driving experience, what are the areas where you&#8217;ve made the biggest tweaks to enable those improvements?</strong></p>
<p>This year we set ourselves the goal to push multiple areas of the handling and on-track model to add depth and player agency to both the driving and the set-up of the car, and really push the authenticity of our aero, tyre, and power unit modelling.</p>
<p>We started by making changes to the fundamental properties of the chassis and replicating realistic weight distribution and underbody aero properties. We then built an entirely new suspension kinematics system which would allow us to recreate the unique set-ups run by each of the teams. We also revised our aerodynamics work using computational fluid dynamics and a virtual wind tunnel to learn more about the behaviour of air over the body of the car and how it’s distributed across the chassis. This also led to significant improvements in how aero is impacted by changes to the rake and ride height of the chassis as well as how impactful the Drag Reduction System (DRS) would be per team or track set-up. Finally we’ve redesigned a large portion of the Power Unit (more on this below).</p>
<p>The new EA Sports Handling System represents a significant shift in the racing experience, particularly for seasoned fans who prefer minimal or no assists while playing. Our goal with these changes is to recreate the authenticity of driving an F1 car in real life. We’ve received very positive feedback from those in the sport so we’re confident we’re on the right track.</p>
<p><strong>The new power unit settings options are looking like an interesting tweak as well, with players now being afforded another degree of control over their car&#8217;s performance. What are the biggest differences these new options will make?</strong></p>
<p>Opening up more settings in how effectively the engine can generate kinetic energy, whilst opening up all of the deployment modes to players across all sessions will lead to some incredibly tense and strategic racing, and allow the player to have a greater influence over the driving.</p>
<p>The power unit has been enhanced to include adjustable engine braking, thereby amplifying the effects of lift and coast on energy harvesting behavior. Greater accuracy in the energy harvesting and consumption of MGU-K and MGU-H and improved throttle mapping have also been introduced to help players reduce energy waste. Additionally, the Energy Recovery System (ERS) modes are now available to the player in all sessions, alongside a new differential model that gives players the opportunity to adapt to changing conditions.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_06.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-587327" src="https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_06.jpg" alt="F1 24_06" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_06.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_06-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_06-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_06-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_06-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/05/F1-24_06-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"The new EA Sports Handling System represents a significant shift in the racing experience, particularly for seasoned fans who prefer minimal or no assists while playing. Our goal with these changes is to recreate the authenticity of driving an F1 car in real life."</p>
<p><strong>What can you tell us about the new Fanzone Championship? Is this something you expect is going to become a central part of <em>F1 24&#8217;s</em> multiplayer offerings?</strong></p>
<p>Fanzone is a new feature within the returning F1 World mode. It gives players the opportunity to showcase their favourite driver and team to channel their fandom, have fun and work together with other players who support the same driver and team.</p>
<p>In this new feature players will join Fanzone rooms with other players and complete collaborative goals to unlock exclusive rewards and take their Zone to the top. All play within F1 World will contribute to their Fanzone and work towards taking a seasonal Championship.</p>
<p>As with everything new we introduce into the game, we hope our players enjoy it and find new ways to connect with the sport they love.</p>
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		<title>Homeworld 3 Interview &#8211; Megaliths, Story, War Games, and More</title>
		<link>https://gamingbolt.com/homeworld-3-interview-megaliths-story-war-games-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 22 May 2024 13:49:49 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Blackbird Interactive]]></category>
		<category><![CDATA[gearbox publishing]]></category>
		<category><![CDATA[Homeworld 3]]></category>
		<category><![CDATA[pc]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=587767</guid>

					<description><![CDATA[Developer Blackbird Interactive speaks with GamingBolt about Homeworld's long-awaited comeback. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he list of beloved real-time strategy franchises that have been dormant for far too long is itself longer than it should be. <em>Homeworld </em>has been one of the most prominent names in that list for some time now, but recently, Blackbird Interactive brought the series back with <em>Homeworld 3</em>, its first new mainline instalment in over two decades. Bringing new gameplay ideas to build on the series&#8217; foundations as well as technical advancements to drive its storytelling forward in numerous ways, <em>Homeworld 3 </em>has proven popular in the immediate aftermath of its launch.</p>
<p>Recently, prior to its release, we had the chance to reach out members of <em>Homeworld 3&#8217;s </em>development team at Blackbird Interactive to ask about some of the game&#8217;s biggest improvements and additions, and learned quite a bit in the process. You can read our conversation with the devs below.</p>
<p style="text-align: center;"><span style="color: #ff0000;"><em><strong>NOTE: This interview was conducted prior to the game&#8217;s launch.</strong></em></span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_05.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-586812" src="https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_05.jpg" alt="Homeworld 3_05" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_05.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_05-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_05-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_05-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_05-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_05-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"For us, it involved a lot of experimenting and listening to players to find that balance and figure out how we can modernize aspects of <em>Homeworld</em> without sacrificing what made it so distinct."</p>
<p><strong><em>Homeworld 3 </em></strong><strong>is coming more than two decades after its predecessor came out. What has the process been like of ensuring that it captures the series&#8217; unique identity while also modernizing the experience? Has that balance been especially hard to strike for a franchise that has the kind of legacy and fanbase that <em>Homeworld </em>does?</strong></p>
<p><strong>Iain Myers (Senior Producer):</strong> The task of nailing the feel and experience of the original <em>Homeworld </em>games while bringing the gameplay up to the standards of modern RTS conventions has been exceptionally challenging. <em>Homeworld</em> is a series fueled by enormous amounts of nostalgia. Fans have been waiting literal decades for a new installment that really captures the scale and splendor of the originals.</p>
<p>But with a fanbase as big as ours, there are also a lot of differences in opinion on what the ingredients of <em>Homeworld</em> truly are. For example, though the controls from previous <em>Homeworld </em>games are definitely a bit arcane and unwieldy, some players absolutely love them. So, for us, it involved a lot of experimenting and listening to players to find that balance and figure out how we can modernize aspects of <em>Homeworld</em> without sacrificing what made it so distinct.</p>
<p><strong>The story was always an important part of the <em>Homeworld</em> games, but given how long the series has been dormant, was there ever any trepidation for you as developers about how closely <em>Homeworld 3&#8217;s </em>narrative should be tied to its predecessors? For instance, was the idea of a reboot ever considered?</strong></p>
<p><strong>Lance Mueller (Game Director):</strong> We thought long and hard about the story for <em>Homeworld 3. </em>As we refined the story, we found that anything going too far from an extension of what <em>Homeworld 2</em> had set up felt too disconnected. Through this process, we found a premise that really stood out to us all: A new adventure to discover the fate of <em>Homeworld’s</em> original protagonist, Karan S’jet, and a mysterious, destructive Anomaly shutting down the hyperspace gates that connected the galaxy and its peoples together.</p>
<p><strong><em>Homeworld 3 </em></strong><strong>is set to feature fully 3D modeled and voiced cutscenes. How significantly is that going to enhance the game&#8217;s narrative and storytelling ambitions?, especially compared to previous entries?</strong></p>
<p><strong>Dylan Brown (Vice President, Animation Studios, Blackbird Interactive):</strong> The idea to tell <em>Homeworld 3&#8217;s </em>story through fully-rendered 3D cinematics and voiced cutscenes stemmed from our desire to expand upon the incredible storytelling of the previous <em>Homeworld</em> games. If you zoom out and look at the whole series, there&#8217;s always been this theme of discovery in <em>Homeworld</em>. Discovering your ancient past, discovering you&#8217;re not alone in the universe, discovering unfathomable, ancient power and the consequences of trying to wield that power. But across each game, there&#8217;s also this sense of discovery in how the story pulls back the curtain just a little more on who its primary characters are and the factions and societies they fight for. <em>Homeworld 3&#8217;s </em>3D-rendered cutscenes and characters are a very natural progression of that journey. It&#8217;s about giving players an even closer glimpse into this universe, the factions within it, and the characters who bring it all to life.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_04.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-586810" src="https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_04.jpg" alt="Homeworld 3_04" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_04.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_04-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_04-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_04-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_04-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/05/Homeworld-3_04-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"We thought long and hard about the story for <em>Homeworld 3. </em>As we refined the story, we found that anything going too far from an extension of what <em>Homeworld 2</em> had set up felt too disconnected."</p>
<p><strong>Megaliths are looking like they&#8217;re going to be one of <em>Homeworld 3&#8217;s </em>most interesting additions. Can you tell us about the biggest ways they&#8217;re going to impact the flow of battles?</strong></p>
<p><strong>Mueller: </strong>Terrain is a game-changer for engagements in <em>Homeworld 3</em>. When engaged in long battles players will be able to move in and out of the terrain to block incoming fire and try to stop flanking maneuvers from hostile forces. Megaliths add more strategic variety and ways to soften ship counters.</p>
<p><strong>You&#8217;ve spoken in the past about terrain is going to be a major factor for players to keep in mind with <em>Homeworld 3</em>. What can you tell us about how players will be able to work it into their strategies both in and out of battles?</strong></p>
<p><strong>Mueller: </strong>Players are going to be able to ambush, kite, and set up defensive lines in and around terrain. This will change how players play against each other and the AI. Using the far side of a Megalith, players will be able to lure hostile forces into a barrage of fire of waiting ships and turrets. Tunnels and trench runs will allow ships to move undetected around the map so players will need to place scouting ships to make sure hostiles don&#8217;t flank you and take out your resource lines.</p>
<p><strong>How did the idea of War Games first come about? Was it a case of wanting to modernize the <em>Homeworld</em> experience with a fresh, new mode, or is it something that the series&#8217; core gameplay elements just naturally lend themselves to?</strong></p>
<p><strong>Mueller: </strong>We knew we wanted to do a new mode for <em>Homeworld 3</em>. Something that created variety and unique gameplay experiences. With that we were looking at what games and game modes transfer the best. <em>Risk of Rain 2 </em>ended up being the game that we loved and thought brought so much of what <em>Homeworld</em> does well. So much of the gameplay of <em>Homeworld</em> works in a roguelike and we tried to build as much fun and unique gameplay experiences as we could into this exciting new mode.</p>
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		<title>Squirrel with a Gun Interview &#8211; Weapons, Open World, Progression, and More</title>
		<link>https://gamingbolt.com/squirrel-with-a-gun-interview-weapons-open-world-progression-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 19 Apr 2024 10:52:37 +0000</pubDate>
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		<category><![CDATA[squirrel with a gun]]></category>
		<category><![CDATA[Xbox Series S]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=583962</guid>

					<description><![CDATA[Game director Dan DeEntremont speaks with GamingBolt about Dee Dee Creations' upcoming open world action game. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span> regular-sized squirrel using a regular-sized gun against regular-sized humans- the perfect example of how even the simplest of elevator pitches can be among the most bizarre and eye-catching. Dee Dee Creations&#8217; <em>Squirrel with a Gun </em>has been on many a radar ever since it first went viral, capturing attention with everything from its central premise to its promise of a physics-based game where the recoil of weapons is as much a platforming tool as the weapons themselves are- well, weapons. Hoping to learn more about the game and what&#8217;ll make it tick, we recently had the opportunity to send across a few of our questions about it to Dee Dee Creations. Below, you can read our full interview with game director Dan DeEntremont.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-583986" src="https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image.jpg" alt="squirrel with a gun" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Any game developer will tell you they have a thousand ideas floating in their head at a given moment. But it takes a long time to execute an idea, so they must choose one carefully. I&#8217;ve had the idea of a squirrel holding a regular-sized gun in my head for a while."</p>
<p><strong>Like many others, <em>Squirrel with a Gun</em> first caught my eye when its clips were doing the rounds on Twitter, and I was instantly reminded of how great video games can be when they&#8217;re not afraid to have fun and not take themselves too seriously. So, my question is, why does the squirrel have a gun? How did that idea first come up, and what was the process like of then actually designing an entire game around it?</strong></p>
<p>Any game developer will tell you they have a thousand ideas floating in their head at a given moment. But it takes a long time to execute an idea, so they must choose one carefully. I&#8217;ve had the idea of a squirrel holding a regular-sized gun in my head for a while. It might have been subconsciously influenced a bit from Eddie Izzard where one of the punchlines is &#8220;We wanted diamonds, or sherbet or a squirrel with a gun!”</p>
<p>At inception, the only certain ideas were &#8220;Squirrel holding normal-sized gun&#8221; and &#8220;Powerful recoil.&#8221; From there, the recoil evolved into a way to enhance movement. Then, we thought &#8220;What if it came to a normal suburban neighborhood and caused some chaos?&#8221; But tormenting unarmed civilians by itself seemed a little mean-spirited and not very challenging. So then, what&#8217;s a bad guy archetype we can all get behind? Why, nameless faceless goons in suits, of course! And thus, the Agent enemies were conceived.</p>
<p><strong><em>Squirrel with a Gun&#8217;s</em> guns are going to be more than just weapons and will also be serving as tools for traversal and platforming. Can you tell us about what sort of depth and variety the game is going for there? Will the physics of each weapon be different and enable different movement and platforming actions?</strong></p>
<p>Each gun class enhances Squirrel&#8217;s jump in a unique way. For example, the pistol will allow a few extra midair &#8220;jumps,&#8221; while the shotgun gives you a huge amount of pure verticality. A weapon such as the rocket launcher can cause extreme damage by shooting downward but can throw Squirrel incredible distances.</p>
<p><strong>I understand that using guns is (obviously) the main draw here, but what will combat in <em>Squirrel with a Gun</em> look like when players are trying to take a more melee-centric approach?</strong></p>
<p>Squirrel can be quite formidable even without a gun. There are lots of objects, such as bricks lying around that you can throw at the enemies to damage or stun them. Squirrel can even perform an unarmed face-scratch takedown on stunned enemies. You can also climb enemies, up to their neck, and snap it as a stealth takedown! There are even a few high-level moves like parrying melee attacks and grabbing rockets to ride back to the enemies who fired them. There&#8217;s a lot of options available for players once they get a handle on the basics of combat.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-583985" src="https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4.jpg" alt="squirrel with a gun" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"An interesting thing we&#8217;ve learned is that when you play as a character 1/10th the size of a human, an entire residential block can be massive."</p>
<p><strong>What can you tell us about the game&#8217;s open world sandbox? How large will the world be, and what should players expect from it in terms of the activities and optional quests it will have on offer?</strong></p>
<p>An interesting thing we&#8217;ve learned is that when you play as a character 1/10th the size of a human, an entire residential block can be MASSIVE! This is actually what prompted the need to traverse with the RC Car in the first place. The Neighborhood sandbox is divided into 3 major Areas. Each Area in the Neighborhood contains a multitude of unique puzzles, often involving the Citizens. As an example, one location has a man wearing a party hat, alone, crying. What you must do is bring him a cake while avoiding nearby agents. Completing these puzzles typically gives you an Outfit piece or a Golden Acorn. Collecting enough Golden Acorns is the key to unlocking new vehicles and opening other Areas of the Neighborhood. In addition to the sandbox area, Squirrel will occasionally travel underground into agent &#8220;Bunkers&#8221; where there are more golden acorns to collect, along with a few bosses to fight.</p>
<p><strong>How many different types of vehicles will players be able to drive around the world? Will the game also have driving-focused side activities?</strong></p>
<p>There are 3 types of vehicles in the game. The one on land, another for water and one for the air! There are a few Golden Acorns and combat areas in the game that will require vehicles.</p>
<p><strong>What should we expect from <em>Squirrel with a Gun&#8217;s</em> progression mechanics? Will players be finding new ways to become more powerful as they progress forward beyond new weapons?</strong></p>
<p>Throughout the game, Squirrel can find &#8220;Reload Energy,&#8221; which allows it a certain number of reloads to any gun it is currently holding. As the player collects Reload Energy throughout the game, they can continuously use their gun in combat without the need to run away to look for more ammo. Squirrel is mainly enhanced by the guns and outfits it has equipped, though we do have a hidden &#8220;leveling&#8221; mechanic, which is tied to how many Golden Acorns it has collected. The higher the level, the longer its health bar gets.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-583985" src="https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4.jpg" alt="squirrel with a gun" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/squirrel-with-a-gun-image-4-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"We are working on a lot of fun costumes and accessories."</p>
<p><strong>I imagine the fact that the game&#8217;s protagonist is a squirrel probably opens up some really unique and interesting ideas where cosmetic customization options are concerned. What should players expect from the game in that area?</strong></p>
<p>Yes! We are working on a lot of fun costumes and accessories. Some accessories keep with the idea of &#8220;human sized thing held by a squirrel&#8221; such as a wedding ring being used as a tiara. Some outfits can enhance Squirrel&#8217;s abilities. The bomb suit can make it immune to explosions (at the cost of running speed). And there are, of course, different colored furs based on different squirrel species.</p>
<p><strong>Do you have plans to add any multiplayer elements to the game?</strong></p>
<p><em>Squirrel with a Gun</em> will be a single-player experience.</p>
<p><strong>Roughly how long will an average playthrough of the game be?</strong></p>
<p>Based on time spent so far in playtests, we expect the game will have around 10 hours of content.</p>
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		<title>IO Interactive Interview &#8211; Project 007, Managing Sustainable Growth, and More</title>
		<link>https://gamingbolt.com/io-interactive-interview-project-007-managing-sustainable-growth-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 18 Apr 2024 17:20:34 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Hitman 3]]></category>
		<category><![CDATA[Hitman World of Assassination]]></category>
		<category><![CDATA[IO Interactive]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Project 007]]></category>
		<category><![CDATA[Project Fantasy]]></category>
		<category><![CDATA[ps4]]></category>
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		<category><![CDATA[Xbox One]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=584843</guid>

					<description><![CDATA[IO Interactive Brand Director Jonathan Lacaille speaks with GamingBolt about the developer's recent expansions and the project it's currently working on. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">C</span>ourtesy of the roaring success of <em>Hitman</em>, IO Interactive has expanded rapidly in recent years. In addition to its original Copenhagen studio, the developer has opened up new locations in cities around the world, with its current roster of five studios also pulling in talent from <a href="https://gamingbolt.com/hitman-2-developer-io-interactive-sets-up-new-studio-teases-new-franchises">Malmo in Sweden</a>, <a href="https://gamingbolt.com/io-interactive-opens-new-studio-in-barcelona">Barcelona in Spain</a>, <a href="https://gamingbolt.com/io-interactive-opens-new-studio-in-istanbul">Istanbul in Turkey</a>, and <a href="https://gamingbolt.com/io-interactive-opens-new-studio-in-brighton">Brighton in the UK</a>. That growth, of course, has brought with it bigger ambitions for IO Interactive as a while, and alongside ongoing development on <em>Hitman World of Assassination</em>, the developer has also been at work on two additional major projects in <em><a href="https://gamingbolt.com/project-007-is-the-ultimate-spycraft-fantasy-io-interactive">Project 007</a> </em>and <a href="https://gamingbolt.com/project-fantasy-announced-by-io-interactive-first-concept-art-revealed"><em>Project Fantasy</em></a>.</p>
<p>It&#8217;s no secret that the games industry has taken a beating over the last year-and-a-half, with a eye-watering number of layoffs, ballooning game development budgets, and a startling amount of studio closures, among other hurdles- so how exactly has IO Interactive ensured that its growth is as sustainable as it was rapid? In a recent interview, we posed those questions to IO Interactive Brand Director Jonathan Lacaille, while also talking about the developer&#8217;s inner workings, its ongoing work on multiple projects, and more. Scroll ahead to read our full conversation.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/01/hitman-3-image-2-scaled.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-467537" src="https://gamingbolt.com/wp-content/uploads/2021/01/hitman-3-image-2-scaled.jpg" alt="Hitman 3" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/01/hitman-3-image-2-scaled.jpg 2560w, https://gamingbolt.com/wp-content/uploads/2021/01/hitman-3-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/01/hitman-3-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/01/hitman-3-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/01/hitman-3-image-2-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2021/01/hitman-3-image-2-2048x1152.jpg 2048w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"One of our main concerns with growth is to prevent a “factory-like” feeling to settle in any of our studios, meaning that above a certain number of people in the same place, you would lose your sense of belonging."</p>
<p><strong>IO</strong><strong> Interactive has seen significant growth in recent years, with 300 employees spread across five studios all over the world, while you are also continuing to recruit more people. Can you talk us through what that process has been like? Specifically, how have you tried to balance growth on this scale with ensuring that things such as your internal way of working and your company culture do not get diluted?</strong></p>
<p>One of our main concerns with growth is to prevent a “factory-like” feeling to settle in any of our studios, meaning that above a certain number of people in the same place, you would lose your sense of belonging. We have been operating with the concept of a Dunbar number, set at around 150 people, to make sure we do not overgrow past one studio’s critical mass. With this number of people per studio, we make sure that we keep things dynamic, we foster a human touch in how we work, which makes it easier to instill our values and work culture in every one of our studios.</p>
<p>On the other hand, the creation of studios across different countries means we are able to meet talent where they are and bring more diversity into our fold with people coming from various backgrounds.</p>
<p><strong>Given IO Interactive&#8217;s expansions in recent years and your plans for continued growth, what are your views on the games industry&#8217;s widespread layoffs over the last 14-15 months? What steps have you taken to ensure that you avoid the pitfalls that so many companies in the industry have been facing?</strong></p>
<p>There have been many changes in the industry during the past few years: the pandemic, the growth of streaming, the digital transformation, which is intensifying, but most importantly inflation as well as the rise of production costs to create video games. All those factors directly impacted the decision-making of every single studio, so, we are seeing the adjustments to the current market and the upcoming trends.</p>
<p>On our end, we are making sure that IOI grows steadily and organically, as we are now moving from one game to three with <em>Project 007, Project Fantasy</em>, and <em>Hitman World of Assassination</em>. Similarly to our philosophy in terms of growth for our studios, we remain responsible and cautious in how we plan for the future but with the goal to deliver to deliver the best experiences possible to our players.</p>
<p><strong>What motivated the decision to branch out and open up studios in different cities around the world? What is the process like from a top-down level in terms of deciding which locations would be best suited to new offices for IO Interactive?</strong></p>
<p>With our philosophy for growth regarding the number of people per studio, our main means of expansion is to open new studios across different locations. We used this as an opportunity to go where the talent is and to go to major hubs of the gaming industry in Europe. Our studios are located in cities that have welcomed major gaming studios which gives us access to a great pool of talent and great inspiration. With our studios located in different countries, we obviously also benefit greatly from the diversity it brings to our studio as a whole.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/11/Project-007-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-462523" src="https://gamingbolt.com/wp-content/uploads/2020/11/Project-007-image.jpg" alt="Project 007 image" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2020/11/Project-007-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/11/Project-007-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/11/Project-007-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/11/Project-007-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/11/Project-007-image-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"We are making sure that IOI grows steadily and organically, as we are now moving from one game to three with <em>Project 007, Project Fantasy</em>, and <em>Hitman World of Assassination</em>. Similarly to our philosophy in terms of growth for our studios, we remain responsible and cautious in how we plan for the future but with the goal to deliver to deliver the best experiences possible to our players."</p>
<p><strong>With the <em>Hitman </em>series on the backburner for the time being, <em>Project 007 </em>is the next IO Interactive game that many people have their eye on. Given that we are now approaching the four-year anniversary of the announcement that the game had entered development, can you give us an idea of how far away we are from maybe a formal reveal for the game?</strong></p>
<p>We are excited to work on the most ambitious game in the history of our studio. We currently cannot share anything in terms of reveal, but we look forward to sharing more information in the future.</p>
<p><strong>IO Interactive also announced <em>Project Fantasy</em> in February last year. As an online action RPG, it is sounding like an entirely different experience from anything we have seen from IO in the past. How did the concept for this project first come about, and what are the biggest learnings the studio is having to focus on for this completely new kind of project?</strong></p>
<p>We are very proud at IOI of our capacity to create new IPs, and our history proves it is in our DNA, with <em>Hitman</em> as our first game and since the <em>Kane and Lynch, Mini Ninjas,</em> and <em>Freedom Fighters.</em> We have always wanted to explore new genres which will once again be the case with <em>Project Fantasy</em>.</p>
<p>So, in terms of learnings, it still is quite similar to what we have executed in the past and having the amazing and talented people at IOI working on the fantasy genre, we are looking forward to bringing players into this new journey.</p>
<p><strong>With two confirmed upcoming projects and five studios around the world, what does the division of labour for <em>Project 007 </em>and <em>Project Fantasy</em> look like across the entirety of IO Interactive? Is there a clear demarcation in terms of which studio is working on which game, or is the company taking a more fluid approach and spreading out work as and where it is needed?</strong></p>
<p>We take a very fluid approach to how we work on our games indeed. Each and every one of our studios is working on our different projects, for example the game director on <em>Hitman 3</em> was working from Malmö, while the executive producer was based in Copenhagen. This gives us a lot of flexibility when recruiting new people as we can have them join us through one of our five locations.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/project-fantasy-io-interactive.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-584845" src="https://gamingbolt.com/wp-content/uploads/2024/04/project-fantasy-io-interactive.jpg" alt="project fantasy io interactive" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/project-fantasy-io-interactive.jpg 2560w, https://gamingbolt.com/wp-content/uploads/2024/04/project-fantasy-io-interactive-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/project-fantasy-io-interactive-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/project-fantasy-io-interactive-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/project-fantasy-io-interactive-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/project-fantasy-io-interactive-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/04/project-fantasy-io-interactive-2048x1152.jpg 2048w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"We take a very fluid approach to how we work on our games indeed. Each and every one of our studios is working on our different projects, for example the game director on <em>Hitman 3</em> was working from Malmö, while the executive producer was based in Copenhagen. This gives us a lot of flexibility when recruiting new people as we can have them join us through one of our five locations."</p>
<p><strong>We have seen quite a few fun collaborations between IO Interactive and stars like Sean Bean and Dimitri Vegas in recent years. Is that something we can expect to see more of in the years to come, even with projects beyond <em>Hitman</em>?</strong></p>
<p>Those collaborations have been a lot of fun to work on, allowing us to bring new and unexpected content to our players. We create narratives that suit those celebrities’ public persona and find ways to bring them within the World of Assassination. We of course villainize them to fit the storyline of our Elusive Targets and to have a reason Agent 47 has been contracted to eliminate them. Combined with the creative freedom we offer to our players to complete their objectives; it always makes for an entertaining game experience.</p>
<p>Sean Bean is the perfect example of a celebrity Elusive Target with his numerous on-screen deaths and of course the very different ways he has been taken down, which explains a lot of the enthusiasm for him to return to the game.</p>
<p>Also, we are changing the ways to access the Elusive Targets this year as we are introducing them in our Free Starter Pack meaning everyone can play it for free and the Elusive Targets are available on all systems. So, with new players coming in and given the feedback from the community for the return of The Undying, we have been looking at other Elusive Targets and one may arrive sooner rather than later as we recently shared on our social media channels.</p>
<p><strong>Speaking of Sean Bean and future projects, might we perhaps see him in <em>Project 007</em>? He does have some experience with the <em>James Bond</em> IP&#8230;</strong></p>
<p>He currently has his hands full with Agent 47, so he would have to get out of his crosshairs first!</p>
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		<title>Exodus Interview &#8211; Narrative Director Drew Karpyshyn Talks Time Dilation and Player Choice</title>
		<link>https://gamingbolt.com/exodus-interview-narrative-director-drew-karpyshyn-talks-time-dilation-and-player-choice</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 17 Apr 2024 13:27:42 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[archetype entertainment]]></category>
		<category><![CDATA[Exodus]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=584246</guid>

					<description><![CDATA[Karpyshyn speaks with GamingBolt about how Exodus' central narrative hook will enable long-term choice-and-consequence mechanics. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>n <em>Exodus </em>– a new AAA sci-fi RPG developed by Archetype Entertainment, a studio comprised of former BioWare and Naughty Dog vets – time dilation is at the center of everything. After humanity arrives in a distant and hostile galaxy in the distant future, humans play as the Traveler, tasked with setting out on lengthy voyages that require traveling close to the speed of light due to their incredible distances. That, of course, means that when you do return from such missions, though only days or weeks may have passed for you, for everyone else back home, it&#8217;s been years.</p>
<p>GamingBolt recently had the chance to speak with narrative director Drew Karpyshyn – a celebrated sci-fi writer who&#8217;s best known for his work on BioWare classics like <em>Mass Effect </em>and <em>Knights of the Old Republic </em>– about how <em>Exodus&#8217; </em>central time dilation hook will enable the game to force players to make tough choices, and the long-term consequences those choices will come with. You can read our full interview with Karpyshyn below.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-6.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-575221" src="https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-6.jpg" alt="Exodus" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-6.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-6-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-6-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-6-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-6-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-6-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"One of the great things about making games is pushing yourself to try new things. We understand that properly representing time dilation, player choices, and how they interact to affect your homeworld and the people you care about is a challenge, but it’s one we’re very excited to take on."</p>
<p><strong>Time dilation as a concept is one of the Sci-Fi genre&#8217;s most fascinating storytelling tools but given just how many moving parts stories involving time dilation are bound to have, I would imagine that would be incredibly hard and complicated to implement in a game. Before we get into <em>Exodus</em> itself and how it&#8217;s using time dilation, can you talk to us about what that process has been like from a development perspective?</strong></p>
<p>One of the great things about making games is pushing yourself to try new things. We understand that properly representing time dilation, player choices, and how they interact to affect your homeworld and the people you care about is a challenge, but it’s one we’re very excited to take on. We’ve spent a lot of time and effort working out how player choice and Time Dilation will work in our game, as it is one of the core elements of the story and experience. We want players to truly feel the weight of every decision they make, and to understand the cost and sacrifice they must pay whenever they return from Exodus missions and come face-to-face with the consequences of Time Dilation.</p>
<p><strong>From a storytelling standpoint, there&#8217;s so much emotional weight that can be injected into proceedings once Time Dilation and its consequences become a factor. How heavily will <em>Exodus </em>be emphasizing those elements?</strong></p>
<p>Time Dilation is one of the key features of our game, and an inescapable part of being a Traveler. This is the great sacrifice every Traveler must make – to save humanity, you lose years or even decades of time with the ones you care the most about. The game is all about hard choices and long-term consequences, and the effects of Time Dilation are central to that conflict, so we are focusing the entire core story around this cycle.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-8.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-575223" src="https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-8.jpg" alt="Exodus" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-8.jpg 1921w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-8-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-8-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-8-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-8-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-8-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"The game is all about hard choices and long-term consequences, and the effects of Time Dilation are central to that conflict, so we are focusing the entire core story around this cycle."</p>
<p><strong>Coming to the gameplay mechanics side of things, can you tell us how Time Dilation will be integrated into the core gameplay? For instance, will players be contracting time for themselves every time they hop into their ship and travel at lightspeed, or is that something that the game will only bring into play at predefined story-related moments?</strong></p>
<p>Time Dilation only comes into play when Travelers go on Exodus – a major journey to another system light years from their homeworld. Exploring a planet or moon within your own system doesn’t cause Time Dilation, as you do not need to travel at near lightspeed to visit these nearby locations. You will still make choices that affect the game on these shorter missions, but Time Dilation only becomes a factor when you prepare and embark on a true Exodus.</p>
<p><strong>Given the massive span of time <em>Exodus&#8217;</em> story will be covering thanks to its emphasis on Time Dilation, will that be reflected in the game&#8217;s world as well? Will players be able to visually see the effect of the passing of decades, whether that&#8217;s through the lives and deaths of characters or changes on a larger scale across the galaxy?</strong></p>
<p>As a Traveler, you exist apart from the world and the lives of those who stay behind when you go on Exodus. Each time you return, you will see how the years and decades have changed your homeworld and your society. Friends and family, you left behind will have aged and continued on with their lives, changing and evolving in your absence. The effects of Time Dilation are inescapable, and you will be forced to confront them each time you return home, on both a personal and societal level.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-575225" src="https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image.jpg" alt="Exodus" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/01/exodus-image-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"As a Traveler, you exist apart from the world and the lives of those who stay behind when you go on <em>Exodus</em>. Each time you return, you will see how the years and decades have changed your homeworld and your society."</p>
<p><strong>Outside of (presumably) <em>Interstellar</em>, what other science fiction media has served as inspiration for <em>Exodus</em>, particularly where its use of Time Dilation is concerned?</strong></p>
<p>Time Dilation is relatively underrepresented in most mainstream Sci-Fi storytelling, which is why we find it such a fascinating concept to explore. Time Dilation is fresh and exciting, and it allows us to approach our world, story, and characters in a way that few other movies or games have. This has allowed us to create a truly unique story and an emotionally engaging experience in <em>Exodus</em> – one that players are going to love!</p>
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		<title>Gigantic: Rampage Edition Interview &#8211; New Heroes, Monetization, Post-Launch Plans, and More</title>
		<link>https://gamingbolt.com/gigantic-rampage-edition-interview-new-heroes-monetization-post-launch-plans-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 15 Apr 2024 08:51:26 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Abstraction Games]]></category>
		<category><![CDATA[Arc Games]]></category>
		<category><![CDATA[Gigantic: Rampage Edition]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=584000</guid>

					<description><![CDATA[Game design lead Bart Vossen and producer Maverick Bautista speak with GamingBolt about the MOBA's expanded and enhanced revival. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">M</span>otiga&#8217;s hero shooter MOBA hybrid <em>Gigantic </em>flew under the radar for many upon its launch in 2017, but it&#8217;s making a surprise comeback. Developer Abstraction Games and publisher Arc Games are bringing the game back for audiences to dive back into, and doing so not just with a simple port, but with an expanded and enhanced version that&#8217;s adding new content, features, and adopting a free-to-play model. To learn more about what these changes and additions will bring to the table and how significantly they will impact the core experience, we recently sent across some of our questions about <em>Gigantic: Rampage Edition </em>to the folks behind it. Below, you can read our interview with game design lead Bart Vossen and producer Maverick Bautista.</p>
<p style="text-align: center;"><span style="color: #ff0000;"><em><strong>NOTE: This interview was conducted prior to the game&#8217;s launch.</strong></em></span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/02/Gigantic-Rampage-Edition-scaled.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-579545" src="https://gamingbolt.com/wp-content/uploads/2024/02/Gigantic-Rampage-Edition-scaled.jpg" alt="Gigantic Rampage Edition" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/02/Gigantic-Rampage-Edition-scaled.jpg 2560w, https://gamingbolt.com/wp-content/uploads/2024/02/Gigantic-Rampage-Edition-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/02/Gigantic-Rampage-Edition-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/02/Gigantic-Rampage-Edition-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/02/Gigantic-Rampage-Edition-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/02/Gigantic-Rampage-Edition-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/02/Gigantic-Rampage-Edition-2048x1152.jpg 2048w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"We decided to bring back<em> Gigantic</em> not only because of the incredible fans of the original game and they’re amazing support over the years, but also to introduce a new generation of hero shooter and MOBA fans to the game for the first time ever."</p>
<p><strong>What was behind the decision to bring <em>Gigantic</em> back with an enhanced and expanded version?</strong></p>
<p><strong>Maverick Bautista (Producer):</strong> We decided to bring back<em> Gigantic</em> not only because of the incredible fans of the original game and they’re amazing support over the years, but also to introduce a new generation of hero shooter and MOBA fans to the game for the first time ever. From the incredible response we received from players in their limited-time Throwback Event for <em>Gigantic </em>last year, it was clear that more than ever, players want a unique, microtransaction-free hero shooter to jump into. We feel now is the perfect time for the game to make a comeback, but this time as a premium title without microtransactions.</p>
<p><strong>What can you tell us about Rampage Edition&#8217;s new heroes and what they bring to the table for the game&#8217;s overall roster?</strong></p>
<p><strong>Bart Vossen (Senior Game Designer at Abstraction Games &amp; Game Design Lead on <em>Gigantic: Rampage Edition</em>):</strong> Roland is a bounty hunter who excels at short-mid range combat. Besides his strong shotgun, he can set traps for players and ambush or escape with his grappling hook. Kajir, on the other hand, is an air pirate who can be his own three-man crew. He&#8217;s a burst focused assassin with high mobility.</p>
<p><strong>Baustista:</strong> To add to what Bart mentioned, Roland brings some charm and promise from the old days of <em>Gigantic</em>, it was a hero that was seen before but never saw the light of day due to skill issues. This hero brings another “ranged” hero with a unique twist on mobility and additional friendly support in the form of an attack drone. Kajir is another DPS assassin, similiar to Tripp, with a kit that provides a lot of stealth and deception. Kajir is the perfect hero to clean up heroes who move out of position and can get in and out of fights in a different way compared to other DPS heroes.</p>
<p><strong>With the new Rush mode promising a more streamlined and accessible experience for players, can you elaborate a little bit on the sort of changes it makes to achieve that?</strong></p>
<p><strong>Vossen:</strong> Rush mode reduces the complexity and number of mechanics that players need to know about during the match. You start with all your upgrades, don&#8217;t have to worry about creature summoning, and can just focus on the fights at hand. There&#8217;s still strategy involved with which points to attack and trying to outplay the enemy team, yet for players that love more intricate strategies it&#8217;s better to play Clash mode.</p>
<p>This bigger focus on fights also allows players to focus on learning their heroes. We didn&#8217;t want to completely remove upgrade choices, which is why you can select your build on the airship. This removes the need to make upgrade choices mid-combat and instead gives you plenty of time between matches to think really your build through.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-583966" src="https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-2.jpg" alt="gigantic rampage edition" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-2-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"This bigger focus on fights also allows players to focus on learning their heroes. We didn&#8217;t want to completely remove upgrade choices, which is why you can select your build on the airship."</p>
<p><strong>What was the process like of designing new maps for Rampage Edition? How much of a benefit was it to be able to dive into fully made maps from the original game to get a feel for the sort of design style you need to be targeting for the new maps?</strong></p>
<p><strong>Vossen:</strong> Heaven&#8217;s Ward and Picaro Bay started off as maps that were in early development by Motiga. We looked at what the design intent was behind each and took that as the starting point. After that it was a lot of iterating and playtesting. The biggest challenge was making the map work for all the different heroes. For this, the existing maps were very useful to look at and see what did and didn&#8217;t work.</p>
<p><strong>Beyond the new content, what are the biggest tweaks Rampage Edition makes to <em>Gigantic&#8217;s</em> core gameplay?</strong></p>
<p><strong>Vossen:</strong> <em>Rampage Edition</em> stays true to original <em>Gigantic </em>in terms of core gameplay. The biggest quality of life feature we added was the ability to create custom builds and auto upgrading for Clash matches.</p>
<p>Besides that, the tutorials got a revamp to gradually introduce each mode&#8217;s various features in an actual match context &#8212; which then also allows players to practice and learn all intricate details about each mode.</p>
<p>Progression was also largely overhauled, since there are no microtransactions in the game. The emphasis is on hero mastery, earning XP as you play matches and by completing Fortunes (a set of challenges). This enables you to unlock all cosmetics for a hero.</p>
<p><strong>You&#8217;ve confirmed that you&#8217;ll be adding new skins and a ranked mode to <em>Gigantic: Rampage Edition</em> with free post-launch updates, but do you have any other content or updates planned beyond that?</strong></p>
<p><strong>Baustista:</strong> We’ve very excited to release new skins and a Ranked mode for free post-launch, especially Ranked mode as that was requested by many players of the original. We’ll share the release timing for the new mode and the skins shortly after launch. For additional content plans following that, right now, we’re currently focused on getting the game ready for launch, and the current post-launch content ready as well.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-583967" src="https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-3.jpg" alt="gigantic rampage edition" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/gigantic-rampage-edition-image-3-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"I like to say the new progression system is similar to something found in something like <em>Super Smash Bros.</em> and how things are unlocked in that game – where you unlock things over time &#8212; that’s what we strived to achieve here with <em>Rampage Edition</em>."</p>
<p><strong>With <em>Gigantic </em>going from a free-to-play experience to a paid one with this version, how will that affect things such as monetization, cosmetics, and the like?</strong></p>
<p><strong>Baustista:</strong> For starters, we completely removed all the microtransactions from the original and there will be zero microtransactions in <em>Gigantic: Rampage Edition</em>. Once you pick up the game, you can unlock all content, like heroes and cosmetics, just by playing the game. With <em>Gigantic: Rampage Edition</em>, we’ve revamped the Fortunes system to be a challenge-based progression system. After matches, you&#8217;ll make progress on various Fortunes (challenges in the game), you can earn rewards, including hero vouchers, Crowns and XP. Hero vouchers can be used to unlock new heroes, and crowns can be used to unlock various customization options. Additional game modes, such as Clash that will available at launch and Ranked available post-launch, can be unlocked by playing the game and leveling up via XP. I like to say the new progression system is similar to something found in something like <em>Super Smash Bros.</em> and how things are unlocked in that game – where you unlock things over time &#8212; that’s what we strived to achieve here with <em>Rampage Edition</em>.</p>
<p><strong>Do you have any plans to eventually also bring the game to the Switch?</strong></p>
<p><strong>Baustista:</strong> Anything’s possible. As mentioned before, we’re currently focused on getting the game ready for launch on PC, PlayStation and Xbox.</p>
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		<title>Rise of Industry 2 Interview &#8211; New Setting, Gameplay Improvements, and More</title>
		<link>https://gamingbolt.com/rise-of-industry-2-interview-new-setting-gameplay-improvements-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 15 Apr 2024 08:50:27 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[kasedo games]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[rise of industry 2]]></category>
		<category><![CDATA[somasim]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=584250</guid>

					<description><![CDATA[SomaSim co-founder Matt Viglione speaks with GamingBolt about the studio's upcoming management sim sequel. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">R</span>eleasing in 2019, the original <em>Rise of Industry </em>delivered a solid, complex management simulation experience that tasked you with building your corporate empire in the 1930s, and developer SomaSim is now at work on a sequel. With a new 1980s setting, a new accompanying aesthetic, and a number of additions and changes meant to create an even more complex experience, <em>Rise of Industry 2 </em>is looking like a promising sequel building on its predecessor in intriguing ways. Recently, we got the chance to ask the folks behind the game about some of those key improvements, the game&#8217;s development, and more. Below, you can read our interview with SomaSim co0founder Matt Viglione.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-583974" src="https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-4.jpg" alt="rise of industry 2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-4-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Creating an empire of factories, farms and distribution networks, spinning up the industrial clockwork and ensuring that it keeps ticking as you expand &#8211; all of that was a lot of fun in the original and it is still the bedrock of the sequel."</p>
<p><strong>What were the biggest lessons you took from the first game as you started development on <em>Rise of Industry 2</em>?</strong></p>
<p>This may be obvious considering that we decided to make a sequel, but the core tycoon/management core of the remains extremely compelling. Creating an empire of factories, farms and distribution networks, spinning up the industrial clockwork and ensuring that it keeps ticking as you expand &#8211; all of that was a lot of fun in the original and it is still the bedrock of the sequel.</p>
<p>When it comes to changes, I think we can talk about one big change that pulls in a bunch of others. In the first game, production and extraction facilities were sort of single instrument tools: you built a coal mine to dig up coal, a farm to grow wheat, a mill to create cloth, etc. In <em>RoI2</em>, the basis of production and extraction shifts from these “unitaskers” into more multi-purpose complexes. We wanted to provide a deeper role in managing and developing factories &#8211; to make them more customizable and extensible.<br />
So in <em>RoI2</em>, rather than build a steel mill, you build a metallurgy complex that contains numerous elements required to support multiple kinds of smelting and refining. To be a bit more concrete &#8211; making carbon steel takes coal and iron ore. Both of those need to be stored onsite once they’re delivered by truck or train. Then you also have to store the steel once it’s rolled at the mill, so that’s a different type of storage from the big piles of iron ore and coal. Steel also gets transported differently than its ingredients, so that also means different types of loading facilities. Plus you need utilities &#8211; in this case power and water.</p>
<p>As you expand and customize production &#8211; say adding wire manufacturing to your metallurgy complex &#8211; you have ensure that your complex can support the expansion. Do you have the right kind of storage for both raw materials and finished products? Enough loading docks? Can your power transformers in the complex handle the increased demand? And can you afford the costs and ongoing expenses with such an expansion given all of that?</p>
<p>If you need more steel means more iron ore, that might mean upgrading several things in your iron mine AND a few items in the steel mill to keep things in balance to accommodate that production expansion. So each complex becomes a its own small ecosystem to manage and integrate into your larger industrial superstructure.</p>
<p><strong>What was behind the decision to move the game&#8217;s setting from the 1930s to the 80s? What sort of changes will that bring to the aesthetic as well as the gameplay experience?</strong></p>
<p>We wanted an iconic setting &#8211; so in the same way that the Art Deco style of the original immediately put you into the 30s, Postmodern architecture does the same for the 80s. And just like in the 30s, the world was rebounding from the crashes and depression of the late 20s, the US in the 80s was emerging from some fairly dark years in the 70s with oil embargos, stagflation and far too many earthtones. The 80s gave us a chance to revisit an optimistic, forward-looking time of opulence and growth that had lots of neon fluorescent color.</p>
<p>So, our art team spent a lot of time looking at how that postmodernism of the 80s gets reflected in the architecture &#8211; inclusive of residential, commercial and industrial buildings. We made that our touchstone for buildings. We did the same with UI &#8211; product and graphic design of the era forms the basis of the visual language we employ there. In terms of writing, we tried to strike an optimistic tone &#8211; but at the same time in the 80s, we knew that things like pollution and climate change were probably a problem, but they just weren’t in the foreground of thought like they are today. And our composer had a <em>really</em> good time with 80s inspired soundtrack. So hopefully that all comes through and we’ve created some solid 80s vibes!</p>
<p>In terms of game play, one thing that comes to mind is that we made technology a lot less linear. It’s the 1980s &#8211; it’s not so much about discovery of new tech but rather just being able to gain access to it. So if you want to make microprocessors, you simply have to be willing to accumulate enough research to get it.</p>
<p>Also as we’ll discuss in a bit, the world in 1982 was far more interconnected and interdependent than it was in 1932, so communication and connection beyond your immediate region are far more important to industrial success.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-583972" src="https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-2.jpg" alt="rise of industry 2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-2-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Our art team spent a lot of time looking at how that postmodernism of the 80s gets reflected in the architecture &#8211; inclusive of residential, commercial and industrial buildings. We made that our touchstone for buildings."</p>
<p><strong>With <em>Rise of Industry 2&#8217;s</em> new setting also bringing with it plenty of new businesses, how are you expanding on the first game&#8217;s mechanics to ensure that players are able to grow and expand these new businesses in a way that feels true to the general gameplay feel of the first game?</strong></p>
<p>At their core, industrial processes are fairly similar &#8211; you need to have inputs arriving sufficient to create outputs and those outputs need to be sold at such a price to make a profit. That’s true if you’re making apple juice or cameras. So on the one hand, it’s a matter of securing the correct supplies and the technology to use them. And as we mentioned above, we’ve made it so that you can acquire technologies in any order and without any prerequisite.</p>
<p>But just because you can make cameras, you have to decide if it makes economic sense for you to do so. Do you have access to raw materials? Can you sell them in enough quantity to make a profit? If you’ve been focusing on making wine and bottles and growing grapes, why would you switch to camera production? On the other hand, if you’re already making plastic, wires and glass &#8211; perhaps cameras make sense as the next step in your economic growth. We’ll talk about contracts and global trade in a moment, but as you expand into new product lines, you’ve always got to make sure that it’s what’s makes the most sense for your company.</p>
<p><strong>What sort of an impact will the imports and exports mechanic have on the overall gameplay structure?</strong></p>
<p>Contracts to buy and sell goods are at the core of the game’s economy. They’re how you make money and how you gain materials that you might not have access to in a given scenario. And in order to grow your company, to expand production, you’ll need to carefully manage these contracts and the business relationships that form around them.</p>
<p>As an example, let’s look at how you can leverage an existing business relationship to gain a new opportunity. We’ll imagine a situation where you’re making regular steel but you want start making stainless steel. That means you also need chrome ore. But you don’t know anyone who sells chrome. Here’s where your business connections and a carefully cultivated relationship come in handy. A quick glance through your address book reveals that the company that you’ve been buying coal from for a while does know a chrome supplier.</p>
<p>Looking into your relationship with them, you can see that you’ve been a good customer who pays bills on time. You’ve maybe gone to lunch a few times or even played golf together. And you’ve been understanding when they’ve had a couple of delivery glitches. Given that history, they’re willing to help out by introducing to a chrome supplier.</p>
<p>With chrome thus secured, you’ll also need more iron ore. In this case, you’re selling some of your iron ore from your mines that was in excess of your need. Could that be better used to make more stainless steel if you cancel the contract? Or should you just expand your mines to keep the agreement while also expanding production? On the one hand, it could be cheaper to cancel the contract, but if it’s a valuable relationship or you need the revenue, perhaps it’s best to expand the mine. As CEO, those are just some of the big decisions that are going to land on your desk.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-583975" src="https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image.jpg" alt="rise of industry 2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/rise-of-industry-2-image-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Between balancing complexity with fiction expectations, ensuring information clarity and relying on a scenario progression, our hope is that this resonates with both new players to the genre and longtime players &#8211; like me."</p>
<p><strong>By definition management sims can be a tricky genre for newcomers to get into, but at the same time, it&#8217;s also a genre where existing fans can be very sensitive to anything that can be perceived as being too streamlined or simplified. How do you strike a balance between the two to ensure that your game is welcoming to both newcomers and returning fans?</strong></p>
<p>Agree completely that it’s a big challenge that I think emerges from two places &#8211; one is creating the correct amount of complexity in the first place and the second is presenting information about that complexity in the right places at the right times. And I think if you get both of those correctly in phase, that goes a long way toward achieving that goal of approachability while maintaining the complexity expected by genre players.</p>
<p>Briefly, I think of the difference between <em>Crusader Kings 2</em> and <em>3. CK3</em> is a more complex than game <em>2</em> &#8211; but not massively so. But <em>CK3</em> is exponentially more approachable than its older sibling precisely because it rebalances the complexity and does a fantastic job of presenting the right info at the right moment.<br />
So that’s our target &#8211; firstly we want to make sure that when we’re adding complexity that it serves the fiction. Does it make sense for the CEO to be managing individual trucks? Not really. A CEO would just tell someone “Get the right amount of coal from the mines to the mills” and leave the details of execution to an underling. So while in <em>RoI2</em> you have to manage delivery routes and make sure that they’re balanced, the details of truck management can be elided into a daily cost. But when you need to spend big capital to expand a complex to accommodate more trucks, those <em>are </em>the kinds of decisions that would hit your desk with a bunch of implicit subsequent questions like where to build it, if you can afford it, how to integrate it into an existing complex, etc.</p>
<p>At the same time, you’re running what will become a pretty complicated industrial empire. You’ll want quick answers to things like “How much steel are we making each day?” “Is that enough for our contracts or do we have too much/too little?” As CEO you would expect to have those answers at your fingertips at all times. So each time we’re asking a player to make a choice &#8211; be that explicitly or implicitly &#8211; we always ask ourselves if there’s the right amount of easily available, contextual information present.</p>
<p>Additionally, campaign mode gives us some options when it comes to slowly introducing systems to the player. We don’t need to show them how to mine coal, make coke, make steel, farm fruit, make juice, create packaging or make cars all at once. While you can do essentially whatever you’d like in each scenario during a campaign, they are guided by investor goals and easily available resources and techs. So we can focus one scenario on metals, another on alcohol manufacture, another on microchips, things like that.</p>
<p>To be clear, we’re not talking about any kind of “easing in” to complexity during a campaign &#8211; the first scenario will be just as “complex” as the last, but it does allow us start players in different situations. As an example, in one scenario a player may be able to buy all the power that they need from a regional grid, but in another, that may not be anything like sufficient, so they need to build out their own generation facility. Or in a scenario, there may be no one who sells the player sand, so to make silicon for chips, they have to go build mines and engage in deep vertical integration from the start.</p>
<p>So between balancing complexity with fiction expectations, ensuring information clarity and relying on a scenario progression, our hope is that this resonates with both new players to the genre and longtime players &#8211; like me.</p>
<p><strong>Roughly how long will an average playthrough of the campaign be?</strong></p>
<p>A campaign will be 15 scenarios and each scenario is probably 4-6 hours (give or take), so 60-90 hours for one campaign run? Each scenario has multiple goals and numerous paths to succeed in it, so we’re hoping that this sets players up for multiple campaign runs!</p>
<p><strong>Do you have any plans to also bring the game to the Switch?</strong></p>
<p>There are no plans at the minute – primarily for optimization for a smaller screen and processing capabilities.</p>
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