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	Comments on: 15 Gameplay Features The Last Guardian Can Borrow From Popular Games	</title>
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		<title>
		By: Joachim Hoff		</title>
		<link>https://gamingbolt.com/15-gameplay-features-the-last-guardian-can-borrow-from-popular-games#comment-265712</link>

		<dc:creator><![CDATA[Joachim Hoff]]></dc:creator>
		<pubDate>Thu, 23 Jul 2015 09:59:00 +0000</pubDate>
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		<title>
		By: Chris Chan		</title>
		<link>https://gamingbolt.com/15-gameplay-features-the-last-guardian-can-borrow-from-popular-games#comment-265638</link>

		<dc:creator><![CDATA[Chris Chan]]></dc:creator>
		<pubDate>Wed, 22 Jul 2015 03:50:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=237494#comment-265638</guid>

					<description><![CDATA[I can&#039;t help but agree with previous poster to some extent. In particular I found issue with the mention of &quot;isolation&quot; being a bad thing. Both previous titles depended on that motif. Now within the article are several explicit mentions and qualifications concerning the speculative nature of the content here which was appreciated. That said, to say Last Guardian is going to be slow paced is maybe overdoing it. We just don&#039;t know! Also, the 2009ish trailer did make stealth seem a possibility, but if it requires extra buttons or items on the HUD, no thanks. No need to worry about puzzles either, it&#039;s kinda what they do!

I too hope to see, as stated, a reason to explore the woods or the beach or what have you. The sheer beauty of sotc worked for a good long while and several playthroughs, but I would like some gear and customization opportunities while maintaining a low key interface. That said, str8 f@&#038;# a bunch of coins. 
Mechanics, visuals and general atmosphere seemed the main focus of shadow, and I&#039;d imagine the new title will be similar in its finite focus. However, let us not start underestimating these guys and gals just yet. They did sorta change the game industry at least once now.
]]></description>
			<content:encoded><![CDATA[<p>I can&#8217;t help but agree with previous poster to some extent. In particular I found issue with the mention of &#8220;isolation&#8221; being a bad thing. Both previous titles depended on that motif. Now within the article are several explicit mentions and qualifications concerning the speculative nature of the content here which was appreciated. That said, to say Last Guardian is going to be slow paced is maybe overdoing it. We just don&#8217;t know! Also, the 2009ish trailer did make stealth seem a possibility, but if it requires extra buttons or items on the HUD, no thanks. No need to worry about puzzles either, it&#8217;s kinda what they do!</p>
<p>I too hope to see, as stated, a reason to explore the woods or the beach or what have you. The sheer beauty of sotc worked for a good long while and several playthroughs, but I would like some gear and customization opportunities while maintaining a low key interface. That said, str8 f@&amp;# a bunch of coins.<br />
Mechanics, visuals and general atmosphere seemed the main focus of shadow, and I&#8217;d imagine the new title will be similar in its finite focus. However, let us not start underestimating these guys and gals just yet. They did sorta change the game industry at least once now.</p>
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		<title>
		By: Chet Wilson		</title>
		<link>https://gamingbolt.com/15-gameplay-features-the-last-guardian-can-borrow-from-popular-games#comment-265471</link>

		<dc:creator><![CDATA[Chet Wilson]]></dc:creator>
		<pubDate>Sun, 19 Jul 2015 11:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=237494#comment-265471</guid>

					<description><![CDATA[The genius of Ico and SotC came from their simplicity and art design.  

You are confusing gimmicks with innovations. 

Just about every idea you posted is exactly what went wrong with gaming the last 10 years.  The game really doesn&#039;t need multiplayer, leaderboards, hidden collectibles, &#039;side&#039; quests, &#039;crafting&#039;, dialogue wheels, stealth mechanics, random ancient history puzzles, parkour/animal talent trees, inventory, or starvation. 

If a game doesn&#039;t have those features that you see a lot in games these days, that doesn&#039;t mean there&#039;s anything wrong with it, nor does it imply in anyway that it would be improved by their addition. I personally would feel the entire experience cheapened.]]></description>
			<content:encoded><![CDATA[<p>The genius of Ico and SotC came from their simplicity and art design.  </p>
<p>You are confusing gimmicks with innovations. </p>
<p>Just about every idea you posted is exactly what went wrong with gaming the last 10 years.  The game really doesn&#8217;t need multiplayer, leaderboards, hidden collectibles, &#8216;side&#8217; quests, &#8216;crafting&#8217;, dialogue wheels, stealth mechanics, random ancient history puzzles, parkour/animal talent trees, inventory, or starvation. </p>
<p>If a game doesn&#8217;t have those features that you see a lot in games these days, that doesn&#8217;t mean there&#8217;s anything wrong with it, nor does it imply in anyway that it would be improved by their addition. I personally would feel the entire experience cheapened.</p>
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