<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Interviews &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
	<atom:link href="https://gamingbolt.com/category/interview/feed" rel="self" type="application/rss+xml" />
	<link>https://gamingbolt.com</link>
	<description>Get a Bolt of Gaming Now!</description>
	<lastBuildDate>Tue, 31 Mar 2026 09:52:11 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.9.4</generator>
<site xmlns="com-wordpress:feed-additions:1">185493399</site>	<item>
		<title>Screamer Interview &#8211; Anime Inspirations, Bringing back a Classic Series, Story, and More</title>
		<link>https://gamingbolt.com/screamer-interview-anime-inspirations-bringing-back-a-classic-series-story-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Thu, 26 Mar 2026 12:59:37 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[milestone]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Screamer]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=636997</guid>

					<description><![CDATA[Game director Federico Cardini was kind enough to answer our questions about the upcoming high-speed anime-inspired racing game.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">F</span>ans of classic racing games will undoubtedly recognize Screamer &#8211; an MS-DOS-era title from the 1990s. With Milestone looking to bring the series back with brand new anime-inspired art and aesthetic styles, we had quite a few questions about how it was going to play out. Thankfully, game director Federico Cardini was kind enough to answer these questions, with subjects ranging from inspirations behind bringing back the classic, to how the Echo System works against multiple opponents, and even its core story.</p>
<p><strong>What inspired the decision to bring back a classic 1990s era franchise like Screamer?</strong></p>
<p>Screamer has been a game that we wanted to bring back since its last installment. A new pitch would come around every few years, but we felt that they weren’t quite landing since we were searching for that very bold ingredient to make the game stand out in the racing game market. This all changed when we decided to power up the original idea of Screamer with our love for Japan animation and fighting games.</p>
<p><strong>One of Screamer’s core mechanics is the Echo system. When did it become a central part of the project, and how did it influence the overall design of the game?</strong></p>
<p>The Echo System was present since the pitch for the game, albeit in a more primordial form. Having taken inspiration from fighting games we knew we wanted an element of vehicular combat in the game and everything else needed to be designed around that, so that the racing part wouldn’t be drowned under these types of mechanics.</p>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-637001" src="https://gamingbolt.com/wp-content/uploads/2026/02/screamer-1.jpg" alt="screamer 1" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/screamer-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-1-1536x864.jpg 1536w" sizes="(max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"Screamer has been a game that we wanted to bring back since its last installment."</p>
<p><strong>In races with multiple opponents, how does the Echo system work in terms of its tug of war style gameplay?</strong></p>
<p>When racing it’s quite important to engage strategically with the resources offered by the Echo System. A Boost used in the perfect track section, a Shield activated at the right time, a well-positioned Strike against an opponent, a masterfully controlled Overdrive until its end are all things that spice up racing in Screamer and can (and do) make the difference between victory and defeat.</p>
<p><strong>Screamer’s story is said to be inspired by classic racing anime. What were some of the key influences behind its narrative and tone?</strong></p>
<p>We took inspiration from any type of anime, not just racing anime, because we wanted our story to feel different from your standard racing game. Also, as I mentioned before, we are big fans of anime ourselves and we wanted to fully embrace that style of narrative for our game. Expect some big surprises and a plethora of mature themes.</p>
<p><strong>Beyond racing and story, how important is customisation to the overall experience?</strong></p>
<p>We’ve put quite a lot of effort into customization because even if our cars are designed to fit a specific character, we wanted the player to still be able to give them a personal touch. Customisation in this game doesn’t have performance modifiers attached to it, so you can customize any car with a slew of pre-made options without worrying about the handling.</p>
<p><strong>The game features both a pseudo cyberpunk city aesthetic and tracks that run through natural environments like forests. How did you balance these contrasting settings in terms of story and tone?</strong></p>
<p><img decoding="async" class="aligncenter wp-image-636999" src="https://gamingbolt.com/wp-content/uploads/2026/02/screamer-cover-1024x576.jpg" alt="screamer cover" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/screamer-cover-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-cover-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-cover-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-cover-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-cover-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2026/02/screamer-cover.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p class="review-highlite" >"We took inspiration from any type of anime, not just racing anime, because we wanted our story to feel different from your standard racing game."</p>
<p>Balancing the variety in our environment hasn’t been easy. First, a lot of work has gone into creating background lore for everything so that our artists had a clearer picture of the mood they should strive for the tracks. Then, since the contrast between the locations wasn’t something avoidable we instead decided to embrace it and we quickly made it a keyword to use throughout the entire game as a guide; you can see this contrast in many things, like the VFX designed to look more anime-like with the realistic lighting, the almost painted skies against the realistic cars, or even the characters and how their contrasting personalities make the narrative unfolds. Quite a lot of work has been done to blend these souls together and we hope that players will appreciate that.</p>
<p><strong>What core multiplayer modes can players expect at launch?</strong></p>
<p>At launch players will be able to bring the competition Online in a playlist of game modes and Private Lobbies, with Ranked Team Race coming shortly after launch.</p>
<p><strong>How does the Echo system function in online races where every player is managing their own Echo gauge?</strong></p>
<p>Online the Echo System brings a whole new level of depth to the competition, since tricking other players into wasting their resources, by faking a Strike for example, becomes essential to come out on top at higher skill levels.</p>
<p><strong>What resolutions and frame rates are you targeting on PS5, Xbox Series S, Xbox Series X, and PS5 Pro?</strong></p>
<p>The game runs at 60FPS with enhanced frame rates on Series X and PS5 Pro.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">636997</post-id>	</item>
		<item>
		<title>Replaced Interview &#8211; Inspirations for Art Style, Ranged and Melee Combat, Exploration, and More</title>
		<link>https://gamingbolt.com/replaced-interview-inspirations-for-art-style-ranged-and-melee-combat-exploration-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Wed, 25 Mar 2026 14:40:01 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Coatsink]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Replaced]]></category>
		<category><![CDATA[Sad Cat Studios]]></category>
		<category><![CDATA[thunderful publishing]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=638436</guid>

					<description><![CDATA[Replaced developers Yura Zhdanovich and Igor Gritsay were kind enough to indulge our questions about the upcoming 2.5D title.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he fusion of intrigue, gameplay, exploration, and downright gorgeous art that has been showcased for side-scrolling title <em>Replaced</em> has raised quite a few questions among us. Thankfully, Sad Cat Studios director Yura Zhdanovich and composer Igor Gritsay were kind enough to entertain our questions about a variety of subjects, from the art style to gameplay and even the overall length of the main campaign.</p>
<p><strong><em>Replaced</em> has a striking art style. What were the biggest inspirations behind this look, and how did you translate those influences into the final visual direction?</strong></p>
<p>While the artstyle of <em>Replaced</em> is not particularly new, we have been hard at work combining different approaches and experimenting with what works and what doesn’t when it comes to 2.5D pixel-art. With notable, recent inspirations being games like <em>Octopath Traveler</em> and <em>The Last Night</em>, we have obviously been inspired by classics like <em>Flashback</em> and <em>Another World</em> as examples of more grounded approaches to making a sidescroller.</p>
<p><img decoding="async" class="aligncenter wp-image-638443" src="https://gamingbolt.com/wp-content/uploads/2026/03/replaced-1.jpg" alt="replaced 1" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/replaced-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-1-1536x864.jpg 1536w" sizes="(max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"We have been hard at work combining different approaches and experimenting with what works and what doesn’t when it comes to 2.5D pixel-art"</p>
<p>Going beyond the pixel art aesthetic, we have also gathered quite a lot of knowledge from games that do completely different visuals, while driving for a more cinematic feel. The likes of <em>Limbo</em>, <em>Inside</em>, <em>Deadlight</em> and other games that have been praised for their general atmosphere, lighting or camerawork.</p>
<p>And how can we forget <em>Disney’s Hercules</em> for PSX? Total next gen 2.5D!</p>
<p><strong>What are the core themes you are exploring in <em>Replaced</em>, and how important is the presence of AI to the story given the current state of the world?</strong></p>
<p>The main topic of our story is “what does it mean to be a human?”. AI is always present in some shape or form in the context of the cyberpunk/retrofuturistic genre, so it was just a means to explore this topic within a setting that we adore. For us, being relevant in terms of news agenda was never the point, since we started the development of <em>Replaced</em> much earlier than the current AI boom has happened. Our own reality is much more bleak and mundane in terms of actual problems that have arisen due to AI overuse. Meanwhile in <em>Replaced</em>, we wanted to explore AI usage gone wrong when applied to a much more complex task &#8211; that of biotransplantology &#8211; and the societal consequences this may have.</p>
<p><strong>How do you approach the balance between combat and exploration across the full experience?</strong></p>
<p>Even though our game is heavily focused on a cinematic and atmospheric component, we still have quite a bit of combat encounters, which tend to get progressively harder towards the end of the game. It’s not our goal to be hardcore, so at one point we had to lessen the difficulty of late combat encounters.</p>
<p>It’s important to have an internal sense of rhythm so that one part of the game ends at the right time, leaving room for the next one.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638442" src="https://gamingbolt.com/wp-content/uploads/2026/03/replaced-2.jpg" alt="replaced 2" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/replaced-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-2-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"The main topic of our story is “what does it mean to be a human?”."</p>
<p><strong>As players progress, what kinds of new moves or abilities will they unlock, and how do these additions change the flow of combat?</strong></p>
<p>We have several gadgets that players will obtain during their playthrough. Most of them have dual purposes for both combat and platforming. For example: the mechanized pickaxe destroys enemy’s armor, but it also allows you to climb walls. Or, let’s say, one particular pistol upgrade allows you to deflect enemy’s bullets while in combat, but during platforming it grants you a double jump ability.</p>
<p><strong><em>Replaced</em> has been described as a cinematic action platformer. What does that mean in practical terms, and what sets it apart from more traditional platformers?</strong></p>
<p>It mostly comes down to the amount of pain in the butt that we have to overcome while developing it! The main difference is the way the story is connected with the gameplay. All the camera work, VFX, overall cinematography &#8211; this is something that is usually not present in traditional arcade platformers.</p>
<p>The second main difference is level design: level structure and design can be absolutely abstract and random in classic platformers. In a cinematic platformer we have to make level design believable: we have to incorporate all platforming elements in a 2D manner, while keeping the surroundings grounded, as if this is something that could happen in real life.</p>
<p><strong>What is the intended balance between melee and ranged combat, and is there a preferred style you expect most players to lean on?</strong></p>
<p>We’re locked within a 2D framework, so our main focus is melee combat. Ranged combat is a part of core combat, but it’s mostly a method of getting rid of the most annoying enemies. Our game rewards aggressive playstyle. Your gun charges when you hit enemies. If the player is being passive and rolls a lot, they will lose gun charge. And since the Huxley (the name of the gun) is your most powerful option in combat, you really want to keep it charged. The protagonist &#8211; R.E.A.C.H. &#8211; also gets progressively faster in his attacks if you chain a combo without being hit or without being passive for too long.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638441" src="https://gamingbolt.com/wp-content/uploads/2026/03/replaced-3.jpg" alt="replaced 3" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/replaced-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-3-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"Ranged combat is a part of core combat, but it’s mostly a method of getting rid of the most annoying enemies."</p>
<p><strong>The lighting in the trailers and screenshots stands out a lot. How did the team achieve that look, both artistically and technically?</strong></p>
<p>Lighting is the core component of any cinematic scene, and with <em>Replaced</em> the goal has always been to make the game look and feel as cinematic as possible throughout the whole experience. To make it look like it does in the videos and screenshots, while running decently on the lower-end hardware, we have spent a lot of time developing our own Scriptable Rendering Pipeline for Unity, combining some of the great visual features and post processing effects found in Unity’s HDRP with the tailored performance optimizations specific to our game.</p>
<p>After that it’s all about carefully planning out the scenes to not only support the game design needs, but also have space for dramatic lighting opportunities, all while navigating the peculiarities of this particular style.</p>
<p><strong>Roughly how long is the game expected to be, and how much optional content is there for completion focused players?</strong></p>
<p>We’re not forcing any side-content on players, so it really depends on your playstyle. I would say that the average might be around 8 hours, and 11-12 if you’re really searching for optional stuff.</p>
<p><strong>Is there a specific reason <em>Replaced</em> is not coming to PS5?</strong></p>
<p>When we first started developing <em>Replaced</em> and speaking to the various platform partners, we decided to launch it as an Xbox-first and Game Pass title as we felt this was the right fit for us.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638440" src="https://gamingbolt.com/wp-content/uploads/2026/03/replaced-4.jpg" alt="replaced 4" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/replaced-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/replaced-4-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"We’re not forcing any side-content on players, so [the game&#8217;s length] really depends on your playstyle."</p>
<p><strong>What resolutions and frame rates are you targeting on Xbox Series S and Xbox Series X?</strong></p>
<p>We’re still in the process of final polishing (the game is rather heavy graphics-wise), but we hope that we can lock it at 4K/60 for Series X and 1440p/60 for Series S.</p>
<p><strong>Do you have plans to bring <em>Replaced</em> to Nintendo Switch 2?</strong></p>
<p>We can’t confirm any additional platforms at this time.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">638436</post-id>	</item>
		<item>
		<title>John Carpenter&#8217;s Toxic Commando Interview &#8211; Hordes, Boss Fights, Nintendo Switch 2, And More</title>
		<link>https://gamingbolt.com/john-carpenters-toxic-commando-interview-hordes-boss-fights-nintendo-switch-2-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Wed, 11 Mar 2026 19:07:31 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Focus Entertainment]]></category>
		<category><![CDATA[John Carpenter&#039;s Toxic Commando]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=638845</guid>

					<description><![CDATA[Chief creative officer Tim Willits revealed some key details about Toxic Commando, such as what kind of console performance to expect.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span>s we get closer to the release of co-op first-person shooter <em>John Carpenter&#8217;s Toxic Commando</em>, Saber Interactive&#8217;s chief creative officer Tim Willits was kind enough to answer our questions about the upcoming game. Throughout the interview, we spoke about a variety of subjects, including the evolution of enemy hordes, the role of vehicles in gameplay, and how the studio used its experience with simulationist driving games like <em>SnowRunner</em> to design some of the vehicle-oriented encounters.</p>
<p><strong>Saber Interactive&#8217;s co-op action games have become known for how large the attacking hordes tend to be. How much of this feature was developed over the course of  <em>Space Marine 2</em>?</strong></p>
<p>At Saber, we have our own proprietary engine called The Swarm Engine, which we have developed for many years. With <em>Space Marine 2</em>, we pushed that technology much further. The scale became more epic. The battles became more cinematic. We refined animation blending, pathing, collision, and large-scale combat readability so players could fight enormous swarms without losing clarity. It wasn’t just more enemies, it was better enemies in bigger, more intense battle spaces, all coordinated with our signature AI Director.</p>
<p>Now with <em>Toxic Commando</em>, we’re blowing it out of the water.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638153" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7.jpg" alt="TOXIC COMMANDO" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"The scale became more epic. The battles became more cinematic."</p>
<p>We are introducing new enemy types, more randomness in swarm behavior, and a much more advanced AI Director. That AI Director constantly evaluates the battlefield and orchestrates encounters so they feel dynamic. On top of that, we’re doing it in a much larger world with vehicles, terrain deformation, and far more strategic options for players.</p>
<p>Because the world is bigger and more systemic, the swarms aren’t just something you shoot, but a coordinated attack where you and your teammates need to use everything in your arsenal to survive, with every battle playing out differently.</p>
<p>With Saber’s proprietary Swarm Engine, we can create truly unique, over-the-top battles at a scale that very few studios can achieve.</p>
<p><strong>Aside from the standard hordes of enemies, what kind of special enemies can we expect?</strong></p>
<p>Aside from the standard hordes, we have designed a lineup of special enemies that adds a lot of variety to the battles. For example, the Skunk is infected with a toxic substance that releases a red infectious vapor, poisoning you over time while also boosting nearby enemies. So, if you ignore it, the entire horde suddenly becomes more dangerous. The Stalker is a ranged threat with both basic and charged attacks, but what really makes it unique is its ability to root vehicles in place. When that happens, you will be forced to jump out and destroy the tentacles blocking the vehicle. The Nuker is our explosive enemy that detonates in close proximity, and we’ve even added a Fire Nuker variant that leaves behind a burning hazard zone, turning safe ground into a temporary death trap. Then there’s the Goon, a big, tough disabler that will rush you, grab you, and pummel you to death if your friends don’t react quickly. These enemies aren’t just stronger versions of the horde, they are designed to create layered combat and force groups to change tactics. And of course, we have a few more surprises waiting for players to discover.</p>
<p><strong>Will there be any epic boss fights that promote a greater degree of teamwork and problem-solving?</strong></p>
<p>One of our main goals with <em>Toxic Commando</em> was to move beyond the traditional “big enemy with a big health bar” and create true event-style battles that require teamwork, coordination, and problem-solving. Thanks to our proprietary Swarm Engine, we’re able to combine massive, dynamic swarm encounters with unique special enemies and then layer in over-the-top, boss-like encounters. At the center of it all is the Sludge God, the creator of these creatures, who doesn’t just spawn enemies but creates chaotic battle situations by manipulating the environment and unleashing creatures that can be dynamic during the battles. Some encounters aren’t just about shooting a boss, they require players to manage the swarms while adjusting to environmental threats and responding to special enemies. We really focused on adding variety not only to the core combat loop but especially to the big event battles that really make the game fun to play.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638152" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6.jpg" alt="TOXIC COMMANDO" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"Thanks to our proprietary Swarm Engine, we’re able to combine massive, dynamic swarm encounters with unique special enemies and then layer in over-the-top, boss-like encounters."</p>
<p><strong>How large of a role will vehicles play in the course of a standard mission?</strong></p>
<p>Vehicles play a major role in a standard mission where they are not just transportation, but part of the core gameplay loop. The world in <em>Toxic Commando</em> is large and dangerous, so navigating the environment is far more effective in a vehicle, especially when the enemies start to close in. Players who aren’t driving can lean out the windows to fire their weapons or man mounted guns on certain vehicles, which makes travel a combat-filled experience. Your main truck is also equipped with tools that directly impact survival, including an EMP charge that can clear out large numbers of enemies and a grapple hook that helps pull you free from mud or other terrain hazards. Some of the most fun moments happen when multiple players each have their own vehicle, moving together across the map, forming a deadly caravan. It is always my most enjoyable moment in the game when we have multiple vehicles driving across the world.</p>
<p><strong>Saber Interactive is also known for its ultra-simulationist driving games like <em>SnowRunner</em>. Will any of that DNA make it into <em>Toxic Commando</em> in terms of having to deal with crises that involve vehicles?</strong></p>
<p>Yes, absolutely. At Saber we’ve developed a deep expertise in vehicle simulation through games like <em>SnowRunner</em>, and we’ve taken a lot of what we learned there and applied it to <em>Toxic Commando</em>. That said, we were very careful about balance. Our vehicles are rooted in realism with weight, traction, terrain interaction all parts of the experience, but they’ve been tuned to ensure that getting around the world feels fun and engaging rather than punishing. At its core, <em>Toxic Commando</em> is an action game with vehicles, not a hardcore driving simulator, so the priority was always making sure the vehicle gameplay enhances the experience instead of slowing it down. We had to strike a balance between authentic vehicle behavior and over-the-top action, and we feel we’ve found a sweet spot where the driving adds tension and strategy without ever distracting from the core combat experience.</p>
<p><strong>How customizable will the vehicle be? Are we stuck with the mounted machine gun on top or can we swap it out for something else?</strong></p>
<p>Vehicles in <em>Toxic Commando</em> have been designed around strategy and world unpredictability. Because vehicles spawn dynamically, both in terms of type and location, we’ve assigned specific mounted weapons to specific vehicle types. So, if you find a certain truck or armored vehicle, you’ll know what kind of mounted gun it comes with. We made that choice intentionally. While players can improve vehicles characteristics through their class progression tree, each vehicle&#8217;s features and abilities remain fixed and cannot be altered. This encourages players to think more strategically when using vehicles in the world. It also reinforces the dynamic nature of each mission. There may be times when you spawn into a level and there isn’t a vehicle nearby, forcing you to either search for one or push forward on foot. That unpredictability is part of the game, and it makes various sessions play differently. However, each vehicle is visually customizable — for example: changing the color, swapping out honk sounds, adding graffiti, modifying the headlights.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638151" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5.jpg" alt="TOXIC COMMANDO" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"Because vehicles spawn dynamically, both in terms of type and location, we’ve assigned specific mounted weapons to specific vehicle types."</p>
<p><strong>Aside from the story itself, will <em>Toxic Commando</em> feature any other form of player progression?</strong></p>
<p>Yes, <em>Toxic Commando</em> features player progression beyond the story itself. If you’re familiar with<em> Space Marine 2</em>, you’ll recognize many of the core progression philosophies we have in <em>Toxic Commando</em>. The game includes class-based progression tied directly to the classes you choose to play. The more you use a specific class, the more you advance it, unlocking improvements and strengthening that role over time. This progression carries outside of individual sessions, so even after a mission ends, you continue building your long-term class.</p>
<p>In addition to class progression, there’s also weapon progression and upgrades. As you play, you earn resources that can be spent on improving weapons and items, allowing you to tailor your loadout to your preferred playstyle. We wanted players to feel rewarded for time invested, while also giving them meaningful choices about how they evolve their characters. The result is a system that supports replayability, encourages experimenting with different classes, and reinforces that sense of growing stronger the more you play.</p>
<p><strong>How can you describe the overall flow of a mission in <em>Toxic Commando</em>? Will it be more free-form, or a more linear experience where we&#8217;re basically running from point A to B?</strong></p>
<p>Each mission in <em>Toxic Commando</em> is built around a clear overall objective, but how you get there is much more flexible. We didn’t want it to feel like a straight line from point A to point B. Instead, missions are structured to encourage exploration and player choice. Along the way, there are side objectives that can be completed in different orders, and finishing them provides valuable in-session rewards that can make the final encounter more manageable. Players can approach both side objectives and the main objective in different ways depending on how they want to play, available vehicles, and how many resources you think you may need for the final objective.</p>
<p>We also introduce a layer of unpredictability by randomly shifting certain objective locations, which helps make repeat playthroughs feel different. If a squad wants to, they can rush directly toward the primary objective, but in our experience the most fun comes from searching the world, hunting for side objectives, discovering rewards, securing better positioning, and really engaging with the environment. That blend of structured goals and free-form decision-making gives each mission its own feel while still supporting replayability and team-based strategies.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638150" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4.jpg" alt="TOXIC COMMANDO" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"We also introduce a layer of unpredictability by randomly shifting certain objective locations, which helps make repeat playthroughs feel different."</p>
<p><strong>On PS5, PS5 Pro, and Xbox Series X, what performance targets are you aiming for in terms of resolution and frame rate? Are there multiple graphics modes planned?</strong></p>
<p>On Xbox Series X, we&#8217;re targeting 2160p at 30fps in Quality mode and 2160p at 45fps in Performance mode. On PS5, we&#8217;re aiming for 2160p at 30fps in Quality mode and 1440p at 45fps in Performance mode. PS5 Pro targets 2160p at 30fps in Quality mode and 2160p at 45fps in Performance mode. We currently have two graphics modes planned — Quality and Performance — across both platforms.</p>
<p><strong>Xbox Series S continues to be an important part of the ecosystem. What were the biggest technical challenges in scaling the game for Series S, and how did the team approach optimization?</strong></p>
<p>The Xbox Series S is an important platform for Saber, and we fully support it. We’ve already put our proprietary Swarm Engine on the platform in previous titles, so going into <em>Toxic Commando</em> we had valuable experience in understanding how to scale large-scale battles and complex systems to run smoothly within its hardware profile. Our goal was never to compromise the core experience that defines the game, but to ensure that it performs consistently and feels great to play. We’re proud of how <em>Toxic Commando</em> runs across all platforms, including Series S, and we feel confident that players on every system will experience the intensity and scale that make the game special.</p>
<p><strong>How are you leveraging features like the PS5’s SSD and DualSense, or Xbox’s Velocity Architecture, to enhance immersion and loading performance?</strong></p>
<p>At this stage, we haven&#8217;t implemented any platform-specific features such as DualSense haptics, adaptive triggers, or Xbox Velocity Architecture.</p>
<p><strong>With next-gen hardware allowing for larger worlds and more systemic complexity, was a version for Switch 2 ever considered? If not, was that primarily due to technical limitations, scope considerations, or platform strategy?</strong></p>
<p>We have not ruled out the Switch 2, we will continue to assess the platform, and make a determination at a later date. We have a great track record with the Switch and we look forward to developing as much as we can on the Switch 2.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638148" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-2.jpg" alt="TOXIC COMMANDO" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-2-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"There’s a strong emphasis on cross-class synergy in <em>Toxic Commando</em>."</p>
<p><strong>With four distinct classes, how much &#8216;cross-class&#8217; synergy is there? Are there specific ability combos that only a full 4-player squad can pull off?</strong></p>
<p>There’s a strong emphasis on cross-class synergy in <em>Toxic Commando</em>. While each of the four classes is viable on its own and can contribute meaningfully in any squad, the system really shines when players coordinate their abilities. We intentionally designed class skills to complement one another. For example, crowd control abilities can set up high-damage plays, defensive tools can create safe zones for objective work, and support mechanics can extend survivability during overwhelming swarms. The goal is to reward coordination and communication without punishing experimentation. When a full squad syncs up and pulls off a coordinated chain of abilities during a chaotic battle, that’s when the system really shines.</p>
<p><strong>Is the player progression (unlocks/upgrades) tied to the individual character, or is there a &#8216;Meta-Progression&#8217; that benefits the whole squad?</strong></p>
<p>Progression in <em>Toxic Commando</em> is player-based. Your class advancement, unlocks, and weapon upgrades are tied to your individual profile and carry across sessions, so the more you invest in a specific class or loadout, the stronger that character becomes over time. That long-term growth is personal and reflects how you choose to play.</p>
<p>That said, once you’re inside a mission, there are shared elements that encourage squad cooperation. Certain in-session resources, like spare parts can be used to build turrets and defensive structures, that everyone can use. There’s also a resource called “sludgite” that is shared across the group, so it doesn’t matter who picks it up. So while the overarching progression is individual, the moment-to-moment survival and tactical advantages inside a mission are very much a collective effort.</p>
<p><strong>In <em>SnowRunner</em>, getting stuck is the game. In <em>Toxic Commando</em>, if a vehicle gets stuck in the mud during a multiplayer session, how does that shift the team’s priorities? Does it turn into a &#8216;horde defense&#8217; moment while one player handles the recovery?</strong></p>
<p>You’ve got to get out and push! I’m joking. But the mud can definitely become a problem if you’re not careful. While <em>Toxic Commando</em> isn’t built as a pure vehicle simulation, terrain still matters, and getting bogged down at the wrong moment can be a problem.</p>
<p>Luckily, your main truck is equipped with a winch that can pull you out of sticky situations. Other vehicles aren’t always as forgiving, and if you can’t get your way out quickly, teammates may need to jump out and defend while the driver works to free the vehicle. And in worst-case scenarios, the squad might have to abandon the vehicle altogether and push forward on foot.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">638845</post-id>	</item>
		<item>
		<title>Docked Interview &#8211; Lessons Learned, Management Gameplay, Console Performance, And More</title>
		<link>https://gamingbolt.com/docked-interview-lessons-learned-management-gameplay-console-performance-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Wed, 11 Mar 2026 19:05:10 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Docked]]></category>
		<category><![CDATA[Focus Entertainment]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=638838</guid>

					<description><![CDATA[Game director Sergei Hlistov and producer Vasiliy Bogucharskiy were kind enough to answer our burning questions about Docked.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">J</span>ust days before Saber Interactive released its new port-management and crane-controlling game <em>Docked</em>, we got to have a chat with game director Sergei Hlistov and producer Vasiliy Bogucharskiy about the title&#8217;s various aspects. The duo was kind enough to answer our questions about a variety of subjects, from console performance to the evolution of the in-game port, to planned future content.</p>
<p><strong>What was the inspiration behind <em>Docked</em> being more of a story-based solo game when compared to the popularity of multiplayer in <em>SnowRunner</em> and <em>RoadCraft</em>?</strong></p>
<p><em>Docked</em> is very different from Saber&#8217;s other simulation games. We chose a rather specific setting. Not many gamers know what life is like in a port, so our goal was to introduce people to this industry and captivate them with its unique features.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638843" src="https://gamingbolt.com/wp-content/uploads/2026/03/docked-1.jpg" alt="docked 1" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/docked-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-1-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"Not many gamers know what life is like in a port, so our goal was to introduce people to this industry and captivate them with its unique features."</p>
<p><strong>A recent trailer revealed the 8 port vehicles at launch. Are there plans to add any more down the line?</strong></p>
<p>The eight vehicles represent the machinery most used at real-world docks.. Each vehicle model is recreated in significant detail with unique features and extensive control capabilities. The vehicles&#8217; unique functionality, design, and appearance prevent a cookie-cutter approach to mission development, and mastering their operation requires practice. Looking ahead, I can say that additional vehicles will appear in the DLC. We are currently working on it.</p>
<p><strong>Since <em>Docked</em> will primarily take place in a single location, are there any aspects of the game that will involve traveling to new places?</strong></p>
<p>There are actually three terminals in the game: a container terminal, where most of the tasks take place; a bulk terminal, where the player handles bulk cargo using a mobile port crane and hopper; and a general cargo terminal, where the player works with large objects.</p>
<p><strong>While financial management has been at least a minor aspect in previous games, how big of a role will it play in <em>Docked</em>?</strong></p>
<p>Game progression is based on port management, including financial management, infrastructure construction, and development. This aspect of the game is not the core but it defines the game&#8217;s structure and introduces players to the inner workings of port operations.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638842" src="https://gamingbolt.com/wp-content/uploads/2026/03/docked-2.jpg" alt="docked 2" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/docked-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"Game progression is based on port management, including financial management, infrastructure construction, and development."</p>
<p><strong>Will Port Wake get any visible and gameplay-affecting changes over the course of the game?</strong></p>
<p>At the start of the game, a typhoon has devastated Port Wake. Containers are scattered across the port and the work areas and facilities are damaged. As the game progresses, the player repairs and upgrades buildings, gradually improving the port. First, order is restored, and then new facilities appear, such as yards, parking lots, and offices. As they complete jobs using equipment, the player will see this progression happening throughout the port. Beyond the visual aspect, the new infrastructure offers new economic opportunities as well. At a certain point, the player unlocks a job at a neighboring terminal that specializes in bulk and general cargo. This allows the player to switch to other types of cargo and new equipment.</p>
<p><strong>Since off-roading isn&#8217;t an emphasis here, what kinds of new challenges will be available in the vehicle gameplay?</strong></p>
<p><em>Docked</em> offers a different challenge: precise vehicle control. Performing precise maneuvers with giant machinery is unusual enough, but adding the simultaneous control of the vehicle and cargo manipulation creates a uniquely challenging and rewarding experience., Players must solve tactical puzzles, such as determining how to reach and deliver the desired object without damaging it.</p>
<p><strong>Will players get any say in the overall layout of Port Wake?</strong></p>
<p>Currently, infrastructure objects are preset, so players cannot change the placement of objects. This offered some unique opportunities in the development process, as compared to free planning. Since we know the exact locations of the infrastructure objects in the port, we can introduce a level of realism and detail in the design that wouldn&#8217;t have been possible with more variability.</p>
<p><strong>What were some of the lessons learned from <em>RoadCraft</em> that helped with the game design and development of <em>Docked</em>?</strong></p>
<p>It&#8217;s difficult to consider <em>Docked</em> a continuation of <em>RoadCraft</em>, as the games were developed by different teams using different engines. However, when developing <em>Docked</em>, we incorporated some of Saber’s technical experience, as well as ideas in <em>RoadCraft</em>, particularly with regard to vehicle physics and bulk material simulation.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638841" src="https://gamingbolt.com/wp-content/uploads/2026/03/docked-3.jpg" alt="docked 3" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/docked-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"When developing <em>Docked</em>, we incorporated some of Saber’s technical experience, as well as ideas in <em>RoadCraft</em>"</p>
<p><strong>As a developer, what are your thoughts on the PS5 Pro? How does boost in GPU help in developing your game compared to the base PS5?</strong></p>
<p>The PS5 Pro GPU&#8217;s higher performance allows for increased image quality and detail. It renders more objects in the frame and switches levels of detail (LODs) at greater distances, ultimately improving image quality overall.</p>
<p><strong>What are your thoughts on PSSR? What kind of opportunities will this open for the game?</strong></p>
<p>The ability to generate &#8220;free&#8221; frames has become available, as well as the ability to increase the clarity and resolution of rendered frames. Previously, when embarking on long-term development, developers had to anticipate the availability of hardware at release. Today, technologies like PSSR offset this, allowing developers to ultimately achieve higher frames per second.</p>
<p><strong>What resolution and frame rates will the game target on PS5, Xbox Series S, Xbox Series X, and PS5 Pro?</strong></p>
<ul>
<li>Xbox Series X 2880×1620 30fps</li>
<li>Xbox Series S 1920&#215;1080 30fps</li>
<li>PS5/PS5 Pro 2880×1620 30fps</li>
</ul>


<p></p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">638838</post-id>	</item>
		<item>
		<title>GreedFall: The Dying World Interview &#8211; Lessons From Early Access, Gameplay Changes, Console Performance, and More</title>
		<link>https://gamingbolt.com/greedfall-the-dying-world-interview-lessons-from-early-access-gameplay-changes-console-performance-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Thu, 05 Mar 2026 11:41:55 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[GreedFall: The Dying World]]></category>
		<category><![CDATA[Nacon]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Spiders]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=638430</guid>

					<description><![CDATA[The developers behind GreedFall: The Dying World were kind enough to answer some of our burning questions about the upcoming RPG.]]></description>
										<content:encoded><![CDATA[<p><em><span class="bigchar">G</span>reedFall: The Dying World</em> is undoubtedly going to be an ambitious game, which prompted developer Spiders to with an Early Access release to iron out its issues. with the RPG&#8217;s 1.0 release being just over the horizon, we had quite a few questions for the studio. Thankfully, creative director Jehanne Rousseau, design director Nicolas Ducart, and technical director Wilfried Mallet were kind enough to answer many of our questions, from the game&#8217;s writing, to gameplay systems, and even some technical details.</p>
<p><strong>Looking back at the original <em>GreedFall</em>, what were the biggest lessons your team learned during its development that directly influenced how you approached <em>The Dying World</em>?</strong></p>
<p><strong>Jeanne Rousseau:</strong> As a writer I would say that I realized the players love to have alternate ways to solve things, combat being only one of them. They liked to have as many choices as possible, and they also enjoyed the factions and companions. So, I really put the emphasis on developing even more the companions, their personal stories and quests to make sure the players would have what they enjoy the most. And we also really tried to bring more diversity to the main path, to avoid repetition as much as possible, adding more alternate and secret solutions to solve these quests, and of course more factions and more varied places to visit.</p>
<p><strong>With the “2” dropped from the title, <em>GreedFall: The Dying World</em> feels more like a standalone entry than a traditional sequel. What does that change represent creatively and gameplay mechanics wise?</strong></p>
<p><strong>Jeanne Rousseau:</strong> <em>The Dying World</em> was in fact never thought as a sequel (or a prequel) and always as a new opus set in the same world, like Bioware did for the <em>Dragon Age</em> series for example. But the fact that we had the 2 in the name was bringing confusion to some of the players. That’s why we decided to drop the 2 from the title.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-615354" src="https://gamingbolt.com/wp-content/uploads/2025/03/GreedFall-2-The-Dying-World.jpg" alt="GreedFall 2 The Dying World" width="1280" height="719" srcset="https://gamingbolt.com/wp-content/uploads/2025/03/GreedFall-2-The-Dying-World.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/03/GreedFall-2-The-Dying-World-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/03/GreedFall-2-The-Dying-World-1024x575.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/03/GreedFall-2-The-Dying-World-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/03/GreedFall-2-The-Dying-World-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/03/GreedFall-2-The-Dying-World-1536x863.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"<em>The Dying World</em> was in fact never thought as a sequel (or a prequel) and always as a new opus set in the same world"</p></p>
<p><strong>The real-time-with-pause combat system in the original was a defining feature. How has that system evolved in <em>The Dying World</em> in terms of depth, fluidity, and player expression?</strong></p>
<p><strong>Jeanne Rousseau:</strong> When we began the development of <em>The Dying World</em>, we took some time to look at the feedback of our players regarding the combat of the first game, and a lot of players wanted to be able to have control over the companions. That’s why we decided to propose a different type of combat, a little more tactical. Of course, during the early access, as it was something new to us, we had to make a lot of adjustments, and we learned a lot from the players feedback. Now you can choose from different playstyles: one more tactical, one very similar to the real time with pause we had in the first game, and one in-between. As we think the players agency is really important, we also added more ways to customize your character with different “profiles” and bigger skill trees to choose from at the creation but also during its progression. We also add more ways to customize difficulty.</p>
<p><strong>Player agency was central to GreedFall’s identity. To what extent does meaningful choice and consequence return in this new installment?</strong></p>
<p><strong>Jeanne Rousseau:</strong> It’s something that is even more crucial to me than the combat (I guess it’s because I’m a writer) so we really made sure that all the choices would have consequences. Of course some may seem anecdotal, while others will have a much more dramatic impact. But just as an example, in <em>The Dying World</em> you can lose a lot more companions as in the first opus.</p>
<p><strong>What are some of the biggest gameplay changes happening in the 1.0 release?</strong></p>
<p><strong>Nicolas Ducart:</strong> Since the last early access update, we’ve focused on polishing, debugging, adjusting and adding upon the game to prepare for release.</p>
<p>Our final monster and all bosses’ encounters have now been readjusted, added and completed. We also improved the detection system so that reaching an enemy’s back is more challenging, and enemy alert propagation now affects how quickly combat begins – it aims at making this part of the game more engaging and seamless. We added specific camera contexts and refined movement in every stance in combat too. There is no longer a cooldown on posture skills, and we implemented safeguards for “last man standing” situations, for using resurrection on allies. In addition, we carried out extensive balancing work on equipment, crafting, traders, consumable limits, reputation, romances, rewards, and loot. We also polished enemy encounters and their scaling throughout the adventure.</p>
<p>When the game releases, players will be able to experience the whole adventure of <em>GreedFall: The Dying World</em>, and we are eager to see what they think of it.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-599265" src="https://gamingbolt.com/wp-content/uploads/2024/09/GreedFall-2-The-Dying-World_02.jpg" alt="GreedFall 2 The Dying World_02" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2024/09/GreedFall-2-The-Dying-World_02.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/09/GreedFall-2-The-Dying-World_02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/09/GreedFall-2-The-Dying-World_02-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/09/GreedFall-2-The-Dying-World_02-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/09/GreedFall-2-The-Dying-World_02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/09/GreedFall-2-The-Dying-World_02-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"Now you can choose from different playstyles: one more tactical, one very similar to the real time with pause we had in the first game, and one in-between."</p></p>
<p><strong>How long will it take to beat the game?</strong></p>
<p><strong>Nicolas Ducart:</strong> It depends on how thorough you want to be, and on one’s playstyle and preferences. We roughly estimate that it will take around 30 hours to reach the end if you play straight through the main quest. However, if you want to do all the content (side quests, exploration, etc.), the game can take more than 50 hours to complete.</p>
<p><strong>What can you tell us about the world size and how seamless it will be?</strong></p>
<p><strong>Nicolas Ducart:</strong> The world in the game has a structure like the first <em>GreedFall</em>: it’s semi-open. You can move through a region by traveling from one area to another. The cool twist here is that you get a ship in <em>GreedFall: The Dying World</em> named the Constanzia, so when you need to change regions, you can use it to cross the sea.</p>
<p>Most of the game takes place on the continent of Gacane, where the cities are more diverse than those on the island of Teer Fradee too. Each city has its own culture and architecture, which results in more density and variety in the areas you can discover throughout the adventure. In <em>GreedFall: The Dying World</em>, the world will feel even bigger and more diverse for the players. The entire world has a lot to offer that just asks to be discovered. As you advance in your quest, you’ll be transported into the different regions of Gacane where you’ll meet key characters that will either help you or be your enemies.</p>
<p><strong>On PS5, PS5 Pro, and Xbox Series X, what performance targets are you aiming for in terms of resolution and frame rate? Are there multiple graphics modes planned?</strong></p>
<p><strong>Wilfried Mallet:</strong> We offer two graphics modes. A &#8216;Performance&#8217; mode that prioritizes fluidity with a 60fps framerate, and a &#8216;Quality&#8217; mode that focuses on visual rendering with enhanced graphics at 30fps.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638165" src="https://gamingbolt.com/wp-content/uploads/2026/02/greedfall-dying-world-new-screenshot-2.jpg" alt="greedfall dying world new screenshot 2" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/greedfall-dying-world-new-screenshot-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/greedfall-dying-world-new-screenshot-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/greedfall-dying-world-new-screenshot-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/greedfall-dying-world-new-screenshot-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/greedfall-dying-world-new-screenshot-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/greedfall-dying-world-new-screenshot-2-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"Most of the game takes place on the continent of Gacane, where the cities are more diverse than those on the island of Teer Fradee too."</p></p>
<p><strong>Xbox Series S continues to be an important part of the ecosystem. What were the biggest technical challenges in scaling <em>The Dying World</em> for Series S, and how did the team approach optimization?</strong></p>
<p><strong>Wilfried Mallet:</strong> It&#8217;s always complex to optimize a game for multiple platforms, and the Xbox Series S naturally received special attention. That said, we had already gained solid experience with this console during the development of <em>Steelrising</em>. So we knew what adjustments to make to offer the best experience for players.</p>
<p><strong>How are you leveraging features like the PS5’s SSD and DualSense, or Xbox’s Velocity Architecture, to enhance immersion and loading performance?</strong></p>
<p><strong>Wilfried Mallet:</strong> Yes, we took full advantage of the fast storage architectures, both on the PS5 SSD (with hardware decompression, notably Kraken) and the Velocity Architecture on the Xbox side. This allowed us to stream more data and significantly increase the quality and variety of our textures without impacting loading times.</p>
<p><strong>With next-gen hardware allowing for larger worlds and more systemic complexity, was a version for Switch 2 ever considered? If not, was that primarily due to technical limitations, scope considerations, or platform strategy?</strong></p>
<p><strong>Wilfried Mallet:</strong> Although it is technically feasible, we do not have a Switch 2 version planned at this stage. We are currently focusing our efforts on the announced platforms.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">638430</post-id>	</item>
		<item>
		<title>Planet of Lana 2: Children of the Leaf Interview &#8211; Art Direction, Varied Environments, Hybrid Robots, And More</title>
		<link>https://gamingbolt.com/planet-of-lana-2-children-of-the-leaf-interview-art-direction-varied-environments-hybrid-robots-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Wed, 04 Mar 2026 11:32:05 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Planet of Lana 2: Children of the Leaf]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Wishfully]]></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=638438</guid>

					<description><![CDATA[Adam Stjärnljus and Klas Martin Eriksson of Wishfully answered our burning questions about Planet of Lana 2: Children of the Leaf.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>ith <em>Planet of Lana 2: Children of the Leaf</em>, Wishfully is aiming for a bigger, better sequel in just about every way. When it comes to actual details, however, we decided to ask the studio a few questions directly. Creative director and co-game director Adam Stjärnljus, along with script writer and fellow co-game director Klas Martin Eriksson, were kind enough to indulge us.</p>
<p><strong>The original Planet of Lana was widely praised for its striking art direction. How is the sequel building on that visually, are there specific techniques or artistic goals you’re pushing this time?</strong></p>
<p><strong>Adam Stjärnljus:</strong> For <em>Planet of Lana 2</em> we wanted to build on the visuals from the first game, but at the same time kick things up as many notches as possible while staying true to Novo’s identity. The second game tells a deeper, more complex and slightly darker story, so one notable upgrade is an overhaul of the lighting system which allows for more moody scenes in addition to the lush, ghibli inspired pastures players have come to expect from our games.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638450" src="https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-1.jpg" alt="planet of lana 2 1" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-1-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"We wanted to build on the visuals from the first game, but at the same time kick things up as many notches as possible while staying true to Novo’s identity."</p></p>
<p>Because biomes are more varied and diverse (Snowy mountains, dark forests and tropical reefs to mention a few), the visual style had to evolve to cater to a wider geographical playing field as well which was quite challenging. How do you retain the core visual identity I just mentioned in a snowstorm? Or deep under the ocean? It’s been a long process and a challenge but luckily we have an extremely talented art team.</p>
<p><strong>The environments in <em>Planet of Lana 2</em> look far more varied. What can you tell us about the range of locations and biomes we’ll explore, and how they differ in tone or gameplay?</strong></p>
<p><strong>Klas Martin Eriksson:</strong> In addition to revisiting some familiar ground, and seeing how it has evolved since the first game, players will get to experience a snowy mountain world full of blizzards and strange creatures, a lush tropical underwater world inhabited by electric sharks and tiny ink fishes, an ancient forest with a sprawling village and even urban environments to mention a few. Because the story examines how Novo has evolved with the arrival of modern alien tech, It was important for us to expand the world and show the impact across as many corners of Novo as possible.</p>
<p><strong>With that increased variety in settings, how are puzzles being designed to feel more dynamic and context-specific to each area, rather than “one-size-fits-all”?</strong></p>
<p><strong>Adam Stjärnljus:</strong> One of the things we are most excited about is Mui’s expanded telepathic/hypnotic ability. Each biome contains unique creatures and machines that Mui can hypnotize, allowing the player to take full control of them and use their unique abilities to solve puzzles, manipulate each environment and progress through the world. Each creature is uniquely adapted to its native terrain, and players will need to figure out how to use them to their advantage in any new environment.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638449" src="https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-2.jpg" alt="planet of lana 2 2" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-2-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"Each biome contains unique creatures and machines that Mui can hypnotize"</p></p>
<p><strong>How are the core puzzle-solving mechanics evolving overall, new tools, new interactions, or new ways Lana and Mui can work together?</strong></p>
<p><strong>Adam Stjärnljus:</strong> In many different ways! Notably the player can now point and direct Mui all over the screen, allowing for bigger puzzles that demand a bit more exploration and thought from players. This really kicks Lana and Mui’s collaboration into gear and once players get a handle on the increased control, they will instantly notice how it opens up for more varied, fun and bigger puzzle solving. It will also demand a bit more thought as to where Lana and Mui need to be in relation to each other, each using their own position and abilities to progress through the world.</p>
<p><strong>The sequel introduces hybrid robots, which seem like a major new threat. What kinds of scenarios or challenges do they create, more stealth pressure, more action, or more puzzle-driven encounters?</strong></p>
<p><strong>Klas Martin Eriksson:</strong> Because of how the relationship between the different tribes of Novo and the robot invaders has evolved since the first game, not all robot encounters are life threatening any more. Lana and Mui’s abilities have expanded and both individually and as a duo they have grown into more formidable robot tamers. Granted, they are no John Rambos, but Mui’s new hypnotic/jamming ability allows her to temporarily disable hostile robots, even allowing Lana to swoop in, hack and take control of some of them. As far as what this new dynamic adds in terms of the gameplay aspects you mentioned; All of the above.</p>
<p><strong>On the story side, how does <em>Planet of Lana 2</em> follow up on the events of the first game without giving too much away?</strong></p>
<p><strong>Klas Martin Eriksson:</strong> As we touched on earlier, players will rejoin Lana and Mui in time of great change and upheaval; both personal, and planetary. The arrival of the robots have really shaken things up and there is a new tribe on the rise; The Dijinghala. They use the new tech to mine the planet’s natural resources, something that has dire consequences for the whole planet.</p>
<p>Lana herself is in the midst of an identity crisis following her first adventure. After uncovering hidden secrets of her people’s and the invading robots’ origins, she spends most of her time in the dark corners of Novo, scouring the planet for more answers. Unfortunately, this pastime – that sometimes borders on obsession – often gets her and her loved ones into trouble. Players will also get to explore much more of Mui’s origin story, and how she connects to the bigger picture of the lore.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638448" src="https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-3.jpg" alt="planet of lana 2 3" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-3-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"Lana herself is in the midst of an identity crisis following her first adventure."</p></p>
<p><strong>For returning players, should we expect subtle callbacks—visual motifs, lore hints, or story threads that reward familiarity with the original?</strong></p>
<p><strong>Klas Martin Eriksson:</strong> Definitely plenty of both subtle, and not-so-suble callbacks.</p>
<p><strong>And for newcomers, how approachable is the sequel as a standalone experience? Will players who didn’t play the first game still be able to fully follow the story and character arcs?</strong></p>
<p><strong>Adam Stjärnljus:</strong> While the story is a chronological continuation of the first game, new players can comfortably jump directly into the second game without feeling lost. The story is gripping on its own – but just in case – we’ve added a short prologue at the start of the game to give new players some context, and old players a quick refresher of their last visit to Novo.</p>
<p><strong>On PS5 and Xbox Series X, what are your resolution and frame-rate targets? Will there be multiple modes (Quality/Performance), and what do those look like?</strong></p>
<p>For both PS5 and Xbox Series X the game runs beautifully in 4k, 60 fps. We do not have multiple modes to choose from.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638447" src="https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-4.jpg" alt="planet of lana 2 4" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/planet-of-lana-2-4-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"While the story is a chronological continuation of the first game, new players can comfortably jump directly into the second game without feeling lost."</p></p>
<p><strong>On PS5 Pro specifically, what resolution and FPS targets are you aiming for in each mode (Quality vs Performance)?</strong></p>
<p>Same here, 4k, 60 fps. Given we have a stylized side-scrolling game, this makes sense for us.</p>
<p><strong>On Xbox Series S and Switch 2, what resolution and frame-rate targets should players expect, and is 60 FPS on the table?</strong></p>
<p>On Xbox Series S the game runs in 60fps at 1440p and on Switch 2 in 720p 60fps in handheld mode and 1080p 60 fps docked.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">638438</post-id>	</item>
		<item>
		<title>Fatal Frame 2: Crimson Butterfly Remake Interview &#8211; Improvements, Gameplay, the Future, and More</title>
		<link>https://gamingbolt.com/fatal-frame-2-crimson-butterfly-remake-interview-improvements-gameplay-the-future-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 24 Feb 2026 11:13:23 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Fatal Frame 2: Crimson Butterfly Remake]]></category>
		<category><![CDATA[koei tecmo]]></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=636992</guid>

					<description><![CDATA[Series producer Makoto Shibata was kind enough to answer our questions about the remake, including subjects like console performance.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>ith Koei Tecmo poised to bring back seminal PS2-era survival horror game <em>Fatal Frame 2: Crimson Butterfly</em> with a remake, we got to have a chat with series producer Makoto Shibata, who was kind enough to answer several of our burning questions about visual and gameplay elements. Shibata also went into more technical details for us, including the game’s targeted console performance, and the studio’s thoughts about new technologies like PlayStation Spectral Super Resolution.</p>
<p><strong>Fatal Frame is an iconic survival horror series with roots going back to the PS2 era. How are you approaching this remake to introduce a new generation of players to the franchise while still respecting what long time fans love about it?</strong></p>
<p>From a development standpoint, we were able to leverage Koei Tecmo’s proprietary game engine along with the action game development expertise that Team NINJA has built over the years. Using a modern development environment, we recreated the atmosphere of the original Crimson Butterfly while delivering a visual update. The team also includes staff who are passionate fans of the Fatal Frame series, as well as members who worked on the original title, and the game experience was rebuilt by incorporating their ideas and perspectives.</p>
<p><strong>This is the second remake, so, beyond visual upgrades and audio improvements, what other changes should players expect in <em>Fatal Frame 2: Crimson Butterfly Remake</em>?</strong></p>
<p>The biggest changes were the controls and camera perspective. In the original game, fear was often created through camera switches that revealed the presence of Wraiths as the player moved. In this remake, the game uses standard TPS controls with a continuous camera and no cuts. To support this, we reworked the staging and map design to focus on the fear that comes from players discovering something terrifying on their own. This creates a slightly different kind of fear, but we believe it significantly enhances immersion and presence.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-636967" src="https://gamingbolt.com/wp-content/uploads/2026/02/Fatal-Frame-2-Crimson-Butterfly-Remake_03.jpg" alt="Fatal Frame 2 Crimson Butterfly Remake_03" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/Fatal-Frame-2-Crimson-Butterfly-Remake_03.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/Fatal-Frame-2-Crimson-Butterfly-Remake_03-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/Fatal-Frame-2-Crimson-Butterfly-Remake_03-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/Fatal-Frame-2-Crimson-Butterfly-Remake_03-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/Fatal-Frame-2-Crimson-Butterfly-Remake_03-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/Fatal-Frame-2-Crimson-Butterfly-Remake_03-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"In the original game, fear was often created through camera switches that revealed the presence of Wraiths as the player moved."</p></p>
<p><strong>Will any story beats, pacing choices, or cutscenes be reworked to keep the experience feeling fresh, or is the narrative being preserved as closely as possible?</strong></p>
<p>While some adjustments were made to better connect cutscenes with in-game camera transitions, the cutscenes themselves largely follow the original. Some scenes that were previously cutscenes have been converted into in-game events. This change was made to create a more seamless experience using the in-game camera and to further enhance immersion.</p>
<p><strong>What kind of post game content can players look forward to in the remake?</strong></p>
<p>This title features multiple endings, and we encourage players to experience them all. To make it easier to view different endings and gather various collectible items, the game includes chapter select and a New Game mode that carries over upgrades. As in the original version, the high-difficulty NIGHTMARE mode can also be unlocked. In NIGHTMARE mode, players can further enhance the Camera Obscura, so we encourage those seeking a challenge to give it a try.</p>
<p><strong>If this remake performs well, are there plans or interest within the team to remake other entries in the Fatal Frame series?</strong></p>
<p>If this remake is well received, we would like to consider remaking other entries in the series. In doing so, it will be important that the title resonates not only with longtime fans, but also with players who actively enjoy a wide variety of modern horror games today.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-627753" src="https://gamingbolt.com/wp-content/uploads/2025/09/Fatal-Frame-2-Crimson-Butterfly-Remake-scaled.jpg" alt="Fatal Frame 2 Crimson Butterfly Remake" width="1280" height="720" /></p>
<p><p class="review-highlite" >"If this remake is well received, we would like to consider remaking other entries in the series."</p></p>
<p><strong>The original Fatal Frame 2 built a gritty, tense atmosphere partly because of PS2 era technical limitations. With higher fidelity visuals, how are you preserving that grounded, oppressive tone rather than making the game feel too clean or polished?</strong></p>
<p>In the original game, we carefully controlled screen noise and blur to create an analog, slightly old-film feel and a sense of atmosphere. In this remake, we maintain a subtle layer of noise during exploration so the visuals never appear overly clean. When Wraiths appear, the noise intensifies to convey a noticeable shift in the air and tension.</p>
<p><strong>Classic survival horror can sometimes be known for puzzles that feel overly opaque. Are you making any adjustments to puzzle readability, hinting, or quality of life, while still keeping the challenge intact?</strong></p>
<p>The original version did not place much emphasis on story reminders, but since this project is a full remake, the system was completely redesigned to better suit modern players. Objectives are clearly displayed so players understand what to do next and can easily recall their progress when resuming play. A glossary has also been added.</p>
<p>Fatal Frame 2 already features multiple endings. Will there be any new surprises for returning players, whether that is new scenes, new collectibles, or additional unlockables?</p>
<p>Yes. In addition to the remade story experience, following the newly added side stories reveals new details, and gameplay has been updated through collectible elements scattered throughout the village, as well as expanded Camera Obscura functions and upgrades. Even players who experienced the original will find new elements to enjoy.</p>
<p><strong>From a developer perspective, what are your thoughts on the PS5 Pro, and how does the added GPU power affect development compared to targeting the base PS5?</strong></p>
<p>Elements that were previously constrained can now be fully realized thanks to improved hardware capabilities. We have released many titles on PlayStation 5, and that experience makes it a developer-friendly platform for us.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-636995" src="https://gamingbolt.com/wp-content/uploads/2026/02/fatal-frame-2-crimson-butterfly-remake.jpg" alt="fatal frame 2 crimson butterfly remake" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/fatal-frame-2-crimson-butterfly-remake.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/fatal-frame-2-crimson-butterfly-remake-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/fatal-frame-2-crimson-butterfly-remake-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/fatal-frame-2-crimson-butterfly-remake-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/fatal-frame-2-crimson-butterfly-remake-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/fatal-frame-2-crimson-butterfly-remake-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"Elements that were previously constrained can now be fully realized thanks to improved hardware capabilities."</p></p>
<p><strong>What are your thoughts on PSSR, and what kind of opportunities does it open </strong><strong>up for this remake?</strong></p>
<p>It&#8217;s something that we hope to make more use of in the future.</p>
<p><strong>What performance targets are you aiming for across platforms in terms of resolution and frame rate, including Switch 2 in docked and handheld modes, PS5, Xbox Series S, Xbox Series X, and PS5 Pro?</strong></p>
<p>The game was developed at 30 fps to maximize visual quality and the overall horror experience. On PC, while a certain level of performance is required, players can switch to 60 fps. Across platforms, high-resolution technologies are used, with output at 2160p on PC, PlayStation 5, and Xbox Series X; 1440p on Xbox Series S; and 1080p on Nintendo Switch 2. For more details, please refer to the official website.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">636992</post-id>	</item>
		<item>
		<title>Styx: Blades of Greed Interview &#8211; Comedy, Drama, Lore, Gameplay, And More</title>
		<link>https://gamingbolt.com/styx-blades-of-greed-interview-comedy-drama-lore-gameplay-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 17 Feb 2026 13:42:04 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[cyanide studio]]></category>
		<category><![CDATA[Nacon]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Styx: Blades of Greed]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=636165</guid>

					<description><![CDATA[Julien Desourteaux, creator of the Styx franchise and director of the third entry, answers some of our burning questions about Blades of Greed.]]></description>
										<content:encoded><![CDATA[<p>With the impending release of the third entry in the <em>Styx</em> franchise of goblin stealth games, series creator and game director of <em>Styx: Blades of Greed</em>, Julien Desourteaux, was kind enough to answer our questions about franchise and genre evolution, and other things.</p>
<p><strong>The <em>Styx</em> franchise has always balanced a serious story with lighter, comedic beats. How are you approaching that tonal mix in <em>Styx: Blades of Greed</em>?</strong></p>
<p>As in the previous games, Styx remains a sarcastic and irreverent goblin who finds himself caught up in dark, mature intrigues that are often beyond him.</p>
<p>However, our goblin evolves: he becomes less disrespectful toward the player and even learns to work as part of a team initially out of self-interest but gradually growing attached over the course of the adventure to this sense of comfort and recognition he has always been denied.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-613875" src="https://gamingbolt.com/wp-content/uploads/2025/03/Styx-Blades-of-Greed-1.jpg" alt="Styx Blades of Greed" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2025/03/Styx-Blades-of-Greed-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/03/Styx-Blades-of-Greed-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/03/Styx-Blades-of-Greed-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/03/Styx-Blades-of-Greed-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/03/Styx-Blades-of-Greed-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/03/Styx-Blades-of-Greed-1-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"Styx remains a sarcastic and irreverent goblin who finds himself caught up in dark, mature intrigues that are often beyond him."</p>
<p><strong>The series’ stealth has consistently been its biggest strength. What new tools, abilities, or systemic </strong><strong>additions does <em>Styx: Blades of Greed</em> introduce to deepen stealth and player expression?</strong></p>
<p>Styx is even more agile than before, and the addition of new traversal tools has allowed us to create larger levels, highlighting strong verticality while offering more opportunities to escape. This keeps stealth gameplay more dynamic than ever.</p>
<p>The new powers also bring greater freedom and more options for resolving situations. Our philosophy has always been that every situation is a puzzle with multiple solutions.</p>
<p><strong>How much does <em>Styx: Blades of Greed</em> expand the world and lore established in <em>Of Orcs and Men</em>, and should players expect any meaningful connections beyond setting and factions?</strong></p>
<p>With <em>Styx: Blades of Greed</em>, our goal was to reconnect the threads of the lore established in previous entries and to show the early beginnings of the Great War between the Empire and the Orcs, which later serves as the foundation for the story told in <em>Of Orcs and Men</em>.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-626439" src="https://gamingbolt.com/wp-content/uploads/2025/08/styx-blades-of-greed.jpg" alt="styx blades of greed" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2025/08/styx-blades-of-greed.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/08/styx-blades-of-greed-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/08/styx-blades-of-greed-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/08/styx-blades-of-greed-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/08/styx-blades-of-greed-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/08/styx-blades-of-greed-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"Our goal was to reconnect the threads of the lore established in previous entries and to show the early beginnings of the Great War between the Empire and the Orcs"</p>
<p><strong>You’ve described the game as featuring three “massive” playgrounds. How does that reshape the game’s structure compared to previous entries, mission flow, progression, and how players navigate objectives?</strong></p>
<p>The structure is completely different from previous games. It allows us to create much larger environments that gradually unlock as the adventure progresses and as Styx gains new traversal tools.</p>
<p>Styx’s main objective is to steal all the Quartz, guided by a compass indicating the direction to search in.</p>
<p>Often, several Quartz objectives are accessible at the same time, allowing players to choose the order in which they collect them, shaping their experience based on the paths they take and how they resolve the situations they encounter.</p>
<p>Additionally, this new structure lets us place more collectibles such as thief emblems, gold pouches, relics, runes, or crafting schematics which reward exploration of these vast environments with experience points or specific gameplay abilities.</p>
<p><strong>Can players expect to meet any returning characters, major or minor, or is the focus entirely on new faces?</strong></p>
<p>Yes, Helledryn and Djarak will be part of the adventure. But we also wanted Styx to meet new characters who will form his crew, as well as other characters representing different factions, such as the Flux, the Inquisition, and the Resistance opposing the Empire.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-635031" src="https://gamingbolt.com/wp-content/uploads/2026/01/styx-blades-of-greed-01.jpg" alt="styx blades of greed 01" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/01/styx-blades-of-greed-01.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/01/styx-blades-of-greed-01-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/01/styx-blades-of-greed-01-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/01/styx-blades-of-greed-01-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/01/styx-blades-of-greed-01-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/01/styx-blades-of-greed-01-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"Styx’s main objective is to steal all the Quartz, guided by a compass indicating the direction to search in."</p>
<p><strong>How does the story pick up after the ending of <em>Styx: Shards of Darkness</em>, particularly regarding the fallout involving Djarak?</strong></p>
<p>At the end of <em>Styx: Shards of Darkness</em>, Styx and Djarak more or less allied to destroy Korrangar. <em>Styx: Blades of Greed</em> begins exactly where <em>Styx: Shards of Darkness</em> ended, with Styx confronting Djarak after his escape from Korrangar. However, their dispute is quickly interrupted by an event that goes far beyond their personal conflict.</p>
<p><strong>You’ve emphasized “freedom and creativity” as core design principles. In practical gameplay terms, what does that mean, more emergent solutions, broader level routes, expanded gadget/ability synergies, or something else?</strong></p>
<p>Yes, many powers and features can be combined, allowing players to express their creativity in assassinations, stealth approaches, or even navigation.</p>
<p><strong>What role does the Black Hand play in the narrative of <em>Styx: Blades of Greed</em>? Are they primarily an antagonistic force, a political pressure point, or something more nuanced?</strong></p>
<p>At the beginning of <em>Styx: Blades of Greed</em>, the Black Hand does not truly exist yet. Styx and his crew discover a small group of resistance fighters opposing the Empire, representing the early beginnings of the Black Hand. This adventure shows the creation of what this organization will later become, shaped by the actions of Styx and his crew.</p>
<p><strong>From a developer standpoint, what’s your impression of the PS5 Pro so far? In real terms, how does the GPU boost impact your development versus targeting the base PS5?</strong></p>
<p>Our main target was the PS5, so we did not particularly adapt our game for the PS5 Pro. However, its extra power ensures smooth performance in every situation, which is a great bonus for our players.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-635032" src="https://gamingbolt.com/wp-content/uploads/2026/01/styx-blades-of-greed-02.jpg" alt="styx blades of greed 02" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/01/styx-blades-of-greed-02.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/01/styx-blades-of-greed-02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/01/styx-blades-of-greed-02-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/01/styx-blades-of-greed-02-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/01/styx-blades-of-greed-02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/01/styx-blades-of-greed-02-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"Styx and his crew discover a small group of resistance fighters opposing the Empire, representing the early beginnings of the Black Hand."</p>
<p><strong>What are your thoughts on PSSR, and what specific opportunities does it open up for <em>Styx: Blades of Greed</em> (image quality, performance headroom, ray tracing, stability, etc.)?</strong></p>
<p>In our case, the native Unreal Engine 5 upscaler was already performing well, so we did not invest much effort in PSSR for <em>Styx: Blades of Greed</em>. But this is something we are definitely exploring for our other games.</p>
<p><strong>What performance targets are you aiming for across platforms: PS5, Xbox Series S, Xbox Series X, and PS5 Pro (resolution modes and frame rates, and whether those targets are dynamic or fixed)?</strong></p>
<p>We are currently finalizing the last adjustments for the console versions and will share the technical specifications at a later date.</p>
<p><strong>Is there a specific reason why the game is not coming to Nintendo Switch 2?</strong></p>
<p>Given our use of Unreal Engine 5 technologies like Lumen and Nanite, as well as the scale and interactive depth of our environments and our production timeline, we ultimately decided not to target the Nintendo Switch 2 platform.</p>


<p></p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">636165</post-id>	</item>
		<item>
		<title>RIDE 6 Interview &#8211; RIDE Fest, Maxi Enduro and Bagger Bikes, Unreal Engine 5, and More</title>
		<link>https://gamingbolt.com/ride-6-interview-ride-fest-maxi-enduro-and-bagger-bikes-unreal-engine-5-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Fri, 06 Feb 2026 12:42:31 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[milestone]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[PLAION]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[RIDE 6]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=635887</guid>

					<description><![CDATA[RIDE 6 game director Paolo Mertoni was kind enough to answer our questions about its brand new career mode and console performance.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>ith <em>RIDE 6</em> bringing in several new gameplay elements, like a radically changed career mode, we had quite a few questions ahead of its February 12 release date. Game director Paolo Mertoni was kind enough to answer some of our most burning questions, like how <em>RIDE 6</em> will balance its focus on accuracy with more casual arcade-styled gameplay, and how the new kinds of bikes, like Maxi Enduro and Bagger, will offer more variety.</p>
<p><strong><em>RIDE 6</em>’s biggest new addition is the RIDE Fest career mode. In what key ways does this differ from the career structures in previous RIDE games?</strong></p>
<p><em>RIDE 6</em> aims to offer players a completely new gameplay experience. We have divided the progression into thematic Areas where players can freely move between, choosing the path that best suits their preferences. Compared to previous titles, there is significantly more variety thanks to the introduction of new bike categories such as Maxi Enduro and Baggers, as well as off-road racing. Players will always find fresh challenges without ever feeling bored. Additionally, champions act as objectives and rivals to beat, pushing players to become the legend of the Ride Fest themselves.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-635894" src="https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-1.jpg" alt="ride 6 1" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-1-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"Players will always find fresh challenges without ever feeling bored."</p></p>
<p><strong>Another major addition is Bagger and Maxi Enduro bikes (and their dedicated events). How differently do these bikes handle compared to the more traditional classes, and how do those differences change the feel of the races?</strong></p>
<p>We put a great deal of work into the physics of the new bike categories to represent them as faithfully as possible. Baggers are extremely powerful, with high torque and significant weight, making cornering a very different experience compared to a naked bike. Downshifting while leaned over is particularly challenging due to their excessive torque. Despite this, they remain one of the most fun categories and are especially well-suited for close duels with opponents.</p>
<p>Maxi Enduro bikes, on the other hand, are highly versatile. They allow players to race both on asphalt and off-road, offer plenty of power, and are typically twin-cylinder engines, making them less aggressive than a motard. They can reach high speeds even on dirt surfaces.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-635893" src="https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-2.jpg" alt="ride 6 2" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-2-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"In <em>RIDE 6</em>, off-road races and road races are separate, and only specific bike categories are allowed to compete off-road."</p></p>
<p><strong>Will players have the freedom to bring a bike into events outside its intended discipline, for example, taking a superbike into a course designed for a dirt-bike race? If so, are there limits or balancing rules?</strong></p>
<p>In <em>RIDE 6</em>, off-road races and road races are separate, and only specific bike categories are allowed to compete off-road. One of the improvements we made, however, is giving players greater freedom: competitions are not strictly tied to a single bike type. There will be events where naked bikes, sport bikes, and maxi enduro bikes can race together on the same track, based on their power.</p>
<p><strong>How much did the switch to Unreal Engine 5 influence the game’s riding physics and handling model?</strong></p>
<p>With the new engine, we were able to significantly increase the simulation update frequency, with direct benefits to riding responsiveness and realism. Without going into specific details, it is safe to say that the physics system now runs at a higher frequency than in the past.</p>
<p>This approach allows vehicles to respond more immediately to player inputs, improving the overall sense of control while riding. Physical reactions are faster and more precise, and even critical situations such as crashes or loss of grip appear smoother and more natural, positively impacting the overall experience.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-635891" src="https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-4.jpg" alt="ride 6 4" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-4-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"We put a great deal of work into the physics of the new bike categories to represent them as faithfully as possible."</p></p>
<p>Ultimately, updating the physics at higher frequencies allows us to progressively reduce reliance on artificial aids, letting the vehicle’s real behavior emerge more clearly. The result is a more authentic, responsive, and believable riding experience, capable of satisfying both simulation enthusiasts and players focused on feel and control.</p>
<p><strong>The game features 45 tracks, how are they distributed across the different disciplines and event types?</strong></p>
<p>We tried to differentiate the tracks as much as possible in order to provide a wide variety of experiences, offering multiple circuits or circuit variants tailored to different bike categories. Each bike will have recommended tracks where players can best take advantage of its power or agility.</p>
<p><strong>For players who prefer a more accessible experience, how does Arcade differ from Simulation?</strong></p>
<p>The Arcade Experience is designed for players who want a more relaxed approach to the game, focusing less on pure performance and more on enjoying the ride and the race itself. We enhanced braking, increased grip, especially in corners, and enabled a range of assists that allow players to concentrate mainly on racing lines and battles with opponents.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-635890" src="https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-5.jpg" alt="ride 6 5" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-5.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-5-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-5-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-5-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-5-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-5-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"The Arcade Experience is designed for players who want a more relaxed approach to the game"</p></p>
<p>With this philosophy in mind, we also developed less punishing collision behavior, which in Arcade Experience helps players recover more easily from intense moments.</p>
<p><strong>Riding School is great for onboarding newcomers, will it also include advanced challenges or mastery drills aimed at longtime series veterans?</strong></p>
<p>We designed the Riding School as a bridge between the Arcade Experience and the Pro Experience, but it is fully accessible to anyone who wants to improve their riding skills or deepen their understanding of motorcycle handling. It is divided into three courses, each featuring specific lessons: a base course, an off-road course, and a circuit-riding course.</p>
<p>Each lesson is structured in three phases:</p>
<ul>
<li>Learn, where the instructor demonstrates the exercise</li>
<li>Test, where players perform the exercise while following the instructor</li>
<li>Practice, where players attempt to beat a target time</li>
</ul>
<p>All recorded times are uploaded to leaderboards, and players can also compete against the ghosts of other players.</p>
<p><strong>What are your current plans for post-launch support, new bikes, tracks, events, career additions, or other content updates?</strong></p>
<p>Post-launch, we have a long plan featuring two Season Passes, six tracks, and more than 60 bikes. Each major DLC will launch alongside dedicated career events that contribute to overall progression, allowing players to immediately enjoy new content without abandoning their career.</p>
<p>We also plan to release several additional features, such as Split-screen and the Race creator, as well as implementing Monthly challenges.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-635892" src="https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-3.jpg" alt="ride 6 3" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/01/ride-6-3-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"Post-launch, we have a long plan featuring two Season Passes, six tracks, and more than 60 bikes."</p></p>
<p><strong>As a developer, what are your thoughts on the PS5 Pro? How does boost in GPU help in developing your game compared to the base PS5?</strong></p>
<p>PS5 Pro has given us the opportunity to achieve a better frame rate on that platform, without compromising visual quality.</p>
<p><strong>What are your thoughts on PSSR? What kind of opportunities will this open for the game?</strong></p>
<p>We do not use it in-game, we effectively rely on Unreal Engine 5’s TSR solution.</p>
<p><strong>What resolution and frame rates will the game target on PS5, Xbox Series S, Xbox Series X, and PS5 Pro?</strong></p>
<p>We target:</p>
<ul>
<li>4k at 60FPS on XSX and PS5</li>
<li>4k at 90FPS on PS5Pro</li>
<li>2K at 60FPS on XSS</li>
</ul>
<p><strong>Do you have plans to launch the game on Nintendo Switch 2?</strong></p>
<p>At the moment no, we are fully dedicated to developing PS, Xbox and PC versions</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">635887</post-id>	</item>
		<item>
		<title>Pathologic 3 Interview &#8211; The Powers That Be, Player Agency, Lessons Learned, And More</title>
		<link>https://gamingbolt.com/pathologic-3-interview-the-powers-that-be-player-agency-lessons-learned-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Wed, 04 Feb 2026 13:22:40 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[hypetrain digital]]></category>
		<category><![CDATA[Ice-Pick Lodge]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[Pathologic 3]]></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=636161</guid>

					<description><![CDATA[Executive producer Alexander Souslov and engineer Nikolai Ponomarev were kind enough to answer our burning questions about Pathologic 3.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he Pathologic games have been known for their unique takes on the RPG genre, and how gameplay mechanics can be used to emphasize certain story elements. With the release of Pathologic 3, executive producer Alexander Souslov and engineer Nikolai Ponomarev were kind enough to answer some of our questions about how the latest entry will evolve not only the series, but the genre as a whole.</p>
<p><strong>Pathologic 3 emphasizes using unique gameplay mechanics to tell different stories. Can you share a concrete example of how a mechanic changes the way players perceive or interpret the world?</strong></p>
<p>You are very right saying that Pathologic uses game design as a way to convey the protagonist&#8217;s feelings. We don&#8217;t have many ways to influence the player&#8217;s emotions. Movement speed is one of the few such tools, but it&#8217;s an extremely noticeable and very powerful one. Dankovsky, in a state of apathy, is a very slow creature, and it is an intentionally very irritating movement speed. It&#8217;s agonizing because this apathetic-depressive state should genuinely be agonizing for the player. The aim is to create a desire to get rid of it, not because it penalises numerical stats, but simply because it&#8217;s so frustrating. Accordingly, mania is inspiration and a very fast movement, but it&#8217;s also a thriller. I&#8217;m running and my health is burning up from this run. Will I be able to run away from the rioters and find a bottle of medicine, or will I run into a dead end and die there in 14 seconds? We evoke similar feelings with the new travel system. We look at the map. We choose a district. We decide on a route. The Town breaks down into separate districts because Dankovsky perceives the Town as a set of separate locations with their own functions. He&#8217;s a stranger here, it&#8217;s just logistics that need to be solved in the most optimal way.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-610488" src="https://gamingbolt.com/wp-content/uploads/2025/01/pathologic-3-1-1.jpg" alt="pathologic 3 1" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2025/01/pathologic-3-1-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/01/pathologic-3-1-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/01/pathologic-3-1-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/01/pathologic-3-1-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/01/pathologic-3-1-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/01/pathologic-3-1-1-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"Will I be able to run away from the rioters and find a bottle of medicine, or will I run into a dead end and die there in 14 seconds?"</p></p>
<p><strong>If a player consistently makes the wrong calls, like botching every medical diagnosis, can they still reach a meaningful conclusion or “ending,” even if it’s a bad one?</strong></p>
<p>On one hand, we wanted to allow the player to make mistakes, move through the story, and reach a story ending. Most games assume that the player must follow the designers&#8217; instructions, leaving freedom perhaps only in the order of completing those instructions. For example, I must defeat this helicopter boss, maybe not right now, but after some time, but I must defeat it. Furthermore, most games forbid the player from dying, or rather, pretend the player is immortal – if a boss kills the player, then you just need to jump back in time, i.e., load a save, and continue. In Pathologic 3, we allow death by mistake.If Dankovsky commits suicide or has a heart attack, that&#8217;s part of the experience. If the player loses all time – that is, spends all the amalgam – then the game deletes all saves, and that is also part of the experience. It&#8217;s an official way to complete the game. As for diagnoses – as long as the player manages the epidemic by other means (for example, by eliminating the Shabnak, or resolving issues through administrative decrees), then making diagnoses isn&#8217;t even necessary. It&#8217;s just one way to play through the game, and all these methods can be combined (issuing quarantine and deratization decrees, creating a vaccine, eliminating the Shabnak). Obviously, not all endings can be called &#8220;positive&#8221;. Some are quite grim, but they are still endings.</p>
<p><strong>To what extent will the Powers That Be shape or steer events throughout the game?</strong></p>
<p>We&#8217;re treading on dangerous spoiler territory here. You mention &#8216;The Powers That Be&#8217;, which is a Plot Concept, so we can&#8217;t discuss it without a spoiler alert. But I would say: in this instalment of the series, we are precisely allowing the player to be a figure of power. The decrees issued by Bachelor Dankovsky are, among other things, a simulator of a medical dictator. Some decrees are intentionally absurd, some even harmful. But the Town carries out these orders, albeit in its own way. The game tries to show this gap between a conceptually correct order and the complete uselessness of that order because people create informational noise when conveying the concept to the executors.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-629712" src="https://gamingbolt.com/wp-content/uploads/2025/10/Pathologic-3.jpg" alt="Pathologic 3" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2025/10/Pathologic-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/10/Pathologic-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/10/Pathologic-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/10/Pathologic-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/10/Pathologic-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/10/Pathologic-3-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"In this instalment of the series, we are precisely allowing the player to be a figure of power."</p></p>
<p><strong>How much agency will players have in responding to, or pushing back against, the influence of the Powers That Be?</strong></p>
<p>Again, spoilers here, of course. Let&#8217;s put it this way: if you look at the structure of events in Pathologic 3 as the notation of a chess game, there will be several aggressive moves from powerful pieces (these are strange chess, with several queens) – but the player will be able to use the conflict between these powerful pieces and make their own moves. Furthermore, in this game, moves can be replayed. I would say that a dedicated player who remembers to manage their time expenditure will be able to play this game as they wish and nothing will stop them. But you must keep the clock in mind.</p>
<p><strong>Looking back on Pathologic 2, what were the biggest lessons from its development and release that directly informed how you approached Pathologic 3?</strong></p>
<p>From the very beginning, we thought about game optimization. That is the main lesson we learned after the release of the previous Pathologic. The game must function as stable code, otherwise it will not even be considered a narrative or visual work.</p>
<p><strong>The Pathologic 3 demo was described as featuring “entirely unique content” that hadn’t been seen before. Will that content appear in the full game as well, perhaps reframed, expanded, or experienced from another perspective?</strong></p>
<p>The full version of the game contains slightly more scenes in the Capital; we will visit the Thanatica laboratory several times, where Dankovsky and his assistants are trying to find a cure for death. There will also be a certain chess episode (the theme of chess is actually quite pronounced in the game).</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-612919" src="https://gamingbolt.com/wp-content/uploads/2025/02/Pathologic-3.jpg" alt="Pathologic 3" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2025/02/Pathologic-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/02/Pathologic-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/02/Pathologic-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/02/Pathologic-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/02/Pathologic-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/02/Pathologic-3-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"There will also be a certain chess episode (the theme of chess is actually quite pronounced in the game)."</p></p>
<p><strong>Beyond shared themes and the broader setting, will Pathologic 3 include any more direct connections to the earlier games (returning characters, events, locations, or narrative threads)?</strong></p>
<p>We generally relied on the plot developments that were already outlined in the very first Pathologic in 2005. Of course, they are seen through the eyes of a different character. It&#8217;s their interpretation, but those who are very familiar with the series may see many references to past games in the series.</p>
<p><strong>Now that Pathologic 3 is out, are there plans for expansions, updates, or additional content post-launch?</strong></p>
<p>We are currently very actively delivering fixes for the bugs that were present at release, but there are also discussions about what we can add to the game besides fixes. Not all content made it into the final version, and not all stories were told, and not even all game features made it into the release. I think once polishing and bug fixing are complete, we will make a plan specifically for content additions.</p>
<p><strong>There is going to be a Pathologic 4, surely, right?</strong></p>
<p>I will say cautiously – we have some IDEAS on that matter.</p>
<p><strong>As a developer, what are your thoughts on the PS5 Pro? How does boost in GPU help in developing your game compared to the base PS5?</strong></p>
<p>To be honest, we simply targeted the base PS5 because after the not entirely successful console release of Pathologic 2, with the third Pathologic, we primarily wanted to achieve stability. Therefore, our main PS5 version was created specifically for the base version of the console.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-610491" src="https://gamingbolt.com/wp-content/uploads/2025/01/pathologic-3-3.jpg" alt="pathologic 3 3" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2025/01/pathologic-3-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/01/pathologic-3-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/01/pathologic-3-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/01/pathologic-3-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/01/pathologic-3-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/01/pathologic-3-3-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"It&#8217;s very hard to beat ML-based temporal anti-aliasing (AA) with software-written heuristics"</p></p>
<p><strong>What are your thoughts on PSSR? What kind of opportunities will this open for the game?</strong></p>
<p>We do not support PSSR when running on the PS5 Pro. However, we would have loved to try it out to see if it could provide better anti-aliasing (AA) than what we shipped. It&#8217;s very hard to beat ML-based temporal anti-aliasing (AA) with software-written heuristics, as it&#8217;s a kind of supercharged heuristic in itself. While I think temporal-based AA, such as PSSR, will remain in the industry due to its upscaling, multisampling and denoising capabilities, I would like to see purely spatial ML-based alternatives for cases where temporal solutions are not suitable. If vendors won&#8217;t provide something like that, hopefully it could be achieved using self-trained cooperative vectors in modern graphics APIs and, fingers crossed, the next generation of consoles.</p>
<p><strong>What resolution and frame rates will the game target on PS5, Xbox Series S, Xbox Series X, and PS5 Pro?</strong></p>
<p>The PS5 and Xbox Series X both run with a dynamic resolution that targets 4K at 30 FPS. 4K is achieved most of the time. The PS5 Pro is expected to achieve this more consistently due to its increased GPU performance. The Xbox Series S runs with dynamic resolution, targeting 1080p at 30 FPS and never dropping below this in our tests. Initially, we targeted 1440p, but reduced it to 1080p to improve stability and texture quality on the Xbox Series S.</p>
<p><strong>Do you have plans to launch the game on Nintendo Switch 2?</strong></p>
<p>We have such ambitions!</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">636161</post-id>	</item>
	</channel>
</rss>
