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		<title>Frostpunk 2 vs Frostpunk 1 &#8211; 15 Biggest Changes You Need to Know</title>
		<link>https://gamingbolt.com/frostpunk-2-vs-frostpunk-1-15-biggest-changes-you-need-to-know</link>
		
		<dc:creator><![CDATA[Matthew Carmosino]]></dc:creator>
		<pubDate>Mon, 09 Sep 2024 11:50:04 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[11-bit Studios]]></category>
		<category><![CDATA[Frostpunk]]></category>
		<category><![CDATA[Frostpunk 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[unreal engine 5]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=597660</guid>

					<description><![CDATA[From surviving to thriving.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>hat happens when you survive the un-survivable?&#8221; This question lies at the heart of <em>Frostpunk 2</em>’s multi-layered structure. Frostpunk 2 is set 30 years after the events of the first game and society has finally found its feet. Everything about the game is expanded in scope from the first one, with a larger populace to deal with and city districts to manage. But scope isn’t the only difference between the games. Join us as we explore 15 of the biggest differences between <em>Frostpunk 1</em> and <em>Frostpunk 2</em>.</p>
<h2 style="text-align: center;">The Age of Coal is Over</h2>
<p>Set 30 years after Frostpunk 1, the expansive sequel replaces coal with oil as a more powerful heating resource. <em>Frostpunk 2</em>’s opening hours are spent using coal, but as demonstrated in the beta, this primitive resource fails to keep the generator going for long. As such, one of the beta&#8217;s multiple endings involves the discovery of an oil colony. Oil’s role in gameplay terms is getting the city to thrive instead of just surviving the cold, resulting in a city that can expand far beyond its generator. It’s clear that the dev team is saving the finer details of oil&#8217;s role for release.</p>
<h2 style="text-align: center;">Build and Manage Entire Districts Instead of Just Buildings</h2>
<p><img fetchpriority="high" decoding="async" class="wp-image-597668 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2024/08/frostpunk-2-districts-1024x576.jpg" alt="frostpunk 2 districts" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/08/frostpunk-2-districts-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/08/frostpunk-2-districts-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/08/frostpunk-2-districts-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/08/frostpunk-2-districts-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/08/frostpunk-2-districts-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/08/frostpunk-2-districts.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>With oil comes great responsibility, and that means a bigger city. <em>Frostpunk 1</em> focused more on the intimate hub surrounding the all-important generator. Things were much smaller in scale in the coal days, with a single building marking a substantial addition. Now, players can expand their city into different districts. Each district in <em>Frostpunk 2</em> fulfills a unique production role. A housing district will require different resources than a food district, supplying you with distinct advantages. Supply and demand fuel the economics of Frostpunk 2, a change from the brutal ‘scraping to survive’ economics that the first game necessitated.</p>
<h2 style="text-align: center;">You’re No Longer the Sole Dictator</h2>
<p><em>Frostpunk 2</em> has you negotiating with leaders to pass laws through a democratic Council Hall. The Council Hall adds a deep new diplomatic layer to the game, tying together the new faction system with it. Proposing a new law is often met with stern resistance from committee members, forcing the player to negotiate with them and pressure delegates. Your relationships with factions will be strained if you negotiate too forcefully with them. Factions are a complex new wrinkle deserving of their own entry on this list.</p>
<h2 style="text-align: center;">Different Competing Factions</h2>
<p><img decoding="async" class="aligncenter wp-image-574431" src="https://gamingbolt.com/wp-content/uploads/2023/12/Frostpunk-2_01-1024x576.jpg" alt="Frostpunk 2_01" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/12/Frostpunk-2_01-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/12/Frostpunk-2_01-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/12/Frostpunk-2_01-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/12/Frostpunk-2_01-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/12/Frostpunk-2_01-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2023/12/Frostpunk-2_01.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>Upon starting up a new game, you’re met with the option to choose between different Communities to populate your city. Worker communities prioritize different values and resources than thinker communities, with each eventually developing into full-fledged factions. Factions come into play through the Council Hall negotiations and the research of new buildings and technologies. For example, faction-exclusive research comes at a discount if you are on good terms with that particular faction. Get on bad terms with workers or the technocrat faction and they could work against you in Council Hall sessions and make it harder to research certain buildings.</p>
<h2 style="text-align: center;">Time Is Measured in Weeks Instead of Days</h2>
<p><em>Frostpunk 2</em> moves along at a brisker pace than its predecessor, literally. The in-game clock now includes week, month, and year indicators. Days pass by in literal minutes, and the visuals indicate as much. Roads between the connected districts are lit by the blurred outline of swift-moving citizens, reminiscent of time-lapse car lights. This zoomed-out perspective of in-game time is just one manifestation of <em>Frostpunk 2</em>’s expanded scope.</p>
<h2 style="text-align: center;">Frostpunk 2 Uses Unreal Engine 5 While Frostpunk 1 Used Liquid Engine</h2>
<p><em>Frostpunk 1</em> doesn’t look ugly by any stretch of the imagination, but wow does the sequel outshine it in the graphics department. Lighting in particular really pops due to the high contrast Lumen tech facilitated by UE5. The team does a good job differentiating terrain to make everything look organic and rugged in <em>Frostpunk 2</em>, which is just further helped by the capabilities of Unreal Engine 5.</p>
<h2 style="text-align: center;">Hexagonal Grid Tiles</h2>
<p>Surprisingly enough, <em>Frostpunk 1</em> didn’t have grid-based building placement. It didn’t need it due to the micro-scale it was operating on. But now with comprehensive districts connected by long roads, grids are a necessity. Empty land spaces are divvied up by hexagonal tiles, but once you build on the land, a wider grid outline surrounds your property. This is a small, yet vital addition that accommodates <em>Frostpunk 2</em>’s larger scope.</p>
<h2 style="text-align: center;">Frostbreaking</h2>
<p><img decoding="async" class="aligncenter wp-image-597667" src="https://gamingbolt.com/wp-content/uploads/2024/08/frostpunk-2-frostbreaking-1024x576.jpg" alt="frostpunk 2 frostbreaking" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/08/frostpunk-2-frostbreaking-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/08/frostpunk-2-frostbreaking-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/08/frostpunk-2-frostbreaking-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/08/frostpunk-2-frostbreaking-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/08/frostpunk-2-frostbreaking-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/08/frostpunk-2-frostbreaking.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>Extracting coal and ore deposits in the frozen wastes beyond the city is no simple feat. Unlike the first game, you must send Frostbreaker teams to break the ice before building on the tiles and extracting materials. Frostbreaking may seem like unnecessary busywork, but it allows you to expand the city limits far beyond anything dreamt of in the first game. You can stretch the city out far into the distance … if you can keep up with the resource demand, that is.</p>
<h2 style="text-align: center;">Relations, Tension, and Trust Replace Discontent and Hope Social Resources</h2>
<p><em>Frostpunk 2</em> builds upon the first game’s social resources with Relations, Tension, and Trust. All three of these resources tie into the substantial role that factions and communities play. How other faction groups perceive you replace the brutal survival-oriented problems faced in the first game.</p>
<h2 style="text-align: center;">New Crime and Squalor Resource Tabs</h2>
<p>Crime increases as goods become more scarce, as you’d expect. You can mitigate increased crime by posting Guard Squads around the districts, but a general population increase leads to a rise in crime. Likewise, Squalor worsens as the population increases, resulting in a dirtier, more disease-addled city. Making sure you balance city expansion with resources to counterbalance the increased population looks to be a fun challenge in <em>Frostpunk 2</em>.</p>
<h2 style="text-align: center;">A Population of Thousands Rather Than Hundreds</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-576003" src="https://gamingbolt.com/wp-content/uploads/2024/01/Frostpunk-2_02-1024x576.jpg" alt="Frostpunk 2_02" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/01/Frostpunk-2_02-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/01/Frostpunk-2_02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/01/Frostpunk-2_02-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/01/Frostpunk-2_02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/01/Frostpunk-2_02-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/01/Frostpunk-2_02.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>And of course, the reason we have new Squalor and Crime resources is due to <em>Frostpunk 2</em>’s much larger population. Micromanaging a sub-hundred population in <em>Frostpunk 1</em> required sophisticated micromanagement skills, while the sequel requires you to multitask across multiple social vectors and resources to satiate the masses.</p>
<h2 style="text-align: center;">From Micro to Macro</h2>
<p>This shift from micro to macro is a pretty substantial one. I can’t help but think that there’s an element of intimacy and familiarity that is lost when managing a multi-district city. This macro-scale approach will undoubtedly rope in new players averse to the first game’s micromanagement. But the broader scale also makes <em>Frostpunk 2</em> a little bit less niche and more akin to other city-builder games. While there are still micromanagement elements present in <em>Frostpunk 2</em>, the zoomed-out perspective emphasizes the macro far more.</p>
<h2 style="text-align: center;">Far Different Moral Dilemmas</h2>
<p>Moral dilemmas in <em>Frostpunk 2</em> mostly show themselves when deciding which Faction you want to partner with and what suggestions to prioritize. Getting a law passed that bans food additives isn’t as black and white of a moral decision as boosting labor for a couple of weeks to stave off the cold. The moral dilemmas presented in <em>Frostpunk 2</em> may be less dramatic than in the first game, but they’re more nuanced and politically driven.</p>
<h2 style="text-align: center;">Shift From Survival Management to Social Management</h2>
<p><iframe loading="lazy" title="Frostpunk 2 vs Frostpunk 1 - 15 BIGGEST DIFFERENCES" width="500" height="281" src="https://www.youtube.com/embed/bpsTtvUuwgg?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p><em>Frostpunk 2</em>’s creative director perfectly summed up the game’s premise with the question, &#8220;What happens when you survive the un-survivable?&#8221; Every system in the game reflects this shift from basic survival to societal evolution. From the laws passed at Council Hall to all the different Factions at play, <em>Frostpunk 2</em> focuses more on social management than survival management.</p>
<h2 style="text-align: center;">You Play as the Steward, Replacing the Deceased Captain</h2>
<p>Finally, there’s us, the player. We played the role of the Captain back in the first game. We held the responsibility as a lone dictator, in a sense, with little to no opposition but the deathly cold and riotous populace. Your role in <em>Frostpunk 2</em> is still a major one, though there’s a lot more teamwork and negotiations with other leaders this time around. The Steward is still a big fish, but the pond is much bigger than the first game, making it a more diplomatic affair overall. We’ll see just how much we, as the Steward, can get away with when <em>Frostpunk 2</em> releases on September 20th.<i></i></p>
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		<title>The Invincible Review – Retro Futurism Codified</title>
		<link>https://gamingbolt.com/the-invincible-review-retro-futurism-codified</link>
		
		<dc:creator><![CDATA[Shunal Doke]]></dc:creator>
		<pubDate>Fri, 03 Nov 2023 07:44:24 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[11-bit Studios]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[starward industries]]></category>
		<category><![CDATA[the invincible]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=569673</guid>

					<description><![CDATA[Check out our review of the retro-futuristic trappings of the narrative-heavy philosophical adventure game The Invincible.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">G</span>ames colloquially known as walking simulators often get a bad rap because many believe that the inherent simplicity of gameplay, along with an emphasis on narrative makes for a weaker game. While I’m in no way going to try swaying you one way or the other in the argument, it is worth addressing the fact that, at its core, <em>The Invincible</em> is essentially a walking simulator. It has an incredibly strong emphasis on its narrative, and the core gameplay revolves around little more than walking around and using your various gadgets to explore the alien landscape around you.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-522912" src="https://gamingbolt.com/wp-content/uploads/2022/06/the-invincible-3-1024x650.jpg" alt="the invincible 3" width="720" height="457" srcset="https://gamingbolt.com/wp-content/uploads/2022/06/the-invincible-3-1024x650.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/06/the-invincible-3-300x191.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/06/the-invincible-3-768x488.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/06/the-invincible-3-1536x975.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2022/06/the-invincible-3.jpg 2000w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p class="review-highlite" >"<em>The Invincible</em> is essentially a walking simulator."</p>
<p>There is also another small bit of baggage that warrants discussion when it comes to <em>The Invincible</em>—the book that the game is, in its own strange and interesting way, adapting. The similarly titled book tells the story of the crew of a spaceship, dubbed The Invincible, that is trying to figure out what happened to the crew of The Condor on the planet Regis III. Without going into too much in the way of details for the book’s plot, it’s safe to say that, while reading it might present you with some spoilers, it can also really enhance the core narrative of the game.</p>
<p>Since it’s essentially the least important part of <em>The Invincible</em>, let’s talk about its gameplay first. Tasked with finding your missing crewmates, you have to explore Regis III by making use of maps, landmarks, and other tools at your disposal. Interaction with the world is limited to spotting things, talking about them, and occasionally flipping a switch or hitting a button. In fact, for the vast majority of the game, you’re just going to be walking—and sometimes also driving—around.</p>
<p>That’s not to say that you’re aimlessly wandering around, however. Right from the offset, your goals are always very clear, be it making use of visible landmarks and a sketched-out map to find your camp, to using the wonderfully retro-futuristic gadgets you have to find your crewmates. There’s never really any moment where you’ll be “lost” in terms of not knowing what you should be doing, and since most of the interactions in the game revolve around observations and conversations, this minimalist approach to gameplay lets the game’s story take center stage.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-569269" src="https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_02.jpg" alt="" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_02.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_02-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_02-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_02-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p class="review-highlite" >" Rather than making use of a more modern screen, the scanner in <em>The Invincible</em> instead makes use of a circular array of LEDs, each of which can blink, depending on the position of the signal relative to where you’re standing and looking."</p>
<p>Setting everything else aside, the single best thing about <em>The Invincible</em> is its approach to futuristic gadgets. Harkening back to the art-deco aesthetics, just about everything you find in <em>The Invincible</em> feels like it would be right at home in a show set in the 1900s. The design of just about everything is a wonderful mix of the impracticality of classic sci-fi tropes, and the practicality of modern-day technology.</p>
<p>I have to give a shout out to the scanner, which lets you detect any nearby signals. Rather than making use of a more modern screen, the scanner in <em>The Invincible</em> instead makes use of a circular array of LEDs, each of which can blink, depending on the position of the signal relative to where you’re standing and looking. In essence, it’s basically an incredibly low-resolution screen, and by far my personal favorite sci-fi gadget design in a while. Other technology was seemingly designed in a similar way, with robot companions that feel like they belong on the cover of a pulpy sci-fi novel from the 60s, or even the metal detector essentially being a big CRT screen attached to a camera and a pistol grip.</p>
<p>The low-end sci-fi technology used in <em>The Invincible</em> goes quite well with the game’s general look. While Regis III might seem like a rather bland planet from the outset—you start out in a desert, after all—things don’t stay brown and sandy for too long. The hunt for your companions quickly takes you across a series of biomes, each with its own geological landmarks that you’ll often have to make use of in conjunction with your notebook to navigate. Since there aren’t really any big structures on Regis III, you’re going to have to work quite a bit harder to find your way around.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-569268" src="https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_03.jpg" alt="" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_03.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_03-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_03-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_03-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_03-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_03-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p class="review-highlite" >"The low-end sci-fi technology used in <em>The Invincible</em> goes quite well with the game’s general look."</p>
<p>As I’ve mentioned in this review, the story is quite simply the most important thing about <em>The Invincible</em>. The game is trying to tell a rather personal story of crewmates that get separated while out on a scientific journey. Players are put into the shoes of scientist Yasna, who mysteriously wakes up on Regis III with a broken communicator and some severe holes in her memory. Making use of her notes, players will quickly have to start making sense of their surroundings and situation.</p>
<p>Thankfully, the whole game isn’t really about recovering Yasna’s memories; she’s pretty good at recalling important things, after all. Rather, players join Yasna on her quest to find all of her crewmates that landed on Regis III and get off the planet. The premise for the story is simple, and ripe for quite a few twists and turns along the way.</p>
<p>Alongside learning the fate of her crewmates, Yasna also discovers that something about Regis III is incredibly strange. Interestingly, a lot of the intrigue is left to be pondered, and the game isn’t particularly forthcoming with answers, choosing instead to focus on some of the more philosophical aspects of its story. The key mystery, however, revolves almost entirely around the nature of Regis III as a planet, and why the only fauna that seems to have evolved on the planet doesn’t seem keen on leaving its oceans.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-569270" src="https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_07.jpg" alt="" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_07.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_07-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_07-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_07-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_07-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/10/The-Invincible_07-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p class="review-highlite" >"The key mystery, however, revolves almost entirely around the nature of Regis III as a planet"</p>
<p>The quality of the writing in <em>The Invincible</em> is held up to quite an extent by its rather spectacular voice acting and direction, both in terms of visuals as well as audio. Every action you can take in the game feels like it has some real weight to it, and even the simple act of hopping off a ledge can feel like an ordeal on its own, thanks in large part to the fantastic audio. Yasna in particular comes off as a wonderfully believable character, even if her propensity to fall into flashbacks can start feeling somewhat annoying at certain points.</p>
<p><em>The Invincible</em> is a game held up in large part thanks to just about every single one of its aspects aside from the core gameplay. While there’s quite a bit of exploration, the gameplay isn’t really why you’d want to play the game in the first place. Rather, it’s the story, writing and characters that will pull you through.</p>
<p>The simple story of <em>The Invincible</em> may not be the most bombastic or fantastical one out there—it is based on a sci-fi book to begin with, after all—but rather, the quieter moments of the game, where Yasna is just looking up at the night sky and wondering about things aloud that really make the game what it is. Of course, it also helps that the game has incredibly strong art direction, with one of the best executions of the art-deco-inspired retro futurist aesthetic in a video game.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on the PlayStation 5.</strong></em></span></p>
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		<title>This War of Mine: Final Cut is Heading to PS5 and Xbox Series X/S on May 10</title>
		<link>https://gamingbolt.com/this-war-of-mine-final-cut-is-heading-to-ps5-and-xbox-series-x-s-on-may-10</link>
					<comments>https://gamingbolt.com/this-war-of-mine-final-cut-is-heading-to-ps5-and-xbox-series-x-s-on-may-10#respond</comments>
		
		<dc:creator><![CDATA[Sampad Banerjee]]></dc:creator>
		<pubDate>Thu, 28 Apr 2022 00:38:20 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[11-bit Studios]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[this war of mine]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
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					<description><![CDATA[11-bit Studios announces that the survival game will be heading to PlayStation 5 and Xbox Series X/S,  on May 10 with 4K visuals and UI adjustments.]]></description>
										<content:encoded><![CDATA[<p><span data-preserver-spaces="true">11-bit Studios&#8217; war survival game </span><em><span data-preserver-spaces="true">This War of Mine</span></em><span data-preserver-spaces="true"> has connected with a lot of players over the years for its brilliant storytelling, grounded gameplay, and affecting outlook on the daily lives of regular citizens in wartime. Following its success over the years, now, it&#8217;s also coming to PS5 and Xbox Series X/S.</span></p>
<p><span data-preserver-spaces="true">Announced via the game&#8217;s official Twitter, </span><em><span data-preserver-spaces="true">This War of Mine: Final Cut&nbsp;</span></em><span data-preserver-spaces="true">will be released for PlayStation 5, and Xbox Series X/S with newly updated 4K visuals and UI adjustments for easier playthroughs using controllers. The port, dye out on May 10, is being handled by Crunching Koalas, who are known for porting various indie projects to consoles. Alongside the above-mentioned platforms, the game will be available to play on Xbox Game Pass at launch.</span></p>
<p><span data-preserver-spaces="true">11-bit studios CEO Prezemek Marszal says: </span><span data-preserver-spaces="true">&#8220;We believe it’s especially important to educate people on the realities of war right now, while its horrifying reality has become a daily struggle for people that are close to us.</span></p>
<p><span data-preserver-spaces="true">“We’re proud that recent <em>This War of Mine</em> fundraising helped us create a wave of spontaneous help for war victims in Ukraine, and we hope we can further spread our antiwar message with <em>This War of Mine: Final Cut.</em>”</span></p>
<p><em><span data-preserver-spaces="true">This War of Mine: Final Cut&nbsp;</span></em><span data-preserver-spaces="true">will launch for PlayStation 5 and Xbox Series X/S on May 10.</span></p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">This War of Mine: Final Cut crafted by our friends from <a href="https://twitter.com/CrunchingKoalas?ref_src=twsrc%5Etfw">@CrunchingKoalas</a> with newly updated 4K visuals and UI adjustments is coming to Xbox Series X|S and PlayStation 5 on May 10th. It will also be available on Day One on <a href="https://twitter.com/XboxGamePass?ref_src=twsrc%5Etfw">@XboxGamePass</a>. <a href="https://t.co/ifORO5aMri">pic.twitter.com/ifORO5aMri</a></p>
<p>&mdash; This War of Mine (@ThisWarOfMine) <a href="https://twitter.com/ThisWarOfMine/status/1519348739395268613?ref_src=twsrc%5Etfw">April 27, 2022</a></p></blockquote>
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