<?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>17-Bit &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
	<atom:link href="https://gamingbolt.com/tag/17-bit/feed" rel="self" type="application/rss+xml" />
	<link>https://gamingbolt.com</link>
	<description>Get a Bolt of Gaming Now!</description>
	<lastBuildDate>Mon, 07 Sep 2015 03:30:53 +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>Galak-Z: The Dimensional Review &#8211; Coming In Kinda Warm</title>
		<link>https://gamingbolt.com/galak-z-the-dimensional-review</link>
					<comments>https://gamingbolt.com/galak-z-the-dimensional-review#respond</comments>
		
		<dc:creator><![CDATA[Alex Jackson]]></dc:creator>
		<pubDate>Wed, 02 Sep 2015 11:33:52 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[17-Bit]]></category>
		<category><![CDATA[Galak-Z: The Dimensional]]></category>
		<category><![CDATA[ps4]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=241466</guid>

					<description><![CDATA[Rouge without a squadron.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he value of the rougelike genre is in being able to expect the unexpected. New layouts pose new challenges and remove muscle memory from the equation. The idea is to emphasize mechanics over memory and promote mastery of them to progress. Galak-Z wants to put the rouge into the shooter, though it succeeds in different places and different ways.</p>
<p>As the curtain rises, we follow rookie pilot A-Tak who just commandeered the titular fighter ship in a desperate bid to escape the empire. He quickly joins up with a tattered resistance and its leader, Beam. It’s just as trite as it sounds, and the randomness of the rougelike never gives these characters an opportunity to evolve. A-Tak is going to be just as much the picture of the cocky archtype at the end of the episodes as he was when you first turn the game on, and none of the handful of other characters are much better.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-5.jpg"><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-241471" src="https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-5.jpg" alt="Galakz" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-5.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-5-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"This isn’t Geometry Wars here, and Galak-Z is crafted to make sure you look before you leap in."</p>
<p>The game separates itself into seasons, with four currently out and at least a fifth season on the way, with five randomly generated stages to a season. The plot of these is basic, and pointless; Meaningless fluff to give context to the objective, which is the only thing that varies. At least the moment to moment gameplay is exciting enough to drive players forward.</p>
<p>Galak-Z uses a control scheme that seems odd at first, relying on thrusters to maneuver over simple control stick manipulation. This choice has a learning curve like a brick wall, and I banged against it again and again until the intended, methodical pace of the game clicked. This isn’t Geometry Wars here, and Galak-Z is crafted to make sure you look before you leap in.</p>
<p>The floaty nature of the controls gives unmistakable impression that you’re in space and demands that even the act of stopping be deliberate. It’s borderline infuriating at first, but once you learn that flailing around and firing aimlessly isn’t going to get you anywhere but dead, the control precision works to the game’s favour. Though whether there wasn’t another way is up to interpretation.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-3.jpg"><img decoding="async" class="aligncenter size-full wp-image-241469" src="https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-3.jpg" alt="Galakz" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-3-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Creating both an elaborate sense of weight to your actions, and when they don’t work out, a crushing sense of defeat that games in the genre tend to be unable to afford."</p>
<p>The thruster based system gives you just as much opportunity to back out of a bad situation as you had getting into it, and once upgrades are found, the ability to circle strafe around foes, dodge shots and launch missiles to take on tougher foes. Subtle visual markers show offscreen enemy positions and the noise you make, keeping the field of view clear and suggesting light stealth elements, particularly when in a tight spot.</p>
<p>The rougelike structure reveals itself in just how relentlessly punishing death is. It enjoys creating both an elaborate sense of weight to your actions, and a crushing sense of defeat when they don’t work out, A feeling that Rougelikes can&#8217;t usually afford.. The game is split up into a number of seasons, with five episodes to it. Should you fail at any point within a season, you’re back to square one, with any upgrades you found along the way gone as well.</p>
<p>That doesn’t always mean starting from nothing though. If you find blueprints during a run, they’ll permanently live in the shop from that point on instead of needing to luck upon the upgrade in the field, and the game has a secondary currency in the form of ‘Crash Coins’ to be found in deep crevices in the stages or dropped by enemies and can be turned in for salvage at the beginning of each new attempt or season, letting you purchase any upgrades you might have the blueprints for. With five of them in hand however, you can save yourself the headache of replaying the whole season and restart a failed mission, though you’ll also have to track down all your acquired upgrades in a special crate floating somewhere in the level for the privilege.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-1.jpg"><img decoding="async" class="aligncenter size-full wp-image-241467" src="https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-1.jpg" alt="galak-z" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-1.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-1-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The mech form is an extra layer on the already nuanced combat, as well as just fun to control. "</p>
<p>The strategy of the game is elevated after clearing the first season, which beat the basic fighter style of play into you before introducing the gundam style robot transformation. The mech form is an extra layer on the already nuanced combat, as well as just fun to control.</p>
<p>Maneuvering it is much the same as the fighter, though it focuses on higher power melee combat and grappling as opposed to the firefighting you learned previously. It’s another way to tackle the further episodes in the game where they throw a few further enemy types at you, but the game from then on barely evolves. Instead of just going to an objective and shooting it, maybe you need to carry it out with the mech.</p>
<p>The Saturday morning anime vibe is carried by the presentation, sitting somewhere between Borderlands and Velocity 2X. The characters don’t look so much hand drawn as they do flash animated, and it occasionally looks strange in the occasional scene where faces besides A-Tak’s are shown. Gameplay is butter smooth though and it’s simple to identify elements around you, even if many of the asteroid cave systems look similar to each other from one mission to the next. This is paired with some background techno beats and atmospheric droning that is neither consequential nor memorable.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-241468" src="https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-2.jpg" alt="galakz" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/08/Galak-Z-2-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"I’m not sure Galak-Z benefits in any real way from its appropriation of the rougelike genre."</p>
<p>Galak-Z is an intentionally designed, thought out, soul beating take on a genre that, while it could honestly use some branching out, I’m not sure Galak-Z benefits in any real way from its appropriation of the rougelike genre. It has some moments where it can be a lot of fun, but it has more moments of pure frustration that just discouraged me from playing further. Fans of the genre might find a ton of enjoyment here, but most might rather bug out.</p>
<p><span style="color: #ff6600;"><em><b>This game was reviewed on the PlayStation 4.</b></em></span></p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/galak-z-the-dimensional-review/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">241466</post-id>	</item>
		<item>
		<title>17-BIT Bringing Galak-Z To PS Vita As Well</title>
		<link>https://gamingbolt.com/17-bit-bringing-galak-z-to-ps-vita-as-well</link>
					<comments>https://gamingbolt.com/17-bit-bringing-galak-z-to-ps-vita-as-well#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Sat, 08 Mar 2014 06:08:01 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[17-Bit]]></category>
		<category><![CDATA[Galak-Z]]></category>
		<category><![CDATA[PS Vita]]></category>
		<category><![CDATA[ps4]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=189196</guid>

					<description><![CDATA[Coming to both the PS4 and the Vita. ]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_4.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-186626" alt="Galak-Z The Dimensional" src="https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_4.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_4.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_4-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p style="text-align: justify;">17-BIT have announced that their upcoming PS4 space shooter Galak-Z will also be working its way to the handheld market, as it will be releasing on the PS Vita.</p>
<p style="text-align: justify;">&#8220;You’ll be able to dive deep into a fresh experience anytime you have a free moment, no matter where you are,&#8221; the developer said.</p>
<p style="text-align: justify;">Galak-Z is supposed to have just one mega level that the developers have worked on extensively that changes unpredictably and dynamically every time you go back to play it. Developers 17-Bit have shed some light on how this level came to be.</p>
<p style="text-align: justify;">&#8216;As we designed Galak-Z, we realized a funny thing – we kept building onto one main level rather than adding new levels,&#8221; they said. &#8220;Typically, we’d be building new levels left and right to express new gameplay concepts, but with Galak-Z, we were focused on how each new enemy, trap, plant, and weapon fit into the mix. So we kept mushing them together in one big level. It was glorious, and it was known as “the cave.”&#8221;</p>
<p style="text-align: justify;">Galak-Z comes out later this year for the PS4 and the Vita, but we have no specific release date yet. We recently published an interview for Galak-Z. You can check it out <a title="Galak-Z: The Dimensional Interview – A Modern Halo And Far Cry 3 Mixed In A 2D Shell" href="https://gamingbolt.com/galak-z-the-dimensional-interview-a-modern-halo-and-far-cry-3-mixed-in-a-2d-shell">here</a>. Stay tuned for more info.</p>
<p style="text-align: justify;">Source: [<a href="http://blog.eu.playstation.com/2014/03/07/galak-z-coming-ps-vita/" target="_blank">PS Blog</a>]</p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/17-bit-bringing-galak-z-to-ps-vita-as-well/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">189196</post-id>	</item>
		<item>
		<title>Galak-Z: The Dimensional Interview &#8211; A Modern Halo And Far Cry 3 Mixed In A 2D Shell</title>
		<link>https://gamingbolt.com/galak-z-the-dimensional-interview-a-modern-halo-and-far-cry-3-mixed-in-a-2d-shell</link>
					<comments>https://gamingbolt.com/galak-z-the-dimensional-interview-a-modern-halo-and-far-cry-3-mixed-in-a-2d-shell#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 10 Feb 2014 15:15:49 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[17-Bit]]></category>
		<category><![CDATA[Galak-Z: The Dimensional]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=186623</guid>

					<description><![CDATA[Jake Kazdal, CEO and creative director of 17-BIT, gives us the lowdown on Galak-Z: The Dimensional.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left;color: #b00000;font-family: Georgia;font-size: 60px;line-height: 35px;padding-right: 6px">O</span>ne look at Galak-Z: The Dimensional confirms that this isn&#8217;t your typical 2D arcade shooter. Developed by 17-BIT, which also brought us Skulls of the Shogun, Galak-Z aims to be a physics-based title which embodies the combat of Halo and Far Cry 3. Ambitious, for sure, but when you consider that it&#8217;s making its way to the PlayStation 4 as well as PC, it&#8217;s definitely worth taking a closer look at. Especially when you consider that there&#8217;s so much we have yet to know about the game.</p>
<p>GamingBolt had a chance to speak to CEO and creative director Jake Kazdal about the game including overall development, gameplay mechanics, its release on the PS4 and much more.</p>
<p><strong>Ravi Sinha: Galak-Z is considered as “modern Halo and Far Cry 3 combat in a 2D shell”, taking a more physics based approach to the typical shooter. Compared to the shoot ‘em ups we usually see, what will be the main challenge gamers will encounter?</strong></p>
<p><strong>Jake Kazdal:</strong> The combat at a glance looks like a classic arcade space shooter, but upon spending just a bit of time with it you&#8217;ll see its much closer to something like Halo or Far Cry, played from above with pitch-perfect 2D controls. A large part of combat is maneuvering, it looks like the bullet hell games of old, but this time you are actually using physics-based thrust controls to sidestep, boost forward and backwards, and juke roll over lines of incoming enemy fire and obstacles.</p>
<p>The A.I has eyes and ears, and will communicate with their squad members your position, try to flank you, send for backup, rush off to let their shields recharge before re-engaging in combat, and generally act like real, tiny pilots in this procedurally generated space landscape.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_4.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-186626" alt="Galak-Z The Dimensional " src="https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_4.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_4.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_4-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "At my core, I am a dedicated action gamer. I love fast paced turn based strategy like Advance Wars and Shining Force, so those were the inspirations for Skulls of the Shogun, but most of my game collection is adventure and action games."   
      </p></p>
<p><strong>Ravi Sinha: After Skulls of the Shogun, what prompted you to create a shooter, especially one reliant on physics?</strong></p>
<p><strong>Jake Kazdal: </strong>At my core, I am a dedicated action gamer. I love fast paced turn based strategy like Advance Wars and Shining Force, so those were the inspirations for Skulls of the Shogun, but most of my game collection is adventure and action games. I grew up playing games in Arcades, and a ton of NES and SNES, so that&#8217;s where my heart is. Galak-Z is a love letter to the classic action/adventure arcade games of my youth, but mixing in cutting edge physics simulation and artificial intelligence. I remember playing the original R-Type as Galak-Z was getting started and thinking &#8220;What would this game be like if each of those enemies actually had orders, personality types, an agenda, and intelligence? How amazing would that experience be?&#8221;</p>
<p>I&#8217;ve also always been in love with physics based gameplay, especially in a very clean 2D environment. There is such a depth, a richness to the encounters, and such a lovely learning curve. I think its honestly a big part of the success of Angry Birds, as well as classics like Asteroids and others like it. It takes a while to master, but it just FEELS so good, and once you are good at it, just maneuvering is such a joy&#8230;it adds so much to the experience. A big part of this game&#8217;s inspiration comes from the NES classic Solar Jetman, which was all about the physics based maneuvering a ship through space caves.</p>
<p><strong>Ravi Sinha: Will Galak-Z have any co-op or multiplayer options?</strong></p>
<p><strong> Jake Kazdal:</strong> Most likely, we&#8217;re experimenting with those aspects right now, and have some very fun ideas of how to proceed.</p>
<p><strong>Ravi Sinha: With regards to the weapons, what kind of selection can we look forward to?</strong></p>
<p><strong>Jake Kazdal: </strong>Customizing and upgrading your ship will be a large part of Galak-Z. The spectrum of what is possible is pretty fantastic, we&#8217;re looking forward to people getting their hands on it!</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-186625" alt="Galak-Z The Dimensional " src="https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_2.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_2-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "Sony has been very proactive about securing amazing indie talent, and it's a huge part of their push for PS4. They confirmed Unity support for PS4 long before Microsoft did, so we approached them first, and it's just been fantastic ever since, no looking back."   
      </p></p>
<p><strong>Ravi Sinha: Will there be alternatives to using targeting weapons?</strong></p>
<p><strong>Jake Kazdal: </strong>There is much more coming, which we&#8217;ll be talking about more in the future!</p>
<p><strong>Ravi Sinha: What can you tell us about Galak-Z’s art style? It seems to take a slightly cel-</strong><br />
<strong>shaded approach to environments and proceedings.</strong></p>
<p><strong>Jake Kazdal:</strong> Galak-Z is heavily visually inspired by the classic spaceship anime of the late 70&#8217;s and particularly early 80&#8217;s. Macross/Robotech and Yamato/StarBlazers in particular. The stylized explosions, burning lasers, and blue-skinned bad guys! Giant space battles and exploration of deep dark space caves full of weird plant and insect life&#8230;good stuff! A rich tapestry to draw from, and we&#8217;re hoping to really appeal to people who grew up watching that stuff, as well as younger audiences.</p>
<p><strong>Ravi Sinha: Why is Galak-Z releasing for the PS4 and PC but not for Xbox One? How did you decide on the PS4 as your key platform?</strong></p>
<p><strong>Jake Kazdal:</strong> Sony has been very proactive about securing amazing indie talent, and it&#8217;s a huge part of their push for PS4. They confirmed Unity support for PS4 long before Microsoft did, so we approached them first, and it&#8217;s just been fantastic ever since, no looking back.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_1.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-186624" alt="Galak-Z The Dimensional " src="https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_1.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_1.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/02/galak_z_1-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "Right now our relationship with Sony is going very well, it's probably too early to say just yet, but I assume we'll continue with them for our future projects. We don't have anything planned for Xbox at this time."   
      </p></p>
<p><strong>Ravi Sinha: In recent months especially given the success of the Xbox One and a revamp of Microsoft’s policies with ID@Xbox would you consider ever developing for the console in the near future?</strong></p>
<p><strong>Jake Kazdal:</strong> Right now our relationship with Sony is going very well, it&#8217;s probably too early to say just yet, but I assume we&#8217;ll continue with them for our future projects. We don&#8217;t have anything planned for Xbox at this time.</p>
<p><strong>Ravi Sinha: What feature of the PS4 has you most excited? What are your thoughts on features such as Gaikai and backwards compatibility which are still to be revealed?</strong></p>
<p><strong>Jake Kazdal:</strong> Honestly I love many things about it, the controller is amazing, the great portfolio of indie games that&#8217;s coming, and the community features, particularly in something as dynamic and alive as Galak-Z, I can&#8217;t wait to see all the crazy encounters people post videos of online!</p>
<p><strong>Ravi Sinha: Will Galak-Z be aiming for 1080p resolution and 60 fps as most games seem wont to achieve these days?</strong></p>
<p><strong>Jake Kazdal:</strong> Most likely. We&#8217;re actually asking a lot of the hardware as it is, but I love 60fps games!</p>
<p><strong>Ravi Sinha: How will Galak-Z take advantage of the DualShock 4 controller&#8217;s features such as the touch pad? Will the touchpad help in any way when it comes to controlling your ship or targeting enemies?</strong></p>
<p><strong>Jake Kazdal:</strong> We actually haven&#8217;t spent any time on that yet, we&#8217;re working on perfecting other game systems right now and haven&#8217;t done a specific PS4 pass yet.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/galak-z-the-dimensional-interview-a-modern-halo-and-far-cry-3-mixed-in-a-2d-shell/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">186623</post-id>	</item>
		<item>
		<title>Galak-Z Targeting 60 fps on the PS4, Dev Explains Why They Don&#8217;t Have Anything Planned For Xbox One</title>
		<link>https://gamingbolt.com/galak-z-targeting-60-fps-on-the-ps4-dev-explains-why-they-dont-have-anything-planned-for-xbox-one</link>
					<comments>https://gamingbolt.com/galak-z-targeting-60-fps-on-the-ps4-dev-explains-why-they-dont-have-anything-planned-for-xbox-one#comments</comments>
		
		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Tue, 28 Jan 2014 14:20:08 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[17-Bit]]></category>
		<category><![CDATA[Galak-Z]]></category>
		<category><![CDATA[Galak-Z: The Dimensional]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=185461</guid>

					<description><![CDATA["Sony has been very proactive about securing amazing indie talent."]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2014/01/galak_z_2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-185462" alt="galak z ps4" src="https://gamingbolt.com/wp-content/uploads/2014/01/galak_z_2.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/01/galak_z_2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/01/galak_z_2-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Galak-Z: The Dimensional is an upcoming indie shooter for the PlayStation 4. Developed by 17-BIT, the game was first announced during Sony&#8217;s press conference at E3 last year. We got in touch with CEO Jake Kazdal to talk how the game is shaping up on the PlayStation 4.</p>
<p>First of all, the developers are targeting to run the game at 1080P and 60 fps on the PlayStation 4. &#8220;<span style="line-height: 1.5em;">Most likely. We&#8217;re actually asking a lot of the hardware as it is, but I love 60fps games!,&#8221; Jake confirmed to GamingBolt.</span></p>
<p>During our interview we also asked Jake the reason behind not developing Galak-Z for the Xbox One.</p>
<p>&#8220;Sony has been very proactive about securing amazing indie talent, and it&#8217;s a huge part of their push for PS4. They confirmed Unity support for PS4 long before Microsoft did, so we approached them first, and it&#8217;s just been fantastic ever since, no looking back,&#8221; he said.</p>
<p>We also asked whether they had any plans to develop any games for the Xbox One in the future given the recent success of the console and a revamp of Microsoft’s policies with ID@Xbox to which he replied:</p>
<p>&#8220;Right now our relationship with Sony is going very well, it&#8217;s probably too early to say just yet, but I assume we&#8217;ll continue with them for our future projects. We don&#8217;t have anything planned for Xbox at this time,&#8221; he revealed.</p>
<p>Galak-Z: The Dimensional is due for the PlayStation 4 and PC sometime this year. Let us know your thoughts in the comments section below.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/galak-z-targeting-60-fps-on-the-ps4-dev-explains-why-they-dont-have-anything-planned-for-xbox-one/feed</wfw:commentRss>
			<slash:comments>14</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">185461</post-id>	</item>
		<item>
		<title>Skulls of the Shogun Review</title>
		<link>https://gamingbolt.com/skulls-of-the-shogun-review</link>
					<comments>https://gamingbolt.com/skulls-of-the-shogun-review#respond</comments>
		
		<dc:creator><![CDATA[Vijay Sinha]]></dc:creator>
		<pubDate>Fri, 15 Feb 2013 13:31:36 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[17-Bit]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Skulls of the Shogun]]></category>
		<category><![CDATA[XBLA]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[Xbox Live]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=139054</guid>

					<description><![CDATA[Like Total War, but dead and loving it.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">C</span>leverly named 17-BIT seem to adore video games of yore, which is quickly evident by their company logo and the kind of thought that goes into their all-star downloadable debut, a turn-based strategy game by the name of Skulls of the Shogun. Heck, its even mentioned on their website. But did you ever wonder why zombies got so popular with our sub-culture, and not their bone-nified, skeletal cousins? Because they couldn’t be bothered to wear samurai armor, that’s why.</p>
<p>If you ever tuned into the turn-based strategy offerings of games such as Advance Wars, Fire Emblem, or even the latest XCOM: Enemy Unknown &#8211; Skulls of the Shogun will befamiliar. You play the role as General Akamoto, a recently deceased Shogun general, who now wonders in the land of the dead samurai. Akamoto’s goal is fairly simple: find out who snipped his life line, and maybe become the supreme Shogun of the Dead on the way. There are about 20 single-player stages which you must complete in a fairly linear order, in order to progress the story. Although the focus is purely on Akamoto, you’ll also have some colorful adversaries and unnamed troops at your disposal, with plenty of moxie to boot.</p>
<p style="text-align: center;"><script src="https://www.springboardplatform.com/js/overlay"></script><iframe loading="lazy" id="bolt011_666983" src="https://cms.springboardplatform.com/embed_iframe/475/video/666983/bolt011/gamingbolt.com/10" width="620" height="335" frameborder="0" scrolling="no"></iframe></p>
<p>If this is sounding like anything from your regular Disgaea adventure, yet another turn-based strategy affair, you wouldn’t be so far off the mark. However, Skulls of the Shogun is a tale mostly told through tongue-in cheek. Conversations initiating Akamoto are proud and ego-driven, but his soldiers sound like something you’d read from an internet message board. Not that I’m complaining, it’s actually well-written and funny to boot. Not in a “This is clearly geared to a gamer crowd” kind of way, just a “This is clearly geared towards people who are geeks of everything and aren’t embarrassed to find internet memes humorful” kind of way.</p>
<p>However, unlike Advance Wars or Fire Emblem, Skulls of the Shogun doesn’t take a grid-based approach to combat. Rather, everything is played in a wide, side-scrolling playing field, whereas your troops are clearly indicated by their red-coated armor. The number of troops is usually determined based on the current stage you’ve selected, which further gets divided by the type of units made initially available: the Infantry, Mounted and Archers units being your basic bread and butter, with unlockable Monk units down the road. Akamoto is arguably your most strongest, but lose him, and the game is pretty much over. But its the interesting mix of how 17-BIT uses these unit types, along with the advantage of not relying on a grid to move around in, that makes the game fairly easy to pick up and understand and still have enough depth.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/02/skulls-of-the-shogun-1.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-139067" alt="skulls of the shogun" src="https://gamingbolt.com/wp-content/uploads/2013/02/skulls-of-the-shogun-1.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/02/skulls-of-the-shogun-1.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/02/skulls-of-the-shogun-1-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>For one thing, Infantry units can actually knock opponents back. This is made even more awesome, if said opponents are standing behind a cliff or a ridge. Want to knock that sucker to a plummeting demise? By all means! Or maybe you’re more into hit and run tactics? Mounted units have great reach, and since you’re not limited to moving on a grid, there are multiple approaches to getting around surroundings or taking foliage as a means of cover. Archers can deal some serious damage from affair, and can also have the added bonus of enemies not being able to counter-attack. Movement in general is incredibly important, as you’re allowed to not only attack and move, but also move back somewhere safe before your opponent pounces.</p>
<p>There’s more. Let’s say you don’t wanna knock an enemy into a death pit. Let’s say that defeating enemies will leave them bodiless on the battlefield. What good can come from chatty skull heads, especially since you can’t “kill” them again? Simple, just eat them to gain a boost. Eat three skulls to enter “Demon Mode,” with even better stats. These sort of ideas provide a welcome change to what we usually see in the genre.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/02/skulls-of-the-shogun-2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-139068" alt="skulls of the shogun" src="https://gamingbolt.com/wp-content/uploads/2013/02/skulls-of-the-shogun-2.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/02/skulls-of-the-shogun-2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/02/skulls-of-the-shogun-2-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>As enjoyable it is when it comes to understanding the core game, visuals leave me a bit mixed. On one hand, it’s a fantastic looker. Animation is smooth, with a great jive that comes from seeing units hurdling to your marked positions. Equal attention has been given to visual cues, such as when enemy units start to cower in fear, indicating to the player that they won’t be able to counter. All that is swell, but most of the time, I don’t feel that same surge I get from seeing battles in other turn-based games. That may be because I’ve been so used to seeing the anime-explosion stuff in games like Disgaea or Super Robot Taisen &#8211; Original Generation.</p>
<p>Regardless, the real joy of Skulls of the Shogun lies in executing strategies and utilizing resources at the right moments. However, if you’re looking to go beyond the single player campaign, there are other avenues worth checking. Particularly, the inclusion of Local, Online and Asynchronous Multiplayer. The latter is particularly nice, if you’re a fan of how Hero Academy does their match-playing. While I haven’t invested a great deal of time into the online multiplayer, I have read about the lack of a timer for players taking moves, as well as not giving out penalties for those quitting games. Something to keep in mind.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on the Xbox 360.</strong></em></span></p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/skulls-of-the-shogun-review/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">139054</post-id>	</item>
	</channel>
</rss>
