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	<title>brawlout &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Batman: Arkham Knight, Metal Gear Rising, and Many More Hit PS Now in May</title>
		<link>https://gamingbolt.com/batman-arkham-knight-metal-gear-rising-and-many-more-hit-ps-now-in-may</link>
		
		<dc:creator><![CDATA[Landon Wright]]></dc:creator>
		<pubDate>Wed, 08 May 2019 17:02:36 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[8-bit armies]]></category>
		<category><![CDATA[Batman: Arkham Knight]]></category>
		<category><![CDATA[brawlout]]></category>
		<category><![CDATA[dangerous gold]]></category>
		<category><![CDATA[lego ninjago movie video game]]></category>
		<category><![CDATA[Majin and the Forsaken Kingdom]]></category>
		<category><![CDATA[Metal Gear Rising Revengeance]]></category>
		<category><![CDATA[miko gakkout monogatari: kaede episode]]></category>
		<category><![CDATA[pc]]></category>
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		<category><![CDATA[sherlock holmes: the devils daughter]]></category>
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		<category><![CDATA[Tales of Zestiria]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=398334</guid>

					<description><![CDATA[Super heroes, cyborg ninjas, and Legos join the service this month.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2019/05/batman-arkham-knight.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-398472" src="https://gamingbolt.com/wp-content/uploads/2019/05/batman-arkham-knight.jpg" alt="batman arkham knight" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/05/batman-arkham-knight.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/05/batman-arkham-knight-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/05/batman-arkham-knight-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/05/batman-arkham-knight-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Sony’s ongoing streaming service continues to add games this month, and it looks like May is going to be a pretty big one. Not only will we see the latest installment in the megahit <em>Batman: </em><em>Arkham</em> series, there’s a little something for everyone this month even beyond that, with a lot of different games joining the catalog.</p>
<p><a href="https://blog.us.playstation.com/2019/05/07/batman-arkham-knight-and-more-come-to-ps-now-in-may/" target="_blank" rel="noopener noreferrer">As detailed via the PlayStation blog</a>, May boasts a pretty impressive list of new titles. The headliner is, without doubt, <em>Batman: Arkham Knight</em>, the conclusion to Rocksteady’s <em>Batman</em>saga. Not too far behind is Konami and PlatinumGames’ <em>Metal Gear Rising: Revengeance Ultimate Edition,</em> which includes not only the base game, but all the DLC as well.</p>
<p>For the younger audiences there’s, <em>Lego Ninjago Movie Video Game</em>. There’s also something for the mystery minded in <em>Sherlock Holmes: The Devil’s Daughter</em>, and a PS3-to-PS4 upgrade for <em>Tales of Zestiria, </em>along with a lot more. You can check out the whole list below.</p>
<p>These games will be available this month on the PS Now service for subscribers, which you can stream to any PlayStation 4 or capable PC. It also allows you to download any PS4 or PS2 game directly to your PlayStation 4.</p>
<ul>
<li><em>8-Bit Armies (PS4)</em></li>
<li><em>Batman: Arkham Knight (PS4)</em></li>
<li><em>Brawlout (PS4)</em></li>
<li><em>Dangerous Golf (PS4)</em></li>
<li><em>Lego Ninjago Movie Video Game (PS4)</em></li>
<li><em>Majin and the Forsaken Kingdom (PS3)</em></li>
<li><em>Metal Gear Rising Revengeance Ultimate Edition (PS3)</em></li>
<li><em>Miko Gakkout Monogatari: Kaede Episode (PS4)</em></li>
<li><em>Sherlock Holmes: The Devil’s Daughter (PS4)</em></li>
<li><em>Tales of Zestiria (PS4 Upgrade)</em></li>
</ul>
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		<post-id xmlns="com-wordpress:feed-additions:1">398334</post-id>	</item>
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		<title>Brawlout Crosses 50,000 Players on Nintendo Switch in Two Weeks</title>
		<link>https://gamingbolt.com/brawlout-crosses-50000-players-on-nintendo-switch-in-two-weeks</link>
					<comments>https://gamingbolt.com/brawlout-crosses-50000-players-on-nintendo-switch-in-two-weeks#respond</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Wed, 03 Jan 2018 18:31:02 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[brawlout]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=318120</guid>

					<description><![CDATA[Another indie game finds a receptive audience on the Switch.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04.jpg"><img decoding="async" class="size-full wp-image-286290 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Nintendo&#8217;s audience has grown up on a diet of high quality brawling games- most notably, the <em>Super Smash Bros.</em> series. In the absence of a proper <em>Smash</em> game for the Switch so far, it should come as no surprise to anyone that indie brawling game <em>Brawlout</em> is doing well on Nintendo&#8217;s hybrid platform so far.</p>
<p>How well? Well, according to a new tweet posted by the developer, the game has already crossed 50,000 players on the Nintendo Switch, in just two weeks. This is in spite of a number of issues that plagued the game&#8217;s launch, which included some network errors- problems which, they confirmed, they are working on addressing as soon as possible.</p>
<p><em>Brawlout</em>, then, becomes the latest in a long line of indie games that have found themselves a successful home and receptive audience on Nintendo&#8217;s platform. Now to see whether the game keeps growing on from here, especially with <em>Smash Bros.</em> likely coming to the Switch soon.</p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">Brawlout passed 50K players on <a href="https://twitter.com/hashtag/NintendoSwitch?src=hash&amp;ref_src=twsrc%5Etfw">#NintendoSwitch</a> in its first 2 weeks!</p>
<p>Nintendo, and especially all you brawlers out there, you’re all amazing and we love every single one of you!!</p>
<p>THANK YOU and expect tons more Brawlout action coming your way in 2018! <a href="https://t.co/4FU0wK4Q5A">pic.twitter.com/4FU0wK4Q5A</a></p>
<p>&mdash; BRAWLOUT (@brawlout) <a href="https://twitter.com/brawlout/status/948183334533914624?ref_src=twsrc%5Etfw">January 2, 2018</a></p></blockquote>
<p><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">318120</post-id>	</item>
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		<title>Brawlout Interview: Fighting Game Intricacies and Post-Launch Support</title>
		<link>https://gamingbolt.com/brawlout-interview-fighting-game-intricacies-and-post-launch-support</link>
					<comments>https://gamingbolt.com/brawlout-interview-fighting-game-intricacies-and-post-launch-support#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 13 Nov 2017 19:40:16 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[angry mob games]]></category>
		<category><![CDATA[brawlout]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps4 pro]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[xbox one x]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=312137</guid>

					<description><![CDATA[Angry Mob Games CEO enlightens us on the current state of Brawlout and what to expect in the coming days.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span>ngry Mob Games&#8217; <em>Brawlout</em> has been in Steam Early Access since April 2017 which is quite a long time. Though initially appearing to be a fighting title like, say, <em>Super Smash Bros., Brawlout</em> occupies its own interesting niche. With constant updates and balance changes, characters like the Drifter from <em>Hyper Light Drifter</em> joining the fray for the Nintendo Switch version and much more, it seemed like a good time to revisit <em>Brawlout</em> and see where it was going.</p>
<p>To that end, GamingBolt spoke to Angry Mob Games CEO Bogdan Iliesiu about the state of the game, how the response has been and what players can expect in the future.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04.jpg"><img decoding="async" class="aligncenter size-full wp-image-286290" src="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Ever since we launched, we did weekly or bi-weekly balance updates. The aim is to get it to a really fun and balanced experience, and slow down on tweaking too many balance figures after the console launch."</p>
<p><strong><i>Brawlout</i> has come a long way since its days in early access. How has the journey been thus far?</strong></p>
<p>So much has changed since we first launched in Early Access, earlier this year. And it’s all thanks to our amazing community. It’s really time consuming to balance a fighting game, that’s why most really successful ones are iterations on decades-old franchises.</p>
<p>That’s one of the best parts of <i>Brawlout</i>, and platform fighters in general: you don’t need to stick to the traditional fighting game mechanics. They really shine when you get crazy with the moves design, and give each playable character distinct advantages. We’ve added tons of requested gameplay features, like ledge grabs, and made the top level play even more technical. In October, we’ll launch the next major update, with a huge progression system, where players could unlock tons of amazing stuff, including 18 new character variations.</p>
<p><b>When we first saw </b><i><b>Brawlout</b></i><b>, it mixed platforming with fighting game mechanics and unique characters.</b> <b>What was the feedback from your player base on this formula?</b></p>
<p>That’s what they love about <i>Brawlout</i>. You really feel like you’re in a fighting game, and you feel the weight of every punch and kick.</p>
<p>The players love how fast and fluent everything feels. Because we tweaked the rock-paper-scissor formula (for attack-block-grab &#8211; by removing the blocks and grabs), the game got a lot more fast paced, and now your main focus is the trajectory of your fighters, and anticipating your opponent’s position &#8211; as opposed to the slower defensive play in other games, where you actually have to read your opponent’s every move and counter it.</p>
<p><b>Fighting games usually see numerous balance changes throughout their life cycles. Was <i>Brawlout</i> in a similar situation at times and how did you address it?</b></p>
<p>Ever since we launched, we did weekly or bi-weekly balance updates. The aim is to get it to a really fun and balanced experience, and slow down on tweaking too many balance figures after the console launch. This way top players could perfect their skills, and we wouldn’t be breaking their strategies or combo games with new updates.</p>
<p><b>Which character is your favourite currently? Can you tell us about the overall character design process?</b></p>
<p>Personally I like both Sephi’ra and the Drifter, from <i>Hyper Light Drifter,</i> because they both give you so many movement options, both on ground and in air. That means you can easily follow up on your attacks and chain some amazing combos.</p>
<p>The character design is by far the most fun part in developing a fighting game. All our characters start from their attack moves design, based on a specific play style. The play style is either an ‘archetype’ seen in other fighting games (like Paco, who is a grappler), or it’s based on great game mechanics from other action games (like King Apu, whose chain attacks are inspired from games like Castlevania).</p>
<p>After we come up with the overall ideas for their basic attacks and special moves, we concept out the character art. All our original characters (except the guest characters) are based on different world cultures and civilizations, so that also helps to give them a common theme and a strong personality. Next up comes the actual art production, animations, sounds, backstory and of course the final balancing, for which we work closely with our top players.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-286288" src="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The online play improved greatly since the first Early Access launch. You can now play 4 player online matches with no issues, super smoothly. Of course that depends on each player’s network connection, but it’s way faster now."</p>
<p><b>What new content has been added to the game since launch? Have there been new modes or characters added?</b></p>
<p>We tried to keep the Early Access version focused on competitive play, and so we kept the main game modes to straight up fights, either locally or online, with casual or ranked matches.</p>
<p>In October, we’re rolling out a major update, with a lot more single player content, like an Arcade Mode, a much requested Tutorial mode, and tons of unlocks and character progression. The current Steam version features 7 characters, and it will go up to 26 this year. That includes another really famous guest character.</p>
<p><b>Post-launch, how has the network code for <i>Brawlout</i> been holding up? With lower player counts and other factors like balancing between skill and connection quality, how do you feel <i>Brawlout</i>&#8216;s online play has shaped up?</b></p>
<p>The online play improved greatly since the first Early Access launch. You can now play 4 player online matches with no issues, super smoothly. Of course that depends on each player’s network connection, but it’s way faster now.</p>
<p>We’ve given pro players some extra options for choosing their matchmaking regions, connection quality and lag settings. Last weekend, our top players from Europe and North America were able to compete in a single tournament, so the connections are super smooth now.</p>
<p><b>How has the competitive side for the game panned out since release?</b></p>
<p>Initially we had tons of players battling it out for top spots, but slowly, some very high skilled players coming from other fighting games started picking up the game, and they’ve been holding on to the top spots in the ranked leaderboards and some of the online tournaments. But there’s always room for new players to make their mark, and <i>Brawlout</i> is really easy to get into.</p>
<p>We’ve been running weekly tournaments through ESL and Smash.gg. The community also does smaller 4-5 weekly tournaments, so feel free to join anytime, on <a href="http://discord.gg/Brawlout">Discord</a>.</p>
<p><strong>What are some of the challenges you face with a fighting game after launch, especially with so many different competitors bringing out games every other month?</strong></p>
<p>It’s important to release new content often, to keep the players engaged, as with any other genre. With fighting games, it’s way harder to come up with new characters every month, as one single character takes around 6 months of development time. After the console launch we’ll ramp up our e-sports efforts, and hold larger tournaments, with bigger prize pools, both online and offline (in person).</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_03.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-286289" src="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_03.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_03.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_03-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_03-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_03-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Many developers feel like they’re much more welcoming to smaller and indie developers, than Microsoft and Sony."</p>
<p><b><i>Brawlout</i> will also be coming to the Nintendo Switch in Q4 2017. What has it been like working with Nintendo and what differences did you notice in their handling of third parties compared to Microsoft and Sony?</b></p>
<p>Nintendo is amazing. Many developers feel like they’re much more welcoming to smaller and indie developers, than Microsoft and Sony. Not only for their third party support, but also because it’s not such a crowded space, and it’s much easier to stand out with an amazing game.</p>
<p><b>What does the future hold for <i>Brawlout</i>? Can we expect a sequel or significant expansion any time soon?</b></p>
<p>We plan to support the game post launch with lots more game modes, and new characters every couple of months. And of course we’ll try to grow the e-sports scene, with the help of our community.</p>
<p><b>The game will be receiving Xbox One X support. Is native 4K and 60 frames per second on the cards?</b></p>
<p>Yes, it is.</p>
<p><b>What is your target resolution for the PS4 Pro version?</b></p>
<p>We plan to get to 4K, but we’ll have to see what kind of optimizations would be required.</p>
<p><b>What is the resolution and frame rate of the base PS4 and Xbox One version?</b></p>
<p>We’ve been focusing on the Nintendo Switch version, for which it runs perfectly smooth at 60FPS, in both Handheld and TV modes. Once we’ll get to the PS4 and Xbox One final optimizations, we’ll have more to share on that.</p>
<p><b>Is anything else you want to tell us about the game?</b></p>
<p>Thanks so much for your questions! Keep following us to see when the next major update hits!</p>
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		<title>Brawlout Xbox One X Likely To Run At Native 4K/60fps, PS4 Pro May Require Optimizations &#8211; Dev</title>
		<link>https://gamingbolt.com/brawlout-xbox-one-x-likely-to-run-at-native-4k60fps-ps4-pro-may-require-optimizations-dev</link>
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		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Mon, 23 Oct 2017 14:12:19 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[brawlout]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps4 pro]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[xbox one x]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=309908</guid>

					<description><![CDATA[This is where the Xbox One X's superior hardware comes into play.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-286290 size-full" src="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Not every game will run at a full 4K and 60 frames per second on the Xbox One X- the system is rather powerful, yes, but it is not powerful enough to run some of the more demanding AAA games on the market at that level of graphical fidelity and detail.</p>
<p>That said, one of the games that will likely hit native 4K and 60fps on the Xbox One X will be <em>Brawlout</em>. Speaking to GamingBolt in an exclusive interview, Bogdan Iliesiu, CEO of developer Angry Mob Games, has confirmed that native 4K/60fps is on the cards.</p>
<p>That said, it <em>was</em> something he was unable to commit to for the PS4 Pro, possibly owing to the system&#8217;s more modest hardware. &#8220;We plan to get to 4K, but we’ll have to see what kind of optimizations would be required,&#8221; he said, in response to a question we asked.</p>
<p>Which makes sense- while <em>Brawlout</em> is not necessarily the most demanding game on the market, it still might need enough hardware resources that the more conservative PS4 Pro cannot handle it on that level. That said, at least console players have the Xbox One X version to look forward to if that level of fidelity is something they really want.</p>
<p><iframe loading="lazy" title="Brawlout Gameplay Trailer - Super Smash Con Highlights" width="500" height="281" src="https://www.youtube.com/embed/KFXtfRO-M7E?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>
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		<title>Brawlout Interview: Platforming Meets Party Brawling</title>
		<link>https://gamingbolt.com/brawlout-interview-platforming-meets-party-brawling</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 27 Dec 2016 05:20:56 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[angry mob games]]></category>
		<category><![CDATA[brawlout]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=286284</guid>

					<description><![CDATA[What makes this fighter unique? Angry Mob Games tell us.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">P</span>arty fighters like <em>Super Smash Bros.</em> and <em>PlayStation All-Star Battle Royale</em> are fairly well-known but it&#8217;s been a while since a significant addition like <em>Brawlout</em> has been attempted. Angry Mob Games&#8217; fighter isn&#8217;t all about beating up your friends though &#8211; it has a strong single-player campaign that implements platforming elements into its core gameplay.</p>
<p>How will that ultimately shape up? GamingBolt spoke to Angry Mob Games CEO Bogdan Iliesiu about <em>Brawlout</em> and what distinguishes it among other party fighters.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_02.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-286286" src="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_02.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_02.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_02-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Each character is inspired from fighting game archetypes or well-known action game heroes (like King Apu has moves similar to <em>Castlevania</em>)."</p>
<p><strong>Obviously <em>Brawlout</em> is interesting to us given its <em>Super Smash Bros.</em> elements but what inspired the development of the main premise and characters?</strong></p>
<p>We always loved fighting games and action games, and wanted to make something truly competitive.</p>
<p>Adding in platforming elements, plus some crazy and funny moves also makes <em>Brawlout</em> really fun to watch and easy to understand for everybody. That’s really important these days, with Twitch and YouTube gaming.</p>
<p>The characters were all designed around their moves, while adhering to a common theme. Each one has its very distinct play style, which ends up in a chaotic and fun fighting experience.</p>
<p>To give them more personality, we developed an epic single player story campaign, full of plot twists and some nice surprises. Each character is an Exemplar, representing their civilization in battle.</p>
<p>To give you more details:</p>
<ul>
<li>Olaf Tyson is a duo coming from Nordic lands, with freezing attacks and boxing moves.</li>
<li>Sephi’ra is an Egyptian goddess, with her main focus on speedy leg fighting.</li>
<li>King Apu has Hindu origins, with a long-range chain whip.</li>
<li>Gancho Puncho is a Mexican Luchador with grappling moves.</li>
<li>Chief Feathers is a Native American with fiery projectile attacks.</li>
</ul>
<p><strong>How many fighters can we expect to see in the full game?</strong></p>
<p>There will be at least 9 characters. We’ll keep adding new characters for the next few years as well, to make the play styles even more varied.</p>
<p><strong>What different play styles can we look forward to? Will there be enough variety for all kinds of fighters?</strong></p>
<p>Each character is inspired from fighting game archetypes or well-known action game heroes (like King Apu has moves similar to <em>Castlevania</em>).</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_03.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-286289" src="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_03.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_03.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_03-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_03-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_03-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The combat system doesn’t have any execution sequence. The combos are simple chains of a direction plus one of the attack or special buttons."</p>
<p><strong>Will the stages play a key role in matches; say with destructible environments or hazards that can turn the tide of battles?</strong></p>
<p>Many of the stages will shift their shape during battle and have dynamic elements (including destructible parts). We’ll try to stay away from random hazards, as they’re not always that fun, especially in tense battles.</p>
<p>Each stage will have at least 3 versions: The dynamic one, the more balanced one for competitive play and the flat one, for people who want to win only based on their reflexes and skills, and not blame it on the stage.</p>
<p><strong>The game is especially interesting because it takes the combo-heavy nature of <em>Street Fighter</em> and <em>Mortal Kombat</em>. Do you think this will limit its appeal as a party game or is it more of an “easy to get into, hard to master” combat system?</strong></p>
<p>The combat system doesn’t have any execution sequence. The combos are simple chains of a direction plus one of the attack or special buttons.</p>
<p>As opposed to what you might be used to from <em>Smash Bros</em>, we’ll have combo chains like AAAB, or sideA-sideA, or AA-sideA, to get more variation in the moves and combos. They all make sense once you start playing the game, so it’s not some hidden combinations.</p>
<p><strong>What kinds of different modes will be in <em>Brawlout</em>? Can we expect any crazy custom missions or goals to complete?</strong></p>
<p>There will be an epic single player campaign, with lots of tiny variations for each battle game rules. Other single player game modes will feature challenges, a survival mode, and a complex practice mode for polishing player skills to get into top-tier competitive matches.</p>
<p>Online will include casual matches plus ranked multiplayer. There will also be in-game weekly tournaments, using the Xbox Arena and PlayStation Tournaments features. The basic game modes, like Stock, Timed or Team Play will definitely make it in. For any other crazy suggestions, let us know what you think would be fun, and we’ll try to add them in!</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-286290" src="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout_04-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We plan to release the game on Steam Early Access early February, and then release it on Xbox One and PlayStation 4 in Q2 2017."</p>
<p><strong>How will 8 player local multiplayer support work? What challenges are you facing in the net code for online multiplayer and how are they being handled?</strong></p>
<p>If you’re lucky to have 8 friends around, you just need to plug in up to 8 controllers and start playing.</p>
<p>We’ll probably design some larger stages, recommended for 8 player matches. Online play will probably only work for up to 4 players, as lag might occur, and we prioritize a smooth online experience.</p>
<p>The net code for a fighting game is obviously much harder to do, as compared to a RPG, for example. All our architecture is based on GGPO, which is the standard for the best fighting games out there.</p>
<p><strong>Will players have online lobbies and other features to help them queue for multiplayer more easily?</strong></p>
<p>The multiplayer match joining will happen seamlessly, without custom lobbies to wait around. In case nobody is playing at 7AM, you’ll be free to play single player matches and join an online game as soon as somebody pops up.</p>
<p><strong>What is your competitive stance on <em>Brawlout</em>? Will you be looking to build some kind of pro-gaming following around it?</strong></p>
<p>The competitive side is really important for us. We’ve been attending fighting game events like EVO and Super Smash Con, where some of the best Smash players gave us some amazing feedback, and we’ll continue balancing the game. We also held tournaments at major gaming events like Gamescom, PAX, EGX, Paris Games Week, and we’ve got some upcoming ones at PAX South, Beast 7 and Rezzed.</p>
<p><strong>When can we expect <em>Brawlout</em> to exactly release? What kind of post-launch support, if any, are you looking at for the future?</strong></p>
<p>We plan to release the game on Steam Early Access early February, and then release it on Xbox One and PlayStation 4 in Q2 2017. Post release we’ll keep balancing the game based on player feedback, add new characters, stages, game modes and online features.</p>
<p><strong>I am sure you must have heard about the PRO and Scorpio, How do you rate Sony&#8217;s relatively more conservative approach with the PS4 Pro versus Microsoft&#8217;s more radical overhaul with the Xbox One Scorpio? Which excites you more, from a development perspective?</strong></p>
<p>We’re super excited for both! It’s always great to play in 4K and see all the amazing details in today’s games.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-286288" src="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2016/12/Brawlout-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We’re authoring the whole UI in 4K, so it’s already sharp and nice on the PS4 Pro. But if we didn’t have this, it would indeed require more work."</p>
<p><strong>The Xbox One Scorpio is being touted as the most powerful console ever made. And yet, given Microsoft&#8217;s diktat that all games have maintain parity with standard Xbox One systems, and that there can be no Scorpio exclusives, do you really think that the Scorpio&#8217;s power will be able to be put to any meaningful use?</strong></p>
<p>Sure, it’s usually easy to pump up the graphics, to take advantage of the extra processing power. If the games are designed for the Xbox One, they’ll look great on Scorpio. But if it’ll be the other way around, and the games will be pushed to the limits, to look amazing on the Scorpio first, it’ll probably feel like playing on an old laptop, when playing that game on the Xbox One.</p>
<p><strong>PS4 Pro’s chief engineer Mark Cerny claims that supporting the PS4 Pro version is only about 0.3 to 0.4 percent of the total effort. What is your take on this?</strong></p>
<p>That definitely depends on the game. <em>Brawlout</em> already works flawlessly, at &gt;60FPS in 4K, so it wouldn’t be much of a problem in our case. For a smaller team, it’s definitely more work to support the PS4 Pro, as they require a separate Dev Kit, and some extra certification steps to check.</p>
<p>It always depends on the tools developers use. We’re authoring the whole UI in 4K, so it’s already sharp and nice on the PS4 Pro. But if we didn’t have this, it would indeed require more work.</p>
<p><strong>With iterative consoles and Pro, do you think there will ever be a thing called PS5 in the future?</strong></p>
<p>Probably. People always need something new for Christmas.</p>
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		<title>Games Built On Scorpio First Will Make Same Titles Look Like Old Laptop Games On Xbox One- Brawlout Dev</title>
		<link>https://gamingbolt.com/games-built-on-scorpio-first-will-make-same-titles-look-like-old-laptop-games-on-xbox-one-brawlout-dev</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 05 Dec 2016 18:03:24 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[angry mob games]]></category>
		<category><![CDATA[brawlout]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Project Scorpio]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=284615</guid>

					<description><![CDATA[Angry Mob's Bodgan Iliesiu discusses the use of Scorpio's extra power.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/06/xbox-one-scorpio.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-269048" src="https://gamingbolt.com/wp-content/uploads/2016/06/xbox-one-scorpio.jpg" alt="xbox one scorpio" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/06/xbox-one-scorpio.jpg 1200w, https://gamingbolt.com/wp-content/uploads/2016/06/xbox-one-scorpio-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2016/06/xbox-one-scorpio-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2016/06/xbox-one-scorpio-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Though it&#8217;s not even out yet, Microsoft&#8217;s Project Scorpio is being marketed as the most powerful console ever, capable of 4K resolution visuals and VR support. It&#8217;s still a ways off (Holiday 2017) but that hasn&#8217;t stopped us about wondering whether the console&#8217;s extra power will actually be put to good use. Especially when you consider Microsoft wanting all games to maintain parity across Xbox One platforms.</p>
<p>GamingBolt had a chance to speak to Bogdan Iliesiu of Angry Mob Games, currently working on <em>Brawlout</em>, as to whether Scorpio&#8217;s power can be put to any meaningful use in the long run. He noted that, &#8220;Sure, it’s usually easy to pump up the graphics, to take advantage of the extra processing power. If the games are designed for the Xbox One, they’ll look great on Scorpio.&#8221;</p>
<p>However, Iliesiu also said that, &#8220;If it’ll be the other way around, and the games will be pushed to the limits, to look amazing on the Scorpio first, it’ll probably feel like playing on an old laptop, when playing that game on the Xbox One.&#8221; This seems to indicate that Scorpio far out-classes the Xbox One in terms of hardware performance.</p>
<p>So the question then is how far developers can go with all that extra processing power to optimize their Xbox One titles. Maybe into true native 4K? We&#8217;ll find out for ourselves in the coming year but let us know what you think in the comments below.</p>
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		<title>Extra Effort Needed For PS4 Pro Development Depends On The Game And The Developer- Brawlout Dev</title>
		<link>https://gamingbolt.com/extra-effort-needed-for-ps4-pro-development-depends-on-the-game-and-the-developer-brawlout-dev</link>
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		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Fri, 02 Dec 2016 16:31:21 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[angry mob games]]></category>
		<category><![CDATA[brawlout]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps4 pro]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=284262</guid>

					<description><![CDATA["For a smaller team, it’s definitely more work to support the PS4 Pro."]]></description>
										<content:encoded><![CDATA[<p>&nbsp;</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/09/PS4-Pro-1.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-276970 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2016/09/PS4-Pro-1.jpg" alt="ps4-pro" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/09/PS4-Pro-1.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/09/PS4-Pro-1-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>PS4 and PS4 Pro chief architect Mark Cerny thinks that all developers should find no problem in being able to support Sony&#8217;s newer, more powerful PS4 console-<a href="https://gamingbolt.com/mark-cerny-converting-a-base-ps4-game-to-ps4-pro-version-is-just-0-2-or-0-3-percent-of-the-overall-effort"> in his own words</a>, it takes just 0.2 to 0.3 per cent of the effort to make sure the game is enhanced for Sony&#8217;s new console.</p>
<p>We&#8217;ve often felt that this assertion is missing the forest for the trees, but we&#8217;re not developers, so we decided to pitch this question straight to one of them when we got the chance to. And in an exclusive interview with GamingBolt, Bogdan Iliesiu of Angry Mob Games, developer of <em>Brawlout</em>, shared his opinion on just how much effort the PS4 Pro really needs.</p>
<p>&#8220;That definitely depends on the game. <em>Brawlout</em> already works flawlessly, at a greater than 60FPS in 4K, so it wouldn’t be much of a problem in our case,&#8221; he said. &#8220;For a smaller team, it’s definitely more work to support the PS4 Pro, as they require a separate Dev Kit, and some extra certification steps to check. It always depends on the tools developers use. We’re authoring the whole UI in 4K, so it’s already sharp and nice on the PS4 Pro. But if we didn’t have this, it would indeed require more work.&#8221;</p>
<p>I think that&#8217;s what it comes down to- the pitch for the PS4 originally was that it would the console that all developers, including and especially the smaller ones, would find it incredibly easy to develop for. And while Sony have largely stuck to that philosophy, even with the PS4 Pro, which is an easy machine to come to grips with, the simple fact remains that throwing in another SKU for developers to optimize for and get certifications for, <em>can</em> throw smaller developers off.</p>
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