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	<title>Bridge Constructor: The Walking Dead &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Bridge Constructor: The Walking Dead and Ironcast Are the Next Free Games on the Epic Games Store</title>
		<link>https://gamingbolt.com/bridge-constructor-the-walking-dead-and-ironcast-are-the-next-free-games-on-the-epic-games-store</link>
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		<dc:creator><![CDATA[Will Borger]]></dc:creator>
		<pubDate>Thu, 01 Jul 2021 18:09:31 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Bridge Constructor: The Walking Dead]]></category>
		<category><![CDATA[Epic Games Store]]></category>
		<category><![CDATA[Ironcast]]></category>
		<category><![CDATA[pc]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=485317</guid>

					<description><![CDATA[Bridge Constructor: The Walking Dead and Ironcast will be free on the Epic Games Store from July 8th - 15th and replace The Spectrum Retreat.]]></description>
										<content:encoded><![CDATA[<p>Another Thursday has rolled around, which means we know what the next free game on the Epic Games Store will be. This time, there will be two free titles available: <em>Bridge Constructor: The Walking Dead</em> and <em>Ironcast</em>. <a href="https://gamingbolt.com/the-spectrum-retreat-is-the-epic-game-stores-next-free-game">They will replace <em>The Spectrum Retreat</em>, a narrative-driven puzzle game, which is currently free on the Epic Games Store until July 8th</a>. <em>Bridge Constructor: The Walking Dead</em> and <em>Ironcast</em> will be free from July 8th &#8211; 15th.</p>
<p>Aside from being one of the strangest crossovers you&#8217;ll ever see, <em>Bridge Constructor: The Walking Dead&nbsp;</em>allows players to construct paths that will lead characters from <em>The Walking Dead</em> to safety and build traps for walkers. There&#8217;s also some impressively hilarious ragdoll physics for players to enjoy when things go right (or wrong).</p>
<p><em>Ironcast</em>, on the other hand, is pretty different. Inspired by Victorian-era science fiction, <em>Ironcast</em> is a turn-based strategy title that drops players into the top hat or bonnet of a refined Englishman or woman in 1880s England as they try to defend the British Empire against an invading force of mechs with one of their own.</p>
<p>Both games sound pretty wild, and you can&#8217;t beat free, so be sure to check them out when they&#8217;re free on July 8th, and to pick up <em>The Spectrum Retreat</em> if you haven&#8217;t already.</p>


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		<title>Bridge Constructor: The Walking Dead Interview &#8211; Improvements, Tone, Length, and More</title>
		<link>https://gamingbolt.com/bridge-constructor-the-walking-dead-interview-improvements-tone-length-and-more</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 11 Dec 2020 11:13:08 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[Bridge Constructor: The Walking Dead]]></category>
		<category><![CDATA[clockstone. headup games]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=464808</guid>

					<description><![CDATA[Matthias Hilke of ClockStone and Mark Aldrup of Headup speaking with GamingBolt with the curious mashup.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">C</span>lockStone and Headup Games&#8217; <em>Bridge Constructor </em>series has a very particular style of gameplay, one that emphasizes physics, ragdolls animations, and puzzles. But this series also isn&#8217;t a stranger to attempting crossovers with properties you wouldn&#8217;t expect. Following a <em>Portal </em>mashup, its next crossover is <em>Bridge Constructor: The Walking Dead</em>&#8211; which is exactly what it sounds like, with players being tasked to do what <em>Bridge Constructor </em>wants you to do, but against the backdrop of a zombie apocalypse in the <em>TWD </em>universe with additional bells and whistles and refinements thrown in.</p>
<p>Not long before the game&#8217;s recent launch, we had the chance to send some of our questions about it and its development to the people behind it. Below, you can read our conversation with Matthias Hilke, Project Manager at ClockStone, and Mark Aldrup, chief technology officer at Headup.</p>
<p style="text-align: center;"><span style="color: #ff6600;"><em><strong>NOTE: This interview was conducted prior to the game&#8217;s launch.</strong></em></span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-3.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-464811" src="https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-3.jpg" alt="bridge constructor the walking dead " width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-3-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"The unique concept of this game is that players don’t use guns and axes to kill walkers – at least not principally – but that they devise lethal traps made of environment objects and unorthodox constructions."</p></p>
<p><strong><em>Bridge Constructor</em></strong><strong> is an established property, of course, with multiple games, and it&#8217;s also had the experience of integrating and collaborating with another property in the past, with <em>Bridge Constructor Portal</em>. How different of a challenge has it been to do something similar, but with a property that&#8217;s so entirely different?</strong></p>
<p><strong>Matthias Hilke (Project Manager, ClockStone Software):</strong> It was quite a different challenge in some areas. One is the different relatedness of the IPs. <em>Portal</em> was not only a game property but actually a physics puzzle game. So, we already had a big overlap there. <em>TWD</em> on the other hand is all story, and opinions are divided about whether and how much story a bridge builder game needs. So, it took some time and thought to find the right amount and type of narration.</p>
<p>Another big difference was in the level design: the test chambers from the <em>Portal</em> games were the perfect playground to fool around with weird technical devices combined with crazy constructions. No need to explain why there was something like a cube dispenser up there and a deadly laser grid down here: there was always the simple and perfect answer – for science! Whereas defining appropriate locations for missions in <em>BC TWD</em> was definitely much more of a challenge because each place had to make some sort of sense in the “real” world and also in the course of the story.</p>
<p><strong>Funnily enough, bridges have been a pretty big talking point in <em>The Walking Dead</em> from time to time, especially in the early episodes of season 9. Was that at all a factor in deciding that a <em>Bridge Constructor</em> game based on <em>The Walking Dead</em> could actually work?</strong></p>
<p><strong>Hilke</strong>: That was actually more of a coincidence, as the idea for <em>Bridge Constructor: The Walking Dead</em> already existed some time before season 9 was aired on TV.</p>
<p><strong>How much of a crossover with the TV show can fans of the property expect to see, in terms of story, characters, Easter eggs, and the like?</strong></p>
<p><strong>Hilke</strong>: The unique concept of this game is that players don’t use guns and axes to kill walkers – at least not principally – but that they devise lethal traps made of environment objects and unorthodox constructions. If felt odd to imprint this kind of behavior on a group of original <em>TWD</em> characters, so we decided to create new ones and tell their little story.<br />
However, we also wanted original characters from the show in the game because people strongly connect with them. We worked through a list of all characters in order to find perfect matches. Of course, we wanted popular ones, but they should not just pop up and say: “Here I am because everybody loves me.” They should make for an interesting addition to the gameplay, and we eventually chose Eugene, Daryl, and Michonne.</p>
<p>Eugene being the technical nerd totally matches the game’s key elements “engineering” and “contraptions”. In the game he actually turns a speaking doll into a noise bait to lure walkers into traps. He is also kind of funny, which makes him an apt choice for the light-footed <em>Bridge Constructor</em> universe. We wanted Daryl in the game mainly for some nice crossbow action, not only to take down walkers but also to set objects into motion or trigger explosions with a perfectly aimed shot. Michonne seemed an attractive addition as soon as we knew we would have close-range fights between hostile pedestrian units. Wielding her katana, she is the superior character for this kind of situation, and she can veritably plow through enemy lines with her sword.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-4.jpg"><img decoding="async" class="aligncenter wp-image-464812" src="https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-4.jpg" alt="bridge constructor the walking dead " width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-4.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-4-768x432.jpg 768w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"There are a number of unique features in this <em>Bridge Constructor</em> game. It might not be that they have only been made possible by the license, but it was cool and made perfect sense to have them in combination with it."</p></p>
<p><strong>I imagine dealing with hordes of zombies while you&#8217;re constructing bridges will be a crucial part of the experience- can you talk to us a bit more about that side of the experience? How does it work alongside the construction aspects? Can players expect some sort of interplay between the two?</strong></p>
<p><strong>Hilke</strong>: Yes, the interplay between both is the main concept of this game and can be described as “devise a construction to deal with the walkers”, with a broad range of scenarios revolving around it. In some missions, you build bridges that are stable enough for the fleeing survivors but are supposed to collapse with the pursuing walkers. In other missions, you need constructions to deflect the trajectory of your grenades to transport them in the middle of an undead mob because you cannot throw it there directly. Other scenarios involve constructing ramps for vehicles or giant cable spools to crash down onto or roll over a group of walkers. Some of these scenarios can get quite challenging because they require a succession of events similar to a Rube Goldberg machine, e.g. a barrel needs to roll against a container so it topples and falls down onto an explosive tank to blow up a horde of walkers.</p>
<p><strong>Are there any major improvements or changes that you&#8217;re making over previous <em>Bridge Constructor</em> games that have only been made possible because of working with <em>The Walking Dead</em> license?</strong></p>
<p><strong>Hilke</strong>: There are a number of unique features in this <em>Bridge Constructor</em> game. It might not be that they have only been made possible by the license, but it was cool and made perfect sense to have them in combination with it.</p>
<p>First thing is that the characters appearing in the game not only show up in dialogues or cutscenes but also in the missions as pedestrian units with different abilities. In the TV show, survivors often explore areas on foot, e.g. buildings where they hope to find supplies. So, in addition to vehicle-based missions we designed a number of scenarios where pedestrian hero units run around and can perform special actions, like shooting, throwing grenades or using ladders to switch between floors in buildings swarming with walkers. The game features a new mode, the Command Mode, for the players to control the execution of these special actions. There, they also define the direction of shots and the trajectories of grenades to achieve maximum carnage amid the undead.</p>
<p>Second thing was that we also wanted these hero actions to have an effect on the environment, so we implemented new types of objects: Movable, destroyable and explosive objects all react to the impact of shots, explosions or collisions with other objects. Often, players have to find out about a certain succession of events to solve the mission, the Rube Goldberg machines we mentioned before.</p>
<p>Another novelty is the possibility to connect constructions to movable objects in the scene. So, constructions are often put to a much more dynamic use than in previous games: Swivel-type ramps that are pivoted into position for a vehicle jump, constructions that are used to pull heavy containers from upper floors to crash down onto a group of walkers, constructions that lift objects out of the way to create free passage for the survivors’ vehicles, etc. Yet sometimes, the challenge is the other way round: players have to build something to stabilize movable objects because a bridge is connected to them.</p>
<p>Last but certainly not least, coming along with the pedestrian hero units, the game features ragdoll physics. Walkers and heroes alike can get caught by the impact of explosions or collisions with flying containers or racing vehicles, which makes for a lot of hilarious situations.</p>
<p><strong>What&#8217;s the range and scope of options players are going to have at their disposal in terms of what they want to build and how they want to build it?</strong></p>
<p><strong>Hilke</strong>: For a start, players can use all materials without cost limits to be free in how and what they want to build. This gives everybody the freedom to follow their own ideas in how to solve a mission. However, we also know that players like to be challenged by limitations. That is why each mission offers a Resources Badge to be earned if players manage to stay under a given cost limit.</p>
<p>In levels, where killing walkers is one of the mission goals, players can often choose how they want to proceed. They can try to come up with constructions that collapse under the walkers’ weight just at the right time. Or they can make use of movable environment objects that can be pushed, pulled or toppled to crash down onto them.</p>
<p>In many of the levels, there are walkers that can be optionally killed, in addition to achieving the mission goals. Players can decide if they want to try to kill these optional walkers in order to raise their overall enemy kill count in the game. Often, they have to build differently or more to achieve that.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-2.jpg"><img decoding="async" class="aligncenter wp-image-464810" src="https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-2.jpg" alt="bridge constructor the walking dead " width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-2.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-2-768x432.jpg 768w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"On the one hand, it is certainly one of the most casual games out there that takes place in the <em>Walking Dead </em>universe. But as it is a <em>Bridge Constructor</em> game, the balance has always been more towards the light-footed and fun style that is typical for the series."</p></p>
<p><strong><em>The Walking Dead</em></strong><strong>, by definition, tends to have a pretty grim tone, but it doesn&#8217;t look like that&#8217;s the style this game is going for, based on not just its reveal trailer from back in August, but the plain and simple fact that games focusing on ragdoll physics are usually a riot. What&#8217;s the balance you&#8217;re looking to strike between those two styles?</strong></p>
<p><strong>Hilke</strong>: On the one hand, it is certainly one of the most casual games out there that takes place in the <em>Walking Dead </em>universe. But as it is a <em>Bridge Constructor</em> game, the balance has always been more towards the light-footed and fun style that is typical for the series. However, we also think that <em>The Walking Dead</em> is not totally without humor. For example, Eugene’s weird-funny way of expressing himself in the game strongly reflects the way he talks in the TV show.</p>
<p>On the other hand, the game is definitely the most “adult” <em>Bridge Constructor</em> out there, since the topic of death is much more present and explicit as in all other titles of the series. Players need to eliminate walkers and also hostile humans in some of the missions. And even if the game’s graphics are not realistic, there is blood and gore when hostile units are hit by shots or slashed up by Michonne’s katana or when they fly all over the place headless after the explosion of a grenade. That’s quite explicit for a game series where the other titles have an average age rating of 3+.</p>
<p><strong>Roughly how long will an average playthrough of <em>Bridge Constructor: The Walking Dead</em> be?</strong></p>
<p><strong>Hilke</strong>: I’d estimate it 6-8 hours for players who are already familiar with bridge building games to play through all 40 missions; plus additional time if they want to get the Resources Badge for every level and kill all optional walkers in the game. However, like in <em>BC Portal</em>, many missions in <em>BC TWD</em> are puzzles that need an analysis of the whole scenario first and the right idea how everything can come together successfully. For these missions, playtime can vary a lot from player to player because everyone has a different way of thinking and approaching the problem.</p>
<p>Players who are new to the bridge building genre, will definitely enjoy this game a little longer. For them, I want to mention that the game has a Constructor’s Guide to the Apocalypse, a collection of construction tips and helpful information about all the different gameplay elements in the game. Even if the post-apocalypse is not for wimps, it’s always good to have something you can build on!</p>
<p><strong>Since the reveal of the PS5 and Xbox Series X&#8217;s specs, a lot of comparisons have been made between the GPU speeds of the two consoles&#8217; GPUs, with the PS5 at 10.28 TFLOPS and the Xbox Series X at 12 TFLOPS- but how much of an impact on development do you think that difference will have?</strong></p>
<p><strong>Mark Aldrup (CTO, Headup Games):</strong> For us and most other indie developers this is not going to make any big difference. For AAA development studios this might result in a slightly higher performance, but this is also very dependent on other factors than only the theoretical TFLOPS. I don’t think that we’re going to see games on Xbox Series X that look significantly better than their PS5 counterparts.</p>
<p><strong>There is a difference in Zen 2 CPUs of both consoles. The Xbox Series X features 8x Zen 2 Cores at 3.8GHz, whereas the PS5 features 8x Zen 2 Cores at 3.5GHz. Your thoughts on this difference?</strong></p>
<p><strong>Aldrup: </strong>Same as for the GPUs, this doesn’t make a significant difference for us as Indie developer.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-464813" src="https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image.jpg" alt="bridge constructor the walking dead " width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/12/bridge-constructor-the-walking-dead-image-768x432.jpg 768w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"I don’t think that we’re going to see games on Xbox Series X that look significantly better than their PS5 counterparts."</p></p>
<p><strong>The Xbox Series S features lesser hardware compared to Xbox Series and Microsoft is pushing it as a 1440p/60 FPS console. Do you think it will be hold up for the graphically intensive next-gen games?</strong></p>
<p><strong>Aldrup: </strong>Many releases in the next 1-2 years are probably going to target last-gen anyway so for these titles it doesn’t make any difference as older systems need to be supported anyway. For next-gen exclusives we don’t think that this will actually hold up graphically intensive games, most developers have very good techniques to quite easily cut some of the performance-heavy effects. If they are lazy they can probably also simply go for 1080p at 30 FPS on Series S instead of 4K at 60 FPS on Series X quite easily.</p>
<p><strong>What resolution and frame rate will the game run on PS5, Xbox Series X, and Xbox Series S?</strong></p>
<p><strong>Aldrup: </strong>4K at 60 FPS on PS5 and Xbox Series X, and 1440p at 60 FPS on Xbox Series S.</p>
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		<title>Don&#8217;t Expect Games to Look Significantly Better on Xbox Series X Than on PS5 &#8211; Headup Games CTO</title>
		<link>https://gamingbolt.com/dont-expect-games-to-look-significantly-better-on-xbox-series-x-than-on-ps5-headup-games-cto</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 08 Dec 2020 15:22:43 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Bridge Constructor: The Walking Dead]]></category>
		<category><![CDATA[clockstone]]></category>
		<category><![CDATA[Headup Games]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=464385</guid>

					<description><![CDATA["For us and most other indie developers this is not going to make any big difference," says Mark Aldrup of Headup Games. ]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2020/04/ps5-xbox-series-x.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-438512" src="https://gamingbolt.com/wp-content/uploads/2020/04/ps5-xbox-series-x.jpg" alt="ps5 xbox series x" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/04/ps5-xbox-series-x.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/04/ps5-xbox-series-x-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/04/ps5-xbox-series-x-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/04/ps5-xbox-series-x-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/04/ps5-xbox-series-x-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The Xbox Series X and PS5 are pretty evenly matched when you look at their net hardware, but both of them have advantages over each other in specific areas. Microsoft&#8217;s console, for instance, comes out on top in terms of pure, raw power, with a GPU of 12 teraflops, as compared to the PS5&#8217;s 10.28 teraflops GPU.</p>
<p>How will that, however, affect games in the coming years, especially those that release across both consoles? Can we expect multiplatform titles to look noticeably better on the Xbox Series X than they do on the PS5? According to Mark Aldrup, chief technology officer at Headup Games – who recently published the ClockStone-developed <em><a href="https://gamingbolt.com/bridge-constructor-the-walking-dead-is-a-real-thing-coming-in-2020">Bridge Constructor: The Walking Dead</a> </em>– that won&#8217;t be the case.</p>
<p>Speaking to GamingBolt in a recent interview about the same, Aldrup said that the gap in the two consoles will only make a difference to the AAA development studios- and even in that case, players shouldn&#8217;t expect games to look significantly better on Xbox than on PlayStation.</p>
<p>&#8220;F<span style="font-size: inherit;">or us and most other indie developers this is not going to make any big difference,&#8221; Aldrup said. &#8220;For AAA development studios this might result in a slightly higher performance, but this is also very dependent on other factors than only the theoretical TFLOPS. I don’t think that we’re going to see games on Xbox Series X that look significantly better than their PS5 counterparts.&#8221;</span></p>
<p>Our full interview with the people behind <em>Bridge Constructor: The Walking Dead </em>will be going live soon, so stay tuned for that. The game is available now on PS5, PS4, Xbox Series X/S, Xbox One, Nintendo Switch, PC, iOS, and Android.</p>
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		<title>Bridge Constructor: The Walking Dead Is A Real Thing Coming In 2020</title>
		<link>https://gamingbolt.com/bridge-constructor-the-walking-dead-is-a-real-thing-coming-in-2020</link>
					<comments>https://gamingbolt.com/bridge-constructor-the-walking-dead-is-a-real-thing-coming-in-2020#respond</comments>
		
		<dc:creator><![CDATA[Landon Wright]]></dc:creator>
		<pubDate>Thu, 27 Aug 2020 21:39:08 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[Bridge Constructor: The Walking Dead]]></category>
		<category><![CDATA[Headup Games]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=453617</guid>

					<description><![CDATA[No joke here, zombies and bridges together at last.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2020/08/walkingdeadbridge.jpg"><img loading="lazy" decoding="async" class="alignnone wp-image-453618" src="https://gamingbolt.com/wp-content/uploads/2020/08/walkingdeadbridge.jpg" alt="walkingdeadbridge" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/08/walkingdeadbridge.jpg 1460w, https://gamingbolt.com/wp-content/uploads/2020/08/walkingdeadbridge-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/08/walkingdeadbridge-1024x577.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/08/walkingdeadbridge-768x432.jpg 768w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>There is a theory that we live within an elaborate simulation, and that the world we know is not strictly real. Why this simulation would exist, who operates it, and what it means for life are often questions asked and generally the lack of ability to answer those questions are why the theory in question is usually rejected. I&#8217;ll be honest, I don&#8217;t know all about that, but there are times in life where you just have to wonder, and I think one of those moments was the announcement for <em>Bridge Constructor: The Walking Dead</em>.</p>
<p>Revealed at Gamescom Opening Night Live, the game was shown with a live action trailer, which you can see below. It was&#8230;unexpected to say the least. The game apparently will task you with building bridges in tricky puzzles to help survivors thwart zombie attacks. You can see a very brief snippet of that gameplay in the trailer, though it&#8217;s hard to make out exactly how it&#8217;ll function.</p>
<p>While it seems like a classic gag game it is, in fact, very real.<em> Bridge Constructor: The Walking Dead</em> will apparently launch sometime this year for PlayStation 5, PlayStation 4, Xbox Series X, Xbox One, Switch, PC and both iOS and Android mobile devices.</p>
<p><iframe loading="lazy" title="Bridge Constructor: The Walking Dead - Live Action Trailer" width="500" height="281" src="https://www.youtube.com/embed/qMoPDLdIv90?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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