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	<title>Carnivore Studio &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Kodoku Interview: A Lovecraftian Love Letter to PS4/Vita Players</title>
		<link>https://gamingbolt.com/kodoku-interview-a-lovecraftian-love-letter-to-ps4vita-players</link>
					<comments>https://gamingbolt.com/kodoku-interview-a-lovecraftian-love-letter-to-ps4vita-players#comments</comments>
		
		<dc:creator><![CDATA[Leonid Melikhov]]></dc:creator>
		<pubDate>Fri, 23 May 2014 11:26:09 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Carnivore Studio]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Kodoku]]></category>
		<category><![CDATA[PS Vita]]></category>
		<category><![CDATA[ps4]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=196905</guid>

					<description><![CDATA[Find out what goes bump in the night in Carnivore's upcoming horror title.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">M</span>ost horror games present a threat that you&#8217;re at least marginally aware of to oppose you. Some games throw biohazards, others chuck zombies but rare is the horror title that relies on menacingly unknown entities to hunt you down. We saw this in Red Barrels&#8217; Outlast and now Carnivore Studio&#8217;s Kodoku is looking to bring an H.P. Lovecraft-inspired horror adventure to the PS4 and PlayStation Vita. Set on a Japanese island, you&#8217;ll need to survive against creatures inspired by mythology and lore who are looking to wear your hide for a hat.</p>
<p class="Standard">What does Kodoku offer and how it innovate on time-worn tropes of horror? GamingBolt spoke to creative director/co-game designer Manuel Ruiz Dupont. concept artist Burundanga and technical director/co-game designer <span class="hps"><span lang="EN-GB">Romain Toutain to find out what truly lies beneath the anime-influenced textures.</span></span></p>
<p class="Standard"><a href="https://gamingbolt.com/wp-content/uploads/2014/04/carnivore_kodoku_03.jpg"><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-193242" src="https://gamingbolt.com/wp-content/uploads/2014/04/carnivore_kodoku_03.jpg" alt="kodoku" width="620" height="351" srcset="https://gamingbolt.com/wp-content/uploads/2014/04/carnivore_kodoku_03.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/04/carnivore_kodoku_03-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="Standard"><p class='review-highlite' >
        "After more research, and headaches, I built the game and it’s narration on this basic idea: The Island is a vase, and its characters are insects."   
      </p></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: The game truly has a unique art direction. How did you originally come up with it and what inspired you?</span></b></p>
<p class="Standard"><b><span lang="EN-GB">Manuel Ruiz Dupont: </span></b><span class="hps"><span lang="EN-GB">We want to create a feeling of fear and anguish for the player, but it is actually quite challenging to do it without a first person camera. Therefore we created our own set of horror rules.</span></span></p>
<p class="Standard"><span class="hps"><span lang="EN-GB">After testing many things, we started changing backgrounds and level perspectives, and characters&#8217; anatomies to create a visual imbalance and uneasy feelings. We also work a lot on image evocation and on symbols. For instance, our teaser is an allegory of the concept of fear, associated with narrative elements from the game.</span></span></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Burundanga: </span></b></span><span class="hps"><span lang="EN-GB">Those image evocations and deformations are actually pretty fun to exploit once they are </span></span></p>
<p class="Standard"><span class="hps"><span lang="EN-GB">The style is inspired from anime we liked such as Hokuto no Ken, or contemporary artists like Chiharu Shiota. To talk a bit more about the art direction, I defined 3 different types of visuals depending on the information we would like to send to the player. Black and white plus a colour for game design information, two warmer colours to contrast with the black from the illustration, and finally, all colours for research on characters and backgrounds.</span></span></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: Tell us a bit about the game’s story. Being a horror game, narration is an important aspect. How do you plan to suck the player in?</span></b></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Romain Toutain: </span></b></span><span lang="EN-GB">My first idea was to create a horror game about loneliness in a Japanese setup. Doing some research I found more details about Kodoku, whose translation could be loneliness. Knowing more about the Kodoku magic, I thought it was worth digging into. </span></p>
<p class="Standard"><b><span lang="EN-GB">Manuel Ruiz Dupont: </span></b><span lang="EN-GB">When Romain talked to me about Kodoku mythology, I knew we were going to easily give more depth to the game. After more research, and headaches, I built the game and it’s narration on this basic idea: The Island is a vase, and its characters are insects.</span></p>
<p class="Standard">This allows us to easily find narrative mechanisms and player motivations. We then focused on the sense create by the player when an emotional action is done in a symbolic context. We are building the scenario on this principle.</p>
<p class="Standard">We are going to give players motivation to know more about the game story, forcing them to think like someone who is slowly falling into madness, while trying to keep control.</p>
<p class="Standard"><a href="https://gamingbolt.com/wp-content/uploads/2014/05/Kodoku_02.jpg"><img decoding="async" class="aligncenter size-full wp-image-196916" src="https://gamingbolt.com/wp-content/uploads/2014/05/Kodoku_02.jpg" alt="Kodoku_02" width="620" height="352" srcset="https://gamingbolt.com/wp-content/uploads/2014/05/Kodoku_02.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/05/Kodoku_02-300x170.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="Standard"><p class='review-highlite' >
        "To be fair PS Vita is our lead platform, therefore it’s coming along quite well. So far, we are planning to release the same content on all platforms."   
      </p></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: The game’s gameplay is described as exploration and stealth. Can you please talk about this more in detail?</span></b></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Romain Toutain: </span></b></span><span class="hps"><span lang="EN-GB">During the adventure, you will find more details about the island of Kodoku. Every place you visit can be visited again once you get more power &#8211; this is if you want to find all the secrets hidden on the island.</span></span></p>
<p class="Standard">The exploration part is very important to us, since we do not want to give a superficial experience to players.</p>
<p class="Standard"><b><span lang="EN-GB">Manuel Ruiz Dupont:</span></b><span lang="EN-GB">Just one thing about it. The more you use magic, the more you are going to enjoy it, but you will increase the island&#8217;s danger as well.</span></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: It seems that the game’s combat system uses magical charms that can help you face your enemies. How exactly will enemy encounters work in this game? Can you give us a scenario/example?</span></b></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Romain Toutain: </span></b></span><span lang="EN-GB">Sure. You have mostly two ways to solve encounters with enemies, the really stealthy way, and a more aggressive way. You could, for instance, use the time rewind spell on a broken gong to repair it, and then activate it so enemies would go it it’s direction, giving you time to sneak past them.</span></p>
<p class="Standard">Another option would be to use the attraction spell (A spell which basically attracts ghosts somewhere) to drag them in to lethal places, or maybe trap them. Enemies have different weaknesses, like fire and light, and if you want to destroy them, you’ll have to find the best way to do it.</p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: Will the game run at 1080p/60 fps on PlayStation 4?</span></b></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Romain Toutain: </span></b></span><span lang="EN-GB">Yes it does.</span></p>
<p class="Standard"><a href="https://gamingbolt.com/wp-content/uploads/2014/05/Kodoku_01.jpg"><img decoding="async" class="aligncenter size-full wp-image-196915" src="https://gamingbolt.com/wp-content/uploads/2014/05/Kodoku_01.jpg" alt="Kodoku_01" width="620" height="351" srcset="https://gamingbolt.com/wp-content/uploads/2014/05/Kodoku_01.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/05/Kodoku_01-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="Standard"><p class='review-highlite' >
        "The island of Kodoku itself is changing, and depending on your actions on the island, you will find more or less enemies and they will be more or less aggressive."   
      </p></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: How is the Vita version coming along? Will it be the same content as the PlayStation 4 version?</span></b></p>
<p class="Standard"><b><span lang="EN-GB">Manuel Ruiz Dupont: </span></b><span lang="EN-GB">To be fair PS Vita is our lead platform, therefore it’s coming along quite well. So far, we are planning to release the same content on all platforms.</span></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: Will the game support Cross-buy for PS4/PS Vita?</span></b></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Romain Toutain: </span></b></span><span lang="EN-GB">This is not decided yet. As a player, I’m personally in favour of this. It feels like my Vita is an extension of my home consoles this way.</span></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: Even though there is a seperate Vita version of Kodoku, will the PS4 version have Remote Play support?</span></b></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Romain Toutain: </span></b></span><span lang="EN-GB">Yes it will.</span></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: How big is the Island in Kodoku?</span></b></p>
<p class="Standard"><b><span lang="EN-GB">Manuel Ruiz Dupont: </span></b><span lang="EN-GB">The island is large enough to keep a nice variety of environments. Even if you think you&#8217;ve seen the whole island, the places you already visited will change through the story. We also added some verticality to it. Even if you think you visited the whole island, places will change according to the story.</span></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: How many hours of gameplay can we expect from Kodoku?</span></b></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Romain Toutain:</span></b></span><span lang="EN-GB"> The scope is always moving a bit, but so far we are aiming at about 7 hours.</span></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: The creatures/monsters in the game are quite twisted and scary looking. What’s the total amount of monsters we can expect to see in this game?</span></b></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Romain Toutain: </span></b></span><span lang="EN-GB">The island of Kodoku itself is changing, and depending on your actions on the island, you will find more or less enemies and they will be more or less aggressive. You will also find different enemies during exploration phases when you come back to places you have been before.</span></p>
<p class="Standard"><b><span lang="EN-GB">Manuel Ruiz Dupont:</span></b><span lang="EN-GB">As said earlier, the monsters are a mix of insects and humans who are going to fight you or help you depending on your actions.</span></p>
<p class="Standard"><a href="https://gamingbolt.com/wp-content/uploads/2014/05/Kodoku_03.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-196917" src="https://gamingbolt.com/wp-content/uploads/2014/05/Kodoku_03.jpg" alt="Kodoku_03" width="620" height="352" srcset="https://gamingbolt.com/wp-content/uploads/2014/05/Kodoku_03.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/05/Kodoku_03-300x170.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="Standard"><p class='review-highlite' >
        "So far, we do not have official plans to release it for Xbox One."   
      </p></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: When is Kodoku coming out. Is it safe to say that we will get to play it sometime this year?</span></b></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Romain Toutain:</span></b></span><span lang="EN-GB"> We are currently planning for a 2015 release.</span></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: How are you using the PS4&#8217;s unified 8 GB GDDR5 memory for Kodoku and how has it helped in the development of the game?</span></b></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Romain Toutain: </span></b></span><span lang="EN-GB">Well, there is so much memory to use!</span></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: Did you face any issues while developing the game on the PS4? Were you restricted in any way?</span></b></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Romain Toutain:</span></b></span><span lang="EN-GB"> By the slower core speed of the PlayStation 4? Absolutely not. Our engine runs many tasks in parallel, and takes full advantage of the cores.</span></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: Are there any plans to bring the game to the Xbox One? If not, why?</span></b></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Romain Toutain:</span></b></span><span lang="EN-GB"> So far, we do not have official plans to release it for Xbox One. The choice has mostly been driven by the support Sony can give us as independent developers, which really helps us.</span></p>
<p class="Standard"><b><span lang="EN-GB">Leonid Meikhov: Is there anything else you want to tell us about the game?</span></b></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Romain Toutain:</span></b></span><span lang="EN-GB"> We really hope people will enjoy it! We put a lot of ourselves in it, and we are making something original, and hopefully players will find it good.</span></p>
<p class="Standard"><b><span lang="EN-GB">Manuel Ruiz Dupont:</span></b><span lang="EN-GB">Craziness and fear of Kodoku will make you happy.</span></p>
<p class="Standard"><span class="hps"><b><span lang="EN-GB">Burundanga: </span></b></span><span lang="EN-GB">Those two are driving me crazy!</span></p>
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