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	<title>caverns of mars: recharged &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Caverns of Mars: Recharged &#8211; Co-op, New Content, Visuals, and More</title>
		<link>https://gamingbolt.com/caverns-of-mars-recharged-co-op-new-content-visuals-and-more</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 31 Mar 2023 12:29:54 +0000</pubDate>
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					<description><![CDATA[Caverns of Mars: Recharged's developers speak with GamingBolt about the classic arcade title's expanded re-release. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span>tari&#8217;s <em>Recharged&nbsp;</em>series has done an admirable job of bringing back beloved arcade classics and delivering them to modern audiences with not just fresh coats of paint, but also significant content additions and gameplay improvements, and the next game in line to receive that treatment is&nbsp;<em>Caverns of Mars</em>. From a new co-op mode to content additions to a visual upgrade and more, there&#8217;s a lot to unpack with this expanded re-release, and to learn more about it, we recently reached out to its developers with some of our questions. You can read the full interview below.</p>
<p style="text-align: center;"><span style="color: #ff0000;"><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/2023/03/caverns-of-march-recharged-image.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-546688" src="https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image.jpg" alt="caverns of mars recharged" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"The original game had a great gameplay foundation where the player falls down a&nbsp;cavern, dodging and weaving between the terrain and enemy shots. We wanted to improve on that &#8211; we pulled back the camera so that the player could see more of their path, increased the fall speed, and gave the player the ability not only to shoot the enemies but to shoot through the terrain as well."</p>
<p><strong>What prompted the decision to go back to&nbsp;<em>Caverns&nbsp;of&nbsp;Mars&nbsp;</em>for a modern release?</strong></p>
<p><strong>Tadas Migauskas (Game Designer and Producer):</strong> We were exploring the Atari games catalog for some time. Our team that’s working on the <em>Recharged</em> series are much younger and don’t have that first hand experience with most of the Atari Classics so all of them were looking quite enticing. When we saw&nbsp;<em>Caverns&nbsp;of&nbsp;Mars&nbsp;</em>it brought us back to the games we used to play when we were younger (eg.: the old flash game <em>Motherload</em> or the more recent <em>Downwell)</em>. We were immediately drawn to <em>Caverns&nbsp;of&nbsp;Mars&nbsp;</em>because it gave off a sense of exploration of the deep unknown caverns and (spoiler alert) finding an underground city at the end. It also had a great gameplay foundation where we knew with some improvement we could have a great game.</p>
<p><strong>Given the fact that the original game is over four decades old, how did you decide how much of the gameplay needed fixes and improvements and how much of it could be brought over without any major reworks?</strong></p>
<p><strong>Migauskas</strong>: As I mentioned before the original game had a great gameplay foundation where the player falls down a&nbsp;cavern, dodging and weaving between the terrain and enemy shots. We wanted to improve on that &#8211; we pulled back the camera so that the player could see more of their path, increased the fall speed, and gave the player the ability not only to shoot the enemies but to shoot through the terrain as well. This allowed us to create more enclosed environments forcing the player to blast their way through. We also added a feature where the player drastically slows down when shooting, helping them navigate. What we brought back from the original was the fuel that the player needs to manage, some sections of the&nbsp;cavern&nbsp;were modeled from the original game, we also tried to respect the ending where the player reaches the city inside of the&nbsp;cavern&nbsp;and tried to make it more impactful.</p>
<p><strong>From a visuals perspective, <em>Caverns&nbsp;of&nbsp;Mars: Recharged </em>sports quite a different look from the original. How did you land on the game&#8217;s new look?</strong></p>
<p><strong>Migauskas</strong>: In the pre-production stage, we were exploring ideas about how much content we will have. We wanted to have 3 distinct stages in the game that introduce new challenges in each of them. This is when we decided on creating a unique environment for each stage. We were very happy with how <em>Gravitar: Recharged </em>turned out with a light background and a dark foreground for the enemies and terrain so we used the same style. This helps the player and the enemies/terrain/collectibles stand out more in the game’s past pace gameplay.</p>
<p><strong>How extensive are <em>Caverns&nbsp;of&nbsp;Mars: Recharged&#8217;s </em>new content additions?</strong></p>
<p><strong>Migauskas</strong>: Compared to the original &#8211; quite extensive. Lots more maps and navigation challenges, new unique enemies, a multitude of powerups at the player’s disposal, a brand new co-op mode with unique mechanics that we haven’t tried in previous <em>Recharged</em> games, a new upgrades system, and many more.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-2.jpg"><img decoding="async" class="aligncenter wp-image-546686" src="https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-2.jpg" alt="caverns of mars recharged" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-2-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"We wanted for the co-op players to cooperate more so we tried to have distinct roles for each of them and I think it turned out great."</p>
<p><strong>Did you have to make any tweaks to the game in order to make co-op fit in?</strong></p>
<p><strong>Migauskas</strong>: We had to tweak the co-op mode itself quite a bit compared to the previous <em>Recharged</em> games. In&nbsp;<em>Caverns&nbsp;of&nbsp;Mars: Recharged </em>co-op mode the two players have their separate roles &#8211; player one is the navigator who steers the ship, avoids the terrain, and slows down when needed. Player two is the aggressive drone that can shoot and clear a path. We tried to have both players have the same abilities, but we quickly found that the game becomes too easy in the beginning, and later it becomes a fight between resources among players. We wanted for the co-op players to cooperate more so we tried to have distinct roles for each of them and I think it turned out great.</p>
<p><strong>What can you tell us about the game&#8217;s new soundtrack?</strong></p>
<p><strong>Megan McDuffee (Composer):</strong> As the game’s composer and music producer, I went in a very drum n’ bass direction with the soundtrack. Utilizing lots of retro samples, breakbeats, high energy rhythms, heavy synths, and quick melodic lines, I crafted a frantic yet fun sonic adventure for the player. Check it out on Bandcamp!</p>
<p><strong>Since the reveal of the PS5 and Xbox Series’ specs, a lot of comparisons have been made between the GPU speeds of the two consoles, with the PS5 at 10.28 TFLOPS and the Xbox Series X at 12 TFLOPS. How much of an impact on development do you think that difference will have?</strong></p>
<p><strong>Migauskas</strong>: There are a lot of things to unpack here. You can see a general trend in games for consoles of previous generations &#8211; it takes a few years and a launched title or two for developers to realize and utilize the hardware capabilities. At the moment, the impact on development is still quite low. A ~15% increase is significant, but both GPUs are so powerful, most developers probably won&#8217;t bat an eye. You can do a bit more on one of them. And since most of the games launch on both of the consoles, you have to work with the lowest common denominator. In a year or two, when newer rendering approaches are developed, more rendering work will be expected to be pushed through the GPU pipelines. Then, it&#8217;s likely developers with more resources, mainly AAA companies using custom engines, will try to adhere to platform differences increasingly more.</p>
<p><strong>The PS5 features an incredibly fast SSD with 5.5GB/s raw bandwidth. How can developers take advantage of this, and how does this compare to the Xbox Series X’s 2.4GB/s raw bandwidth?</strong></p>
<p><strong>Migauskas</strong>: The main thing will probably be less and less games with loading screens. With these disk speeds the amount of assets you can stream in is very high. Thus, games with proper asset streaming implementations should eventually become the norm, especially since the effective bandwidth is at least 2x higher. XSX bandwidth, while significantly lower, is still several times the speeds of previous generation consoles.</p>
<p><strong>Both the PS5 and Xbox Series X boast Zen 2 CPUs, but there is a difference in the processors 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>Migauskas</strong>: CPU work frequency differences are unlikely to have much impact. It would be hard to find a game that isn&#8217;t primarily bottlenecked by CPU memory access patterns. Cache utilization and proper data structure selections are still main concerns when thinking about performance, and higher clock rates don&#8217;t really help with that.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-3.jpg"><img decoding="async" class="aligncenter wp-image-546687" src="https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-3.jpg" alt="caverns of mars recharged" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/03/caverns-of-march-recharged-image-3-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"As the game’s composer and music producer, I went in a very drum n’ bass direction with the soundtrack. Utilizing lots of retro samples, breakbeats, high energy rhythms, heavy synths, and quick melodic lines, I crafted a frantic yet fun sonic adventure for the player."</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 able to hold up for the more graphically intensive games as this generation progresses?</strong></p>
<p><strong>Migauskas</strong>: Short answer &#8211; no. If we take the (flawed) metric of FLOPS and compare XSX to XSS, you get a 3x difference in GPU computation power. Most of the current games use deferred pipelines, so rendered pixel count can translate to computation complexity pretty directly. Now, if we take the expected resolution targets for both consoles, we get a difference of 2.25x. Add that to lower available memory size, and it gets pretty hard to keep up.</p>
<p><strong>Super Resolution is coming to PS5 and Xbox Series X/S. How do you think this will help game developers?</strong></p>
<p><strong>Migauskas</strong>: Yes, a lot. Just like with other supersampling solutions, tech like this takes a lot of rendering work off of graphics pipelines. This either allows to reach performance targets much more easily almost without sacrificing quality, or frees up the hardware so that it can be utilized for even more impressive visuals.</p>
<p><strong>What frame rate and resolution will the game target on the PS5 and Xbox Series X/S?</strong></p>
<p><strong>Migauskas</strong>: 4K and 60 FPS.</p>
<p><strong>What frame rate and resolution will the game target on the Switch in docked and undocked modes?</strong></p>
<p><strong>Migauskas</strong>: 1080p at 60fps docked, 720p and 60fps undocked.</p>
<p><strong>What are your thoughts on the Steam Deck? Do you have plans for any specific optimizations for the device?</strong></p>
<p><strong>Migauskas</strong>: It’s a very capable piece of kit so no additional optimizations were needed.</p>
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		<title>Xbox Series S&#8217; Lower Specs Will Make it Hard for Graphically Intensive Games to Hold up &#8211; Caverns of Mars: Recharged Dev</title>
		<link>https://gamingbolt.com/xbox-series-s-lower-specs-will-make-it-hard-for-graphically-intensive-games-to-hold-up-caverns-of-mars-recharged-dev</link>
					<comments>https://gamingbolt.com/xbox-series-s-lower-specs-will-make-it-hard-for-graphically-intensive-games-to-hold-up-caverns-of-mars-recharged-dev#comments</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 30 Mar 2023 11:29:52 +0000</pubDate>
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					<description><![CDATA[Tadas Migauskas says the console's lower computation power and memory size will make it "pretty hard" for it to keep up with demands as the generation progresses. ]]></description>
										<content:encoded><![CDATA[<p>Xbox Series S has been a topic of debate pretty much since the day Microsoft unveiled it, and even now, more than two years into the current console generation, it generates conversation over whether its lower specs as compared to the Xbox Series X and PS5 are going to put it at a disadvantage down the road. Developers, too, <a href="https://gamingbolt.com/dying-light-2-stay-human-lead-designer-looking-at-30-fps-on-xbox-series-s-gpu-is-holding-us-back">have been part of that debate</a> and have <a href="https://gamingbolt.com/xbox-series-s-wont-hold-back-next-gen-visuals-and-game-design-says-developer">fallen on both ends of the spectrum</a>, while Microsoft itself has, as one might expect, said that the console is very much <a href="https://gamingbolt.com/xbox-series-s-doesnt-hold-back-next-gen-it-advances-it-microsoft">not going to hold back development</a>.</p>
<p>According to&nbsp;<em>Caverns of Mars: Recharged&#8217;s&nbsp;</em>game designer and producer Tadas Migauskas, however, the Xbox Series S is going to struggle as we get deeper into the generation. Speaking in a recent interview with GamingBolt, Migauskas said that owing to its lower computation power and memory, it will be unable to keep up with games&#8217; technical demands as it gets older, and that it&#8217;s unlikely to be able to consistently deliver 1440p/60 FPS games the way Microsoft promised at the time of its unveiling it would.</p>
<p>&#8220;Short answer &#8211; no,&#8221; he said. &#8220;If we take the (flawed) metric of FLOPS and compare Xbox Series X to Xbox Series S, you get a 3x difference in GPU computation power. Most of the current games use deferred pipelines, so rendered pixel count can translate to computation complexity pretty directly. Now, if we take the expected resolution targets for both consoles, we get a difference of 2.25x. Add that to lower available memory size, and it gets pretty hard to keep up.&#8221;</p>
<p>In the same interview, Migauskas also spoke with us about the differences between the PS5 and Xbox Series X&#8217;s GPUs, stating that though they&#8217;re both powerful pieces of hardware, their differences are likely to become more of a factor in development as the generation progresses. Read more on that <a href="https://gamingbolt.com/ps5-and-xbox-series-xs-gpu-differences-will-become-more-of-a-factor-in-a-year-or-two-caverns-of-mars-recharged-dev">through here</a>.</p>
<p>Our full interview with Migauskas will be live soon, so stay tuned for that.&nbsp;<em>Caverns of Mars: Recharged&nbsp;</em>is available now on PS5, Xbox Series X/S, PS4, Xbox One, Nintendo Switch, and PC.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">548224</post-id>	</item>
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		<title>PS5 and Xbox Series X&#8217;s GPU Differences Will Become More of a Factor in a Year or Two &#8211; Caverns of Mars: Recharged Dev</title>
		<link>https://gamingbolt.com/ps5-and-xbox-series-xs-gpu-differences-will-become-more-of-a-factor-in-a-year-or-two-caverns-of-mars-recharged-dev</link>
					<comments>https://gamingbolt.com/ps5-and-xbox-series-xs-gpu-differences-will-become-more-of-a-factor-in-a-year-or-two-caverns-of-mars-recharged-dev#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 28 Mar 2023 14:07:31 +0000</pubDate>
				<category><![CDATA[News]]></category>
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					<description><![CDATA["In a year or two, when newer rendering approaches are developed, more rendering work will be expected to be pushed through the GPU pipelines," the developer says. ]]></description>
										<content:encoded><![CDATA[<p>We&#8217;re well over two years into the current generation of consoles, and at this point in their respective lives, it&#8217;s becoming clear that the PS5 and Xbox Series X are both impressive pieces of hardware with plenty of technical capabilities, even if the vast majority of developers have chosen to release cross-gen games so far and thus haven&#8217;t been able to take full advantage of those advantages.</p>
<p>But how exactly do the two consoles compare with each other? According to&nbsp;<em>Caverns of Mars: Recharged&#8217;s&nbsp;</em>game designer and producer Tadas Migauskas, the differences between the GPUs of both consoles are fairly minimal. In a recent interview with GamingBolt, Migauskas said that though the two obviously represent a leap over their predecessors, for most developers in the industry – especially those that build multiplatform games – their differences from each other won&#8217;t make much of a difference. That said, as per him, with the advent of new rendering approaches as we get deeper into this generation, those differences will start affecting development pipelines in a more visible manner.</p>
<p><span style="font-size: revert; color: initial;">&#8220;You can see a general trend in games for consoles of previous generations &#8211; it takes a few years and a launch title or two for developers to realize and utilize the hardware capabilities,&#8221; he said. &#8220;At the moment, the impact on development is still quite low. A ~15% increase is significant, but both GPUs are so powerful, most developers probably won&#8217;t bat an eye. You can do a bit more on one of them. And since most of the games launch on both of the consoles, you have to work with the lowest common denominator. In a year or two, when newer rendering approaches are developed, more rendering work will be expected to be pushed through the GPU pipelines. Then, it&#8217;s likely developers with more resources, mainly AAA companies using custom engines, will try to adhere to platform differences increasingly more.&#8221;</span></p>
<p>Given the fact that we&#8217;re only just now getting to a point where developers are beginning to design games exclusively around current-gen hardware, it&#8217;s fair to say that it&#8217;s probably going to be a while before the full extent of the PS5 and Xbox Series X&#8217;s advantages and disadvantages relative to each other start becoming more apparent.</p>
<p>Our full interview with Migauskas will be live soon, so stay tuned for that.&nbsp;<em>Caverns of Mars: Recharged&nbsp;</em>is available now on PS5, Xbox Series X/S, PS4, Xbox One, Nintendo Switch, and PC.</p>
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