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	<title>Death&#8217;s Gambit &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Hardest Boss Fights of 2018 You Wish You Could Have Skipped</title>
		<link>https://gamingbolt.com/hardest-boss-fights-of-2018-you-wish-you-could-have-skipped</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 15 Jan 2019 15:59:10 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Ashen]]></category>
		<category><![CDATA[Celeste]]></category>
		<category><![CDATA[Death's Gambit]]></category>
		<category><![CDATA[Destiny 2: Forsaken]]></category>
		<category><![CDATA[mega man 11]]></category>
		<category><![CDATA[Ni No Kuni 2: Revenant Kingdom]]></category>
		<category><![CDATA[Splatoon 2: Octo Expansion]]></category>
		<category><![CDATA[Vampyr]]></category>
		<category><![CDATA[Xenoblade Chronicles 2: Torna - The Golden Country]]></category>
		<category><![CDATA[Yakuza 6]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=377733</guid>

					<description><![CDATA[Last year saw a number of tough bosses but these 13 took the cake.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>here are boss fights and then there <i>bosses. </i>The foes listed here didn&#8217;t just a pose a challenge in 2018 – they threatened to wipe the floor with us at almost every turn. It&#8217;s one thing to have a frustrating encounter but pulling out all the stops and taking them down was a reward unto itself. Let&#8217;s take a look at the hardest boss fights of 2018.</p>
<p><b>Inner Agent 3 &#8211; Splatoon 2 Octo Expansion</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/03/Splatoon-2-Octo-Expansion.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-328315" src="https://gamingbolt.com/wp-content/uploads/2018/03/Splatoon-2-Octo-Expansion.jpg" alt="Splatoon 2 Octo Expansion" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/03/Splatoon-2-Octo-Expansion.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2018/03/Splatoon-2-Octo-Expansion-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/03/Splatoon-2-Octo-Expansion-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/03/Splatoon-2-Octo-Expansion-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Accessible only when all 80 challenges and the final event have been cleared in the Octo Expansion, Inner Agent 3 challenges you to “surpass the hero within”. Bombs galore, an infinite ink tank, the ability to fly and bombard you from above, splashdowns with huge impact radius – Inner Agent 3 can do it all and then some. And make no mistake – all of these attacks <i>hurt.</i></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">377733</post-id>	</item>
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		<title>15 Most Difficult Games of 2018</title>
		<link>https://gamingbolt.com/15-most-difficult-games-of-2018</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 11 Jan 2019 09:11:26 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Ashen]]></category>
		<category><![CDATA[Assassin's Creed Odyssey]]></category>
		<category><![CDATA[Below]]></category>
		<category><![CDATA[Celeste]]></category>
		<category><![CDATA[Dark Souls: Remastered]]></category>
		<category><![CDATA[Darkest Dungeon]]></category>
		<category><![CDATA[Dead Cells]]></category>
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		<category><![CDATA[Donkey Kong Country: Tropical Freeze]]></category>
		<category><![CDATA[Frostpunk]]></category>
		<category><![CDATA[Into The Breach]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=379561</guid>

					<description><![CDATA[Surmounting these challenges made for the most satisfying experiences of 2018.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">G</span>ames that challenge us, that demand us to truly come to grips with their mechanics in order to get the most out of them, may not be for every single person out there, but they hold a huge place in the hearts of many nonetheless. There&#8217;s something extremely gratifying about understanding the ins and outs of a game, and then using that knowledge and skill to throw even the most difficult challenges it throws at you, especially when that game manages to find the right balance between being difficult and being fair. We played plenty of challenging games in 2018, and here in this feature, we&#8217;re going to talk about the fifteen that were the most difficult of them all. Without further ado, let&#8217;s get right into it.</p>
<p><strong>BELOW</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/12/below.jpg"><img decoding="async" class="aligncenter size-full wp-image-376490" src="https://gamingbolt.com/wp-content/uploads/2018/12/below.jpg" alt="below" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/12/below.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/12/below-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/12/below-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/12/below-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>&nbsp;<em>Below&nbsp;</em>was in development for five years, which is a long time to wait for any game. Late in 2018, we finally got to play the game, and what a ride it was. While there&#8217;s an argument to be made that it&#8217;s difficulty can actually be a bit unfair at times, especially combined with the undeniable repetitiveness, most of the times, the game manages to find the right balance. Struggling through gruelling encounters and navigating around the many deathtraps it throws at you is as satisfying as you would expect.</p>
<p>
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		<title>15 Video Game Boss Fights of 2018 That Were Completely Disappointing</title>
		<link>https://gamingbolt.com/15-video-game-boss-fights-of-2018-that-were-completely-disappointing</link>
					<comments>https://gamingbolt.com/15-video-game-boss-fights-of-2018-that-were-completely-disappointing#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 04 Jan 2019 17:03:08 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[A Way Out]]></category>
		<category><![CDATA[Death's Gambit]]></category>
		<category><![CDATA[Extinction]]></category>
		<category><![CDATA[Fallout 76]]></category>
		<category><![CDATA[Gene Rain]]></category>
		<category><![CDATA[Metal Gear Survive]]></category>
		<category><![CDATA[monster hunter world]]></category>
		<category><![CDATA[mothergunship]]></category>
		<category><![CDATA[New Gundam Breaker]]></category>
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		<category><![CDATA[pokemon let's go pikachu and eevee]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=377485</guid>

					<description><![CDATA[In a year full of epic encounters, there are plenty of boss fights that failed to impress.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>e&#8217;ve had our number of great encounters this year, from 1v1 fights to sheer wars of attrition. However, 2018 has also had it share of utterly disappointing encounters. Let&#8217;s run through 15 of them in a suitably mocking order.</p>
<p><b>Wanderer Seth &#8211; Metal Gear Survive</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/08/metal-gear-survive.jpg"><img decoding="async" class="aligncenter size-full wp-image-304478" src="https://gamingbolt.com/wp-content/uploads/2017/08/metal-gear-survive.jpg" alt="metal gear survive" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/08/metal-gear-survive.jpg 1600w, https://gamingbolt.com/wp-content/uploads/2017/08/metal-gear-survive-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/08/metal-gear-survive-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/08/metal-gear-survive-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Agile, brutal and not like most wandering crystal zombies, Wanderer Seth seemed imposing at first. That is, until his poor AI and predictable patterns made it all too easy to topple him. Simply build some turrets, run away and repeat. It was both underwhelming and incredibly hilarious.</p>
]]></content:encoded>
					
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		<title>Death&#8217;s Gambit Interview &#8211; Inspirations, the Need for Pixel Art, Non-Linear Gameplay, and More</title>
		<link>https://gamingbolt.com/deaths-gambit-interview-inspirations-the-need-for-pixel-art-non-linear-gameplay-and-more</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 30 Oct 2018 11:05:21 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Adult Swim]]></category>
		<category><![CDATA[Death's Gambit]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[White Rabbit]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=369968</guid>

					<description><![CDATA[White Rabbit's co-creator Alex Kubodera talks to us about the indie studio's recent Metroidvania title.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>e&#8217;ve been seeing a revival of the metroidvania genre in recent months, with indie developers choosing to go back to this venerated design philosophy to create some truly wonderful game. One of the games to have gone in this direction is the recent <em>Death&#8217;s Gambit</em>, <a href="https://gamingbolt.com/deaths-gambit-review-learning-how-to-die">a great game in its own right</a>, which combines metroidvania, non-linear progression, and beautiful, gothic pixel-art style to deliver an atmospheric and deeply enjoyable experience. Before the game launched, we sent across a few of hours questions to Alex <span class="s1">Kubodera, art director and co-creator of developers White Rabbit, to talk about the game&#8217;s various mechanics, some of its influences, and more. Here&#8217;s how our conversation went.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_02.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-354660" src="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_02.jpg" alt="Death's Gambit_02" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_02.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_02-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s2"><em>Princess Mononoke</em> was a great source of inspiration for nature reclaiming its lands, as was <em>Dark Souls</em> for the scale and gothic architecture. Each area has its own inspirations based on the narrative we wanted to explore.</span>"</p>
<p class="p3"><span class="s2"><b>The game has quite a unique setting from what we’ve seen so far. What are some of the inspirations you drew from to depict this realm of the undying?</b></span></p>
<p class="p3"><span class="s2">We wanted to explore what immortality would feasibly do to a kingdom. While it might enjoy prosperity and immense growth through an undying workforce, we figured people would eventually lose a sense of self and motivation. The landscapes are meant to evoke that sense of lost history. <em>Princess Mononoke</em> was a great source of inspiration for nature reclaiming its lands, as was <em>Dark Souls</em> for the scale and gothic architecture. Each area has its own inspirations based on the narrative we wanted to explore.</span></p>
<p class="p3"><span class="s2"><b>What can you tell us about the story of the game and about the protagonist Sorun?</b></span></p>
<p class="p3"><span class="s2">Siradon is the land of immortality, subjected to a quadrennial event known as the Great Expedition. During this time, the surrounding kingdoms attempt to siege it and claim the source of undeath for themselves.</span></p>
<p class="p3"><span class="s2">Sorun was born to a fiefdom within Vados. As part of their tribute, his father was drafted into the Great Expedition while Sorun was still a newborn. Growing up with his mother, she instilled in him the ideals to live a life worth remembering. They were her parting words before the Expedition took her as well.</span></p>
<p class="p3"><span class="s2">Sorun would come to follow in their footsteps, taking command of a sizable company. But when faced with Death, he thinks immortality will give him the means to honor his mother’s memory, and make a name for himself. But immortality is not without its costs.</span></p>
<p class="p3"><span class="s2"><b>Since the character is supposed to be immortal, how exactly does the death mechanic work in the game?</b></span></p>
<p class="p3"><span class="s2">Sorun is in a state of limbo between life and death. He can still be killed when squaring off against enemies, but will be resurrected at a Death shrine per his contract with Death. Knowing we would be making a difficult game, we wanted death to be a marker of progression. For one, if you die to a boss, you are rewarded experience for doing better than your previous attempt. A hiscore system of sorts. Secondly, characters will remember when you do die and return. And finally, death unlocks certain story related cutscenes and flashbacks that delve into the backstory of Sorun and the state of the world.</span></p>
<p class="p3"><span class="s2"><b>How important is your starting class in the game? Is it more just a place to start off with or does it define your playstyle for the rest of the game?</b></span></p>
<p class="p3"><span class="s2">The game is balanced so that you can complete it with any of the classes. There are pros and cons for how you build out your character at the beginning, but there’s a lot of flexibility too, and your starting class is more about giving you different playstyles to experiment with on each playthrough. There is always room to adapt as the game goes on, with plenty of avenues for min-maxing. It’s really about making the hero you want to play.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_01.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-354661" src="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_01.jpg" alt="Death's Gambit_01" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_01.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_01-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_01-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_01-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s2">The pixel art style was chosen out of necessity. Between the two of us who started developing the game, there was no way I could animate fully illustrated characters or 3D models.</span>"</p>
<p class="p3"><span class="s2"><b>What can you tell us about the progression system in the game?</b></span></p>
<p class="p3"><span class="s2">The game is non-linear, allowing players to explore different zones in whatever order they choose. Various skills and weapons become available through the paths you take, and equipment can be upgraded upon finding a specific NPC. Certain bosses offer new skills, vendors increase their items, etc. Defeating a boss will reward you with a talent point that can be spent on improving certain aspects of your character. However you won’t be able to fill out all of your talents in one playthrough, so strategically choose which progression path you wish to take. </span></p>
<p class="p3"><span class="s2"><b>What has your collaboration with Adult Swim Games been about?</b></span></p>
<p class="p3"><span class="s2">Adult Swim has supported us financially as a publishing house, as well as provided marketing and venue space for conventions, and ad spaces around the web. </span></p>
<p class="p3"><span class="s2"><b>The game’s fantastic art style immediately arrests the viewer’s attention. What can you tell us about the inspirations and reasons that led you to use this art style?</b></span></p>
<p class="p3"><span class="s2">The pixel art style was chosen out of necessity. Between the two of us who started developing the game, there was no way I could animate fully illustrated characters or 3D models. Pixel art gave us the leeway to create a demo to pitch. Beyond that, pixel art is just fun to do, and it inspires people’s creativity in a way high fidelity graphics don’t. Pixel art leaves it up to the player to imagine parts of the design. Each area has its own color palette and theme to keep it memorable.</span></p>
<p class="p3"><span class="s2"><b>As of now, the game has been announced only for the PC and PS4. Are there plans to bring it over to the Xbox One and Nintendo Switch in the future?</b></span></p>
<p class="p3"><span class="s2">Right now we are just focused on the PS4 and PC versions, continuing to update them based on feedback we’ve received since launch.</span></p>
<p class="p3"><span class="s2"><b>What can you tell us about the non-linear gameplay and how exactly it works?</b></span></p>
<p class="p3"><span class="s2">It was important for us to give players a sense of choice in their adventure. The full game really opens up to player freedom after the initial area. There are definitely easier paths and bosses you can choose to take on early, but we try to leave that up to you to discover. Either way, players are rewarded for their exploration with valuable gear and items that may help overcome the game’s various challenges.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_04.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-354658" src="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_04.jpg" alt="Death's Gambit_04" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_04.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_04-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_04-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_04-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s2">We’ve seen some incredible player strategies shine through these fights, and it serves to really inspire player creativity to overcome these challenges.</span>"</p>
<p class="p3"><span class="s2"><b>How exactly does the Heroic Mode work?</b></span></p>
<p class="p3"><span class="s2">Upon defeating a boss, you have the option to challenge them again. In the same way that you are immortal and can continue to face them despite your deaths, this gives the bosses a chance to do the same. Certain twists are introduced to increase the challenge of the fight, as well as buffing their overall health and damage. We’ve seen some incredible player strategies shine through these fights, and it serves to really inspire player creativity to overcome these challenges. </span></p>
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		<title>2018&#8217;s Indie Greats &#8211; Looking Back on The Year So Far</title>
		<link>https://gamingbolt.com/2018s-indie-greats-looking-back-on-the-year-so-far</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 24 Sep 2018 08:32:59 +0000</pubDate>
				<category><![CDATA[Article]]></category>
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					<description><![CDATA[This year has been exceptionally strong for indie gaming - check out some of the standout titles thus far.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>hrough the years and the various market swings and trends, indie games have managed to hold some sway over audiences. It&#8217;s interesting how many eras that could be pointed to as a significant uptick for this segment of the industry. Kickstarter projects receive millions in dollars for funding, big publishers like Sony and Microsoft provide absurd amounts of stage time at E3 and a relatively good publisher like Paradox Interactive, Devolver Digital or Focus Home Interactive reports good sales numbers. Needless to say, indie gaming is long past the date of “here to stay”. Amidst the many years of exceptional indie development efforts, though, of upticks like the original big three of <em>Fez, Super Meat Boy</em> and <em>Braid</em>, or the explosion of properties like <em>Minecraft</em>, 2018 has certainly become one of the best years for indie games.</p>
<p>To me, the term “indie” developer is equal parts counter-culture and unfettered creative vision. However, they are not on a different level from triple-A studios – really, the only things that separate them are bigger budgets and more marketing. Just like indie games are not by virtue worse than triple-A titles because of the lack of money, so too are they not superior because of their unique ideas (which come down to proper execution at the end of the day). I&#8217;m not a fan of the &#8220;triple-A&#8221; or &#8220;indie&#8221; moniker when it comes down to great games. Because great games, at the end of the day, are great games. And 2018, for all its typical franchises, has seen a lot of great games.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/01/Iconoclasts.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-319840" src="https://gamingbolt.com/wp-content/uploads/2018/01/Iconoclasts.jpg" alt="Iconoclasts" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/01/Iconoclasts.jpg 620w, https://gamingbolt.com/wp-content/uploads/2018/01/Iconoclasts-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Developed by Matt Thorson and friends aka Matt Makes Games that brought us the wildly entertaining multiplayer-centric <em>Towerfall: Ascension</em>, <em>Celeste</em> turned out to be one of the biggest surprises of the year."</p>
<p>Let&#8217;s start with January. It was a cold, dark month, punctuated by the impending release of <em>Monster Hunter World</em>. For me, the month was important for two reasons – Cellar Door Games&#8217; <em>Full Metal Furies</em> and Konjak&#8217;s <em>Iconoclasts</em>. The former, obviously, is due to the developer&#8217;s amazing <em>Rogue Legacy</em>. <em>Full Metal Furies</em> has been in development for a long time and while its beat &#8217;em up mechanics were decent, the overall gameplay and structure felt a bit wanting. It came and went but thankfully, the same didn&#8217;t apply to <em>Iconoclasts</em>. This years-in-development action platformer from Joakim Sandberg culminated in a colourful adventure with a deep story, lovable characters and excellent boss fights. It&#8217;s coming to Nintendo Switch as well, making it the perfect title to have on the go.</p>
<p>However, between these titles and Unknown Worlds&#8217; <em>Subnautica</em> finally leaving Steam Early Access amid much fanfare (rightly so given how excellently the development was handled), there was <em>Celeste</em>. Developed by Matt Thorson and friends aka Matt Makes Games that brought us the wildly entertaining multiplayer-centric <em>Towerfall: Ascension</em>, <em>Celeste</em> turned out to be one of the biggest surprises of the year. It overtook a number of other indie titles by coming to the Nintendo Switch at launch but otherwise, it was a great game in every aspect regardless of the platform.</p>
<p>Mechanically, the platforming and variety in level design was compelling, fresh and organically challenging at every turn. The music and visuals were suitably retro but embodied a surrealistic flavour that felt unmistakably contemporary. I would give the most credit to composer Lena Raine for the sheer perfection that her soundtrack serves in setting the mood but everyone who worked on the game, from the artists and programmers to Thorson as designer and director, deserves the highest praise.</p>
<p>Even as <em>Monster Hunter World</em> was setting records and stealing many players&#8217; hearts, <em>Celeste</em> was already my personal Game of the Year.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/01/Where-the-Water-Tastes-Like-Wine.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-318936" src="https://gamingbolt.com/wp-content/uploads/2018/01/Where-the-Water-Tastes-Like-Wine.jpg" alt="Where the Water Tastes Like Wine" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/01/Where-the-Water-Tastes-Like-Wine.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/01/Where-the-Water-Tastes-Like-Wine-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/01/Where-the-Water-Tastes-Like-Wine-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/01/Where-the-Water-Tastes-Like-Wine-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Even though there wasn&#8217;t a ton of competition, the best new indie game of February was undoubtedly <em>Into The Breach</em>."</p>
<p>Surprisingly, February felt uneventful in comparison. <em>Aegis Defenders</em> from GUTS Department had a certain appeal to its gameplay with the mix of tower defense and 2D platforming but ultimately remained a niche title. February was mostly the month that numerous titles like <em>SteamWorld Dig, Owlboy, Night in the Woods, Layers of Fear: Legacy, Outlast</em> and much more released on the Nintendo Switch. The Nindies program was starting to pick up momentum.</p>
<p>Meanwhile, EA&#8217;s <em>Fe</em> was probably the biggest new indie release of the month simply based on the EA Originals label. Was it really exceptional? Did it push any boundaries, especially after January&#8217;s cavalcade of great releases? Not really but it was a solid title from the studio behind <em>Stick It To The Man</em> and the upcoming <em>Ghost Giant</em>. <em>Moss</em> was the other big title, simply due to the pedigree of its developer Polyarc (whose team had worked on titles like <em>Guild Wars 2, Halo: Reach, Red Dead Redemption</em> and <em>Dragon Age</em>).</p>
<p>Whether it was the instantly recognizable protagonist Quill or simply being one of the best VR titles ever made, <em>Moss</em> ably established its presence. There was also <em>Where The Water Tastes Like Wine</em> that sadly was proclaimed as a commercial disaster by the developer. Nevertheless, its gorgeous art-direction and strong cast, intermixed with interactive stories, was a welcome offering. An offering that will hopefully receive more appreciation down the line.</p>
<p>Even though there wasn&#8217;t a ton of competition, the best new indie game of February was undoubtedly <em>Into The Breach</em>. <em>FTL: Faster Than Light</em> developer Subset Games took a semi-rogue-like approach into the turn-based strategy genre, evoking an aesthetic similar to <em>Advance Wars</em> with intriguing gameplay and squad possibilities. The procedurally generated nature of maps, scaling difficulty and challenge completion required for new units ensured multiple playthroughs. But it was the deceptively simple yet complex gameplay that cemented it as one of the year&#8217;s best. There was just something so sweet about knocking an enemy unit into another while their attack kills a third. The ripple effect that this would have on surrounding buildings and other enemies was also worth watching out for at all times.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/09/Northgard.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-358527" src="https://gamingbolt.com/wp-content/uploads/2018/09/Northgard.jpg" alt="Northgard" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/09/Northgard.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/09/Northgard-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/09/Northgard-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/09/Northgard-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Though ultimately falling back on the “one big twist” style of story-telling and having no single-player option, <em>A Way Out&#8217;s</em> characterization and strong mechanics allowed it to sell exceptionally well."</p>
<p>The scene started picking up again with all kinds of releases in March. <em>Evoland</em> developer Shiro Games returned with a completely different offering in <em>Northgard</em>. The strategy title focused on settlement building and exploration, as players managed resources and set out to conquer the immense campaign. Despite the strong critical acclaim, <em>Northgard</em> didn&#8217;t get too much appreciation but saw a number of updates to extend its life.</p>
<p>Other standout releases that didn&#8217;t get too much attention include <em>Ghost of A Tale</em>, a stealth fantasy game focused on a mouse named Tilo as he explores the history of a strange, anthropomorphic inhabitated kingdom; <em>Q.U.B.E. 2</em>, a puzzler in first person that involves the manipulation of cubes while one navigates an immense maze to survive; and of course, Hazelight Games&#8217; <em>A Way Out</em>. Published under the EA Originals label and hyped up thanks to the antics of creator Josef Fares, <em>A Way Out</em> imbibed the couch co-op experience with a compelling story and gameplay situations. Though ultimately falling back on the “one big twist” style of story-telling and having no single-player option, <em>A Way Out&#8217;s</em> characterization and strong mechanics allowed it to sell exceptionally well. It crossed 1 million units sold in just two weeks.</p>
<p>April started earnestly enough with <em>Minit</em>. The game focuses on a mystery but much like <em>Half-Minute Hero</em>, a limited time period is provided to accomplish solve it. In between these sixty-second lives, players gather items that are shared across different lifetimes and advance forward (ideally). Though <em>Minit</em> handled its concept well, it was ultimately overshadowed by Harebrained Schemes&#8217; <em>BattleTech</em> and 11 bit Studios&#8217; <em>Frostpunk</em>, not to mention <em>Hellblade: Senua&#8217;s Sacrifice</em> finally coming to Xbox One.</p>
<p>In terms of heavyweights, that&#8217;s a pretty solid list. <em>BattleTech</em> became quite successful and Harebrained was acquired by Paradox Interactive. The developer announced future updates and more content (the recently revealed <em>Flashpoint</em> is the first paid expansion). <em>Frostpunk</em>, meanwhile, has been releasing free updates and quality of life changes besides prepping a new scenario for release later this year. Whether it was a tactical turn-based strategy with mech-building and customization or city-management with survival elements and an aspect of humanity, PC players weren&#8217;t wanting for unique experiences in April.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/01/Pillars-of-Eternity-2-Deadfire.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-288509" src="https://gamingbolt.com/wp-content/uploads/2017/01/Pillars-of-Eternity-2-Deadfire.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/01/Pillars-of-Eternity-2-Deadfire.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/01/Pillars-of-Eternity-2-Deadfire-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<em>Pillars of Eternity 2: Deadfire</em>, despite having a budget that could dwarf other indie titles, presented an old-school approach to computer role-playing games in the vein of <em>Baldur&#8217;s Gate</em> and <em>Icewind Dale</em>."</p>
<p>Of course, there was also <em>Pizza Titan Ultra</em>, an action platformer which featured giant mechs rampaging through cities to deliver pizzas. Why? Because of course, the mech owners ran a pizzeria! It&#8217;s crazy and bizarre but combines the over-top style of <em>Crazy Taxi</em> with the destructible landscape of <em>Blast Corps</em>. It&#8217;s nuts and yet extremely endearing.</p>
<p>In May, the flow of indies picked up. <em>Pillars of Eternity 2: Deadfire</em>, despite having a budget that could dwarf other indie titles, presented an old-school approach to computer role-playing games in the vein of <em>Baldur&#8217;s Gate</em> and <em>Icewind Dale</em>. The addition of piracy, ship combat and exploration made it a fun romp even if, like the first game, the writing could be less than quaint. Titles like <em>Omensight</em> and <em>Wizard of Legend</em> also rose to prominence. The former was developed by Spearhead Games of <em>Stories: The Path of Destinies</em> fame. It saw players reliving the same day in Urralia, attempting to solve a murder to reverse the land&#8217;s destruction. Time manipulation, hack and slash combat and the ability to influence key characters all created a unique experience (plus the art-style was pretty good looking).</p>
<p><em>Wizard of Legend</em> took a more straightforward rogue-like approach. Players explored a fixed number of dungeons with procedurally generated elements but the real hook was developing and combining magical spells together. Combat was fast, and the number of spells and items helped provide enough variety for a few repeat playthroughs.</p>
<p>Then there was <em>Moonlighter</em>, a much-anticipated pixel-art dungeon crawler that combined the combat of <em>Zelda</em> with the item shop management of <em>Recettear</em>. While its shopkeeping elements didn&#8217;t feel as dynamic, <em>Moonlighter</em> still had an enjoyable loop of combat, upgrading, dungeon looting and selling that was insanely addictive. Did we also mention the art looks simply gorgeous? It&#8217;s since been updated with over a hundred new rooms, various quality of life improvements and more interesting twists to the item store.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/05/Moonlighter.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-338228" src="https://gamingbolt.com/wp-content/uploads/2018/05/Moonlighter.jpg" alt="Moonlighter" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/05/Moonlighter.jpg 670w, https://gamingbolt.com/wp-content/uploads/2018/05/Moonlighter-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"July belonged to two major releases – <em>The Banner Saga 3</em>, the climactic conclusion to Stoic&#8217;s excellent trilogy, and <em>No Man&#8217;s Sky NEXT</em>."</p>
<p>Other titles that stood out in May include <em>City of Brass</em>, a first person rogue-like themed on Arabian Nights where players must venture into a dangerous city for the promise of treasure; <em>FAR: Lone Sails</em>, a linear adventure game where players embark on a sea-faring adventure of mystery, braving hazards and attempting to keep their ship going; and <em>Yoku&#8217;s Island Express</em>, a charming side-scrolling platformer that incorporates pinball into its core gameplay. Seriously though, if nothing else, try out <em>Yoku&#8217;s Island Express</em>. It&#8217;s a ball (I know, I&#8217;m sorry).</p>
<p>June and July were relatively quiet, though E3 2018 saw a number of titles either announced or outright released. <em>Unravel Two</em> debuted at EA Play 2018 and while it wasn&#8217;t as intriguing as <em>Sea of Solitude</em> (which is out in 2019), the sheer charm of the first game was unique. Plus, there was co-op this time. EA further surprised us by releasing the game as soon as it was announced because&#8230;well, why not? Nintendo followed suit. It released the Switch port of Team Cherry&#8217;s acclaimed <em>Hollow Knight</em> during its Direct presentation. <em>Hollow Knight</em> has since gone on to fame and fortune, selling over 1 million copies since first launching for PC last year.</p>
<p>Dontnod&#8217;s <em>Vampyr</em> was the other big indie release for June. While it seemingly flew under the radar, only slightly buoyed by reviews that praised the story but criticized for its combat, it managed to sell 450,000 units in a manner of weeks. July&#8217;s releases were pretty straightforward – <em>This is the Police 2</em> released and alienated a few fans, though its shift towards a more <em>XCOM</em>-style tactical game wasn&#8217;t terrible. <em>Chasm</em> finally released after years in development and while it wasn&#8217;t bad, it did average slightly higher than “okay”. At least its 2D art maintained its appeal after so many years.</p>
<p>Honestly, though, July belonged to two major releases – <em>The Banner Saga 3</em>, the climactic conclusion to Stoic&#8217;s excellent trilogy, and <em>No Man&#8217;s Sky NEXT</em>. The latter technically wasn&#8217;t a new game but a large update, overhauling a number of features, adding new ones like co-op multiplayer (and PvP for the more violent-minded folk), and significantly improving the visuals. It did mark the game&#8217;s debut for Xbox One but perhaps the most significant development was Hello Games co-founder Sean Murray finally speaking out and admitting to the numerous problems at launch. The commitment to keep improving the game, especially with weekly events, continues.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/08/Dead-cells.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-357764" src="https://gamingbolt.com/wp-content/uploads/2018/08/Dead-cells.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/08/Dead-cells.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/08/Dead-cells-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/08/Dead-cells-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/08/Dead-cells-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Perhaps what impresses me most about this year thus far is how many indie titles seemingly came out of left field and proved to be compelling experiences."</p>
<p>We hence come to August which saw the incredible <em>Dead Cells</em> finally leave Steam Early Access and become a fairly big hit with critics. I&#8217;ve waxed eloquent about how brilliant the game is, nailing its core gameplay loop thanks to a striking yet organic aesthetic. And really, it&#8217;s tons of fun to kill stuff in that game. No joke.</p>
<p><em>Guacamelee! 2</em> wasn&#8217;t a revolutionary leap over the sequel but it&#8217;s still an excellent follow-up, celebrating Mexican culture and folklore while embodying the very best of Metroidvania gameplay. <em>Death&#8217;s Gambit</em>, a 2D Souls-like, also released after numerous years in development. While I personally had a few qualms with it, the combat is fun and challenging to engage with as are the boss battles. <em>Overcooked! 2</em> brought a whole new meaning to hating your friends with its cooking-based missions (and that odd design choice of only the hosting player receiving progress should be fixed by now). Even <em>Donut County</em>, a game where you control a whole that&#8217;s swallowing things up and increasing in size, looks bizarrely fun.</p>
<p>Perhaps what impresses me most about this year thus far is how many indie titles seemingly came out of left field and proved to be compelling experiences. For as much hype as there was for <em>Iconoclasts, Celeste</em> simply came out of nowhere and became known as one of the very best games ever made. Likewise, with August coming to an end (as of this time of writing), Sabotage Studio&#8217;s <em>The Messenger</em> has released and proven itself to be an excellent homage to the old-school <em>Ninja Gaiden</em>.</p>
<p>Even without the direct comparison, it&#8217;s still proven to be a fantastic 2D action platformer. <em>For The King</em>, IronOak Games&#8217; tabletop roguelike RPG, was also pretty good and despite leaving Early Access with very little fanfare, it&#8217;s been well-received by both critics and regular fans. The same goes for Event Horizon&#8217;s <em>Tower of Time</em>, a more story-centric RPG dungeon crawler with some compelling combat and decent story-telling.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/07/The-Bards-Tale-4-Barrows-Deep.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-347367" src="https://gamingbolt.com/wp-content/uploads/2018/07/The-Bards-Tale-4-Barrows-Deep.jpg" alt="The Bard's Tale 4 Barrows Deep" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/07/The-Bards-Tale-4-Barrows-Deep.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/07/The-Bards-Tale-4-Barrows-Deep-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/07/The-Bards-Tale-4-Barrows-Deep-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/07/The-Bards-Tale-4-Barrows-Deep-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Not everyone may find success but each title has earned its place in the hearts and minds of its fans, no matter their number."</p>
<p>Though the Fall and Holiday seasons are known for their triple-A releases, there are a few awesome indie games to look forward to. InExile&#8217;s <em>The Bard&#8217;s Tale 4: Barrows Deep</em> will arrive on September 18th, introducing a new generation to the dungeon crawling, RPG excitement that permeated old-school titles. Secret<em> of Mana</em>-style action RPG <em>CrossCode</em> will also finally release, exiting Steam Early Access on September 20th, and I couldn&#8217;t be more excited about finally playing the game through from start to finish. A number of titles like <em>This War of Mine, Hyper Light Drifter, Everspace, Beat Cop, Moonlighter</em> and much more will also be making their way to the Nintendo Switch, which has proven to be a premier destination for indie titles. Just ask anyone still addicted to <em>Dead Cells</em> on the go.</p>
<p><em>Frozen Synapse 2</em> is also probably still coming this year. It&#8217;s really hard to say at this point.</p>
<p>The industry has seen its ups and downs throughout the years. Whether it&#8217;s last year&#8217;s hefty push for loot boxes and reinforcing essential gameplay elements with loot boxes, or the constant nagging about the Battle Royale genre this year, there will always be some kind of pervasive cynicism. That doesn&#8217;t mean that some great games &#8211; even those seemingly &#8220;ruined&#8221; by microtransactions &#8211; aren&#8217;t available to indulge in but that&#8217;s beside the point. Through all the twists we&#8217;ve seen the industry take, the indie development scene continues to push forward. It may not always be easy or lead to returns as exemplified by Zeboyd Games (<em>Cosmic Star Heroine</em>) or Infinite Fall (<em>Night in the Woods</em>). Some developers like Hello Games may be forever marred by their past failures. Others may be defined more by their explosive personalities than their actual work like Josef Fares.</p>
<p>At the end of the day, the market has proven receptive to indie games and fresh experiences in general. Not everyone may find success but each title has earned its place in the hearts and minds of its fans, no matter their number.</p>
<p><em>Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.</em></p>
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		<title>Death&#8217;s Gambit Mega Guide -All Boss Fights, Tome Locations, Cheats And All Classes</title>
		<link>https://gamingbolt.com/deaths-gambit-mega-guide-all-boss-fights-tome-locations-cheats-and-all-classes</link>
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		<dc:creator><![CDATA[Ashish Isaac]]></dc:creator>
		<pubDate>Mon, 27 Aug 2018 17:56:02 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Video Game Tips]]></category>
		<category><![CDATA[Adult Swim]]></category>
		<category><![CDATA[Death's Gambit]]></category>
		<category><![CDATA[Death's Gambit guide]]></category>
		<category><![CDATA[Death's Gambit tips and tricks]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Whit Rabbit]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=356691</guid>

					<description><![CDATA[A complete guide for Death's Gambit. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>n <em>Death&#8217;s Gambit, </em>you play as Death&#8217;s agent called Sorun and you&#8217;re sent on a mission to Siradon to claim the souls of the undead. As you might have guessed from the game&#8217;s aesthetic, this is a game that is going to be quite difficult but it also features a deep combat system to master over time. There will also be a lot of platforming elements in the game, and if you need help with anything at all related to the game, this guide is here to help you out.</p>
<p>If you&#8217;re ready, then let&#8217;s get started!</p>
<p><span style="color: #ff6600;"><strong>ALL BOSS FIGHTS AND ENDING</strong></span></p>
<p>There are quite a lot of bosses in this game, and given how challenging the game is even otherwise, you can imagine just how challenging some of these bosses can be. You can find below the entire list of bosses that you can find the in the game.</p>
<ul>
<li>Owlking</li>
<li>Soul of the Phoenix</li>
<li>Tundra Lord Kaern</li>
<li>The Bulwark of Aldwynn</li>
<li>Forgotten Gaian and Ione</li>
<li>Dark Knight</li>
<li>Origa</li>
<li>Cusith</li>
<li>Bysurge</li>
<li>Eldritch Inquisitor</li>
<li>Galaxy Mage Amulvaro</li>
<li>Soul of the Phoenix Heroic Rematch</li>
<li>Endless Final Boss</li>
</ul>
<p>You can check out the video below to see how to defeat each of the bosses in the game and also to see what the ending of the game is like.</p>
<p><iframe loading="lazy" title="Death&#039;s Gambit: All Bosses and Ending" width="500" height="281" src="https://www.youtube.com/embed/tZTyD_qjGCY?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>
<p><span style="color: #ff6600;"><strong>ALL CLASSES GUIDE</strong></span></p>
<p>In this  game, classes aren&#8217;t really balanced and some are clearly more powerful than others if played right. What classes affect in the game is the extra talent that determines how soul energy is gained . Some classes also get unique abilities that also make a difference. You can check out below the full list of classes and how exactly each of them work.</p>
<p><strong>Assassin</strong></p>
<p><strong> </strong>The Assassin is a decent starting class for those of you who want to get those fast attacks in. The Assassin gains soul energy by dodging  enemy attacks.</p>
<p><strong>Sentinel</strong></p>
<p>The Sentinel gains soul energy by parrying attacks, so if you&#8217;re confident of getting those parries, then this is the class for you! This class has a very useful unique ability  which is that it allows you to wear equipment at half the required stats which means that you won&#8217;t have to level up certain stats that you might have had to otherwise.</p>
<p><strong>Soldier</strong></p>
<p>The Soldier is quite a balanced class and while it is certainly viable, it won&#8217;t let you taste the power that you might with some of the more  powerful classes. The Solider is able to earn soul energy by blocking attacks.</p>
<p><strong>Blood Knight</strong></p>
<p>The Blood Knight is probably the most aggressive class. This is because he gains soul energy by taking damage and his unique ability which allows him to regain health when he deals damage quickly. Both of these abilities synergize well and allow him to take damage while also dealing it.</p>
<p><strong>Wizard</strong></p>
<p>The Wizard gains soul energy by healing. One thing you would want to do as soon as you start off with the class is get a bow instead of a sword since the Wizard isn&#8217;t very durable fighting up close and personal. The Wizard&#8217;s talent can be a bit  of a disadvantage as well since to  open chests, you&#8217;ve got to avoid healing, so keep that in mind before picking this class.</p>
<p><strong>Acolyte Of Death</strong></p>
<p>The Acolyte of Death&#8217;s unique ability is that he can restore broken save points, but this is not particularly useful. The best part about this class is that it gains soul energy by getting kills which means that you will never run short of soul energy in the game. This makes the Acolyte one of the strongest classes in the game.</p>
<p><strong>Noble</strong></p>
<p>The Noble gains soul energy upon using items, so make sure you keep using them. With that said, this class isn&#8217;t particularly strong as compared to the other classes in the game.</p>
<p><span style="color: #ff6600;"><strong>ALL COLLECTIBLES LOCATIONS</strong></span></p>
<p>There are a number of Tomes to collect in the game and these grant you some bonuses which can make fights against bosses somewhat easier. You can find below the full list of Tomes you can find along with their locations.</p>
<p><strong>Tome On The Kaern: </strong>This Tome grants you 5% bonus damage against Tundra Lord Kaern. To  find this Tome, you first have to get to Oblivion Vale and go left to the entrance. Keep going left and then you will come across a hill. Go down the hill and you will find a cave which you should enter. Once you enter the cave, you will see some traps and a rest area. The traps surround a wooden platform, so go down that platform  and you will be able to find the Tome.</p>
<p><strong>Tome On The Eldritch Council: </strong>This will grant you 5% bonus damage against the Eldritch Council. You will be able to find this by going to the Journey&#8217;s End area. The Ivory Key is required for this and once you have it, go past the locked door which you can find close to the rotating platforms and you will be able to find the Tome inside.</p>
<p><strong>Tome On The Bulwark: </strong>This grants you 5% bonus damage against The Bulwark Of Aldwynn. To find this Tome, head to the Central Sanctuary and you will be able to see two ladders, one going up and the other going down near the gates of Aldwynn. You will first have to go up the ladder and pull a lever to be able to use the ladder going down. Once you&#8217;ve done this, go down and then keep going left until you reach a new area. Continue on your path towards the left until you reach yet another area and you  can find the Tome in this area.</p>
<p><strong>Tome On The Dark Knight: </strong>This grants 5% bonus damage against the Dark Knight. To find the Tome, get to the entrance of Darkness and go through the first hallway. Next, go down the ladder and there will be a hallway under the entrance hallway, but it won&#8217;t be visible. Just go down the ladder and manage to avoid the poison gas to find the Tome.</p>
<p><strong>Tome On Amulvaro: </strong>This grants 5% bonus damage against Galaxy Mage Amulvaro. In Amulvaro&#8217;s Observatory, go into the next building from the rest area and then climb up a floor. Once there, just go way to the left of the tower and you will be able to find the Tome on the ledge.</p>
<p><strong>Tome On The Phoenix: </strong>This grants 5% bonus damage against the Soul of the Phoenix. In the area near this boss&#8217; room there will be a tower and an enemy with a kite shield will be defending it. Just defeat this enemy and go on towards the end of the hallway inside the tower and you will be able to find the Tome there.</p>
<p><strong>Tome On Bysurge: </strong>This grants 5% bonus damage against Bysurge the Lightning Lurker. In Garde Tum you will come across theelevator with the puzzle with 4 switches. Just go down the elevator and then keep going towards the left and you will soon see the Tome.</p>
<p><strong>Tome On Origa: </strong>This grants 5% damage against Origa. Just before you enter the city with lots of houses, there will be pathway going down from near the entrance. Just go down this path to find the Tome.</p>
<p><span style="color: #ff6600;"><strong>CHEATS AND CHEAT CODES</strong></span></p>
<p><em>Note: Please use the following cheats at your own discretion. Using cheats online or offline may lead to an immediate ban. GamingBolt or its staff members are not responsible for any problems arising due to their use.</em></p>
<p>Since this is quite a challenging game, some of you may want to just play it by your own rules. You can do so by making use of cheats and cheat codes to gain bonuses like infinite soul energy and infinite ammo.</p>
<p>To enable cheats, you will first have to get the cheats from this site (http://fearlessrevolution.com/viewtopic.php?t=7656). Once you get the cheats, you can enable some of the following cheats among others:</p>
<ul>
<li>Infinite Ammo</li>
<li>Infinite Soul Energy</li>
<li>Max Stamina On Leveling  Up</li>
<li>Max Health On Leveling Up</li>
</ul>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">356691</post-id>	</item>
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		<title>Hollow Knight Heading to Xbox One, PS4 in Spring 2019</title>
		<link>https://gamingbolt.com/hollow-knight-heading-to-xbox-one-ps4-in-spring-2019</link>
					<comments>https://gamingbolt.com/hollow-knight-heading-to-xbox-one-ps4-in-spring-2019#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 20 Aug 2018 14:13:55 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Adult Swim Games]]></category>
		<category><![CDATA[Death's Gambit]]></category>
		<category><![CDATA[Hollow Knight]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Skullgirls 2]]></category>
		<category><![CDATA[Skybound Games]]></category>
		<category><![CDATA[Slime Rancher]]></category>
		<category><![CDATA[Team Cherry]]></category>
		<category><![CDATA[The long dark]]></category>
		<category><![CDATA[White Rabbit]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=355386</guid>

					<description><![CDATA[Death's Gambit also confirmed to release for Nintendo Switch and Xbox One in late 2018/early 2019.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/02/Hollow-Knight.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-289803" src="https://gamingbolt.com/wp-content/uploads/2017/02/Hollow-Knight.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/02/Hollow-Knight.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/02/Hollow-Knight-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Team Cherry&#8217;s beloved indie title <a href="https://gamingbolt.com/hollow-knight-sells-over-1-million-copies-on-pc"><em>Hollow Knight</em></a>, which saw <a href="https://gamingbolt.com/hollow-knight-on-switch-is-selling-exceptionally-well">immense success</a> on the Nintendo Switch this year, will be releasing for Xbox One and PS4 in Spring 2019 thanks to Skybound Games. That&#8217;s not all though &#8211; the publisher also announced that <a href="https://gamingbolt.com/deaths-gambit-cinematic-trailer-is-about-defying-death"><em>Death&#8217;s Gambit</em></a> from White Rabbit will head to Xbox One and Nintendo Switch in late 2018/early 2019.</p>
<p>If that weren&#8217;t enough, both titles will receive physical releases for all three consoles. Skybound will also release a physical edition for Lab Zero Games&#8217; <em>Skullgirls 2</em>, which is currently without a release date. Speaking to <a href="https://variety.com/2018/gaming/news/exclusive-hollow-knight-deaths-gambit-physical-editions-1202909029/">Variety</a>, Skybound Games CEO Ian Howe stated, “<em>Hollow Knight</em> and <em>Death’s Gambit</em> represent the very best of independent game development. I’m thrilled to partner with Team Cherry, and Adult Swim and White Rabbit to bring them to retail.”</p>
<p>Team Cherry also issued a statement, noting that, “Skybound immediately impressed us with their experience and their focus on quality. And we can’t wait for them to deliver the definitive version of <em>Hollow Knight</em> into players’ hands.”</p>
<p>Jeff Olsen, VP of Digital and Games at Adult Swim, further added, “<em>Death’s Gambit</em> has a passionate fanbase, and we know that a physical release from Skybound will be welcome news to them.”</p>
<p>Skybound Games is still relatively new, and is a division of Skybound Entertainment, founded by <em>The Walking Dead</em> graphic novel creator Robert Kirkman. Titles like <a href="https://gamingbolt.com/the-long-dark-reaches-its-kickstarter-goal-and-looks-to-new-horizons"><em>The Long Dark</em></a> and <em>Slime Rancher</em> will also receive physical editions in September courtesy of Skybound Games.</p>
<p>You can read our review of <em>Death&#8217;s Gambit </em><a href="https://gamingbolt.com/deaths-gambit-review-learning-how-to-die">through here</a>, and our review of <em>Hollow Knight </em><a href="https://gamingbolt.com/hollow-knight-review">through here</a>. Both games come highly recommended, though one much more so than the other.</p>
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		<title>Death&#8217;s Gambit Review &#8211; Learning How to Die</title>
		<link>https://gamingbolt.com/deaths-gambit-review-learning-how-to-die</link>
					<comments>https://gamingbolt.com/deaths-gambit-review-learning-how-to-die#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 17 Aug 2018 09:59:18 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Adult Swim Games]]></category>
		<category><![CDATA[Death's Gambit]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[White Rabbit]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=354518</guid>

					<description><![CDATA[This pixel art Souls-like mostly knows its way around combat but almost everything else is left wanting.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>hen <i>Death&#8217;s Gambit</i> began, its verbose opening led to protagonist Sorun racing his dark steed into Siradon, intent on uncovering its dark mystery. Employed in the thrall of Death himself, Sorun is the result of a failed expedition and refuses to return to his homeland Vados. This setup, the contract with Death that can be dispelled at any time, the scant but magnificent creatures of Gaian&#8217;s Cradle and the strange bloodthirsty merchant are almost lost among the Souls-like similarities. There&#8217;s the stamina bar that eats into every dodge roll, jump and slash. The overwhelming entity raining fire down upon Sorun and his enemies, which is a phoenix and not a dragon but the same rule applies. The sanctuary full of oddities, each coming to Siradon with their own purpose and seemingly lost among its machinations.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_01.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-354661" src="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_01.jpg" alt="Death's Gambit_01" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_01.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_01-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_01-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_01-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"However, when Death started playing a video game and opined about its “vision”, clearly referencing the developer&#8217;s own work in the process, it became a bit much."</p>
<p>Don&#8217;t be fooled though. You&#8217;re told almost immediately what your purpose is. Head into Siradon&#8217;s citadel, Caer Siorai, and destroy the &#8220;Source&#8221; of immortality so that Death can ferry souls into the afterlife once more. <i>Death&#8217;s Gambit</i> slowly unfolds past its inspiration, presenting a world of fantasy and ever-lasting life but marred by ruin and tragedy. The pixel art style, which relies as much on raw animation and detail as it does basic movement and rotation, feels grungy and raw. Even the music is a mix of epic orchestral warring and surreal tones. When <i>Death&#8217;s Gambit</i> does its own thing, it has an intrinsic flair. However, as its core opens up, the various uneven edges become more apparent.</p>
<p>The story-telling is very character-centric. Sorun isn&#8217;t some kind of husk that the player makes their own – he&#8217;s a pre-made entity with a past and personality, swaying between sarcastic and stoic when the conversation calls for it. Sorun&#8217;s mother Everly joined the expedition when he was a child and never returned. His motivation for venturing to Siradon for the so-called “Source” is revealed in interesting cutscenes between deaths. Furthermore, visions of the future and what&#8217;s to come can crop up as well.</p>
<p>Many of Sorun&#8217;s exchanges in the game are generally well-voiced. You&#8217;ll quickly find that Death is a constant companion, offering more information on Sorun&#8217;s circumstances and the world around him. Much of <i>Death&#8217;s Gambit</i> touches on the themes of life and death while exploring the lines in between. Immortality, viewed as a gift, can also act as a source of stagnation for those who simply have no drive or motivation to continue forth. However, as Sorun points out in his crusade to Caer Siorai, the various immortal entities seem plenty motivated to stop him. It&#8217;s that contrast, along with the various motivations of characters like Ione and Endless, that makes the plot of <em>Death&#8217;s Gambit</em> interesting.</p>
<p>Sometimes, <i>Death&#8217;s Gambit</i> will slip from clever to awkwardly self-referential. I can get behind the game acknowledging my deaths and characters speaking about my persistence or how I won&#8217;t stop fighting them. This helped paint the world as responsive to my actions rather than simply remaining static every time I died (though any new snippets of dialogue cease after a point). However, when Death started playing a video game and opined about its “vision”, clearly referencing the developer&#8217;s own work in the process, it became a bit much. Furthermore, without spoiling too much, a late-game twist gave a bit more context as to when <i>Death&#8217;s Gambit</i> was set. It was odd, to say the least, and didn&#8217;t do much to the overall lore aside from simply acting as a rough departure from the status quo till that point.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_04.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-354658" src="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_04.jpg" alt="Death's Gambit_04" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_04.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_04-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_04-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_04-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"If the atmosphere and world-building picked up the slack, I probably wouldn&#8217;t have minded the lacklustre characters all that much. Alas."</p>
<p>The environmental story-telling in <i>Death&#8217;s Gambit</i>, a crucial part of the journey as it drives one to explore deeper and deeper, is uneven. Much of this has to do with the aesthetic. While some environments like Garde Tum, Caer Siorai and Journey&#8217;s End are intriguingly designed, ranging from darkly atmospheric to macabre, others like Obsidian Vale and Amulvaro&#8217;s Tower just feel like rote levels. Some of the background details &#8211; like the Obsidian Vale boss just chilling in the background &#8211; can be pretty nice. Likewise, the gameplay twists in each stage like the laser gates and respawning enemies of the Tower or the sniper firing from afar (and becoming a boss later in the graveyard) are intriguing. They do little to draw you into the lore of the place though. Some structures should have deeper meanings and intriguing secrets but many times, they&#8217;re just locations you rush through en route to the next boss.</p>
<p>This isn&#8217;t to discredit the art-style or story-telling entirely. The various character sprites and enemies, especially bosses like the Eldritch Inquisitor and Dark Knight look pretty darn good. The latter in particular reminded me of Marvel Comics&#8217; Venom with his morphing move set. The animation and sprite work is on point even if it&#8217;s somewhat lacking in places (like for the Forgotten Gaian and Cusith bosses). Likewise, the story itself mostly felt compelling enough that I wanted to see how it ended.</p>
<p>Unfortunately, I didn&#8217;t really feel any attachment to the characters or the overall plot. The motivations behind important characters like Endless and Vrael felt under-developed, which is a shame considering the former&#8217;s role throughout the game and the latter&#8217;s determination and excellent voice acting. One&#8217;s connection to the world of Siradon just felt underwhelming as a whole. <i>Death&#8217;s Gambit</i> does the rote work in terms of lore and secrets and it&#8217;s fine but only just. If the atmosphere and world-building were far more compelling, I probably wouldn&#8217;t have minded the lacklustre characters all that much. Alas.</p>
<p>The good news, for the most part, is that the gameplay is fairly tight. Combat is solid with each weapon &#8211; whether it&#8217;s the heft of the axe and greatsword or the rapid slashing of the longsword &#8211; feeling unique. Each has their own special attacks to learn. Longsword users can jump up high into the sky and crash down with a slice, increasing their damage for a short period. Alternatively, they can summon a giant sword of light to deal massive damage. There are plenty of choices to be had, especially for those who want to mix and match Intellect or Finesse skills with Strength builds. The skill tree offers some unique combinations like dodging in mid-air (something which I felt should have been unlocked from the start), using energy weapons with unlimited shots as long as an ability is on cooldown, and so on. Each class has their own starting perk as well like the Blood Knight restoring health upon immediately retaliating and that further incentivizes experimentation.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_02.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-354660" src="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_02.jpg" alt="Death's Gambit_02" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_02.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_02-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Vertical movement is important in <i>Death&#8217;s Gambit</i> but there seems to be a contrast between the game&#8217;s emphasis on that and stamina management."</p>
<p>If that weren&#8217;t enough, there are also Auras granting special effects like recovering 5 percent health with each hit while above 70 percent health or increased Vitality (which can be lost upon dying). Other mechanics like losing Phoenix Plumes, the equivalent of healing charges, with each death introduce some other clever wrinkles. You can even forgo the number of Plumes held to increase damage dealt. Maybe you want to lose some Phoenix Plumes during a fight and pick them up the next time to increase overall damage by 20 percent thanks to a specific perk. There are strategies to be had, though I wasn&#8217;t a huge fan of skills relying on Soul Energy &#8211; garnered by hitting enemies &#8211; to use them.</p>
<p>The variety in boss fights is equal measures fun and frustrating. After a simple starting battle with the Owlking, you&#8217;ll be thrust into battling an overwhelmingly large boss, weakening it enough to handle its summoner-esque companion before taking both on at once. You&#8217;ll obtain different polarities en route to another boss, the opposite polarity doing more damage against him while the same polarity does less damage. These have to be managed during the fight as the boss changes polarities and charges up different, dangerous foes to assist him. Don&#8217;t even get me started on the encounter with Thalamus which is a more interactive test of will than an actual fight. Each boss also has a Heroic Rematch, a tougher version of the fight for players who want the additional challenge.</p>
<p>Vertical movement is important in <i>Death&#8217;s Gambit</i> but there seems to be a contrast between the game&#8217;s emphasis on that and stamina management. At times, stamina can feel too restrictive in some fights as you&#8217;re torn between jumping or dodging. As the game progresses, fights become more clear-cut in the different moves that have to be used. What can feel arbitrary in the beginning slowly builds up to dodging in mid-air or consuming less stamina with attacks (provided the appropriate aura is equipped), and you&#8217;ll find the combat to be more encompassing as a result.</p>
<p>Otherwise, jumping is realized through the various platforming segments. I&#8217;m a bit torn on how good some of it really is since it can range from typical (simply hop on disappearing platforms) to exceptional (mid-air swipes offering a bit of floating, which helps in the multi-stage Corpse City). Boss fights like Galaxy Mage Amulvaro, Cusith and Tundra Lord Kaern are where the platforming and verticality shine though they are the exception rather than the rule.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_03.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-354659" src="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_03.jpg" alt="Death's Gambit_03" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_03.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_03-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_03-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/08/Deaths-Gambit_03-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<i>Death&#8217;s Gambit</i> offers an interesting soliloquy on existence while ensuring enough hack and slash action to keep fans chugging through the plot."</p>
<p>That being said, does the combat really stand out against the likes of titles such as <i>Dead Cells</i> or even <i>Salt and Sanctuary</i>? Not really. It&#8217;s solid and feels responsive but that feeling of engaging in just one more fight feels kind of lacking. Forgoing Plumes for the sake of more damage feels like a nice twist, as players who learn enemy patterns and dodge more effectively are rewarded with dealing more damage. However, it&#8217;s not an amazing new twist to the combat nor does it feel like an immense reward for knowing the ins and outs of the environments. The progression system, which involves enchanting items to bolster their base stats or disenchanting items for upgrade materials, is fairly routine as well.</p>
<p><i>Death&#8217;s Gambit</i> offers an interesting soliloquy on existence while ensuring enough hack and slash action to keep fans chugging through the plot. As interesting as each individual aspect can be – even lacking bits like the world design and lore – the game as a whole feels somewhat diminished. A single playthrough for the challenge and unique boss fights along with the intriguing art-style and premise is worth a middling recommendation. However, that connection to a world, to a place that feels bigger and more alive with these stories and secrets tucked away and waiting to be discovered, isn&#8217;t really all that strong. <em>Death&#8217;s Gambit</em> may tell you a lot about life and death but it stumbles when defining its own existence.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on PC.</strong></em></span></p>
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		<title>Death&#8217;s Gambit Walkthrough With Ending</title>
		<link>https://gamingbolt.com/deaths-gambit-walkthrough-with-ending</link>
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		<dc:creator><![CDATA[Ashish Isaac]]></dc:creator>
		<pubDate>Thu, 16 Aug 2018 14:30:30 +0000</pubDate>
				<category><![CDATA[Walkthrough]]></category>
		<category><![CDATA[Adult Swim]]></category>
		<category><![CDATA[Death's Gambit]]></category>
		<category><![CDATA[Death's Gambit Ending]]></category>
		<category><![CDATA[Death's Gambit Walkthrough]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[White Rabbit]]></category>
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					<description><![CDATA[A complete video walkthrough  for Death's Gambit.  ]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/08/deaths-gambit.jpg"><img loading="lazy" decoding="async" class="wp-image-351440 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2018/08/deaths-gambit-1024x576.jpg" alt="death's gambit" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/08/deaths-gambit-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2018/08/deaths-gambit-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/08/deaths-gambit-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/08/deaths-gambit.jpg 1280w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>In <em>Death&#8217;s Gambit, </em>you play as Siradon and serve as an agent of death who is on a quest which involves going to the undead realm where you will face lots of challenges. As you would expect from a game with this story, the visuals also reflect the dark themes of the story.</p>
<p>There are a lot of classes to choose from in the game and a lot of different weapons as well, each with their unique playstyle. The game is described as a hardcore Action platformer, but there are also some RPG elements in there which means you will be able to customize your character quite a bit.</p>
<p>The game also seems quite challenging and you can expect to face off against some truly tough bosses along with some difficult platforming sections. If you need help progressing past any particular section in the game, then the following video walkthrough will help you out.</p>
<p><iframe loading="lazy" src="https://www.youtube.com/embed/videoseries?list=PLsvKzct5-R6IAf_qd6zPWTZfhCxjd_LGM" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"><span data-mce-type="bookmark" style="display: inline-block; width: 0px; overflow: hidden; line-height: 0;" class="mce_SELRES_start">﻿</span></iframe></p>
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		<title>Death&#8217;s Gambit Cinematic Trailer is About Defying Death</title>
		<link>https://gamingbolt.com/deaths-gambit-cinematic-trailer-is-about-defying-death</link>
					<comments>https://gamingbolt.com/deaths-gambit-cinematic-trailer-is-about-defying-death#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 02 Aug 2018 10:33:29 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Adult Swim Games]]></category>
		<category><![CDATA[Death's Gambit]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[White Rabbit]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=351694</guid>

					<description><![CDATA[Venture into Siradon as Death's right-hand man and explore a vast, non-linear world.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/08/deaths-gambit-1.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-351710" src="https://gamingbolt.com/wp-content/uploads/2018/08/deaths-gambit-1.jpg" alt="death's gambit" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2018/08/deaths-gambit-1.jpg 1605w, https://gamingbolt.com/wp-content/uploads/2018/08/deaths-gambit-1-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/08/deaths-gambit-1-768x431.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/08/deaths-gambit-1-1024x575.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><a href="https://gamingbolt.com/deaths-gambit-trailer-showcases-smorgasbord-of-nightmarish-bosses"><em>Death&#8217;s Gambit</em></a> from White Rabbit may not have the most amount of hype leading into its release on August 14th, but Adult Swim Games is certainly trying to generate some, as evidenced by the latest cinematic trailer, which you can view below. The story revolves around Death&#8217;s servant venturing into Siradon to battle its entities. What is the player struggling towards though? That still seems to be a mystery.</p>
<p>With a pixel-art aesthetic and incredibly stylized action, <em>Death&#8217;s Gambit</em> will see players venture across locations like Witch Woods, Obsidian Vale and more, encountering different NPCs along the way. Seven classes are available, each with their own talents and skills, and the player is free to explore levels in a completely non-linear order.</p>
<p>It&#8217;s a mix of Metroidvania and Souls-like combat with more than 10 different weapon classes to choose from. And then there are the bosses, massive hulking entities which look devastating. <em>Death&#8217;s Gambit</em> will be out on PC and PS4. To learn more about it, head over to <a href="https://store.steampowered.com/app/356650/Deaths_Gambit/" target="_blank" rel="noopener">Steam</a>.</p>
<p><iframe loading="lazy" title="Death&#039;s Gambit - Cinematic Trailer | Steam + PS4" width="500" height="281" src="https://www.youtube.com/embed/MP3X_nv63Qc?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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