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	<title>dying: 1983 &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Dying: 1983 is Targeting 4K/60 FPS With Ray-Tracing on PS5</title>
		<link>https://gamingbolt.com/dying-1983-is-targeting-4k-60-fps-with-ray-tracing-on-ps5</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Sat, 09 Jan 2021 15:10:22 +0000</pubDate>
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					<description><![CDATA[A 120 FPS mode is also being tested by the developers.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-465744" src="https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image.jpg" alt="dying 1983" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image.jpg 1866w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Better resolutions and, more importantly, better frame rates are hopefully going be something that all developers will prioritize with their games in the coming years thanks to the improved hardware of the new consoles. We&#8217;ve seen more than a few early examples of that already, and it seems like there&#8217;s going to be plenty more to follow as well. For instance, NEKCOM&#8217;s upcoming first person puzzle title,&nbsp;<em>Dying: 1983,&nbsp;</em>is also looking to leverage the PS5&#8217;s hardware to similar effect.</p>
<p>Speaking to GamingBolt in a recent interview, Luo Xiangyu, CEO of NEKCOM and director of the upcoming puzzle title, said that&nbsp;<em>Dying: 1983&nbsp;</em>will support ray-tracing on PS5 and will be targeting 4K and 60 FPS. NEKCOM are currently also testing a 120 FPS mode, but there&#8217;s no guarantees that that will make it into the final release.</p>
<p>&#8220;W<span style="font-size: inherit;">e are targeting 4K + ray tracing + 60FPS,&#8221; Xiangyu told GamingBolt. &#8220;Meanwhile, we are testing a 120 FPS mode, but we cannot guarantee it will make it to the final release.&#8221;</span></p>
<p>In the same interview, Xiangyu also spoke to us about how t<a href="https://gamingbolt.com/ps5s-significantly-higher-performance-brings-many-improved-functions-over-ps4-dying-1983-dev">he PS5&#8217;s improved hardware is going to enable developers</a> such as themselves to develop better games, and improved performance is definitely a huge boost. That 120 FPS mode would definitely be a massive plus, so here&#8217;s hoping it does make it into the final game. Even in its absence though, 4K60 with ray-tracing sounds excellent.</p>
<p><em>Dying: 1983&nbsp;</em>is due out for the PS5 some time this year, though it doesn&#8217;t yet have an exact launch date. Stay tuned to GamingBolt for more updates.</p>
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		<title>Dying: 1983 Developers Designed Gameplay Features Specifically for PS5&#8217;s DualSense</title>
		<link>https://gamingbolt.com/dying-1983-developers-designed-gameplay-features-specifically-for-ps5s-dualsense</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 08 Jan 2021 14:56:06 +0000</pubDate>
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					<description><![CDATA[NEKCOM are looking to leverage the controller's unique features in meaningful ways.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2020/04/ps5-dualsense-.jpg"><br />
<img decoding="async" class="aligncenter wp-image-437634" src="https://gamingbolt.com/wp-content/uploads/2020/04/ps5-dualsense-.jpg" alt="ps5 dualsense" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/04/ps5-dualsense-.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/04/ps5-dualsense--300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/04/ps5-dualsense--1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/04/ps5-dualsense--768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/04/ps5-dualsense--1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>As interesting as the DualSense&#8217;s haptics and adaptive triggers look on paper, the real value of these features will be determine by how well developers use them in the coming years. There have been only too many examples of controller gimmicks in PlayStation consoles in the past that have fallen by the wayside, after all.</p>
<p>There have been some promising signs of things to come, thankfully, and another developer who seems keen on the PS5 controller&#8217;s capabilities is NEKCOM, who are working on the upcoming first person title <em>Dying: 1983</em>. The developer has expressly talked about having chosen to launch their game as a PS5 exclusive <a href="https://gamingbolt.com/dying-1983-is-a-timed-ps5-exclusive-due-to-the-dualsenses-features-says-developer">due to the controller&#8217;s features</a>, and to that effect, they developed features in the game specifically designed around that.</p>
<p>Speaking to GamingBolt in a recent interview, NEKCOM CEO and <em>Dying: 1983 </em>creative director Luo Xiangyu explained the same, while also giving an example of how the game uses the DualSense.</p>
<p>&#8220;We designed the gameplay for the new features of the gamepad exclusively, which could make players immersed in the experience better,&#8221; Xiangyu said. &#8220;For instance, when the player uses the “senses enhancement” potion, the gamepad will shake slightly to replicate the feedback, so that the player may feels like their sense of touch is enhanced.&#8221;</p>
<p>In the same interview, Xiangyu also expressed his excitement about the PS5&#8217;s leaps over the PS4 in terms of hardware, and how that&#8217;s going to benefit developers. Read more on that <a href="https://gamingbolt.com/ps5s-significantly-higher-performance-brings-many-improved-functions-over-ps4-dying-1983-dev">through here</a>.</p>
<p><em>Dying: 1983 </em>is due out for the PS5 some time this year.</p>
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		<title>PS5&#8217;s &#8220;Significantly Higher&#8221; Performance &#8220;Brings Many Improved Functions&#8221; Over PS4 &#8211; Dying: 1983 Dev</title>
		<link>https://gamingbolt.com/ps5s-significantly-higher-performance-brings-many-improved-functions-over-ps4-dying-1983-dev</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 05 Jan 2021 15:06:49 +0000</pubDate>
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					<description><![CDATA[NEKCOM CEO Luo Xiangyu talks about the generational jump from PS4 to PS5. ]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2020/11/ps4-and-ps5.jpeg"><img decoding="async" class="aligncenter wp-image-463296" src="https://gamingbolt.com/wp-content/uploads/2020/11/ps4-and-ps5.jpeg" alt="ps4 and ps5" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/11/ps4-and-ps5.jpeg 1920w, https://gamingbolt.com/wp-content/uploads/2020/11/ps4-and-ps5-300x169.jpeg 300w, https://gamingbolt.com/wp-content/uploads/2020/11/ps4-and-ps5-1024x576.jpeg 1024w, https://gamingbolt.com/wp-content/uploads/2020/11/ps4-and-ps5-768x432.jpeg 768w, https://gamingbolt.com/wp-content/uploads/2020/11/ps4-and-ps5-1536x864.jpeg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>As is the case with any console transition, the jump from eighth to ninth generation hardware is going to be an exciting one for the industry at large, from the developers who get to push the envelope with their upcoming games to the players who get to play them. Countless devs in the industry have spoken about how the more powerful hardware of the new consoles is going to advance the medium, and another developer who&#8217;s excited about those prospects is Luo Xiangyu, CEO of NEKCOM and director of the upcoming puzzle title <em>Dying: 1983.</em></p>
<p>Speaking with GamingBolt, when asked about the leap that PS5 presents over the PS4 in terms of hardware elements such as its GPU and its processor, Xiangyu commented on the PS5&#8217;s &#8220;significantly higher&#8221; performance, saying that it will bring &#8220;many improved functions.&#8221;</p>
<p>&#8220;C<span style="font-size: inherit;">ompared to the previous gen console, the performance of PS5 is significantly higher; meanwhile it also brings many improved functions,&#8221; he said. &#8220;This is not only for the better resolution, but also the delicate details, realistic rendering, fluent FPS, 3D audio for precise positioning, and soon, all of these level functions will bring a better experience to players in visuals, audio, and gameplay.&#8221;</span></p>
<p>Xiangyu also spoke about the tech demo showcasing Unreal Engine 5 from earlier in 2020, while also remarking that the collaboration betwen the platform holders and engine developers is really going to help indie developers in the coming years.</p>
<p>&#8220;I remember the amazing technical show of UE5 on PS5 half a year ago; I still feel surprised now when looking back on the show,&#8221; he said. &#8220;Take the N virtual geometry system for instance, this truly shows what next-gen is about, and how new technology could impact the workflow and design approach of game development, and break away from the current traditional bounds. The sophisticated design of hardware, combined with improvements in software, is the core of next-gen.</p>
<p>&#8220;Meanwhile, as an indie game studio, we are happy to see the tight cooperation between the platforms (PS/XBOX/NS) and the game engine provider. It provides us firm confidence in development; which will let us worry less and try new things more confidently.&#8221;</p>
<p>In the same interview, Xiangyu also spoke to us about why he chose to launch <em>Dying: 1983 </em>as a timed PS5 exclusive. Read more on that <a href="https://gamingbolt.com/dying-1983-is-a-timed-ps5-exclusive-due-to-the-dualsenses-features-says-developer">through here</a>.</p>
<p><em>Dying: 1983 </em>is out some time in Q1 of 2021.</p>
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		<title>Dying: 1983 Interview &#8211; Puzzles, PS5 Exclusivity, and More</title>
		<link>https://gamingbolt.com/dying-1983-interview-puzzles-ps5-exclusivity-and-more</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 29 Dec 2020 16:20:14 +0000</pubDate>
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					<description><![CDATA[NEKCOM CEO and Dying: 1983 creative director Luo Xiangyu speaks with GamingBolt about the upcoming puzzle game.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span> setting that promises to blend reality with the extraordinary, an unflinching focus on puzzles, and the promise of numerous improvements over its often overlooked but solid predecessor- <em>Dying: 1983 </em>certainly seems to have the potential to be something unique and interesting. The upcoming first person puzzle game is currently in the works at indie studio NEKCOM, and to learn more about it and what players can expect from its setting, its puzzles, and its technical improvements, we recently sent across a few questions to its developers. You can read our conversation with NEKCOM CEO and Dying: 1983 creative director Luo Xiangyu below.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-465744" src="https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image.jpg" alt="dying 1983" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image.jpg 1866w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The style of this game is similar to that of SCP Foundation, in which there are some fictional settings, but we also think over the scientific principles in it."</p>
<p><strong>You&#8217;ve described <em>Dying: 1983&#8217;s</em> setting as a world close to reality, but different in many ways. Can you elaborate on that? Will the game be making use of surreal elements in storytelling</strong><strong>?</strong></p>
<p>The style of this game is similar to that of SCP Foundation, in which there are some fictional settings, but we also think over the scientific principles in it. Although I cannot reveal too much at this moment, I can tell you one of the important settings in advance.</p>
<p>The world that people perceive by their five senses is named the Perceived-World. The world exists in reality and cannot be perceived by human beings completely is called Real-World. Human beings live in the real world, but we can only catch and process a small fraction of information due to the limitation of our sensory capability. It is hard to imagine what the whole real world looks like with the limitation of the human body.</p>
<p>There is a research institute in the game dedicated to the research in this aspect.</p>
<p>When some senses are blocked, the left senses would be enhanced. For instance, the senses of hearing, smelling and touch would be enhanced in different degree when sight is blocked. Almost all ancient religions have the descriptions and records related to &#8220;breaking away from the dependence on body senses, you could perceive a wider world&#8221;.</p>
<p>However, the enhancement cannot be done overnight, it needs to accumulate over a long time. The institute in this game develops a certain potion that could enhance the senses in a short time by stimulating the brain. The degree and lasting time vary with different individuals. Some people would die from the overload stimulation on brain after using the potion.</p>
<p>The players in this game will have the opportunity to obtain such a potion, by which the players can enhance their senses and solve the puzzles.</p>
<p><strong>How is <em>Dying: 1983</em> approaching encounters with enemies, especially given its focus on puzzles? How do traps factor into the proceedings?</strong></p>
<p>The gameplay mainly focuses on the puzzles. The game has some threats to contend with that can even kill the player. The treats most come from the enemies and traps.</p>
<p>Players could deal with the enemies with the gained items, for instance the pistol, water gun, bamboo dragonfly, and so on. However, the player is not good at fighting, so the player should better elude the threats.</p>
<p>The player could disarm the traps in advance with items, or enhance certain ability with the “senses enhancement” potion so that solve the enemies and traps much easier.</p>
<p><strong>What can you tell us about the various items players will find throughout the game, how they will work within puzzles, and how much variety players can expect from them?</strong></p>
<p>The items in the game are in great variety, besides some common tools (such as screwdriver, wrench, and etc.). There are a large number of mysterious items that are collected here and there by the institute in the game, for example a refrigerator leading to another space, a Dharma puppet going to enjoy the SPA secretly at night, a Tanuki statue with various foods appearing beside it, a mysterious ball without any poison, but would kill you by a lick, and so on…</p>
<p>Players would expect to encounter some novel things in the game, and you can use your best imagination on how to use them.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-465742" src="https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-3.jpg" alt="dying 1983" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-3-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The design of “senses enhancement” is really suited to the new features of the DualSense."</p>
<p><strong>What&#8217;s your approach been to puzzle design in the game, especially when it comes to striking a balance between challenge and accessibility?</strong></p>
<p>The puzzles are hardcore, but there are a large number of clues hiding in the game.</p>
<p>If you get stuck on the puzzles, you can enjoy the fun of solving them through careful analysis. If you feel it is too hard to solve, you can unlock the “secret file” with the gained coin in the game to get further clues of solving puzzles.</p>
<p>Plenty of coins in the game can be collected for free. We will not implement any in-game purchases.</p>
<p><strong>Roughly how long will an average play</strong> <strong>through of <em>Dying: 1983</em> be?</strong></p>
<p>In accordance with the results of our internal testing, it is estimated to take about 12-15 hours for player to pass the game.</p>
<p>There’s plenty of content, and the size of the story may be a surprise for the players who love this genre of games.</p>
<p><strong>What is the reason behind the timed exclusivity? </strong></p>
<p>The design of “senses enhancement” is really suited to the new features of the DualSense. When we knew the controller of PS5 has some features that can enhance the interactive experience of the game, I target the game on the PS5 without any hesitation.</p>
<p><strong>Seeing as <em>Dying: 1983</em> is releasing first on PS5, what can you tell us about the ways the game will be leveraging the game&#8217;s more powerful hardware? For instance, are any of the puzzles designed to take advantage of the DualSense&#8217;s new features?</strong></p>
<p>That’s right. We designed many puzzles combining with the new features of DualSense, and use these features as the core of many new puzzles. I should not give too many examples of the puzzles here, since I hope the players will experience the puzzles in the game by themselves.</p>
<p>Besides, the powerful performance of PS5 lets us make better graphics and audio, and the ray tracing makes the players immersed in the scene even further, which helps us a lot with expressing the atmosphere. As an original next-gen game, we are trying our best to implement the functions of the hardware, to make it feel like the experience cannot be done in current-gen game.</p>
<p><strong>As a PS5 console exclusive, how can players expect the game to leverage the console&#8217;s unique capabilities? For instance, how will the haptic feedback, adaptive triggers, and 3D audio come into play in the game?</strong></p>
<p>We design the gameplay for the new features of the gamepad exclusively, which could make players immersed in the experience better. For instance, when the player uses the “senses enhancement” potion, the gamepad will shake slightly to replicate the feedback, so that the player may feels like his sense of touch is enhanced.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-465743" src="https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-4.jpg" alt="dying 1983" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/12/dying-1983-image-4-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We designed many puzzles combining with the new features of DualSense, and use these features as the core of many new puzzles."</p>
<p><strong>The PS5&#8217;s SSD has been one of its biggest talking points- how has it impacted the game and the way you have designed the game? </strong></p>
<p>The high speed of the SSD makes the game, from the title screen to the actual game scenes, load very smoothly. You even cannot feel the loading times.</p>
<p>It also boosts the gameplay considerably. For example, it makes player perceive the plot of Real-World instantly, as entering a new scene in a flash, the changes in the surroundings bring powerful visual impact to players. This is much better than the current-gen game experience with their long loading times.</p>
<p><strong>Something else that the PS5 has is a Zen 2 CPU and a 10.28 TFLOPS GPU- how big of a leap is it over current-gen hardware in your view, and how is it going to help development?</strong></p>
<p>Compared to the previous gen console, the performance of PS5 is significantly higher; meanwhile it also brings many improved functions. This is not only for the better resolution, but also the delicate details, realistic rendering, fluent FPS, 3D audio for precise positioning, and soon, all of these level functions will bring a better experience to players in visuals, audio, and gameplay.</p>
<p>I remember the amazing technical show of UE5 on PS5 half a year ago; I still feel surprised now when looking back on the show. Take the N virtual geometry system for instance, this truly shows what next-gen is about, and how new technology could impact the workflow and design approach of game development, and break away from the current traditional bounds. The sophisticated design of hardware, combined with improvements in software, is the core of next-gen.</p>
<p>Meanwhile, as an indie game studio, we are happy to see the tight cooperation between the platforms (PS/XBOX/NS) and the game engine provider. It provides us firm confidence in development; which will let us worry less and try new things more confidently.</p>
<p><strong>What resolution and frame rate are you targeting? Furthermore, will the game have multiple graphical modes?</strong></p>
<p>We are targeting 4K + ray tracing + 60FPS. Meanwhile, we are testing the 120FPS mode, but we cannot guarantee it will make it to the final release.</p>
<p><strong>Lastly, what is the one feature that you are most excited about the game?</strong></p>
<p>Certainly, it is the unique experience in “sense enhancement” and “sense deprivation”, combining with the fantastic items. I hope it will bring an amazing experience to the players.</p>
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		<title>Dying: 1983 is a Timed PS5 Exclusive Due to the DualSense&#8217;s Features, Says Developer</title>
		<link>https://gamingbolt.com/dying-1983-is-a-timed-ps5-exclusive-due-to-the-dualsenses-features-says-developer</link>
					<comments>https://gamingbolt.com/dying-1983-is-a-timed-ps5-exclusive-due-to-the-dualsenses-features-says-developer#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 17 Dec 2020 13:10:24 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[dying: 1983]]></category>
		<category><![CDATA[nekcom]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series S]]></category>
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					<description><![CDATA[The puzzle title makes the DualSense's features a core part of its design.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2020/06/ps5-dualsense.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-444922" src="https://gamingbolt.com/wp-content/uploads/2020/06/ps5-dualsense.jpg" alt="ps5 dualsense" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/06/ps5-dualsense.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/06/ps5-dualsense-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/06/ps5-dualsense-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/06/ps5-dualsense-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/06/ps5-dualsense-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>About a month ago, developer NEKCOM announced that it would be releasing <em>Dying: 1983, </em>a follow-up to its 2018 first person puzzle title <em>Dying: Reborn, </em>and that upon launch, the game would be a timed exclusive for the PS5. Ahead of its launch, we recently got the chance to talk with the game&#8217;s developers about several things, and when asked about its timed PS5 exclusivity, they said that the DualSense&#8217;s unique features with haptic feedback and adaptive triggers were a big part of the reason for the same.</p>
<p>&#8220;T<span style="font-size: inherit;">he design of &#8216;senses enhancement&#8217; is really suited to the new features of DualSense,&#8221; the developer said. &#8220;When we knew the controller of PS5 has some features that can enhance the interactive experience of the game, I targeted the game on PS5 without any hesitation.&#8221;</span></p>
<p>In fact, many of <em>Dying: 1983&#8217;s </em>puzzles are designed in a manner that makes the DualSense&#8217;s features a core part. On top of that, the developer went on to say that features such as ray tracing were also responsible for <em>Dying: 1983 </em>coming to the PS5 as a timed exclusive, with the developers wanting to make a more atmospheric game.</p>
<p>&#8220;We designed many puzzles combining with the new features of DualSense, and use these features as the core of many new puzzles,&#8221; the developer said. &#8220;I should not give too many examples of the puzzles here, since I hope the players could experience them in the game by themselves.</p>
<p>&#8220;Besides, the powerful performance of the PS5 let us make better graphics and audio, and the ray tracing makes the players more immersed in the scene, which helps us a lot in expressing the atmosphere. As an original next-gen game, we are trying our best to exert the functions of next-gen, which make players feel as if the experience cannot be done in a current-gen game.&#8221;</p>
<p><em>Dying: 1983 </em>is due out for the PS5 at some point during Q1 2021. Our full interview with the developers will be going live soon, so stay tuned for the whole thing.</p>
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