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	<title>eastasiasoft &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Xuan Yuan Sword 7 Review &#8211; A Cut Above</title>
		<link>https://gamingbolt.com/xuan-yuan-sword-7-review-a-cut-above</link>
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		<dc:creator><![CDATA[John Cantees]]></dc:creator>
		<pubDate>Thu, 30 Sep 2021 19:07:55 +0000</pubDate>
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		<category><![CDATA[Xuan Yuan Sword 7]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=495114</guid>

					<description><![CDATA[Xuan Yuan Sword 7 earns its keep with a finely-tuned action RPG experience and a wonderfully told story.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>f you’re a gamer in the western hemisphere, you couldn’t be blamed for completely missing the <em>Xuan Yuan Sword</em> series, but for our friends on the other side of the globe it’s a different story. The <em>Xuan Yuan</em> games have been enjoying a respectable popularity, especially with Taiwanese players, for over 30 years with its intriguing mix of Chinese history and mythology. The series has taken a few different forms since its debut in the Taiwanese computer gaming scene, and now is perhaps more realized than ever as a respectably-well polished narratively-driven action RPG. While this newest entry does share many common denominators with its predecessors, it also stands on its own just fine narratively, so knowledge of the previous games, thankfully, isn’t necessary.</p>
<p><iframe title="Xuan Yuan Sword 7 PlayStation Review - One of the Biggest Surprises of 2021" width="500" height="281" src="https://www.youtube.com/embed/3mvX7uu8eCA?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>Despite the game’s niche’-ness, it should feel instantly familiar to anyone who has played a modern action RPG. There’s a lot of combat, dialogue trees with interesting characters, a few side activities, and plenty to learn. Lots of staples of the genre are here like fast travel totems, manual save points, and mild exploration being rewarded with extra items, but what will quickly become apparent to anyone playing this game is that it’s a cut above most of its contemporaries.</p>
<p>Taishi is an instantly likeable character that clearly only wants the best for his ill sister and others he cares about. Despite his immense skill and popularity with decorated warriors, he holds back &#8211; focusing instead on the well-being of his little sister in a world that orphaned both of them many years ago. Just as soon as you get your bearings on their situation, they’re attacked by monsters that roam the countryside, mortally wounding his sister.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-2.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-495109" src="https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-2.jpg" alt="xuan yuan sword 7" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-2-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Simple at first but quickly blossoming into an intricate system of upgrades and enhancements, <em>Xuan Yuan Sword 7</em>’s combat is crisp and poignant."</p>
<p>From there on, the story is focused on our hero returning his sister’s soul to her body, as he fights through legions of mythological beasts, rival warriors, and others. Taishi meets several characters along the way, and it’s impossible to ignore how well written and performed their many conversations are. Obviously, some characters are more interesting than others, but the core cast is consistent with fascinating personalities that fill out their roles within the story well. Seeing Taishi and his sister deepen as characters is an always entertaining centerpiece of the narrative. While healing his sister is undeniably the north star of the story, there are several parallel threads that lean into bigger, broader concepts to pay attention to as well.</p>
<p>Simple at first but quickly blossoming into an intricate system of upgrades and enhancements, <em>Xuan Yuan Sword 7</em>’s combat is crisp and poignant. Sword slashes generally deal better damage but hand-to-hand blows are more likely to stun enemies and lead to executions by wearing down enemy stamina. Strikes with most weapons are fast, dodging feels nimble, and peppering in some of Taishi’s martial arts and other auxiliary moves on top of the basic combos is routinely satisfying regardless of the situation. This only improves further as more fantastical abilities become available. The enemy lock-on is very welcomed and helpful as it lets you switch to the next nearest enemy with the flick of the right stick.</p>
<p>Evolving our hero’s abilities quickly becomes and stays engaging with different garments, weapons, and stances that can really nudge combat into some distinct directions. Once you really start to harness everything the game’s combat has to offer, you’ll be gleefully cutting through enemies, with both worldly and otherworldly techniques at your disposal. Enemy variety here isn’t the best, but it does shuffle its handful of enemy types around with variations and different combinations in group fights enough to keep things from getting too stale. Most of the game’s enemies don’t really punish or reward you for any techniques in particular, so it might feel a bit shallow to some, especially for the first few hours, but there’s also something to be said for a game letting you find your favorite handful of moves and just enjoy using them. <em>Xuan Yuan 7</em>’s combat mostly sticks the landing here with a system that never overwhelms yet rarely feels simple. It progresses into its complexities at a fairly leisurely pace, giving you plenty of time to soak up the story and atmosphere as you advance through the largely linear adventure.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-3.jpg"><img decoding="async" class="aligncenter wp-image-495110" src="https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-3.jpg" alt="xuan yuan sword 7" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-3-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"You’ll also be spending a bit of time on the game’s many puzzles that can really start off as headscratchers but usually come together logically after a brief period of befuddlement. I’m generally not big on puzzles but still found most of these to be fun to figure out."</p>
<p>You’ll also be spending a bit of time on the game’s many puzzles that can really start off as headscratchers but usually come together logically after a brief period of befuddlement. I’m generally not big on puzzles but still found most of these to be fun to figure out. Your mileage may vary of course, but the game does mercifully give you opportunities to skip said puzzles if you want.</p>
<p>As you run down any of<em> Xuan Yuan Sword 7</em>’s many straight-forward paths, you’ll often notice just how beautifully designed the environments are. Shadows of leaves dance on the ground as wind and light flow through the trees and each of the game’s many areas feel unique from each other despite all of them clearly belonging to this world. The outdoor areas are highlighted greatly by what feels like a day-night cycle that you generally only see in more open-world games. Interior areas however &#8211; especially caves and ancient structures &#8211; can sometimes be a bit too dark to really appreciate the detail that went into them. But thanks to the game’s linear design and constant presence of subtle destination markers, you’ll rarely if ever feel lost or confused navigating through them.</p>
<p>Character models are also equally admirable despite their movements lacking some of the subtler nuances that you might be expecting after playing a western action game with a much bigger budget. That said, the characters’ somewhat stilted movements don&#8217;t do much to hold back their well-performed voices and general vibe. Each and every interaction feels meaningful in one way or another, and that&#8217;s the most important thing. Overall, <em>Xuan Yuan Sword 7</em>’s visual presentation is great despite it not quite holding up to some of its AAA contemporaries in 2021 in a superficial sense. For what this game is, the visuals are appealing and more than satisfactory.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-495111" src="https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-4.jpg" alt="xuan yuan sword 7" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/09/xuan-yuan-sword-7-image-4-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"There’s so much to like about <em>Xuan Yuan Sword 7 </em>that it’s all the more shocking that so many of us are only being properly introduced to the series now, three decades into its existence."</p>
<p>Audio is similarly well-calibrated with punctual sound effects that complement the swift combat and authentic music that conveys the vaguely defined fictitious version of its era. Bigger battles are often accompanied by bombastic orchestral pieces with modern twists that really make those battles stand out in more ways than just visually. Voice acting, from what I can tell, seems to be top notch. I might not know the language, but I do sense the emotive and measured performances of each and every character, and it doesn’t go unnoticed while reading the subtitles.</p>
<p>There’s so much to like about <em>Xuan Yuan Sword 7 </em>that it’s all the more shocking that so many of us are only being properly introduced to the series now, three decades into its existence. All’s well that ends well though, as this is an outstanding game with a lot to show for its many years of evolution. Thanks to a combat system that is just as fun as it is deep, a story that is just as engaging as it is unique, and excellent presentation across visuals and sound, <em>Xuan Yuan Sword 7</em> is one of the most recommendable games I’ve played all year. The handful of legitimate nit-picks that can be made do very little to hold back what is, ultimately, a superb video game. Hopefully Domo Studio gets the widespread recognition they deserve for this game, and we see more from them as well as this series in the near future.</p>
<p><span style="color: #ff6600;"><em><strong>The PlayStation 4 version of the game was reviewed on the PlayStation 5 via backward compatibility.</strong></em></span></p>
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		<title>Trigger Witch Will Release in July</title>
		<link>https://gamingbolt.com/trigger-witch-will-release-in-july</link>
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		<dc:creator><![CDATA[Will Borger]]></dc:creator>
		<pubDate>Tue, 08 Jun 2021 19:23:38 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[eastasiasoft]]></category>
		<category><![CDATA[nintendo switch]]></category>
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		<category><![CDATA[Rainbite]]></category>
		<category><![CDATA[Trigger Witch]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=481850</guid>

					<description><![CDATA[The title, a twin-stick shooter from Rainbite, the developers of Reverie, was initially announced in May. A physical version will also be available.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/twin-stick-shooter-trigger-witch-gets-announcement-trailer">Developer Rainbite and publisher Eastasiasoft announced twin-stick shooter <em>Trigger Witch</em> in May</a>, and promised that the game was coming &#8220;soon.&#8221; They weren&#8217;t kidding about that last part. Today, Eastasiasoft announced that <em>Trigger Witch</em> will release in July for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, and Switch, though no specific release date was announced.</p>
<p>The game will release digitally, but there will also be a physical version available <a href="https://www.play-asia.com" target="_blank" rel="noopener">through Play-Asia</a>. More information about the game&#8217;s final release date and digital and physical releases will be announced at a later date.</p>
<p>According to the developers, in <em>Trigger Witch</em> “players assume the role of Colette, a prospective graduate from the Stock, an academy for Witchcraft and Triggery. After a mysterious man invades her realm, events are set in motion that turn Colette’s life upside-down, casting her as the sole heroine with enough firepower to restore peace.”</p>
<p><em>Trigger Witch</em> looks equal parts wild and hilarious, and the game&#8217;s gorgeous pixel art doesn&#8217;t hurt, either, so hopefully it will be a good time. You can watch an announcement trailer for the game <a href="https://gamingbolt.com/twin-stick-shooter-trigger-witch-gets-announcement-trailer">here</a>.</p>
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		<title>Omen of Sorrow to Release on Xbox One This Year</title>
		<link>https://gamingbolt.com/omen-of-sorrow-to-release-on-xbox-one-this-year</link>
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		<dc:creator><![CDATA[Will Borger]]></dc:creator>
		<pubDate>Tue, 08 Jun 2021 17:10:51 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[aone games]]></category>
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		<category><![CDATA[omen of sorrow]]></category>
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					<description><![CDATA[Omen of Sorrow originally released on PS4 in 2018 and came to PC via the Epic Games Store in 2019. The game uses rollback netcode via GGPO.]]></description>
										<content:encoded><![CDATA[<p>Developer AOne Games and publisher Eastasiasoft will release <em>Omen of Sorrow</em>, a horror-themed fighting game, on the Xbox One sometime this year, the two companies announced today. <em>Omen of Sorrow</em> originally released on PS4 in November of 2018, and would release on PC through the Epic Game Store in 2019.</p>
<p>According to an official description of the game, &#8220;<em>Omen of Sorrow</em> is a classic 2D, four-button fighting game, with Unreal Engine 4-powered graphics, a cast of characters inspired by classical horror, fantasy and mythology, and a battle system designed from the ground up to leverage player skill, rather than stats or random chance, featuring deep combat mechanics that favor movement and spacing over tight execution to provide an engaging experience for pros and newcomers alike!&#8221;</p>
<p>The game features rollback netcode via GGPO and local multiplayer. Players will be able to fight across &#8220;dismal stages, inspired by age-old European legends,&#8221; adventure through a Story Mode, challenge themselves in Arcade and Survival Modes, play online with friends, collect more than 200 in-game rewards, or practice their skills in Training Mode.</p>
<p>You can watch the launch trailer for the game&#8217;s original release below:</p>
<p><iframe loading="lazy" title="Omen of Sorrow - Launch Trailer | PS4" width="500" height="281" src="https://www.youtube.com/embed/Q5QfSbdk_lo?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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		<title>Twin Stick Shooter Trigger Witch Gets Announcement Trailer</title>
		<link>https://gamingbolt.com/twin-stick-shooter-trigger-witch-gets-announcement-trailer</link>
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		<dc:creator><![CDATA[Will Borger]]></dc:creator>
		<pubDate>Tue, 11 May 2021 20:44:00 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=478780</guid>

					<description><![CDATA[The game is coming to PS5, PS4, Switch, and Xbox consoles "soon."]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2021/05/Trigger-Witch.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-478781" src="https://gamingbolt.com/wp-content/uploads/2021/05/Trigger-Witch-1024x576.jpg" alt="Trigger Witch" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2021/05/Trigger-Witch-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/05/Trigger-Witch-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/05/Trigger-Witch-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/05/Trigger-Witch-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2021/05/Trigger-Witch.jpg 1920w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Developer Rainbite and publisher Eastasiasoft have announced <em>Trigger Witch</em>, a twin-stick shooter that looks equal parts wild and hilarious. Rainbite is the developer of Reverie, so it&#8217;s not surprising to see the studio&#8217;s humor pop up in the trailer&#8217;s opening seconds.</p>
<p>According to the developers, &#8220;players assume the role of Colette, a prospective graduate from the Stock, an academy for Witchcraft and Triggery. After a mysterious man invades her realm, events are set in motion that turn Colette’s life upside-down, casting her as the sole heroine with enough firepower to restore peace.&#8221;</p>
<p>The title boasts gorgeous 16-bit pixel art and a dynamic soundtrack in addition to puzzling environments to explore and baddies to blast. Best of all, the game supports co-op, so you can team up with a friend. Trigger Witch will release on PS4, PS5, Xbox One, Xbox Series X|S, and Switch this summer. You can watch the announcement trailer below:</p>
<p><iframe loading="lazy" title="Trigger Witch Trailer (PS4/PS5, Xbox, Switch)" width="500" height="281" src="https://www.youtube.com/embed/AU25_6JXdBs?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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		<title>Blacksea Odyssey Coming To PS4 On July 10</title>
		<link>https://gamingbolt.com/blacksea-odyssey-coming-to-ps4-on-july-10</link>
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		<dc:creator><![CDATA[Alex Jackson]]></dc:creator>
		<pubDate>Thu, 28 Jun 2018 07:27:08 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[blacksea odyssey]]></category>
		<category><![CDATA[Digerati]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=343409</guid>

					<description><![CDATA[Moby Dick except with 100% more space harpoons? Sign me up!]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2015/10/blacksea-odyssey.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-244892" src="https://gamingbolt.com/wp-content/uploads/2015/10/blacksea-odyssey.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/10/blacksea-odyssey.jpg 640w, https://gamingbolt.com/wp-content/uploads/2015/10/blacksea-odyssey-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>If you need a little bit more shooting titanic space monsters in your life, Digerati will release <em>Blacksea Odyssey</em>, a top down rouge-lite shoot em up game that originally released on Steam in 2016, on the PlayStation 4 in just over two weeks.</p>
<p>Hitting North America on July 10, one day later on July 11 in Europe and yet another day later on July 12 in Asia with publishing partner Eastasiasoft, the game originally hit the PC two years ago this month, finally bringing the huge action and rouge like shooting to consoles. You can check out the shiny news trailer below.</p>
<p>In Asian territories, the game will also see a limited edition physical release, exclusively through Play-Asia sometime later in July for the equivalent of $34.99. Only 1,500 units will be made, which include the game disk, manual, soundtrack, collectors box and a numbered certificate.</p>
<p><iframe loading="lazy" title="Blacksea Odyssey - PlayStation 4 Announcement Trailer" width="500" height="281" src="https://www.youtube.com/embed/b5JEYtNFa34?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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		<title>Lost Sea Interview: Surviving Procedurally Generated Archipelago</title>
		<link>https://gamingbolt.com/lost-sea-interview-surviving-procedurally-generated-archipelago</link>
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		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Fri, 26 Feb 2016 08:51:43 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[eastasiasoft]]></category>
		<category><![CDATA[Lost Sea]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=258764</guid>

					<description><![CDATA[Aidan Price, Game Designer at Eastasiasoft speaks to GamingBolt about the upcoming 3D action game.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">N</span>ot too many games are based on the famous Bermuda Triangles but Eastasiasoft&#8217;s Lost Sea is planning to change that. Lost Sea is an upcoming 3D action adventure game for the PS4, Xbox One and PC that puts player right at the heart of the world&#8217;s mysterious place and features procedurally generated islands. The player needs to find resources, upgrade their ship and fight off against enemies.</p>
<p>Sounds like an intriguing concept, right? GamingBolt got in touch with the game&#8217;s designer, Aidan Price to talk about how the game is shaping up.</p>
<p><strong>Lost Sea is billed as a strategy title but seems to be an action RPG. What inspired the use of multiple different genres here?</strong></p>
<p>We wanted to make a game where players wouldn&#8217;t be forced to be good at combat in order to progress. Initially we had these very complicated systems, that over time became more streamlined as we attended shows and took player feedback on board.  Now a lot of that has been rolled into crew recruitment so you can select crew who might augment your combat ability, or allow you to access more items, level up faster and so on.</p>
<p><strong>For a game that takes place in the Bermuda Triangle, is there actually a conclusion to the game?</strong></p>
<p>Yeah, there is a definite end state. With Lost Sea we wanted the player to have a constant goal to be working towards, in this case it is heading towards a mysterious portal at the centre of the Bermuda Triangle.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/02/LostSea_03.jpg" rel="attachment wp-att-258771"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-258771" src="https://gamingbolt.com/wp-content/uploads/2016/02/LostSea_03.jpg" alt="LostSea_03" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/02/LostSea_03.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/02/LostSea_03-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"With Lost Sea we wanted the player to have a constant goal to be working towards, in this case it is heading towards a mysterious portal at the centre of the Bermuda Triangle."</p>
<p><strong>Can you outline the basic gameplay for us and what players will mostly be spending their time doing?</strong></p>
<p>As you mentioned the moment to moment gameplay resembles an action RPG. Since the island is incredibly hostile a large part of the time will be fighting critters and circumnavigating hazards to try and achieve your goal.</p>
<p><strong>Will there be naval combat of sorts or can ships be built specifically to explore other parts of the archipelago?</strong></p>
<p>Nope! Unfortunately not. It&#8217;s something we looked into, but we&#8217;re only a small team and after looking into it we quickly realized it is essentially an entirely new game that we would have to build on top of the core, island exploration game.</p>
<p><strong>How does the procedurally generated nature of the game affect missions, side-quests and other areas? Will there be any reason to re-explore old areas?</strong></p>
<p>Yup, you might find a certain crew member who can build a bridge or allow you to open a locked chest in which case you might want to backtrack. In terms of missions and side quests we don&#8217;t have a formal quest system, its more a case of the player thinking “oh, I’m a bit low on health, I’d better back track to the ship to heal”.</p>
<p><strong>The look of Lost Sea seems to hide an incredibly complex system. What other aspects can we look forward to besides managing crew members and which genre fans will find the most to like?</strong></p>
<p>As I mentioned a little earlier, it used to be much more complicated, and attending lots of shows really allowed us to stream line the game. A good example of this is the tablets. Initially players had to collect various amounts of different resources, and what we discovered is that eventually it always boiled down to one resource type being the limiting factor. For example 3 screws. Since hunting down those 3 or so core items on each island became the main focus, gathering the rest became boring, busy work. Instead we said what if you only have to collect a few items on each island and made it a little more engaging than resource gathering was previously. Now the main systems are exploring the island, managing crew, combat and researching player skills and ship upgrades.</p>
<p><strong>How was the development process on the PS4 and Xbox One? Did you run into any obstacles while developing for either platform?</strong></p>
<p>It&#8217;s been ok for the most part. Making games is always hard regardless of which platforms you&#8217;re developing for. On this project we used Unity which really sped up development but also caused a few issues, but overall we&#8217;ve been very happy with it. No platform specific problems though (fingers crossed!)</p>
<p><strong>Furthermore, what is your take on the differences between them?</strong></p>
<p>They&#8217;re really very similar at this point. Both have their differences here and there but overall, it is much, much easier than it used to be, and again using an existing game engine like Unity really simplifies the process.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/02/LostSea_02.jpg" rel="attachment wp-att-258770"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-258770" src="https://gamingbolt.com/wp-content/uploads/2016/02/LostSea_02.jpg" alt="LostSea_02" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/02/LostSea_02.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/02/LostSea_02-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The plan was to release end of 2015 but we decided to add some extra features, for example boss battles at the end of zones, which pushed the release date out a bit."</p>
<p><strong>Is the game going to run at 1080p and 60fps on both the PS4 and Xbox One?</strong></p>
<p>Yup! We&#8217;re pretty much at a solid 60 FPS at the moment without any real optimization. We&#8217;re still testing though so you never know if there is one particular particle effect, boss, etc that will slow things down. The plan is 1080p and 60 FPS for both platforms though!</p>
<p><strong>What are your thoughts on the indie development process for consoles now versus five years ago?</strong></p>
<p>So much better! It&#8217;s amazing. Even as little as 5 years ago it wasn&#8217;t really taken seriously. You had the Xbox Indie section which had a very niche following, and now they have indie games headlining the keynotes at E3.  Again, having cheap and easy to use tools means literally anyone can get a game published on console.</p>
<p><strong>Do you plan to support Lost Sea with post-launch content and updates?</strong></p>
<p>If there is a demand for it. We don&#8217;t really cut features during development and go “oh save that for DLC”. Right now we are just focused on getting the core game finished and released on all platforms!</p>
<p><strong>When can we look forward to Lost Sea releasing? It was originally marked for a 2015 release.</strong></p>
<p>The plan was to release end of 2015 but we decided to add some extra features, for example boss battles at the end of zones, which pushed the release date out a bit.</p>
<p><strong>Is there anything else you want to tell us about the game before we let you go?</strong></p>
<p>There isn&#8217;t any one particular thing, all I’d like to say is keep an eye on the blog (lostseagame.com) and twitter (@lostseagame), because as we get closer to release we&#8217;ll be posting more up there. In particular we&#8217;ll be going into a bit more depth about the different areas of the games development which I look forward to talking about!</p>
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		<title>PS4 And Xbox One Are Really Very Similar At This Point, Development Much Easier Than It Used To Be</title>
		<link>https://gamingbolt.com/ps4-and-xbox-one-are-really-very-similar-at-this-point-development-much-easier-than-it-used-to-be</link>
					<comments>https://gamingbolt.com/ps4-and-xbox-one-are-really-very-similar-at-this-point-development-much-easier-than-it-used-to-be#comments</comments>
		
		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Thu, 04 Feb 2016 15:13:20 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[eastasiasoft]]></category>
		<category><![CDATA[Lost Sea]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=256575</guid>

					<description><![CDATA[Aidan Price, Game Designer at Eastasiasoft details how Lost Sea is shaping on consoles.]]></description>
										<content:encoded><![CDATA[<p><img loading="lazy" decoding="async" class="aligncenter" src="https://gamingbolt.com/wp-content/uploads/2015/12/Xbox-One-PS4.jpg" alt="" width="620" height="357" /></p>
<p>It&#8217;s been over two years since the PS4 and Xbox One were released and both consoles have come a long way in terms of ease of games development and the number of quality titles on offer. As is the case with each console cycle, developers take time to get themselves acquainted with the underlying hardware and find better and different ways to optimize performance.</p>
<p>Speaking to Aidan Price, Game Designer at Eastasiasoft, GamingBolt asked how the studios&#8217; latest title <em>Lost Sea</em> is shaping on the consoles.</p>
<p>&#8220;It&#8217;s been ok for the most part. Making games is always hard regardless of which platforms you&#8217;re developing for,&#8221; Aidan said to GamingBolt. &#8220;On this project we used Unity which really sped up development but also caused a few issues, but overall we&#8217;ve been very happy with it. No platform specific problems though (fingers crossed!).&#8221;</p>
<p>&#8220;They&#8217;re [PS4 and Xbox One] really very similar at this point. Both have their differences here and there but overall, it is much, much easier than it used to be, and again using an existing game engine like Unity really simplifies the process.&#8221;</p>
<p>It must be noted that engineers at both Sony and Microsoft have been working tirelessly to optimize both consoles&#8217; performance. Both consoles now feature additional CPU power, improved graphics API and other under the box improvements, and it&#8217;s expected that developers will be able to push these consoles more and more in the future.</p>
<p><iframe loading="lazy" src="https://www.youtube.com/embed/X5-BlSN6DYU" width="620" height="349" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">256575</post-id>	</item>
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		<title>Rainbow Moon Review</title>
		<link>https://gamingbolt.com/rainbow-moon-review-2</link>
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		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Tue, 31 Dec 2013 06:32:56 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[eastasiasoft]]></category>
		<category><![CDATA[PS Vita]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Rainbow Moon]]></category>
		<category><![CDATA[srpg]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=181068</guid>

					<description><![CDATA[Come for the gameplay, stay for the gameplay.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">Y</span>our mileage with Rainbow Moon will depend entirely on how much you like strategy role playing games. SRPGs are traditionally a somewhat niche genre, and though the success of games like Final Fantasy Tactics and Fire Emblem has seen them hit more mainstream appeal than before, they&#8217;re still largely catering to the initiated.</p>
<p>Of course, mechanically, Rainbow Moon actually stands as one of the best entry points to the genre currently available on the market- it&#8217;s pretty deep, with a plethora of mechanics, and yet at the same time, it makes a lot of concessions to what it assumes are newcomers to the genre. However, it&#8217;s gameplay over a course of over 20 hours is unabashedly and unchangingly that of an SRPG with little to no variation, and after a while, the only way you can see it through to the end is if the mechanics <em>really</em> appeal to you- which they will, but only if you&#8217;re a big fan of the genre.</p>
<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow-Moon-1.jpg"><img loading="lazy" decoding="async" class=" wp-image-183175 aligncenter" alt="Rainbow-Moon-1" src="https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow-Moon-1.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow-Moon-1.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow-Moon-1-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow-Moon-1-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "Unlike other SRPGs, which usually have pretty interesting stories charged with intrigue and laced with politics, Rainbow Moon does not have much of a story to tell."   
      </p></p>
<p>Of course, it probably won&#8217;t seem like that to begin with- to begin with, the game seems to play like a classic SNES era RPG, asking you to explore dungeons with an overhead perspective. But as soon as you are engaged in combat, you&#8217;re whisked away not to the classic turn based 16 bit RPG battle screen, but to a grid based map, and all of a sudden, it becomes clear what this game is trying to do- much like Atlus&#8217; celebrated Shin Megami Tensei: Devil Survivor, it is attempting to blend the more hardcore SRPG gameplay style with the classic 16 bit RPG style.</p>
<p>It works, and it is actually enough to hold the newcomer&#8217;s attention for a bit at the beginning- but then, as you realize that the two halves in this union are not equal, that the dungeon exploration is essentially a glorified menu selection to get from one battle to the next, and that the real <em>meat</em> of the game is in the SRPG battles, you lose interest in the JRPG half, and play only for the SRPG half.</p>
<p>Unlike other SRPGs, which usually have pretty interesting stories charged with intrigue and laced with politics, Rainbow Moon does not have much of a story to tell. Essentially, you are transported into a new world at the beginning of the game by an evil sorcerer, who is also responsible for unleashing a plague of monsters upon this new world. Now not only must you clean up the mess that has been created, you must also hunt him down to find a way back home. It&#8217;s a simple story, and it really doesn&#8217;t do much to engage the player&#8217;s attention. It falters in terms of actual narrative and pacing, and characterization is reduced exclusively to almost throwaway fetch quests.</p>
<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow_Moon_13834185511770.jpg"><img loading="lazy" decoding="async" class=" wp-image-183176 aligncenter" alt="Rainbow_Moon_13834185511770" src="https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow_Moon_13834185511770.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow_Moon_13834185511770.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow_Moon_13834185511770-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow_Moon_13834185511770-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "The only penalty for death is loss of HP (duh) and mana- after that, you just seek out the nearest healer (and they're almost always pretty close by), and use admittedly hard to get Rainbow Coins to 'revive' yourself."   
      </p></p>
<p>Thankfully, where the story seems to be lacking, the gameplay more than makes up for it. Rainbow Moon is actually one of the less complex SRPGs around, but you wouldn&#8217;t know it at a glance. It&#8217;s full to the brim with all sorts of mechanics and concepts: as with any SRPG, you battle on a grid based map, and where and how your character is positioned and stationed comes into play. You need to keep track of your characters&#8217; movement range, the weapons they&#8217;re equipped with, their passive skills, the positioning of enemy units, <em>their</em> weapons, <em>their </em>skills.</p>
<p>Unlike most other recent SRPGs (like, say, Fire Emblem Awakening on the Nintendo 3DS), however, Rainbow Moon tries to simplify it a little for the player too. Thus, a concept like permadeath- a long time staple of the genre, and one of the reasons it never really did catch on with the public- is altogether removed. The only penalty for death is loss of HP (duh) and mana- after that, you just seek out the nearest healer (and they&#8217;re almost always pretty close by), and use admittedly hard to get Rainbow Coins to &#8216;revive&#8217; yourself.</p>
<p>Almost as if to compensate for the loss of strategy that the removal of permadeath results in, though, the game <em>does</em> introduce an all new mechanic with its own risk/reward system- killing enemies results in them dropping loot, which you must go collect. Loot is important, because you can use it to upgrade all your gear, which makes you more effective in battle. At the same time however, loot is an additional consideration that is thrown into the mix, as you must weigh moving a character to collect the loot versus using said character for something else- for attacking, or for providing support to some other unit on the map, for example.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow_Moon_13834185514920.jpg"><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-183177" alt="Rainbow_Moon_13834185514920" src="https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow_Moon_13834185514920-1024x576.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow_Moon_13834185514920-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow_Moon_13834185514920-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/12/Rainbow_Moon_13834185514920.jpg 1280w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "It's a game that's in a very weird place- it's fundamentally sound at its core, and it's addictive as it should be when it works. But perhaps in an attempt to appeal to the newcomer, it strips away so much that often, it's hard to find a reason to play the game in the first place."   
      </p></p>
<p>At the same time, however, Rainbow Moon is a forgiving game. It has the mechanical depth and complexity, but it also doesn&#8217;t want to scare the player off, and so it tries to work with the player through its thirty hour play time. The upside to this is that you won&#8217;t ever get too stuck in a specific portion of the game, because the RNG was too unfair.</p>
<p>The downside, on the other hand, is that although it&#8217;s deep enough, the distinct lack of any other motivation to play the game- the lack of a story, the lack of gameplay variation- coupled with this, the lack of any challenging difficulty, means that the game is often reduced to a boring, monotonous grind that you have to force yourself to play through.</p>
<p>It&#8217;s a game that&#8217;s in a very weird place- it&#8217;s fundamentally sound at its core, and it&#8217;s addictive as it should be when it works. But perhaps in an attempt to appeal to the newcomer, it strips away so much that often, it&#8217;s hard to find a reason to play the game in the first place. If, however, should you find yourself gritting your teeth and getting into it, you will find a mechanically accomplished SRPG that provides hours and hours of fun. And at only $15, a game that offers possibly the best value for money on the PSN Store.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on the PlayStation Vita.</strong></em></span></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">181068</post-id>	</item>
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		<title>Rainbow Skies Coming to PS3 and PS Vita in 2014</title>
		<link>https://gamingbolt.com/rainbow-skies-coming-to-ps3-and-ps-vita-in-2014</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 06 Aug 2013 08:40:25 +0000</pubDate>
				<category><![CDATA[Screenshots]]></category>
		<category><![CDATA[eastasiasoft]]></category>
		<category><![CDATA[PlayStation Vita]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Rainbow Skies]]></category>
		<category><![CDATA[SideQuest Studios]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=167783</guid>

					<description><![CDATA[Take to the skies on PSN.]]></description>
										<content:encoded><![CDATA[<p>Eastasiasoft and SideQuest Studios have announced their upcoming RPG Rainbow Skies will be releasing on PSN in 2014, and will be available for play on the PS3 and PS Vita. The game will support cross-play, which enables one to play their game on one platform and access their saved data on the other, thus continuing their quest.</p>
<p>CEO of SideQuest Studios Marcus Pukropski stated that, “We have enjoyed great support and success on the PlayStation®3 system in the past and are happy to bring our latest development to the PlayStation® family in 2014. Rainbow Skies combines lots of fan feedback with our own vision and will be an awesome mix of old meets new. We are looking forward to showing gamers more of Rainbow Skies in the months to come.”</p>
<p>New screenshots for the game have also been released, showcasing the various environments the player will explore. Check them out below and decide if this is another cozy addition to the PlayStation line-up.</p>

<a href='https://gamingbolt.com/rainbow-skies-coming-to-ps3-and-ps-vita-in-2014/rainbowskies_04_flyingcity'><img loading="lazy" decoding="async" width="1280" height="720" src="https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_04_FlyingCity.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_04_FlyingCity.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_04_FlyingCity-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_04_FlyingCity-1024x576.jpg 1024w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></a>
<a href='https://gamingbolt.com/rainbow-skies-coming-to-ps3-and-ps-vita-in-2014/rainbowskies_05_town2'><img loading="lazy" decoding="async" width="1280" height="720" src="https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_05_Town2.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_05_Town2.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_05_Town2-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_05_Town2-1024x576.jpg 1024w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></a>
<a href='https://gamingbolt.com/rainbow-skies-coming-to-ps3-and-ps-vita-in-2014/rainbowskies_06_aztec'><img loading="lazy" decoding="async" width="1280" height="720" src="https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_06_Aztec.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_06_Aztec.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_06_Aztec-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_06_Aztec-1024x576.jpg 1024w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></a>
<a href='https://gamingbolt.com/rainbow-skies-coming-to-ps3-and-ps-vita-in-2014/rainbowskies_07_castle'><img loading="lazy" decoding="async" width="1280" height="720" src="https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_07_Castle.jpg" class="attachment-full size-full" alt="" srcset="https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_07_Castle.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_07_Castle-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/08/RainbowSkies_07_Castle-1024x576.jpg 1024w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></a>
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		<title>Rainbow Skies: Exclusive Interview With SideQuest Studios CEO Marcus Pukropski</title>
		<link>https://gamingbolt.com/rainbow-skies-exclusive-interview-with-sidequest-studios-ceo-marcus-pukropski</link>
					<comments>https://gamingbolt.com/rainbow-skies-exclusive-interview-with-sidequest-studios-ceo-marcus-pukropski#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 06 Mar 2013 17:20:05 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[eastasiasoft]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[Rainbow Skies]]></category>
		<category><![CDATA[SideQuest Studios]]></category>
		<category><![CDATA[xbox 360]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=142740</guid>

					<description><![CDATA[Tons of new information revealed.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">L</span>ast year&#8217;s <a href="https://gamingbolt.com/rainbow-moon-review">Rainbow Moon</a> was a runway success. SideQuest Studios, the developers of Rainbow Moon, have now turned this game in to a franchise by recently <a href="https://gamingbolt.com/rainbow-moon-developers-now-working-on-a-new-game-rainbow-skies">announcing</a> Rainbow Skies. We recently got a chance to interview the CEO of SideQuest Studios, Marcus Pukropski.</p>
<p>We spoke in detail about how the sequel is shaping up, possible platforms, release date, sources of inspiration and other things. Check out the entire interview below.</p>
<p><span style="color: #333399;"><b>Ravi Sinha: The first game Rainbow Moon did pretty well on PSN &#8211; well enough to be ported to PlayStation Vita. How was the set-up going into Rainbow Skies after the former&#8217;s success?</b><b> </b></span></p>
<p><strong>Marcus Pukropski: </strong>Our core team is currently split. While I am working on the Vita port of Rainbow Moon, my colleagues Moritz and Julian have started creating assets and maps for Rainbow Skies. At the same time I am also guiding concept and design decisions for the new game. Although we are just a small team, this way we can work on two projects at the same time.</p>
<p><span style="color: #333399;"><b><b>Ravi Sinha: </b>What was the process by which EastAsiaSoft decided on SideQuest Studios for the sequel Rainbow Skies?</b><b> </b></span></p>
<p><strong>Marcus Pukropski: </strong>Once we finished our work on Rainbow Moon, we sat down together and discussed our options. On the one hand we were already pretty sure that we wanted to bring Rainbow Moon to the PlayStation Vita, on the other hand we knew that we won&#8217;t need the entire team for this. Our games run on a custom-built engine, porting Rainbow Moon to the Vita is mostly a rather technical task.</p>
<p>Considering a few options, we ultimately decided to work on a new RPG that builds on Rainbow Moon&#8217;s system. Thanks to all the setup and tools that we built for Rainbow Moon, we got started almost right away.</p>
<p>So far we&#8217;ve been working for more than six months on Rainbow Skies and have already made great progress. In terms of content and visual variety, Rainbow Skies is going to be our most comprehensive game that we&#8217;ve ever worked on when it&#8217;s ready for release in 2014.</p>
<p><img loading="lazy" decoding="async" class="aligncenter" alt="rainbow skies" src="https://gamingbolt.com/wp-content/uploads/2013/02/RainbowSkies-Jungle.jpg" width="620" height="349" /></p>
<p><span style="color: #333399;"><b><b>Ravi Sinha: </b>Was there any pressure to live up to the &#8220;spirit&#8221; of Rainbow Moon? To try and build this brand new game but still entertaining fans who loved the original?</b><b> </b></span></p>
<p><strong>Marcus Pukropski: </strong>This is always a very difficult task. On the one hand we want to please fans that loved the original and on the other hand we also want to listen to all the constructive feedback that we have received and further improve the game. At the end of the day, you can never make everyone happy but we have the feeling that we are heading into the right direction with Rainbow Skies.</p>
<p>We are refining the game design, adding a lot of new features but at the same time we are staying true to our roots. We aim to make Rainbow Skies a more diversified game, I&#8217;m sure fans will love it.<b> </b></p>
<p><span style="color: #333399;"><b><b>Ravi Sinha: </b>Did you look at any similar games when planning the follow-up to Rainbow Moon? If so, which ones in particular stood out the most?</b><b> </b></span></p>
<p><strong>Marcus Pukropski: </strong>Obviously we are also playing games and look at what other games have to offer but this isn&#8217;t really the way that we are planning for our games. We don&#8217;t want our games to be too similar to any other game series. Instead we are trying to find our own niche and follow our own ideas.</p>
<p>Recently almost our entire team has played Level5&#8217;s Ni No Kuni. We all fell in love with the game, so maybe we are going to take a little bit inspiration from this game.<b> </b></p>
<p><span style="color: #333399;"><b><b>Ravi Sinha: </b>With all the gameplay elements abounding in the genre, from Item Worlds to marrying characters and recruiting their children to your army, what is the process for creating a unique &#8220;hook&#8221; or aspect to the gameplay?</b><b> </b></span></p>
<p><strong>Marcus Pukropski: </strong>Our main focus lies on uncompromised gameplay. Players love the series for staying true to traditional gameplay. You won&#8217;t find long and often boring CGI movies in Rainbow Skies that you cannot skip, instead you can fully immerse in a fantastic fantasy world. Exploration and turn-based battles are our two major key aspects.</p>
<p>Rainbow Skies&#8217; battle system is a little more complex than what you can find in many other RPGs but at the same time it&#8217;s still very easy to understand without being over complicated.</p>
<p>Character and gear customization will also play a major role in the game, as well as the new monster taming feature. In Rainbow Skies the player can catch, tame and fully upgrade monsters before taking them alongside into battle.<b> </b></p>
<p><img loading="lazy" decoding="async" class="aligncenter" alt="rainbow skies" src="https://gamingbolt.com/wp-content/uploads/2013/02/RainbowSkies-ScrollShop.jpg" width="620" height="349" /></p>
<p><span style="color: #333399;"><b>Ravi Sinha: Rainbow Skies&#8217;s parallel worlds, the light and dark realms, no doubt tie into the story of the game. Can you give us any unique examples of how this will tie into the gameplay? Will we see players going into one world to unlock the way forward in another a la Zelda: Link to the Past?</b><b> </b></span></p>
<p><strong>Marcus Pukropski: </strong>Zelda: A Link to the Past is a good example of how the parallel world will look and feel like but gameplay wise it&#8217;s going to be a little bit different. The player will be able to unlock parts of the parallel world at a certain stage into the game and can then freely explore it.</p>
<p>Some places and towns that exist in the light world can also be found in the parallel world but in a very different state. There will be different themes for different parts of the parallel world but we don&#8217;t want to spoil too much at the moment.</p>
<p>The two worlds will be tied together in a limited way and there will be some gameplay connections but it&#8217;s quite different compared to the Zelda example that you mentioned.<b> </b></p>
<p><span style="color: #333399;"><b><b>Ravi Sinha:  </b>Can you tell us a bit more about the new battle system? How will traps and projectiles play into the combat this time around?</b><b> </b></span></p>
<p><strong>Marcus Pukropski: </strong>The battle system itself will remain 100% turn-based. Just like in Rainbow Moon, battles will take place on grid maps, however this time the maps will be a little bit smaller. There will be a number of improvements, including new combo attacks, tamed monsters that can join the player into battle, an improved enemy AI, tons of new skills and a lot of other smaller tweaks.</p>
<p>Traps and projectiles will not be part of the actual battle system. Instead they will come into play during dungeon exploration. There will be a few action elements and puzzles to add more gameplay diversity.<b> </b></p>
<p><span style="color: #333399;"><b><b>Ravi Sinha:  </b>Nils Ngai from EastAsiaSoft told IGN that: “[Platforms] are still unconfirmed at the moment but given our track record, chances for being a PlayStation exclusive are high&#8221;. So the million dollar question is: Any chance of seeing Rainbow Moon/Skies on a Nintendo console/handheld in the near future?</b><b> </b></span></p>
<p><strong>Marcus Pukropski: </strong>Unfortunately we cannot confirm platforms at the moment but as far as I can tell you, Rainbow Skies is unlikely to be released at too many platforms at a time. We have very limited resources and just like our previous games, Rainbow Skies is running on a custom-built engine, which doesn&#8217;t make porting a quick and easy task.</p>
<p>I&#8217;m not going to rule out a release on a Nintendo platform in the future but at the moment it looks unlikely. There are still a few formalities that need to be taken care of but I think that we will be ready to announce platforms in the next few months.<b> </b></p>
<p><img loading="lazy" decoding="async" class="aligncenter" alt="rainbow skies" src="https://gamingbolt.com/wp-content/uploads/2013/02/RainbowSkies-FlyingCity.jpg" width="620" height="349" /></p>
<p><span style="color: #333399;"><b><b>Ravi Sinha:   </b>Despite being on the cusp of the next generation, RPG strategies like Fire Emblem (with Awakening) and Disgaea (with D2: A Brighter Darkness coming soon for PS3) are still highly regarded by fans. Is there a long-term goal to continue in this vein, maybe bring out some more Rainbow games in the future? </b><b> </b></span></p>
<p><strong>Marcus Pukropski: </strong>It&#8217;s hard to tell at the moment but as long as we are successful, fans are asking for it and we aren&#8217;t running out of ideas (quite unlikely though), I see no reason why we should stop making more role-playing games. It&#8217;s a genre that we found to really enjoy working on.<b> </b></p>
<p><span style="color: #333399;"><b><b>Ravi Sinha:   </b>Finally, when can we expect Rainbow Skies to release?</b></span><b> </b></p>
<p><strong>Marcus Pukropski: </strong>Unfortunately it&#8217;s going to be a while. We aim to release Rainbow Skies in late 2014. If you want to follow our development, make sure to check our website at www.rainbow-skies.com frequently for updates. Oh, and if you haven&#8217;t played Rainbow Moon yet, there&#8217;s still enough time for it. 🙂</p>
<p>Many thanks for giving me the opportunity for this interview.<b> </b></p>
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