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	<title>Fuel Overdose &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Fuel Overdose Looking to Overcome GTA 5 in Records Department</title>
		<link>https://gamingbolt.com/fuel-overdose-looking-to-overcome-gta-5-in-records-department</link>
					<comments>https://gamingbolt.com/fuel-overdose-looking-to-overcome-gta-5-in-records-department#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 17 Sep 2013 04:41:15 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Fuel Overdose]]></category>
		<category><![CDATA[Grand Theft Auto 5]]></category>
		<category><![CDATA[I-Friqiya]]></category>
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					<description><![CDATA[But not in the way you think.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2012/03/Fuel_Overdose_2.jpg"><img fetchpriority="high" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2012/03/Fuel_Overdose_2.jpg" alt="Fuel_Overdose_2" width="620" height="349" class="aligncenter size-full wp-image-72235" srcset="https://gamingbolt.com/wp-content/uploads/2012/03/Fuel_Overdose_2.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2012/03/Fuel_Overdose_2-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2012/03/Fuel_Overdose_2-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a><br />
Skander Djerbi, founder of I-Friqiya, has revealed that Fuel Overdose will be breaking a new record as the worst selling console game of all time. That&#8217;s right: It&#8217;s only sold 600 copies worldwide since it releases on December 2012 in Europe and March 2013 in North America. What&#8217;s interesting is that Djerbi is looking to compete with Grand Theft Auto 5, but only in the sense that the latter won&#8217;t be the only game breaking records today.</p>
<p>I-Friqiya also apparently wants publishers and developers to challenge Fuel Overdose&#8217;s sales figures, and somehow reveal the truth about digital download markets. What in the world is this meant to accomplish? We&#8217;re not quite sure.</p>
<p>Fuel Overdose is currently is available on the North American PlayStation Store for 9.99$ and €1.99 as part of a time limited offer on the European PlayStation Store (for two days more). Pick it up for PlayStation 3 now&#8230;or don&#8217;t and contribute to the record. Or something.</p>
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		<title>Fuel Overdose Interview: Development, Disappointing Sales and Indie Issues with Microsoft</title>
		<link>https://gamingbolt.com/fuel-overdose-interview-development-disappointing-sales-and-indie-issues-with-microsoft</link>
					<comments>https://gamingbolt.com/fuel-overdose-interview-development-disappointing-sales-and-indie-issues-with-microsoft#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 25 Jun 2013 12:15:17 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Fuel Overdose]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=161652</guid>

					<description><![CDATA[I-Friqiya's Skander Djerbi talks his heart out on the indie games development scene.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">F</span>uel Overdose may not strike you as one of the biggest or more unique titles to come out in a long time. But considering the resources of I-Friqiya, it stands as a testament that any developer can bring out a game with enough fortitude, guts and disregard for compromise. It&#8217;s not all smooth-sailing though.</p>
<p>In conversation with executive producer Skander Djerbi, we talk about the influences behind Fuel Overdose, upcoming titles from the developer and the multitude of problems he finds with the major console publishers but most especially with Microsoft.</p>
<p><strong>Ravi Sinha: What are the major influences and styles that inspired Fuel Overdose?</strong></p>
<p><strong>Skander Djerbi: </strong>First of all <em>Death Rally</em>. I was a huge fan of this game when it was released in the 90’s and that’s the game I had in mind when I started presenting the project to the rest of the team. Then each of us had a game in mind, for Jerome (a team member) it was <em>Rock’n’Roll Racing</em>. Of course <em>Mario Kart</em> influenced us a lot to understand the core mechanics of the kart games, because our main ambition was to propose something out of the box, and not another game where you collect stuff and shoot missiles and drop mines.</p>
<p>Also allow me to quote <em>Split Second</em> for a different reason: when we started developing our prototypes the game mechanics were pretty close to <em>Split Second’s</em> with buildings and other stuff that explode to block others. But when we saw <em>Disney’s</em> game, we knew that we had to throw everything away. Actually if you pay attention to the map of <em>Prague</em> in the game you’ll notice a partially destroyed bridge, that’s the only thing that remains from what we called at that time <em>“Gears of Race”</em> (the code-name of <em>Fuel Overdose</em>).</p>
<p>You might have noticed that the game has a very specific combat system with super and ultra furies as well as a guard system. That’s because we are big fans of fighting games such as <em>Street Fighter</em>.</p>
<p><img decoding="async" class="aligncenter" alt="" src="https://gamingbolt.com/wp-content/uploads/2012/03/Fuel_Overdose_7.jpg" width="620" height="349" /></p>
<p><strong>Ravi Sinha: Was there a need to compete with contemporary car combat games like Twisted Metal or just feel a void in the indie scene for such games?</strong></p>
<p><strong>Skander Djerbi: </strong>Actually we didn&#8217;t think in terms of “indie games”. We knew that it would have been suicidal to produce a FPS or a simple racing game because the gamers would have compared our game with the AAA titles. We needed to identify a genre that was abandoned by the big publishers and that offered a room for innovation.</p>
<p>I’m gonna tell you how things started. In 2008, I downloaded <em>Braid</em> and loved it. And when I knew that the game was developed by only one guy I understood the potential of the magical combo i.e. indie gaming + digital download. At that time I was the head of a major mobile publisher in Japan but I was about to quit and started thinking what game should I bring to a digital download console audience. Then I remembered <em>Death Rally</em> and it seemed the perfect base for me. When was the last time you saw a top-down view racer on a console? And except <em>Burnout</em>, did anyone bring anything innovative since 1991 and <em>Mario Kart</em>?</p>
<p><p class='review-highlite' >
        "When only 3 or 4 people give their input on the game, you can miss something and you find yourself with a game that is not as polished as we thought it was."   
      </p></p>
<p><strong>Ravi Sinha: Fuel Overdose was released few months back, and has been criticized for a number of shortcomings. What happened?</strong></p>
<p><strong>Skander Djerbi: </strong>When I read the reviews I see there kinds of criticisms:</p>
<p>On the technical plan: We knew from the beginning that we couldn&#8217;t compete with the AAA games and many reviews understood this, some others didn’t. Most of the indie productions are puzzle platformers for one simple reason: because these are games that are easy to develop. With <em>Fuel Overdose</em> we are talking about an action racing game that broke off the genre by bringing a lot game mechanics that have never been implemented in any other game before. There’s more than 15-20 hours of offline gameplay, plus there’s online multiplayer. And keep in mind that only 2 devs worked on the project!</p>
<p>In terms of polish and game balance: That’s the problem of indie projects. When only 3 or 4 people give their input on the game, you can miss something and you find yourself with a game that is not as polished as we thought it was.</p>
<p>Regarding the difficulty: We wanted the game to be challenging because we wanted to push the players to use their brain and play tactical. But I realized afterwards that nowadays gamers are not used to difficult games anymore, and that we should have assisted the players in mastering the different features more smoothly.</p>
<p><img decoding="async" class="aligncenter" alt="" src="https://gamingbolt.com/wp-content/uploads/2012/03/Fuel_Overdose_2.jpg" width="620" height="349" /></p>
<p><strong>Ravi Sinha: What was the intention for the game in the beginning, and did it come through as well in the final product?</strong></p>
<p><strong>Skander Djerbi: </strong>The main ambition of the project was to bring a new kind of experience that combines racing and action. In my point of view, except <em>Burnout</em>, nothing had been done since 1991 and <em>Mario Kart </em>was one such game that innovated in the world of combat racing. If you take these 2 games, you cover 99% of what was proposed to gamers in terms of game mechanics. Each of these games proposes a very interesting formula. With <em>Mario Kart</em>, you collect items that you can deposit (banana peels…) or throw (shells…) and the chances of success are constantly redistributed based on the fact that if you are in last position, you get better items than if you are leading the race.</p>
<p>As far as I can remember the only other game that has a different approach is <em>Burnout. </em>The player is encouraged to improve his driving skills because taking risks fills your gauge with extra boost. I love these two games because there are extremely coherent in terms of game design, but we felt that we could approach the genre with a different formula that rewards the decision-making skills of the players.</p>
<p><strong>Ravi Sinha: Will we be seeing additional content or fixes for the game in the coming months?</strong></p>
<p><strong>Skander Djerbi: </strong>We have just released our second free DLC with another 5 additional vehicles, and I think it will be the last. Regarding patches, we released a patch a couple of months ago.</p>
<p><img loading="lazy" decoding="async" class="aligncenter" alt="" src="https://gamingbolt.com/wp-content/uploads/2012/03/Fuel_Overdose_5.jpg" width="620" height="349" /></p>
<p><strong>Ravi Sinha: One of the more curious decisions was the lack of local multiplayer. Online multiplayer is good and all but wouldn&#8217;t the game have benefitted from the option of local play?</strong></p>
<p><strong>Skander Djerbi: </strong>I saw many people complaining about the fact that the game doesn&#8217;t have local multiplayer. They say “C’mon <em>Micromachines</em> has local local multiplayer, why not Fuel Overdose?”</p>
<p><p class='review-highlite' >
        "If you ask my opinion, I would say that Microsoft’s policy towards indies is absurd. If you want to go on XBLA, you have 2 options: find yourself a retail publisher or get published by Microsoft."   
      </p></p>
<p>Contrary to games like <em>Micromachines</em> or <em>Mashed</em>, <em>Fuel Overdose’s</em> mechanics is a “real” racer which means that the objective of the game is to finish the race in the first position. The two other games I mentioned are different, it  simply encourages the player to stay on the screen. Thus if we had a local multiplayer mode, it would have been split-screen. Why didn&#8217;t we propose split-screen? Actually we made some tests and we do have a prototype that features a split screen mode but we didn&#8217;t keep this mode in the final game because we considered it as unacceptable in terms of frame rate and graphics. Why didn&#8217;t we try harder? Well the development of the game took twice longer than excepted and we thought that it would be better to focus on the online multiplayer that demanded huge efforts for a tiny team like ours.</p>
<p>Just keep in mind one thing: only 2 devs worked on this game and it was our first PS3 development. For only 10 bucks you get a game that brings something different with more than 15-20 hours of offline gameplay plus online multiplayer. I admit that the game has flaws, but when I see reviewers saying that the lack of local multiplayer is a huge mistake, I wonder when was the last time they bought a game with their own money…</p>
<p style="text-align: center;"><img loading="lazy" decoding="async" class="aligncenter" alt="" src="https://gamingbolt.com/wp-content/uploads/2013/06/xbox_one_kinect.jpg" width="620" height="349" /></p>
<p><strong>Ravi Sinha: Why was Fuel Overdose only released for PlayStation 3 and PC, and not on Xbox 360?</strong></p>
<p><strong>Skander Djerbi:  </strong>Xbox doesn&#8217;t allow indie to self-publish their games on Xbox Live Arcade. That’s their policy and unfortunately there’s nothing we can do about that. They recently announced that it would be the same on Xbox One. If you ask my opinion, I would say that Microsoft’s policy towards indies is absurd. If you want to go on XBLA, you have 2 options: find yourself a retail publisher or get published by Microsoft.</p>
<p>It’s like digital download meets middle age. You can’t work freely and if you want to hook on the same street as anybody else you have to find yourself a pimp. On the other hand it’s their console, their territory, they do whatever they want, but I keep thinking that it’s absurd and that they should stop talking about indie games and saying that they are promoting the indie scene while there is absolutely no indie game on XBLA, simply, because when your project is published by a first-party or a third-party you are not indie anymore.</p>
<p>And please don’t ask me about Xbox Live indies, or I&#8217;ll start getting mad.</p>
<p><strong>Ravi Sinha: The combat system is one of the bigger highlights for the game. What inspired the implementation of unique elements like grappling hooks and combos?</strong></p>
<p><strong>Skander Djerbi: </strong>Regarding grappling hooks, I think I saw that in a <em>Tim Burton Batman</em> movie. I love grappling hooks in games in general (<em>Bionic Commando, Zelda…</em>) and I thought that it would be interesting to bring this item in a racing game. It’s extremely fun to use, it requires dexterity and it brings triangularity to the gameplay. If you use it properly it can give you a good advantage, if not it can turn against you.</p>
<p>The idea of the combo system came from Jerome. It’s inspired by fighting games and was added to the design of the game to reward the player who takes risks by playing offensively. Survival is one of the main aspects of the game and we found the concept interesting by rewarding risk by giving the player higher chances of survival.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2011/11/PS-Vita-view_box-Vita-Case-SB906466_DE.jpg"><img loading="lazy" decoding="async" class="aligncenter" alt="" src="https://gamingbolt.com/wp-content/uploads/2011/11/PS-Vita-view_box-Vita-Case-SB906466_DE.jpg" width="620" height="450" /></a></p>
<p><strong>Ravi Sinha: Given that Fuel Overdose is exclusive to PSN, does that mean that I-Friqiya has plans for other titles for the PS3 or Vita in the near future?</strong></p>
<p><strong>Skander Djerbi: </strong>I hope so…but for that we would need to sell much more units of Fuel Overdose. So far the sales are extremely disappointing and as indies are 100% self-funded.</p>
<p><strong>Ravi Sinha: As you are aware, Microsoft revealed the Xbox One. As an indie developer what are your thoughts on it&#8217;s closed system of game selection process compared to the open environment that Sony is adopting for the PS4?</strong></p>
<p><strong>Skander Djerbi: </strong>As I mentioned earlier I think that this system is absurd. I think that as long as you comply with their technical constraints they should allow you to sell your game on their platform. That’s more or less the case on PlayStation, that’s how the App store works, that’s how the Android market works. But once again that’s their policy, and there’s nothing you can do about that. Maybe they want to avoid alienating the big retail publishers? I respect that but if so they should say it and stop presenting themselves as indie-friendly.</p>
<p><p class='review-highlite' >
        "On the other hand the console manufacturers stared to diversify their offer, so now not only do I have to compete against the 10th multiplayer map of the latest Call of Duty, but also against Justin Bieber and Rihanna."   
      </p></p>
<p>One the other hand the main question is not whether the platform accepts (such as the PSN) or not (Xbox live arcade) to host indie projects. The main question is “what kind of visibility are indie games given on the digital channels?” And to be honest with you I’m extremely pessimistic when I look at what happened over these past years.</p>
<p>When we started the Fuel Overdose project, our objective was to compete with what you could find on the digital channels at that time. Indie projects were  more or less supported by the console manufacturers along with HD remakes of the 80’s and 90’s and small games. Then we saw the digital editions of the AAA coming. Then the big publishers started to release their digital editions the same day as the retails ones. They also stared to fill the digital shelves with the remakes of their games that we originally released less than 4-5 years ago, and also their remakes of their remakes, their online passes, DLCs… On the other hand the console manufacturers stared to diversify their offer, so now not only do I have to compete against the 10th multiplayer map of the latest Call of Duty, but also against Justin Bieber and Rihanna.</p>
<p><img loading="lazy" decoding="async" class="aligncenter" alt="" src="https://gamingbolt.com/wp-content/uploads/2012/10/miami-hotline.jpg" width="620" height="400" /></p>
<p>It’s crucial for us indies to get visibility on these stores because we don’t exist anywhere else but there. We cannot afford to pay for marketing campaigns and if we fail, we don’t get a second chance. If you’re an indie developer trying to bring your game on a console, I’d tell you to think twice, because it’ll be nearly impossible to make your game visible by the gamers. And if you count on media to talk about you, you’ll be disappointed. Truth is that most of the media only talk the productions that come from the big publishers. They say that they love the indie scene, always referring to the same games, but they don’t bother covering your news but instead preferring to talk about the latest Just Dance DLC or about some famous game designer that tweeted about his girlfriend.</p>
<p>Of course you have games like <em>Hotline Miami</em> and this game will probably benefit from a nice marketing campaign when it releases on console, but the guys that were behind this project were smart enough to generate buzz outside the console ecosystem. To conclude I’d say that if you want to succeed as indie developer, you have to keep in mind that you’re all alone from the beginning to the end and that if you manage to bring your game to a popular platform (I’m also including the PC platforms), the harder it becomes. The golden age of indie gaming plus digital download is over.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">161652</post-id>	</item>
		<item>
		<title>Fuel Overdose Developer Frustrated With Xbox One&#8217;s Policy Towards Indie Games</title>
		<link>https://gamingbolt.com/fuel-overdose-developer-frustrated-with-xbox-one-and-ps4s-policy-towards-indie-games</link>
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		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Wed, 19 Jun 2013 19:20:50 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Fuel Overdose]]></category>
		<category><![CDATA[I-Friqiya]]></category>
		<category><![CDATA[ps4]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=161477</guid>

					<description><![CDATA[They should 'stop presenting themselves as indie-friendly']]></description>
										<content:encoded><![CDATA[<p style="text-align: center;"><img loading="lazy" decoding="async" class="aligncenter" alt="" src="https://gamingbolt.com/wp-content/uploads/2013/05/xbox-one-thumb.jpg" width="620" height="293" /></p>
<p>Skander Djerbi from i-Friqiya studios has spoken his heart about the level of support that indie game developers receive from publishers, in a yet to be published interview with us.</p>
<p>We asked Skander about what he thinks about Xbox One&#8217;s closed system of game selection process compared to the open environment that Sony is adopting for the PS4, to which he replied in great detail.</p>
<p>&#8220;I think that as long as you comply with their technical constraints they should allow you to sell your game on their platform. That’s more or less the case on PlayStation, that’s how the App store works, that’s how the Android market works. But once again that’s their policy, and there’s nothing you can do about that. Maybe they want to avoid alienating the big retail publishers? I respect that but if so they should say it and stop presenting themselves as indie-friendly.&#8221;</p>
<p>&#8220;One the other hand the main question is not whether the platform accepts (such as the PSN) or not (Xbox live arcade) to host indie projects. The main question is “what kind of visibility are indie games given on the digital channels?” And to be honest with you I’m extremely pessimistic when I look at what happened these past years.&#8221;</p>
<p>He also talks about how indie games now need to compete  not only with the 10th map of Call of Duty DLC  but also with the likes of Justin Bieber.</p>
<p>&#8220;When we started the Fuel Overdose project, our objective was to compete with what you could find on the digital channels at that time: indie projects more or less supported by the console manufacturers, HD remakes of the 80’s and 90’s and small games. Then we saw the digital editions of the AAA games coming. Then the big publishers started to release their digital editions the same day as the retails ones. They also stared to fill the digital shelves with the remakes of their games that were originally released less than 4-5 years before, and also their remakes of their remakes, their online passes, DLCs… On the other hand the console manufacturers stared to diversify their offer. So now, not only do I have to compete against the 10th multiplayer map of the latest COD, but also against Justin Bieber and Rihanna.&#8221;</p>
<p style="text-align: center;"><img loading="lazy" decoding="async" class="aligncenter" alt="" src="https://gamingbolt.com/wp-content/uploads/2013/06/9012525050_22e7a363b7_z.jpg" width="640" height="427" /></p>
<p>He also talks about the level of visibility that a  small indie game receives and how the media only covers big budget productions from publishers.</p>
<p>&#8220;It’s crucial for us indies to get visibility on these stores because we don’t exist anywhere else but there. We cannot afford to pay for marketing campaigns and if we fail, we don’t get a second chance. If you’re an indie developer trying to bring your game on console, I’d tell you to think twice, because it’ll be nearly impossible to make your game visible by the gamers. And if you count on media to talk about you, you’ll be disappointed. Truth is that most of the media only talk the productions that come from the big publishers. They say that they love the indie scene, always referring to the same games, but they don’t bother covering your news preferring to talk about the latest Just Dance DLC or about some famous game designer that tweeted about his girlfriend.&#8221;</p>
<p>He finally suggests that if you plan to become an indie developer, the road to success will be extremely hard.</p>
<p>&#8220;Of course you have games like Hotline Miami and this game will probably benefit from a nice marketing campaign when it releases on console, but the guys that were behind this project were smart enough to generate a buzz outside the console ecosystem. To conclude, I’d say that if you want to succeed as indie developer, you have to keep in mind that you’re all alone from the beginning to the end and that if you manage to bring your game to a popular platform (I’m also including the PC platforms), the harder it becomes and that the golden age of indie gaming of digital download is over.&#8221;</p>
<p>Do you agree with Skander&#8217;s opinion? Let us know in the comments section below.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">161477</post-id>	</item>
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		<title>Fuel Overdose Dev: Microsoft&#8217;s Indie Game Policy is like &#8220;Having to Find Yourself a Pimp to Hook on the Street&#8221;</title>
		<link>https://gamingbolt.com/fuel-overdose-dev-microsofts-indie-game-policy-is-like-having-to-find-yourself-a-pimp-to-hook-on-the-street</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sun, 09 Jun 2013 13:55:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Fuel Overdose]]></category>
		<category><![CDATA[I-Friqiya]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[Xbox Live Arcade]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=159361</guid>

					<description><![CDATA[Executive producer Skander Djerbi rips apart Microsoft's claims of "promoting the indie scene".]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/06/Xbox-Live-Indie-Games.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-159362" alt="Xbox-Live-Indie-Games" src="https://gamingbolt.com/wp-content/uploads/2013/06/Xbox-Live-Indie-Games.jpg" width="620" height="353" srcset="https://gamingbolt.com/wp-content/uploads/2013/06/Xbox-Live-Indie-Games.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/06/Xbox-Live-Indie-Games-300x170.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a><br />
It&#8217;s no secret that most indie game developers find Microsoft&#8217;s Xbox Live policy incredibly wanting, especially in light of the recent Xbox One reveal which did little to improve the current situation (and in many ways, made it worse).</p>
<p>In light of this, we recently got in touch with Fuel Overdose executive producer Skander Djerbi of I-Friqiya Studios to ask why his game (Fuel Overdose) only came out on PlayStation 3 and PC, but not on the Xbox 360.</p>
<p>Djerbi responded that, &#8220;Xbox doesn’t allow indies to self-publish their games on Xbox Live Arcade. That’s their policy and unfortunately there’s nothing we can do about that. They recently announced that it would be the same on Xbox One. If you ask my opinion, I would say that Microsoft’s policy towards indies is absurd.</p>
<p>&#8220;If you want to go on XBLA, you have 2 options: find yourself a retail publisher or get published by Microsoft. It’s like digital download meets middle age: you can’t work freely and if you want to hook on the same street as anybody else you have to find yourself a pimp.</p>
<p>&#8220;On the other hand it’s their console, their territory, they do whatever they want, but I keep think that it’s absurd and that they should stop talking about indie games. Saying that they are promoting the indie scene while there is absolutely no indie game on XBLA&#8230;simply because when your project is published by a first-party or a third-party you are not indie anymore.</p>
<p>&#8220;And please don’t ask me about Xbox Live indies, or I&#8217;ll start getting mad.&#8221;</p>
<p>A candid response, for sure. What are your thoughts?</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">159361</post-id>	</item>
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		<title>Fuel Overdose Gets A Second Free DLC, Trailer Inside</title>
		<link>https://gamingbolt.com/fuel-overdose-gets-a-second-free-dlc-trailer-inside</link>
					<comments>https://gamingbolt.com/fuel-overdose-gets-a-second-free-dlc-trailer-inside#respond</comments>
		
		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Tue, 28 May 2013 18:49:55 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Fuel Overdose]]></category>
		<category><![CDATA[I-Friqiya]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=157387</guid>

					<description><![CDATA[Second free DLC released.]]></description>
										<content:encoded><![CDATA[<p>I-Friqiya, the developers behind Fuel Overdose have announced the release date for the second downloadable content for it&#8217;s indie racer: Fuel Overdose.</p>
<p>The second downloadable content will be free and will be releasing today in North America and tomorrow May 29th in Europe via the respective PlayStation Stores.</p>
<p><img loading="lazy" decoding="async" class="aligncenter" alt="" src="https://gamingbolt.com/wp-content/uploads/2013/01/29-fuel-overdose-3.jpg" width="505" height="284" /></p>
<p>The new DLC offers five new vehicles. They have been listed below.</p>
<ul>
<li>Dragster</li>
<li>Vintage</li>
<li>Racing</li>
<li>Buggy</li>
<li>Future</li>
</ul>
<p>The developers have also released a new trailer for the downlodable content which you can check out below.</p>
<p style="text-align: center;"><script src="https://www.springboardplatform.com/js/overlay"></script><iframe loading="lazy" id="bolt011_731157" src="https://cms.springboardplatform.com/embed_iframe/475/video/731157/bolt011/gamingbolt.com/10" width="620" height="349" frameborder="0" scrolling="no"></iframe></p>
<p style="text-align: left;">As a reminder, I-Friqiya released a free DLC titled “Mercenary vehicle pack”  last month. Fuel Overdose was a mix bag and as far as our <a title="Fuel Overdose Review" href="https://gamingbolt.com/fuel-overdose-review">review</a> suggests, it will only appeal to hardcore racing fans.</p>
<p style="text-align: left;">Will you be downloading the new downloadable content? Let us know in the comments section below.</p>
<p style="text-align: left;">Stay tuned for more news and updates.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">157387</post-id>	</item>
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		<title>Xbox 720 Always Online &#8211; &#8216;Giving constraints to the gamers is a bad idea&#8217; &#8211; Fuel Overdose dev</title>
		<link>https://gamingbolt.com/xbox-720-always-online-giving-constraints-to-the-gamers-is-a-bad-idea-fuel-overdose-dev</link>
					<comments>https://gamingbolt.com/xbox-720-always-online-giving-constraints-to-the-gamers-is-a-bad-idea-fuel-overdose-dev#comments</comments>
		
		<dc:creator><![CDATA[Kartik Mudgal]]></dc:creator>
		<pubDate>Sun, 31 Mar 2013 15:34:32 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Fuel Overdose]]></category>
		<category><![CDATA[I-Friqiya]]></category>
		<category><![CDATA[xbox 720]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=147336</guid>

					<description><![CDATA[Valid points.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">S</span>kandar Djerbi, executive producer of I-Friqiya&#8211;the studio that developed the PSN game Fuel Overdose&#8211;had a lot of interesting things to say to us about the the next gen Xbox and how an always online online requirement is akin to to giving constraints to gamers.</p>
<p>&#8220;As long as i don&#8217;t see a game that exploits such a feature I don&#8217;t see the point in forcing people to get connected every time their turn their console on,&#8221; he said.</p>
<p>&#8220;The main reason why publishers and console makers are pushing in this direction is to fight against piracy, but giving constraints to the gamers is a bad idea.&#8221;</p>
<p>He also mentioned that online infrastructure hasn&#8217;t developed yet, and sometimes these problems are even prevalent in the countries he is based in.</p>
<p>&#8220;Also keep in mind that there are gamers all over the world and in some countries you can still face internet issues.&#8221;</p>
<p>He also told us earlier that it will take 2 to 3 years to see the <a href="https://gamingbolt.com/will-take-2-or-3-years-to-see-full-potential-of-ps4-hardware-fuel-overdose-dev">full potential of PS4 hardware</a>.</p>
<p>&#8220;I appreciate the message delivered by Sony and I hope that the PS4 will be more developer-orientated, especially for those who cannot afford to assign tens or hundreds of developers on a single project, but I think it’s gonna take at least 2 or 3 years before we can see the true potential of the hardware.&#8221;</p>
<p>Will you be buying the next Xbox if it has always online connection? Let us know below.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">147336</post-id>	</item>
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		<title>Fuel Overdose demo now available on PSN Europe</title>
		<link>https://gamingbolt.com/fuel-overdose-demo-now-available-on-psn-europe</link>
					<comments>https://gamingbolt.com/fuel-overdose-demo-now-available-on-psn-europe#respond</comments>
		
		<dc:creator><![CDATA[Yadu Kiran]]></dc:creator>
		<pubDate>Thu, 28 Mar 2013 01:45:47 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Fuel Overdose]]></category>
		<category><![CDATA[I-Friqiya]]></category>
		<category><![CDATA[ps3]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=146832</guid>

					<description><![CDATA[Free DLC also in the pipeline.]]></description>
										<content:encoded><![CDATA[<p><img loading="lazy" decoding="async" class="aligncenter" alt="" src="https://gamingbolt.com/wp-content/uploads/2013/01/Fuel_Overdose_Action05.jpeg" width="505" height="284" /></p>
<p>The demo of the post apocalyptic downloadable racer Fuel Overdose which had released in North America two weeks ago, is now available for residents of Europe. Gamers can burn their rubber in the demo on the track Prague, with three different characters namely Odessa, Noa and Rosa; and pilot three different vehicles, Cadiz, Kashiwa and El Paso.</p>
<p>The developers have also promised that two new DLC packs are currently on the drawing board and will be available free of charge once it&#8217;s ready, which should be in the coming weeks. These packs include  The Mercenaries vehicle pack and Wanderer vehicle pack which brings ten new vehicles to the table.</p>
<p>If the demo suits your tastes, then you can grab the full game off PSN for $9.99. The game does offer a unique racing experience as you can read in our review <a href="https://gamingbolt.com/fuel-overdose-review">here</a>. Stay tuned to GamingBolt.com for more news and updates.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">146832</post-id>	</item>
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		<title>It Will take 2 or 3 years to see full potential of PS4 hardware &#8211; Fuel Overdose dev</title>
		<link>https://gamingbolt.com/will-take-2-or-3-years-to-see-full-potential-of-ps4-hardware-fuel-overdose-dev</link>
					<comments>https://gamingbolt.com/will-take-2-or-3-years-to-see-full-potential-of-ps4-hardware-fuel-overdose-dev#comments</comments>
		
		<dc:creator><![CDATA[Kartik Mudgal]]></dc:creator>
		<pubDate>Wed, 27 Mar 2013 17:08:10 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Fuel Overdose]]></category>
		<category><![CDATA[I-Friqiya]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=146739</guid>

					<description><![CDATA[Full interview yet to be published.]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;"><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">W</span>e recently asked Skandar Djerbi, executive producer of I-Friqiya&#8211;the studio behind the PSN game <a title="Fuel Overdose Review" href="https://gamingbolt.com/fuel-overdose-review">Fuel Overdose</a>&#8212; some questions about next-gen consoles, always online DRM, and he revealed a lot of interesting information to us.</p>
<p style="text-align: justify;">We asked him how long will it take for developers to be able to max out the PS4&#8217;s hardware considering it&#8217;s easier to develop for, and he said that most technically advanced games usually tend to come several years after the launch of the hardware.</p>
<p style="text-align: justify;">It&#8217;s kind of true when you look back at PS2, the most impressive games came out after the PS3 was launched.</p>
<p style="text-align: justify;">&#8220;Each hardware has its strengths and weaknesses and it always takes time before you can deal with all the technical constraints,&#8221; he told us.</p>
<p style="text-align: justify;">He also hopes that the PS4 will be more developer oriented for those who cannot afford several game developers.</p>
<p style="text-align: justify;">&#8220;I appreciate the message delivered by Sony and I hope that the PS4 will be more developer-orientated, especially for those who cannot afford to assign tens or hundreds of developers on a single project, but I think it&#8217;s gonna take at least 2 or 3 years before we can see the true potential of the hardware.&#8221;</p>
<p style="text-align: justify;">PS4 has already seen it&#8217;s fair share of feedback. Avalanche Studios CTO famously <a title="‘PS4 will out-power most PCs for years to come’ – Avalanche Studios CTO" href="https://gamingbolt.com/ps4-will-will-out-power-most-pcs-for-years-to-come-avalanche-studios-cto">said</a> that the <em>PS4 will out power most PCs for years to come</em> whereas Nordic Games are a bit <a title="No Real Benefit in Buying PS4 Over Gaming PC – Nordic Games BM" href="https://gamingbolt.com/no-real-benefit-in-buying-ps4-over-gaming-pc-nordic-games-bm">doubtful</a> of the hardware. But generally speaking, the developer community has been positive about the PlayStation 4.</p>
<p style="text-align: justify;">Tell us what you think in the comments section below.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">146739</post-id>	</item>
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		<title>Fuel Overdose demo now aviablae on PSN</title>
		<link>https://gamingbolt.com/fuel-overdose-demo-now-aviablae-on-psn</link>
					<comments>https://gamingbolt.com/fuel-overdose-demo-now-aviablae-on-psn#respond</comments>
		
		<dc:creator><![CDATA[Yadu Kiran]]></dc:creator>
		<pubDate>Thu, 14 Mar 2013 09:15:30 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Fuel Overdose]]></category>
		<category><![CDATA[isometric racing]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=144104</guid>

					<description><![CDATA[Includes one track and three playable characters and vehicles.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/03/Fuel-Overdose.jpeg"><img loading="lazy" decoding="async" class="size-full wp-image-144105 aligncenter" alt="Fuel Overdose" src="https://gamingbolt.com/wp-content/uploads/2013/03/Fuel-Overdose.jpeg" width="505" height="284" srcset="https://gamingbolt.com/wp-content/uploads/2013/03/Fuel-Overdose.jpeg 505w, https://gamingbolt.com/wp-content/uploads/2013/03/Fuel-Overdose-300x168.jpeg 300w" sizes="auto, (max-width: 505px) 100vw, 505px" /></a></p>
<p>A playable demo of the post apocalyptic downloadable racer Fuel Overdose has landed on PSN in North America. Europe residents need to wait a week longer.  Gamers can burn their rubber in the demo on the track Prague, with three different characters namely Odessa, Noa and Rosa; and pilot three different vehicles, Cadiz, Kashiwa and El Paso.</p>
<p>The developers have also promised that two new DLC packs are currently in the pipeline and will be completely free of charge. The Mercenaries vehicle pack and Wanderer vehicle pack will bring ten new vehicles to the table. The developers are also nice enough to provide us with some tips to hone our skill further. You can check it out below.</p>
<p style="text-align: center;"><iframe loading="lazy" width="505" height="284" src="https://www.youtube.com/embed/soSoxENtVgk" frameborder="0" allowfullscreen></iframe></p>
<p style="text-align: left;">The full game is available on the PlayStation store for $9.99. Have something to share? Let us know in the comments section below.</p>
<p style="text-align: left;">Stay tuned to GamingBolt.com for more news and updates.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">144104</post-id>	</item>
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		<title>Fuel Overdose gets a new trailer and DLC info</title>
		<link>https://gamingbolt.com/fuel-overdose-gets-a-new-trailer-and-dlc-info</link>
					<comments>https://gamingbolt.com/fuel-overdose-gets-a-new-trailer-and-dlc-info#respond</comments>
		
		<dc:creator><![CDATA[Kartik Mudgal]]></dc:creator>
		<pubDate>Tue, 05 Mar 2013 13:43:58 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Fuel Overdose]]></category>
		<category><![CDATA[I-Friqiya]]></category>
		<category><![CDATA[PSN]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=142306</guid>

					<description><![CDATA[Two DLCs will be free.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2012/12/fuel-overdose.jpeg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-127460" alt="fuel overdose" src="https://gamingbolt.com/wp-content/uploads/2012/12/fuel-overdose.jpeg" width="504" height="155" srcset="https://gamingbolt.com/wp-content/uploads/2012/12/fuel-overdose.jpeg 504w, https://gamingbolt.com/wp-content/uploads/2012/12/fuel-overdose-300x92.jpeg 300w" sizes="auto, (max-width: 504px) 100vw, 504px" /></a></p>
<p>Fuel Overdose was released on PSN recently and our review of the game was quite positive too, and the game will be released today on US PSN.</p>
<p>To mark that occasion they have released a new trailer titled Top 5 tips for beginners which is of course for people who can&#8217;t get the hang of the game.</p>
<p>They have also announced two DLC packs that will be released in the coming weeks and it will be free. They are also planning to release a new trailer tomorrow.</p>
<p>The game costs $9.99 and the DLCs will offer 10 more vehicles.</p>
<p>&#8220;The Fuel Overdose team would also welcome its new users with a new series of trailers that should help them getting more familiar with the innovative game mechanics of its “Tactical-Action-Racing” game,&#8221; the press release read.</p>
<p>&#8220;The first episode titled “Top 5 tips for beginners” that also unveils the first images of the coming DLCs will be followed tomorrow by a second trailer that will focus on the advanced gameplay.&#8221;</p>
<p>Tell us what you think in the comments section below.</p>
<p><iframe loading="lazy" width="505" height="284" src="https://www.youtube.com/embed/NisaKvIRifo?feature=player_detailpage" frameborder="0" allowfullscreen></iframe></p>
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