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		<title>Fenix Rage Review</title>
		<link>https://gamingbolt.com/fenix-rage-review</link>
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		<dc:creator><![CDATA[Philip Hartmeyer]]></dc:creator>
		<pubDate>Wed, 24 Sep 2014 16:55:11 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Fenix Rage]]></category>
		<category><![CDATA[Green Lava Studios]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=209747</guid>

					<description><![CDATA[Don't touch that cookie jar.]]></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>ou have to hand it to the indie developers: they know where to aim their efforts. While the triple-A studios sling imprecise scatter shots at prospective audiences, the indie developer knows exactly whom they are gunning for, using something more akin to a heat-seeking missile.</p>
<p><em>Fenix Rage</em> is a high-octane 2D platformer from Green Lava Studios, and the largest game they have produced to date. It pays homage to the good days of gaming, an age where the pixels were big, the cartridges dusty, and the controllers tethered confidently via rotund black wires. This golden age of gaming asked something of its consumer, demanded something. More often than not these requests were “try to beat me.” Or, “throw your controller at the wall.”</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-2.jpg"><img fetchpriority="high" decoding="async" class="wp-image-206141 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-2.jpg" alt="fenix rage" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-2-300x168.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "It pays homage to the good days of gaming, an age where the pixels were big, the cartridges dusty..."   
      </p></p>
<p>Let us attend to the elephant in the room and admit the immense difficulty of <em>Fenix Rage</em>. Fenix Rage. Rage. See, it’s right there in the title, you don’t even need me to tell you that. Fenix, however, is the player-character whose design meshes Sonic the Hedgehog and a common stress ball. You’ll guide the little bugger through 200+ stages that offer the lasting impression of a tumultuous romance. Depending of the level, you will squeal with glee while endorphins fire in your head. Counter to this are the levels where you yell loudly, producing animalistic noises and have very real, important arguments with the screen. Arguments where you swear it’s all Green Lava’s fault, and you’re a hard seasoned gamer.</p>
<p>It isn’t Green Lava’s fault. They have crafted a game that pits you against ruthless level design while giving you a small, yet effective list of abilities to utilize. Really, this isn’t a complicated game, just a hard one. Fenix can pull off a number of fancy tricks using the environment but the bread and butter’s are the horizontal dashes, and jumps that can be used an infinite number of times. The player will need to effectively use these gestures and unpack their underlying uses e.g. cancelling a jump by quickly using a dash move. The levels in <em>Fenix Rage</em> are riddled with hazards that require you to master the ever-useful jump button. Since you can jump endlessly, the real challenge is controlling the rise and fall of Fenix to duck and weave through the busy screens. The result is a game that feels like Super Meat Boy, Flappy Bird, and a bullet hell game.</p>
<p>The first two worlds of <em>Fenix Rage</em> are thrilling. The movement is fluent and elegant, and the dismissible gravity is sure to produce some magical speed runs. Early stages will have you sliding down vulcanized walls to ignite Fenix, allowing him to dash through measly bricks of ice. You will grin after evading a tricky mess of hazards, and rocket through color-coded portals that send you snapping around the stage. It’s all very invigorating. Before long you’ll come to know the control calibrations, and the annoying anthropomorphized bricks of toxic goo that litter the stages.</p>
<p>If you die (and you will) Fenix is instantaneously reset back at the start for another go. Beating a level has zero fanfare, passing you along to the next whooping with zero downtime, resulting in an endless stream of attempt and reward. The difficulty does not escalate linearly throughout a world, either. The player is thrown a few easy, quick levels to keep the ball rolling over potential jams. This liquidity is so fun and fast that you’ll have trouble ignoring the allure of the next set of pain.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-3.jpg"><img decoding="async" class="size-full wp-image-206142 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-3.jpg" alt="fenix rage" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-3-300x168.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a><div style="display: block; padding: 7px 11px; margin-right: 5px; width: 220px; float: left; margin-right: 10px; background: #FFFFFF; color: #11111; line-height: 17px; font-size: 15px; border-radius: 5px; -moz-border-radius: 5px; -webkit-border-radius: 5px;">
        "The movement is fluent and elegant, and the dismissible gravity is sure to produce some magical speed runs."   
      </p></p>
<p><em>Fenix Rage</em> has a lot of levels to see, but its breadth of content becomes less appealing as the stages roll by. Roughly three hours into the experience, the liquid pacing runs dry, and the magic hat becomes finite. In fact, <em>Fenix Rage</em> seems to exhaust most of its gameplay elements in the first world or so. After that, you may find yourself starving for new enemies or player abilities only to rack up another set of levels comprised of the same gooey no-no spots.</p>
<p>Everything halts. Some of the enemy movement patters become so complex that you’ll stop and postulate on where you can stand without getting killed. Let me try standing over here – dead. Well, maybe if I just – dead. Surly I need to – no, still dead. You can almost hear the developers cackle over your shoulder as you simulate the real-world birth/mortality rate. Later levels tend to put the most challenging task at the beginning or middle of the level to maximize frustration. Even if you can outsmart the remaining 98% of the level, you’ll perish at the starting line due to some absurd hoop of fire.</p>
<p>Eventually, <em>Fenix Rage</em> develops of sour relationship with the gamer. A good challenge is, by definition, something that invites one’s skills in a compelling manner. What begins as invitation soon devolves into humiliation as the player drills stages for the umpteenth time on excessively demanding gauntlets. The snappy flow of <em>Fenix Rage</em>’s first hour become a thing of the past as you hit toll booths asking for 10 minutes per level. The excellent boss fights pull you back in only to wane you away with another 20 lookalike stages.</p>
<p>Retro veterans may roll their eyes at the game’s hurtles, but the lack of new abilities or opposition is inarguable. You’ll see the same kind of enemy every single stage, the same network of danger, the same notion that the floor is lava and the floor is <em>everywhere</em>.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-4.jpg"><img decoding="async" class="size-full wp-image-206143 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-4.jpg" alt="fenix rage" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-4.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-4-300x168.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a><p class='review-highlite' >
        "Eventually, Fenix Rage develops a sour relationship with the gamer."   
      </p></p>
<p><em>Fenix Rage</em> reminds you what was so good about 2D retro gaming – but not in all the right ways. The risk and reward formula, and rush you get from beating a pesky boss are in tact. The soundtrack of harmonizing metal guitars and chip-tune bleep-bloop will brings you back to yesteryear. Similarly, you’ll be reminded of what a good mascot and identity can do for a game like this. Both Fenix himself, and the worlds he visits are indistinct and eventually bleed together as the hours cycle. <em>Fenix Rage</em> does a great job of imitating past genre success but fails to carve out of spot of its own.</p>
<p>There are a few dashes of personality here. Collectible cookies are buried in each level and their collection will be rewarded with baking recipes you can use outside the game! Delicious! These shimmers of identity are nice, but may leave you wishing it were a full on sunspot. Still, it feels good to hear the chaotic symphony of face buttons clicking and joysticks colliding against the bearings. What’s old is so pleasantly, comfortably new.</p>
<p>So, who should play <em>Fenix Rage</em>? Well, if you’re a fan of difficult 2D games then you must. You have cookies to collect, screens to argue with, and controllers to replace. For the rest of you, well, take a few deep breaths. There is certainly enough content here to warrant the price tag even if the appeal ages more like milk than wine. Collectibles and post-game mini challenges assure you there are plenty of cookies in the jar. Get your thumbs ready.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on the PC.</strong></em></span></p>
<p>&nbsp;</p>
<p><em><strong>Editors note: Due to technical difficulties on the site this review has been published under Philip Hartmeyer&#8217;s byline. In actuality, Eli Kineg wrote this review and deserves whatever credit is due. You can follow Eli on Twitter at @NAPK1NS</strong></em></p>
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		<title>Fenix Rage Interview: Can You Get The Cookie?</title>
		<link>https://gamingbolt.com/fenix-rage-interview-can-you-get-the-cookie</link>
					<comments>https://gamingbolt.com/fenix-rage-interview-can-you-get-the-cookie#respond</comments>
		
		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Thu, 21 Aug 2014 07:47:18 +0000</pubDate>
				<category><![CDATA[Article]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=206139</guid>

					<description><![CDATA[Eduardo Ramírez, CEO at Green Lava Studios on what to expect from this Costa Rican action platformer.]]></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>enix Rage is a2D action-platformer which is under development at Green Lava Studios, a Costa Rican games studio. The game will test out player&#8217;s ability to run and dash their way through a series of puzzles and obstacle with a ton of different enemies alongside vivid landscapes. GamingBolt got in touch with Eduardo Ramírez, CEO at Green Lava Studios to know more about this title. Check out his response below.</p>
<p><strong>Rashid Sayed: Before we begin, can you please introduce yourself and the company you work for?</strong></p>
<p><strong> Eduardo Ramírez:</strong> I´m Eduardo Ramírez, CEO at Green Lava Studios, but since we are only 3 guys in the studio, that title is kind of a joke. I do the programming and game design. Our studio is based in Costa Rica and the team has been working together for 3 years now by the power of coffee.</p>
<p><strong>Rashid Sayed: The game has been described as frustratingly addictive. Is it safe to assume that the game will be tough and challenging?</strong></p>
<p><strong> Eduardo Ramírez:</strong> Oh yes it is! We are building a very challenging, fast-paced and very funplatformerfor our first major game.</p>
<p><strong>Rashid Sayed: How many different missions or levels will the game have?</strong></p>
<p><strong>Eduardo Ramírez:</strong> We have more than 200 levels in Fenix Rage. There are different goals to beachieved in a level: getting a cookie, receivinga yellow star by going through the fastest path (time breaking records) and some different extra stars we are currently working on.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-4.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-206143" src="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-4.jpg" alt="fenix rage" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-4.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-4-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "We would love to bring the game to the PlayStation Vita – right now, our focus is bringing the game on PC, Xbox One and PlayStation 4."   
      </p></p>
<p><strong>Rashid Sayed: Given that there are a ton of 2D platformers out there, how are you approaching the level design in Fenix Rage?</strong></p>
<p><strong> Eduardo Ramírez:</strong> We are focusing on changing the strategy and thedifficulty of eachlevel a lot. One major change from other 2D platformers is that you have unlimited dashing and unlimited jumps – technically, you could float as long as you want. This makes the level design very interesting and we’re making very short levels to huge levels. They can be based on timing, quick reactions, patience or finger endurance (Yes, at some point your hand muscles will tested out!)</p>
<p><strong>Rashid Sayed: What kind of different abilities or skills with the player have in the game?</strong></p>
<p><strong> Eduardo Ramírez: </strong>The player will start with all the powers from level one, this means that you will get the unlimited jumping, unlimited dashing and the ability to ignite the main character into flames in order to break ice blocks. We want the player to master the play mechanics so the challenge depends of the vast variations of level design.</p>
<p><strong>Rashid Sayed: How are you making sure that the game has enough replay value?</strong></p>
<p><strong> Eduardo Ramírez:</strong> For each level, there are 4 challenging quests. This means that to complete the level at 100%, you have to at least play the level 5 times with totally different goals. We’ll also have a number of achievements and some extra fun modes as well.</p>
<p><strong>Rashid Sayed: Are there any plans to bring the game on the PlayStation Vita? This does look like a game that could do well on the platform.</strong></p>
<p><strong> Eduardo Ramírez: </strong>We would love to bring the game to the PlayStation Vita – right now, our focus is bringing the game on PC, Xbox One and PlayStation 4.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-3.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-206142" src="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-3.jpg" alt="fenix rage" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/08/fenix-rage-screenshot-3-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "[On PS4 and Xbox One] First of all, it is a like a dream come true. I still need to work more time with them to notice any differences; at the moment both are powerful as we expected."   
      </p></p>
<p><strong>Rashid Sayed: The game does not look like it is using too much of the PS4 and Xbox One’s resources. Are you guys pushing for 1080p and 60fps?</strong></p>
<p><strong>Eduardo Ramírez:</strong> Yes, the game will be 1080p at 60 FPS. Since this is our first title on PS4 and Xbox One, these console platforms are new for us and we still need to look to figure outdetails for each system. We can decide what features could work good for the game on each platform.</p>
<p><strong>Rashid Sayed: What are your thoughts on developing on the PS4 and Xbox One? How different they are from each other?</strong></p>
<p><strong> Eduardo Ramírez:</strong> First of all, it is a like a dream come true. I still need to work more time with them to notice any differences; at the moment both are powerful as we expected.</p>
<p><strong>Rashid Sayed: As an indie developer, how different is each indie program offering from Sony and Microsoft?</strong></p>
<p><strong> Eduardo Ramírez:</strong> I can say that we are happy that we are getting support by being showcased as indie games in both platforms. Microsoft and Sony have been incredibly supportive to our indie development progress.</p>
<p><strong>Rashid Sayed: Is there anything else you want to add before we take off?</strong></p>
<p><strong> Eduardo Ramírez:</strong> There are cookies everywhere!</p>
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