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	<title>HandyGames &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Wreckfest is Coming to Mobile</title>
		<link>https://gamingbolt.com/wreckfest-is-coming-to-mobile</link>
					<comments>https://gamingbolt.com/wreckfest-is-coming-to-mobile#comments</comments>
		
		<dc:creator><![CDATA[Shunal Doke]]></dc:creator>
		<pubDate>Tue, 16 Aug 2022 01:11:59 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[Bugbear Entertainment]]></category>
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		<category><![CDATA[Wreckfest]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=527280</guid>

					<description><![CDATA[Wreckfest is making its way on to iOS and Android. While no other details have been revealed, the game is set to be the full Wreckfest experience.]]></description>
										<content:encoded><![CDATA[<p>Publisher HandyGames has announced that <em>Wreckfest</em> is coming to smartphones. The publisher has revealed that the game will be coming to Android and iOS devices. Check out the trailer below.</p>
<p><em>Wreckfest Mobile</em> is set to essentially be the complete <em>Wreckfest</em> experience ported to smartphones.</p>
<p>The game features upgrades and customisation options, along with a number of event types for players to take part in, including demolition derbies, as well as races. <em>Wreckfest Mobile</em> also has online multiplayer, challenge modes.</p>
<p><em>Wreckfest</em> recently <a href="https://gamingbolt.com/wreckfest-finally-launches-for-switch-this-june">made its way on to the Nintendo Switch</a>. The Switch release offers 16-player multiplayer, a frame rate of 30FPS, and two seasons&#8217; worth of content.</p>
<p>June also saw <a href="https://gamingbolt.com/wreckfest-releasing-for-ps5-on-june-1-xbox-series-x-s-later-this-year">the release of <em>Wreckfest</em> on the PS5</a>. The PS5 release features graphical enhancements, including the ability to run at 4K and 60FPS, along with PS5-exclusive features such as adaptive triggers on the DualSense controller. The Xbox Series X/S version is set for release later in the year.</p>
<p><em>Wreckfest</em> is currently available on PC, PS4, PS5, Xbox One, Nintendo Switch, and Stadia.</p>
<p><iframe title="Wreckfest Mobile // Announcement Trailer" width="500" height="281" src="https://www.youtube.com/embed/uBDrsUONWqo?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>Airhead Interview &#8211; Map Design, Puzzles, Length, and More</title>
		<link>https://gamingbolt.com/airhead-interview-map-design-puzzles-length-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 08 Jun 2020 13:44:37 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[airhead]]></category>
		<category><![CDATA[HandyGames]]></category>
		<category><![CDATA[nintendo switch]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=444298</guid>

					<description><![CDATA[Airhead creative director Andreas Bødker about the upcoming Metroidvania adventure.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>hanks to the efforts of talented indie devs across the world, the Metroidvania genre is enjoying a resurgence like never before. The upcoming <em>Airhead&nbsp;</em>is one that also subscribes to the Metroidvania design philosophy, but interestingly enough, it&#8217;s doing some things a little differently. With almost zero focus on combat and most of its emphasis placed on storytelling, exploration, and puzzle-solving, it seems like the kind of game that can make its mark if its developers successfully pull of everything they&#8217;re setting out to do. We recently reached out to its devs at Octato with some of our questions about the game, and learned some interesting things in the process. You can read our interview with Octaco co-founder and&nbsp;<em>Airhead&nbsp;</em>creative director Andreas Bødker below.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-2.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-444259" src="https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-2.jpg" alt="airhead" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-2-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<i><span style="font-weight: 400;">Airhead</span></i><span style="font-weight: 400;"> is originally inspired by games like</span><i><span style="font-weight: 400;"> Fez</span></i><span style="font-weight: 400;"> and </span><i><span style="font-weight: 400;">Ico</span></i><span style="font-weight: 400;">, where the puzzles are the core, but where exploration and story are used to elevate the experience.</span>"</p>
<p><b>The Metroidvania genre has seen a massive resurgence in recent years. Can you speak to us about what – if any – games have served as inspirations to you, both new and old?</b></p>
<p><span style="font-weight: 400;">We are drawing inspiration from many different sources, the games we have loved to play and the kinds of experiences we want to share with our players.&nbsp;</span></p>
<p><span style="font-weight: 400;">Recently we have been inspired by games such as </span><i><span style="font-weight: 400;">Hollow Knight</span></i><span style="font-weight: 400;"> and </span><i><span style="font-weight: 400;">Ori and the Blind Forest</span></i><span style="font-weight: 400;">, games that excel at creating interesting worlds for you to explore gated and paced by Metroidvania mechanics.&nbsp;</span></p>
<p><span style="font-weight: 400;">But </span><i><span style="font-weight: 400;">Airhead</span></i><span style="font-weight: 400;"> is originally inspired by games like</span><i><span style="font-weight: 400;"> Fez</span></i><span style="font-weight: 400;"> and </span><i><span style="font-weight: 400;">Ico</span></i><span style="font-weight: 400;">, where the puzzles are the core, but where exploration and story are used to elevate the experience.&nbsp;</span></p>
<p><span style="font-weight: 400;">We would also be remiss if we did not mention fellow Danish game company Playdead’s games </span><i><span style="font-weight: 400;">Limbo</span></i><span style="font-weight: 400;"> and <em>Inside</em> which have paved the way and set the bar for the kind of narrative puzzle experience we are trying to build upon by mixing in Metroidvania mechanics and exploration.&nbsp;</span></p>
<p><b>Map design is something that can make or break a Metroidvania title &#8211; what can players expect from </b><b><i>Airhead&#8217;s</i></b><b> map, in terms of both size and environmental variety?</b></p>
<p><span style="font-weight: 400;">While we are building a big world and trying to ad as much content as we can, our focus on puzzles means that the game world is smaller than you would expect from the sprawling maps of games like </span><i><span style="font-weight: 400;">Hollow Knight</span></i><span style="font-weight: 400;"> or </span><i><span style="font-weight: 400;">Bloodstained: Ritual of the Night</span></i><span style="font-weight: 400;">, where the map is mostly made up of corridors containing combat encounters.&nbsp;</span></p>
<p><span style="font-weight: 400;">Instead our areas are created to tell the story of our world and facilitate the environmental puzzles that will be the challenge and draw of the game.</span></p>
<p><span style="font-weight: 400;">That said the game will feature several unique environments, which will use different color and mood profiles to create variety in the exploration, with each area revealing a new facet of</span><i><span style="font-weight: 400;"> Airhead’s</span></i><span style="font-weight: 400;"> world and its history.&nbsp;</span></p>
<p><b>The concept of manipulating air and using the main character&#8217;s detachable head is certainly an intriguing one. How deeply integrated is it in the game&#8217;s general traversal and platforming?</b></p>
<p><span style="font-weight: 400;">Using air to traverse the game is a major part of the game’s unlockable abilities, giving the player new tools to explore the world and reach new areas. The platforming is not meant to be the central challenge of the game, but as new abilities make older areas much easier to traverse, it also allows us to challenge our players to think about how they spend their air on traversal, making the platforming in some later areas puzzles in their own right.&nbsp;</span></p>
<p><span style="font-weight: 400;">And while leaving Head behind plays an important part of our puzzle design opening a number of interesting opportunities, it is rarely part of the platforming, since anything more complicated than running or jumping relies on Head’s unique abilities.&nbsp;</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-3.jpg"><img decoding="async" class="aligncenter wp-image-444260" src="https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-3.jpg" alt="airhead" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-3-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<i><span style="font-weight: 400;">Airhead</span></i><span style="font-weight: 400;"> is a game aimed at experienced puzzle players, and while creating and pacing puzzles that are satisfying to solve, the players will definitely see an increase in complexity as they gain mastery over the game&#8217;s systems.</span>"</p>
<p><b>Is that mechanic something that will keep growing in depth as the game progresses and players unlock new abilities?</b></p>
<p><span style="font-weight: 400;">Definitely. The upgrades you recover throughout the game are not just keys that open up new areas, they are an active part of the puzzle solving and platforming. Mastering these abilities and learning to combine them in interesting ways is the key to success in</span><i><span style="font-weight: 400;"> Airhead</span></i><span style="font-weight: 400;">.&nbsp;</span></p>
<p><b>What&#8217;s </b><b><i>Airhead&#8217;s</i></b><b> approach to difficulty, not only in terms of puzzles, but also combat and boss fights?</b></p>
<p><i><span style="font-weight: 400;">Airhead</span></i><span style="font-weight: 400;"> is a game aimed at experienced puzzle players, and while creating and pacing puzzles that are satisfying to solve, the players will definitely see an increase in complexity as they gain mastery over the game&#8217;s systems.&nbsp;</span></p>
<p><span style="font-weight: 400;">That said we are working hard to give players access to a customizable system of hints and tutorials, so players can tailor their experience to their preference, from players who want to enjoy the story with a minimum of friction to the grizzled puzzle veterans who prefer to figure everything out on their own.&nbsp;</span></p>
<p><span style="font-weight: 400;">And as far as combat goes there is none. </span><i><span style="font-weight: 400;">Airhead</span></i><span style="font-weight: 400;"> is a game without direct combat, and any creatures, including a couple of big creature showpieces, are overcome through cleverness and puzzle solving, rather than violence.&nbsp;&nbsp;&nbsp;&nbsp;</span></p>
<p><b><i>Airhead&#8217;s</i></b><b> promise of telling a emotional and personal story is an interesting one, especially in the backdrop of its basic premise- can you tell us more about what we can expect from the game on this front?</b></p>
<p><span style="font-weight: 400;">The story of </span><i><span style="font-weight: 400;">Airhead</span></i><span style="font-weight: 400;"> revolves around the relationship between Body and Head, how they help each other and come to rely on each other, but also how the responsibility for others can be a burden and lead you to make hard choices. This is the personal, emotionally relatable core of our story.&nbsp;</span></p>
<p><span style="font-weight: 400;">This creates tension when you begin to realize the impact of </span><i><span style="font-weight: 400;">Airhead’s</span></i><span style="font-weight: 400;"> actions as you become more aware of their world and what is at stake if they succeed in their adventure.&nbsp;&nbsp;</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-444262" src="https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image.jpg" alt="airhead" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/06/airhead-image-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span style="font-weight: 400;">The story of </span><i><span style="font-weight: 400;">Airhead</span></i><span style="font-weight: 400;"> revolves around the relationship between Body and Head, how they help each other and come to rely on each other, but also how the responsibility for others can be a burden and lead you to make hard choices. This is the personal, emotionally relatable core of our story.</span>"</p>
<p><b>Games in the metroidvania genre generally choose to tell their stories in a very passive manner- is that something we can expect to see in </b><b><i>Airhead </i></b><b>as well?</b></p>
<p><span style="font-weight: 400;">We are intending to leave most of the game’s storytelling to the environment and game mechanics, only taking control away from the player in a few key moments to help explain the events that set the story in motion.&nbsp;</span></p>
<p><span style="font-weight: 400;">Piecing everything together and realizing the significance of some of their discoveries is left to the play.&nbsp;</span></p>
<p><span style="font-weight: 400;">So in that sense, yes the storytelling is relatively passive.&nbsp;</span></p>
<p><b>Roughly how long will an average playthrough of </b><b><i>Airhead</i></b><b> be?</b></p>
<p><span style="font-weight: 400;">We are looking at an initial playtime of about 10 hours, though it is hard to tell when it comes to puzzle games.</span></p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">444298</post-id>	</item>
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		<title>A Rat&#8217;s Quest: The Way Back Home Interview &#8211; Mat the Rat</title>
		<link>https://gamingbolt.com/a-rats-quest-the-way-back-home-interview-mat-the-rat</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 10 Sep 2019 10:58:09 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[A Rat&#039;s Quest: The Way Back Home]]></category>
		<category><![CDATA[HandyGames]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
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		<category><![CDATA[The Dreamerians]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=414266</guid>

					<description><![CDATA[Rob Giles speaks with GamingBolt about this unique action adventure title. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>hat&#8217;s the world look like from the eyes of a rat? That may not be a question you ask yourself often, but <em>A Rat&#8217;s Quest: The Way Back Home&nbsp;</em>is a game that does- and it&#8217;s doing so in pretty interesting ways. Combining some perspective shifting gameplay and platforming with its unique story of a rat and a mouse, it&#8217;s a game that&#8217;s looking quite interesting. Recently, we sent across some of our questions about the game to its development team at The Dreamerians. Our questions below were answered by game director Rob Giles.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-414240" src="https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-2.jpg" alt="a rat's quest" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-2-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The idea came about finding a strong emotional anchor that could fuel the player throughout the entire game, and nothing’s quite as strong as love, right?"</p>
<p><strong>How did the idea of this story centred around the relationship between a rat and a mouse come about?</strong></p>
<p>The idea came about finding a strong emotional anchor that could fuel the player throughout the entire game, and nothing’s quite as strong as love, right? We opted to construct a story that was very personal and local, rather than something bombastic or larger-than-life. So the relationship between Mat (our playable rat character) and Nat (a pet mouse) became that anchor. By the time we started tackling story though, the core mechanics had been laid out already; our approach was quite “gameplay first”. Hence upon realizing that Mat’s mechanics facilitated engaging traversal and exploration, the story’s goal became evident to us: embark Mat and the player on a journey back home.</p>
<p>Mat, being a rat is a key factor to present an antithesis to the power fantasy; Mat’s at the deep end of the food chain, and in a world that doesn’t welcome him. That presents a plethora of opportunities in gameplay terms, whilst making evident his resolve to return to Nat. Despite Mat being our only playable character through whom the game unfolds, Nat has <em>her own</em> side of the story; she’s <em>anything but</em> a damsel in distress, and their reunion augurs a rediscovery of each other, as <em>both</em> have grown and changed during their time apart.</p>
<p>The main plot was laid out by my brother Pablo Giles and cousin Andrés Ritter, both cinematographers. It was later worked on and further developed by Jessie Cano (Studio Manager) and myself, with the intention of empowering the player’s agency through gameplay. We want this story of Mat and Nat to be one that, to be fully experienced, must be <em>played</em>, not just told.</p>
<p><strong>What&#8217;s the philosophy behind providing players with no pointers like mini-maps or compasses?</strong></p>
<p>The reason for this is to allow (and require) the player to pay attention to the world itself and the characters within it. One of the main design pillars was to do away with UI of any kind, and rather to enrich the world with clues and signals. Finding these is part of the challenge in itself… and its reward is intimacy with the world the game takes place in. We don’t want to “burst the bubble” by overlaying waypoints and menus- we want you to feel fully immersed in within the game, so you come to see and <em>read</em> the world through Mat’s eyes.</p>
<p><strong>I imagine a setting such as this one presents a great opportunity to play with the perspective of the size of even the simplest of things- the stuff we take for granted in every day life might look like an insurmountable obstacle to a rat. How does the game translate that to gameplay?</strong></p>
<p>That’s absolutely on point! The setting was chosen to harbor that shift in scale and perspective. It was not a happy accident but rather a gameplay design choice. The idea behind this is to allow the player to “team up with Mat”; you as a human know things Mat wouldn’t- like the fact that a rivet can be found in a toolbox. But Mat can use that rivet, like a blunt sword in a way you never could or would. Viewing world building, level design and gameplay as a whole through this lens means that an old wardrobe naturally becomes a dark towering dungeon, and something as trivial as a coat button becomes a shield.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-414241" src="https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-3.jpg" alt="a rat's quest" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-3.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-3-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Platforming is our main tool with which to create a sense direction and discovery within the game. "</p>
<p><strong>Can you speak about The Claw, and what it&#8217;s going to bring in terms of gameplay mechanics?</strong></p>
<p>I absolutely love The Claw as a character. I cannot say too much yet about The Claw’s motivations… but this character is a great way to exemplify how we see combat. Imagine an angry lion, which evolution has taught to fancy you for a snack, and… is the size of a huge elephant. Yes, you’re not meant to “beat it”, you’re meat to (if you can) survive it! <em>A Rat’s Quest</em>, not being a power fantasy, pitches you against foes which are well above Mat in the food chain, and it does so to underline that the main goal is <em>not</em> victory-by-fighting… your main goal is Nat, it’s to return home. Combat <em>will</em> be present in both melee and ranged form. However, characters like The Claw contextualizes combat in such a way that they become part of Mat’s survival mechanics.</p>
<p><strong>How does the switching in perspectives function in the game- can we expect, say, the top down sections to be completely different, mechanically speaking, from the third person ones?</strong></p>
<p>That’s a great question, and one we debated over for quite some time. We use 2D sections (lateral and top-down) as spaces to connect larger areas and, as such, they provide awesome opportunities to create self contained puzzles and challenges which spice up the game’s feel and pacing, shifting player’s mindset. Mechanically, our rule of thumb is… Mat is still Mat, he’ll be able to do any and all mechanics he is capable of, as long as the space permits him. So he’ll be able to jump in lateral spaces, but not in top-down spaces for instance, he can fight in both, but with different limitations… It’s been super interesting to limit Mat’s abilities organically in that way- plus, it makes him feel much more sneaky and rat-like.</p>
<p><strong>How much of the game is going to be sidescrolling sections?</strong></p>
<p>It’s hard to quantify numerically, but what <em>is</em> clear is that, although the main perspective is third-person over-the-shoulder, 2D sections are paramount. And not just traversing through them, but <em>finding</em> them even. Looking at the world through Mat’s eyes, the player will be able to intuit where holes and nooks may be, waiting to be discovered to interconnect the world.</p>
<p><strong>How much of an emphasis does <em>A Rat&#8217;s Quest</em> put on platforming?</strong></p>
<p>“Ample” would be an understatement. Platforming is our main tool with which to create a sense direction and discovery within the game. Platforming holds one of Mat’s main dualities: his skillset as a biped and as a quadruped; he can run and jump on two legs, but he can crawl super fast on all fours, and climb up a gas pipe or a wicker chair. The richness of platforming resides on oscillating between these two modes. Furthermore, a skilled player will harness platforming to become better at stealth <em>and</em> combat, finding escape routs, and vantage points for overcoming enemies.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-414243" src="https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image.jpg" alt="a rat's quest" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"It’s early to lock that number down, but we’re aiming for a 8 hour playthorugh approximately. However, the range of exploration we plan to offer may take playthorughs above that number."</p>
<p><strong>About how long will an average playthrough of <em>A Rat&#8217;s Quest</em> be?</strong></p>
<p>It’s early to lock that number down, but we’re aiming for a 8 hour playthorugh approximately. However, the range of exploration we plan to offer may take playthorughs above that number. At the end of the day, we wanna meet player half way in terms of pacing and rhythm; while the game’s story does exert a certain urgency upon Mat, who are we to stop players from contemplating the world at their own pace? We want Mat and the world to provide players all the means to express themselves through the mechanics, and to define their own playstyle. Will that impact total play through time? Absolutely. But I think that this sense of expression through gameplay comes first.</p>
<p><strong>Will the game will feature Xbox One X and PS4 Pro-specific enhancements? Is 4K/60fps on the cards?</strong></p>
<p>We will certainly try to achieve the best possibly experience for every player, regardless of the system they’ll be playing on, but it’s simply too early to confirm specific stats.</p>
<p><strong>How is the game running on the original Xbox One and PS4, frame rate and resolution wise?</strong></p>
<p>The game is still quite early in development, so any performance stats are constantly improving, and it’s simply too early to comment on hard technical specs. We <em>are</em> making performance an absolute priority. We want players across all platforms to enjoy the game fully and smoothly, and we’re working hard to achieve this.</p>
<p><strong>What is the resolution and frame rate of the Switch version in docked and undocked modes?</strong></p>
<p>We have no concrete specs yet, but I can say that we’re working towards enabling Nintendo Switch players to feel “right at home” whilst playing <em>A Rat’s Quest.</em></p>
<p><strong>The PS5 is confirmed to have SSD. From a development perspective, how will this help you to improve game performance in the future?</strong></p>
<p>The PS5’s SSD is a great news to us all as developers <em>and </em>gamers for sure. I’ll have to refrain from commenting on specs pertaining <em>A Rat’s Quest</em> for now though.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-414242" src="https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-4.jpg" alt="a rat's quest" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-4.jpg 600w, https://gamingbolt.com/wp-content/uploads/2019/09/a-rats-quest-image-4-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Back-compatibility is always a great feature for sure; it helps games stay alive, so we’re immensely happy for it."</p>
<p><strong>The PS5 will have a Zen 2 CPU processor which is a major leap over the CPUs found in the PS4 and Xbox One. From a development perspective, how will this help you in developing games of the future?</strong></p>
<p>I believe all games will benefit from this technology and allow for riskier and bolder concepts to come to life. How that will affect us directly, or <em>A Rat’s Quest</em> in particular, is a subject that I cannot say much about right now.</p>
<p><strong>Xbox Scarlett features GDDR6 memory. How will this increase in memory bandwidth help you in the future?</strong></p>
<p>Just as with above, I’m sure GDDR6 will be awesome to work with in the coming future, but right now, we’re completely and entirely focused on <em>A Rat’s Quest.</em></p>
<p><strong>Backwards compatibility is a big feature PS5. How will it help your past library to evolve and grow?</strong></p>
<p>Back-compatibility is always a great feature for sure; it helps games stay alive, so we’re immensely happy for it.</p>


<p></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">414266</post-id>	</item>
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		<title>Jagged Alliance: Rage! Review &#8211; Going Commando</title>
		<link>https://gamingbolt.com/jagged-alliance-rage-review-going-commando</link>
					<comments>https://gamingbolt.com/jagged-alliance-rage-review-going-commando#respond</comments>
		
		<dc:creator><![CDATA[Corey Gavaza]]></dc:creator>
		<pubDate>Wed, 19 Dec 2018 17:48:51 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Cliffhanger Productions]]></category>
		<category><![CDATA[HandyGames]]></category>
		<category><![CDATA[Jagged Alliance: Rage]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[THQ Nordic]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=379048</guid>

					<description><![CDATA[The long dormant franchise makes its return. But should you welcome it with open arms?]]></description>
										<content:encoded><![CDATA[<p><em><span class="bigchar">J</span>agged Alliance</em> is a franchise with some renown behind it. Though long past its heyday, it was once one of the premier tactical turn-based titles back in the days of MS-DOS and early Windows. <em>Jagged Alliance: Rage!</em> is a tactical game where you control a team of mercs and infiltrate an island to save a fellow mercenary, taking out the island’s dictator along the way. This game is set 20 years after the events of the first title in the series and the mercenaries are all returning characters that long-time fans will recognize. But does this capture the spirit of the original? And more importantly, should <em>Jagged Alliance</em> be brought back?</p>
<p>First impressions with the game aren’t stellar. The presentation in this title is, for lack of a better term, lacking. The story isn’t exactly compelling with its “crazy dictator in charge of an island” premise and the writing is also pretty bland. My merc team was comprised of Dr. Q, who spouted wise Chinese proverbs every five minutes, and Vicki, a Jamaican woman. It’s fun in a campy way but it’s hard to take seriously. Graphics are pleasant enough, though animations can be somewhat choppy at times. Environments looks nice from a distance but the lack of graphical quality is pretty apparent the closer you zoom into gameplay. Ultimately though, even though it doesn’t push any boundaries, what’s here is good enough.</p>
<p>But after all that’s said and done, <em>Jagged Alliance: Rage!</em> is still a tactical game and it is a fun time when everything works the way it&#8217;s supposed to. Like I mentioned before, you select a team of two mercenaries to explore the island with. These mercs all specialize in different aspects like sniping, stealth, equipment maintenance, etc. However, they also come with their own setbacks that they’ve acquired over their years of inactivity. Reduced eyesight, claustrophobia, these are all traits that will affect your gameplay through your time on the island. You’ll pick up all of your equipment out in the field and will also have to deal with a few light survival elements like dehydration and infection. The game does a solid job of presenting all of these elements in an accessible way so as not to overwhelm the player.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-368717" src="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-2-1024x576.jpg" alt="jagged alliance rage" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-2.jpg 1920w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"Graphics are pleasant enough, though animations can be somewhat choppy at times."</p></p>
<p>Stealthing around in this game is a lot of fun. You’re given plenty of movement options and it feels great to use them and to outwit your opponents. You can whistle and draw your foes away before you gut them from behind. Finding and stealing equipment during missions is also a lot of fun. This opens up a lot of interesting choices on the fly. Do you keep your busted-up rifle that you modified earlier but needs repair or do you swap it for a relatively pristine yet weaker version that an enemy dropped? Trying to make it out of a mission with some good loot that you’ve picked up adds a compelling tension to the gameplay.</p>
<p>During your turns, you perform actions that use up your action points. You have full control over how your character moves about, from running to sneaking to crawling, with all options having their benefits and setbacks. Gunplay also has a unique twist brought over from the older titles: the ability to aim more accurately. At the cost of additional action points, you can hone your aiming down and improve your percentage chance of hitting any specific part of the body you’re aiming at. This is a great gameplay option and it does a lot to add depth to the simple act of shooting.</p>
<p>What doesn’t add much depth to the gameplay is the addition of survival elements. Though some things make sense, like equipment and health management, the addition of sickness and thirst just creates busy-work for the player. Instead of enjoying your tactical gameplay, you have to constantly be on the lookout from bottles of water scattered around the levels lest your merc start dehydrating and not performing as well. All this creates an additional meter management mechanic, and it happens far too often. This ends up turning into a cycle of wiping a level of enemies before spending the next five minutes searching through every nook and cranny for things to drink before you leave. It’s not difficult, it just serves to add more tedium to your experience.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-368719" src="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-4-1024x576.jpg" alt="jagged alliance rage" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-4.jpg 1920w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"The AI in <em>Jagged Alliance: Rage</em> is a strange beast to wrap your head around."</p></p>
<p>There are also issues that stem directly from that fun gameplay loop. While it’s satisfying to sneak around camps, enemy AI is erratic and their line of sight is never clearly defined. Getting spotted from the other side of the map halfway through a mission is never fun when you feel like it wasn’t your fault that you were caught. Both you and the enemies can also shoot right through environmental objects like buildings or cars in order to hit targets hidden behind them. And I don’t mean shoot through them as in putting holes in the walls of buildings or denting the sides of cars. I mean the shots end up phasing through the object like it wasn’t even there.</p>
<p>The AI in <em>Jagged Alliance: Rage</em> is a strange beast to wrap your head around. The enemies are either brain-dead who don’t react to their comrade dropping right next to them or they’re gun-toting bloodhounds who can sniff you out from the other side of the map. And although you can take out an alerted enemy before he can sound an alarm, most of them just shout out to the others around them as soon as they figure out where you are anyway. They don’t exactly seem like well-crafted enemies that provide a challenge, but more like a malfunctioning CPU that just decides to read your inputs at certain moments.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image.jpg"><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-368720" src="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-1024x576.jpg" alt="jagged alliance rage" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image.jpg 1920w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"This is a game that could have benefited greatly from another year or so in development."</p></p>
<p>And even though those all drag the experience down, the biggest issue <em>Jagged Alliance: Rage!</em> has is in its control. Inventory management is a source of great annoyance since you’re only allowed a certain amount of slots to carry items and the stacking limit is hilariously low, if it’s allowed at all in the case of certain items. Trying to take loot from fallen enemies turns into a cumbersome back-and-forth where you end up giving your dead foe a handful of your items temporarily just so you can get an item and use it. Moving around the map also isn’t ideal. Your cursor oftentimes doesn’t match up with where you’re pointing due to the deceptive camera angle. And orienting the camera into a top-down view gives the game an ugly green filter over everything so that’s not ideal either. On top of all that, there’s slowdown and delays to your cursor, which makes the essential act of moving around a chore.</p>
<p>This is a game that could have benefited greatly from another year or so in development. What is here is fun but it’s brought down by technical issues and strange gameplay elements. While the moments where you successfully take out an entire camp from the shadows stands out as a highlight, you have to slog through so much to get to that point that it hardly seems worth it. Hopefully this title gets patched down the road but as it is, this is not the entry that’s going to get the world wishing for more <em>Jagged Alliance</em>.</p>
<p><span style="color: #ff6600;"><strong><em>This game was reviewed on the PlayStation 4.</em></strong></span></p>
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		<title>Jagged Alliance: Rage! Interview &#8211; Character Roster, Gameplay Changes, Difficulty, and More</title>
		<link>https://gamingbolt.com/jagged-alliance-rage-interview-character-roster-gameplay-changes-difficulty-and-more</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 22 Oct 2018 13:02:04 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Cliffhanger Productions]]></category>
		<category><![CDATA[HandyGames]]></category>
		<category><![CDATA[Jagged Alliance: Rage]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=368715</guid>

					<description><![CDATA[Jagged Alliance: Rage! developers Cliffhanger Productions answer some of out most burning questions about the upcoming turn based tactics title.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>here is no shortage of turn based tactical games on the market, but <em>Jagged Alliance </em>has always held a special place in the hearts of a great many people. It&#8217;s been some time since we last saw a proper, mainline <em>Jagged Alliance </em>instalment, and even though <em>Jagged Alliance: Rage! </em>is technically a spinoff, it seems to be harkening to the classic strategy games quite a bit. Recently, we sent across several of our questions about the game to developers Cliffhanger Productions, about everything from accessibility and difficulty to the game&#8217;s character roster and how it connects with the events of previous games, and it&#8217;s fair to say Michael Paeck, Head of Studio, came up with some pretty interesting responses.<b></b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-368718" src="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-3.jpg" alt="jagged alliance rage" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-3-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"<span class="s1">Overall the biggest changes is that you are fighting against a huge army with just a small group of Mercs, with no HQ support you are on your own staying alive out there.</span>"</p></p>
<p><strong><span class="s1">How have the twenty long years since the last game’s events changed the characters in this game?</span></strong></p>
<p><i></i><span class="s1">All the characters aged and developed certain habits and specialties. The impressively large Ivan for example can now be used as mobile cover by other Mercs. However over the years he also got bad knees which hurt when he drops down from high ground. Or Dr Q: He has mentally trained to focus, allowing him to gain additional action points, but over the years also his eyesight got worse making him a poor gunner.</span></p>
<p><span class="s1"><strong>What are some of the major gameplay changes that we’ll be seeing in </strong><i><strong>Jagged Alliance: Rage?</strong> </i></span></p>
<p><span class="s1">Overall the biggest changes is that you are fighting against a huge army with just a small group of Mercs, with no HQ support you are on your own staying alive out there.</span></p>
<p><span class="s1">On the strategy level, the game is quite similar to previous titles and remains to offer a deep strategic challenge with plenty of options on how to approach a target. You can invest additional AP to aim more precisely, change stances, use elevations, etc. But there are also new additions like special skills that are unique to each character, or new stealth features, e.g. you can kill enemies instantly if you manage to sneak behind them without being noticed. </span></p>
<p><span class="s1">On the tactical level there are major changes since you are cut off from your HQ, and therefore you must try to survive and escape from the island. This results in different economics where you manage various survival aspects. So you take care of your group on a more personal level, which will link you much closer to your small group of mercenaries. This is for example thirst that can lead to dehydration, or wounds that bleed and can become inflamed or even crafting weapon mods from parts. </span></p>
<p><strong><span class="s1">Can you elaborate about some of the survival and adventure elements players can expect to see in the game?</span></strong></p>
<p><span class="s1">Survival example: If your characters get wounded and catch a shrapnel, there is a chance of getting an infection if the shrapnel isn’t removed from the body. An infected wound will lower the overall performance of that Merc. All Mercs also have a hydration level, which dictates how well they can perform in combat and how well their immune system works.</span></p>
<p><span class="s1">Adventure: Over the course of the game your characters meet several NPCs they can talk to via multiple choice. Without spoiling the story, there are situations where the player has to decide whether to help an ally or stay out of it. Further there are plenty of funny dialogues when you Mercs start picking on each other.</span></p>
<p><span class="s1"><strong>How accessible is this game going to be, and how challenging can it get? Tell us more about the difficulty settings available to players in the game.</strong> </span></p>
<p><span class="s1">The game aims to be more accessible than previous titles. This is achieved by a more clear user interface, less complicated inventory management and also plenty of “learning by doing” situations during the first hour of gameplay. However, once this first hour has passed, the game opens up and the challenge increases continuously over the course of the game. There are certain missions which are really really tough, but when beaten they offer great rewards.</span></p>
<p><span class="s1">There are 3 difficulty settings available: Easy for the casual players that are mainly interested in following the story. Here the enemies are easier to kill and your own Mercs have better chances to survive. But on Medium and Hard difficulty this changes drastically, making it significantly harder to kill enemy foes and keep your Mercs healthy.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-368720" src="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image.jpg" alt="jagged alliance rage" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"<span class="s1">Making this game more accessible means it takes less time to understand the basic rules &amp; mechanics of the game, but this doesn’t mean it will become a dumbed down experience.</span>"</p></p>
<p><strong><span class="s1">In a game like this, it seems like reducing the difficulty would get in the way of the overall experience. How does the game achieve a balance of being accessible while still bringing tense gameplay?</span></strong></p>
<p><span class="s1">On Easy mode the difficulty is reduced. However on medium and hard difficulty, the challenge is more in line with the series’ predecessors. You’ll have to make sure to use any bit of help you can get and plan carefully before you strike. However, since this game does some things different compared to its predecessors, a 1:1 comparison is not really possible.</span></p>
<p><span class="s1">Making this game more accessible means it takes less time to understand the basic rules &amp; mechanics of the game, but this doesn’t mean it will become a dumbed down experience. The player will often be surprised, be it by development of a battle or by story elements. In this game it will happen often that you come up with a good plan but then something goes wrong and hell breaks loose! </span></p>
<p><strong><span class="s1">How large will the game’s roster of characters be?</span></strong></p>
<p><span class="s1">There are 7 characters the player can control, each with their unique strengths, weaknesses and special abilities.</span></p>
<p><strong><span class="s1">On a related note, what are some of the unique traits and personal conflicts of these characters, and how do these impact gameplay?</span></strong></p>
<p><span class="s1">A few examples: </span></p>
<p><span class="s1">Ivan Dolvich, the former highly decorated Soviet Army Major, is so large that he works as mobile cover for other Mercs, but due to his size he can only hide while being prone. Also he has a bigger inventory and really good with assault rifles and shotguns. When he gets enraged, he can withstand more damage than any other Merc. But he is also an alcoholic, so he needs alcohol to function properly. So overall Ivan is more like a tank and a good choice for players that enjoy direct conflict</span></p>
<p><span class="s1">Kyle “Shadow” Simmons is an ex-Ranger and stealth expert, making less noise overall and only he can throw knifes for stealth kills. Further he is always concealed when in cover and really good with SMGs. But he is also a bleeder with higher chances to get infections. He is a good choice for players that like stealth gameplay and clever strategies to trick the enemies.</span></p>
<p><span class="s1">Carlene “Raven” Higgens is a former SWAT team sniper, therefore really good with pistols and rifles. She can is not restricted by own sight range and has a special precision shot that ignores armor. If an enemy gets close, she can disarm them and grab their guns. But since she is also not the strongest person and therefore unable to use heavy weapons. She is a good choice for players that enjoy sniping and striking where it really hurts.</span></p>
<p><span class="s1">The list goes on for the remaining characters, where each one has really strong differences and supports certain playstyles. Choosing the right Mercs for your playstyle is key to success!</span></p>
<p><strong><span class="s1">Will the game feature Xbox One X specific enhancements? What can players expect if they are playing the game on Xbox One X? Is 4K/60fps on the cards?</span></strong></p>
<p><span class="s1">4K is on the cards, but at 30fps. For a turn based game we felt reaching 60fps is less critical than e.g. in a racing game.</span></p>
<p><strong><span class="s1">And how will the PS4 Pro version turn out in terms of resolution and frame rate?</span></strong></p>
<p><span class="s1">The game runs slightly better on a PS4 Pro, however there are no differences in terms of resolution and framerate.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-368719" src="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-4.jpg" alt="jagged alliance rage" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/10/Jagged-Alliance-Rage-image-4-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"<span class="s1">Most turn based games are naturally limited by CPU power, since the underlying battle simulation must do insane amounts of background calculations to provide accurate and believable combat situations. In our case this results that 4K support was quite easy, but since CPU is the limiting factor achieving 60FPS would have been a really major undertaking especially for a smaller developer like us.</span>"</p></p>
<p><strong><span class="s1">From a development perspective, how do you find the Xbox One X to be? With so much GPU power, we are sure you must be doing some amazing things.</span></strong></p>
<p><span class="s1">This really depends on the type of game and the size of the developer. Most turn based games are naturally limited by CPU power, since the underlying battle simulation must do insane amounts of background calculations to provide accurate and believable combat situations. In our case this results that 4K support was quite easy, but since CPU is the limiting factor achieving 60FPS would have been a really major undertaking especially for a smaller developer like us.</span></p>
<p><strong><span class="s1">How is the game running on the original Xbox One and PS4, frame rate and resolution wise?</span></strong></p>
<p><span class="s1">The game runs in 1080p with 30fps on the regular PS4 and on 900p with 30fps on base Xbox models.</span></p>
<p><strong><span class="s1">Are there any plans to bring the game to the Switch? If not, why?</span></strong></p>
<p><span class="s1">Unfortunately, it’s too early to speak about this now.</span></p>
<p><strong><span class="s1">Next gen is coming sooner or later. From a development perspective, what is your biggest expectation from PS5 and Xbox Scarlett?</span></strong></p>
<p><span class="s1">If 4K gaming will be the norm by then, of course much faster GPU and CPU power will be the key, along with significantly faster hard drives. For smaller development teams like us it is beneficial to have less different variants of a console, as this means we can focus much more on one platform.</span></p>
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		<title>Jagged Alliance: Rage Delayed to December 6th</title>
		<link>https://gamingbolt.com/jagged-alliance-rage-delayed-to-december-6th</link>
					<comments>https://gamingbolt.com/jagged-alliance-rage-delayed-to-december-6th#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 27 Sep 2018 17:30:41 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Cliffhanger Productions]]></category>
		<category><![CDATA[HandyGames]]></category>
		<category><![CDATA[Jagged Alliance: Rage]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[THQ Nordic]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=364028</guid>

					<description><![CDATA[Originally slated to release today, the tactical strategy title instead receives new footage.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/09/Jagged-Alliance-Rage.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-364068" src="https://gamingbolt.com/wp-content/uploads/2018/09/Jagged-Alliance-Rage.jpg" alt="Jagged Alliance Rage" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/09/Jagged-Alliance-Rage.jpg 1200w, https://gamingbolt.com/wp-content/uploads/2018/09/Jagged-Alliance-Rage-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/09/Jagged-Alliance-Rage-768x433.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/09/Jagged-Alliance-Rage-1024x577.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Cliffhanger Productions&#8217; <em>Jagged Alliance: Rage</em> was supposed to release today. Unfortunately, publishing label HandyGames has announced a delay to December 6th. There&#8217;s not much reason for the delay, aside from more polish and development time being required. Some new gameplay footage has been released to quell anticipation in the meantime. Check it out below.</p>
<p>As a follow-up to the classic turn-based tactical strategy series, <em>Jagged Alliance: Rage</em> takes place two decades after the first game. With just a handful of soldiers, a comparatively larger enemy, and no hope for the cavalry to come swooping in, players will need to rely on guerrilla warfare to succeed.</p>
<p><em>Jagged Alliance: Rage</em> includes two player co-op, adventure elements, and different characters with their own personalities, abilities, and tactics. New Rage skills are also available for each character, which become more potent as a battle wears on. Soldiers will even have experimental drugs, though these can also be used against the enemy.</p>
<p>What are your thoughts on the new gameplay footage? Let us know in the comments below.</p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">Don’t rage… yet. Jagged Alliance: Rage! will now be brought to you by Saint Nick. Whether you own a PC, a PlayStation 4 or an Xbox One, there ain’t no better present to put in your boots now that the release date on all platforms has been moved to December 6th 2018. <a href="https://t.co/ybPjeEbXpf">pic.twitter.com/ybPjeEbXpf</a></p>
<p>&mdash; THQ Nordic (@THQNordic) <a href="https://twitter.com/THQNordic/status/1044927729437749249?ref_src=twsrc%5Etfw">September 26, 2018</a></p></blockquote>
<p><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></p>
<p><iframe loading="lazy" title="Jagged Alliance: Rage! - Gameplay Trailer - New Releasedate!" width="500" height="281" src="https://www.youtube.com/embed/JJtRveCPg7M?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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