<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>hound picked games &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
	<atom:link href="https://gamingbolt.com/tag/hound-picked-games/feed" rel="self" type="application/rss+xml" />
	<link>https://gamingbolt.com</link>
	<description>Get a Bolt of Gaming Now!</description>
	<lastBuildDate>Mon, 20 Apr 2020 10:21:50 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.8.3</generator>
<site xmlns="com-wordpress:feed-additions:1">185493399</site>	<item>
		<title>HyperParasite Interview &#8211; Body Snatcher</title>
		<link>https://gamingbolt.com/hyperparasite-interview-body-snatcher</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 20 Apr 2020 10:21:48 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[hound picked games]]></category>
		<category><![CDATA[hyperparasite]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[troglobytes games]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=438736</guid>

					<description><![CDATA[Saverio Caporusso, founder of Troglobytes Games, speaks with GamingBolt about the twin stick shooter. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>here&#8217;s nothing quite like a good twin-stick shooter and Troglobytes Games&#8217; recently released <em>HyperParasite </em>is a healthy dose of just that. Mixing its flashy and frenetic action with roguelike elements, it&#8217;s a game that promises a lot of replay value and high-octane action, and the fact that the game was in early access for a year prior to its full launch has definitely helped it make some improvements. Recently, we conducted an interview with the game&#8217;s developers in hopes of learning more about it- you can read our conversation with Troglobytes Games founder Saverio Caporusso below.</p>
<p><span style="color: #ff6600;"><em><strong>NOTE: This interview was conducted prior to the game&#8217;s full launch.</strong></em></span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-3.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-438708" src="https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-3.jpg" alt="hyperparasite" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-3-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Being one full year in Early Access helped us better shape the gameplay with precious players&#8217; feedback."</p>
<p><strong>How much has having been in early access for nearly a year helped with development?</strong></p>
<p>It helped a lot! Being one full year in Early Access helped us better shape the gameplay with precious players&#8217; feedback. <em>HyperParasite</em> allows for tons of different combinations and offers a different gameplay experience on each run, so testing would have been tragic without players&#8217; help.</p>
<p><strong>Have there been any major feature additions or improvements that have come about as a direct result of feedback received from players during early access?</strong></p>
<p>Yes. One of the main issues players had with <em>HyperParasite</em> is that once you progress to a new level, you have no unlocked host bodies, so the game could get really hard.</p>
<p>Some players gave us different ideas/suggestions, and we ended up taking one of them and implementing it in the gameplay.</p>
<p>That&#8217;s how the &#8216;freezers&#8217; came to be: in the shop (which is present in each level) the player can now find some cryogenic containters where host bodies can be stored; you can then retrieve such bodies in later levels, whenever you want. We think it&#8217;s a clever idea and we&#8217;re really happy it came directly from players.</p>
<p><strong>The concept of constantly possessing new hosts and gaining new abilities as a result is a very interesting one, but how much variety can players expect in terms of these different abilities?</strong></p>
<p>We wanted the game to feel &#8216;different&#8217; on each subsequent run, so we invested in a large amount of host bodies (there are 60!), items, skills, secrets and whatnot, and of course we rely on procedural level generation to make things a little bit different each time.</p>
<p><strong><em>HyperParasite&#8217;s</em></strong><strong> progression, character classes, and the aforementioned abilities all sound like they can come together to create an intricate web of options, especially when procedurally generated maps are added on top- how much of a focus was it during development to ensure that that variety was in place, and that it was as abundant as this?</strong></p>
<p>The concept of re-playability has been of high importance since day one of development; we really wanted to keep players engaged and find/unlock new things on each run.</p>
<p>There are also some subtle mechanics that will make levels bigger and harder as you progress in the game and unlock new stuff, to keep the challenge alive.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-4.jpg"><img decoding="async" class="aligncenter wp-image-438709" src="https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-4.jpg" alt="hyperparasite" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-4-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Each boss fight represents a different challenge; they are all inspired by old arcade games (just like everything else in <em>HyperParasite!).</em>"</p>
<p><strong>Can you talk about the boss fights, and what players can expect to see from them in terms of diversity and challenge?</strong></p>
<p>Each boss fight represents a different challenge; they are all inspired by old arcade games (just like everything else in <em>HyperParasite!).</em></p>
<p>In order to succeed, the players need to understand their patterns and their soft spots, which (especially during the first runs) can prove to be a really tough task!</p>
<p><strong><em>HyperParasite</em></strong><strong> sports a very unique and interesting 3D pixel art aesthetic- how did you land on this look for the game? </strong></p>
<p>We did a lot of pre-production and testing before deciding for the final look of the game. We wanted it to look &#8216;retro&#8217;, but at the same time we didn&#8217;t want to rely on pixel art alone, because we like to experiment and try new things.</p>
<p>In the end, we went for a retro pixelated 3D style, which works really good for such a game, if you ask us! A lot of people like the overall look of the game, while other (especially younger people) find it quite weird, but still interesting.</p>
<p><strong>Do you have any plans to add online co-op to <em>HyperParasite</em> down the road?</strong></p>
<p>We have a lot of crazy ideas for the game (and an online co-op mode could be one of them), but it will really depend on how the game performs; being a small indie team we need to focus our resources on what really works.</p>
<p>We really hope to be able to give <em>HyperParasite</em> the updates and improvements it deserves.</p>
<p><strong>Will the game will feature Xbox One X and PS4 Pro-specific enhancements? Is 4K/60 FPS on the cards?</strong></p>
<p>There are no specific enhancements for last generation, being the game retro-inspired we don&#8217;t really need all the power to improve it graphically, we still want it to look like an old game from 80s/90s.</p>
<p><strong>How is the game running on the original Xbox One and PS4, in terms of frame rate and resolution?</strong></p>
<p>The game runs at a steady 60 FPS on both Xbox One and PS4.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-2.jpg"><img decoding="async" class="aligncenter wp-image-438707" src="https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-2.jpg" alt="hyperparasite" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/04/hyperparasite-image-2-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Switch has been our primary target platform for <em>HyperParasite</em> since the beginning, because we thought it was the right game for such a console."</p>
<p><strong>What are the docked and undocked resolution and frame rate of the Switch version?</strong></p>
<p><em>HyperParasite</em> runs at 60 FPS on both docked and undocked Switch modes.</p>
<p><strong>As an indie developer yourself, what&#8217;s your opinion on the Switch, which seems to have become a haven for indie games?</strong></p>
<p>It&#8217;s been our primary target platform for <em>HyperParasite</em> since the beginning, because we thought it was the right game for such a console.</p>
<p>It is indeed the best performing platform for indie games at the moment, we&#8217;ll see what happens with the new generations of PS/XBOX around the corner.</p>
<p><strong>Given that next-gen consoles are right around the corner, have you given any thought to next-gen ports for the game?</strong></p>
<p>We&#8217;ll try and port <em>HyperParasite</em> for all the new consoles as soon as we manage to get our hands on the devkits. We want the game to be published and played everywhere we can!</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">438736</post-id>	</item>
	</channel>
</rss>
