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		<title>Daymare: 1994 Sandcastle &#8211; Everything You Need to Know</title>
		<link>https://gamingbolt.com/daymare-1994-sandcastle-everything-you-need-to-know</link>
		
		<dc:creator><![CDATA[Usaid]]></dc:creator>
		<pubDate>Mon, 31 Jul 2023 09:49:26 +0000</pubDate>
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					<description><![CDATA[Daymare: 1994 Sandcastle is just around the corner, and here's everything you need to know before buying the game.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>nvader Studios is rounding up work on <em>Daymare: 1994 Sandcastle,</em> and it releases for PC, PS4, PS5, Xbox One, Xbox Series X/S, and Nintendo Switch on 30 August this year. In preparation for this upcoming release, we have compiled a list of 13 things that you need to know before you buy the game. We have a lot to cover, so let’s dive right in.</p>
<p style="text-align: center;"><strong>Story</strong></p>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-488321" src="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2.jpg" alt="daymare 1994 sandcastle" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2-1024x575.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2-1536x863.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p><em>Daymare 1994</em> puts players in the shoes of Dalila Reyes, who is a government spy working for a top-secret unit called Hexacore Advanced Division for Extraction and Search (abbreviated as H.A.D.E.S.). As a member of this advanced military unit, Dalila gets sent to a secret research facility where all kinds of horrors lurk in the darkness. As is already evident from this narrative setup, <em>Daymare 1994’s</em> narrative will be sticking to survival horror tropes like failed experiments and government conspiracies for its story. And while elements of it might be pretty familiar to genre fans, the story might just be worth seeing through to the end.</p>
<p style="text-align: center;"><strong>Connections To Daymare 1998</strong></p>
<p><img decoding="async" class="aligncenter wp-image-488324" src="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image.jpg" alt="daymare 1994 sandcastle" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-1024x575.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-1536x863.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>For the uninitiated, <em>Daymare 1994</em> is a prequel to the 2019 horror game <em>Daymare 1998</em>. The original didn’t have the best of critical reception as can be seen from a rather measly score of 53 on Metacritic, but elements of the gameplay were ripe to be built upon with a sequel &#8211; hence the prequel. <em>Daymare 1994</em> obviously takes place 4 years before the events of the first game, and the events in this upcoming story will bridge the gap and provide the required context for what ends up happening in <em>Daymare 1998</em>. The developer also promises big comebacks in addition to new characters, so that’s pretty exciting to hear as well.</p>
<p style="text-align: center;"><strong>Inspired by Dead Space</strong></p>
<p><iframe title="Daymare: 1994 Sandcastle - 13 Things To Know BEFORE YOU PURCHASE" width="500" height="281" src="https://www.youtube.com/embed/WdgNP-WcyYU?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>If that wasn’t already obvious, the <em>Daymare</em> games are heavily inspired by the <em>Dead Space</em> franchise &#8211; and it carries elements of its inspirations like a badge of honor. Everything from the setting to the over-the-shoulder camera and sci-fi elements hearkens back to the glory days of <em>Dead Space</em>. Furthermore, the moment-to-moment gameplay also revolves around using whatever scant resources you have and carefully tiptoeing around the dark and murky facility that’s filled to the brim with enemies and jumpscares at every corner. As such, it’s going to be a pretty familiar experience for fans of survival horror games &#8211; which isn’t necessarily a bad thing.</p>
<p style="text-align: center;"><strong>Dismemberment</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-560169" src="https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994.jpg" alt="daymare 1994" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>It’s almost impossible to talk about <em>Dead Space</em> without mentioning its impressive dismemberment mechanics, which was one of the prime pillars of its combat system. Of course, <em>Daymare 1994</em> is also borrowing this particular mechanic for its own purposes &#8211; and players will be able to strategically shoot down enemies at limbs to weaken them, and ultimately render them harmless.</p>
<p style="text-align: center;"><strong>The Scanner</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-560170" src="https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-hades-suit.jpg" alt="daymare 1994 hades suit" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-hades-suit.jpg 2560w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-hades-suit-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-hades-suit-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-hades-suit-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-hades-suit-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-hades-suit-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-hades-suit-2048x1152.jpg 2048w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Our protagonist Dalila dons a super advanced H.A.D.E.S. suit which is fitted with all sorts of technical wizardry, but the scanner is set to be one of the most important tools in that suit of armor. Using the titular scanner, players will be able to assess every detail in the surroundings which will help in uncovering hidden collectibles, secret puzzles, and extra documents. It’s a pretty familiar mechanic, but players who want to complete the game to a 100% will have to pay a lot of attention to the scanner in the moment-to-moment gameplay.</p>
<p><strong>Level Design</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-560173" src="https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-levels.jpg" alt="daymare 1994 levels" width="720" height="360" srcset="https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-levels.jpg 940w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-levels-300x150.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-levels-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-levels-768x384.jpg 768w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>As can be seen from the gameplay and trailer clippings, <em>Daymare 1994</em> will feature claustrophobic levels where players will be funneled into dangerous situations with little wiggle room to spare. The facility is filled with long corridors lined with sparse lighting, which helps induce a sense of anxiety within the player. Of course, there are also contrasting areas that are comparatively more open-ended &#8211; but those seem to be pretty rare from what little we know at the moment.</p>
<p><strong>Puzzles</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-560174" src="https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-puzzles.jpg" alt="daymare 1994 puzzles" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-puzzles.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-puzzles-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-puzzles-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-puzzles-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-puzzles-768x432.jpg 768w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Exploration will obviously be an important part of the experience, and the game will be relying on environmental puzzles to tickle your brain cells. As such, you might have to scour the environments in search of hidden keycards, use different items to solve puzzles or take part in minigames like hacking to open certain doors. We’re not expecting puzzles to be too complicated in nature, but they will have to be engaging on some level to remain a worthy distraction from the combat and story.</p>
<p><strong>Enemy AI</strong></p>
<p>Over on the enemy side of things, Invader Studios promises that enemies in <em>Daymare 1994</em> will be some of the most aggressive creatures that you have ever faced. Furthermore, the developers have also stated that enemies will also have “intelligent AI” &#8211; so you might have to dynamically alter your combat strategy if you wish to see the adventure through to the end.</p>
<p style="text-align: center;"><strong>Transforming Enemies</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-560172" src="https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-enemies.jpg" alt="daymare 1994 enemies" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-enemies.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-enemies-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-enemies-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-enemies-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-enemies-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-enemies-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Another important point worth noting in terms of enemies is that certain enemies might be able to transform into a deadlier version of themselves. While we don’t exactly know how it will work, transforming enemies definitely sounds exciting &#8211; and they should hopefully help in adding more spice to the combat system.</p>
<p><strong>The Frost Grip</strong></p>
<p>While players will have the option to choose from different weapons like pistols or shotguns, the Frost Grip will be one of the most important tools in your arsenal when it comes to dispatching the many enemies that roam the facility. This exotic gun essentially spews frost upon the enemy which freezes them in their tracks, and in turn allows you to easily shoot them down or dismember the limbs with relative ease.</p>
<p><strong>Multiple Difficulties</strong></p>
<p>Invader Studios has already confirmed that players will have the option to choose the difficulty to their liking. Newcomers to the survival horror genre might want to stick to the Rookie difficulty, and those who have some experience with such games or just crave a tougher challenge might want to bump the difficulty up to Veteran. We don’t know how the experience will exactly change with the difficulty, so we’ll have to wait and see.</p>
<p><strong>Visuals</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-560171" src="https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-visuals.jpg" alt="daymare 1994 visuals" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-visuals.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-visuals-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-visuals-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-visuals-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-visuals-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/07/daymare-1994-visuals-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>As you might have already noticed, <em>Daymare 1994</em> looks absolutely gorgeous from a visual standpoint. The game makes good use of Unreal Engine 4’s feature set to deliver a highly atmospheric experience, complete with all the graphical bells and whistles that one would expect from a current-gen release. There’s generous use of high-quality assets, and character models look reasonably sharp, but the lighting and reflections are what ultimately give this game an innately unsettling vibe which is pretty important for a survival horror experience like this one.</p>
<p><strong>System Requirements</strong></p>
<p>Thanks to the game being built on Unreal Engine 4, <em>Daymare 1994</em> isn’t too demanding on the PC hardware side of things. As per the Steam page, you need a minimum of Core i5-4460, GeForce GTX 760, and 8 GB of RAM to run the game without any hitches. And even if you wish to crank the settings up to higher levels, you only need a Core i7 3770, GTX 1060, and 8 GB of RAM to do so. Most modern PCs and handhelds like the Steam Deck should be able to run the game without many issues, which is a great thing in our opinion.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">560166</post-id>	</item>
		<item>
		<title>Daymare: 1994 Sandcastle Launches on August 30, New Trailer Shows off Gameplay and Spooks</title>
		<link>https://gamingbolt.com/daymare-1994-sandcastle-gets-new-trailer-showing-off-gameplay-and-spooks</link>
		
		<dc:creator><![CDATA[Shunal Doke]]></dc:creator>
		<pubDate>Sat, 10 Jun 2023 18:24:29 +0000</pubDate>
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					<description><![CDATA[Check out the newest trailer for Daymare: 1994 Sandcastle, which shows off combat and enemies.]]></description>
										<content:encoded><![CDATA[<p>Developer Invader Studios has released a new trailer for its upcoming <em>Resident Evil</em>-inspired survival horror game <em>Daymare: 1994 Sandcastle</em>. The trailer, which you can check out below, shows off gameplay for the upcoming game.</p>
<p>The new trailer for <em>Daymare: 1994 Sandcastle</em> gives us a good look at the kind of enemies we&#8217;ll be expected to fight throughout the game, as well as a good idea of the weapons we&#8217;ll have access to. The trailer also revealed that <em>Daymare: 1994 Sandcastle</em> will be coming to PC, PS5 and Xbox Series X/S on August 30.</p>
<p>A follow-up to <a href="https://gamingbolt.com/daymare-1998-review-stuck-in-h-a-d-e-s"><em>Daymare 1998</em></a>, <em>Daymare: 1994 Sandcastle</em> was first unveiled a couple of years ago. The studio <a href="https://gamingbolt.com/daymare-1994-sandcastle-launches-in-may-new-screenshots-revealed">announced earlier this year</a> that it would be releasing in 2023. The studio made the announcement alongside a series of screenshots to show off how development on the game was going.</p>
<p>For more details on <em>Daymare: 1994 Sandcastle</em>, <a href="https://gamingbolt.com/daymare-1994-sandcastle-interview-enemies-horror-improvements-and-more">check out our inteview with the studio</a> about the game&#8217;s enemies, horror, and how it improves on its predecessor.</p>
<p><iframe loading="lazy" title="Daymare 1994 Sandcastle Gameplay Trailer - Future Games Show Summer Showcase 2023" width="500" height="281" src="https://www.youtube.com/embed/BmlsVEYJfpU?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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		<post-id xmlns="com-wordpress:feed-additions:1">555497</post-id>	</item>
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		<title>Daymare: 1994 Sandcastle Launches in May, New Screenshots Revealed</title>
		<link>https://gamingbolt.com/daymare-1994-sandcastle-launches-in-may-new-screenshots-revealed</link>
					<comments>https://gamingbolt.com/daymare-1994-sandcastle-launches-in-may-new-screenshots-revealed#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Sun, 26 Feb 2023 16:26:31 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=544877</guid>

					<description><![CDATA[Invader Studios' survival horror title will be available for PS5, Xbox Series X/S, PS4, Xbox One, and PC via Steam and GOG. ]]></description>
										<content:encoded><![CDATA[<p>Invader Studios&#8217;&nbsp;<em>Resident Evil</em>-inspired survival horror title&nbsp;<em><a href="https://gamingbolt.com/daymare-1998-review-stuck-in-h-a-d-e-s">Daymare 1998</a>&nbsp;</em>may not have been able to live up to its potential upon its launch in 2019, but the developer will be hoping that its follow-up,&nbsp;<em>Daymare: 1994 Sandcastle,&nbsp;</em>will fare better. Having been in the works for a while now, it has now received a firm launch window- and it&#8217;s not far away.</p>
<p>Taking to Twitter, Invader Studios recently announced that&nbsp;<em>Daymare: 1994 Sandcastle&nbsp;</em>will release for PC and consoles (as a cross-gen title) sometime in May- though a specific launch date within the month hasn&#8217;t been confirmed. Meanwhile, the developer has also shared a new batch of screenshots to offer glimpses at how the horror title is shaping up. Check them out below.</p>
<p><em>Daymare: 1994 Sandcastle&nbsp;</em>will be available for PS5, Xbox Series X/S, PS4, Xbox One, and PC (via Steam and GOG) at launch. You can learn more about the game in our interview with Invader Studios co-founder Michele Giannone <a href="https://gamingbolt.com/daymare-1994-sandcastle-interview-enemies-horror-improvements-and-more">through here</a>.</p>
<p>https://twitter.com/InvaderDevs/status/1628411843294203906</p>
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		<title>PS5 and Xbox Series X&#8217;s GPU Disparities Have Minimal Impact on Development, Invader Studios Co-Founder Says</title>
		<link>https://gamingbolt.com/ps5-and-xbox-series-xs-gpu-disparities-have-minimal-impact-on-development-invader-studios-co-founder-says</link>
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		<dc:creator><![CDATA[Usaid]]></dc:creator>
		<pubDate>Thu, 05 Aug 2021 17:05:14 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=488991</guid>

					<description><![CDATA[In a recent interview with GamingBolt, Invader Studios co-founder Michele Giannone talked about the differences between PS5 and Xbox Series X's GPUs.]]></description>
										<content:encoded><![CDATA[<p>In a recent interview with GamingBolt, co-founder of Invader Studios Michele Giannone gave a number of valuable insights about its upcoming <a href="https://gamingbolt.com/daymare-1994-sandcastle-interview-enemies-horror-improvements-and-more"><em>Daymare: 1994 Sandcastle</em></a>, as well as other topics &#8211; including the power differences between PS5 and Xbox Series X.</p>
<p>While Microsoft&#8217;s console has an obvious lead over Sony&#8217;s offerings in the GPU department, Giannone thinks it doesn&#8217;t make much of a difference in development. Of course, Xbox Series X can run multi-platform games at higher resolutions, but the difference isn&#8217;t so stark that developers have to cut back on ambition and scale to make the game run on the PS5.</p>
<p>&#8220;Certainly from this point of view Microsoft has the advantage. More power also means having more creative freedom, but we don’t think it’s such a huge difference as to bring significant differences in terms of development, especially when considering cross-platform titles. As far as we are concerned, the development cycle will be the same on both platforms, the most marked differences will be noticed in the optimization phase,&#8221; Giannone said.</p>
<p>A plethora of developers share this common sentiment, most notably <a href="https://gamingbolt.com/blacktail-interview-story-combat-morality-and-more"><em>Blacktail</em> developer The Parasight</a>, whom we interviewed very recently. As the generation progresses, it&#8217;s quite possible that the differences start to hold more weight &#8211; but as it stands now, PS5 and Xbox Series X are both great pieces of console hardware.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">488991</post-id>	</item>
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		<title>Daymare: 1994 Sandcastle Interview &#8211; Enemies, Horror, Improvements, and More</title>
		<link>https://gamingbolt.com/daymare-1994-sandcastle-interview-enemies-horror-improvements-and-more</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 02 Aug 2021 07:03:47 +0000</pubDate>
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					<description><![CDATA[Invader Studios co-founder Michele Giannone speaks with GamingBolt about the developer's upcoming horror sequel.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>nvader Studios&#8217; love for <em>Resident Evil </em>is well known among horror fans. Their 2019 survival horror title <em>Daymare: 1998 </em>started life as a <em>Resident Evil 2 </em>fan remake, before evolving into its own game inspired by Capcom&#8217;s beloved classic. Though far from perfect, <em>Daymare </em>showed hints of something interesting with quite a bit of potential, and the developer is hoping to fulfil that initial promise with its upcoming sequel, <em>Daymare: 1994 Sandcastle. </em>Designed as a prequel, the game is promising to expand its horizons and bring something new and unique of its own on top of its <em>RE</em>-inspired formula. We&#8217;ve been curious to learn more about it, and recently sent across some of our questions to its developers at Invader Studios. You can read our conversation with the studio co-founder Michele Giannone below.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-488321" src="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2.jpg" alt="daymare 1994 sandcastle" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2-1024x575.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-2-1536x863.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"From the very beginning, <em>Daymare&#8217;s</em> was always imagined as a trilogy."</p>
<p><strong>What are the biggest changes you&#8217;ve implemented in <em>Daymare: 1994 Sandcastle</em> as direct result of feedback for the first game?</strong></p>
<p>The first step was to collect all the feedback, coming both from the press and from the players, and start again from the most appreciated strong points of the first game to then go on to improve all the weak points that emerged, and that in reality we already knew well. due in large part to technical and budget limits that a young team and a small production have to face when deciding to develop a product of such ambition. With the intention of extending the experience in general, however, and also reworking some mechanics in order to satisfy a greater slice of the audience, in <em>Daymare: 1994 Sandcastle</em> we have focused a lot on pre-production, so as to be able to work with due attention. and calm about all aspects of development.</p>
<p>Speaking of improvements, or in any case changes more generally, we will soon show something more, but from what we have brought out among the announcement trailers, screens and general information on the features, we are working hard to smooth the hardest corners and give a breath of freshness to fans of the <em>Daymare</em> series. Starting from the female protagonist, and moving from a completely new setting, great attention has been paid to what will be the new game weapon, called &#8220;Frost Grip&#8221;, and which will allow you to face different situations in a completely unique way, thanks to the possibility of being able to freeze enemies and props. Speaking precisely of the enemies, in this case we are not dealing with classic zombies, but aggressive and lethal creatures that, as it is easy to guess, make electricity their strength. On the technical side, we are focusing on improving the performance of the cut scenes (between lip sync and facial animations), the animations of the characters in general and on offering greater precision in the shooting phases. For everything else, we can&#8217;t wait to be able to show some gameplay and let the images speak for themselves.</p>
<p><strong>Why did you decide to develop a prequel to <em>Daymare 1998</em> rather than a sequel?</strong></p>
<p>Because, from the very beginning, <em>Daymare&#8217;s</em> was always imagined as a trilogy. While we were still working on the first title, without even being sure it could come out, we were still creating a universe that didn&#8217;t stop at the first title, but that revealed a lot more. Precisely for this reason, throughout <em>Daymare: 1998</em>, it is possible to come across references, between files and communications, to a mysterious mission faced four years earlier. Also following a push from the most passionate players, curious to know more about the past of the characters they loved in <em>Daymare: 1998</em>, we decided to dive into a prequel that would reveal their past.</p>
<p><strong>Can you talk to us about the revamped interface in the game? What are the biggest ways it improves upon the first game?</strong></p>
<p>We realized that, although immersive and appreciated by users, greater attention and care had to be spent in developing the primary game interface, called D.I.D. The device, which in <em>Daymare: 1998</em> served as an inventory, health check, map and file archive collected, has been completely reworked in <em>Daymare: 1994 Sandcastle</em> to be much more streamlined and intuitive than in the past. The visual connection to the previous D.I.D. is present, but the interaction has been significantly improved and we are sure that players will appreciate the path we have taken.</p>
<p><strong>What kind of an impact does the new scanner have in terms of gameplay, especially in terms of exploration and puzzle solving?</strong></p>
<p>Exploration has always been a fundamental point for the series, and this time we decided to give the player an extra weapon that allows him to scan the surrounding environment and discover details or information impossible to notice with the naked eye, by going to find new puzzles to solve, secret files and hidden objects.</p>
<p>We would like to talk more about this as soon as we have something juicy to show, but what is certain is that it is part of the new features that we have decided to insert to expand the experience offered by the first game.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-488322" src="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-3.jpg" alt="daymare 1994 sandcastle" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-3-1024x575.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-3-1536x863.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Exploration has always been a fundamental point for the series, and this time we decided to give the player an extra weapon that allows him to scan the surrounding environment and discover details or information impossible to notice with the naked eye, by going to find new puzzles to solve, secret files and hidden objects."</p>
<p><strong><em>Daymare: 1994 Sandcastle</em></strong><strong> is promising enemies that are tough, aggressive, and resilient. Can you elaborate on that a little bit, and how it will play into the action and horror elements of the experience?</strong></p>
<p>No place is safe. This is the new game rule. The enemies, in addition to being lethal and aggressive, will give the player no respite. Animated by a mysterious electrical energy that makes them one of a kind, the creatures of <em>Daymare: 1994 Sandcastle</em> will chase you far and wide, so you do well to watch your back and be ready even when you think you are in a safe place. We want to convey to the player a feeling of constant tension and fear to get rid of in the various firefights, capable of returning to the player the satisfaction of having killed a pack of unstoppable hunters.</p>
<p><strong><em>Daymare 1998</em></strong><strong> obviously owes a lot to <em>Resident Evil 2</em> in particular. Can you tell us whether that&#8217;s something that&#8217;s carried forward in <em>Daymare: 1994 Sandcastle</em> as well, or are you looking to do things a little differently this time, now that there&#8217;s a foundation to build on?</strong></p>
<p>Without doubt the second. Many have described <em>Daymare: 1998</em> as a love letter to past titles and the <em>Resident Evil</em> saga in general, and it&#8217;s clearly true. Mood, atmosphere and feelings more generally owe a lot to those games, even if we tried so hard to insert those original elements, including game mechanics, OST and history, which made it something unique, something of our own. With <em>Daymare: 1994 Sandcastle</em>, on the other hand, we can tap into our own universe, expanding it. It is true, the titles that inspired us, including <em>Resident Evil, Silent Hill, Dead Space</em> and <em>The Evil Within</em> are within us, and partly influence our choices, but it&#8217;s the beauty of having a background from which we can draw and to be completely reworked and overturned, producing something totally new. We like to insert tributes and wink at the titles that have indelibly marked us and thanks to which we do this job, but the fact of being able to refer above all to something of our own is a unique and new sensation, which does nothing but stimulate us again. more in creating and extending a universe already made up of characters and stories that for some fans are already iconic.<strong><br />
</strong></p>
<p><strong>Balancing action and horror is always tricky for any survival horror game. What&#8217;s your approach been in this game in that regard?</strong></p>
<p>True, it is one of the most complex aspects. With <em>Daymare: 1998</em> we learned a lot both about the importance of managing the entry curve of a title of this type, and about what the public expects, whether it is purely survival horror or action more generally.</p>
<p>Exactly as done with <em>Daymare: 1998</em>, and moreover as do most of the horror productions of all sizes, it is important to be able to stratify the gaming experience and offer more opportunities to the player, so as to be able to allow everyone to enjoy a product that comes close to their characteristics. This is where our game designers come into play, capable of balancing the experience in the best possible way and making it difficult but never too frustrating both for hardcore gamers and for those who want to live a linear and not too difficult experience.</p>
<p><strong>Roughly how long will an average playthrough of <em>Daymare: 1994 Sandcastle</em> be?</strong></p>
<p>We cannot go into details yet, but we want to at least replicate, if not extend, the experience of <em>Daymare: 1998</em>.</p>
<p><strong>Do you have any plans for a Switch version?</strong></p>
<p>We are discussing the possibility, but not at the moment. The platforms confirmed at the release of <em>Daymare: 1994 Sandcastle</em> in 2022 are PlayStation 5, Xbox X / S Series, PlayStation 4, Xbox One and PC Steam.<strong><br />
</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-488323" src="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-4.jpg" alt="daymare 1994 sandcastle" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-4-1024x575.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-4-1536x863.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"With <em>Daymare: 1998</em> we learned a lot both about the importance of managing the entry curve of a title of this type, and about what the public expects, whether it is purely survival horror or action more generally."</p>
<p><strong>Since the reveal of the PS5 and Xbox Series X’s specs, a lot of comparisons have been made between the GPU speeds of the two consoles, with the PS5 at 10.28 TFLOPS and the Xbox Series X at 12 TFLOPS- but how much of an impact on development do you think that difference will have? </strong></p>
<p>Certainly from this point of view Microsoft has the advantage. More power also means having more creative freedom, but we don&#8217;t think it&#8217;s such a huge difference as to bring significant differences in terms of development, especially when considering cross-platform titles. As far as we are concerned, the development cycle will be the same on both platforms, the most marked differences will be noticed in the optimization phase.</p>
<p><strong>The PS5 features an incredibly fast SSD with 5.5GB/s raw bandwidth. This is faster than anything that is available out there. How can developers take advantage of this, and how does this compare to Series X’s 2.4GB/s raw bandwidth? </strong></p>
<p>The first and most logical of the answers is obviously linked to the speed of the uploads. Having the ability to access data so quickly allows us to have almost instant uploads, so as to avoid long waits between one map and another. If we analyze everything more deeply, however, we can understand how much this speed of access to giga of files can also have an impact at the level of game design or go to redefine some pipelines now consolidated in the gaming industry. Just think of what Insomniac Games&#8217; latest <em>Ratchet &amp; Clank: Rift Apart </em>did. The current bottleneck, however, appears to be the almost always cross-gen nature of the products in the pipeline and the concept of multi-platform itself, so we will see only the exclusive titles for a single platform to fully enjoy these new technologies, while for all others will have to &#8220;be content&#8221; with being able to pass from the start menu to the actual game in a matter of seconds. As for the differences between PlayStation and Xbox, we believe that Sony has a distinct advantage from this point of view.</p>
<p><strong>There is a difference in Zen 2 CPUs of both consoles. The Xbox Series X features 8x Zen 2 Cores at 3.8GHz whereas the PS5 features 8x Zen 2 Cores at 3.5GHz. Your thoughts on this difference?</strong></p>
<p>We believe that as far as indie games like ours are concerned, this difference is easily circumvented, certainly more power is always welcome but we cannot complain about what Sony has made available. At the moment we believe that the Microsoft console is the one that can most easily reach a native 4K resolution, while we expect to see many titles in dynamic resolution on PlayStation.</p>
<p><strong>The Xbox Series S features lesser hardware compared to Xbox Series and Microsoft is pushing it as a 1440p/60fps console. Do you think it will be able to hold up for the graphically intensive next-gen games?</strong></p>
<p>It&#8217;s very likely that when only titles truly designed and developed around next-gen consoles start coming out we&#8217;ll see those titles run closer to 1080p / 30fps than 1440p / 60fps on Series S.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-488324" src="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image.jpg" alt="daymare 1994 sandcastle" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-1024x575.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/07/daymare-1994-sandcastle-image-1536x863.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"It will be very difficult to see next-gen games running in native 4K on new platforms as the actual 4K is still too expensive even for the new hardware put on the market by Sony and Microsoft, especially when combined with ray tracing."</p>
<p><strong>Super Resolution is coming to PS5 and Xbox Series X/S. How do you think this will help game developers?</strong></p>
<p>It will be very difficult to see next-gen games running in native 4K on new platforms as the actual 4K is still too expensive even for the new hardware put on the market by Sony and Microsoft, especially when combined with ray tracing. Having the ability to render frames at lower resolutions and then recompose them and make them look virtually identical to 4K frames will be crucial for developers.</p>
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		<title>PS5&#8217;s SSD Speed Has Advantage Over Xbox Series X, Cross-Gen Pipelines Causing Bottlenecks &#8211; Dev</title>
		<link>https://gamingbolt.com/ps5s-ssd-speed-has-advantage-over-xbox-series-x-cross-gen-pipelines-causing-bottlenecks-dev</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 22 Jul 2021 13:37:19 +0000</pubDate>
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					<description><![CDATA[Invaders Studios co-founder Michele Giannone says we'll see "only the exclusive titles for a single platform fully enjoy these new technologies."]]></description>
										<content:encoded><![CDATA[<p dir="ltr" role="presentation">The ninth generation of consoles isn&#8217;t even a year old but it&#8217;s still interesting to look at the strategies that Microsoft and Sony are employing. While the former is all about support across generations, backwards compatibility and cloud gaming, the latter is leaning more into high-profile exclusives (though some like <a href="https://gamingbolt.com/horizon-forbidden-west-lot-of-development-playtesting-is-done-on-ps4"><em>Horizon Forbidden West</em></a>, <a href="https://gamingbolt.com/gran-turismo-7-is-coming-to-ps4"><em>Gran Turismo 7</em></a> and the <a href="https://gamingbolt.com/next-god-of-war-delayed-to-2022-coming-to-ps4">next <em>God of War</em></a> are coming to PS4 as well as PS5). Given the similar technologies in the Xbox Series X and PS5, it&#8217;s interesting to note the subtle differences in their make-up.</p>
<p dir="ltr" role="presentation">While both utilize a custom octa-core Zen 2 CPU, the Xbox Series X is notable for its 3.8 GHz clock speed (3.6 GHz with Simultaneous Multithreading active) while the PS5 runs at a variable frequency up to 3.5 GHz. However, the PS5&#8217;s SSD is an different league, offering a Read Bandwidth of 5.5 GB/s (Raw) and 8-9 GB/s (Compressed) while the Xbox Series X&#8217;s Read Bandwidth is 2.4 GB/s (Raw) and 4.8 GB/s (Compressed). We spoke to Invader Studios co-founder Michele Giannone, who&#8217;s currently working on <em>Daymare: 1994 Sandcastle</em> for previous and current-gen platforms, on how developers can take advantage of the former along with how it compares to the latter.</p>
<p dir="ltr">“The first and most logical of the answers is obviously linked to the speed of the uploads. Having the ability to access data so quickly allows us to have almost instant uploads, so as to avoid long waits between one map and another. If we analyze everything more deeply, however, we can understand how much this speed of access to gigs of files can also have an impact at the level of game design or go to redefine some pipelines now consolidated in the gaming industry. Just think of what Insomniac Games&#8217; <em>Ratchet and Clank: Rift Apart</em> did.&#8221;</p>
<p dir="ltr">However, it may be a while before we see such pipelines becoming prevalent in the entire industry. As Giannone notes, &#8220;The current bottleneck, however, appears to be the almost always cross-gen nature of the products in the pipeline and the concept of multi-platform itself. So we will see only the exclusive titles for a single platform fully enjoy these new technologies, while for all others will have to &#8216;be content&#8217; with being able to pass from the start menu to the actual game in a matter of seconds.&#8221;</p>
<p dir="ltr">As for how the PS5 or Xbox Series X compares in terms of their SSDs, &#8220;We believe that Sony has a distinct advantage from this point of view.”</p>
<p dir="ltr"><em>Daymare: 1994 Sandcastle</em> is out in 2022 and serves as a prequel to <a href="https://gamingbolt.com/daymare-1998-review-stuck-in-h-a-d-e-s"><em>Daymare: 1998</em></a>. It&#8217;s in development for Xbox One, Xbox Series X/S, PS4, PS5 and PC.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">487481</post-id>	</item>
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		<title>PS5 and Xbox Series X Super Resolution Support Will be &#8220;Crucial&#8221; for Devs &#8211; Daymare: 1994 Sandcastle Dev</title>
		<link>https://gamingbolt.com/ps5-and-xbox-series-x-super-resolution-support-will-be-crucial-for-devs-daymare-1994-sandcastle-dev</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 20 Jul 2021 09:25:50 +0000</pubDate>
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					<description><![CDATA["Having the ability to render frames at lower resolutions and then recompose them and make them look virtually identical to 4K frames will be crucial for developers," says Michele Giannone of Invader Studios.]]></description>
										<content:encoded><![CDATA[<p>AMD&#8217;s supersampling tech FidelityFX Super Resolution (FSR) is <a href="https://gamingbolt.com/amds-fsr-has-been-added-to-xbox-series-x-s-and-xbox-one-dev-kits">going to make its way to Xbox consoles soon</a>, and presumably, PlayStation won&#8217;t be too far behind, and developers are quite excited at the prospect, for obvious reasons. In fact, according to Michele Giannone – co-founder of Invader Studios, developer of the upcoming survival horror game <em>Daymare: 1994 Sandcastle</em> – FSR in consoels is going to be crucial.</p>
<p>Speaking with GamingBolt in a recent interview, Giannone stated that implementation of native 4K is still going to be tricky on the PS5 and Xbox Series X/S even with their more powerful hardware, especially with ray tracing to consider as well, and that as such, being able to achieve better performance and higher resolutions thanks to AMD&#8217;s supersampling tech is going to be an important tool for developers across the industry.</p>
<p dir="ltr">“It will be very difficult to see next-gen games running in native 4K on new platforms, as the actual 4K is still too expensive even for the new hardware put on the market by Sony and Microsoft, especially when combined with ray tracing,&#8221; Giannone said. &#8220;Having the ability to render frames at lower resolutions and then recompose them and make them look virtually identical to 4K frames will be crucial for developers.”</p>
<p dir="ltr">Games have already <a href="https://gamingbolt.com/dota-2-adds-amd-fidelityfx-super-resolution-support-in-new-update">started adding support for FSR</a> on PC (and apparently it&#8217;s <a href="https://gamingbolt.com/its-taking-developers-just-a-few-days-to-add-amds-fsr-to-their-games">quite an easy process for developers</a>), while many more are going to be <a href="https://gamingbolt.com/forspoken-shows-snippets-of-gameplay-in-new-video">doing so in the future</a> as well. Here&#8217;s hoping we start seeing the same on consoles in the near future.</p>
<p dir="ltr">Invader Studios&#8217; <em>Daymare: 1994 Sandcastle </em>is in the works for PS5, Xbox Series X/S, PS4, Xbox One, and PC, and is targeting a 2022 launch. Our full interview with Giannone will be live soon, so stay tuned for that.</p>
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		<title>Daymare: 1998 Comes To PS4 And Xbox One April 28th</title>
		<link>https://gamingbolt.com/daymare-1998-comes-to-ps4-and-xbox-one-april-28th</link>
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		<dc:creator><![CDATA[Landon Wright]]></dc:creator>
		<pubDate>Fri, 07 Feb 2020 02:13:55 +0000</pubDate>
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		<category><![CDATA[daymare 1998]]></category>
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					<description><![CDATA[The PS4 version of the game will even have a physical release.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2019/04/Daymare.jpg"><img loading="lazy" decoding="async" class="alignnone wp-image-395232" src="https://gamingbolt.com/wp-content/uploads/2019/04/Daymare.jpg" alt="Daymare" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/04/Daymare.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/04/Daymare-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/04/Daymare-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/04/Daymare-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><em>Daymare: 1998</em> is a throwback to the old school<em> Resident Evil</em> series in its setting (<a href="https://gamingbolt.com/daymare-1998-review-stuck-in-h-a-d-e-s">maybe just a little too much of a throwback for its own good</a>), with a modern twist in the gameplay. The game has been on PC for quite some time, but now console users will be able to get in on the action soon.</p>
<p>As announced with a trailer, which you can see below as uploaded via Gemastu, the game will release for both PS4 and Xbox One in April, which is coincidentally (or maybe not so coincidentally) <a href="https://gamingbolt.com/resident-evil-3-devs-determined-to-surpass-re2-remakes-mr-x">the same month as the next <em>Resident Evil</em> game</a>. The PS4 version of the game will even get a physical release which will be distributed by GS2 Games.</p>
<p><em>Daymare: 1998</em> is available now on PC. The PS4 and Xbox One versions will come on April 28th. You can check out our interview <a href="https://gamingbolt.com/daymare-1998-interview-classic-horror-in-a-modern-game">with the game&#8217;s developers for more on the survival horror tribute through here</a>.</p>
<p><iframe loading="lazy" title="Daymare: 1998 - Console Release Date Trailer" width="500" height="281" src="https://www.youtube.com/embed/GeCDgPYFiIU?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>Daymare: 1998 Will Release On Consoles Early 2020</title>
		<link>https://gamingbolt.com/daymare-1998-will-release-on-consoles-early-2020</link>
		
		<dc:creator><![CDATA[Landon Wright]]></dc:creator>
		<pubDate>Wed, 04 Dec 2019 01:11:14 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[daymare 1998]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=424248</guid>

					<description><![CDATA[The survival horror game will come to consoles soon.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2019/04/Daymare.jpg"><img loading="lazy" decoding="async" class="alignnone wp-image-395232" src="https://gamingbolt.com/wp-content/uploads/2019/04/Daymare.jpg" alt="Daymare" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/04/Daymare.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/04/Daymare-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/04/Daymare-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/04/Daymare-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>It&#8217;s been a good year for fans of old school <em>Resident Evil</em>. A damn good year. Hell, I&#8217;d argue things can&#8217;t get much better than this. Not only did we get the excellent <em>Resident Evil 2</em> remake, <a href="https://gamingbolt.com/resident-evil-3-remake-cover-art-discovered-on-psn">now we&#8217;re seemingly about to get the remake of <em>Resident Evil 3</em> announced soon</a>. If you need more, though, there&#8217;s the heavily <em>RE</em>-inspired <em>Daymare 1998</em>.</p>
<p>The game actually started as a fan remake of <em>Resident Evil 2</em>, but shifted into its own thing when the actual remake was announced. The game released earlier this year on PC, and developers Invader Studio confirmed to <a href="http://thegg.net/general-news/daymare-1998-is-coming-to-the-ps4-and-xbox-one-in-early-2020/" target="_blank" rel="noopener noreferrer">TGG</a> that the game was still slated to come to the PS4 and Xbox One at the beginning of next year.</p>
<p>&#8220;It is finally time to tell you about the console releases date of <em>DAYMARE: 1998</em>!&#8221; the developer said. &#8220;We can confirm Q1 2020 as the release date for PS4 and Xbox One! The first definitive date is for Japan, 20.02.2020!&#8221;</p>
<p>If you just can&#8217;t get enough of that old school style survival horror <em>Daymare 1998</em> will give you an extra bit of gas in the tank before the remake of <em>Resident Evil 3</em> will come out. For an interview with the game&#8217;s developer, <a href="https://gamingbolt.com/daymare-1998-interview-classic-horror-in-a-modern-game">check through here</a>.</p>
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		<title>Daymare: 1998 Interview &#8211; Classic Horror In A Modern Game</title>
		<link>https://gamingbolt.com/daymare-1998-interview-classic-horror-in-a-modern-game</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 08 Oct 2019 07:03:30 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[All In! Games]]></category>
		<category><![CDATA[Destructive Creations]]></category>
		<category><![CDATA[invader studios]]></category>
		<category><![CDATA[pc]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=418434</guid>

					<description><![CDATA[Invader Studios speak with GamingBolt about their Resident Evil-inspired survival horror title.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">E</span>arlier this year, Capcom gave in to years and years of demands from fans when they released the spectacular remake of <em>Resident Evil 2. </em>But the game certainly took its sweet time to get here, and while we were waiting for it, some decided to take matters into their own hands. Invader Studios initially began working on an unofficial remake of the classic survival horror title, but soon, that grew and evolved into something of its own. Soon <em>Daymare: 1998 </em>wasn&#8217;t a fan remake, but an entirely new game, wearing its classic survival horror influences on its sleeve. Shortly before the game&#8217;s launch, we sent across a few of our questions to its developers at Invader Studios, hoping to learn more about it and its development process. You can read our interview with Martin Stehlik from Destructive Creations below.</p>
<p><em><strong>NOTE: This interview was conducted prior to the game&#8217;s launch.</strong></em></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/04/Daymare.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-395232" src="https://gamingbolt.com/wp-content/uploads/2019/04/Daymare.jpg" alt="Daymare" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/04/Daymare.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/04/Daymare-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/04/Daymare-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/04/Daymare-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"It’s never easy to try to create something new looking with a touch of the past at the same time. We tried to give the players a new experience connected to the mood or feelings of the great series from the past, while being careful not to make a mere copy or clone of another game. "</p>
<p><strong><em>Daymare</em> wears it <em>Resident Evil</em> influences on its sleeve- can you talk us through the process of conceptualizing the game in its early stages, and the balance you sought to strike between homage and something new?</strong></p>
<p>It’s never easy to try to create something new looking with a touch of the past at the same time. We tried to give the players a new experience connected to the mood or feelings of the great series from the past, while being careful not to make a mere copy or clone of another game. What we wanted with <em>Daymare: 1998</em> was to tell a story, our story, in a world of nostalgia that could mix the feelings we had as players in the 90s with something that came up from our creativity. A sort of mixture of the present and the past.</p>
<p><strong>Not too long ago, Capcom released the <em>Resident Evil 2</em> Remake &#8211; was there anything in that game that you looked at and went, &#8220;hey, we&#8217;re doing that exact same thing!&#8221;</strong></p>
<p>Yeah there are several video on YouTube, made by fans, that show a comparison between our unofficial remake and the official one. It’s easy to see that some of the ideas we have had about mechanics, HUD and environments have been used by Capcom for the final version. Of course, Capcom improved them and added new ones to develop an absolute masterpiece.</p>
<p><strong>Horror games sometimes struggle to strike the right balance between action and horror. Where does <em>Daymare: 1998</em> fall on that scale?</strong></p>
<p>It’s more horror and exploration than action. We love to put the player in hard situations against enemies that are hard to kill and with just a handfull of ammo or weapons, but at the same time, we want to put him in an immersive world, tell him a dark story that he finds out about through the eyes of three main characters. Jump scares are common in our game, but the player will probably be more scared in the moments when the enemies are not shown than while he&#8217;s fighting them. Two different kinds of horror then.</p>
<p><strong>As far as the multiple PoVs of the game are concerned, can you talk to us how these will interact with each other and shape the game&#8217;s narrative?</strong></p>
<p>They are not aware of what he&#8217;s happening just like the player. And for this reason, it will be more interesting and immersive for the player, because he&#8217;s investigating and finding out the truth with from three different angles. The player can figuratively put on the three different characters&#8217; clothes at different times and live the story through their eyes.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/11/Daymare.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-313355" src="https://gamingbolt.com/wp-content/uploads/2017/11/Daymare.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/11/Daymare.jpg 1350w, https://gamingbolt.com/wp-content/uploads/2017/11/Daymare-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/11/Daymare-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/11/Daymare-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<em>Daymare: 1998 </em>is a single-player story-driven survival horror game, and for this reason, we focused on the main campaign only. For the future, who knows."</p>
<p><strong>Do the characters differ from each other significantly in terms of how they play as well? For instance, are certain areas or weapons exclusive to any of the characters?</strong></p>
<p>Yes. They have different weapons although they’re of the same weapon classes. They move through different locations, but sometimes the paths cross each other. Compared to the other two, the most interesting is Samuel for sure, because he&#8217;s also affected by mental illness, called &#8220;Daymare Syndrome&#8221; which brings him into states of hallucinations and paranoia that the player can see and feel.</p>
<p><strong>What can players expect from the game in terms of enemy variety and boss fights?</strong></p>
<p>There are several enemy classes. The classic zombie-like creatures are the basic enemies, then there are three different mid-bosses with different routines and weak points and then the hardest one, the traditional final boss.</p>
<p><strong>Does <em>Daymare: 1998 </em>offer any sort of multiplayer modes?</strong></p>
<p>No. <em>Daymare: 1998 </em>is a single-player story-driven survival horror game, and for this reason, we focused on the main campaign only. For the future, who knows.</p>
<p><strong>Roughly how long will an average playthrough of <em>Daymare: 1998</em> be?</strong></p>
<p>Most of the players took more than 8 hours to complete the game, at the best. Finding collectibles, files and secrets Easter eggs hidden in the game can of course make the game much longer. Also, playing or re-playing on the suggested “Daymare” difficulty mode can add some time as deaths will be more likely.</p>
<p><strong>Do you have any plans to launch on Switch?</strong></p>
<p>Why not. We’ll see if we’ll have the chance to take it to Switch in the future.</p>
<p><strong>Will the game feature Xbox One X and PS4 Pro-specific enhancements? Is 4K/60fps on the cards?</strong></p>
<p>We can’t say anything about that at the moment since we are still working on it.</p>
<p><strong>The PS5 is confirmed to have an SSD. From a development perspective, how will this help you to improve game performance in the future?</strong></p>
<p>Our game has many loading points, so probably yes, the performance could be significantly improved.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/09/Daymare.png"><img loading="lazy" decoding="async" class="aligncenter wp-image-417594" src="https://gamingbolt.com/wp-content/uploads/2019/09/Daymare.png" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/09/Daymare.png 1024w, https://gamingbolt.com/wp-content/uploads/2019/09/Daymare-300x169.png 300w, https://gamingbolt.com/wp-content/uploads/2019/09/Daymare-768x432.png 768w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Memory has always been a bottleneck for console. Have more memory and more efficiency could mean a big improvement for the developers."</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>More power means better games. We cannot wait to work with this console.</p>
<p><strong>Xbox Scarlett features GDDR6 memory. How will this increase in memory bandwidth help you in the future?</strong></p>
<p>Memory has always been a bottleneck for console. Have more memory and more efficiency could mean a big improvement for the developers.</p>
<p><strong>Backwards compatibility is a big feature PS5. How will it help your past library to evolve and grow?</strong></p>
<p>Having the chance to play PS4 games on PS5 could be a big plus for us since the players can play our game also on the next gen console.</p>
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