<?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>Killzone: Shadow Fall &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
	<atom:link href="https://gamingbolt.com/tag/killzone-shadow-fall/feed" rel="self" type="application/rss+xml" />
	<link>https://gamingbolt.com</link>
	<description>Get a Bolt of Gaming Now!</description>
	<lastBuildDate>Tue, 25 Mar 2025 15:29:01 +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>Killzone Composer Believes Remaster Would be Successful, but No Room in the Market for a Sequel</title>
		<link>https://gamingbolt.com/killzone-composer-believes-remaster-would-be-successful-but-no-room-in-the-market-for-a-sequel</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 25 Mar 2025 15:28:01 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Guerrilla Games]]></category>
		<category><![CDATA[Horizon Forbidden West]]></category>
		<category><![CDATA[horizon zero dawn]]></category>
		<category><![CDATA[killzone]]></category>
		<category><![CDATA[killzone 2]]></category>
		<category><![CDATA[killzone 3]]></category>
		<category><![CDATA[Killzone: Shadow Fall]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=615162</guid>

					<description><![CDATA[Composer Joris de Man spoke about how he would love to see the Killzone franchise come back in some form for a modern audience.]]></description>
										<content:encoded><![CDATA[<p>While <em>Killzone</em> was once considered a major franchise for Sony back in the PS3 days, the series has largely fallen off the map following the release of <em>Killzone: Shadow Fall</em> on the PS4. In a conversation with <a href="https://www.videogamer.com/features/killzone-composer-would-love-a-remaster-trilogy-dont-know-new-game/" target="_blank" rel="noopener">VideoGamer</a>, <em>Killzone </em>and <em>Horizon</em> composer Joris de Man spoke about how, while he would love for the franchise to return in some way, there may not be room for it in the current gaming landscape.</p>
<p>de Man spoke about how much the <em>Killzone</em> franchise has meant to its fans, and how many have wanted the series to return at least in the form of a remaster, if not an outright remake or new game.</p>
<p>“I know that there have been petitions for it,” said de Man. “I think it’s risky because, I can’t speak for Guerrilla or anything&#8230; I don’t know if it will ever happen. I hope it will because I think it is quite an iconic franchise, but also I think it kind of has to take into account kind of the sensitivities and the shift in, I guess, what people want because it is quite bleak in some ways.”</p>
<p>He does go on to say that he believes a remastered release of the original <em>Killzone</em> trilogy would see a fair bit of success, especially thanks to the franchise&#8217;s fans. A new title, however, isn&#8217;t something de Man believes would see much success.</p>
<p>“I think it remastered one would be successful I don’t know if a new game would be as much,” de Man said. “I don’t know if people have moved on from it and want something. I don’t know sometimes I get the sense that people want something a bit more casual a bit more quick.”</p>
<p>While fans of <em>Killzone</em> have been looking for some sign of life from the franchise, developer Guerrilla Games revealed back in October 2024 that the whole reason it created the <em>Horizon</em> franchise with the release of <em>Horizon Zero Dawn</em> was <a href="https://gamingbolt.com/guerrilla-created-horizon-because-it-was-done-with-killzone">because it was done with </a><em>Killzone.</em></p>
<p>“We were done with it as a team,” said art director Roy Postma in an interview. “As a studio, we needed to refresh the palette. It was, by choice, the opposite of <em>Killzone.</em> I think the themes that this story and the characters represent are relatable for all ages and people, like having a found family of friends and finding your place in the world.”</p>
<p>This was a sentiment echoed a few years after the official website for <em>Killzone</em> was shut down. The studio, along with Sony, <a href="https://gamingbolt.com/killzones-official-website-has-retired">referred to it being &#8220;retired&#8221;</a>. This, however, did not affect the multiplayer components of <em>Killzone: Shadow Fall</em>.</p>
<p>The last time we got to see anything related to <em>Killzone</em> franchise was thanks to a <a href="https://gamingbolt.com/helldivers-2-x-killzone-2-crossover-is-now-available">crossover event in <em>Helldivers 2</em></a>. As part of the event, <em>Helldivers 2</em> players could get their hands on cosmetics and weapons inspired by <a href="https://gamingbolt.com/killzone-2-was-one-of-the-finest-shooters-of-its-time">classic shooter <em>Killzone 2</em></a>.</p>
<p>While the original <em>Killzone</em> was poorly-received, it did kickstart a franchise that would be one of the core franchises for Sony during the PS3 years. <em>Killzone: Shadow Fall</em>, one of the first titles released for the PS4, has <a href="https://gamingbolt.com/killzone-shadow-fall-what-went-wrong">seemingly spelled death for the franchise</a>, however.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">615162</post-id>	</item>
		<item>
		<title>14 Huge PlayStation Game Worlds That Are a Treat to Explore</title>
		<link>https://gamingbolt.com/14-huge-playstation-game-worlds-that-are-a-treat-to-explore</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 13 May 2024 11:13:12 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[final fantasy 16]]></category>
		<category><![CDATA[Final Fantasy 7 Rebirth]]></category>
		<category><![CDATA[Forspoken]]></category>
		<category><![CDATA[God of War: Ragnarok]]></category>
		<category><![CDATA[Horizon Forbidden West]]></category>
		<category><![CDATA[InFamous 2]]></category>
		<category><![CDATA[Killzone: Shadow Fall]]></category>
		<category><![CDATA[Marvel’s Spider-Man]]></category>
		<category><![CDATA[NIOH]]></category>
		<category><![CDATA[returnal]]></category>
		<category><![CDATA[Rise of the Ronin]]></category>
		<category><![CDATA[The Last Guardian]]></category>
		<category><![CDATA[Uncharted 4: A Thief's End]]></category>
		<category><![CDATA[Uncharted: The Lost Legacy]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=583429</guid>

					<description><![CDATA[There's plenty of real estate to run around in in these PlayStation games. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>hether a game chooses to be linear, open world, or somewhere in between, there&#8217;s nothing quite like diving into an experience that has a vast world to explore and traverse. With a couple of features in the past, we&#8217;ve looked at several PlayStation-exclusive titles that fit that description, and here, we&#8217;re going to continue doing that. Here are a few more of the biggest video game worlds you can explore in games on PlayStation consoles.</p>
<p style="text-align: center;"><strong>HORIZON FORBIDDEN WEST</strong></p>
<p><iframe title="14 BIGGEST PlayStation Worlds of All Time" width="500" height="281" src="https://www.youtube.com/embed/i6gEqb0Q12Y?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>We&#8217;ll start things off with one of the most obvious entries. <em>Horizon Forbidden West </em>had the tall order of one-upping its predecessor&#8217;s open world, and it did so with surprising ease and confidence. Its map is massive and brimming with engaging quests and breathtaking sights, making exploration endlessly engaging in a way that&#8217;s rare to see in games. The fact that it&#8217;s also one of the best-looking games ever made only makes its map that much more unforgettable.</p>
<p style="text-align: center;"><strong>FINAL FANTASY 7 REBIRTH</strong></p>
<p>One of the most recent entries on our list, and also one of the most outstanding. Honestly, it&#8217;s hard to believe that something on <em>Final Fantasy 7 Rebirth&#8217;s </em>scale can even exist in the current AAA market. Its world is mind-bogglingly large, but on top of that, also boasts some of the most impressive environmental variety you&#8217;ll ever see. There&#8217;s a bevy of towns and cities to visit, an impressive variety of side activities, minigames, and side quests throughout the map, a startling number of unique traversal methods across different regions- and that&#8217;s just scratching the surface.</p>
<p style="text-align: center;"><strong>GOD OF WAR RAGNAROK</strong></p>
<p><em>God of War Ragnarok </em>took the wide-linear, semi-open world approach of its 2018 predecessor and did what you would expect a sequel to do by expanding its scope by a noticeable degree. There&#8217;s a handful of large, semi-open maps that you explore throughout the game, and each of them houses a hefty amount of side content that&#8217;s almost always well worth seeking out. Some areas are particularly excellent- like the Crater in Vanaheim, which might just be one of the best areas in any <em>God of War </em>game ever</p>
<p style="text-align: center;"><strong>MARVEL&#8217;S SPIDER-MAN 2</strong></p>
<p>After letting players zip through the same New York City map in two games, with <em>Marvel&#8217;s Spider-Man 2, </em>Insomniac decided to expand the available play space by nearly doubling the size of the map. But <em>Spider-Man 2&#8217;s </em>New York isn&#8217;t just impressive because it&#8217;s larger- it&#8217;s <em>particularly </em>impressive because, typically enough for the series, traversing it is an absolute dream. Significant improvements to the core webswinging mechanics (most notably the faster speed of movement) are combined with new mechanics like the Web Wings to ensure that moving through <em>Spider-Man 2&#8217;s </em>Manhattan never, ever gets boring.</p>
<p style="text-align: center;"><strong>NIOH</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/08/Nioh.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-490761" src="https://gamingbolt.com/wp-content/uploads/2021/08/Nioh.jpg" alt="Nioh" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/08/Nioh.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/08/Nioh-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/08/Nioh-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/08/Nioh-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/08/Nioh-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/08/Nioh-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p><em>Nioh </em>was obviously not anywhere close to being an open world game, but in spite of its segmented, level-based structure, it was a surprisingly (surprisingly at the time, at least) beefy experience. Levels in <em>Nioh </em>could be quite large, and exploration was often handsomely rewarded. If you&#8217;re the sort of player that doesn&#8217;t just stick to the critical path, you can lose yourself in <em>Nioh&#8217;s </em>world for dozens upon dozens of hours on end.</p>
<p style="text-align: center;"><strong>RISE OF THE RONIN</strong></p>
<p>Breaking from tradition, Team Ninja recently delivered its first ever open world game in the form of <em>Rise of the Ronin</em>, and though the game&#8217;s execution of some of its new ideas divides fans, there&#8217;s no doubting that those looking for a massive map to explore will find it here. <em>Rise of the Ronin&#8217;s </em>19th century Japan map is brimming with things to do, and regardless of whether or not it sticks the landing in other areas, when it comes to its traversal mechanics, the game never loses its charm.</p>
<p style="text-align: center;"><strong>FINAL FANTASY 16</strong></p>
<p><em>Final Fantasy 16 </em>not being an open world game was a disappointment to some, but even with its semi-open structure, the action title succeeds in giving players a large world to explore. There&#8217;s a number of sizeable maps that players visit throughout the entirety of the game, with an abundance of side quests, hunts, and more to seek out. Admittedly, mileage varies on how engaging that content is- but those who love the game&#8217;s combat enough to fully dive into all of its offerings aren&#8217;t left wanting.</p>
<p style="text-align: center;"><strong>FORSPOKEN</strong></p>
<p>The prospect of a new AAA open world action RPG IP from Square Enix was an exciting one on paper, but <em>Forspoken </em>turned out to be one of the more prominent high-profile failures of the industry in recent memory. Even so, though it disappointed in a number of key areas, <em>Forspoken </em>still had its strengths. Chief among them were its traversal mechanics, which made zipping and flying across its world a constant blast, even if other aspects of the open world experience were often subpar.</p>
<p style="text-align: center;"><strong>INFAMOUS 2</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2022/03/inFamous-2.jpg"><img decoding="async" class="aligncenter wp-image-511475" src="https://gamingbolt.com/wp-content/uploads/2022/03/inFamous-2.jpg" alt="inFamous 2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/03/inFamous-2.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2022/03/inFamous-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/03/inFamous-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/03/inFamous-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/03/inFamous-2-768x432.jpg 768w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p>We&#8217;ve spoken about <em>inFamous Second Son </em>in previous editions of this feature, so here, we&#8217;re going to turn the spotlight on its immediate predecessor. Though not as large the many PlayStation open worlds that followed in the years after its release, <em>inFamous 2 </em>was a sizeable game in its own right. The city of New Marais also looked and felt much more alive than the first game&#8217;s Empire City, and above all else, served as an excellent sandbox for players to wreak havoc in as a superhero (or supervillain).</p>
<p style="text-align: center;"><strong>THE LAST GUARDIAN</strong></p>
<p><em>The Last Guardian </em>is another example of how even a linear game craft a deceptively large world- one that perhaps feels even larger than it is. Environments in the acclaimed action-adventure title were often quite large, of course, while their underlying atmosphere of mystery made them seem that much more imposing. And of course, with a companion like Trico always by your side, exploring your surroundings and discovering secrets always felt rewarding, especially as your bond with the adorable creature grew.</p>
<p style="text-align: center;"><strong>KILLZONE SHADOW FALL</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2022/12/killzone-shadow-fall-featured.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-538611" src="https://gamingbolt.com/wp-content/uploads/2022/12/killzone-shadow-fall-featured.jpg" alt="killzone shadow fall featured" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/12/killzone-shadow-fall-featured.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/12/killzone-shadow-fall-featured-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/12/killzone-shadow-fall-featured-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/12/killzone-shadow-fall-featured-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/12/killzone-shadow-fall-featured-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/12/killzone-shadow-fall-featured-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><em>Killzone Shadow Fall </em>did something most had never thought <em>Killzone </em>would ever do by shedding the hyper-linear design style of its predecessors in favour of much larger and more open-ended levels- and it worked out surprisingly well. By presenting players with a number of different options when chasing specific objectives, levels in <em>Shadow Fall </em>often encouraged exploration in ways that you wouldn&#8217;t necessarily expect from a <em>Killzone </em>game. Of course, it was by no means a massive experience in any sense of the word, but it provided an exciting glimpse of what a <em>Killzone </em>game in a larger, more open world could look like- one that still hasn&#8217;t been followed up on, unfortunately.</p>
<p style="text-align: center;"><strong>RETURNAL</strong></p>
<p>Given its roguelite nature, you become very familiar with each of <em>Returnal&#8217;s </em>six biomes as you make your way through the game, and it&#8217;s hard not to be surprised at just how large the game is. Each biome is not only significantly different from most others, they&#8217;re all also surprisingly large, and made to feel even more so that the randomization of which areas and rooms you see in each biome changes in every run. Add to that rewarding optional content and some sprinkles of solid Metroidvania-style exploration, and traversing these large maps manages to remain compelling throughout the game.</p>
<p style="text-align: center;"><strong>UNCHARTED 4: A THIEF&#8217;S END</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2022/10/uncharted-legacy-of-thieves-collection-pc.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-533745" src="https://gamingbolt.com/wp-content/uploads/2022/10/uncharted-legacy-of-thieves-collection-pc.jpg" alt="uncharted legacy of thieves collection pc" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/10/uncharted-legacy-of-thieves-collection-pc.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/10/uncharted-legacy-of-thieves-collection-pc-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/10/uncharted-legacy-of-thieves-collection-pc-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/10/uncharted-legacy-of-thieves-collection-pc-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/10/uncharted-legacy-of-thieves-collection-pc-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/10/uncharted-legacy-of-thieves-collection-pc-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p>Naughty Dog has mastered the art of crafting linear, cinematic experiences like no other studio has been able to, but it has also been sprinkling larger and more open-ended levels into its games over the last several years. That started with <em>Uncharted 4</em>, which not only has a semi-open world section in Madagascar, but also has regular levels that are much wider in scope than previous <em>Uncharted </em>titles. Like a couple other Naughty Dog games in recent (or relatively recent) years, it&#8217;s an intriguing glimpse of what a non-linear Naughty Dog game would look like.</p>
<p style="text-align: center;"><strong>UNCHARTED: THE LOST LEGACY</strong></p>
<p>Immediately after <em>Uncharted 4</em>, Naughty Dog followed up on its semi-open world section with a similar section with an even wider scop in <em>Uncharted: The Lost Legacy</em>, even if the game itself was obviously smaller in totality. Specifically, we&#8217;re talking about <em>The Lost Legacy&#8217;s</em> Western Ghats, a fairly sizeable map that players are allowed to explore freely, as much or as little as they want. Traversing through the environments in your 4&#215;4 and seeking out optional content and hidden treasure is surprisingly engaging, ensuring that this section stands out as a highlight of the game.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">583429</post-id>	</item>
		<item>
		<title>Horizon Zero Dawn And Killzone: Shadow Fall Will Allow For PS4 To PS5 Save Transfers</title>
		<link>https://gamingbolt.com/horizon-zero-dawn-and-killzone-shadow-fall-will-allow-for-ps4-to-ps5-save-transfers</link>
					<comments>https://gamingbolt.com/horizon-zero-dawn-and-killzone-shadow-fall-will-allow-for-ps4-to-ps5-save-transfers#respond</comments>
		
		<dc:creator><![CDATA[Landon Wright]]></dc:creator>
		<pubDate>Thu, 12 Nov 2020 23:51:54 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Guerrilla Games]]></category>
		<category><![CDATA[horizon zero dawn]]></category>
		<category><![CDATA[Killzone: Shadow Fall]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=461839</guid>

					<description><![CDATA[Shadow Fall will also get a boost to 60 FPS.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2019/02/horizon-zero-dawn.jpeg"><img loading="lazy" decoding="async" class="alignnone wp-image-388420" src="https://gamingbolt.com/wp-content/uploads/2019/02/horizon-zero-dawn.jpeg" alt="horizon zero dawn" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/02/horizon-zero-dawn.jpeg 1920w, https://gamingbolt.com/wp-content/uploads/2019/02/horizon-zero-dawn-300x169.jpeg 300w, https://gamingbolt.com/wp-content/uploads/2019/02/horizon-zero-dawn-768x432.jpeg 768w, https://gamingbolt.com/wp-content/uploads/2019/02/horizon-zero-dawn-1024x576.jpeg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Whenever there is a new console launch there is, of course, a lot of new games to come along with it. Sony&#8217;s PS5 will have a lot of options to play, even if very few are next gen only experiences and will be cross-gen, but what makes this gen different from the previous is near full backwards compatibility with its predecessor. Maybe you want to go back, or maybe you sat out Sony&#8217;s offerings for the PS4. Whatever the reason, there&#8217;s a lot of older titles for you to get into, including the last two games from Guerrilla Games.</p>
<p>The developer took to their official Twitter to confirm that both <em>Horizon Zero Dawn</em> and <em>Killzone: Shadow Fall</em> will be playable on the PS5, as suspected. Both will also allow for transfers of your saves from the PS4, too, with <em>Shadow Fall</em> even getting a bump to run up to 60 FPS. If you aren&#8217;t familiar, <em>Horizon Zero Dawn</em> was the latest game from the studio, an open world adventure game <a href="https://gamingbolt.com/horizon-forbidden-west-and-sackboy-a-big-adventure-will-release-for-ps4-as-well">that has a sequel in development now for the PS4 and PS5</a>. <em>Shadow Fall</em> was the game they did before that, the fourth game in the <em>Killzone</em> shooter franchise, and actually served as a launch title for the PS4.</p>
<p><em>Horizon Zero Dawn</em> and <em>Killzone: Shadow Fall</em> are both now available on the PS4 and PS5.</p>
<p>https://twitter.com/Guerrilla/status/1326887544080904193?s=20</p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/horizon-zero-dawn-and-killzone-shadow-fall-will-allow-for-ps4-to-ps5-save-transfers/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">461839</post-id>	</item>
		<item>
		<title>10 Times People Sued Gaming Companies Only To Get Backfired</title>
		<link>https://gamingbolt.com/10-times-people-sued-gaming-companies-only-to-get-backfired</link>
					<comments>https://gamingbolt.com/10-times-people-sued-gaming-companies-only-to-get-backfired#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 24 Jul 2019 09:15:05 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[donkey kong]]></category>
		<category><![CDATA[Fallout 4]]></category>
		<category><![CDATA[gta 5]]></category>
		<category><![CDATA[GTA: Vice City]]></category>
		<category><![CDATA[Killzone: Shadow Fall]]></category>
		<category><![CDATA[Mortal Kombat]]></category>
		<category><![CDATA[pokemon]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=402145</guid>

					<description><![CDATA[Sued for all the wrong reasons.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">C</span>onsumers standing up for their rights is something that is always a good thing, and just as it is in any other industry, people taking companies to court for legal infractions is something that we should see more of. But sometimes, these cases arise out of people trying to game the system, for one way or another- and sometimes, these cases ending up amounting to nothing as a result, or even backfiring completely. In this feature, we&#8217;ll take a look at ten such instances.</p>
<p><strong>DONKEY KONG</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/03/donkey-kong-country-returns.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-143125" src="https://gamingbolt.com/wp-content/uploads/2013/03/donkey-kong-country-returns.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/03/donkey-kong-country-returns.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/03/donkey-kong-country-returns-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Back in the early 80s, Nintendo was nowhere close to being the powerhouse it is today- so when the Japanese company was sued by Hollywood bigwig Universal for <em>Donkey Kong&#8217;s </em>perceived likeness to <em>King Kong, </em>they were certainly the underdogs. Nintendo&#8217;s attorney Jack Kirby, however, argued that Universal themselves had claimed before they remade <em>King Kong </em>a few years earlier that the property had become public domain, leading to a victory for Nintendo. The Big N were so enamoured by their lawyer&#8217;s work, they would go on to name a certain pink mascot of theirs in his honour.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/10-times-people-sued-gaming-companies-only-to-get-backfired/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">402145</post-id>	</item>
		<item>
		<title>15 Most Disappointing PS4 Games</title>
		<link>https://gamingbolt.com/15-most-disappointing-ps4-games</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 08 May 2019 09:59:34 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Basement Crawl]]></category>
		<category><![CDATA[days gone]]></category>
		<category><![CDATA[deracine]]></category>
		<category><![CDATA[Drawn to Death]]></category>
		<category><![CDATA[DriveClub]]></category>
		<category><![CDATA[gran turismo sport]]></category>
		<category><![CDATA[Killzone: Shadow Fall]]></category>
		<category><![CDATA[Knack]]></category>
		<category><![CDATA[Knack 2]]></category>
		<category><![CDATA[LittleBigPlanet 3]]></category>
		<category><![CDATA[No Man's Sky]]></category>
		<category><![CDATA[Shadow of the Beast]]></category>
		<category><![CDATA[Street Fighter 5]]></category>
		<category><![CDATA[The Inpatient]]></category>
		<category><![CDATA[The Order: 1886]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=397731</guid>

					<description><![CDATA[The PS4 has amassed an excellent lineup of games, but it hasn't all been sunshine and rainbows.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">Y</span>ears from now, the PS4 will probably be remembered as one of the greatest consoles ever made, and that&#8217;s largely thanks to its excellent library of games. Though it started out slow (as consoles often do), in the six years since its release, Sony&#8217;s console has amassed an excellent lineup of games. But with the good comes the bad, and as is true for everything in this world, there&#8217;s been plenty of disappointing stuff on the PS4 as well.</p>
<p>In this feature, we&#8217;ll be listing what we feel are fifteen of the most disappointing games on the PS4- but disappointing, we should remind you, does not mean bad. Many of these games are a lot of fun, some have improved vastly since launch and managed to turn things around from initial disappointment. Being mentioned in this list simply means that these games, when we played them first, failed to live up to the standard of quality we expected them to hit.</p>
<p>Also note that for the purposes of these list, we&#8217;ll only be looking at PS4 exclusives- barring a couple entries that were either only console exclusives at launch, or remain console exclusives to this day.</p>
<p>With all that out of the way, let&#8217;s get into it.</p>
<p><strong>DRIVECLUB</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-244260" src="https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>When <em>Driveclub </em>first launched, it&#8217;s fair to say that it ended up disappointing a whole lot of people. Though it was stunning to look at and hit technical heights that console games rarely do even to this day, there were many who felt that the game was, all said and done, a bit too dull, a bit too uninspired. Developers Evolution Studios would go on to provide excellent support for the game following its release, and arguably pretty much managed to turn things around, turning a disappointing launch into what was a legitimately great driving sim. Their subsequent closure, even in light of said recovery, proved to be a shockingly premature and abrupt one.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">397731</post-id>	</item>
		<item>
		<title>What The Hell Happened To Killzone?</title>
		<link>https://gamingbolt.com/what-the-hell-happened-to-killzone</link>
					<comments>https://gamingbolt.com/what-the-hell-happened-to-killzone#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 12 Feb 2019 14:31:28 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[Guerrilla Cambridge]]></category>
		<category><![CDATA[Guerrilla Games]]></category>
		<category><![CDATA[killzone]]></category>
		<category><![CDATA[killzone 2]]></category>
		<category><![CDATA[killzone 3]]></category>
		<category><![CDATA[Killzone: Liberation]]></category>
		<category><![CDATA[killzone: mercenary]]></category>
		<category><![CDATA[Killzone: Shadow Fall]]></category>
		<category><![CDATA[PS Vita]]></category>
		<category><![CDATA[PS2]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[psp]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=381539</guid>

					<description><![CDATA[Are we ever going to see more of what was once one of Sony's premier franchises?]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>t is hard to think of a major first party Sony franchise that has had a journey as rocky as <em>Killzone&#8217;s</em>. Sure, there have been a few that have endured some tough times, and some that have even come out stronger as a result but <em>Killzone </em>is probably the most prominently inconsistent franchise belonging to Sony. Its first game and what has till now been its last game both disappointed a lot of people, but there were also a couple of instalments that impressed millions, and were critical and commercial successes. Back during the days of the PS3, <em>Killzone </em>was, without a doubt, one of Sony&#8217;s flagship franchises.</p>
<p>Though it never quite lived up to its &#8220;<em>Halo</em>-killing&#8221; ambitions, <em>Killzone </em>was a franchise that rode a pretty strong high for a good number of years, and seemed to have firmly cemented itself as a series that Sony was prepared to invest in heavily. By now, however, it has been over five years since we last saw a <em>Killzone </em>game, and both Guerrilla Games and Sony have been largely silent about the franchise and what the future might hold for it. Sony has comfortably and confidently settled into the groove of the kind of games it wants to make – cinematic, story-driven single player games – and <em>Killzone</em>, it seems, doesn&#8217;t fit into that framework. But why exactly does that seem to be the case? After overcoming initial hurdles and managing to carve out an identity for itself as one of the most refined shooters on the market, why is it that Guerrilla Games&#8217; series suddenly went silent? What the hell happened to <em>Killzone?</em></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2010/10/Killzone3eyesTHUMB.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-13005" src="https://gamingbolt.com/wp-content/uploads/2010/10/Killzone3eyesTHUMB.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2010/10/Killzone3eyesTHUMB.jpg 570w, https://gamingbolt.com/wp-content/uploads/2010/10/Killzone3eyesTHUMB-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Though <em>Killzone </em>was one of Sony&#8217;s most important franchises in the seventh generation of console gaming, we all know that things didn&#8217;t start out well for the franchise. Back when the series was first greenlit, Microsoft and Bungie were taking the world by storm with <em>Halo. Combat Evolved </em>stunned the entire industry by showing that not only could first person shooters work on consoles, but that they could even be some of the best games ever created. Its follow up, <em>Halo 2</em>, took things even further, by implementing an ambitious and wildly popular online component that would go on to set the standard that the entire industry follows to this day. Sony were not the first who would look to chase that trend, and nor would they be the last- but chase it they did. </p>
<p><em>Killzone </em>was supposed to be their <em>Halo</em>. Of course, they never publicly said as much, but the hype and marketing surrounding the game made it abundantly clear that Sony and the PS2 were banking on its success, and banking on it hard- and of course, given the new and fierce rivalry between Sony and Microsoft that the industry had become caught in the grips of, it didn&#8217;t take long for everyone to slap the &#8220;<em>Halo</em>-killer&#8221; tag onto <em>Killzone</em>. Expectations, then, were ridiculously high- but we all know how that turned out. <em>Killzone </em>launched on the PS2 in November of 2004 (just a few days before <em>Halo 2 </em>came out, in fact)- and the general consensus was that Guerrilla Games&#8217; shooter was a sour disappointment. </p>
<p>Some aspects of the first <em>Killzone </em>were praised quite a lot, such as its stunning visuals to its gritty, hard sci-fi war setting. But when it came to the things that really mattered, <em>Killzone </em>came up short. A poorly written and poorly told story, uninteresting characters, stupid AI that made the shooting half as good as it could have been otherwise, and a spate of technical issues and bugs were just a few of the game&#8217;s most commonly cited problems. A <em>Halo</em>-killer it was not – not even close, in fact – and the disappointing nature of the game was only propounded manifold in light of the ridiculous levels of hype and excitement surrounding it before its release. </p>
<p>In spite of that, however, Sony clearly saw some potential in it. <em>Killzone </em>may have been poorly received by critics and fans alike, but Sony had clearly seen enough from its sales and seen enough potential in the game itself that it was willing to turn it into a franchise, and let Guerrilla learn from its mistakes. The next <em>Killzone </em>game we saw was <em>Killzone Liberation </em>on the PSP, an isometric shooter that demanded a certain level of tactical thinking from players- its blend of strategy and shooting, relatively more challenging nature, and a solid campaign were praised by critics when it came out in 2006, and even though there were some flaws that some people pointed out, such as its short length and the lack of proper online multiplayer options, the general consensus was that it was a marked improvement over the series&#8217; debut.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/01/killzone.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-381547" src="https://gamingbolt.com/wp-content/uploads/2019/01/killzone.jpg" alt="killzone" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/01/killzone.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2019/01/killzone-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/01/killzone-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/01/killzone-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>But of course, <em>Liberation </em>was always meant to be a side chapter, and the next FPS <em>Killzone </em>was what everyone was really waiting for- that would be the true test of how much Guerrilla had learned from their mistakes, and whether the potential of the flawed PS2 title would ever be realized. From the very moment it was revealed with its infamous CG trailer that Sony initially claimed was all in-engine, <em>Killzone 2 </em>looked like it would be special. Even after it came to light that its reveal trailer had actually been a target render, Guerrilla and Sony continued to impress people with all subsequent showings, especially when actual gameplay footage of the game showed that it truly was going to be a visual showcase. In spite of the way people had been burned with its predecessor, <em>Killzone 2 </em>was generating incredible amounts of excitement from PlayStation fans. Unlike its predecessor, however, when it launched, it delivered on those expectations spectacularly. </p>
<p>To this day, <em>Killzone 2 </em>is regarded as one of the best games in the PS3&#8217;s library- it came out at a time when Microsoft was ruling the roost, and Sony was in desperate need of a win, and a win it was indeed. It was a technical marvel, first and foremost, displaying the powers and capabilities of the difficult yet impressive PS3 hardware better than any other game had at that point. Shooting was heavier and felt more deliberate, gunplay felt satisfying and weighty, and though criticisms surrounding its uninteresting narrative and characters were still thrown around quite commonly, it was with its multiplayer that <em>Killzone 2 </em>really won the hearts of millions. The competitive online component of Guerrilla&#8217;s latest was played and loved by millions. The gulf in quality between the first and second <em>Killzone </em>games was almost unbelievable, and <em>Killzone 2 </em>is commonly cited as one of the best and most improved sequels ever made- and rightly so.</p>
<p><em>Killzone 2 </em>didn&#8217;t do <em>Halo </em>numbers, of course, and though it was still, at the end of the day, a generic first person shooter, it was an extremely polished and very well made first person shooter. So of course, the <em>Killzone </em>train was going to keep on chugging along. Now that Sony and Guerrilla were beginning to find the kind of success with <em>Killzone </em>that they had always hoped they would, they weren&#8217;t going to let that momentum die down. <em>Killzone 3 </em>launched almost exactly two years later in February of 2011, and was also pretty well received.</p>
<p>While it didn&#8217;t cross the 90 mark on Metacritic like its predecessor had, it settled into a respectable mid-80s range. Things such as its visuals, its exciting shootouts, and its addictive online component were praised once again, while criticisms surrounding storytelling and characters also continued to persist. It was, essentially, more of the same in almost every way possible. It did do some new things- both the PlayStation Move and the PS3&#8217;s stereoscopic 3D capabilities were things that Sony had been pushing hard around the time of <em>Killzone 3&#8217;s </em>release, mostly thanks to the success that others had seen in the same area. Options for both were included in the game by Guerrilla Games, and for the most part, they were very well done. <em>Killzone 3 </em>looked spectacular in 3D, while playing with the motion-based Move controllers was also a surprisingly intuitive experience. Stereoscopic 3D in games ultimately proved to be a fad, while motion controls never really became more than an ancillary way of playing games, so <em>Killzone 3&#8217;s </em>achievements in those areas aren&#8217;t remembered the way Sony and Guerrilla might have hoped at the time that they would- but they were impressive achievements nonetheless.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2010/10/killzone-3-new-screens.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-13009" src="https://gamingbolt.com/wp-content/uploads/2010/10/killzone-3-new-screens.jpg" alt="" width="620" height="349" /></a></p>
<p>Going into the next generation, then, with Sony primed to release the PS Vita and the PS4, everyone looked at <em>Killzone </em>as one of Sony&#8217;s most important franchises, maybe even right below <em>Uncharted </em>in terms of significance and popularity. Its competitive online-centric nature was something that seemed like it fit the trends of the market perfectly, while it also filled that huge first person shooter-shaped hole in Sony&#8217;s first party lineup quite well (alongside the somewhat less successful <em>Resistance</em>&#8211; which is <a href="https://gamingbolt.com/sony-what-happened-to-resistance">another story entirely</a>).</p>
<p>The next we saw of <em>Killzone </em>was on the PS Vita, Sony&#8217;s new handheld, with <em>Killzone Mercenary, </em>which was the first game in the series to not be developed by Guerrilla Games. Instead, the now defunct Guerrilla Cambridge took the reins. Unlike the previous handheld <em>Killzone </em>title, <em>Mercenary </em>was a full fledged first person shooter, and it would go on to be very well received by critics and larger audiences alike. The level of visual fidelity it achieved on the PS Vita was praised widely, while those who played it were also enamoured by how well it translated the <em>Killzone </em>experience to a handheld device. There was some criticism for the game for its shorter campaign, but <em>Killzone Mercenary </em>was – and still is – one of the best first person shooters on a handheld gaming device. Sadly, due to the poor sales of the PS Vita itself, <em>Mercenary </em>also didn&#8217;t do as well commercially as Sony would have hoped it would, and nor did it drive hardware sales.</p>
<p>Just as it had been with the previous handheld <em>Killzone </em>title though, while people were impressed with <em>Mercenary </em>and generally liked it for what it was, what they were really waiting for was the next mainline entry. And the anticipation surrounding it was even higher, because it was what Sony was going to enter into the next generation with. <em>Killzone Shadow Fall </em>was the PS4&#8217;s big, headlining launch title, and after what had been a fairly consistent few years for both, the franchise and developers Guerrilla Games, many were hoping that <em>Shadow Fall </em>would be a worthy successor, and an early must-have title on the PS4. </p>
<p>As it turned out, it wasn&#8217;t. It actually turned out to be a pretty disappointing game- its single player campaign was generally considered to be a step down from its predecessors, while the ever-present criticisms surrounding story, storytelling, and characters were stronger than they ever had been. <em>Shadow Fall </em>certainly got several things right- for one, it was an absolutely gorgeous game, and proved to be an excellent early advert for the capabilities of the PS4 and the next generation of consoles in general. It was, in fact, also the first game to use Guerrilla&#8217;s Decima engine, which would go on to be used in <em>Horizon: Zero Dawn</em>, and is also the engine that Hideo Kojima and Kojima Productions are using for <em>Death Stranding</em>. </p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/10/Killzone-Shadow-Fall-5.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-176431" src="https://gamingbolt.com/wp-content/uploads/2013/10/Killzone-Shadow-Fall-5.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/10/Killzone-Shadow-Fall-5.jpg 800w, https://gamingbolt.com/wp-content/uploads/2013/10/Killzone-Shadow-Fall-5-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><em>Shadow Fall </em>was also a change in direction for the series- visually, it had a lot more variety than its predecessors; from a level design perspective, it opened things up considerably, and no longer funnelled players down a series of corridors; stealth became a lot more central to gameplay, and made encounters quite different from what <em>Killzone </em>fans had become used to; even the story felt like a new chapter, with a different setting, new tonal direction, and new characters. And though many of those things didn&#8217;t land perfectly, it definitely felt like the beginning of chapter 2 for <em>Killzone. </em>And many felt that the next game in the series would only be better and more polished, just as <em>Killzone 2 </em>had realized the potential of its predecessor while ironing out its most glaring flaws. </p>
<p>As it turns out, though, there was no &#8220;next game&#8221;. <em>Killzone Shadow Fall </em>came out on November 15, 2013, and now, in the early days of 2019, with more than five years having passed since then, that is the last we saw of <em>Killzone</em>. It wasn&#8217;t like <em>Shadow Fall </em>was a commercial failure either- the game had crossed 2 million units in sales by January of 2014, so clearly, it was doing well enough to warrant a sequel. Both Guerrilla Games and Sony, however, have gone in a very different direction. While working on <em>Killzone Shadow Fall</em>, Guerrilla had also begun developing a completely new IP- we now know that IP was <em>Horizon: Zero Dawn</em>, a game that was absolutely stunning, and also completely unlike anything Guerrilla Games had ever done with <em>Killzone </em>(the fact that <em>Horizon&#8217;s </em>story, storytelling, world building, open world design, and characters were some of its biggest strengths should tell you as much). </p>
<p>Even on a more macro level, over the last seven to eight years, Sony&#8217;s focus has also clearly shifted, with them now preferring to make single player, cinematic, narrative-driven games like <em>Uncharted, The Last of Us </em>and, yes, <em>Horizon: Zero Dawn</em>. It&#8217;s also worth noting that Sony has clearly found a lot more success with these kinds of games than it ever had with its exclusives in the past. Since 2015, its first party titles have been on a roll, with games that follow this philosophy receiving unprecedented praise and selling surprisingly high numbers. The success that Sony has found just within the last couple of years with the likes of <em>Horizon </em>and <em>Spider-Man</em> – to say nothing of what Naughty Dog has accomplished with its games – is indicative that there&#8217;s potential for long-term, consistent success if PlayStation keeps heading in this direction. And clearly, looking at the games still bound for the PS4, it&#8217;s a direction that they <em>will </em>keep heading in.</p>
<p>Looking at this direction, then, it&#8217;s really no surprise that <em>Killzone </em>just doesn&#8217;t figure into Sony&#8217;s plans. The real question, though, is this- has Sony just dropped <em>Killzone </em>altogether? Do they want Guerrilla Games to focus entirely on <em>Horizon</em>, and <em>Horizon </em>alone? That is a question that isn&#8217;t easy to answer, because we haven&#8217;t really received an indication as to what the future might hold for <em>Killzone </em>one way or another. While Guerrilla Games have expressed that they <a href="https://gamingbolt.com/next-killzone-on-ps4-its-too-early-to-say-whats-next-for-the-franchise">still love the franchise</a>, both themselves and Sony have been <a href="https://gamingbolt.com/its-too-early-to-discuss-killzones-future-says-guerrilla-games">largely non-committal and vague</a> about the possibilities of a sequel- and really, looking at the impressive first party lineup Sony has amassed, and the level of success they have been consistently finding as a result, that&#8217;s not all that surprising. For the first time in many years, Sony doesn&#8217;t <em>need </em>to make a <em>Killzone </em>sequel. It&#8217;s a franchise they can afford to let rest- maybe even permanently. </p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/12/13.-Killzone-Shadow-Fall.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-182435" src="https://gamingbolt.com/wp-content/uploads/2013/12/13.-Killzone-Shadow-Fall.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/12/13.-Killzone-Shadow-Fall.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/12/13.-Killzone-Shadow-Fall-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/12/13.-Killzone-Shadow-Fall-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>That said, that doesn&#8217;t mean that that is what will definitely happen. Armed with a stronger sense of what makes their games tick, coupled with the cache and popularity that the IP has inherently, there&#8217;s a chance that Guerrilla and Sony might come back to <em>Killzone </em>eventually. Guerrilla Games, as we know, have recently <a href="https://gamingbolt.com/guerrilla-games-undergoing-massive-expansion-want-to-release-games-much-more-quickly">been expanding aggressively</a>, almost doubling in size, and with such an expansion, it&#8217;s natural to assume that the studio would like to not only churn out games at a faster rate, but maybe even work on multiple projects at the same time. There&#8217;s nothing to say that they wouldn&#8217;t want all hands on deck for <em>Horizon 2 </em>(and we <em>know </em>there&#8217;s going to be a <em>Horizon 2</em>), or that even if they do work on two projects at once, that the second one wouldn&#8217;t be a new IP. But <em>Killzone </em>is an established and successful franchise, so it&#8217;s logical to assume (or at least hope) that Sony might want to return to it. Alternatively, they might even hand it off to another studio while Guerrilla Games works on other projects.</p>
<p>That might all be speculation- but sadly, speculate is all we can do for now. Unlike with franchises like, say, <em>Deus Ex</em> and<em> Mass Effect</em>, where the publishers have been very clear about what the future holds for those properties, or <em>Metal Gear</em>, where circumstances have made its future abundantly clear even in the absence of any concrete work from Konami, Sony has said next to nothing about where <em>Killzone </em>is headed. The door isn&#8217;t completely shut on the series, but given the direction Sony is headed in, the future doesn&#8217;t look as assured as it once did either. Maybe Sony will find a way to bring back <em>Killzone </em>in a way where it can not only fit in with its current slate of first party exclusives, but also stand toe to toe with them- but then again, maybe it won&#8217;t. While Guerrilla Games have confidently transitioned from shooter to RPG, the fate of <em>Killzone </em>is uncertain, and all we can do for now is hope that the next couple of years bring some clarity. </p>


<p></p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/what-the-hell-happened-to-killzone/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">381539</post-id>	</item>
		<item>
		<title>Horizon: Zero Dawn Developers Explain Why They Made Their Own Engine</title>
		<link>https://gamingbolt.com/horizon-zero-dawn-developers-explain-why-they-made-their-own-engine</link>
					<comments>https://gamingbolt.com/horizon-zero-dawn-developers-explain-why-they-made-their-own-engine#respond</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Mon, 28 Jan 2019 23:22:27 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[death stranding]]></category>
		<category><![CDATA[decima engine]]></category>
		<category><![CDATA[Guerrilla Games]]></category>
		<category><![CDATA[Horizon: Zero Dawn]]></category>
		<category><![CDATA[Killzone: Shadow Fall]]></category>
		<category><![CDATA[Kojima Productions]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=384000</guid>

					<description><![CDATA[Basically, they wanted full control over the game development process, now and in the future. ]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/02/horizon-2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-290361" src="https://gamingbolt.com/wp-content/uploads/2017/02/horizon-2.jpg" alt="" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2017/02/horizon-2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/02/horizon-2-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><i>Horizon: Zero Dawn</i> as well as <i>Killzone: Shadow Fall</i> ran on Guerrilla Game’s Decima Engine, their custom built engine that will also be powering the upcoming PS4 exclusive from Hideo Kojima, <i>Death Stranding</i>. But in an age when extremely impressive third party engines are readily available—for instance, Epic Games’ Unreal Engine 4—why did they go to the effort to make their own engine?</p>
<p>Not that anyone is complaining, because the results speak for themselves, but why invest so much in making a proprietary engine? According to Guerrilla Games, the engine was custom made because the development studio wanted to have control over all the components of game development, rather than have any of it be out of their control, as it might have been had they used a third party solution.</p>
<p>“We like to make things, our company attracts a lot of inventor types. For us, it’s important to feel like we’re in charge of what we’re going to do next,” said technical director Michiel van der Leeuw while speaking with <a href="https://thenextweb.com/adobe-fundamentals/2019/01/21/decima-game-engine-guerrilla-games/" target="_blank" rel="“noopener”">TNW</a>. “You think: this third-party service we’re using isn’t just going to disappear. Then something like Morpheme, which is an animation suite, gets bought up by Zynga and Zynga pulls the plug. It’s a reminder that sometimes it’s just better to make things yourself.”</p>
<p>Which, of course, is fair. And Guerrilla very obviously had very specific needs that they wanted met. When they built Decima Engine for <i>Killzone Shadow Fall</i>, it had already been future proofed, so they were willing to retool it for an open world game like <i>Horizon</i> as well.</p>
<p>“Sometimes I look at someone else’s engine, and I think: that does the exact thing you want it to do way more than ours does, I wonder if we should’ve done it that way,” said Van der Leeuw.</p>
<p>“We tend to make things that can do more than just what we need in the moment, and that slows down our process. At the same time, because we’d already built this relatively complex engine, when someone decided that hey, we want to use our first-person shooter engine to make an open world game, we were in a position to say: that’s a lot of work, but we can do it.”</p>
<p>In the end, as I said, the results speak for themselves. <i>Horizon: Zero Dawn</i> was stunning, and the Decima Engine is clearly impressive enough for a maestro like Hideo Kojima to want to use it for his upcoming game <i>Death Stranding </i>(<a href="https://gamingbolt.com/death-strandings-decima-engine-has-undergone-modifications-not-a-simple-case-of-borrowing">although modified</a>). What a triumph for Guerrilla Games this has been.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/horizon-zero-dawn-developers-explain-why-they-made-their-own-engine/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">384000</post-id>	</item>
		<item>
		<title>Shenmue 1 And 2 HD Collection: New Details About Price, Achievements, And More Revealed</title>
		<link>https://gamingbolt.com/shenmue-1-and-2-hd-collection-new-details-about-price-achievements-and-more-revealed</link>
					<comments>https://gamingbolt.com/shenmue-1-and-2-hd-collection-new-details-about-price-achievements-and-more-revealed#respond</comments>
		
		<dc:creator><![CDATA[Ashish Isaac]]></dc:creator>
		<pubDate>Tue, 17 Apr 2018 11:53:34 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[D3t Ltd.]]></category>
		<category><![CDATA[Killzone: Shadow Fall]]></category>
		<category><![CDATA[lawbreakers]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Sega]]></category>
		<category><![CDATA[Shenmue 1 and 2 HD]]></category>
		<category><![CDATA[Shenmue 2 HD]]></category>
		<category><![CDATA[Shenmue HD]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=333647</guid>

					<description><![CDATA[The re-released collection will be sold for $29.99. ]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/04/Shenmue-1-and-2-HD.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-333288 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2018/04/Shenmue-1-and-2-HD.jpg" alt="Shenmue 1 and 2 HD" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/04/Shenmue-1-and-2-HD.jpg 620w, https://gamingbolt.com/wp-content/uploads/2018/04/Shenmue-1-and-2-HD-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><a href="https://gamingbolt.com/shenmue-1-2-hd-announced-for-ps4-xbox-one-and-pc">It was recently revealed</a> that High Definition ports of <em>Shenmue 1 &amp; 2 </em>would be released later this year as a single package for the Xbox One, PS4, and PC. Now, we&#8217;ve received some new information about what we can expect from these re-released titles.</p>
<p>The information was shared by YouTuber Adam Koralik. According to him, the games will be sold together for $29.99. While there will be a physical edition released for the PS4 and Xbox One, it will only be available digitally for the PC. Furthermore, we get to learn that it is D3t Ltd. who will be handling the release of these games. This is the same company which worked on titles such as <em>Lawbreakers </em>and <em>Killzone: Shadow Fall. </em>Finally, Koralik also revealed that Achievements and Trophies will be available with these games across all the different platforms.</p>
<p>While Koralik was able to learn much more about the game, he states that he is able to talk about only 5% of what he has learnt, so we&#8217;ll hopefully get to know more about the game later on. <em>Shenmue 1 &amp; 2 </em>will be re-released later this year exclusively for the PS4 in Japan. In the US, the games will release for the PS4, Xbox One and PC later this year. You can check out Adam Koralik&#8217;s video below.</p>
<p><iframe loading="lazy" title="Shenmue 1 &amp; 2 Rerelease Updates! - Adam Koralik" width="500" height="281" src="https://www.youtube.com/embed/jUP7s3bjVZ0?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>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/shenmue-1-and-2-hd-collection-new-details-about-price-achievements-and-more-revealed/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">333647</post-id>	</item>
		<item>
		<title>15 Times Players Took Games Way Too Far</title>
		<link>https://gamingbolt.com/15-times-players-took-games-way-too-far</link>
					<comments>https://gamingbolt.com/15-times-players-took-games-way-too-far#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 26 Mar 2018 16:37:56 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Dark Souls]]></category>
		<category><![CDATA[Final Fantasy 14: A Realm Reborn]]></category>
		<category><![CDATA[Killzone: Shadow Fall]]></category>
		<category><![CDATA[Kingdom Hearts]]></category>
		<category><![CDATA[Nintendo 3DS]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[Overwatch]]></category>
		<category><![CDATA[SimCity 3000]]></category>
		<category><![CDATA[tetris]]></category>
		<category><![CDATA[The Legend of Zelda: A Link to the Past]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=329682</guid>

					<description><![CDATA[Some people take video games too seriously. Meet those who take it way further.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>e&#8217;ve all spent an absurd amount of time playing video games. Some of us may look back at those 100 hours playing Skyrim and Persona 5 and wonder about our dedication. However, there are others who take that dedication even further. Sometimes, it even goes off the deep end of sanity. Let&#8217;s look at 15 times where gamers took their video games too far.</p>
<p><b>Multiple WoW Characters, One Player, All Achievements – Ataxus</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/10/World-of-Warcraft-Warlords-of-Draenor_02.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-247617" src="https://gamingbolt.com/wp-content/uploads/2015/10/World-of-Warcraft-Warlords-of-Draenor_02.jpg" alt="" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2015/10/World-of-Warcraft-Warlords-of-Draenor_02.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/10/World-of-Warcraft-Warlords-of-Draenor_02-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>You may have heard of Ataxius, Ataxas, Ataxus, Ataxxus, Ataxa and so on (three of those sound like the same name but trust us, they&#8217;re different). These World of Warcraft characters managed to hit the top 5 rankings in the MMO at some point. Lest you think they&#8217;re just the same guild, they&#8217;re actually controlled by the exact same person. Using multiboxing, this single person managed to control all five at once and got all 1954 achievements with each one. If it weren&#8217;t obvious already, this is a task that took <i>years </i>of work.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/15-times-players-took-games-way-too-far/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">329682</post-id>	</item>
		<item>
		<title>Most Dismal Video Game Endings On PS4 And Xbox One</title>
		<link>https://gamingbolt.com/top-dismal-video-game-endings-on-ps4-and-xbox-one</link>
					<comments>https://gamingbolt.com/top-dismal-video-game-endings-on-ps4-and-xbox-one#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 29 Sep 2017 13:03:52 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Agents of Mayhem]]></category>
		<category><![CDATA[Battleborn]]></category>
		<category><![CDATA[Call of Duty: Ghosts]]></category>
		<category><![CDATA[Dead Rising 4]]></category>
		<category><![CDATA[Deus Ex: Mankind Divided]]></category>
		<category><![CDATA[Far Cry 4]]></category>
		<category><![CDATA[Halo 5: Guardians]]></category>
		<category><![CDATA[Killzone: Shadow Fall]]></category>
		<category><![CDATA[Mass Effect Andromeda]]></category>
		<category><![CDATA[Metal Gear Solid 5: The Phantom Pain]]></category>
		<category><![CDATA[Mirror's Edge Catalyst]]></category>
		<category><![CDATA[No Man's Sky]]></category>
		<category><![CDATA[Quantum Break]]></category>
		<category><![CDATA[The Order: 1886]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=304971</guid>

					<description><![CDATA[Some endings were quite good this generation but others? Not so much.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span>n ending can make or break a story. In video games, it&#8217;s slightly more complicated as you still have the gameplay experience, characters and graphics to look back fondly on. However, there are some games where the ending is so dismal, so painfully bad, that you can&#8217;t help but think “Why”? We&#8217;re going to look at 14 titles available on the Xbox One or PS4 or both with such endings. Remember &#8211; everything is subjective. Maybe you disagree. Let us know your thoughts in the comments as always. Also, <b>spoilers inbound.</b></p>
<p><b>Quantum Break</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/08/Quantum-Break2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-241012" src="https://gamingbolt.com/wp-content/uploads/2015/08/Quantum-Break2.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/08/Quantum-Break2.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2015/08/Quantum-Break2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/08/Quantum-Break2-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Many stories that deal with time travel tend to become their own convoluted messes of paradoxes and twists. Quantum Break kind of suffered from this but still managed to maintain its thrills. Then we got to the ending where sympathetic antagonist Paul Serene was blamed for everything and Jack was asked to join Monarch. The hilarious part is that Jack actually sees two paths, much like how Paul did before making decisions. Then the game ends before we see his choice. And no, this won&#8217;t be the last cliff-hangar ending on this list.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/top-dismal-video-game-endings-on-ps4-and-xbox-one/feed</wfw:commentRss>
			<slash:comments>2</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">304971</post-id>	</item>
	</channel>
</rss>
