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	<title>Lab Zero &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Indivisible Review &#8211; Bending Genres</title>
		<link>https://gamingbolt.com/indivisible-review-bending-genres</link>
		
		<dc:creator><![CDATA[Billy Givens]]></dc:creator>
		<pubDate>Mon, 14 Oct 2019 07:31:30 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[505 Games]]></category>
		<category><![CDATA[Indivisible]]></category>
		<category><![CDATA[Lab Zero]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Skullgirls]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=419282</guid>

					<description><![CDATA[This gorgeous indie adventure blends genres masterfully.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>hen I initially played the prototype of <em>Indivisible</em> way back in 2015, I knew it was going to be something special. Four years later, I can finally confirm that <em>Indivisible</em> beautifully marries turn-based RPG combat with Metroidvania exploration and platforming to create a game that defies traditional genres to become something wholly unique. And though a handful of minor missteps along the way bring things down a bit, there’s no denying that <em>Indivisible</em> is guaranteed to join the ranks of independent gaming success stories.</p>
<p><em>Indivisible</em> casts players as an audacious young girl named Ajna who sees every obstacles as a solution best solved with a few swift punches. Her journey begins with a familiar opening that sees the destruction of a village and death of her father, and upon learning about the evil warlord responsible, our young hero eagerly sets out on a journey to defeat him. The story eventually expands into the cliche “ancient evil” plot we’ve all come to know and love in JRPGs, but smart writing and story sequences that don’t overstay their welcome help keep <em>Indivisible</em> from becoming a bore.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/10/Indiv_E3-2018_018.jpg"><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-419287" src="https://gamingbolt.com/wp-content/uploads/2019/10/Indiv_E3-2018_018.jpg" alt="indivisible" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/10/Indiv_E3-2018_018.jpg 620w, https://gamingbolt.com/wp-content/uploads/2019/10/Indiv_E3-2018_018-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Ajna is joined by an ever-expanding cast of likable characters along the way, all of whom she absorbs into her mind with a newly-awakened power that allows her to trap them inside and subsequently use them for combat. I was always excited to meet and recruit the many quirky tag-a-longs since the writing itself typically made good use of them through funny and colorful dialogue. It’s just a shame that developer Lab Zero Games made some poor casting choices for the voice work – some characters (Ajna included) gain and drop accents throughout the game, and the overall quality of the voice acting ranges from emotionless to cringe-inducing. Because of this, I usually opted to just read the conversations and skip over the sometimes grating voices.</p>
<p>The combat in <em>Indivisible</em> may remind genre fans of the beloved <em>Valkyrie Profile</em> series, adopting a similar battle layout that maps each of your playable characters’ attacks and blocks to one of the four face buttons. There’s a high learning curve involved if you want to get the most out of the combat mechanics, and the game’s tutorials don’t do the greatest job of properly explaining everything, leaving you to test things out with some trial and error. This can be frustrating when you’re thrown into earlier fights with so many inputs to remember in a short window of time. Considering the fact that each of the over 20 playable characters possess a collection of additional direction-based moves, <em>Indivisible</em> quickly turns into a game of rapid button combo memorization that takes time to get used to but eventually feels rewarding to master.</p>
<p>Frantically pressing all of the face buttons to get everyone to use a normal attack is easy enough, but trying to juggle multiple characters’ directional inputs to set up combos while also consistently blocking on time can be tricky. You can opt to use L1 to have your entire party block and take out some of the micromanagement of using face buttons to have an individual character shield themselves, but this can drain your special attack meter. This system of tradeoffs makes <em>Indivisible</em> feel fair and balanced for both casual button mashers and more experienced gamers who may be seeking to get the most out of each encounter.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/10/Indiv_E3-2018_017.jpg"><img decoding="async" class="aligncenter size-full wp-image-419286" src="https://gamingbolt.com/wp-content/uploads/2019/10/Indiv_E3-2018_017.jpg" alt="indivisible" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/10/Indiv_E3-2018_017.jpg 620w, https://gamingbolt.com/wp-content/uploads/2019/10/Indiv_E3-2018_017-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>To make fights even easier, you can fill up a special meter and use R1 to unleash special moves that range from a flurry of attacks to helpful party-wide healing spells depending on which character you choose for it. Additionally, holding the trigger allows you to slow combat down drastically to give you ample time to form strategies or just glance over your characters’ health and attack stores. If you find that the game moves a little quickly for you in general, save points are plentifully scattered around the levels to make the occasional defeat feel less disappointing.</p>
<p>When you’re not whaling away on <em>Indivisible’s</em> enemies, you’ll be platforming through its gorgeous 2D world full of captivating locales and charismatic characters, and it’s all brought to life with meticulously hand-drawn animation that just begs to be admired. In a time where so many RPGs have moved towards realism, <em>Indivisible</em> embraces the visual style of a bygone era while bringing the fidelity up to modern standards – from its expressive character models to its lush, vivid backdrops, there’s an attention to detail here that has to be seen to be believed.</p>
<p>You’ll spend most of your time with the game exploring these resplendent environments, and how much you enjoy them depends entirely on your patience with Metroidvania games in general. As one would expect, there’s copious amounts of backtracking required as you find new items to open pathways you passed earlier in the game. And despite the best of efforts of the map, there’s always the chance you’ll get turned around a bit as you try to navigate to and from the various areas. That said, while backtracking through the same spots over and over can get tiresome, I appreciated that the items found throughout your journey serve multiple purposes and therefore usually grant fun new gameplay elements to use.</p>
<p>This multi-purpose item system was apparent early on when I found an axe that allowed me to cut through wooden blockades and scale tall walls. This opened up access to new areas in two totally unique ways, getting a lot more utility out of a single item and giving me a more substantial feeling of progression. Throughout the 25 hour journey, these types of helpful items lend much-needed freshness to the otherwise standard navigation elements of <em>Indivisible</em>. Genre typical movements like wall jumping and air dashing can be cool, but pole vaulting with a spear is cooler.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/10/Indiv_E3-2018_008.jpg"><img decoding="async" class="aligncenter size-full wp-image-419285" src="https://gamingbolt.com/wp-content/uploads/2019/10/Indiv_E3-2018_008.jpg" alt="indivisible" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/10/Indiv_E3-2018_008.jpg 620w, https://gamingbolt.com/wp-content/uploads/2019/10/Indiv_E3-2018_008-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>But as fun as it might be to string together all of these unique moves and items, navigating the treacherous levels can also sometimes feel cumbersome when <em>Indivisible</em> decides it just doesn’t want to work with you. From time to time the game wouldn’t register my inputs, and I periodically ran across irritating bugs that had me falling through the map or getting stuck in the game’s environments. These were rare occasions, but they still forced me to restart and lose progress, and I’m hopeful to see them ironed out with future updates.</p>
<p>Despite its faults, <em>Indivisible</em> is a one-of-a-kind game. I would’ve loved to see some better voice work and a bit less backtracking, but mastering the initially chaotic combat and finding new navigational items was a rewarding experience and well worth the time spent exploring the game’s utterly stunning world. It’s a fascinating experiment to behold, and if you’re willing to overlook its flaws, you may find that this genre-bender rewards you with a bounty of engaging gameplay.</p>
<p><span style="color: #ff6600;"><strong><em>This game was reviewed on the PlayStation 4.</em></strong></span></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">419282</post-id>	</item>
		<item>
		<title>Indivisible&#8217;s Combat and Platforming Showcased in New Videos</title>
		<link>https://gamingbolt.com/indivisibles-combat-and-platforming-showcased-in-new-videos</link>
					<comments>https://gamingbolt.com/indivisibles-combat-and-platforming-showcased-in-new-videos#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 11 Apr 2019 04:15:09 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[505 Games]]></category>
		<category><![CDATA[Indivisible]]></category>
		<category><![CDATA[Lab Zero]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
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		<category><![CDATA[Skullgirls]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=394055</guid>

					<description><![CDATA[Check out how Ajna navigates the world and combos enemies with her party.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/05/Indivisible.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-337261" src="https://gamingbolt.com/wp-content/uploads/2018/05/Indivisible.jpg" alt="Indivisible" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/05/Indivisible.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/05/Indivisible-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/05/Indivisible-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/05/Indivisible-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Lab Zero Games&#8217; <em>Indivisible</em> has had a long road of development. The hand-drawn action RPG from the <em>Skullgirls</em> developer was <a href="https://gamingbolt.com/skull-girls-devs-next-game-indivisible-delayed-to-2019">delayed to this year</a> due to its scale. If the recent gameplay videos from PAX East are any indication though, it&#8217;s going well. Check them out below courtesy of Josh Knowles on YouTube.</p>
<p>The first clip showcases the platforming, which is pretty straightforward. Protagonist Ajna can jump and use an axe to climb up platforms along with sliding under tight spaces. The combat is perhaps more intriguing as it allows players to chain together different party members&#8217; attacks into strings of combos.</p>
<p>If the combat of Square Enix&#8217;s <a href="https://gamingbolt.com/valkyrie-profile-lenneth-now-available-on-android-and-ios-in-english"><em>Valkyrie Profile</em></a> was even remotely interesting, then <em>Indivisible</em> may be worth keeping an eye on. As of now, Lab Zero Games hasn&#8217;t offered an update on the release date. <em>Indivisible</em> is currently in development for Xbox One, PS4, PC and Nintendo Switch. Stay tuned for more details in the meantime.</p>
<p><iframe loading="lazy" title="Indivisible platforming gameplay" width="500" height="281" src="https://www.youtube.com/embed/c5c8-Wkch7g?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><iframe loading="lazy" title="Indivisible gameplay" width="500" height="281" src="https://www.youtube.com/embed/KzDtYTkHMXc?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">394055</post-id>	</item>
		<item>
		<title>Skull Girls Dev&#8217;s Next Game &#8220;Indivisible&#8221; Delayed to 2019</title>
		<link>https://gamingbolt.com/skull-girls-devs-next-game-indivisible-delayed-to-2019</link>
					<comments>https://gamingbolt.com/skull-girls-devs-next-game-indivisible-delayed-to-2019#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 17 May 2018 12:20:39 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[505 Games]]></category>
		<category><![CDATA[Indivisible]]></category>
		<category><![CDATA[Lab Zero]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Skullgirls]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=337260</guid>

					<description><![CDATA[More time will be required to polish the game without cutting content.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/05/Indivisible.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-337261" src="https://gamingbolt.com/wp-content/uploads/2018/05/Indivisible.jpg" alt="Indivisible" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/05/Indivisible.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/05/Indivisible-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/05/Indivisible-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/05/Indivisible-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>In the midst of so many games being delayed, add another one to the list with Lab Zero&#8217;s<em> Indivisible</em>. The plucky developer is best known for its 2D fighting game <em>Skullgirls</em> which received critical acclaim for its art-style. <em>Indivisible</em> goes with a similar hand-draw approach but on a larger scale with its action RPG mechanics and vast world.</p>
<p>Unfortunately, that scale takes time to properly polish and thus <em>Indivisible</em> will be releasing in the first half of 2019. As per the developer on <a href="https://steamcommunity.com/games/421170/announcements/detail/1647633916126082374">Steam</a>, &#8220;While we did everything we could to prevent this from happening, the simple reality is that <em>Indivisible</em> ended up being a much larger project than we could have anticipated when the game was conceived way back in 2015.</p>
<p>&#8220;A number of other issues related to shipping a product of this size contributed to this decision, but the main issue is just the sheer number of assets this game requires and the time needed to deliver them at the quality you expect from a Lab Zero game.&#8221;</p>
<p>Though more money was also necessary for additional polish, publisher 505 Games will be helping out while Lab Zero also uses its royalties from <em>Skullgirls</em>. A new lead level designer and lead writer have also been hired to reach the new ship date.</p>
<p>That being said, even with all the delays, Lab Zero isn&#8217;t cutting any content. &#8220;What we have not done is cut down on the amount of content we promised. Not only do we want to deliver the game we said we would, the game’s structure and story made it virtually impossible to cut levels or make other kinds of &#8216;easy&#8217; cuts to reduce the scope of the game.&#8221;</p>
<p>More information will be shared in the coming months and in the meantime, Lab Zero is going to hunker down to make <em>Indivisible</em> &#8220;the best game we can&#8221;. &#8220;We wouldn’t be here without your support, financial and otherwise. And we’re committed to making <em>Indivisible</em> the best game we can, and appreciate your patience while we get it there.&#8221;</p>
<p>What are your thoughts on the delay? Let us know in the comments below.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">337260</post-id>	</item>
		<item>
		<title>Ultra Street Fighter 4 On The PS4 Is Compatible With PS3 Fight Sticks</title>
		<link>https://gamingbolt.com/ultra-street-fighter-4-on-the-ps4-is-compatible-with-ps3-fight-sticks</link>
					<comments>https://gamingbolt.com/ultra-street-fighter-4-on-the-ps4-is-compatible-with-ps3-fight-sticks#respond</comments>
		
		<dc:creator><![CDATA[Oliver VanDervoort]]></dc:creator>
		<pubDate>Fri, 22 May 2015 16:50:57 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[Lab Zero]]></category>
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		<category><![CDATA[sony]]></category>
		<category><![CDATA[Ultra Street Fighter 4]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=232596</guid>

					<description><![CDATA[Lab Zero has come up with drivers that will allow cross-generation support.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2014/08/ultra-street-fighter-iv-4.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-206125" src="https://gamingbolt.com/wp-content/uploads/2014/08/ultra-street-fighter-iv-4.jpg" alt="ultra-street-fighter-iv-4" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/08/ultra-street-fighter-iv-4.jpg 913w, https://gamingbolt.com/wp-content/uploads/2014/08/ultra-street-fighter-iv-4-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Sony has just announced that the PS4 version of Ultra Street Fighter 4 is now compatible with the PS3 Fight Sticks. Writing on the official <a href="http://blog.eu.playstation.com/2015/05/22/ultra-street-fighter-iv-hits-ps4-on-tuesday-new-enhancements-detailed/" target="_blank">Playstation Blog</a>, Gio Corsi director of third-party production at Sony Computer Entertainment America announced that the team had incorporated drivers from Lab Zero so that the PS4 version of the game would work with PS3 Fighting Sticks as well as the new PS4 Fighting Sticks.</p>
<p>This move appears to be a nod towards the hardcore fans of the series who weren&#8217;t particularly excited to be having to invest in brand new fighting sticks for a whole new console. This isn&#8217;t the first time this kind of workaround has been used, as Lab Zero worked with Naughty Dog programmer John &#8220;Cowboy&#8221; in order to make it so any fighting stick would be recognized as a generic USB gamepad or joystick would work with the PS4 version of its fighting game Skullgirls Encore.</p>
<p>The game, which will launch next week at a price of a little over $20 is an <a href="https://gamingbolt.com/ultra-street-fighter-4-exclusive-to-ps4-because-reasons">exclusive to the PS4</a>, much to the chagrin of many Xbox One fans of the series. Corsi let a few more details slip about the impending Ultra Street Fighter 4 release saying that it is expected to run at 1080p resolution and 60 frames per second. The team working on the game has also said they&#8217;ve managed to reduce the lag time of the input between the control and the action on the screen that had plagued players using the PS3. Brand new fight sticks for the PS4 run into the hundreds of dollars.</p>
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