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	<title>luna &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Assassin&#8217;s Creed Valhalla Celebrates One Year Anniversary With Ludicrous Collective Player Stats</title>
		<link>https://gamingbolt.com/assassins-creed-valhalla-celebrates-one-year-anniversary-with-ludicrous-collective-player-stats</link>
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		<dc:creator><![CDATA[Usaid]]></dc:creator>
		<pubDate>Thu, 11 Nov 2021 14:37:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Assassin's Creed Valhalla]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=499341</guid>

					<description><![CDATA[On the eve of the game's first anniversary, Ubisoft has released some absolutely ludicrous collective player statistics for Assassin's Creed Valhalla.]]></description>
										<content:encoded><![CDATA[<p>Ubisoft&#8217;s latest entry in the long-running <em>Assassin&#8217;s Creed </em>franchise, <a href="https://gamingbolt.com/assassins-creed-valhalla-review"><em>Assassin&#8217;s Creed Valhalla</em></a> was released just over a year ago. To celebrate the occasion of its first anniversary, Ubisoft has <a href="https://discussions.ubisoft.com/topic/120218/assassin-s-creed-valhalla-year-1-community-achievements?lang=en-US" target="_blank" rel="noopener">released</a> some absolutely ludicrous collective player stats.</p>
<p>Players have collectively killed a total of 28,655,028,898 enemies, and a total of 2,909,779,176 enemies have been assassinated. The Varin&#8217;s Axe is the most used weapon in the game, followed by Housecarl&#8217;s Axe, and the Blacksmith&#8217;s Hammer following in closely. Players have collectively taken over 50 million photos, and took part in 290 million raids. You can check out the full list of stats below.</p>
<p><em>Assassin&#8217;s Creed Valhalla</em> has enjoyed a lot of post-launch support, with <a href="https://gamingbolt.com/assassins-creed-valhalla-the-siege-of-paris-review-solid-but-inessential">sizeable expansions</a> giving players who have finished the base campaign plenty of content to work through again. It&#8217;s also the publisher&#8217;s <a href="https://gamingbolt.com/assassins-creed-valhalla-is-ubisofts-second-largest-profit-generating-game-in-publisher-history">second most profitable release ever</a>, and as such it <a href="https://gamingbolt.com/assassins-creed-valhallas-next-expansion-will-be-called-dawn-of-ragnarok-rumour">will continue to receive support for the foreseeable future</a>. The next entry in the franchise, <a href="https://gamingbolt.com/assassins-creed-infinity-is-at-least-three-years-away-rumor"><em>Assassin&#8217;s Creed Infinity</em> is rumored to be at least 3 years away at this point in time</a>.</p>
<p>Full list of player stats (courtesy of <a href="https://www.pushsquare.com/news/2021/11/assassins-creed-valhalla-celebrates-one-year-anniversary-with-some-startling-player-stats" target="_blank" rel="noopener">Push Square</a>):</p>
<ul>
<li>Players have killed 28,655,028,898 enemies</li>
<li>2,909,779,176 enemies have been assassinated</li>
<li>Varin&#8217;s Axe (one of the game&#8217;s earliest weapons) is the most used weapon, followed by the Hunnish Bow, Housecarl&#8217;s Axe, and&#8230; the Blacksmith&#8217;s Hammer</li>
<li>Dive of the Valkyries is the most used combat ability</li>
<li>Players have died 524,892,993 times</li>
<li>77% of deaths came through combat, 8% from falls, and 6% from fire</li>
<li>50 million photos have been taken</li>
<li>Players have raided 290 million times</li>
<li>Orlog (the dice game) has been played 75.4 million times, and the player win rate is 51%</li>
<li>87 million flyting matches have been had, with players winning 71% of the time</li>
<li>80 million drinking games have been played, with players winning 52% of the time</li>
</ul>
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		<title>Far Cry 6 Doesn&#8217;t Have Ray-Tracing On Consoles, Ubisoft Confirms</title>
		<link>https://gamingbolt.com/far-cry-6-doesnt-have-ray-tracing-on-consoles-ubisoft-confirms</link>
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		<dc:creator><![CDATA[Usaid]]></dc:creator>
		<pubDate>Tue, 21 Sep 2021 16:23:30 +0000</pubDate>
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		<category><![CDATA[far cry 6]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=494019</guid>

					<description><![CDATA[Far Cry 6 lead programmer Stephanie Brenham has revealed that the game wouldn't have ray-tracing options on consoles.]]></description>
										<content:encoded><![CDATA[<p>In a recent interview with <a href="https://wccftech.com/far-cry-6-tech-q-ssds-are-the-most-impressive-next-gen-feature/" target="_blank" rel="noopener">Wccftech</a>, lead programmer at Ubisoft Stephanie Brenham revealed that <a href="https://gamingbolt.com/far-cry-6-everything-you-need-to-know"><em>Far Cry 6</em></a> will not have ray-tracing options on consoles. During the interview, she revealed that players on consoles will not be able to enjoy the cutting-edge in terms of lighting technology.</p>
<p>Brenham explains that with <em>Far Cry 6</em> on consoles, Ubisoft wants to prioritize performance over visual fidelity. Ubisoft aims to provide 60 fps at a pristine resolution of 4K, which is certainly an appreciable move.</p>
<p>&#8220;Ray tracing is a PC only feature,&#8221; Brenham said. &#8220;On console, our objective has been to take advantage of new hardware capabilities, optimizing performance targeting 4K and achieving 60 FPS, for instance, all while ensuring new game features, like our dynamic weather system, are supported on all platforms.&#8221;</p>
<p>Furthermore, Ubisoft also wants to provide a better experience on current-gen consoles in the department of LODs and draw distances.</p>
<p>&#8220;There are a few common benefits both next-gen consoles and PC enjoy,&#8221; Brenham said. &#8220;That includes better LODs, draw distances, better ocean simulation, and HD textures. Newer consoles also have 4K 60 FPS. PC has DXR Reflections &amp; Shadows, Fidelity FX (FSR, CAS), unlocked FPS, ultrawide screen, and adjustable FOV.&#8221;</p>
<p>What makes this omission rather interesting is the fact that Ubisoft has previously included ray-tracing options in its previous titles such as <em>Watch Dogs: Legion</em>. On the brighter side, <em>Far Cry 6</em> will include other <a href="https://gamingbolt.com/resident-evil-village-far-cry-6-forspoken-and-more-will-support-fidelityfx-super-resolution-amd-confirms">other graphical features such as AMD&#8217;s FidelityFX Super Resolution</a> on PC, and others such as variable refresh rates.</p>
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		<title>Far Cry 3 Is Available For Free On Ubisoft Store</title>
		<link>https://gamingbolt.com/far-cry-3-is-available-for-free-on-ubisoft-store</link>
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		<dc:creator><![CDATA[Usaid]]></dc:creator>
		<pubDate>Tue, 07 Sep 2021 16:37:08 +0000</pubDate>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=492603</guid>

					<description><![CDATA[Far Cry 3 is currently free for everyone on the Ubisoft store, and players interested in the franchise should definitely check it out.]]></description>
										<content:encoded><![CDATA[<p>Ubisoft has recently made <em>Far Cry 3</em> available for free on the Ubisoft store. The third-installment in this long-running open-world franchise is now available for free until September 11th. This comes shortly ahead of<em> Far Cry 6</em>&#8216;s imminent release next month.</p>
<p>Players wanting to purchase a deluxe edition of the game can do so on the same platform at $30, which includes one of the best expansions of the series &#8211; <em>Far Cry: Blood Dragon</em>. Given the heat surrounding the conversation about <em>FC6</em>&#8216;s Diego Castillo being the younger version of <em>FC3</em>&#8216;s Vaas, it&#8217;s no surprise why Ubisoft chose this entry for the promotion (though there&#8217;s no telling, of course, whether there&#8217;s any truth to that rumour whatsoever).</p>
<p>Of course, there&#8217;s also the fact that <em>Far Cry 3</em> is generally considered to be the best entry in the franchise, and fans having any history with the games should definitely check this one out. <a href="https://gamingbolt.com/far-cry-6-pc-features-include-ray-tracing-ultra-wide-and-high-refresh-rate-support"><em>Far Cry 6</em></a> releases on October 8 for PC, PS4, PS5, Xbox One, Xbox Series X, Xbox Series S, Stadia, and Luna.</p>
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		<title>Luna Interview &#8211; A Vivid VR Adventure</title>
		<link>https://gamingbolt.com/luna-interview-a-vivid-vr-adventure</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 23 Apr 2019 15:29:19 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[funomena]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=394848</guid>

					<description><![CDATA[Luna developers Funomena speak with GamingBolt about their vivid interactive title.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">F</span>unomena&#8217;s <em>Luna&nbsp;</em>may not have launched to much fanfare on PC in 2017, but those who did play it came away really impressed. With vivid imagery and an effective method of interactive storytelling, it&#8217;s a game that&#8217;s well worth experiencing, especially for fans of the genre. It&#8217;s not also available on several VR platforms, including PS4, and recently, we sent across a few of our questions about the game to the development team. Read our conversation below.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-394864" src="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image.jpg" alt="luna" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The experience of the team and the notable games some of us had worked on prior definitely helped in building out an experimental, nonviolent game design. The lessons we learned working on games that primarily evoke strong emotional responses helped center in on the mechanics of <em>Luna’s</em> themes of introspective, but shared healing."</p>
<p><strong>The originality of <em>Luna&#8217;s</em> concept and premise is something that has often been brought up since the game&#8217;s original PC launch. Can you talk to us a bit about the process of that conceptualization? Were there any particular stories or experiences across any medium that influenced you?</strong></p>
<p>The concept for <em>Luna</em> was an idea that Robin, our CEO and lead designer, had been developing for many years. She wanted to make a game that encouraged reflecting on and letting go of negative experiences. The mechanics of this idea were originally inspired by origami, in which the artist must follow complicated folds and create something new without adding to or damaging the original sheet of paper. Simulating paper folding in 3D turned out to be very computationally demanding, so the mechanic evolved into untangling constellations which had a similarly relaxing feeling. The team stuck with the papercraft aesthetic but developed other thoughtful creative activities for the game like gardening. Ultimately what brought the game together was building delightful sensory feedback into all the game’s interactions to cultivate a sense of discovery and wonder.</p>
<p><strong>Your team boasts talent that has worked on some excellent games in the past, like <em>Journey</em> and <em>Flower</em>. Were there any lessons in particular that you took from any of those games and applied to <em>Luna&#8217;s</em> development?</strong></p>
<p>The experience of the team and the notable games some of us had worked on prior definitely helped in building out an experimental, nonviolent game design. The lessons we learned working on games that primarily evoke strong emotional responses helped center in on the mechanics of <em>Luna’s</em> themes of introspective, but shared healing. This was also many on the team’s first professional game release, and the perspective of new voices also helped create a game that was wholly unique.</p>
<p><strong>What was the process of visualizaing and deciding upon the game&#8217;s visual aesthetic, which seems like one of its most important and striking aspects?</strong></p>
<p>A lot of the style is pulled from our art director Glenn Hernandez&#8217;s work. Bringing it into VR was a challenge because his work for <em>Luna</em> was very stylized and graphic, so we tried various 3D methods to see what could bring the heart of his look into 3D and also create a fun VR experience.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-2.jpg"><img decoding="async" class="aligncenter wp-image-394861" src="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-2.jpg" alt="luna" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-2-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"While <em>Luna</em> was primarily designed as a VR experience, we also released a 2D version for PC and the PS4 version will include both as one title."</p>
<p><strong>Can you talk to us a bit about the puzzle design in <em>Luna</em>?</strong></p>
<p>The puzzle design is meant to be relaxing and meditative, rather than create a serious challenge. The player untangles knots in the constellations to unscramble Bird’s memories of their world. Mechanically it is meant to represent processing negative experiences from your past, to make sense of them and move forward. The player can then bring those reconstructed objects into the gardening levels to heal the world.</p>
<p><strong>Can you briefly talk to us about the narrative premise of the game? How much of a focus does the game place on its the story?</strong></p>
<p><em>Luna</em> is a fable which follows a Bird, an Owl and the Moon. Owl has fallen in love with the beauty of Moon and wants to bring them to Earth. Owl does this by tricking several animals into eating a piece of Moon, convincing them that their personal issues can be ignored and solved with this one remedy. Bird eats the last piece of Moon, realizes this was a mistake, and goes on a journey to put each piece back into the night sky. Bird does this by singing to the other animals to communicate, and helping them share their feelings. The narrative was left a little bit interpretive to allow players to connect the themes to their own experience, and the game dips back and forth between story and gameplay. The new voiceover narration and gameplay tweaks coming in the PS4 release and Storybook Update to the existing releases of the game enhances it by providing more context</p>
<p><strong>Is <em>Luna</em> the kind of game you can&#8217;t imagine as anything but a VR experience, or is there the possibility that we might see it on Xbox One or Switch eventually?</strong></p>
<p>While <em>Luna</em> was primarily designed as a VR experience, we also released a 2D version for PC and the PS4 version will include both as one title. There is a distinct difference between interacting with the environments in VR with motion controls and using a mouse or gamepad, but it is enjoyable either way. We love working in VR and it does lend something special to the game, but we don’t want to limit access to the experience only to VR players. We are considering bringing the game to more platforms but can’t make any announcements yet.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-3.jpg"><img decoding="async" class="aligncenter wp-image-394862" src="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-3.jpg" alt="luna" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-3-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Playing the game on the PS4 Pro will have some slight visual improvements"</p>
<p><strong>Are you taking advantage of the PS4 Pro’s extra power to deliver better visuals or performance? If yes, then in what ways?</strong></p>
<p>Yes, playing the game on the PS4 Pro will have some slight visual improvements, we’re able to use more particle effects and lighting. They’re additions for extra flair on the more powerful console, but it won’t look radically different and our stylized aesthetic helps the game present well regardless of hardware.</p>
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