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	<title>nintendo switch &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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	<lastBuildDate>Mon, 09 Nov 2026 18:20:55 +0000</lastBuildDate>
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		<title>Hollow Knight: Silksong &#8211; Sea of Sorrow is Still Missing, But Physical Edition Teases More Free DLC</title>
		<link>https://gamingbolt.com/hollow-knight-silksong-sea-of-sorrow-is-still-missing-but-physical-edition-teases-more-free-dlc</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 09 Nov 2026 17:48:20 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Hollow Knight: Silksong]]></category>
		<category><![CDATA[Hollow Knight: Silksong – Sea of Sorrow]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
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		<category><![CDATA[Team Cherry]]></category>
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		<category><![CDATA[Xbox Series S]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=656666</guid>

					<description><![CDATA[The "first giant" expansion for the Metroidvania has gone from 2026 to "Coming Soon," but at least more content is inbound.]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">If you weren&#8217;t around when it tortured many fans with its difficulty or <a href="https://gamingbolt.com/hollow-knight-silksong-is-available-at-last">crashed almost every storefront at launch</a>, <em>Hollow Knight: Silksong</em> was quite the big deal last year. After several patches, Team Cherry quietly went back to work, promising a free expansion, <em><a href="https://gamingbolt.com/hollow-knight-silksong-sea-of-sorrow-expansion-announced-for-2026">Sea of Sorrow</a></em>, in 2026.</p>



<p class="wp-block-paragraph">Almost a year later, there&#8217;s no update, but according to the manual from the recent physical edition&#8217;s release, it may only be the first. As posted by Arfadoz on Twitter, Team Cherry teases expanding <em>Silksong&#8217;s</em> world with &#8220;free content packs,&#8221; delivering &#8220;even more adventures&#8221; with &#8220;new friends, new abilities and new ferocious foes.&#8221;</p>



<p class="wp-block-paragraph">As for Sea of Sorrow, it&#8217;s listed as &#8220;coming soon&#8221; and touted as the game&#8217;s &#8220;first giant expansion.&#8221; Of course, the last time this happened, <em>Silksong</em> went from an expansion to the original <em>Hollow Knight</em> to its own game, and took over six years to launch. It could do the funniest thing to fans for the second time in a row.</p>



<p class="wp-block-paragraph">Stay tuned for updates regardless, and check out <a href="https://gamingbolt.com/hollow-knight-silksong-review-i-venture-forth-to-hunt" data-type="post" data-id="627431">our review</a> of <em>Hollow Knight: Silksong</em>. Available on PS4, PS5, Xbox Series X/S, Xbox One, PC, Nintendo Switch, and Nintendo Switch 2, it focuses on Hornet as she travels Pharloom to unravel its many mysteries. As of December 2025, the Metroidvania <a href="https://gamingbolt.com/hollow-knight-silksong-has-sold-over-7-million-units">sold over seven million units</a>. It&#8217;s also on Game Pass, which saw &#8220;millions&#8221; of players on its own.</p>



<figure class="wp-block-embed is-type-rich is-provider-x wp-block-embed-x"><div class="wp-block-embed__wrapper">
<blockquote class="twitter-tweet" data-width="500" data-dnt="true"><p lang="en" dir="ltr">(This is from the physical edition manual booklet)</p>&mdash; Arfadoz (@arfa2706) <a href="https://x.com/arfa2706/status/2119583066846859349?ref_src=twsrc%5Etfw">November 9, 2026</a></blockquote><script async src="https://platform.x.com/widgets.js" charset="utf-8"></script>
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		<title>Castlevania: Belmont&#8217;s Curse Celebrates Successful Launch With New Accolades Trailer</title>
		<link>https://gamingbolt.com/castlevania-belmonts-curse-celebrates-successful-launch-with-new-accolades-trailer</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Mon, 09 Nov 2026 14:13:46 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Castlevania: Belmont’s Curse]]></category>
		<category><![CDATA[Evil Empire]]></category>
		<category><![CDATA[konami]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=656608</guid>

					<description><![CDATA[A new generation of Belmont shows the franchise is still going strong with a compelling adventure available on consoles and PCs.]]></description>
										<content:encoded><![CDATA[<p><em>Castlevania: Belmont&#8217;s Curse</em> has managed to draw a lot of praise from its critics, with a new accolades trailer showcasing many of the game&#8217;s strengths. Check it out below</p>
<p>We found it a fairly solid take on the franchise&#8217;s overarching tale, while the visuals, combat, and general vibe were all strengths we pointed to in our <a href="https://gamingbolt.com/castlevania-belmonts-curse-review-hunt-the-night">review</a>. Of course, we felt that the weapons themselves needed a bit of balancing, as the game made experimenting with different ones feel unnecessarily compromised. Some platforming sections could also get a tad too annoying to be entirely enjoyable. Nevertheless, the game has been impressive enough to draw widespread acclaim, and it&#8217;s easy to see why.</p>
<p>It comes together pretty well, and Rose definitely carries the heavy mantle of the Belmonts&#8217; monster-hunting legacy quite well under the tutelage of returning favorite Trevor. Those boss fights deserve a special mention too, and we had many memorable, tense moments as we scrambled to take them down and scrape a victory together when defeat looked like the only possible outcome.</p>
<p>All things considered, this one is definitely among the franchise&#8217;s finer entries, and a hell of a fun time once you get behind its unique rhythm. It&#8217;s available on Xbox Series X/S, PS5, PC, and Nintendo Switch.</p>
<p><iframe title="Castlevania: Belmont&amp;apos;s Curse | Accolades Trailer | KONAMI" width="500" height="281" src="https://www.youtube.com/embed/YhWdDnuXVyw?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Toy Story 3 Complete Edition Interview &#8211; Console Performance, Changes From the Original, and More</title>
		<link>https://gamingbolt.com/toy-story-3-complete-edition-interview-console-performance-changes-from-the-original-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Thu, 05 Nov 2026 21:12:25 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[digital eclipse]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Toy Story 3 Complete Edition]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=656030</guid>

					<description><![CDATA[Chris Kohler of Digital Eclipse was kind enough to answer many of our questions about the recent remaster of Toy Story 3.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">F</span>ollowing the release of <em>Toy Story 3 Complete Edition</em>, we got a chance to speak to Digital Eclipse&#8217;s editorial director, Chris Kohler, about the classic title and its modern incarnation. Kohler spoke about a variety of subjects, including the game&#8217;s console performance targets, and the challenges behind porting over a game made for the PS3 and Xbox 360 era of consoles.</p>
<p><strong>What was the biggest challenge in restoring <em>Toy Story 3</em> for modern platforms? How much of the original code and asset pipeline remained usable, and which parts required substantial rebuilding? And while we&#8217;re on the subject, the Complete Edition makes previously restricted content, including playable Zurg and four additional Theme Packs, available more widely. What technical changes were required to integrate that material consistently across every version?</strong></p>
<p>While I can&#8217;t go into detail about the technical process, I can confirm that <em>Toy Story 3 Complete Edition</em> was restored from its original source code and natively ported to modern platforms.</p>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-655185" src="https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-3-complete-edition-2.jpg" alt="toy story 3 complete edition 2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-3-complete-edition-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-3-complete-edition-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-3-complete-edition-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-3-complete-edition-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-3-complete-edition-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-3-complete-edition-2-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p><strong>How did you define the scope of “Complete Edition”? Which original release forms its foundation, and are there meaningful differences or pieces of content from the other versions that fall outside this edition?</strong></p>
<p>There were many different versions of the <em>Toy Story 3</em> game that was released in 2010, and not all of them had all the available content. For this definitive re-release, we wanted to emphasize that all platforms and versions now had all of that content, and moreover, that all versions were now based on the &#8220;next-generation&#8221; console versions from 2010.</p>
<p><strong>Which aspects of the original controls and camera did you feel needed updating? How did you distinguish between changes that improve accessibility and changes that would alter the feel of its platforming and character abilities?</strong></p>
<p>The most significant change to the original game is actually that we have now added a subtitle system, which in addition to being a big accessibility upgrade has allowed us to add more languages and make <em>Toy Story 3</em> available to even more players around the world.</p>
<p><strong>Local two-player co-op returns in both Story and Toy Box modes. What have you improved about the shared experience, particularly camera behaviour, readability and helping players with different levels of experience enjoy the game together?</strong></p>
<p>The gameplay of <em>Toy Story 3 Complete Edition</em> is identical to that of the original 2010 release.</p>
<p><img decoding="async" class="aligncenter wp-image-655186" src="https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-3-complete-edition-1.jpg" alt="toy story 3 complete edition 1" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-3-complete-edition-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-3-complete-edition-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-3-complete-edition-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-3-complete-edition-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-3-complete-edition-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-3-complete-edition-1-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p><strong>Beyond higher resolution and frame rates, which visual elements have been upgraded, such as textures, lighting, shadows or character models? How did you preserve the original art direction while making those improvements?</strong></p>
<p>These elements of the game were not altered in this version.</p>
<p><strong>You’ve announced support for up to 4K at 60 FPS depending on platform. What are the specific targets on PS5, Xbox Series X|S, PS4 and Xbox One, and are there additional PS5 Pro enhancements or support for DualSense haptics and adaptive triggers? And how do the Switch and Switch 2 versions compare in docked and handheld modes? Were any visual or simulation compromises necessary on the original Switch, and does Switch 2 maintain the same performance during two-player co-op?</strong></p>
<p>Here&#8217;s the full breakdown:</p>
<ul>
<li>PlayStation 5 and Xbox Series X: 4K resolution, 60 FPS</li>
<li>Nintendo Switch 2, PlayStation 4, Xbox One X: 1080p resolution, 60 FPS</li>
<li>Xbox One S, Xbox One: 1080p resolution, 30 FPS</li>
<li>Nintendo Switch: TV Mode 900p resolution, Handheld mode 640p resolution, 30 FPS</li>
</ul>
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		<title>Nintendo Switch 2 Tops 26.35 Million Sales, Mario Kart World Almost at 16.5 Million</title>
		<link>https://gamingbolt.com/nintendo-switch-2-tops-26-35-million-sales-mario-kart-world-almost-at-16-5-million</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 05 Nov 2026 14:41:20 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Donkey Kong Bananza]]></category>
		<category><![CDATA[Mario Kart World]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[Pokemon Pokopia]]></category>
		<category><![CDATA[Splatoon Raiders]]></category>
		<category><![CDATA[star fox]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=656406</guid>

					<description><![CDATA[Sales are down significantly from the previous quarter, but Nintendo's current-gen console is still selling faster than its predecessor.]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Sony isn&#8217;t the only company seeing a slowdown in terms of console sales. Nintendo&#8217;s <a href="https://www.nintendo.co.jp/ir/pdf/2026/261105_3e.pdf" target="_blank" rel="noopener">fiscal results for the quarter ending September 30th</a> revealed the Switch 2 sold 2.67 million units, for a lifetime total of 26.35 million.</p>



<p class="wp-block-paragraph">While that&#8217;s faster than the Nintendo Switch, currently at 157.2 million lifetime units, it&#8217;s down significantly from the previous quarter (<a href="https://gamingbolt.com/nintendo-switch-2-sells-23-68-million-units-worldwide">3.82 million</a>). In terms of software, the Switch 2 sold a whopping 15.04 million while the Switch 1 sold 610,000. That&#8217;s as sure a sign as any that most fans have moved on.</p>



<p class="wp-block-paragraph">But that doesn&#8217;t mean its last few major titles weren&#8217;t successful. <em>Tomodachi Life: Living the Dream</em> sold a whopping 8.83 million while <em>Rhythm Heaven Groove</em> hit 2.89 million.</p>



<p class="wp-block-paragraph">As for the Switch 2, <em>Mario Kart World</em> topped the first-party charts as usual at 16.48 million units sold, followed by <em>Donkey Kong Bananza</em> at 5.05 million. Among newer titles were <em>Star Fox</em> at 1.17 million and <em>Splatoon Raiders</em> at 2.42 million. Meanwhile, <em>Pokemon Pokopia</em> managed 4.04 million. Check out the full first-party chart <a href="https://www.nintendo.co.jp/ir/en/finance/software/index.html" target="_blank" rel="noopener">here</a>.</p>



<p class="wp-block-paragraph">With <em>The Legend of Zelda: Ocarina of Time</em> remake out today, could it displace <em>Mario Kart World</em> and become the top-seller, especially since it&#8217;s <a href="https://gamingbolt.com/the-legend-of-zelda-ocarina-of-time-remake-is-now-2026s-highest-rated-game-among-critics">already the highest-rated game of the year</a>? Stay tuned in the coming months to find out.</p>
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		<title>Sonic Racing: CrossWorlds Adds New Godzilla Track in Its First Year 2 DLC Pack</title>
		<link>https://gamingbolt.com/sonic-racing-crossworlds-adds-new-godzilla-track-in-its-first-year-2-dlc-pack</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Thu, 05 Nov 2026 12:30:58 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[godzilla]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Sega]]></category>
		<category><![CDATA[Sonic Racing: CrossWorlds]]></category>
		<category><![CDATA[Sonic Team]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=656393</guid>

					<description><![CDATA[Our favorite monster is making an appearance in one of our favorite arcade racers for Season Pass 2 holders starting today.]]></description>
										<content:encoded><![CDATA[<p>As if that explosive trailer highlighting everything changing in Year 2’s <a href="https://gamingbolt.com/sonic-racing-crossworlds-drops-new-look-at-year-2s-first-patch-out-today">first patch</a> wasn&#8217;t enough, <em>Sonic Racing: Cross Worlds</em> has given us a look at a new <em>Godzilla</em>-themed batch of content in the first DLC expansion of the new year.</p>
<p>Godzilla is coming to City Escape, specifically in the new Godzilla Escape course, which brings a very chaotic twist to the gameplay loop we know and love. You&#8217;ll be hard-pressed to avoid the gargantuan beast&#8217;s rampage through the city as you try to speed past it. Of course, the game gives you a few ways to tilt the odds in your favor and survive.</p>
<p>For starters, three new vehicles are available for you to drive. We&#8217;re very eager to get behind the wheel of the Godzilla Cruiser, but the Mothra Surf isn&#8217;t too shabby either. Of course, the King Ghidorah Coupe is one we want to take home thanks to its resplendent paint job and the intricate dragons adorning its front. A new Boost type is also in the trailer that we&#8217;ve left below in case you&#8217;re interested in getting one for yourself.</p>
<p><em>Sonic Racing: CrossWorlds</em> is available for Xbox Series X/S, Xbox One, Nintendo Switch, Nintendo Switch 2, PS4, PS5, and PC.</p>
<p><iframe loading="lazy" title="Sonic Racing: CrossWorlds - Godzilla Pack Launch Trailer" width="500" height="281" src="https://www.youtube.com/embed/0aw_f15gyCM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Hogwarts Legacy Brings Nvidia DLSS 5 Support on November 5th</title>
		<link>https://gamingbolt.com/hogwarts-legacy-brings-nvidia-dlss-5-support-on-november-5th</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Wed, 04 Nov 2026 12:15:23 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Avalanche Software]]></category>
		<category><![CDATA[Hogwarts Legacy]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[Nvidia DLSS 5]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[portkey games]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[wb games]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=656300</guid>

					<description><![CDATA[A new trailer outlines how Nvidia's new upscaler changes the world of Hogwarts, further immersing fans in its magic.]]></description>
										<content:encoded><![CDATA[<p>If you have a gaming PC and know your Nimbus 2001s from your Firebolts, you&#8217;ll probably be quite pleased to know that <em>Hogwarts Legacy</em> is bringing Nvidia DLSS 5 support on November 5th.</p>
<p>A new trailer&#8217;s out, and it shows the tech working its magic on several key locations in and around the iconic Hogwarts Castle that many of us once thought of as home. It&#8217;s a welcome addition to a title that has sold over <a href="https://gamingbolt.com/hogwarts-legacy-has-sold-over-30-million-units">30 million copies</a>, and one that had us so <a href="https://gamingbolt.com/hogwarts-legacy-review-mischief-managed">happy</a> with it that we could have cast a Patronus with any of the memories as we engaged with its well-designed open world.</p>
<p>It&#8217;s going to be interesting to see how DLSS 5 manages to change the experience for the better when we try it out. If you&#8217;re thinking of joining us, you might want to check out an <a href="https://gamingbolt.com/dlss-5-is-stunning-but-it-could-change-games-in-ways-we-dont-expect">experiment</a> we conducted with the tech a while ago. The trailer&#8217;s below in case you want to see if what it&#8217;s bringing to the table is worth going back to school for. We don&#8217;t really need the excuse if we&#8217;re being honest, but it&#8217;s still nice to have such a solid reason to solemnly swear we&#8217;re up to no good.</p>
<p><iframe loading="lazy" title="Hogwarts Legacy | DLSS 5 Launch Trailer" width="500" height="281" src="https://www.youtube.com/embed/GPCM-PHjmWw?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Sonic Racing: CrossWorlds Drops New Look at Year 2&#8217;s First Patch Out Today</title>
		<link>https://gamingbolt.com/sonic-racing-crossworlds-drops-new-look-at-year-2s-first-patch-out-today</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Tue, 03 Nov 2026 13:51:17 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Sega]]></category>
		<category><![CDATA[Sonic Racing: CrossWorlds]]></category>
		<category><![CDATA[Sonic Team]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=656222</guid>

					<description><![CDATA[New ways to race and new modes to compete for first place make this one’s second year of content quite promising indeed.]]></description>
										<content:encoded><![CDATA[<p><em>Sonic Racing: CrossWorlds</em> is certainly coming out of the gate swinging with a content-heavy first patch to kick off Year Two.</p>
<p>This arcade racer is no stranger to dropping cool stuff into its gameplay loop, but Duel Mode is definitely our pick of the lot in a very impressive batch of additions. It pits you against another player in a 1v1 battle. Duel Boost gives you a chance to get back in the race if you find yourself eating your opponent&#8217;s dust. It happens, and more often than not, since you&#8217;re struggling to keep all four wheels firmly on the track.</p>
<p>Of course, the accompanying showcase video gave us a peek at Bayonetta, who&#8217;s coming to the game. Friendly Duel lets you remove the uncertainty of playing against a stranger by bringing a friend along. Trash talk isn&#8217;t included, so you&#8217;re going to have to get a little creative. Other modes are also coming to the game, and global community director Aaron Webber lays them out in concise detail.</p>
<p>The entire video&#8217;s below in case you want to learn more about what&#8217;s coming in this new update, which is likely to help Sega achieve that <a href="https://gamingbolt.com/sonic-racing-crossworlds-sega-expects-another-million-sales-before-end-of-fy-2026">lofty goal</a> it mentioned a while ago.</p>
<p><iframe loading="lazy" title="Sonic Racing: CrossWorlds - Year Two 2.0.0 Patch Notes Preview" width="500" height="281" src="https://www.youtube.com/embed/8I67Bv1Axhs?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Final Fantasy Resonance Producer Had to Fight Square Enix Execs to Make More Than a Simple Port</title>
		<link>https://gamingbolt.com/final-fantasy-resonance-producer-had-to-fight-square-enix-execs-to-make-more-than-a-simple-port</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 03 Nov 2026 12:53:07 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Final Fantasy Resonance]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Square Enix]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=656247</guid>

					<description><![CDATA[The leadership at Square Enix was more interested in a simple port with the same gameplay mechanics that could be made quickly.]]></description>
										<content:encoded><![CDATA[<p>Following the recent release of <em>Final Fantasy Resonance</em> – which <a href="https://gamingbolt.com/final-fantasy-resonance-accolades-trailer-highlights-critical-acclaim">came out to critical acclaim</a> – producer Kiseki Nakashima has revealed that he had to fight Square Enix’s leadership to make Resonance more than just a simple port of <em>Final Fantasy Brave Exvius</em>. In an interview with <a href="https://www.bloomberg.com/news/newsletters/2026-10-23/why-final-fantasy-returned-to-2d" target="_blank" rel="noopener">Bloomberg</a>, Nakashima spoke about the pushback he faced from Square Enix executives who wanted a port that would be faster to make and relatively simple.</p>
<p>Nakashima, however, had other ideas. “I didn’t want to go down that route. I wanted to create an original version for consoles that was a full-blown gameplay experience.” As for how the project came into existence, he spoke about the “really disappointing” feedback that <em>Final Fantasy Brave Exvius</em> was getting. While many were interested in checking it out for its story, they simply “didn’t want to play it just because of the gacha elements.” He went on to note that this was “another reason we wanted to make this a console game, to bring it to a wider audience.”</p>
<p><em>Final Fantasy Resonance</em> was released across PC, PS5, Xbox Series X/S, Nintendo Switch, and Nintendo Switch 2 just last month. Its story takes place in the kingdom of Grendshelt. Rain and Lasswell – a pair of young knights – are tasked with investigating a strange disturbance at a nearby shrine. Upon finding the shrine’s magic barrier having been shattered, the two encounter a dark knight – the Vertias of the Dark – who goes on to destroy the Earth Crystal housed within the shrine.</p>
<p>Complicating matters is the appearance of a young woman, Fina, who doesn’t seem to have any of her memories. She saves Rain and Lasswell from dying to Veritas of the Dark, and the three gain the ability to harness the crystallized essence of warriors from distant lands – dubbed Visions. They set off on an adventure to save the remaining crystals and stop Veritas of the Dark.</p>
<p>In <a href="https://gamingbolt.com/final-fantasy-resonance-review-a-link-to-the-past">our review</a>, we gave <em>Final Fantasy Resonance</em> a score of 9 out of 10 thanks to its engaging narrative, likeable cast of characters, excellent use of the HD-2D art style, and a mechanically layered and deep combat system. Our only complaint was that the overall storytelling is fairly rote and predictable.</p>
<p>On the subject of the HD-2D art style, Nakashima had spoken about how the team <a href="https://gamingbolt.com/final-fantasy-resonance-team-had-to-make-sure-the-camera-didnt-break-its-hd-2d-art-style">experimented with many different styles</a> before arriving at this one. Among these experiments was the idea of superimposing 2D effects on other 2D effects.</p>
<p>“But ultimately, we felt that HD-2D – this fusion of dots and 3D – was the most suitable way to represent both the challenge of new expressions and a cinematic game experience. We wanted to go further in representing things. We played with scale for enormous creatures like Bahamut or airship arrivals, and we also played with camera work, which we didn’t think was possible in 2D.”</p>
<p>He also noted that the team had to “adjust everything pixel by pixel” due to the difficulty in blending 2D and 3D assets together while still keeping a coherent vision of the game’s art style.</p>
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		<title>Toy Story: Retro Roundup! Interview &#8211; A Bug&#8217;s Life, Bringing Classics to Modern Audiences, And More</title>
		<link>https://gamingbolt.com/toy-story-retro-roundup-interview-a-bugs-life-bringing-classics-to-modern-audiences-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 03 Nov 2026 11:33:58 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[digital eclipse]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Toy Story: Retro Roundup!]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=656027</guid>

					<description><![CDATA[Chris Kohler of Digital Eclipse was kind enough to answer many of our questions about the recent return of many 1990s classics.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">D</span>igital Eclipse&#8217;s editorial director, Chris Kohler, was kind enough to answer some of our burning questions about the recently-released <em>Toy Story: Retro Roundup!</em>. Subjects for discussion included the difficulties in bringing over older games, the addition of A Bug&#8217;s Life, and even how Practice Mode can help players learn difficult sections of the game.</p>
<p><strong>The collection includes multiple console and handheld interpretations of these games. What guided the choice of versions, and were there significant differences between them that you particularly wanted players to rediscover?</strong></p>
<p>For every project, we have to look at the scope and timeline, the available technology, and other factors that determine which versions of which games we&#8217;re able to support. In the case of <em>Toy Story: Retro Roundup!</em>, we were able to support the PlayStation 1 versions of the 3D games in the collection as well as the Game Boy handheld versions of each game, and the Super NES and Genesis versions of the first <em>Toy Story</em> game.</p>
<p>Through looking at all of these versions, you can discover the different approaches that were taken for each game. The Game Boy version of the first <em>Toy Story</em> game, for example, attempted to replicate the side-scrolling platformer levels in low-resolution black-and-white graphics while maintaining the original animation frames. The portable version of <em>Toy Story 2</em> is a completely different game from the home console version, while the portable version of <em>Buzz Lightyear of Star Command</em> plays by the same rules as the 3D home console version, but it&#8217;s almost like a retro &#8220;demake&#8221; that recasts the game as a top-down 2D title reminiscent of classic 8-bit games from the 1980s.</p>
<p><strong>What made <em>A Bug’s Life</em> an essential part of this collection? Does its inclusion help tell a broader story about how Pixar’s early films shaped the development of licensed games?</strong></p>
<p>Disney and Pixar’s <em>A Bug&#8217;s Life</em>, the movie, was released between Disney and Pixar’s <em>Toy Story</em> and<em> Toy Story 2</em>. Similarly, the <em>A Bug&#8217;s Life</em> game was developed by Traveller&#8217;s Tales and Disney Interactive in between the <em>Toy Story</em> and<em> Toy Story 2</em> games. Many of the same team members worked on all three games, and <em>A Bug&#8217;s Life</em> – the first free-roaming 3D game ever released by Disney Interactive – is sort of the &#8220;missing link&#8221; between the designs of <em>Toy Story</em> and<em> Toy Story 2: Buzz Lightyear to the Rescue</em>. Not only can you see as a player how the approach to the games&#8217; design evolved, but we even have special documentary interview features with Traveller&#8217;s Tales co-founder Jon Burton in which he provides the context to that story. We love telling the stories of gaming history, and including<em> A Bug&#8217;s Life</em> allows us to present a complete, unbroken history of this interesting time period where games were moving from 2D to 3D.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-655100" src="https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-2.jpg" alt="toy story retro roundup 2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-2-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><strong>What was the most difficult part of recovering and preparing the original games and archival materials? Were there missing assets, incomplete records or technical obstacles that required help from the original developers?</strong></p>
<p>It&#8217;s never easy to find the original design documents or other archival materials from the making of a game that&#8217;s 25 (or more!) years old, so we were fortunate that Disney Interactive still had some very interesting design concepts from most of the games. We were also able to do some digging ourselves and rediscover some storyboards, team photos, and more that were distributed to the gaming press back in the day, which we can now present in our Toy History section in full quality.</p>
<p><strong>Beyond Rewind and cheat codes, how far have you gone with quality-of-life improvements? In the 3D games, have you addressed issues such as camera behaviour, control options or keeping track of collectibles, and where did you draw the line on changing the originals?</strong></p>
<p>We do allow players to reconfigure their controls for each game. Generally speaking, the default settings for each game will show you the game as it was originally intended, with some limited exceptions where it made sense. For <em>Toy Story 2: Buzz Lightyear to the Rescue</em>, the camera controls were originally mapped to the controller&#8217;s shoulder buttons since not all players had dual analog stick controllers. We have defaulted to mapping those controls to the right analog stick since that&#8217;s what today&#8217;s players will instinctively use for camera controls.</p>
<p><strong>How is Practice Mode structured to help players learn difficult sections? What can it teach that Rewind alone cannot, and how did you decide how much guidance to provide?</strong></p>
<p>Practice Mode, in which you can watch the games being played and then jump in to take control whenever you want, will let you scrub back and forth as if you were rewinding or fast-forwarding a video. Each game level is also split up into chapters, so you can more easily find what section you&#8217;re looking for without having to scrub. Even if you don&#8217;t necessarily need to practice, this mode also lets you jump to any point in any game – perfect if, for example, you want to see the first-person level in <em>Toy Story</em> for the Genesis without playing all the levels that lead up to it.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-655098" src="https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-4.jpg" alt="toy story retro roundup 4" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-4-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><strong>Original manuals often explained mechanics that the games themselves barely introduced. How did those manuals inform the enhanced How to Play instructions, and will players also be able to explore the original printed materials?</strong></p>
<p>We always include the original game instruction manuals as digital features in our collections, restored from new high-resolution scans of the originals. These are important historic materials that players enjoy reading. But as we&#8217;ve continued to create these games, we&#8217;ve realized that there are some shortcomings to these manuals – they&#8217;re usually only in English, for one thing, while our games are distributed to players all over the world. They also usually include a lot of material that&#8217;s not strictly necessary to learn how to play the game. When you&#8217;re giving a player a large collection full of many different games, you want them to be able to jump in quickly so they can sample everything. And they refer to the legacy console buttons, not your current console&#8217;s buttons, so you have to do a little extra work to figure out which button is which.</p>
<p>Our “How to Play” feature solves a lot of these issues – it&#8217;s distilled down to just what you need to know, it&#8217;s fully localized into every language that we support (a big help considering the original games are usually only in English or a handful of other languages), it shows the correct button icons for your platform, and it&#8217;s also playful and visually-oriented so even kids who are still learning to read can use it.</p>
<p>The collection includes a music player alongside its archival content. What challenges did you encounter recovering the soundtracks, and how did you preserve the distinctive audio of the different console and handheld versions?</p>
<p>We put a lot of love into the Music Player for <em>Toy Story: Retro Roundup!</em> You can &#8220;favorite&#8221; a selection of tracks from across all the different game soundtracks, which will create a custom playlist that you can listen to as you browse the Toy History section or elsewhere in our menus. We&#8217;ve also included the Windows PC version of the original <em>Toy Story</em> game&#8217;s soundtrack – even though we couldn&#8217;t include that game as a playable version, we are able to share its upgraded music tracks which took advantage of the CD-ROM format.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-655099" src="https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-3.jpg" alt="toy story retro roundup 3" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/10/toy-story-retro-roundup-3-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><strong>How challenging was it to implement features such as Rewind consistently across games built for very different hardware? What testing was needed to ensure they didn’t introduce problems with game logic, audio synchronisation or input responsiveness?</strong></p>
<p>While I can&#8217;t get into specifics, Rewind is definitely a feature that will feel very simple to the player but requires a lot of testing and tweaking to avoid the sorts of issues you describe. We are happy with how it came out and encourage everyone to rewind time whenever they like, in any of the games!</p>
<p><strong>On PS5, Xbox Series X|S and PC, what presentation improvements are available beyond reproducing the original games? Can the 3D titles render at higher internal resolutions or improved frame rates, and how do you handle games whose timing depends on their original frame rate?</strong></p>
<p>For the games in the collection that originally appeared on the PlayStation 1 console, you can indeed display them in a higher resolution of up to 4x the original for much smoother polygonal models. This is possible on all platforms. You can also choose whether you want to display the games with a CRT filter that smooths out the graphics and approximates what they would have looked like on an old tube television.</p>
<p><strong>What distinguishes the Switch 2 version from the original Switch release? Could you detail the resolution and performance differences in docked and handheld modes, including any improvements to the museum interface and loading times?</strong></p>
<p>The two versions are mostly identical, with a few exceptions. The Nintendo Switch 2 version of <em>Toy Story: Retro Roundup!</em> will run in 1080p in TV mode and handheld mode. The digital artifacts in the Toy History section of the game can be viewed in higher resolution on the Switch 2. Two games that were originally for the PS1 console (<em>Buzz Lightyear of Star Command</em> and <em>Toy Story Racer</em>) run at 30 FPS on Switch 1 and 60 FPS on all other platforms including Switch 2.</p>
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		<title>Overwatch Might Get More Small PvE Experiences, Campaign Would Need &#8220;a Whole New Game&#8221;</title>
		<link>https://gamingbolt.com/overwatch-might-get-more-small-pve-experiences-campaign-would-need-a-whole-new-game</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Mon, 02 Nov 2026 17:06:55 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Blizzard Entertainment]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[Overwatch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=656190</guid>

					<description><![CDATA[Game director Aaron Keller has opened up about the PvE experiences released in Overwatch, and how the team tells the game's story.]]></description>
										<content:encoded><![CDATA[<p>While <em>Overwatch</em> has been making slow strides towards reintroducing some of the PvE content that was originally planned for the competitive shooter, resulting in the development of the sequel, the team has slowed down on this. In an interview with <a href="https://www.thegamer.com/overwatch-pve-missions-future-explained/" target="_blank" rel="noopener">TheGamer</a>, game director Aaron Keller has said that the team is still open to more PvE content for the game. However, a full-fledged campaign would be much more challenging, and would likely need a separate game altogether.</p>
<p>&#8220;When you look at the campaign that we ran, I think that while there was a lot of excitement there, and it did drive the story forward, it didn&#8217;t really get played the way that we wanted it to,&#8221; said Keller when asked about the PvE content that has been released for <em>Overwatch</em> so far. It also doesn’t help that the content needed a considerable amount of development resources, which has likely played a role in the <em>Overwatch</em> team deciding to just use cinematics to continue the in-game story instead.</p>
<p>However, on the subject of whether we could see more PvE content in the future, Keller said, “I would never discount it.” Smaller experiences, he noted, were likely to happen as long as their development didn’t affect the work on the core competitive game modes of <em>Overwatch</em>. He also said a comprehensive story experience would need “a whole new game” developed by a separate team.</p>
<p><em>Overwatch 2</em> – now known as <em>Overwatch</em> – launched to a rocky reception, with many complaining about various changes made to the team-based hero shooter. However, in more recent times, the title has been praised for its new roster additions as well as other content that has been added to it over time.</p>
<p>As for why Blizzard decided to remove the “2” from the game’s title, Keller and live service head Walter Kong said earlier this year that it essentially came down to the team not wanting to make players worry about a potential <em>Overwatch 3</em>. Interestingly, Kong said that <a href="https://gamingbolt.com/overwatchs-renaming-is-because-blizzard-doesnt-want-players-worrying-about-an-overwatch-3">he would likely have never named it <em>Overwatch 2</em> to begin with</a>.</p>
<p>“What would I change if we could go back? Probably not call it <em>Overwatch 2</em>. But when I look back at that period, I do think that it was a positive period for us, because we made an important transition. We made a transition to an ongoing live game, and that wasn’t easy. It was really, really hard.</p>
<p>“It was a necessary period of challenge that we had to get through to get to where we are today. I don’t think we could jump straight here. Just thinking back to what we experienced during those years makes me feel a bit exhausted, but it is what’s allowed us to take <em>Overwatch</em> into the future.”</p>
<p>Keller reaffirmed this by noting that the renaming was a promise to players that <em>Overwatch</em> would be a “forever game.” However, he went on to admit that “Never is a big word to say” when it comes to an actual <em>Overwatch 3</em>. In the meantime, however, the “intention is to continue supporting this game, this competitive hero-based, team-based shooter, for as far into the future as our players will continue playing.”</p>
<p><em>Overwatch</em> is available for free on PC, PS4, PS5, Xbox One, Xbox Series X/S, Nintendo Switch, and Nintendo Switch 2.</p>
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