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		<title>Omen of Sorrow to Release on Xbox One This Year</title>
		<link>https://gamingbolt.com/omen-of-sorrow-to-release-on-xbox-one-this-year</link>
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		<dc:creator><![CDATA[Will Borger]]></dc:creator>
		<pubDate>Tue, 08 Jun 2021 17:10:51 +0000</pubDate>
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					<description><![CDATA[Omen of Sorrow originally released on PS4 in 2018 and came to PC via the Epic Games Store in 2019. The game uses rollback netcode via GGPO.]]></description>
										<content:encoded><![CDATA[<p>Developer AOne Games and publisher Eastasiasoft will release <em>Omen of Sorrow</em>, a horror-themed fighting game, on the Xbox One sometime this year, the two companies announced today. <em>Omen of Sorrow</em> originally released on PS4 in November of 2018, and would release on PC through the Epic Game Store in 2019.</p>
<p>According to an official description of the game, &#8220;<em>Omen of Sorrow</em> is a classic 2D, four-button fighting game, with Unreal Engine 4-powered graphics, a cast of characters inspired by classical horror, fantasy and mythology, and a battle system designed from the ground up to leverage player skill, rather than stats or random chance, featuring deep combat mechanics that favor movement and spacing over tight execution to provide an engaging experience for pros and newcomers alike!&#8221;</p>
<p>The game features rollback netcode via GGPO and local multiplayer. Players will be able to fight across &#8220;dismal stages, inspired by age-old European legends,&#8221; adventure through a Story Mode, challenge themselves in Arcade and Survival Modes, play online with friends, collect more than 200 in-game rewards, or practice their skills in Training Mode.</p>
<p>You can watch the launch trailer for the game&#8217;s original release below:</p>
<p><iframe title="Omen of Sorrow - Launch Trailer | PS4" width="500" height="281" src="https://www.youtube.com/embed/Q5QfSbdk_lo?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>Omen Of Sorrow Is Coming To PC</title>
		<link>https://gamingbolt.com/omen-of-sorrow-is-coming-to-pc</link>
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		<dc:creator><![CDATA[Landon Wright]]></dc:creator>
		<pubDate>Fri, 07 Jun 2019 16:48:01 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=402799</guid>

					<description><![CDATA[The unique fighter comes to the Epic Games Store.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-1.jpg"><img fetchpriority="high" decoding="async" class="alignnone wp-image-378612" src="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-1.jpg" alt="omen of sorrow" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-1-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p><em>Omen of Sorrow</em> is a unique fighting game. Utilizing a four button layout, the game has been exclusive to consoles since its initial 2018 release. Now it seems more people will get a chance to play the fantasy-infused fighter, as it will have a PC release soon.</p>
<p>The game draws inspiration from various myths as well as legendary literary figures like Dr. Frankenstein’s monster and Mr. Hyde. It features a complete Online Mode featuring ranked and casual play, where you can create lobbies with custom rules. It also has a full Story Mode that includes over 200 in-game rewards.</p>
<p>The PC version will come via the Epic Games Store, and will be exclusive to that storefront. It&#8217;s available for pre-order now, which you can check out <a href="https://www.epicgames.com/store/en-US/product/omen-of-sorrow/home" target="_blank" rel="noopener noreferrer">here</a>. No release date was detailed.</p>
<p><em>Omen of Sorrow</em> is available now for PlayStation 4 and Xbox One, with the PC version coming later. You can check out our <a href="https://gamingbolt.com/omen-of-sorrow-interview-world-building-inspirations-characters-and-more">interview</a> with some of the game&#8217;s developers to see what the game&#8217;s all about.</p>
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		<title>Omen of Sorrow Interview &#8211; World Building, Inspirations, Characters, and More</title>
		<link>https://gamingbolt.com/omen-of-sorrow-interview-world-building-inspirations-characters-and-more</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 18 Dec 2018 16:04:01 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=378605</guid>

					<description><![CDATA[We speak with AOne Games' Sebastian Gana and Felipe Muñoz about their recently released fighter.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span>One Games&#8217; recently released 2D fighter <em>Omen of Sorrow </em>is a throwback to the old days of the genre, when arcades were dominated by fighters everywhere. From its fighting mechanics to the very philosophies it is built upon, it tries to harken back to those games, while attempting to carve out an identity of its own to use European folklore as inspiration for its setting, world building, and characters. Naturally, we&#8217;ve been quite curious about the game, and as such, not too long ago, we sent across a few of our questions to the developers. The following questions were answered by AOne Games&#8217; Sebastian Gana and Felipe Muñoz.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-image.jpg"><img decoding="async" class="aligncenter size-full wp-image-378598" src="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-image.jpg" alt="omen of sorrow" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-image.jpg 600w, https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-image-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s3">We’ve always been horror fans, and love the classic monsters from the many interpretations in film and literature and comic books through the years. It’s such a rich tapestry to draw from, and so recognizable and beloved worldwide that we felt it was an obvious fit for a fighting game.</span>"</p>
<p><strong><span class="s2"><em>Omen of Sorrow</em> features a very unique tone and aesthetic, drawing from European folklore and mythologies. What inspired you to go in that direction?</span></strong></p>
<p class="p3"><span class="s3">We’ve always been horror fans, and love the classic monsters from the many interpretations in film and literature and comic books through the years. It’s such a rich tapestry to draw from, and so recognizable and beloved worldwide that we felt it was an obvious fit for a fighting game. Getting the chance to give them our own twist is, frankly, a treat in itself, too.</span></p>
<p><strong><span class="s2">Fighters don&#8217;t typically focus on narrative aspects much. How does <em>Omen of Sorrow</em><span class="Apple-converted-space"> </span>differ from other games in the genre in this regard? What can players expect from the story mode?</span></strong></p>
<p class="p3"><span class="s3">We made a big effort to create a mythology around these characters so as to pit them against one another in a way that was meaningful to them, and that also gave us fertile ground to create more stories in the future. It’s an ambitious thing, to worldbuild in a fighting game without the kind of budget other games have, but we wanted to tell our own stories, and make these characters our own. We wanted to make a story mode where you could tell that these characters were living in a world that was real to them, even if not all the details or all the stories in it have been told to the player&#8211;yet!</span></p>
<p><strong><span class="s2">What prompted you to make a fighter that was decidedly inspired by the arcade, classic days of the genre?</span></strong></p>
<p class="p3"><span class="s3">I remember with a lot of nostalgia how, back in the 90’s, going to the Arcades was the only fun thing to do in the little town my family would take me on vacations every year. So, every year, for two months I would do nothing but go to the Arcades. <em>Street Fighter 2</em> was the most popular game back then, and everybody was playing it. I wasn’t as good as some other players, but I had such a great time just watching. I remember how when <em>Mortal Kombat</em> came out it blew my mind, too. I was never any good, but I still loved to just watch and analyze other players playstyles. I loved secret characters being a thing, and how in <em>Mortal Kombat</em> just getting to fight Reptile was a reward in itself. In <em>Omen of Sorrow</em> we wanted to bring some of that old-schooly feel to the current generation of fighting games, and so we have two characters who have to be unlocked&#8211;but you have to do it on your own. In terms of mechanics, Felipe Muñoz was responsible for designing the mechanics and the way characters fight, as well as updating the old-school ideas we had for the game into a more modern kind of fighting game. That’s how we ended up with a very western-looking fighting game that nonetheless feels very Japanese in terms of mechanics.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-378597" src="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-image-4.jpg" alt="omen of sorrow" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-image-4.jpg 600w, https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-image-4-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s3">We wanted to make a fast paced fighting game that in some ways felt like a callback to older fighting games.</span>"</p>
<p><strong><span class="s2">Can you tell us about the unique abilities and fighting styles of the different character types?</span></strong></p>
<p class="p3"><span class="s3">We wanted to make a fast paced fighting game that in some ways felt like a callback to older fighting games. With this in mind, we designed a fast paced, grounded game, but made sure to give every character a more flavorful interpretation than older games used to be able to. So, many of our different fighters have very distinctive playstyles, even if the core mechanics of the game are more old-schooly and less flashy. We have characters like Vladislav III who, armed with many teleports and a strong chain combo, has very good runaway capacity and nonetheless explosive damage, or Radegonda, who is very clunky on the ground and must sacrifice a lot of her stronger options if she wants to be able to take the initiative at any given time, but who becomes incredibly versatile and mobile while in the air. There’s also characters like Imhotep, with strong ranged options and the ability to setup big damage, but not any good options to run away. Cool character design is one of the ways in which we wanted to make the game feel more unique and new, as a way to balance out all the classic callbacks present in other aspects of design.</span></p>
<p><strong><span class="s2">How important is stage design in classic fighters- more specifically, how important is it in <em>Omen of Sorrow</em>? Can you talk to us a bit about the process of developing those and what went on behind the scenes in terms of decisions regarding design?</span></strong></p>
<p class="p4"><span class="s3">Stage design, usually, is not that big a deal in fighting games. Generally speaking, the stages are just a background for the fights to take place. However, in <em>Omen of Sorrow</em>, we had so many cool things to cite, so many iconic locations to make use of, that we put special attention to the stages. As far as the process of developing them, I don’t know if there’s that much to say! We really wanted to callback some of the most iconic imagery of the classic monsters. Locations like Dr. Frankenstein’s Lab or the burning windmill or Count Dracula’s Castle are all so cool that we would have felt in debt if we hadn’t used them. Other than that, we also made sure to hide easter eggs of all kinds in the stages, just because we could. We really wanted to make the game look cool in every sense, and so we spared no expense into making the stages look as cool as we could manage. It was as much a labor of love as any other aspect of the game.</span></p>
<p><strong><span class="s2">Impressions on the game have been pretty good, but a few people have mentioned that the game seems to be a bit lacking in content. How do you plan on tackling these complaints?</span></strong></p>
<p class="p3"><span class="s3">To this date we’ve released several patches, specifically to address the biggest complaints we’ve heard and the worst problems we’ve been having, such as the loading times. We’re planning to address every big problem we’ve heard from the community; for instance, we’re about to launch a big update that should fix many issues with the AI, so it’s more challenging than the one we have now.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-378611" src="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow.jpg" alt="omen of sorrow" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s3">Before we can confirm or deny any rumors about a Switch version, the logical step to take would be to try and see if the game runs correctly on that platform.</span>"</p>
<p><strong><span class="s2">Do you have any plans to launch on Switch?</span></strong></p>
<p class="p3"><span class="s3">Before we can confirm or deny any rumors about a Switch version, the logical step to take would be to try and see if the game runs correctly on that platform. For that, we would need Nintendo devkits to arrive to Chile in order to run such tests and make sure the gameplay is as fluid as we need it to be. If those tests go well, then we could maybe share some good news.</span></p>
<p><strong><span class="s3">Does the game will feature PS4 Pro specific enhancements? What can players expect if they are playing the game on PS4 Pro? Is 4K/60fps on the cards?</span></strong></p>
<p class="p6"><span class="s3">If I’m not mistaken, today there’s no fighting game with 3D graphics that runs at native 4k/60fps in PS4 Pro and that, I imagine, is due to the fact that fighting games have to be very stringent about their framerate. During development, we did test a 4k native resolution and it slowed the game down considerably. We chose to put gameplay first.</span></p>
<p class="p6"><span class="s3">What I don’t discard, however, is HDR, which we still have to properly research. It could help <em>Omen of Sorrow’s</em> visuals a ton.</span></p>
<p><strong><span class="s3">And how does the base PS4 version turn out in terms of resolution and frame rate?</span></strong></p>
<p class="p6"><span class="s3">In the regular PS4, the game will keep functioning as it’s supposed to, at 60fps, which is the standard for this kind of fighting game. In terms of resolution, it will keep running at 1080p.</span></p>
<p><strong><span class="s3">Next gen is coming sooner or later. From a development perspective, what is your biggest expectation from PS5 and Xbox Scarlett?</span></strong></p>
<p class="p6"><span class="s3">Every new console generation means a hardware update, which is great for making things look better. For the same reason, it rises production costs; since reaching a higher visual standard becomes more and more complex (more resources and more manpower). In any case, there’s many games that shine strictly for their gameplay, and have no need for better hardware to be masterpieces (such as <em>Braid</em>). To be entirely honest, it’s hard for me to imagine what kind of novelty the next generation of consoles may bring other than better hardware. Things like VR don’t seem like the right path to me as it’s isolating and not very conducive to social dynamics, which is a very important aspect of gaming&#8211;not to mention it can be pretty uncomfortable. I think some sort of innovation in the social aspects of gaming is the proper way forward for future generations.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-1.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-378612" src="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-1.jpg" alt="omen of sorrow" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/12/omen-of-sorrow-1-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s3">Nowadays, the matchmaking services of Playstation, Xbox, Steam, etc. are a tool for developers not to spend too much time developing their own server technologies. However, this splits the userbase. Anybody would want to be able to play and match with players in any platform. This is something we’ve believed since the beginning, which is why, other than building <em>Omen of Sorrow</em>, we created our own server and matchmaking technology we call “Game Weaver” in order to accept Cross-Play.</span>"</p>
<p><strong><span class="s3">Do you think cross platform will be one of the defining features of next-gen consoles?</span></strong></p>
<p class="p8"><span class="s3">I think it could happen even before the next generation comes along. Epic Games is opening the doors for that to happen with <em>Fortnite</em> in Playstation. Today, the barriers are mostly political-commercial. Nowadays, the matchmaking services of Playstation, Xbox, Steam, etc. are a tool for developers not to spend too much time developing their own server technologies. However, this splits the userbase. Anybody would want to be able to play and match with players in any platform. This is something we’ve believed since the beginning, which is why, other than building <em>Omen of Sorrow</em>, we created our own server and matchmaking technology we call “Game Weaver” in order to accept Cross-Play. We hope to keep working on it and perfecting it in time, validating it with users, as well as maybe experiment a bit with new mechanics online and <em>Omen of Sorrow</em>.</span></p>
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