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	<title>resident evil revelations &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Resident Evil Revelations Update Adding New DRM Has Been Reverted</title>
		<link>https://gamingbolt.com/resident-evil-revelations-update-adding-new-drm-has-been-reverted</link>
		
		<dc:creator><![CDATA[Shunal Doke]]></dc:creator>
		<pubDate>Sat, 13 Jan 2024 01:57:16 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[pc]]></category>
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					<description><![CDATA[The update added a new DRM to the survival horror game that many players caused performance issues, broken mods, and more. ]]></description>
										<content:encoded><![CDATA[<p>After facing a fair bit of criticism from players, Capcom has rolled back its recent update for the PC version of <em>Resident Evil Revelations</em>. The update added a new DRM to the title, dubbed Enigma Protector. Since the original release of the update, <em>Resident Evil Revelations</em> has seen quite a few negative reviews on Steam.</p>
<p>The DRM has seemingly caused performance of the game to have worsened, with players reporting errors, reduced frame rates, and mods having broken. Capcom <a href="https://store.steampowered.com/news/app/222480/view/3990818705013251073?l=english" target="_blank" rel="noopener">released a statement</a> on Steam announcing that it is reverting the update.</p>
<p>&#8220;Due to an issue observed with the latest update released, we have reverted the corresponding update,&#8221; said the company. &#8220;We apologize for the inconvenience caused, and once the issue is resolved, we will re-release the update.&#8221;</p>
<p>Capcom has update quite a few of its titles with the Enigma Protector DRM, including more recent PC releases like <em>Mega Man Battle Network Legacy Collection</em> and <em>Ghost Trick: Phantom Detective</em>.</p>
<p>A <a href="https://youtu.be/CT5bwwvDv00" target="_blank" rel="noopener">presentation by Capcom R&amp;D from November</a> indicates that the company&#8217;s primary focus of the new DRM releases revolves around curbing the use of mods in Capcom&#8217;s titles. The company has likened the use of mods to cheating</p>
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		<title>Resident Evil Series &#8211; 10 Best Final Boss Fights</title>
		<link>https://gamingbolt.com/resident-evil-series-10-best-final-boss-fights</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 08 Mar 2023 11:04:09 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=544839</guid>

					<description><![CDATA[From the terrifying and nail-biting to insanely over-the-top, some of Resident Evil's final bosses deserve serious recognition.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he <em>Resident Evil</em> franchise is one of the longest-running in gaming, and its story has seen tons of twists and turns. There have been incredible villains (and major disappointments) and enormous set pieces, and despite how ridiculous things could get, its boss fights remain memorable. Let&#8217;s look at 10 of the best final bosses in the series, which ended their respective games on an emotional high.</p>
<p><strong>HAOS &#8211; Resident Evil 6</strong></p>
<p><iframe title="10 BEST FINAL BOSS FIGHTS In Resident Evil Series" width="500" height="281" src="https://www.youtube.com/embed/TaqY7hlp3po?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>There are a few positive things about <em>Resident Evil 6</em>, but the final boss of Chris&#8217;s story, a massive BOW named HAOS, was pretty good. The fight begins as a sheer spectacle, with Chris and Piers using gunfire to wear the creature down. Just when they think it&#8217;s done, it gives chase through the narrow corridors of the underwater lab.</p>
<p>Piers becomes injured, and it seems Chris is done for, but not before the former infects himself and mutates to fire lightning at HAOS. Of course, even when the creature looks defeated, it comes back one last time to stop Chris from escaping, leading Piers, who stayed in the facility to sacrifice himself, stopping it and saving Chris one last time.</p>
]]></content:encoded>
					
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		<title>15 Amazing Handheld Games That Should Be Remade For Modern Hardware</title>
		<link>https://gamingbolt.com/15-amazing-handheld-games-that-should-be-remade-for-ps5-and-xbox-series-x-s</link>
					<comments>https://gamingbolt.com/15-amazing-handheld-games-that-should-be-remade-for-ps5-and-xbox-series-x-s#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 22 Aug 2022 08:31:38 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=527636</guid>

					<description><![CDATA[These portable classics deserve more time in the sun. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>e&#8217;ve spoken plenty about games that should get remakes over the last few weeks- games from the 2000s, games from the 1990s. Here, however, we&#8217;re taking a bit of a different outlook- here, we&#8217;re looking specifically at handheld titles that could see some radical and very interesting reinventions if companies decided to bring them back into the limelight.</p>
<p style="text-align: center;"><strong>THE LEGEND OF ZELDA: THE MINISH CAP</strong></p>
<p><img fetchpriority="high" decoding="async" class="size-large wp-image-429491 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2020/01/minish-cap-1024x576.jpg" alt="minish cap" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2020/01/minish-cap-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/01/minish-cap-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/01/minish-cap-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/01/minish-cap.jpg 1280w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p><em>The Minish Cap </em>is easily among the most criminally underrated <em>Zelda </em>games of all time. Owing to the fact that it&#8217;s a handheld title and that it was developed by Capcom, not Nintendo, it&#8217;s been viewed as something of a sidequel by many, though as those who&#8217;ve played it will tell you, that&#8217;s an unfair assertion, because this is an incredible game. A remake that brings the game back to the forefront for modern audiences would surely prove that.</p>
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		<title>Ranking the Mainline Resident Evil Games on the Basis of Their Settings</title>
		<link>https://gamingbolt.com/ranking-the-mainline-resident-evil-games-on-the-basis-of-their-settings</link>
					<comments>https://gamingbolt.com/ranking-the-mainline-resident-evil-games-on-the-basis-of-their-settings#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 07 Apr 2021 10:19:34 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=474854</guid>

					<description><![CDATA[From the Spencer Mansion to the streets of Raccoon City, Capcom's horror franchise has taken to several iconic locations- here, we rank all of them.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>here are very few franchises out there that have as many iconic, memorable locations as <em>Resident Evil </em>does. From level design to art style to atmosphere, <em>Resident Evil </em>locations have consistently (more or less) been the kind that stick with you forever. This is a feature dedicated to them. Here, we&#8217;re going to rank the mainline <em>Resident Evil </em>games based on how much (or how little, in a few cases) we like their settings.</p>
<p style="text-align: center;"><strong>#11. RESIDENT EVIL 6</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/03/resident-evil-6-image-2.jpg"><img decoding="async" class="aligncenter size-full wp-image-433967" src="https://gamingbolt.com/wp-content/uploads/2020/03/resident-evil-6-image-2.jpg" alt="resident evil 6" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/03/resident-evil-6-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/03/resident-evil-6-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/03/resident-evil-6-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/03/resident-evil-6-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/03/resident-evil-6-image-2-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p><em>Resident Evil 6 </em>is a full-blown globe-trotting adventure, and it&#8217;s precisely because of that reason that the game loses so much of what makes <em>Resident Evil </em>so good. In its attempts to take players from one location to the next in a series of set piece moments and action sequences, it forgets to actually do much with its locations. They&#8217;re not designed very well, most of them look very generic, and almost all of them without fail serve as little more than shooting galleries. The locations that you find yourselves in have often been a crucial part of the experience in this series throughout the years, and <em>RE6 </em>is perhaps one of the only games where that wasn&#8217;t the case.</p>
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		<title>Resident Evil &#8211; All Final Bosses Ranked</title>
		<link>https://gamingbolt.com/resident-evil-all-final-bosses-ranked</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 06 Apr 2020 08:52:20 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=431695</guid>

					<description><![CDATA[From Tyrants to superhumans to everything else in between, Resident Evil has had some truly memorable final boss fights. ]]></description>
										<content:encoded><![CDATA[<p><em><span class="bigchar">R</span>esident Evil </em>has had its ups and downs over the years, but the one thing that it has consistently been know for – more or less – is good boss fights- especially final boss fights. Though there have been a couple of dips here and there in this area, too, there&#8217;s been a lot of really good stuff over the years as well. In this feature, we&#8217;ll be ranking the mainline <em>Resident Evil </em>boss fights from worst to best.</p>
<p>Without further ado, let&#8217;s get started.</p>
<p><strong>#20. DEREK SIMMONS (RESIDENT EVIL 6 &#8211; ADA&#8217;S CAMPAIGN)</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/02/re6-ada-final-boss.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-431706" src="https://gamingbolt.com/wp-content/uploads/2020/02/re6-ada-final-boss.jpg" alt="re2 final boss" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/02/re6-ada-final-boss.jpg 620w, https://gamingbolt.com/wp-content/uploads/2020/02/re6-ada-final-boss-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><em>Resident Evil 6</em> is no stranger to criticism, but while the parts of the game that series fans hate most are those that are a bit too ridiculously explosion-y, the final boss fight against Simmons in Ada&#8217;s campaign could have used with some of that. The biggest sin that this boss commits is that it&#8217;s dull- it&#8217;s easy to settle into a superficial pattern and make your way through a significant portion of the fight just going through the motions, without any real challenge or engagement.</p>
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		<title>15 Video Game Enemies With Mouths So Big They Can Literally Swallow You</title>
		<link>https://gamingbolt.com/15-video-game-enemies-with-mouths-so-big-they-can-literally-swallow-you</link>
					<comments>https://gamingbolt.com/15-video-game-enemies-with-mouths-so-big-they-can-literally-swallow-you#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 24 Mar 2020 15:34:33 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=434943</guid>

					<description><![CDATA[Being eaten alive sucks but it's certainly a living for these foes.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">O</span>f the many ways, getting eaten or swallowed alive is probably one of the worst (not that we&#8217;d know). Unfortunately, there are plenty of enemies in video games that can pull this off. While many interesting gameplay dynamics open up, such as fighting your way out from the inside or trying to avoid being eaten, other times it&#8217;s just one agonizing death on top of the rest. Let&#8217;s take a look at 15 video game enemies with mouths so big they can literally swallow you.</p>
<p><b>Choking Weed &#8211; Gradius 3</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/03/Choking-Weed-Gradius-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-435943" src="https://gamingbolt.com/wp-content/uploads/2020/03/Choking-Weed-Gradius-3.jpg" alt="Choking Weed - Gradius 3" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/03/Choking-Weed-Gradius-3.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2020/03/Choking-Weed-Gradius-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/03/Choking-Weed-Gradius-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/03/Choking-Weed-Gradius-3-768x432.jpg 768w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>It&#8217;s bad enough that you have to shoot past a weed-infested level with killer plants extending from the floor and ceiling to hit you. But then you come across Choking Weed, whose Venus Flytrap-style mouth opens up to actually suck you in. Fortunately, the rate at which its jaws close is slow enough to evade. Just be careful when it suddenly decides to dip forward.</p>
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		<title>5 More Biggest Graphical Evolutions of Your Favorite Video Game Characters</title>
		<link>https://gamingbolt.com/5-more-biggest-graphical-evolutions-of-your-favorite-video-game-characters</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 28 Feb 2020 20:45:26 +0000</pubDate>
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					<description><![CDATA[Check out how some of gaming's most famous icons have evolved over the years.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">G</span>ames come and go but some icons live forever. These are the characters that we grew up with, as their designs changed with the times and technology. Let&#8217;s take a look at 5 of the biggest evolutions of our favourite characters, starting with an RPG classic.</p>
<p><b>Cloud Strife &#8211; Final Fantasy 7 to Final Fantasy 7 Remake</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-403887" src="https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud.jpg" alt="final fantasy 7 remake" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The iconic Cloud Strife from <em>Final Fantasy 7</em> will be making his return soon in the remake. However, the process behind his iconic look is interesting – the spiky hair was meant as a contrast to antagonist Sephiroth but also to keep the polygon count low.<em> Final Fantasy 7: Advent Children</em> – and by extension <em>Crisis Core</em> – saw Cloud have a realistic design for the first time with defined hair and facial features. Numerous models were used to capture different expressions and Cloud&#8217;s general attire combined elements of his old outfit with a darker, more contemporary look. The overall aim was to showcase how much time had passed in the world and how the guilt of losing Aerith weighed down on him.</p>
<p>In <em>Final Fantasy 7 Remake</em>, Cloud once again sports a more realistic look in keeping with the game&#8217;s high fidelity approach. His hair and facial expressions are more defined; the overall outfit has a darker look in keeping with <em>Advent Children</em>; and several elements like the waistband, baggy pants and boots are toned down to look more proportionally accurate. Regardless, this is Cloud Strife through and through.</p>
<p><b>Doom Marine/Slayer &#8211; Doom 1 to Doom Eternal</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/08/DOOM-Eternal-Screenshot-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-353414" src="https://gamingbolt.com/wp-content/uploads/2018/08/DOOM-Eternal-Screenshot-2.jpg" alt="DOOM Eternal Screenshot 2" width="620" height="349" data-wp-editing="1"></a></p>
<p>Though mostly represented as the gun mowing down demon hordes, the Doom Marine or Doomguy had a distinctive design. A helmet covering his entire face, save for a visor over his eyes; chest armor with short sleeves; and the signature green shade adorned the entire set. It was iconic and meant to represent the Marine as a human facing overwhelming odds. <em>Doom 2</em> didn&#8217;t make any major changes to this design. The older games emphasized sprites over full 3D models and this was reflected in whatever we saw of Doomguy.</p>
<p>In<em> Doom 3</em>, however, the human aspect of the Marine was emphasized more, showcasing his face fully. The clothing is more distinct from the armor (he now wears a separate t-shirt below the same); the ab window below the chest plate is covered up; and the pauldrons are more accentuated. All of this to reinforce the Marine being prepared but not overwhelmingly powerful, perfect for the game&#8217;s survival horror approach. The Marine was packing an estimated 4400 to 5000 polygons and id Tech 4 allowed for real-time light computation, MegaTextures and shadow volumes to bring the world to life in a creepier way.</p>
<p>With <em>DOOM</em> in 2016, id Software made significant changes to the protagonist. Known as the Doom Slayer now, he had full-body armor with more plating, weathered textures, darker shades of green, and a significantly taller build. It fit well with the Slayer&#8217;s motif of being an unstoppable badass that could shred entire armies of demons. The game was developed on id Tech 6 which sported physically based rendering, SMAA and TSSAA anti-aliasing, bokeh depth of field and HDR among many other features, with the aesthetic feeling more heavy metal and visceral than previous titles. Ample amounts of gore and hellish landscapes never looked better.</p>
<p><em>DOOM Eternal</em> takes the same design, bulks up the Slayer further and adds new weapons like the shoulder mounted cannon and arm-blade. There&#8217;s also a return to the classic short sleeves worn by previous Marines.</p>
<p><b>Jill Valentine &#8211; Resident Evil to Resident Evil 3 Remake</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-424940" src="https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3.jpg" alt="Resident Evil 3" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>An abject professional at heart and in stature, Jill Valentine was designed by director Shinji Mikami and designer Isao Oishi as an anti-thesis to overly sexualized characters. Sporting tactical boots, gloves and a beret, Jill is as no-nonsense as they come. It&#8217;s interesting to note that her outfit in <em>Resident Evil 3</em> received some criticism at the time for going against Mikami&#8217;s initial philosophy.</p>
<p>In the HD remake of <em>Resident Evil 1</em>, Jill&#8217;s likeness was based on actor/model Julia Voth. This likeness would define Jill&#8217;s look for a number of titles including <em>Resident Evil 5</em>, which saw her undergo the most radical change in design yet. Though the shock value of Jill&#8217;s return was palpable – especially with the set-up for her apparent demise – many fans reacted negatively to her form-fitting outfit and blonde hair. <em>Resident Evil: Revelations</em> would see Jill adopting a wet-suit in keeping with the infiltration of the Queen Zenobia cruise ship while retaining aspects of her original design. Perhaps the most surprising bit was seeing her with a ponytail instead of the trademark cropped hair.</p>
<p>In the upcoming<em> Resident Evil 3 remake</em>, Jill&#8217;s design has changed once again. Model Sasha Zotova provides her likeness, offering a harsher touch to Jill&#8217;s expressions. While the clothes have been kept casual, the darker colours, combat boots and tactical gloves reinforce Jill&#8217;s status as a former special ops soldier. The RE Engine also provides more freedom for additional details like dirt, grime, cuts, bruises and sweat. How Jill&#8217;s demeanor and overall character will change remains to be seen but so far, the design is in keeping with her original approach.</p>
<p><b>Master Chief – Halo: Combat Evolved to Halo Infinite</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-403461" src="https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite.jpg" alt="halo infinite" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>It&#8217;s easy to underestimate just how many changes Chief&#8217;s attire has gone through in the years. This is explained in-universe as upgrades to the Mjolnir Armor. Master Chief was first designed by Bungie developer Robert McLees, art director Marcus Lehto and concept artist Shi Kai Wang. After receiving some more muscle, the Chief would receive his trademark green shade and we got the motorcycle helmet-esque wearing marine in <em>Halo: Combat Evolved.</em></p>
<p><em>Halo 2</em> saw the armor gain much more definition, both in terms of details, texture quality and polygon count. Instead of bright green, Bungie opted for a darker shade. This was carried over into <em>Halo 3</em> where the armor looked more singular as opposed to a variety of armor sections. Improvements to lighting gave more definition to all of the details, and it felt like the Chief had truly made a generational leap. Then 343 Industries took over the franchise with <em>Halo 4</em> releasing in 2012.</p>
<p>If Master Chief wasn&#8217;t a space marine before, it was heavily reinforced this time. His armor was highly detailed with several more components and looked to have Kevlar weaved into the mesh. Eventually, this gave way to a more streamlined design in <em>Halo 5: Guardians</em>. The overall tone felt less busy and seemingly a combination of the designs in <em>Halo 3</em> and <em>4</em>.</p>
<p>With <em>Halo Infinite</em>, 343 Industries is making a rather interesting return to the Mark VI armor from <em>Halo 2</em> and <em>3.</em> The green tint is more vibrant than before and the shoulder pads are more defined than Bungie&#8217;s iterations. But this feels, once again, like a natural evolution of Chief&#8217;s design from the older games.</p>
<p><b>Link &#8211; The Legend of Zelda to The Legend of Zelda: Breath of the Wild 2</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-403867" src="https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel.jpg" alt="The Legend of Zelda Breath of the Wild sequel" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><em>The Legend of Zelda</em> is an amalgamation of timelines, alternate universes and reincarnations. However, throughout it all, the hero Link has always maintained his signature blond hair and green tunic. Designed by Shigeru Miyamoto, Link started out as a simple sprite in a top-down perspective. He gained more detail and colour in <em>Zelda 2: The Adventure of Link</em>, mostly due to the game&#8217;s side-scrolling nature, but <em>The Legend of Zelda: A Link to the Past</em> returned to the top-down perspective with a much more defined sprite with more colours.</p>
<p>From there, Link would see a number of design changes depending on the game. <em>The Legend of Zelda: Ocarina of Time</em> saw the hero in full 3D for the first time and, as a contrast to previous adventures, featured an adult version with sharper facial features and a white undershirt and pants. <em>The Wind Waker</em> depicted Link with a cel-shaded style channeling the animated style and energy of the adventure with complex facial expressions and animations. Games like <em>The Minish Cap</em> would channel this style, emulating Link&#8217;s bright blond hair. Link&#8217;s model was about 2600 to 2800 polygons – this would be quickly surpassed by<em> Twilight Princess,</em> which saw our hero in a mature form right off the bat. His overall outfit was a darker shade of green with more defined gauntlets and even brownish blond hair.</p>
<p>For<em> Skyward Sword</em>, Link was a teenager but his outfit returned to the bright green shades of yore while his gauntlets were replaced by gloves. The overall aesthetic was more fantastical as opposed to the gritty atmosphere of <em>Twilight Princess</em> while borrowing some cel-shading from <em>The Wind Waker</em>. Brighter colours to reflect the game&#8217;s emphasis on the sky.</p>
<p>It&#8217;s interesting when you look at Breath of the Wild – Link&#8217;s design went through a number of changes including variants of the blue tunic that eventually made it in. Cel-shading was applied again, giving the world a more stylized animated feel without going over the top like<em> The Wind Waker.</em> With the upcoming <em>Breath of the Wild</em> sequel, Nintendo seems keen on replicating the same look, with Zelda taking some cues from it as well, perhaps hinting at her being a playable character.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">427225</post-id>	</item>
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		<title>15 Underrated Entries In Popular Video Game Franchises</title>
		<link>https://gamingbolt.com/15-underrated-entries-in-popular-video-game-franchises</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 10 Feb 2020 05:55:42 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Assassin's Creed Revelations]]></category>
		<category><![CDATA[Batman: Arkham Origins]]></category>
		<category><![CDATA[Call of Duty: Infinite Warfare]]></category>
		<category><![CDATA[Deus Ex: Mankind Divided]]></category>
		<category><![CDATA[DOOM 3]]></category>
		<category><![CDATA[gears of war 4]]></category>
		<category><![CDATA[god of war: ghost of sparta]]></category>
		<category><![CDATA[gta chinatown wars]]></category>
		<category><![CDATA[Mass Effect Andromeda]]></category>
		<category><![CDATA[metal gear solid: portable ops]]></category>
		<category><![CDATA[resident evil revelations]]></category>
		<category><![CDATA[resistance retribution]]></category>
		<category><![CDATA[Super Mario 3D World]]></category>
		<category><![CDATA[the legend of zelda: minish cap]]></category>
		<category><![CDATA[Uncharted Golden Abyss]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=429477</guid>

					<description><![CDATA[Hiding in the shadows- or being forced to, anyway.
]]></description>
										<content:encoded><![CDATA[<p><span style="font-size: inherit;"><span class="bigchar">T</span>here&#8217;s a reason that video game publishers – or owners of any media property – like the prospect of creating and cultivating franchises so much. As a series becomes more and more popular, new instalments have progressively better chances of finding greater and greater success. But, of course, even that isn&#8217;t a sureshot guarantee, and sometimes, even truly great games in massive franchises end up getting overlooked, either because of very particular situations surrounding their releases, or because they get overshadowed by their own successors and predecessors, or for any number of other reasons. In this feature, we&#8217;ll be talking about fifteen such games from big franchises that don&#8217;t get nearly as much recognition as they deserve.</span></p>
<p><strong>BATMAN: ARKHAM ORIGINS</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/06/batman-arkham-origins.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-403006" src="https://gamingbolt.com/wp-content/uploads/2019/06/batman-arkham-origins.jpg" alt="batman arkham origins" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/06/batman-arkham-origins.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/06/batman-arkham-origins-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/06/batman-arkham-origins-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/06/batman-arkham-origins-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><em>Batman: Arkham Origins </em>could not have released under worse circumstances, in retrospect. Not only was it developed as a stopgap and sandwiched between two of the series&#8217; biggest games in <em>Arkham City </em>and <em>Arkham Knight</em>, it also came out exclusively for 7th-gen consoles right on the cusp of the beginning of the next console generation. The fact that it was developed by WB Games Montreal while the series&#8217; main devs Rocksteady focused on <em>Arkham Knight </em>did its pre-release hype no favours either, while Warner Bros. themselves have, bafflingly enough, continued to roundly ignore the game in the years that followed. That&#8217;s a real shame, too, because with a great story, some of the best boss fights in the series, and the typical strengths in combat and open world traversal that the <em>Arkham </em>games are know for, <em>Arkham Origins </em>did everything series fans wanted it to.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">429477</post-id>	</item>
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		<title>Rare Replay Now on Xbox Game Pass, Torment: Tides of Numenera and Goat Simulator Coming Soon</title>
		<link>https://gamingbolt.com/rare-replay-now-on-xbox-game-pass-torment-tides-of-numenera-and-goat-simulator-coming-soon</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 20 Jun 2019 21:55:57 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[Coffee Stain Studios]]></category>
		<category><![CDATA[Goat Simulator]]></category>
		<category><![CDATA[InXile Entertainment]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Rare]]></category>
		<category><![CDATA[Rare Replay]]></category>
		<category><![CDATA[resident evil revelations]]></category>
		<category><![CDATA[Torment: Tides of Numenera]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[Xbox Game Pass]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=405034</guid>

					<description><![CDATA[The original Resident Evil: Revelations also joins the subscription service. ]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2019/06/Rare-Replay.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-405035" src="https://gamingbolt.com/wp-content/uploads/2019/06/Rare-Replay.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/06/Rare-Replay.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/06/Rare-Replay-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/06/Rare-Replay-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/06/Rare-Replay-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Microsoft has announced four new games for its Xbox Game Pass service, two which are available right now. These are Capcom&#8217;s <a href="https://gamingbolt.com/resident-evil-revelations-ps4-review"><em>Resident Evil: Revelations</em></a> and <a href="https://gamingbolt.com/rare-replay-review"><em>Rare Replay</em></a>, the latter being a collection of 30 classic Rare games. You can download and play them right now if you&#8217;re currently subscribed to Xbox Game Pass (at $9.99 per month).</p>
<p>The other two games are inXile&#8217;s <a href="https://gamingbolt.com/torment-tides-of-numenera-review"><em>Torment: Tides of Numenera</em></a> and Coffee Stain Studios&#8217; <a href="https://gamingbolt.com/goat-simulator-now-available-on-xbox-one-and-xbox-360"><em>Goat Simulator</em></a>, which will be joining the service on June 27th. The former is a follow-up to the critically acclaimed <em>Planescape: Torment</em> and offers a surreal old-school RPG experience. Meanwhile, <em>Goat Simulator</em> lets you play as a goat, as the name implies, but things quickly take a weird turn.</p>
<p>Xbox Game Pass <a href="https://gamingbolt.com/xbox-game-pass-announced-for-pc">recently launched for PC</a>, and Microsoft also introduced <a href="https://gamingbolt.com/xbox-game-pass-ultimate-announced-and-available-now">Xbox Game Pass Ultimate</a> at E3 2019. The latter allows subscribers to get Xbox Game Pass for PC and Xbox One along with Xbox Live Gold for a month at $14.99. If you subscribe for the first month, <a href="https://www.microsoft.com/en-us/p/xbox-game-pass-ultimate/cfq7ttc0khs0?activetab=pivot:overviewtab">it&#8217;s only $1</a>.</p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">&quot;We&#39;re adding four more games very soon&quot; &#8211; Xbox Game Pass (us) <a href="https://t.co/qE49MRQ2WO">pic.twitter.com/qE49MRQ2WO</a></p>
<p>&mdash; Xbox Game Pass (@XboxGamePass) <a href="https://twitter.com/XboxGamePass/status/1141328891031650304?ref_src=twsrc%5Etfw">June 19, 2019</a></p></blockquote>
<p><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></p>
<p>https://twitter.com/XboxGamePass/status/1141329112276992000</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">405034</post-id>	</item>
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		<title>Resident Evil Revelations 1 &#038; 2 Gets New Trailer Highlighting Its Unique Functionality on Nintendo Switch</title>
		<link>https://gamingbolt.com/resident-evil-revelations-1-2-gets-new-trailer-highlighting-its-unique-functionality-on-nintendo-switch</link>
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		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Thu, 16 Nov 2017 00:24:26 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[Nintendo 3DS]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[PS Vita]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[resident evil revelations]]></category>
		<category><![CDATA[resident evil revelations 2]]></category>
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		<category><![CDATA[xbox 360]]></category>
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					<description><![CDATA[Looks like a lot of effort went into these ports.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2015/03/resident-evil-revelations-2-ps4-13.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-224428" src="https://gamingbolt.com/wp-content/uploads/2015/03/resident-evil-revelations-2-ps4-13.jpg" alt="resident evil revelations 2 ps4" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/03/resident-evil-revelations-2-ps4-13.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/03/resident-evil-revelations-2-ps4-13-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/03/resident-evil-revelations-2-ps4-13-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Capcom will be releasing <em>Resident Evil Revelations 1 &amp; 2</em> on the Nintendo Switch, as part of its longstanding commitment to ensure that the <em>Resident Evil</em> franchise touches everything with a microprocessor at least once.</p>
<p>That said, it looks like these two games will actually be well made, optimized ports that go above and beyond to utilize the unique functionality that the Switch has to offer. The Switch port of these games will offer motion control functionality via the Joycons, IR reloading, local multiplayer, and amiibo unlocks; you can, of course, ignore all of this if you want to (which most of you probably will).</p>
<p><em>Resident Evil 1 &amp; 2</em> are out right now on PS4, Xbox One, and PC (in addition to the PS3, Xbox 360, Wii U, Nintendo 3DS, and PS Vita, which they have all variously released on in the past); the Nintendo Switch version of the games, meanwhile, will be launching on November 28.</p>
<p><iframe loading="lazy" title="Resident Evil Revelations 1 &amp; 2 - Nintendo Switch Features Trailer" width="500" height="281" src="https://www.youtube.com/embed/lkyouXrrTHc?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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