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	<title>RPG &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Fallen Legion: Sins of An Empire Review &#8211; The Pauper Princess</title>
		<link>https://gamingbolt.com/fallen-legion-sins-of-an-empire-review-the-pauper-princess</link>
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		<dc:creator><![CDATA[Alex Jackson]]></dc:creator>
		<pubDate>Wed, 19 Jul 2017 17:15:09 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[action]]></category>
		<category><![CDATA[Fallen Legion]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Sins of an Empire]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=301357</guid>

					<description><![CDATA[Fallen Legion reaches towards the sun, managing to return with only some singed wings.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">G</span>ame genres can be a tricky thing in 2017, because so many games are becoming so intertwined and inbred that they don’t really fit into a single little box. Thankfully chocolate and peanut butter combinations like the tactical MOBA of <em>Atlas Reactor</em> or the Rougelike shooting of <em>STRAFE</em> come up a lot more often than those that really don’t work. But to finally find the point, <em>Fallen Legion: Sins of an Empire</em> is a game that breaks all my notions of genre into pieces.</p>
<p><em>Fallen Legion</em> is an RPG. It’s also a beat em up, and an action game, and a kingdom manager, and has heavy elements of strategy as well as a rhythm element to its combat. A game with this many hats might sound entirely overwhelming just to read it like that, but in practice the gameplay is kept remarkably simple, satisfying and compelling by feeding back on those more action oriented elements.</p>
<p>It’s unfortunate that everything outside of that gameplay loop feels under serviced by virtue of receiving less focus than it should have. The story of Cecile Octavia doesn’t so much begin as it drops you in the middle of what feels like an ongoing narrative that needed time to flesh out. First you’re a young princess on the run from pursuing forces, then you’re informed that your father, the Emperor is dead, making you the acting Emperor and to quell political unrest you need to get back to the capital. Then you’re introduced to the Grimoire, a talking book with ghoulish need to consume human souls to somehow help hold the kingdom together.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/07/FallenLegion_2.jpg"><img fetchpriority="high" decoding="async" class="size-full wp-image-301353 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2017/07/FallenLegion_2.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/07/FallenLegion_2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/07/FallenLegion_2-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The pacing of the plot is all over the place and feels nearly like reading a “choose your own adventure” book out of order."</p>
<p>The pacing of the plot is all over the place and feels nearly like reading a “choose your own adventure” book out of order. Grimoire and his abilities to allow Cecile to summon figments of warriors to wield legendary weapons and make up her party, but these figments appear within the first level before the book is ever introduced. Motivations and goals flit almost battle to battle and the game never really takes the time to stop and communicate what’s happening.</p>
<p>Married to the schizophrenic story is a wholly uneven presentation that undercuts the kind of budget the game was working with. Visually at its best the game can look like the moving paintings that Vanillaware is known for such as <em>Odin Sphere</em>. However at its worst, the story segments can’t even match <em>Fire Emblem Echoes</em>, with static portraits lacking any voice acting or emotion when there really should be. Certain plot critical scenes also get the short end of the stick while meaningless inner monologue from Cecile get the grand treatment.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/07/FallenLegion_3.jpg"><img decoding="async" class="size-full wp-image-301354 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2017/07/FallenLegion_3.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/07/FallenLegion_3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/07/FallenLegion_3-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The result is an almost rhythmic call and response flow to the combat that kept me engaged, especially in the tense one on one boss fights."</p>
<p>While stumbling in presentation, <em>Fallen Legion</em> really pulls out the stops with its unique battle system. Cecile and her three party members always remain attached to whatever specific face button you’ve attached them to before the battle. As opposed to navigating menus and choosing attacks and spells, a simple tap will cue up one of those party members to move on a combo bar, which can itself be influenced with new death blow attacks and effects by equips to Cecile herself.</p>
<p>You can move any party member at any moment, assuming they have a command point to use. Knowing the effects of your deathblows and how to take full advantage of the abilities of your party becomes quickly evident. The real time nature of the battle system introduces action game elements such as the almost necessary perfect guard, which when pulled off will automatically restore command points to allow you to press your attack. The block has a very short wind up and cannot cancel attack animations, necessitating some degree of forethought about when to move and when to hang back. The result is an almost rhythmic call and response flow to the combat that kept me engaged, especially in the tense one on one boss fights.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/07/FallenLegion_1.jpg"><img decoding="async" class="size-full wp-image-301352 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2017/07/FallenLegion_1.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/07/FallenLegion_1.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/07/FallenLegion_1-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Budget was obviously the restraint in all the big ideas Fallen Legion: Sins of the Empire had to offer,"</p>
<p>Between the battles, one of the less well integrated but still unique systems is managing decisions for the kingdom. A situation and three paths will pop up with both an immediate effect for the chapter such as a buff or item, and a less obvious impact on the kingdom. The former is less pronounced than it should be, giving the immediate effects more leverage over your decisions than the larger kingdom, though you’ll unlock different side missions based on your choices.</p>
<p>Budget was obviously the restraint in all the big ideas <em>Fallen Legion: Sins of the Empire</em> had to offer, and it’s clear by the aimless narrative and presentation glitches that this could easily become a flawed prototype to something much more polished later on if this game takes off. Between wanting to roll with some fresh ideas but not being able to pull it off or limiting your focus to your restraints, well, I can safely say I’m glad enough that <em>Fallen Legion</em> decided to reach for the stars.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on PlayStation 4.</strong></em></span></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">301357</post-id>	</item>
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		<title>The Escapists Review &#8211; Escaping Is Tedious Work</title>
		<link>https://gamingbolt.com/the-escapists-review-escaping-is-tedious-work</link>
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		<dc:creator><![CDATA[Kurtis Simpson]]></dc:creator>
		<pubDate>Sun, 15 Feb 2015 17:20:26 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[mouldy toof studios]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[pixel]]></category>
		<category><![CDATA[prison]]></category>
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		<category><![CDATA[RPG]]></category>
		<category><![CDATA[the escapists]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=222049</guid>

					<description><![CDATA[Safe to say I spent the fair share of my time looking for a rope, just so I could put an end to my own suffering.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">P</span>lan, build, improvise and escape. This is the premise behind The Escapists and in many ways it executes this well although it&#8217;s conflicted by repetition and a lack of depth with anything outside of its gameplay mechanics. The Escapists is a game targeted towards a very niche audience and players will have to bare with for a great deal of time before they can seek the enjoyability and benefits that the game has to offer.</p>
<p>Starting the game with a choice of preset characters that offer up limited customization, before running through a brief tutorial of learning the basics to movement and item crafting, the latter of which becomes the most important mechanic to the overall goal of the game. Best described as a slimmed down RPG, the core mechanics of the game will have the player engaging in fetch quests, earning money, and crafting items. <em>Why?</em> To escape prison.</p>
<p>Stashing weapons and tools in your character&#8217;s pants and jail cell is the key to freedom. No pun intended. Played from a top-down perspective in which the player navigates a prison through sandbox level design. Scurrying through vents and digging underground tunnels, The Escapists offers no pre-defined routes for completion. It&#8217;s up to the player and their own level of progression through character stats and item possession, to strategize and take note of everything that&#8217;s taking place in the rest of the game.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/02/im4.jpg"><img loading="lazy" decoding="async" class=" size-full wp-image-222079 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2015/02/im4.jpg" alt="im4" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/02/im4.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/02/im4-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "The Escapists does have it's few moments of chaos and unpredictability. As it stands however all of this can become very dull and very quickly."   
      </p></p>
<p>Conversing with other inmates through speech bubble texts as they confess their worries, sins, and fears. As well as depression and evil intentions for making somebody else&#8217;s life a living hell, it never gets old. Plotting to frame other inmates, staging riots to distract guards, picking fights in the shower, and pick-pocketing valuables that will become of a greater use at a later time in the game.</p>
<p>The Escapists does have it&#8217;s few moments of chaos and unpredictability. As it stands however all of this can become very dull and very quickly. I feel this has something to do with the game&#8217;s lack of structure and general direction. While the game leaves the player to think for themselves and make their own moves when they&#8217;re ready, something in the way of a primary mission that the player needs to undertake would&#8217;ve been much appreciated. Now while some may enjoy this and may wish to spend their time enhancing their character&#8217;s stats, running errands, causing mischief and so on.</p>
<p>There really isn&#8217;t much to do outside of these tasks nor is there much in the way of exploration. Had the game incorporated an online co-operative feature whereby players can work together to complete tasks, or better yet plan a more in-depth mission of their own parameters, I feel the game could&#8217;ve been far more interesting.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/02/im3.jpg"><img loading="lazy" decoding="async" class=" size-full wp-image-222078 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2015/02/im3.jpg" alt="im3" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/02/im3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/02/im3-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "There's a real sense of dread and pressure as the guards storm about the prison, checking your cell, living out their own insecure and selfish power fantasies."   
      </p></p>
<p>What the game does give players to work with is essentially a light-hearted RPG, as previously mentioned. Crafting tools and buying items from the other inmates not only aids in your escape, but also serves as a means of protection. This is a prison after all. Inmates may befriend you but that doesn&#8217;t mean they won&#8217;t turn on you when things are in their favour. This also goes for the guards, these guys are dirty, they hate you and they&#8217;re clearly out to make your life as horrid as possible. Whether it&#8217;s presented in the way of conversational topics, giving out orders or beating you to death with a baton, they hate you.</p>
<p>There&#8217;s a real sense of dread and pressure as the guards storm about the prison, checking your cell, living out their own insecure and selfish power fantasies. <span style="line-height: 1.5;">In terms of reflecting its theme and the mood it sets out to achieve, it does this fairly well. </span>The problem here is that I can&#8217;t tell which parts of this was done by design and which wasn&#8217;t. For instance the game makes use of a daily timer keeping track of the routine events that&#8217;s going on such as <em>&#8220;Evening Meal&#8221;</em> and <em>&#8220;Morning Free Period&#8221;</em>.</p>
<p>During the day the player is meant to follow mundane tasks such as working, showering, eating, and attending the morning roll call. Outside of this the player is left to to do their own thing. This consists of requests by the other inmates and increasing your character&#8217;s stats by the way of reading, working out, and earning dirty money.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/02/im5.jpg"><img loading="lazy" decoding="async" class=" size-full wp-image-222080 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2015/02/im5.jpg" alt="im5" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/02/im5.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/02/im5-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "The main problem surrounding this all is that there seems to be no higher goal, in regards to the character's main progression of levelling up and becoming more skilful. Other than trying to escape the prison which is the main priority, the game feels as though it's missing something of more significant importance."   
      </p></p>
<p>Where everything here I&#8217;ve just described is clearly by the design of the game and it works well in reflecting prison life, certain elements of the game just feel flawed and kill the player&#8217;s enjoyability. With limited exploration and nothing to do other than what I&#8217;ve just mentioned, enjoyability is a choir at best and it becomes very repetitive, very tedious and it happens very fast. This is where I feel the game falls off in many ways as you&#8217;re often left wondering <em>&#8220;Well hey if I don&#8217;t take part in this, then there&#8217;s nothing else for me to do&#8221;</em>&#8230;Prison simulation or lack of depth within it&#8217;s gameplay?</p>
<p>The main problem surrounding this all is that there seems to be no higher goal, in regards to the character&#8217;s main progression of levelling up and becoming more skilful. Other than trying to escape the prison which is the main priority, the game feels as though it&#8217;s missing something of more significant importance.</p>
<p>Repetition is a strong word here and whether that&#8217;s seen by some as a negative or a positive is down to the fact that it&#8217;s a prison simulator. It&#8217;s like the player must accept the implied boredom. Frankly I&#8217;m not sure if the game is trying to invoke some form of sarcasm or unintentional irony in reflecting prison life. Hence the niche audience and the questioning of enjoyability. Particularly within the first hour or so things can be rather difficult to pursue. One thing I really have to question with the game is in regards to it&#8217;s visual style, as I sense that&#8217;s partly where it&#8217;s enjoyability will come from for a vast majority of people.</p>
<p>So my question here is, had the game opted for realism rather than top-down pixel art, would the game still have been attractive? In premise, yes. The idea of a prison simulator does sound rather intriguing. Insulting maybe but nonetheless an intriguing experience that many are curious about but would reject the idea off through a hands-on experience.</p>
<p><span style="line-height: 1.5;"><img loading="lazy" decoding="async" class=" size-full wp-image-222176 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2015/02/ss_e5a325490891912c5aed1bf466bbd7c74932eba4.1920x10801.jpg" alt="ss_e5a325490891912c5aed1bf466bbd7c74932eba4.1920x1080" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/02/ss_e5a325490891912c5aed1bf466bbd7c74932eba4.1920x10801.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/02/ss_e5a325490891912c5aed1bf466bbd7c74932eba4.1920x10801-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></span></p>
<p><span style="line-height: 1.5;"><p class='review-highlite' >
        "There is some comedic nature to the game in terms of the characters you meet and there is some fun to be had when undertaking requests by the inmates. But as it stands I would much rather watch a playthrough of the game and laugh as the drama plays out, as opposed to playing through it myself."   
      </p></span></p>
<p><span style="line-height: 1.5;"> Now taking into account the repetition in gameplay as it does so well at reflecting the daily life of a prisoner, with some thrown in comedy just for good measure, there&#8217;s absolutely no chance the game would have been so appealing had it made use of realistic visuals. It seems as though the game is relying on the nostalgia of pixel-art graphics as a means to its enjoyability. </span></p>
<p><span style="line-height: 1.5;">The problem with this however is Steam. </span><span style="line-height: 1.5;">Littered with retro </span><em style="line-height: 1.5;">&#8220;Artistic&#8221;</em><span style="line-height: 1.5;"> games that promise a nostalgic fun-factor with the implementation of modern day game mechanics, that are vastly more in-depth to the older games that they seek to visually imitate.  </span>The Steam store is overflowing with games of this nature and the only thing that seems to be setting each one of these titles apart, is the growing trend of an implied platforming or goofy simulation mechanic.</p>
<p>One thing that entices the player to push forward with it all and actually deserves some credit is the game&#8217;s soundtrack. In some instances it can provide the feeling of pressure and nervousness, while in others it can be tense and childish.</p>
<p>This does well in keeping the pace going as well as enhancing the theme and mood that the game places over the player. The Escapists is by no means a bad game it&#8217;s just rather unfortunate that its flaws stand out to a greater degree more so than it&#8217;s qualities, primarily within its repetition.</p>
<p>There is some comedic nature to the game in terms of the characters you meet and there is some fun to be had when undertaking requests by the inmates. But as it stands I would much rather watch a playthrough of the game and laugh as the drama plays out, as opposed to playing through it myself.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on the PC.</strong></em></span></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">222049</post-id>	</item>
		<item>
		<title>Shadow Realms Wiki &#8211; Everything you need to know about the game</title>
		<link>https://gamingbolt.com/shadow-realms-wiki</link>
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		<dc:creator><![CDATA[Martin Toney]]></dc:creator>
		<pubDate>Wed, 17 Dec 2014 07:19:09 +0000</pubDate>
				<category><![CDATA[Video Game Wikis]]></category>
		<category><![CDATA[Bioware]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Shadow Realms]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=215423</guid>

					<description><![CDATA[Everything you need to know about  Shadow Realms]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">S</span>hadow Realms is an upcoming episodic online story driven 4v1 action adventure role playing game that is currently being developed by the Austin Texas based division of Bioware, Bioware Austin. The Studio was formed in 2006 to develop the licensed MMO, Star Wars The Old Republic.</p>
<p>Set to release at an unspecified time in 2015, Shadow Realms is set to be published by Bioware owners, Electronic Arts (Battlefield Series, Dragon Age Series &amp; Mass Effect Series) and it will be running on the powerful Frostbite 3 Engine which is developed by the EA subsidiary, DICE (Digital Illusions Creative Entertainment).</p>
<p>The game is currently only slated for release on Microsoft Windows based PC’s with no mention of an Xbox One or PlayStation 4 port being in the works unless fans call for it (see paragraph 2 of Development for pre-release reception information). The game will be available at launch both at retail and via digital download.</p>
<p><div class="quick-jump">+ Quick Jump To</div>
<ul class="quick-jump-menu">
<li><a href="#Development">1. Development</a></li>
<li><a href="#Story">2. Story</a></li>
<li><a href="#Gameplay">3. Gameplay</a></li>
<li><a href="#Characters">4. Characters</a></li>
</ul></p>
<h2><a id="Development"></a>Development</h2>
<p style="text-align: center;"><script src="https://www.springboardplatform.com/js/overlay"></script><iframe loading="lazy" id="bolt012_1202549" src="https://cms.springboardplatform.com/embed_iframe/475/video/1202549/bolt012/gamingbolt.com/10" width="620" height="349" frameborder="0" scrolling="no"></iframe></p>
<p>It’s not yet known for sure when the development of Shadow Realms began, but Bioware Austin announced the game for the first time at the 2014 San Diego Comic Con event. The announcement of the game was accompanied by a live action trailer called “you’ve been chosen”. The trailer seemed to pitch the game as other story driven RPG similar to the likes of Mass Effect, both of which are the most commonly thought of games when someone mentions Bioware.</p>
<p>Much to the ire of those looking forward to the game, it was announced as being an online story driven 4v1 action adventure role playing game that is being released in an episodic manner, frustrations were compounded recently when a gameplay video from Gamescom 2014 showed the game to be significantly less impressive as it sounded. Whilst industry critics praised the games customisation options and freedom of combat choice, however non industry gamers have said that the game is unimpressive in regards to gameplay, graphical fidelity and they have criticised the choice to use an episodic release model.</p>
<p>The game was set to have a Closed Alpha sometime this year, but that has since been delayed. This comes after the game was debuted at Gamescom in 2014. Whilst the games senior producer admits that this delay is rooted in players wanting changes being made to the game, he fails to address the matter directly and instead says “One of the most important things to us on Shadow Realms is listening to – and making changes based on – that player feedback. Having fans play the game at Gamescom and PAX Prime gave us incredible insight.” Gamers have praised the developer for taking player feedback to actively influence the games play style.</p>
<p>James Ohlen, a Canadian video game designer and Senior Creative Director for Bioware has said, “Shadow Realms has its genesis in old school Dungeons &amp; Dragons. When I first started designing BioWare RPGs back in the 90s, what drove me creatively was the desire to give players the experience I had while playing pen and paper games as a youth”.</p>
<h2><a id="Story"></a>Story</h2>
<p>Plot specifics are vague, with a vast amount of lore being available but no real mention of the games story. Despite being a “story driven” game, the player is free to make choices that change and influence the story. This, coupled with the fact that the game is predominantly an online experience, leads to some confusion as to what exactly is going on with the games plot, or even if there is one in an overarching sense of the word.</p>
<h2><a id="Gameplay"></a>Gameplay</h2>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/11/shadowrealms_dynamic_warrior_screenshot-1280x720.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-215428" src="https://gamingbolt.com/wp-content/uploads/2014/11/shadowrealms_dynamic_warrior_screenshot-1280x720.jpg" alt="shadowrealms_dynamic_warrior_screenshot-1280x720" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2014/11/shadowrealms_dynamic_warrior_screenshot-1280x720.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/11/shadowrealms_dynamic_warrior_screenshot-1280x720-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Shadow Realms is an online story driven 4v1 action adventure role playing game that “has its genesis in old school Dungeons &amp; Dragons”. To that end, players are free to choose one of six character classes from the classic class archetypes, including Warrior, Assassin, Wizard, Cleric, Ranger and Warlock. As you would expect, each of these classes comes equipped with their own special attacks, unique skills, class specific abilities and various strengths.</p>
<p>The character classes will be augmented by various levels of character and combat customisation that will range from changing play styles and load outs. There is also a variety of abilities that can be used regardless of the players chosen class.</p>
<p>The crux of the gameplay will revolve around the player and three other players teaming up online to tackle another player who controls the enemies and traps in the level. Similar to what is being done in the newest Fable title, Fable Legends.</p>
<p>New gameplay “episodes” will be released “frequently”, though nobody knows just how frequent that actually is. Despite being Story Driven, the player can apparently choose their own path drawing comparisons to other Bioware rpg’s.</p>
<h2><a id="Characters"></a>Characters</h2>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/11/gameplay01-100371859-orig.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-215429" src="https://gamingbolt.com/wp-content/uploads/2014/11/gameplay01-100371859-orig.jpg" alt="gameplay01-100371859-orig" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2014/11/gameplay01-100371859-orig.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/11/gameplay01-100371859-orig-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>As mentioned above, the characters are created by the players by way of an in depth customisation suite.</p>
<p><em>Note: This wiki will be updated once we have more information about the game.</em></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">215423</post-id>	</item>
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		<title>Rollers of the Realm Review</title>
		<link>https://gamingbolt.com/rollers-of-the-realm-review</link>
					<comments>https://gamingbolt.com/rollers-of-the-realm-review#respond</comments>
		
		<dc:creator><![CDATA[Kurtis Simpson]]></dc:creator>
		<pubDate>Wed, 19 Nov 2014 06:42:42 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Atlus]]></category>
		<category><![CDATA[challenge]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[phantom compass]]></category>
		<category><![CDATA[pinball]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[psvita]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[RPG]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=214274</guid>

					<description><![CDATA[A pinball adventure that reeks with creativity.]]></description>
										<content:encoded><![CDATA[<p style="text-align: left;"><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">R</span></p>
<p>ollers of the Realm is best described as a pinball puzzle RPG. The game makes use of the mechanics known to a pinball machine and places them in to a medieval fantasy adventure, that lightly implements the features of an RPG. Taking on the role of a Rogue thief as the game&#8217;s main character, there&#8217;s a strong emphasis on story telling as presented through the game&#8217;s cut-scene introduction.</p>
<p>The high usage of narrative voice-overs and fully voiced characters attempts to build a strong set of characters that players will find themselves immersed within as they venture throughout the game. While it&#8217;s great to see this implementation and the time taken to flesh out a strong cast is appreciated. Due to the game&#8217;s mediocre and <em>&#8220;Heard it all before medieval&#8221;</em> storyline it was relatively difficult to even care who the main character actually was, or who she would come to meet as I spent more time with the game.</p>
<p>A fair amount of my time spent with the game was focused on the gameplay itself as I found it challenging and enjoyable, and also where the game held the majority of its strengths. Unfortunate as it may be the story itself is fairly bland and makes no attempt to actually diverse itself from any other medieval tale that people would have know doubt heard before, through any other form of media.</p>
<p style="text-align: left;"><a href="https://gamingbolt.com/wp-content/uploads/2014/11/rollers-of-the-realm-main-square-02.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-214527 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2014/11/rollers-of-the-realm-main-square-02.jpg" alt="rollers-of-the-realm-main-square-02" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/11/rollers-of-the-realm-main-square-02.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/11/rollers-of-the-realm-main-square-02-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p style="text-align: left;"><p class='review-highlite' >
        " Taking on the role of a Rogue thief as the game's main character, there's a strong emphasis on story telling as presented through the game's cut-scene introduction."   
      </p></p>
<p>Wondering the land as young thief destined to save the world from an ancient darkness, after it&#8217;s former protectors have been imprisoned by a an evil witch. Players will meet other characters along their journey that will form the basis for their team, each with unique and different abilities. Other than her home and family being torn away due to years of war and tyranny making its way throughout the land, not much is known of the main character.</p>
<p>The idea of a game using the mechanics of a pinball machine as a means of use within its level design, story telling, character mechanics, and gameplay, sounds a lot better than it actually plays. Navigating the game&#8217;s levels through the means of flippers placed out in certain areas of the maps is where the game holds enjoyability. But the implementation of a story along with RPG elements don&#8217;t really seem to make much sense when applied to actual gameplay.</p>
<p>For instance, the player is able to recruit party members throughout the course of the game either by purchasing them within the game&#8217;s store, via the use of gold collected from breaking objects and defeating enemies in the game. Or by meeting characters who play a role within the game&#8217;s story. Each of these characters that the player encounters will take on a role that most will find familiar to most RPGs. Those such as the Healer and the Knight which players will meet during the early sections of the game.</p>
<p style="text-align: left;"><a href="https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-20.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-214526 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-20.jpg" alt="Rollers Screens (20)" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-20.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-20-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "Navigating the game's levels through the means of flippers placed out in certain areas of the maps is where the game holds enjoyability."   
      </p></p>
<p>Items are available to purchase for each of these party members, which serve purpose in enhancing their skills and stats, which can be used in providing tactics, additional damage, chance of parry, increased critical strikes, bonus gold rewards, Mana, and the like. Items are available to buy once the selected character has met the required skill level, and certain items can be shared directly across the entire party rather than to that specific party member.</p>
<p>Items come in the form of stamina potions, gauntlets, cloaks, daggers, and so on, all relative to the game&#8217;s medieval theme. Now while all of this sounds great and could possibly make what is essentially just a pinball game vastly interesting. When applied to practical means I can&#8217;t help but think this would have just been better off as a straight up pinball game without the RPG and story, while still keeping  hold of it&#8217;s tremendous level designs.</p>
<p>The different classes of characters available actually do make an interest feature in terms of gameplay. The Rogue is light-weighted and quick, and makes use of a special distraction perk which takes on the form of the character&#8217;s pet dog. The Knight is heavier but stronger and this is essential in taking down certain enemy types. Those such as the Healer is able to revive the other characters should they face defeat by falling from the bottom of the pinball table.</p>
<p style="text-align: left;"><img loading="lazy" decoding="async" class="size-full wp-image-214530 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-171.jpg" alt="Rollers Screens (17)" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-171.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-171-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></p>
<p><p class='review-highlite' >
        "When applied to practical means I can't help but think this would have just been better off as a straight up pinball game without the RPG and story, while still keeping it's level designs."   
      </p></p>
<p>As said previously the characters that the player will encounter are familiar to classes seen in a standard RPG. The problem that lies within the use of these RPG elements isn&#8217;t down to the character-specific traits, but within it&#8217;s emphasis on skill attributes and items. They don&#8217;t really seem to add anything to the game or to that of the character&#8217;s abilities.</p>
<p>So long as the player switches characters when dictated by the game&#8217;s hints and tips, in order to overcome certain enemies or bypass certain routes on the games map, then the items at the player&#8217;s disposal fail to add anything that can be considered of any value.</p>
<p>There&#8217;s no denying this is an enjoyable game and an interesting take on pinball. It&#8217;s fairly creative. But with that being said this is a game about skill and accuracy. The game can have all the items, perks, and skill attributes that it wants, but at the end of the day this is a game about skill, practice, and accuracy. And I feel this stands in direct conflict with the story and RPG features that the game fails to make any real use of.</p>
<p style="text-align: left;"><a href="https://gamingbolt.com/wp-content/uploads/2014/11/rollers-of-the-realm-port-01.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-214529 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2014/11/rollers-of-the-realm-port-01.jpg" alt="rollers-of-the-realm-port-01" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/11/rollers-of-the-realm-port-01.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/11/rollers-of-the-realm-port-01-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "The problem that lies within the use of these RPG elements isn't down to the character-specific traits, but within it's emphasis on skill attributes and items."   
      </p></p>
<p>Although the game has a story to tell which largely directs the flow of the gameplay and the objectives it delivers to the player. All the player is essentially doing is pushing flippers and destroying enemies. And since the nature of pinball is largely reliant on the player&#8217;s skills and control, simple objectives in the game such as reaching a certain gate located on the map, can become increasingly time consuming as well as frustrating.</p>
<p>The nature of an RPG is built around player choice, as well as some form of exploration and control of character progression. But since the game, for the most part guides the player through each level and the player&#8217;s only real input is to switch characters when needed and figure out how to overcome obstacles and enemies, the attempted implementation of RPG mechanics just feel shoe-horned in as a way of making a pinball machine seem more interesting than it actually is.</p>
<p>Frankly, I would have enjoyed the game more had it not tried to implement RPG gimmicks, and the basic goal was just get reach the other side of the map. There&#8217;s no denying the creativity and design here. Rather than using a simple pinball table, the game takes flippers and places them within the game&#8217;s world which in turn makes it appear more arcadey than immersive. And while the story is by no means great or for the most part even that interesting or memorable, it serves as a means for player purpose, and adds a nice touch to what is essentially just a glorified pinball machine.</p>
<p style="text-align: left;"><a href="https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-6.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-214524 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-6.jpg" alt="Rollers Screens (6)" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-6.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-6-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "Frankly, I would have enjoyed the game more had it not tried to implement RPG gimmicks, and the basic goal was just get reach the other side of the map.< /span>   
      </p></p>
<p>Level structures aren&#8217;t standard to a simple table with enemies and flashing lights that the player is required to defeat. Gameplay takes plays from a top-down perspective peering in to the game&#8217;s level, with pinball flippers as the primary means for traversal. The levels have more in common with a simple maze that requires precise timing of using the flippers than to that of an actual pinball machine. It&#8217;s in this use of level design that demonstrates the game&#8217;s strengths and enjoyability.</p>
<p>As the game&#8217;s world adheres to it&#8217;s theme of medieval fantasy and magic. Players can be expect to be bouncing around villages, fields, and towns, each with their own branch of distinctive levels. There&#8217;s dens, courtyards, caverns, sewers, enemy hideouts, and the like. It&#8217;s fair to say the level variety is plenty and the game makes good use of its setting. Progressing from one stage to the next is presented through the game&#8217;s map, with past levels to go back on and replay, should the player wish to earn more gold or re-experience certain levels again. And why not? the levels are fantastic.</p>
<p>While I didn&#8217;t actually expect anything amazing from the game&#8217;s levels due to the theme it takes on, I was pleased with the design of the levels as each one has to incorporate pinball mechanics in order to keep things interesting, and this is where the game shines. Playing through the game with a mouse and keyboard the controls are simple in nature and are user-rebindable should the player desire more control. The player will spend most of the game controlling the left and right flippers, while switching between characters at certain points in the game.</p>
<p style="text-align: left;">With brief instances of navigating the ball itself with full player control without the need for flippers, I found this to be fairly useless as it didn&#8217;t add anything to it&#8217;s gameplay. Should the player wish to use a game pad instead, the game welcomes them to do so and I found no control issues whatsoever with either method. It&#8217;s one of the only few RPGs that come to mind, where I have no problem recommending a game-pad instead of a keyboard, as they seem to adapt much better due the nature of such games containing a hefty number of controls.</p>
<p style="text-align: left;"><a href="https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-5.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-214537 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-5.jpg" alt="Rollers Screens (5)" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-5.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/11/Rollers-Screens-5-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "The use of deep colour and lighting allows the game to visually pop, and it delivers an acceptable amount of detail. "   
      </p></p>
<p style="text-align: left;">The visual aspects of the game take on a cartoonish aesthetic with semi-realistic exaggeration. The use of deep colour and lighting allows the game to visually pop, and it delivers an acceptable amount of detail. Nothing appears flat or washed out and the textures of brick work and grass fields look rich in quality.</p>
<p>The game offers various presets to tailor different PC configurations and the performance is reflective of the what the game delivers on visually. Needless to say the game runs without flaws, and enabling the highest preset is by no means taxing, even for those with low-end hardware. The game doesn&#8217;t offer up many graphical-specific options and given it&#8217;s theme and visual style it&#8217;s fair to say it doesn&#8217;t need to. A light bloom here and there or maybe a few particle effects would have been nice, but the game looks as well as it plays and is by no means a turn-off.</p>
<p>Rollers of the Realm is an enjoyable and challenging game. Character class pinballs put a twist on traditional pinball and this is what the game thrives on, along with it&#8217;s intricate and creative use of level design. While I&#8217;m not particularly fond of the RPG features in the game, the amount of creativity the game holds is quite impressive and the game as a whole is vastly distinctive to anything out there at this point in time. It feels like quick and easy fun that attempts to keep you invested by integrating a story that&#8217;s by no means interesting. It&#8217;s in the gameplay where this game holds up well, and it&#8217;s the only thing that I found to be of most entertainment.</p>
<p><strong><em><span style="color: #ff6600;">This game was reviewed on the PC.</span></em></strong></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">214274</post-id>	</item>
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		<title>Men Like FPSs, Women Like RPGs, Study Finds</title>
		<link>https://gamingbolt.com/men-like-fpss-women-like-rpgs-study-finds</link>
					<comments>https://gamingbolt.com/men-like-fpss-women-like-rpgs-study-finds#comments</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Wed, 29 Oct 2014 01:20:45 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[consoles]]></category>
		<category><![CDATA[fps]]></category>
		<category><![CDATA[MMORPGs]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=212485</guid>

					<description><![CDATA[I like RPGs more, though, and I'm pretty sure I'm a man. I think.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2014/09/xbox-one-vs-ps4-vs-wii-u-0g2ddw55.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-209790" src="https://gamingbolt.com/wp-content/uploads/2014/09/xbox-one-vs-ps4-vs-wii-u-0g2ddw55.jpg" alt="xbox-one-vs-ps4-vs-wii-u-0g2ddw55" width="620" height="233" srcset="https://gamingbolt.com/wp-content/uploads/2014/09/xbox-one-vs-ps4-vs-wii-u-0g2ddw55.jpg 640w, https://gamingbolt.com/wp-content/uploads/2014/09/xbox-one-vs-ps4-vs-wii-u-0g2ddw55-300x112.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>A new study has come out that has established that, statistically speaking, men seem to like first person shooters, while women like role playing games. What this says about me, a man, who prefers role playing games to shooters, I have no idea. Probably that, scientifically and/or statistically speaking, I am a woman.</p>
<p>The latest study out of SuperData Research has shown that women are now the largest demographic group playing RPGs, while 2 out of 5 MMORPG players are also women. Which sort of goes against the traditional fat, Cheetos guzzling basement nerd stereotype that people get when they think of PC gamers.</p>
<p>The report also gave us a breakdown of the age of the players playing MMORPGs.</p>
<p>“Players between 18 and 30 account for 50% of the US MMO audience,” said SuperData in its report. “These players represent the largest age group, many of which started playing MMOs as children, during the segment’s early years, and have continued into their adulthood.</p>
<p>“This generation is expected to expand the older markets as they age since they are the first generation to have grown up with MMOs.”</p>
<p>So much for RPGs, single player or online. For shooters, the breakdown is equally interesting, if a little predictable, with 66% of the players being male, and the rest being females.</p>
<p><a href="http://www.joystiq.com/2014/10/27/report-men-play-more-mmos-fpses-women-rule-mobile-rpg/" target="_blank">Check out the full study</a> for more interesting statistics, including a breakdown of demographics across PC and consoles.</p>
<p>&nbsp;</p>
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		<title>Pillars of Eternity Delayed Into 2015, Obsidian Incorporating &#8220;As Much Feedback as Possible&#8221;</title>
		<link>https://gamingbolt.com/pillars-of-eternity-delayed-into-2015-obsidian-incorporating-as-much-feedback-as-possible</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 03 Oct 2014 12:04:13 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[obsidian entertainment]]></category>
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		<category><![CDATA[Pillars of Eternity]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=210682</guid>

					<description><![CDATA[The crowd-funded RPG is among many projects facing a delay.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/12/1386712322-pe-screenshot-1.jpg"><img loading="lazy" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2013/12/1386712322-pe-screenshot-1.jpg" alt="Pillars of Eternity" width="620" height="349" class="aligncenter size-full wp-image-181423" srcset="https://gamingbolt.com/wp-content/uploads/2013/12/1386712322-pe-screenshot-1.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/12/1386712322-pe-screenshot-1-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/12/1386712322-pe-screenshot-1-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Obsidian Entertainment&#8217;s RPG Pillars of Eternity, which was &#8220;100 percent&#8221; sure to release on PC in 2014 <a href="http://forums.obsidian.net/topic/68878-pillars-of-eternity-early-2015-beta-feedback-and-game-polish/">has been delayed</a> till 2015.</p>
<p>&#8220;To incorporate as much feedback as possible, polish every nook and cranny of the game, and make sure we don&#8217;t ship a buggy game, Obsidian has decided to push the game&#8217;s release into early next year. We are going to use the extra time to make Eternity shine for our backers, and a game that we were proud to call our own and would live up to your expectations.&#8221;</p>
<p>Obsidian Entertainment CEO Feargus Urquhart <a href="http://forum.paradoxplaza.com/forum/content.php?1996-Pillars-of-Eternity-Delayed&#038;">further clarified</a> that, &#8220;Since the very beginning of this project we promised our fans and ourselves that we would release this game only when we knew it would be absolutely ready for the best experience possible. We&#8217;re very close to that point, but not quite there yet. The feedback we have received through our playtest process has been invaluable to us. We are coming into the home stretch but are pushing the release out just a bit to make sure we honor that promise we made originally. Thanks for your patience and support; it will be worth the wait.&#8221;</p>
<p>Pillars of Eternity is famous for being one of the most successful gaming Kickstarters of all time, garnering almost $4 million by mid-October 2012. The game set to come out earlier this year but was delayed once. What are your thoughts on this other delay? Let us know below.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">210682</post-id>	</item>
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		<title>Fallout 4: A Gritty Sequel, Humorous Undertones or Both?</title>
		<link>https://gamingbolt.com/fallout-4-a-gritty-sequel-humorous-undertones-or-both</link>
					<comments>https://gamingbolt.com/fallout-4-a-gritty-sequel-humorous-undertones-or-both#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sun, 01 Sep 2013 17:09:12 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[bethesda softworks]]></category>
		<category><![CDATA[Fallout 4]]></category>
		<category><![CDATA[next gen consoles]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=170911</guid>

					<description><![CDATA[Will the next Fallout be more serious or continue with light-hearted elements?]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/08/Fallout_Power-Armour.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-167657" alt="Fallout_Power Armour" src="https://gamingbolt.com/wp-content/uploads/2013/08/Fallout_Power-Armour.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/08/Fallout_Power-Armour.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/08/Fallout_Power-Armour-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a><br />
Now, more than ever, it seems likely that Bethesda Softworks&#8217; is developing Fallout 4. DLC has ceased for The Elder Scrolls V: Skyrim and The Elder Scrolls Online is being developed by ZeniMax Online Studios. If ever there was room for an open world RPG from the developer, it would be Fallout 4.</p>
<p>But which direction will the game take? We&#8217;ve heard some developers like Obsidian Entertainment&#8217;s Chris Avellone talk about setting the game in a totally new location like New Orleans or even Russia. However, another interesting thing to consider is the atmosphere: Fallout has always been about elements like alien weaponry, humorous amounts of gore and whatnot. Should it take a more gritty approach? Should we see more of the effects of nuclear warfare and less of the black humour that has come to define the series?</p>
<p>It&#8217;s likely there will be a fine balance &#8211; after all, games like Metro: Last Light have got the super serious, post-apocalyptic tone down to a T &#8211; but how would you like to see Fallout 4 handled? Would you be interested in more realism, more humour or both? Let us know in the comments below.</p>
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		<title>Tekken Producer Designed Revolution to be &#8220;Kind of Like an RPG&#8221;</title>
		<link>https://gamingbolt.com/tekken-producer-designed-revolution-to-be-kind-of-like-an-rpg</link>
					<comments>https://gamingbolt.com/tekken-producer-designed-revolution-to-be-kind-of-like-an-rpg#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 06 Aug 2013 10:38:28 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[free to play]]></category>
		<category><![CDATA[Namco Bandai]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Tekken Revolution]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=167808</guid>

					<description><![CDATA[Meant to appeal to those who have never tried Tekken or are returning after a long time.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/06/tekken_revolution.jpg"><img loading="lazy" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2013/06/tekken_revolution.jpg" alt="tekken_revolution" width="620" height="349" class="aligncenter size-full wp-image-162524" srcset="https://gamingbolt.com/wp-content/uploads/2013/06/tekken_revolution.jpg 640w, https://gamingbolt.com/wp-content/uploads/2013/06/tekken_revolution-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a><br />
We already know that Namco Bandai is taking their sweet time with Tekken X Street Fighter, but at least the company has been putting out some strong Tekken entries, like the recently released Tekken Revolution.</p>
<p>Speaking to <a href="http://www.siliconera.com/2013/08/05/tekken-producer-wants-better-ghost-battles-designed-revolution-to-be-rpg-like/">Siliconera</a>, producer Katsuhiro Harada talks about how the game was meant to like an RPG, and that it won&#8217;t necessarily be the direction going forward for the series.</p>
<p>&#8220;To start off, it’s not all Tekkens are going to be like this. This was just a challenge we wanted to try to take on for [Tekken Revolution]. It’s what we expected when we were designing it. Tekken Revolution is geared towards people who have never tried Tekken before or people who are returning after a long time playing.</p>
<p>&#8220;We wanted to show players, kind of like a RPG, that the time you put into the character is reflected into that character so you become attached to them. For fighting games, the only thing that builds up is your skill as a player. However, when someone better than you fights against you that means nothing during that bout. We wanted to adapt the game so the time they put into the game is reflected as their character becomes stronger.&#8221;</p>
<p>Tekken Revolution is currently available for the PlayStation 3 as a free to play title.</p>
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		<title>Muramasa Rebirth PlayStation Vita Launch Trailer</title>
		<link>https://gamingbolt.com/muramasa-rebirth-playstation-vita-launch-trailer</link>
					<comments>https://gamingbolt.com/muramasa-rebirth-playstation-vita-launch-trailer#respond</comments>
		
		<dc:creator><![CDATA[Leonid Melikhov]]></dc:creator>
		<pubDate>Tue, 25 Jun 2013 23:32:24 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Video News]]></category>
		<category><![CDATA[2d]]></category>
		<category><![CDATA[Aksys]]></category>
		<category><![CDATA[Aksys games]]></category>
		<category><![CDATA[Hand-Drawn]]></category>
		<category><![CDATA[Muramasa Rebirth]]></category>
		<category><![CDATA[RPG]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=162359</guid>

					<description><![CDATA[Muramasa Rebirth now available in beautiful HD glory on the PlayStation Vita]]></description>
										<content:encoded><![CDATA[<p><span style="float: left;color: #b00000;font-family: Georgia;font-size: 60px;line-height: 35px;padding-right: 6px">M</span>uramasa Rebirth has launched today for the PlayStation Vita. Check out the launch trailer above. Muramasa Rebirth is now available on the PlayStation Vita after being released for the Wii a while back.</p>
<p>Muramasa Rebirth is well known for it&#8217;s beautiful stylish 2D hand-drawn art-style, exploration, replay value and fun combat. The game contains two separate single-player campaigns and boatloads of collectibles.</p>
<p>The differences between the Wii and PlayStation Vita version are the updated HD graphics, improved/new translation and new button mapping/controls. If you haven&#8217;t played the Wii version now, is your chance to experience the game in all-new HD glory on your shiny new PlayStation Vita.</p>
<p>Let us know if you&#8217;re excited to play the game in the comments below.</p>
<p>Stay tuned to GamingBolt for our full review of Muramasa Rebirth for PlayStation Vita in the next few days.</p>
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		<title>Witcher 3: The Hunt New Screenshots and Artwork Released</title>
		<link>https://gamingbolt.com/witcher-3-the-hunt-new-screenshots-and-artwork-released</link>
					<comments>https://gamingbolt.com/witcher-3-the-hunt-new-screenshots-and-artwork-released#respond</comments>
		
		<dc:creator><![CDATA[Leonid Melikhov]]></dc:creator>
		<pubDate>Sat, 08 Jun 2013 01:24:21 +0000</pubDate>
				<category><![CDATA[Screenshots]]></category>
		<category><![CDATA[CD Projeckt]]></category>
		<category><![CDATA[next-gen]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Witcher 3: The Hunt]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=159202</guid>

					<description><![CDATA[Looks great]]></description>
										<content:encoded><![CDATA[<p>CD Projeckt has released new screenshots and artwork for their long-anticipated sequel Witcher 3: The Hunt.</p>
<p><span style="font-size: 13px; line-height: 19px;">Check out the screenshots set and artwork for Withcer 3: The Hunt below:</span></p>
<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2013/06/Witcher3ScreenSet.jpg"><img loading="lazy" decoding="async" class="aligncenter  wp-image-159210" alt="Witcher3ScreenSet" src="https://gamingbolt.com/wp-content/uploads/2013/06/Witcher3ScreenSet.jpg" width="620" height="533" /></a></p>
<p>&nbsp;</p>
<p>Artwork:</p>
<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2013/06/witcher3artwork_01.jpg"><img loading="lazy" decoding="async" class="aligncenter  wp-image-159204" alt="witcher3artwork_01" src="https://gamingbolt.com/wp-content/uploads/2013/06/witcher3artwork_01.jpg" width="600" height="159" srcset="https://gamingbolt.com/wp-content/uploads/2013/06/witcher3artwork_01.jpg 1000w, https://gamingbolt.com/wp-content/uploads/2013/06/witcher3artwork_01-300x79.jpg 300w" sizes="auto, (max-width: 600px) 100vw, 600px" /></a></p>
<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2013/06/witcher3artwork_02.jpg"><img loading="lazy" decoding="async" class="aligncenter  wp-image-159207" alt="witcher3artwork_02" src="https://gamingbolt.com/wp-content/uploads/2013/06/witcher3artwork_02.jpg" width="562" height="415" srcset="https://gamingbolt.com/wp-content/uploads/2013/06/witcher3artwork_02.jpg 937w, https://gamingbolt.com/wp-content/uploads/2013/06/witcher3artwork_02-300x221.jpg 300w" sizes="auto, (max-width: 562px) 100vw, 562px" /></a></p>
<p>Judging from the screenshots and artwork above the game looks quite beautiful and definitely has its own style and charm to it. Witcher 3: The Hunt is going to be one of the most biggest games next year especially for the RPG fans such as myself and many others in the world.</p>
<p>Next week at E3 we will be covering Witcher 3. Expect a vast amount of new information and media soon so keep your eyes peeled for this one.</p>
<p>Let us know if you&#8217;re excited for the Witcher 3: The Hunt when it releases sometime next year for next-generation platforms and PC in the comments below.</p>
<p>Check back on GamingBolt for our E3 2013 coverage next week.</p>
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