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	<title>rusted moss &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Rusted Moss Interview &#8211; Console Port, New Content, and More</title>
		<link>https://gamingbolt.com/rusted-moss-interview-console-port-new-content-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Sun, 14 Apr 2024 08:49:03 +0000</pubDate>
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					<description><![CDATA[The developers of Rusted Moss speak with GamingBolt about the offbeat Metroidvania game and its upcoming console release. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">G</span>iven how crowded the Metroidvania genre has become, a game that successful delivers a fresh and unique experience is hard not to appreciate, and with its twin-stick shooting, gorgeous retro art style, and a central hookshotting mechanic, <em>Rusted Moss </em>was certainly unique. Since its launch last year, the game has received widespread praise from those who&#8217;ve played it, and with an upcoming content update accompanying its looming console release, <em>Rusted Moss </em>looks set to open the gates for a larger audience to dive in and taste its offerings.</p>
<p>Recently, we were able to send some of our questions about the game to its developers, asking about <em>Rusted Moss&#8217; </em>development, how meaty its content update will be, how it&#8217;ll be different and consoles, and more. Below, you can read our interview with Emlise and happysquared, two-thirds of <em>Rusted Moss&#8217; </em>three-person development team.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-583980" src="https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image.jpg" alt="rusted moss" width="720" height="407" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image.jpg 1911w, https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-1024x578.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-768x434.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-1536x867.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"The development of <em>Rusted Moss</em> was quite improvised &#8211; its core idea, the grappling hook, came about as a coding exercise and was not even intended to be added into a game."</p>
<p><strong>As a sidescrolling Metroidvania twin-stick shooter where players navigate the environments with a grappling hook, <em>Rusted Moss</em> clearly goes out of its way to offer something very unique in the crowded Metroidvania space. What inspired the core idea behind the game?</strong></p>
<p><strong>Happysquared:</strong> I think part of what led to <em>Rusted Moss’</em> uniqueness is that we did not start the game with the idea of “I want to make a metroidvania, how do I make it stand out amongst others?”.</p>
<p><strong>Emlise: </strong>The development of <em>Rusted Moss</em> was quite improvised &#8211; its core idea, the grappling hook, came about as a coding exercise and was not even intended to be added into a game.</p>
<p><strong>Happysquared: </strong>Emlise, our lead developer and originator of the concept, did not actually want the grappling hook in a game as though she was quite proficient at it, she was not sure if other players would enjoy it due to its steep learning curve. However, we convinced her to move on with the idea and she set out to make a game that resonated with her personal taste.</p>
<p>She’s always made games without the intention of appealing to the wider gaming audience and her game design philosophy has always been deeply personal &#8211; less about making sales &#8211; though the riskiness of such a unique grappling hook still gave her pause.</p>
<p>It isn’t just the grappling hook though that I think leads to the unique feeling <em>Rusted Moss</em> gives when compared to other metroidvanias. After all, <em>Rusted Moss</em> is also an amalgamation of smaller games Emlise has made “just for fun” and by extension her own unique perspective.</p>
<p><strong>Emlise: </strong><em>Rusted Moss’</em> main character for example, came from a code project because I just wanted to explore procedural animation and it was not meant for any specific game. As mentioned before, the grappling hook was also made as a completely separate project that was meant to be nothing more than a training exercise; it wasn’t meant to be a playable game either. The robot enemies were part of another training project to explore leg animations. A lot of <em>Rusted Moss’</em> juice and feel started from a 2019 game I made called <em>Ecila </em>and that I iterated on across the years.</p>
<p><strong>Happysquared: </strong>All this patchwork code in <em>Rusted Moss</em> that had long existed in her previous projects have all led to <em>Rusted Moss</em> being made of what Emlise considers the highlights of her older work.</p>
<p>As for the setting and story, I helped develop it after the aesthetic and mechanics were established so a lot of it was inspired by artwork Emlise had already done for the game rather than on existing metroidvania tropes. I was already interested in making something based on traditional fae folklore so it became a unique blend when faced with Emlise’ artstyle of industrial post-apocalyptic ruin.</p>
<p>With the improvised way of development (there were many mechanics that were actually deleted from the game), <em>Rusted Moss</em> unintentionally ended up standing out even though we were less interested in making something unique and more focused on having fun and just being honest to our own personal tastes.</p>
<p><strong>For starters, how has the post-launch period been for you, especially given the positive reception <em>Rusted Moss</em> has enjoyed from players since its PC release last year?</strong></p>
<p><strong>Emlise:</strong> It’s been nice. I’m economically stable now and don’t have to worry about rent and stuff. I can’t hold a 9-5 job because I don’t have the attention span for school or work. Just for indie game development when I can dictate when to work.</p>
<p><strong>Happysquared: </strong>She spent at least 12 hours every day working on <em>Rusted Moss</em>. It was really normal to see her online at 5AM still working on the game. She’d go to sleep at like 6AM.</p>
<p><strong>Emlise: </strong>I don’t know what I would have done if <em>Rusted Moss</em> didn’t do well because I spent more than a year on it and I wasn’t making any money in the meantime.</p>
<p><strong>Happysquared: </strong>Maybe you should make games that appeal to other people so you don’t have to worry about money.</p>
<p><strong>Emlise: </strong>No.</p>
<p><strong>Emlise: </strong>I guess it worked out in the end. As someone struggling financially I probably shouldn’t have made the game.</p>
<p><strong>Emlise: </strong>Considering my financial situation you think I should have just made a <em>Vampire Survivors</em> clone or something.</p>
<p><strong>Happysquared: </strong>She used to support herself by doing art commissions for like ten dollars an hour.</p>
<p><strong>Emlise: </strong>In 2019 I used to walk to 3 different grocery shops so I could buy the cheapest onions and potatoes. So I managed to get it to like 10 cents per dinner.</p>
<p><strong>Happysquared: </strong>Ok but how do you feel about the positive reception post-launch?</p>
<p><strong>Emlise: </strong>People liking the game?</p>
<p><strong>Happysquared: </strong>She used to just read the negative reviews on Steam. She’d message me a minute after one was posted saying “we got another negative review”. To be honest, I think the initial post launch for all of us was rough because we had never gotten this much attention for something we made before. Emlise’s last big game, <em>TWWWR</em>, has 0 negative reviews even though overall it only has like 50 reviews. So even though <em>Rusted Moss</em> has been received very positively, it is also technically the game with the most negative reviews for us. I think we spent some time dealing with that and have felt a lot better since.</p>
<p><strong>Emlise: </strong>Most of my games are published on Itch and there’s less negativity on there compared to Steam. I’m used to getting almost all 5 stars on Itch. I am glad people have enjoyed <em>Rusted Moss</em> though.</p>
<p><strong>Happysquared: </strong>We knew it was a unique game with a steep learning curve so we are very happy it has resonated with so many people.</p>
<p><strong>Was it always the plan to bring the game to additional platforms, or was that something that came about as a result of feedback from the community?</strong></p>
<p><strong>Emlise: </strong>This is more on the publisher’s side. I have no experience with bringing the game to an additional platform. I don’t even know how to get started on it. I guess we have controller support so that’s part of it?</p>
<p><strong>Happysquared: </strong>I mean the vast majority of the porting is handled by PLAYISM. I think without them we would not have been able to get <em>Rusted Moss</em> on additional platforms so we’re very grateful. I think we didn’t have a plan to bring the game to additional platforms because we aren’t very business minded and so didn’t really think further.</p>
<p><strong>Emlise: </strong>I don’t own any consoles so I didn’t think about that stuff. I own an Xbox controller though so I am aware of the Xbox’s existence.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-4.jpg"><img decoding="async" class="aligncenter wp-image-583979" src="https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-4.jpg" alt="rusted moss" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-4.jpg 1329w, https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-4-768x432.jpg 768w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"I mean the vast majority of the porting is handled by PLAYISM. I think without them we would not have been able to get <em>Rusted Moss</em> on additional platforms so we’re very grateful. I think we didn’t have a plan to bring the game to additional platforms because we aren’t very business minded and so didn’t really think further."</p>
<p><strong><em>Rusted Moss&#8217;</em></strong><strong> console launch will be accompanied by the launch of a major new update. Can you talk to us about how the new content is going to be integrated into the base experience? Is it meant to be post-game content, or will players have the option to tackle it during the course of the main game itself?</strong></p>
<p><strong>Emlise: </strong>There’s a little bit of new main game content but it is mostly post-game. There are some new optional areas players can tackle pretty early but most is for people that have beaten most of the game.</p>
<p><strong>Happysquared: </strong>A large section of it is a challenge area that was removed from the main game because we thought it might be too hard but decided to re-implement it and expand it. The major new update contains 300+ rooms.</p>
<p><strong>Emlise: </strong>The other sections that aren’t the challenge area can be accessed during the course of the main game. They’re easier and a good time for those that just want more of the main game experience. As for the challenge area, it was a good chance for us to explore and further develop parts of the main game. A lot of the <em>Rusted Moss</em> main game has a lot of untapped potential in terms of how complex the challenges are so the challenge area was a good place to explore how far we could push it.</p>
<p><strong>Happysquared: </strong>How far we could push the players up for the challenge.</p>
<p><strong>Emlise: </strong>Not really for the players in mind specifically. I wanted to make the challenge area like the main game’s energy but cranked up to 11 because I thought it was fun.</p>
<p><strong>Happysquared: </strong>That’s true. I guess a lot of our development philosophy was to make a game we enjoyed and then find players who also enjoy the same thing rather than adding what we think players would like. I think we were successful in that as we did reach out to our community to help playtest these challenge areas and the feedback has been positive. So lucky us that we found an audience with similar tastes!</p>
<p><strong>Emlise: </strong>Odds are that if you make something you really like you’re also going to find similar people who will also really like it.</p>
<p><strong>What can you tell us about the new Maya mode? What kind of an impact will playing as Maya have in terms of the mechanics and moment-to-moment gameplay?</strong></p>
<p><strong>Happysquared: </strong>It started off as a joke.</p>
<p><strong>Emlise: </strong>I can’t recall what made me decide to add it to the game.</p>
<p><strong>Happysquared: </strong>We kept making stupid jokes about it and you said you wouldn’t add it in unless you had a good reason.</p>
<p><strong>Emlise: </strong>I don’t remember what the reason was.</p>
<p><strong>Happysquared: </strong>Maya mode is accessible after you finish the main game and it goes by our speedrun mode rules &#8211; so all dialogue and text is hidden, it is just pure gameplay.</p>
<p><strong>Emlise: </strong>With <em>Rusted Moss</em> having been so improvised, getting to create a character with the knowledge of what type of game it already is was fun. The challenge of making the player character after you’ve already designed everything after you already designed everything (every obstacle…) is a fun challenge.</p>
<p><strong>Happysquared:</strong> She plays very different from Fern.</p>
<p><strong>Emlise: </strong>A lot more aggressive and fast paced. We tried to give her a very high skill ceiling and she’s a glass cannon.</p>
<p><strong>Happysquared: </strong>She’s really fun and best experienced after playing the game as Fern as she makes the game feel completely different.</p>
<p><strong>Emlise: </strong>She’s more explosive. For the main game, you have to take your time to get acquainted with Fern and ramp up your skills slowly, but for Maya she hits the ground running and is an immediate powerhouse but very volatile.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-3.jpg"><img decoding="async" class="aligncenter wp-image-583978" src="https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-3.jpg" alt="rusted moss" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-3.jpg 1916w, https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/rusted-moss-image-3-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"There’s a little bit of new main game content but it is mostly post-game. There are some new optional areas players can tackle pretty early but most is for people that have beaten most of the game."</p>
<p><strong>How large are the new areas that you&#8217;re adding to <em>Rusted Moss</em> going to be, and how will they differ from the game&#8217;s existing areas in terms of their design and visual style?</strong></p>
<p><strong>Happysquared: </strong>There’s 300+ rooms.</p>
<p><strong>Emlise: </strong>The challenge area follows a more traditional linear 2D platformer in terms of design. We reworked the visual pipeline. After the experience of making the main game, we learned a lot so we made changes in the programming and rendering to make it look good and were able to do it much faster.</p>
<p><strong>Happysquared: </strong>Emlise developed the visual style more. I think it looks a lot better. She got better at making assets.</p>
<p><strong>Emlise: </strong>Also we added slopes!</p>
<p><strong>When porting <em>Rusted Moss</em> to consoles, did you have to make any kind of adjustments to things such as the controls or the UI?</strong></p>
<p><strong>Happysquared: </strong><em>Rusted Moss</em> demands a lot from its players. We had an accessibility update in the past to help players that rather not engage with the game in that manner. With <em>Rusted Moss</em> coming to consoles, we also rethought some accessibility options with controller players in mind. For example adding in an auto-shoot ability so players who rather focus on the grapple can do so without worrying about also aiming to shoot. This helped reduce the multitasking some players have trouble with. I think with accessibility options, when we first launched they were pretty heavy handed with invincibility options so we wanted to give more of a variety so players could customise their game experience more.</p>
<p><strong>Emlise: </strong>At least when we launched for PC we already had controller compatibility for Xbox and PlayStation with the ability to rebind controls.</p>
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		<item>
		<title>12 Sleeper Hits of 2023 That Were Worth Your Time</title>
		<link>https://gamingbolt.com/12-sleeper-hits-of-2023-that-were-worth-your-time</link>
		
		<dc:creator><![CDATA[Stuart Glover]]></dc:creator>
		<pubDate>Fri, 29 Dec 2023 14:39:32 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[dredge]]></category>
		<category><![CDATA[el paso elsewhere]]></category>
		<category><![CDATA[football manager 2024]]></category>
		<category><![CDATA[gravity circuit]]></category>
		<category><![CDATA[Hi-Fi Rush]]></category>
		<category><![CDATA[Jusant]]></category>
		<category><![CDATA[Oxenfree 2: Lost Signals]]></category>
		<category><![CDATA[rusted moss]]></category>
		<category><![CDATA[Season: A Letter to the Future]]></category>
		<category><![CDATA[space wreck]]></category>
		<category><![CDATA[ugly]]></category>
		<category><![CDATA[viewfinder]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=574513</guid>

					<description><![CDATA[The 12 games on this rundown you might have heard of, or maybe you haven’t; point is, these games deserve to be played far and wide. Hopefully there’ll be something new here that’ll pique your interest. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>his year has been a fantastic year for video games. So many releases will go into the pantheon of all-timers, but as ever there are a host of video games which the limelight has largely shunned. Perhaps they released too close to something more well known? Or they captured lightning in a bottle on release, only to fade away mere days later.</p>
<p style="text-align: center;"><strong><em>Dredge</em></strong></p>
<p><iframe loading="lazy" title="12 SLEEPER HITS of 2023 You Missed Playing" width="500" height="281" src="https://www.youtube.com/embed/lFScgILVWI8?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>Described as a single-player fishing adventure with a sinister undercurrent, <em>Dredge</em> is one of the most unexpectedly exciting indie games to release this year. Players act as trawlerman, furrowing nautical depths and selling their catch. Cash leads to better fishing equipment, and soon enough players are trawling the depths of deep sea, but the deeper the water the bigger the threat. Fog pervades the mysterious open ocean, with a dark history lurking beneath the water surface. If you’ve played <em>Dredge</em>, you’ll know how enveloping it is. For everyone else, there’s mysteries to unravel in them there seas.</p>
<p style="text-align: center;"><strong><em>Viewfinder</em></strong></p>
<p>A mind-bending first-person puzzler in the vein of <em>Manifold Garden</em> or <em>Superliminal</em>, <em>Viewfinder</em> challenges perception, reshapes reality, and redefines the world, all through the lens of an instant camera. The premise is simple enough: place captured photographs and camera roll images into your immediate vicinity to alter the environment and overcome obstacles. The image-warping escapism also evokes <em>Gorogoa</em> but play through <em>Viewfinder</em> and you’ll quickly realise it’s very much its own thing, a towering achievement for its one-man studio. Hopefully <em>Viewfinder’s</em> nominations for best indie and best debut indie at The Game Awards bring it to a wider audience.</p>
<p style="text-align: center;"><strong><em>Football Manager 2024</em></strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2023/10/football-manager-2024-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-569427" src="https://gamingbolt.com/wp-content/uploads/2023/10/football-manager-2024-image.jpg" alt="football manager 2024" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/10/football-manager-2024-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/10/football-manager-2024-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/10/football-manager-2024-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/10/football-manager-2024-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/10/football-manager-2024-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/10/football-manager-2024-image-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p>Yes, you’ve probably heard of <em>Football Manager</em>, and yes, you’re likely to have let this iteration pass you by. But do so at your peril, because if you have hundreds of hours to spare <em>Football Manager 2024</em> is the most engrossing entry in years thanks to new features such as the set piece creation wizard, improved player animations, and more visible feedback on whether your team’s formation and tactics are working as anticipated on match day. <em>Football Manager’s</em> uncanny ability to attach emotion to a barrage of stats and spreadsheets is still it’s forte, but its <em>24’s</em> new additions which promote this entry to a must play for anyone even remotely interested in the ruthless world of football management.</p>
<p style="text-align: center;"><em><strong>Rusted Moss</strong> </em></p>
<p><em>Rusted Moss</em> is a metroidvania with compelling twin-stick shooting and traversal mechanics; grapple hooks give players ability to swing through the game’s deftly designed zones whilst thumb-sticks turn levels into precise, 360° shooting galleries. It’s a skill that’s tricky to learn initially but becomes masterfully intuitive the longer you play. <em>Rusted Moss </em>was hyped on release last April, but chatter has since petered out. It’d be great to see this niche indie project on more platforms as its twin-stick mechanic is made for consoles.  <em>          </em></p>
<p style="text-align: center;"><strong><em>Gravity Circuit</em></strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2023/12/gravity-circuit.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-574515" src="https://gamingbolt.com/wp-content/uploads/2023/12/gravity-circuit.jpg" alt="gravity circuit" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/12/gravity-circuit.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/12/gravity-circuit-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/12/gravity-circuit-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/12/gravity-circuit-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/12/gravity-circuit-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/12/gravity-circuit-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p>A slick 2D platformer evoking classics, in <em>Gravity Circuit</em> players assume command of the <em>Mega Man</em> alike Kai, a lone wolf war hero who must channel mysterious powers into devastating punches, kicks, and combos in a rip-roaring soar through a sentient robot inhabited retro future. Like any other year, 2023 has seen its fair share of fantastic platformers – offerings from <em>Mario</em> and <em>Sonic</em> notwithstanding – but as one of the year’s best <em>Gravity Circuit</em> doesn’t deserve to be overshadowed.</p>
<p style="text-align: center;"><em><strong>Space Wreck </strong> </em></p>
<p>This bite sized post-apocalyptic space explorer packs an awful lot of RPG into a tiny package. Developer Pahris Entertainment SIA have crafted something they say is ‘intentionally short yet surprisingly deep’, opting to focus on replayability. In <em>Space Wreck</em>, with numerous traits to plough into your character, every decision harbouring consequence, and up to eight possible solutions for each of the game’s quests there’s plenty of variation and playstyle on offer. Fans of games at the cerebral end of the RPG spectrum like <em>Disco Elysium</em> shouldn’t sleep on this one.  <em> </em></p>
<p style="text-align: center;"><strong><em>Season: A Letter to the Future</em></strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2023/01/season-a-letter-to-the-future.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-540603" src="https://gamingbolt.com/wp-content/uploads/2023/01/season-a-letter-to-the-future.jpg" alt="season a letter to the future" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/01/season-a-letter-to-the-future.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/01/season-a-letter-to-the-future-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/01/season-a-letter-to-the-future-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/01/season-a-letter-to-the-future-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/01/season-a-letter-to-the-future-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/01/season-a-letter-to-the-future-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p>A meditative bike ride through verdant valleys and quaint townships, <em>Season: A Letter to the Future</em> encourages players to capture the essence of life – the smell of a flower, the sound of a meadow breeze, the late-afternoon light cascading down the face of a statue – to distil the significance of our relationships and to find meaning in minutiae, all before an inevitable apocalypse wipes the slate clean. <em>Season: A Letter to the Future </em>reminds us that the value is in the voyage, not the destination.</p>
<p style="text-align: center;"><strong><em>Ugly</em></strong></p>
<p>A reflective platformer in more ways than one, <em>Ugly</em> utilises a creative mirror mechanic to solve challenging puzzle rooms, creating a shadowy replica of yourself to swap and change the world around you. The mirror isn’t just for platforming though, its activation can reveal hidden secrets and past trauma – the game takes place in the recesses of a tormented nobleman’s mind. A hidden gem in every sense, <em>Ugly</em> hasn’t received much fanfare which is a shame because away from the innovative platforming there’s a stirring narrative to unravel.</p>
<p style="text-align: center;"><strong><em>Hi-Fi Rush</em></strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2023/01/hi-fi-rush-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-542335" src="https://gamingbolt.com/wp-content/uploads/2023/01/hi-fi-rush-image.jpg" alt="hi-fi rush" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/01/hi-fi-rush-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/01/hi-fi-rush-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/01/hi-fi-rush-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/01/hi-fi-rush-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/01/hi-fi-rush-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/01/hi-fi-rush-image-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p>Surprise released to immediate fanfare by <em>The Evil Within</em> developer Tango Dreamworks, <em>Hi-Fi Rush</em> continued rhythm-action games’ renaissance with its stylish gameplay synced to a pumping soundtrack. The month following its release concurrent Steam players dropped off a cliff with 65% moving onto something else, and despite a resurgence in the early Autumn following its Arcade Challenge update it seems <em>Hi-Fi Rush</em> has been largely forgotten. However, it’s hybridisation of genres, killer mixtapes, memorable characters, and pulsating action is worth a go for anyone even slightly interested.</p>
<p style="text-align: center;"><strong><em>El Paso, Elsewhere</em></strong></p>
<p>Exuding all the style and power of <em>Max Payne, El Paso, Elsewhere</em> is a third-person neo-noir shooter taking place inside the shapeshifting confines of a strange hotel. Hunt werewolves, evil puppets, and a host of damned creatures in vivid slow motion, all whilst on a meaningful mission to destroy the villain you once loved. There’s more to <em>El Paso, Elsewhere</em> than cinematic gunfire, but of course any fan of shooting games should take note.</p>
<p style="text-align: center;"><strong><em>Jusant</em></strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2023/11/jusant.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-571266" src="https://gamingbolt.com/wp-content/uploads/2023/11/jusant.jpg" alt="jusant" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/11/jusant.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2023/11/jusant-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/11/jusant-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/11/jusant-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/11/jusant-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/11/jusant-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><em>Jusant</em> is a meditative action-puzzle climbing adventure in which players scale an impossibly tall tower in command of an androgenous climber. As the altitude increases, so does the repertoire of climbing tools and techniques; players must use their wits to best scale the tower’s diverse biomes, uncovering a deep history with every foot of elevation. Don’t Nod’s latest effort is contemplative, challenging, but ultimately, a beautiful experience that’s not to be missed.</p>
<p style="text-align: center;"><strong><em>OXENFREE II: Lost Signals</em></strong></p>
<p>You’d be forgiven for not realising the sequel to one of indie games’ most confounding entries released this year, but <em>OXENFREE II: Lost Signals</em> did indeed step into the light this past July. Set five years after its predecessor, <em>Lost Signals</em> follows Riley as she investigates mysterious electromagnetic waves disturbing TV signals and aviation radar that’re emanating from her hometown. A mind-bending, supernatural thriller, with meaningful conversation choices shaping the story as Riley uncovers more than she bargained for.</p>
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