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	<title>Saber Interactive &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Space Marine 2&#8217;s Controversial Chapter Voice Pack DLC is Now Free Following Fan Backlash</title>
		<link>https://gamingbolt.com/space-marine-2s-controversial-chapter-voice-pack-dlc-is-now-free-following-fan-backlash</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Fri, 20 Mar 2026 13:34:27 +0000</pubDate>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=639625</guid>

					<description><![CDATA[Saber and Focus have spoken up about the game's first real controversy, and it's looking like a genuine effort at some damage control.
]]></description>
										<content:encoded><![CDATA[<p><em>Warhammer 40,000: Space Marine 2 </em>has largely been a successful outing for Saber Interactive and Focus Entertainment, and even managed to <a href="https://gamingbolt.com/warhammer-40000-space-marine-2-is-still-a-brutal-masterpiece-a-year-later">stay relevant</a> more than a year after its 2024 release. It&#8217;s a considerable feat in a world where players could move on to newer titles quite easily.</p>
<p>However, the game has been at the center of a storm surrounding its latest voice pack DLC, a $5 pack advertised as including 450 re-recorded voice lines, which had fans quite excited to dive back into Demetrian Titus&#8217;s explosive adventure. However, things haven&#8217;t really gone according to plan, with the pack&#8217;s implementation drawing fans&#8217; ire since the number of re-recorded lines applies across all available languages, which comes across as false advertising.</p>
<p>Saber and Focus have clearly recognized that they&#8217;ve dropped the ball on this one and have put out a tweet promising refunds to those who purchased the pack while making its content free for affected players and those interested in checking it out.</p>
<p>&#8220;We heard your feedback regarding the <em>Chapter Voice Pack</em> DLC and wanted to address it. It&#8217;s obvious this DLC has failed to meet your expectations, and we are sorry about that. Delivering quality content &#8211; free or not &#8211; is a priority for us. This is why we&#8217;ve decided to offer a refund to all owners of the DLC, and to make it free from now on. We are currently setting up the refund with platform owners and will come back soon with more info. Always grateful for your dedication to our game.&#8221;</p>
<p>That&#8217;s a step in the right direction towards earning back the goodwill the game has lost, and is probably going to be helped along by the recent addition of the <a href="https://gamingbolt.com/warhammer-40000-space-marine-2-introduces-the-techmarine-as-a-playable-class-in-latest-update">Techmarine</a> as a playable class. Of course, there&#8217;s even more content coming to <em>Space Marine 2</em>, so here&#8217;s hoping it can remain on the straight and narrow, perhaps even carrying these lessons into <em>Space Marine 3</em>.</p>
<p>https://x.com/Focus_entmt/status/2034678665632436501</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">639625</post-id>	</item>
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		<title>John Carpenter&#8217;s Toxic Commando Review &#8211; So-So, Commando</title>
		<link>https://gamingbolt.com/john-carpenters-toxic-commando-review-so-so-commando</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 13 Mar 2026 17:27:30 +0000</pubDate>
				<category><![CDATA[Article]]></category>
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		<category><![CDATA[John Carpenter&#039;s Toxic Commando]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=639153</guid>

					<description><![CDATA[Saber's latest is an enjoyable co-op zombie-slaying romp, even if it could have benefitted from a less awful story and more uniqueness.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>hile you might think, as I did when starting, that <em>John Carpenter&#8217;s Toxic Commando</em> was born from the success of <em>Space Marine 2</em>, Saber Interactive actually announced it way back in Summer 2023. It was originally scheduled to launch in 2024 but faced unanticipated (and ultimately unknown) delays. It&#8217;s finally upon us, bringing yet another attempt at co-op zombie-slaying to the masses with maybe some unique element to distinguish it from the pack.</p>
<p>Your mileage will vary on that, but one thing that it probably isn&#8217;t worth delving into is the story. For a game that shouldn&#8217;t have to focus all that much on narrative, <em>Toxic Commando</em> certainly tries. In a nutshell, you control the self-proclaimed squad as they take on a mysterious job to deliver a mysterious container. All hell literally and figuratively breaks loose, and after ending up infected, they work together with their new benefactor to take out the very source of the infection. Sounds simple enough, yet it&#8217;s dotted by horrible dialogue (“Is there a Mr Gallagher?” Really?), awkward humor and non-existent chemistry between the cliched characters. Why Saber constantly insists on it, especially with the sheer number of cutscenes, is bizarre, but you can mercifully skip them.</p>
<p><iframe title="John Carpenter&#039;s Toxic Commando Review - The Final Verdict" width="500" height="281" src="https://www.youtube.com/embed/uHLUEH8IvfI?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 class="review-highlite" >"Still, at least the shooting is responsive enough – the number of options to customize in that regard is also great – and you&#8217;ll get very good at sweeping the hordes aside. That&#8217;s usually when the game will ramp up the challenge."</p>
<p>Where <em>Toxic Commando</em> ultimately delivers, even if it doesn&#8217;t massively shine, is in the action. If you&#8217;ve been hankering for some <em>Left4Dead</em>-style action with minimally intrusive gimmicks, then you&#8217;re more than covered. You&#8217;ve got wanderers roaming out on their own, seemingly waiting for you; mobs that appear as tensions rise, forcing players to deal with them or risk getting overrun; and, the usual favorite, swarms spilling over themselves in waves upon waves, like a barely contained undead ocean. It&#8217;s all you can do to stay out of the way, unloading everything and hoping it buys enough space before the next tide rolls on in.</p>
<p>All the usual weaponry is on hand – shotguns, assault rifles, submachine guns, etc, which can be customized with attachments. You can only carry one primary at a time, with a secondary slot reserved for pistols, and a melee slot for crowbars, bats, machetes, etc. Then there are the special weapons discovered on each map, ranging from two types of grenade launchers to an ineffective LMG and a railgun that&#8217;s excellent against heavier targets.</p>
<p>While the variety is all well and good, you&#8217;ll have to stick with one option for extended periods of time to level it up and unlock the ability to equip certain attachments. Over time, you can increase a weapon&#8217;s tier, which increases its ammo and certain stats, like penetration, or prestige it, resetting the progress for the sake of some unlocks. It would be all well and good if the currency gains on Normal and below didn&#8217;t feel so lackluster, but even if you can get past that, this is a fairly standard, by-the-numbers weapon upgrade system that sadly lacks any imagination.</p>
<p>At least the skill trees for each class are slightly better. I focused mainly on the Strike, and delighted in turning my palm blast into an eye-in-the-sky that obliterated those below. However, once again, there are several other nodes devoted to unexciting options like “extra grenade” or “faster reload speed,” which is a shame.</p>
<p>Still, at least the shooting is responsive enough – the number of options to customize in that regard is also great – and you&#8217;ll get very good at sweeping the hordes aside. That&#8217;s usually when the game will ramp up the challenge. I definitely noticed mobs becoming more frequent, even on the earlier stages of Normal difficulty in co-op, not to mention the imminent arrival of special infected. Unfortunately, <em>Toxic Commando</em> doesn&#8217;t really do much to innovate on the same, right down to the Tank that barrels towards a person and grabs them while constantly slamming them into the ground.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-638153" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7.jpg" alt="TOXIC COMMANDO" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"If you&#8217;re content enough to weather the storm without any tools like mortars, traps and turrets, then by all means skip those Spare Parts, but they can serve as a neat distraction, especially when trying to gather additional currency for unlocking attachments (and even cosmetics)."</p>
<p>Nevertheless, they each have unique roles – I especially liked how a blast from the stalker would tangle your vehicle in roots, requiring you to manually shoot them to continue. It&#8217;s a nice “Why aren&#8217;t we moving?” which quickly turns into “Why aren&#8217;t the rest of you dealing with this?” if you&#8217;re the driver before pre-emptively stepping out and taking care of the issue yourself (not projecting, of course). However, aside from spawning the team on different points of the map at the start of each mission and changing up the optional objectives, don&#8217;t expect much more in terms of “randomness”, which definitely impacts the replay value.</p>
<p>The option to drive around the map before heading to the next objective, gathering supplies like Spare Parts, special weapons, ammo and whatnot, is also intriguing. Driving can occasionally become an issue, especially if you&#8217;re in a vehicle without a wench and get stuck in the mud, but at least they each have unique functions, like the Ambulance&#8217;s healing, and the controls are on point.</p>
<p>If you&#8217;re content enough to weather the storm without any tools like mortars, traps and turrets, then by all means skip those Spare Parts, but they can serve as a neat distraction, especially when trying to gather additional currency for unlocking attachments (and even cosmetics). It is a little egregious that Spare Parts are also required to refill on ordinance (the special weapon caches are at least higher rarity), and that not all locations for the climactic fights provide at least one of the resources for each team member. But, as tedious as it can sometimes be to go out of your way to a location for the same, especially with how lackluster the different points of interest can be, it is worth it.</p>
<p>Except when sometimes playing solo, and that&#8217;s purely due to the knockdown system. When you or your teammates are downed in co-op, there&#8217;s a limited time to revive you. It can be extended by slaying zombies around (and shortened as they deal damage), but once you&#8217;re out, a teammate must find you in a sludge cocoon or whatever to bring you back. Special seeds, which offer bonus rewards if carried until the end of the mission, can serve as a self-revive in this state.</p>
<p>But if you&#8217;re solo and taken out without having a seed on hand? Thanks for coming – now repeat the whole mission. No checkpoints, nothing. I can&#8217;t even blame my AI teammates in such circumstances because the bosses and special infected hit hard enough that I don&#8217;t have time to wait for their revives. And best of all, the timer to extend your downed state is based on kills, not on, say, damage dealt. So if you&#8217;re surrounded by special infected, not even a fully upgraded magnum will save you.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5.jpg"><img decoding="async" class="aligncenter wp-image-638151" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5.jpg" alt="TOXIC COMMANDO" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"All in all, Toxic Commando should be taken at face value – as a dumb, arcadey shooter that you can spend the weekend with other people and maybe waste some time on solo (just beware that there&#8217;s no offline option). Nothing less but certainly nothing more."</p>
<p>Which is a shame because, solo or with teammates, the greater difficulties are where <em>Toxic Commando</em> really shines. Swarms become far more common; healing and other resources become rarer; and you&#8217;ll actually need to train hordes, if not coordinate with teammates, to take out special infected faster, rather than face-tanking or simply accepting that oversized death grab. It&#8217;s tense, and the rewards are much more satisfying – it&#8217;s a shame that the lack of checkpoints in solo doesn&#8217;t make it worth the risk if you&#8217;re trying to farm currency for attachments and upgrades. Then again, it may be a worthwhile challenge for those who have mastered co-op and want something a little more challenging to really feel something (especially since there isn&#8217;t much more content on offer).</p>
<p>Performance Mode served me well enough on PS5, even if I had to ignore image quality at longer ranges to save my eyes. The frame rate stayed mostly stable, which is saying something given the sheer amount of chaos happening on screen. Overall, fidelity is nothing to shout about, and the odd few bugs can be seen, but nothing too crazy.</p>
<p>All in all, <em>Toxic Commando</em> should be taken at face value – as a dumb, arcadey shooter that you can spend the weekend with other people and maybe waste some time on solo (just beware that there&#8217;s no offline option). Nothing less but certainly nothing more. Whether Saber deigns to build on this further remains to be seen, but hopefully it focuses on more content and less awful storytelling.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on PlayStation 5.</strong></em></span></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">639153</post-id>	</item>
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		<title>If You Loved Space Marine 2, Toxic Commando Might Be Your Next Co-op Fix</title>
		<link>https://gamingbolt.com/if-you-loved-space-marine-2-toxic-commando-might-be-your-next-co-op-fix</link>
		
		<dc:creator><![CDATA[Usaid]]></dc:creator>
		<pubDate>Thu, 12 Mar 2026 20:05:02 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Editorials]]></category>
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		<category><![CDATA[John Carpenter's Toxic Commando]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=639092</guid>

					<description><![CDATA[Toxic Commando is shaping up to be the next big obsession for co-op fans, and here’s why you should be paying attention.]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;"><span class="bigchar">C</span>o-op games have been one of the most popular genres in gaming, and that’s for good reason. There’s a lot of joy to be had when the fun stems not only from overcoming the obstacles that the devs have put, but also working together as a team and solving the problems of your own making. That element of chaos and the ability to create emergent narratives out of the same gameplay loop can be really addictive, but not a lot of games in the current market have been able to satisfy that itch for the long term.</span></p>
<p><iframe loading="lazy" title="Loved Space Marine 2? Toxic Commando Could Be Your Next Co-op Obsession" width="500" height="281" src="https://www.youtube.com/embed/zd3cdzjAb_w?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><span style="font-weight: 400;">For most of us, <em>Warhammer 40,000: Space Marine 2</em> was the game that defined this particular brand of co-op carnage last year. Players would fondly remember the familiar feeling of slashing through hordes of enemies, teammates going down at the worst possible moment, and clutching through crucial moments with nothing but a sliver of health left. And if you are looking for a new game to satisfy that very itch, look no further than John Carpenter’s <em>Toxic Commando</em>.</span></p>
<p><span style="font-weight: 400;">Set to release on 12th March, <em>Toxic Commando</em> is all about creating and maintaining the rhythm of shared carnage. The clutch revives, the desperate reloads, the last-second saves that turn into stories you retell the next night.<em> Space Marine 2</em> delivered that feeling with a sense of discipline and weight as players had to choose between different functioning classes and play out a specific role in the heat of chaos. But if you’re looking for the next obsession to simply keep your squad busy, John Carpenter&#8217;s <em>Toxic Commando</em> might be aiming at the same dopamine loop from a completely different angle. Where <em>Space Marine 2</em> is controlled brutality, Toxic Commando looks like personality-driven chaos, and that contrast is exactly what makes this game worthwhile.</span></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638151" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5.jpg" alt="TOXIC COMMANDO" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><span style="font-weight: 400;"><em>Space Marine 2</em> also hit so hard because of its weight. Every step felt heavy, and every swing was purposeful. Beneath the very inviting veneer of an ultra-violent game was a movement system that was purposefully heavy, which urged players to hold their ground and build micro-level strategies about handling waves of pressure. That feeling of being purposefully heavy also extends to the feedback loop where the sound design reinforced the fantasy of being an unstoppable war machine with heavy weapons kicking back and enemies staggering hard to melee strikes. Even when you are sprinting into a swarm, there is a sense of mass and momentum that makes every encounter feel grounded.</span></p>
<p><span style="font-weight: 400;">Then there is the co-op glue. <em>Space Marine 2 </em>is great at creating a state of constant pressure, with waves of enemies forcing squads to hold ground together. Priority threats demand focused fire, revives require taking risks. The game rarely allows one player to carry everything solo; survival depended on awareness and coordination. </span></p>
<p><span style="font-weight: 400;">There is a very careful balancing act as you carry out roles and responsibilities in the heat of battle, and the journey of achieving that can be really addictive. The cycle of dropping in, smashing through a mission, extracting by the skin of your teeth and running it back rarely stops being so interesting. <em>Space Marine 2</em> understood that great co-op isn’t just about kills &#8211; it’s about moments. It built encounters that escalated, peaked, and released in a rhythm that made you want another round. The missions felt authored without feeling restrictive, which meant every run had room for improvisation.</span></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638150" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4.jpg" alt="TOXIC COMMANDO" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><span style="font-weight: 400;">That’s where <em>Toxic Commando</em> enters the conversation. On the surface, it’s a tonal opposite. Instead of gothic war chants and disciplined formations, it leans into B-movie chaos with all the corny over-the-top personalities proudly hanging on its sleeve. You play as a crew of misfits rather than genetically engineered super-soldiers, but beneath that tonal shift lies the same formula &#8211; survive overwhelming odds together and enjoy the rollercoaster of laughs and screams along the way.</span></p>
<p><span style="font-weight: 400;">If <em>Space Marine 2</em> sells the fantasy of elite soldiers executing a grim campaign with precision, Toxic Commando appears to sell the fantasy of barely holding it together in a world drowning in mutant chaos. Where <em>Space Marine 2</em> thrives on structure and weight, Toxic Commando seems poised to thrive on unpredictability and personality. The fun may not come solely from perfect execution, but from figuring things out on the way and improvising strategies</span><b>.</b></p>
<p><span style="font-weight: 400;">At their core, though, both games share the same pillars that define great co-op shooters. Firstly, we have a combat system that starts off strong and rarely lets its foot from the gas. <em>Toxic Commando’s</em> gameplay appears to follow a similar philosophy, and its chaotic swarms and environmental hazards are all about being mobile in large arenas. Staying still is a surefire way to get killed, so maintaining a forward sense of momentum is essential for survival<img loading="lazy" decoding="async" class="aligncenter wp-image-638153" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7.jpg" alt="TOXIC COMMANDO" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></span></p>
<p><span style="font-weight: 400;">The second aspect is readable chaos. Co-op breaks down when players can’t parse the battlefield. <em>Space Marine 2</em> excelled at clear enemy silhouettes, obvious priority threats, and clean visual feedback. Even at peak intensity, you knew where to hit and who to hit first. <em>Toxic Commando</em> appears to share that same clarity, and it’s a lot more important because the game thrives on runaway chaos. For co-op to feel right, players must instantly recognize danger, coordinate targets, and understand their role in the chaos.</span></p>
<p><span style="font-weight: 400;">Lastly, there’s the element of generating clutch stories; emergent narratives that are personal to the player. <em>Space Marine 2 </em>was brilliant at creating those “you had to be there” moments &#8211; the last magazine you emptied into a charging brute, the desperate revive while another player body-blocked a swarm, or the final stand at extraction. These weren’t scripted cutscenes; they were systems interacting with one another and creating dynamic stories. <em>Toxic Commando’s</em> operates on the same pillars, so it should also produce similar stories. </span></p>
<p><span style="font-weight: 400;">The element of game juice is rarely talked upon, but it silently carries the utmost impact on how the game feels to play and how enjoyable it remains on a moment-to-moment basis. <em>Space Marine 2</em> set a benchmark for weight, and while Toxic Commando doesn’t need to mimic that exact heaviness &#8211; it looks to be delivering that same punch in a different way. Enemy reactions, readable hit confirmation, and satisfying weapon handling should carry the same intensity to really sell the feeling of being stranded in a never-ending battle.</span></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-623494" src="https://gamingbolt.com/wp-content/uploads/2025/07/John-Carpenters-Toxic-Commando.jpeg" alt="John Carpenter's Toxic Commando" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/07/John-Carpenters-Toxic-Commando.jpeg 1920w, https://gamingbolt.com/wp-content/uploads/2025/07/John-Carpenters-Toxic-Commando-300x169.jpeg 300w, https://gamingbolt.com/wp-content/uploads/2025/07/John-Carpenters-Toxic-Commando-1024x576.jpeg 1024w, https://gamingbolt.com/wp-content/uploads/2025/07/John-Carpenters-Toxic-Commando-15x8.jpeg 15w, https://gamingbolt.com/wp-content/uploads/2025/07/John-Carpenters-Toxic-Commando-768x432.jpeg 768w, https://gamingbolt.com/wp-content/uploads/2025/07/John-Carpenters-Toxic-Commando-1536x864.jpeg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><span style="font-weight: 400;">Mission flow is equally critical to creating a great co-op game, and <em>Space Marine 2</em> worked because encounters escalated with rhythm. Toxic Commando can’t rely solely on throwing more enemies at players, but needs to put together varied objectives and environmental twists that keeps players engaged run after run. </span></p>
<p><span style="font-weight: 400;">Progression is obviously the final piece of the puzzle. One of <em>Space Marine 2’s</em> quiet strengths was its accessibility. You could jump right in and have fun without feeling buried under the pressure of having to unlock upgrades to have fun. Sure, having a few upgrades enhanced the experience but didn’t dampen the core thrill. <em>Toxic Commando</em> should take note, and make efforts towards making it a game that’s drop-in friendly. </span></p>
<p><span style="font-weight: 400;">All of this is why the pairing makes sense. For players that have spent hours grinding through <em>Space Marine 2’</em>s structured brutality, <em>Toxic Commando</em> could become the alternate game &#8211; the same thrill but louder and lighter. Think of it as a rotation of sorts, where one week, you might crave disciplined power fantasy but the next you are soaking knee deep in chaos and B-movie tropes. If your group loves Space Marine 2 for tight teamwork and high-stakes revives, <em>Toxic Commando</em> offers a space to test that coordination under a different kind of pressure. Instead of armored stoicism, you get frantic improvisation.</span><b> </b></p>
<p><span style="font-weight: 400;">For <em>Space Marine 2</em> squads watching from the sidelines, there’s a simple checklist to keep in mind when <em>Toxic Commando</em> finally lands. Does the weapon carry weight and personality? Are threats readable even in the thickest chaos? Do missions evolve beyond simple extermination? Can friends drop in without friction and immediately contribute? While there’s no way for us to know that for sure right now, all signs are definitely looking pretty positive.</span></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638147" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-1.jpg" alt="TOXIC COMMANDO" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-1-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><span style="font-weight: 400;">Ultimately, the appeal isn’t about replacing <em>Space Marine 2</em>, but rather enriching it through the luxury of choice. After all, you don’t just want one experience forever but clever spins on the same formula. You want new arenas to re-establish the same sense of camaraderie, and new battlefields for the same inside jokes. </span></p>
<p><span style="font-weight: 400;"><em>Space Marine 2</em> proves how powerful disciplined co-op can feel when it’s firing on all cylinders, and Toxic Commando appears to be chasing the same co-op dopamine loop with a different kind of chaotic flair. If it nails impact, mission variety, and time-respecting progression, it could absolutely become the next obsession for squads that loved <em>Space Marine 2.</em></span></p>
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		<title>John Carpenter&#8217;s Toxic Commando Interview &#8211; Hordes, Boss Fights, Nintendo Switch 2, And More</title>
		<link>https://gamingbolt.com/john-carpenters-toxic-commando-interview-hordes-boss-fights-nintendo-switch-2-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Wed, 11 Mar 2026 19:07:31 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Focus Entertainment]]></category>
		<category><![CDATA[John Carpenter&#039;s Toxic Commando]]></category>
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		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=638845</guid>

					<description><![CDATA[Chief creative officer Tim Willits revealed some key details about Toxic Commando, such as what kind of console performance to expect.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span>s we get closer to the release of co-op first-person shooter <em>John Carpenter&#8217;s Toxic Commando</em>, Saber Interactive&#8217;s chief creative officer Tim Willits was kind enough to answer our questions about the upcoming game. Throughout the interview, we spoke about a variety of subjects, including the evolution of enemy hordes, the role of vehicles in gameplay, and how the studio used its experience with simulationist driving games like <em>SnowRunner</em> to design some of the vehicle-oriented encounters.</p>
<p><strong>Saber Interactive&#8217;s co-op action games have become known for how large the attacking hordes tend to be. How much of this feature was developed over the course of  <em>Space Marine 2</em>?</strong></p>
<p>At Saber, we have our own proprietary engine called The Swarm Engine, which we have developed for many years. With <em>Space Marine 2</em>, we pushed that technology much further. The scale became more epic. The battles became more cinematic. We refined animation blending, pathing, collision, and large-scale combat readability so players could fight enormous swarms without losing clarity. It wasn’t just more enemies, it was better enemies in bigger, more intense battle spaces, all coordinated with our signature AI Director.</p>
<p>Now with <em>Toxic Commando</em>, we’re blowing it out of the water.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638153" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7.jpg" alt="TOXIC COMMANDO" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-7-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"The scale became more epic. The battles became more cinematic."</p>
<p>We are introducing new enemy types, more randomness in swarm behavior, and a much more advanced AI Director. That AI Director constantly evaluates the battlefield and orchestrates encounters so they feel dynamic. On top of that, we’re doing it in a much larger world with vehicles, terrain deformation, and far more strategic options for players.</p>
<p>Because the world is bigger and more systemic, the swarms aren’t just something you shoot, but a coordinated attack where you and your teammates need to use everything in your arsenal to survive, with every battle playing out differently.</p>
<p>With Saber’s proprietary Swarm Engine, we can create truly unique, over-the-top battles at a scale that very few studios can achieve.</p>
<p><strong>Aside from the standard hordes of enemies, what kind of special enemies can we expect?</strong></p>
<p>Aside from the standard hordes, we have designed a lineup of special enemies that adds a lot of variety to the battles. For example, the Skunk is infected with a toxic substance that releases a red infectious vapor, poisoning you over time while also boosting nearby enemies. So, if you ignore it, the entire horde suddenly becomes more dangerous. The Stalker is a ranged threat with both basic and charged attacks, but what really makes it unique is its ability to root vehicles in place. When that happens, you will be forced to jump out and destroy the tentacles blocking the vehicle. The Nuker is our explosive enemy that detonates in close proximity, and we’ve even added a Fire Nuker variant that leaves behind a burning hazard zone, turning safe ground into a temporary death trap. Then there’s the Goon, a big, tough disabler that will rush you, grab you, and pummel you to death if your friends don’t react quickly. These enemies aren’t just stronger versions of the horde, they are designed to create layered combat and force groups to change tactics. And of course, we have a few more surprises waiting for players to discover.</p>
<p><strong>Will there be any epic boss fights that promote a greater degree of teamwork and problem-solving?</strong></p>
<p>One of our main goals with <em>Toxic Commando</em> was to move beyond the traditional “big enemy with a big health bar” and create true event-style battles that require teamwork, coordination, and problem-solving. Thanks to our proprietary Swarm Engine, we’re able to combine massive, dynamic swarm encounters with unique special enemies and then layer in over-the-top, boss-like encounters. At the center of it all is the Sludge God, the creator of these creatures, who doesn’t just spawn enemies but creates chaotic battle situations by manipulating the environment and unleashing creatures that can be dynamic during the battles. Some encounters aren’t just about shooting a boss, they require players to manage the swarms while adjusting to environmental threats and responding to special enemies. We really focused on adding variety not only to the core combat loop but especially to the big event battles that really make the game fun to play.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638152" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6.jpg" alt="TOXIC COMMANDO" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"Thanks to our proprietary Swarm Engine, we’re able to combine massive, dynamic swarm encounters with unique special enemies and then layer in over-the-top, boss-like encounters."</p>
<p><strong>How large of a role will vehicles play in the course of a standard mission?</strong></p>
<p>Vehicles play a major role in a standard mission where they are not just transportation, but part of the core gameplay loop. The world in <em>Toxic Commando</em> is large and dangerous, so navigating the environment is far more effective in a vehicle, especially when the enemies start to close in. Players who aren’t driving can lean out the windows to fire their weapons or man mounted guns on certain vehicles, which makes travel a combat-filled experience. Your main truck is also equipped with tools that directly impact survival, including an EMP charge that can clear out large numbers of enemies and a grapple hook that helps pull you free from mud or other terrain hazards. Some of the most fun moments happen when multiple players each have their own vehicle, moving together across the map, forming a deadly caravan. It is always my most enjoyable moment in the game when we have multiple vehicles driving across the world.</p>
<p><strong>Saber Interactive is also known for its ultra-simulationist driving games like <em>SnowRunner</em>. Will any of that DNA make it into <em>Toxic Commando</em> in terms of having to deal with crises that involve vehicles?</strong></p>
<p>Yes, absolutely. At Saber we’ve developed a deep expertise in vehicle simulation through games like <em>SnowRunner</em>, and we’ve taken a lot of what we learned there and applied it to <em>Toxic Commando</em>. That said, we were very careful about balance. Our vehicles are rooted in realism with weight, traction, terrain interaction all parts of the experience, but they’ve been tuned to ensure that getting around the world feels fun and engaging rather than punishing. At its core, <em>Toxic Commando</em> is an action game with vehicles, not a hardcore driving simulator, so the priority was always making sure the vehicle gameplay enhances the experience instead of slowing it down. We had to strike a balance between authentic vehicle behavior and over-the-top action, and we feel we’ve found a sweet spot where the driving adds tension and strategy without ever distracting from the core combat experience.</p>
<p><strong>How customizable will the vehicle be? Are we stuck with the mounted machine gun on top or can we swap it out for something else?</strong></p>
<p>Vehicles in <em>Toxic Commando</em> have been designed around strategy and world unpredictability. Because vehicles spawn dynamically, both in terms of type and location, we’ve assigned specific mounted weapons to specific vehicle types. So, if you find a certain truck or armored vehicle, you’ll know what kind of mounted gun it comes with. We made that choice intentionally. While players can improve vehicles characteristics through their class progression tree, each vehicle&#8217;s features and abilities remain fixed and cannot be altered. This encourages players to think more strategically when using vehicles in the world. It also reinforces the dynamic nature of each mission. There may be times when you spawn into a level and there isn’t a vehicle nearby, forcing you to either search for one or push forward on foot. That unpredictability is part of the game, and it makes various sessions play differently. However, each vehicle is visually customizable — for example: changing the color, swapping out honk sounds, adding graffiti, modifying the headlights.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638151" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5.jpg" alt="TOXIC COMMANDO" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"Because vehicles spawn dynamically, both in terms of type and location, we’ve assigned specific mounted weapons to specific vehicle types."</p>
<p><strong>Aside from the story itself, will <em>Toxic Commando</em> feature any other form of player progression?</strong></p>
<p>Yes, <em>Toxic Commando</em> features player progression beyond the story itself. If you’re familiar with<em> Space Marine 2</em>, you’ll recognize many of the core progression philosophies we have in <em>Toxic Commando</em>. The game includes class-based progression tied directly to the classes you choose to play. The more you use a specific class, the more you advance it, unlocking improvements and strengthening that role over time. This progression carries outside of individual sessions, so even after a mission ends, you continue building your long-term class.</p>
<p>In addition to class progression, there’s also weapon progression and upgrades. As you play, you earn resources that can be spent on improving weapons and items, allowing you to tailor your loadout to your preferred playstyle. We wanted players to feel rewarded for time invested, while also giving them meaningful choices about how they evolve their characters. The result is a system that supports replayability, encourages experimenting with different classes, and reinforces that sense of growing stronger the more you play.</p>
<p><strong>How can you describe the overall flow of a mission in <em>Toxic Commando</em>? Will it be more free-form, or a more linear experience where we&#8217;re basically running from point A to B?</strong></p>
<p>Each mission in <em>Toxic Commando</em> is built around a clear overall objective, but how you get there is much more flexible. We didn’t want it to feel like a straight line from point A to point B. Instead, missions are structured to encourage exploration and player choice. Along the way, there are side objectives that can be completed in different orders, and finishing them provides valuable in-session rewards that can make the final encounter more manageable. Players can approach both side objectives and the main objective in different ways depending on how they want to play, available vehicles, and how many resources you think you may need for the final objective.</p>
<p>We also introduce a layer of unpredictability by randomly shifting certain objective locations, which helps make repeat playthroughs feel different. If a squad wants to, they can rush directly toward the primary objective, but in our experience the most fun comes from searching the world, hunting for side objectives, discovering rewards, securing better positioning, and really engaging with the environment. That blend of structured goals and free-form decision-making gives each mission its own feel while still supporting replayability and team-based strategies.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638150" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4.jpg" alt="TOXIC COMMANDO" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-4-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"We also introduce a layer of unpredictability by randomly shifting certain objective locations, which helps make repeat playthroughs feel different."</p>
<p><strong>On PS5, PS5 Pro, and Xbox Series X, what performance targets are you aiming for in terms of resolution and frame rate? Are there multiple graphics modes planned?</strong></p>
<p>On Xbox Series X, we&#8217;re targeting 2160p at 30fps in Quality mode and 2160p at 45fps in Performance mode. On PS5, we&#8217;re aiming for 2160p at 30fps in Quality mode and 1440p at 45fps in Performance mode. PS5 Pro targets 2160p at 30fps in Quality mode and 2160p at 45fps in Performance mode. We currently have two graphics modes planned — Quality and Performance — across both platforms.</p>
<p><strong>Xbox Series S continues to be an important part of the ecosystem. What were the biggest technical challenges in scaling the game for Series S, and how did the team approach optimization?</strong></p>
<p>The Xbox Series S is an important platform for Saber, and we fully support it. We’ve already put our proprietary Swarm Engine on the platform in previous titles, so going into <em>Toxic Commando</em> we had valuable experience in understanding how to scale large-scale battles and complex systems to run smoothly within its hardware profile. Our goal was never to compromise the core experience that defines the game, but to ensure that it performs consistently and feels great to play. We’re proud of how <em>Toxic Commando</em> runs across all platforms, including Series S, and we feel confident that players on every system will experience the intensity and scale that make the game special.</p>
<p><strong>How are you leveraging features like the PS5’s SSD and DualSense, or Xbox’s Velocity Architecture, to enhance immersion and loading performance?</strong></p>
<p>At this stage, we haven&#8217;t implemented any platform-specific features such as DualSense haptics, adaptive triggers, or Xbox Velocity Architecture.</p>
<p><strong>With next-gen hardware allowing for larger worlds and more systemic complexity, was a version for Switch 2 ever considered? If not, was that primarily due to technical limitations, scope considerations, or platform strategy?</strong></p>
<p>We have not ruled out the Switch 2, we will continue to assess the platform, and make a determination at a later date. We have a great track record with the Switch and we look forward to developing as much as we can on the Switch 2.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638148" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-2.jpg" alt="TOXIC COMMANDO" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-2-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"There’s a strong emphasis on cross-class synergy in <em>Toxic Commando</em>."</p>
<p><strong>With four distinct classes, how much &#8216;cross-class&#8217; synergy is there? Are there specific ability combos that only a full 4-player squad can pull off?</strong></p>
<p>There’s a strong emphasis on cross-class synergy in <em>Toxic Commando</em>. While each of the four classes is viable on its own and can contribute meaningfully in any squad, the system really shines when players coordinate their abilities. We intentionally designed class skills to complement one another. For example, crowd control abilities can set up high-damage plays, defensive tools can create safe zones for objective work, and support mechanics can extend survivability during overwhelming swarms. The goal is to reward coordination and communication without punishing experimentation. When a full squad syncs up and pulls off a coordinated chain of abilities during a chaotic battle, that’s when the system really shines.</p>
<p><strong>Is the player progression (unlocks/upgrades) tied to the individual character, or is there a &#8216;Meta-Progression&#8217; that benefits the whole squad?</strong></p>
<p>Progression in <em>Toxic Commando</em> is player-based. Your class advancement, unlocks, and weapon upgrades are tied to your individual profile and carry across sessions, so the more you invest in a specific class or loadout, the stronger that character becomes over time. That long-term growth is personal and reflects how you choose to play.</p>
<p>That said, once you’re inside a mission, there are shared elements that encourage squad cooperation. Certain in-session resources, like spare parts can be used to build turrets and defensive structures, that everyone can use. There’s also a resource called “sludgite” that is shared across the group, so it doesn’t matter who picks it up. So while the overarching progression is individual, the moment-to-moment survival and tactical advantages inside a mission are very much a collective effort.</p>
<p><strong>In <em>SnowRunner</em>, getting stuck is the game. In <em>Toxic Commando</em>, if a vehicle gets stuck in the mud during a multiplayer session, how does that shift the team’s priorities? Does it turn into a &#8216;horde defense&#8217; moment while one player handles the recovery?</strong></p>
<p>You’ve got to get out and push! I’m joking. But the mud can definitely become a problem if you’re not careful. While <em>Toxic Commando</em> isn’t built as a pure vehicle simulation, terrain still matters, and getting bogged down at the wrong moment can be a problem.</p>
<p>Luckily, your main truck is equipped with a winch that can pull you out of sticky situations. Other vehicles aren’t always as forgiving, and if you can’t get your way out quickly, teammates may need to jump out and defend while the driver works to free the vehicle. And in worst-case scenarios, the squad might have to abandon the vehicle altogether and push forward on foot.</p>
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		<title>Docked Interview &#8211; Lessons Learned, Management Gameplay, Console Performance, And More</title>
		<link>https://gamingbolt.com/docked-interview-lessons-learned-management-gameplay-console-performance-and-more</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Wed, 11 Mar 2026 19:05:10 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Docked]]></category>
		<category><![CDATA[Focus Entertainment]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=638838</guid>

					<description><![CDATA[Game director Sergei Hlistov and producer Vasiliy Bogucharskiy were kind enough to answer our burning questions about Docked.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">J</span>ust days before Saber Interactive released its new port-management and crane-controlling game <em>Docked</em>, we got to have a chat with game director Sergei Hlistov and producer Vasiliy Bogucharskiy about the title&#8217;s various aspects. The duo was kind enough to answer our questions about a variety of subjects, from console performance to the evolution of the in-game port, to planned future content.</p>
<p><strong>What was the inspiration behind <em>Docked</em> being more of a story-based solo game when compared to the popularity of multiplayer in <em>SnowRunner</em> and <em>RoadCraft</em>?</strong></p>
<p><em>Docked</em> is very different from Saber&#8217;s other simulation games. We chose a rather specific setting. Not many gamers know what life is like in a port, so our goal was to introduce people to this industry and captivate them with its unique features.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638843" src="https://gamingbolt.com/wp-content/uploads/2026/03/docked-1.jpg" alt="docked 1" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/docked-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-1-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"Not many gamers know what life is like in a port, so our goal was to introduce people to this industry and captivate them with its unique features."</p>
<p><strong>A recent trailer revealed the 8 port vehicles at launch. Are there plans to add any more down the line?</strong></p>
<p>The eight vehicles represent the machinery most used at real-world docks.. Each vehicle model is recreated in significant detail with unique features and extensive control capabilities. The vehicles&#8217; unique functionality, design, and appearance prevent a cookie-cutter approach to mission development, and mastering their operation requires practice. Looking ahead, I can say that additional vehicles will appear in the DLC. We are currently working on it.</p>
<p><strong>Since <em>Docked</em> will primarily take place in a single location, are there any aspects of the game that will involve traveling to new places?</strong></p>
<p>There are actually three terminals in the game: a container terminal, where most of the tasks take place; a bulk terminal, where the player handles bulk cargo using a mobile port crane and hopper; and a general cargo terminal, where the player works with large objects.</p>
<p><strong>While financial management has been at least a minor aspect in previous games, how big of a role will it play in <em>Docked</em>?</strong></p>
<p>Game progression is based on port management, including financial management, infrastructure construction, and development. This aspect of the game is not the core but it defines the game&#8217;s structure and introduces players to the inner workings of port operations.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638842" src="https://gamingbolt.com/wp-content/uploads/2026/03/docked-2.jpg" alt="docked 2" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/docked-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"Game progression is based on port management, including financial management, infrastructure construction, and development."</p>
<p><strong>Will Port Wake get any visible and gameplay-affecting changes over the course of the game?</strong></p>
<p>At the start of the game, a typhoon has devastated Port Wake. Containers are scattered across the port and the work areas and facilities are damaged. As the game progresses, the player repairs and upgrades buildings, gradually improving the port. First, order is restored, and then new facilities appear, such as yards, parking lots, and offices. As they complete jobs using equipment, the player will see this progression happening throughout the port. Beyond the visual aspect, the new infrastructure offers new economic opportunities as well. At a certain point, the player unlocks a job at a neighboring terminal that specializes in bulk and general cargo. This allows the player to switch to other types of cargo and new equipment.</p>
<p><strong>Since off-roading isn&#8217;t an emphasis here, what kinds of new challenges will be available in the vehicle gameplay?</strong></p>
<p><em>Docked</em> offers a different challenge: precise vehicle control. Performing precise maneuvers with giant machinery is unusual enough, but adding the simultaneous control of the vehicle and cargo manipulation creates a uniquely challenging and rewarding experience., Players must solve tactical puzzles, such as determining how to reach and deliver the desired object without damaging it.</p>
<p><strong>Will players get any say in the overall layout of Port Wake?</strong></p>
<p>Currently, infrastructure objects are preset, so players cannot change the placement of objects. This offered some unique opportunities in the development process, as compared to free planning. Since we know the exact locations of the infrastructure objects in the port, we can introduce a level of realism and detail in the design that wouldn&#8217;t have been possible with more variability.</p>
<p><strong>What were some of the lessons learned from <em>RoadCraft</em> that helped with the game design and development of <em>Docked</em>?</strong></p>
<p>It&#8217;s difficult to consider <em>Docked</em> a continuation of <em>RoadCraft</em>, as the games were developed by different teams using different engines. However, when developing <em>Docked</em>, we incorporated some of Saber’s technical experience, as well as ideas in <em>RoadCraft</em>, particularly with regard to vehicle physics and bulk material simulation.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638841" src="https://gamingbolt.com/wp-content/uploads/2026/03/docked-3.jpg" alt="docked 3" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/docked-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p class="review-highlite" >"When developing <em>Docked</em>, we incorporated some of Saber’s technical experience, as well as ideas in <em>RoadCraft</em>"</p>
<p><strong>As a developer, what are your thoughts on the PS5 Pro? How does boost in GPU help in developing your game compared to the base PS5?</strong></p>
<p>The PS5 Pro GPU&#8217;s higher performance allows for increased image quality and detail. It renders more objects in the frame and switches levels of detail (LODs) at greater distances, ultimately improving image quality overall.</p>
<p><strong>What are your thoughts on PSSR? What kind of opportunities will this open for the game?</strong></p>
<p>The ability to generate &#8220;free&#8221; frames has become available, as well as the ability to increase the clarity and resolution of rendered frames. Previously, when embarking on long-term development, developers had to anticipate the availability of hardware at release. Today, technologies like PSSR offset this, allowing developers to ultimately achieve higher frames per second.</p>
<p><strong>What resolution and frame rates will the game target on PS5, Xbox Series S, Xbox Series X, and PS5 Pro?</strong></p>
<ul>
<li>Xbox Series X 2880×1620 30fps</li>
<li>Xbox Series S 1920&#215;1080 30fps</li>
<li>PS5/PS5 Pro 2880×1620 30fps</li>
</ul>


<p></p>
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		<title>Docked Review – The Crane Game</title>
		<link>https://gamingbolt.com/docked-review-the-crane-game</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 10 Mar 2026 18:25:51 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Docked]]></category>
		<category><![CDATA[Focus Entertainment]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=638905</guid>

					<description><![CDATA[Though the studio has worked on simulation games before, Docked focuses entirely on one type of machine: cranes.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">S</span>aber Interactive is no stranger to designing games that revolve around operating heavy machinery. Along with the simulationist off-roading approach the studio has taken with previous games like <em>SnowRunner</em>, we saw its focus on larger vehicles with last year’s <em>RoadCraft</em>.</p>
<p>However, while that game offered a variety of different vehicle types to use, from trucks to cars, and bulldozers, <em>Docked</em> is a new single-player experience built around port-specific heavy machinery, with an eight-vehicle roster that’s crane-centric. While this might sound like a bad thing for players who appreciate gameplay variety, I found it to be a great way for the developers to focus on adding depth to a few core mechanics.</p>
<p><iframe loading="lazy" title="Docked Review - The Final Verdict" width="500" height="281" src="https://www.youtube.com/embed/XEMPPERTWQo?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><p class="review-highlite" >"Throughout the game, you’re tasked with taking on jobs to move cargo around, and using the profits to make improvements to Port Wake."</p></p>
<p>Before we get too deep in the weeds about gameplay, let’s back up a bit to discuss the central premise of <em>Docked</em>. You play as a longshoreman’s son returning to Port Wake to help save (and grow) your father’s dock after a devastating hurricane. However, since you haven’t really done much work around the port in recent times, you’ll need to get hands-on with a fleet of port vehicles, including – STS Crane, the Reach Stacker, the Straddle Carrier, the Terminal Tractor, the Hopper, the RMG (Rail-Mounted Gantry) Crane, the RTG (Rubber-Tired Gantry) Crane, and the MHC (Mobile Harbor Crane). Unfortunately, your tutoring couldn’t have come at a worse (or better, depending on your perspective) time, since a hurricane has recently hit Port Wake, resulting in several shipments getting destroyed, and the port itself becoming a complete mess.</p>
<p>Throughout the game, you’re tasked with taking on jobs to move cargo around, and using the profits to make improvements to Port Wake. These improvements can range from upgrading your existing facilities, building new ones, or buying brand new vehicles to ensure that the jobs get done. Since wear and tear is a constant factor, and repairs can come with strict deadlines, you’ll sign contracts and build logistical chains to keep cargo moving and the port profitable. It is also worth noting that you will have to hit certain Milestones in order to get your hands on any of the improvements you can make. For example, you’ll need to hit Milestone 5 to upgrade your main office.</p>
<p><em>Docked</em> is at its best when it’s letting you focus on the port’s machinery—especially the cranes—within Port Wake. The game goes into quite a bit of detail when it comes to depicting these massive machines, and the jobs you take on will also define exactly which kind of crane you’re expected to use. Unloading containers from a cargo ship means that you’ll be using the STS (Ship-to-Shore) crane. Once the shipping container has been placed on a truck’s flatbed, you’ll have to use the Terminal Tractor to hook into it and drag it along to the designated drop point. Setting up cargo to be stored for later use, on the other hand, can be done by a Reach Stacker working alongside a Straddle Carrier.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-625955" src="https://gamingbolt.com/wp-content/uploads/2025/08/docked.jpg" alt="Docked" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2025/08/docked.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/08/docked-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/08/docked-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/08/docked-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/08/docked-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/08/docked-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"<em>Docked</em> is at its best when it’s letting you focus on the port’s machinery—especially the cranes—within Port Wake."</p></p>
<p>Crane controls are quite in-depth in <em>Docked</em>. Despite the large number of controls you have at your disposal, however, it never really feels overwhelming. A simple press of a button shows you just about every action that’s possible with your machine of choice, and the game makes clever use of modifier keys like L1 and R1, along with different axes on the analog sticks to cram even more granular controls in. This is important since <em>Docked</em> does an impressive job of emulating the alignment necessary for a crane to actually hook into a container and lift it up.</p>
<p>Since much of the game revolves around a singular concept, there is a feeling of mastery offered by <em>Docked</em>. As you’ll be using the same few machines quite often on a variety of jobs, or even previously-completed ones to grind out money and resources, you will find yourself getting better and faster at tasks that used to take you several minutes just to grasp. Further rewarding this is the fact that <em>Docked</em> offers two distinct difficulty modes: Normal and Hard. The former is largely low-stakes, and doesn’t really punish you for any mistakes. The latter, on the other hand, uses more realistic mechanics for hooking into and picking up cargo, and also gives you a major lose condition in the form of deadlines for your Milestones. In my experience, missing these deadlines triggers a failure state, pushing you back to reattempt recent jobs.</p>
<p>When you’re not driving around in small cranes or operating large ones, you will be engaging with some light management mechanics. The main goal is to ensure that Port Wake starts turning a profit and eventually thrives, after all. This means that you will be going through different menus to manage your buildings, vehicles, available Jobs, and Milestones that represent the main, long-term goals. These systems all tie in with each other quite well. You can’t just upgrade a shipping lane just because you have the materials and money, for example; you’ll also need to make sure that you have the vehicles to support it. If you are, in fact, running short on money or materials, plenty of jobs will be available offering them as rewards.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638842" src="https://gamingbolt.com/wp-content/uploads/2026/03/docked-2.jpg" alt="docked 2" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/docked-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-2-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"Since much of the game revolves around a singular concept, there is a feeling of mastery offered by <em>Docked</em>."</p></p>
<p>Signing shipping deals is where all of these mechanics come together once more. Each deal you sign has a goal described by the number of containers that need to be moved. Each container brings in revenue, while each one missed incurs a penalty. To make sure that your port is up to the task, you have to apply your fleet of vehicles to specific tasks, from unloading a ship to transporting it around. Each vehicle also has its own capacity for container movement, presenting a simple-yet-engaging math puzzle that makes you think about how you want to distribute your workforce. If you’re not actually interested in engaging with this mechanic, however, <em>Docked</em> also offers an “AI Help” button that, at the cost of some money, will set up the entire system for you.</p>
<p>Generally speaking, <em>Docked</em> is quite good at putting you into a state where you become ultra-focused on completing tasks that, at the outset, might feel repetitive, but end up being quite rewarding thanks to the mastery of crane controls that the game demands. However, I would also note that its narrower scope than similar games like <em>RoadCraft</em> also feels like a missed opportunity. You’re never going to leave Port Wake, so say goodbye to any environmental variety you might have wanted. <em>Docked</em> is strictly single-player, so anyone hoping for co-op teamwork (or co-op chaos) won’t find it here.</p>
<p>Visually, <em>Docked</em> is alright. While far from the prettiest game of its kind out there, the graphics get the job done by making sure that just about everything you need to know about your job is appropriately visible. However, Port Wake as a whole is a relatively dull place. You don’t really get any other characters moving around like you would see in a real-world port, which in turn contributes to a general feeling of melancholy. Audio also adds to the same feeling when it comes to the general silence. However, the machines sound fantastic, and as loud as you might expect. My favourite sounds largely came from successfully hooking into a shipping container while using an STS crane.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638841" src="https://gamingbolt.com/wp-content/uploads/2026/03/docked-3.jpg" alt="docked 3" width="1280" height="720" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/docked-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/docked-3-1536x864.jpg 1536w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></p>
<p><p class="review-highlite" >"While far from the prettiest game of its kind out there, the graphics get the job done by making sure that just about everything you need to know about your job is appropriately visible."</p></p>
<p>It is also worth noting that the PS5 version of <em>Docked</em> has some minor performance issues. While I didn’t face anything too egregious, the load times were surprisingly long, and I often found myself double-checking whether I accidentally installed a wrong build of the game.</p>
<p>Generally speaking, <em>Docked</em> feels like a bit of a mixed bag. While its smaller scope and focus on single-player certainly resulted in some compelling crane-controlling gameplay, the fact that most of what you do is operate port machinery, moving containers, routing cargo, and keeping equipment running—means that there really isn’t much else to do.</p>
<p>This also ends up making the gameplay feel fairly repetitive. Throw on top the fact that the story is essentially just an excuse to get you to use cranes, and the management aspects can largely be automated without much input for you, and you get a game that, while fun for a few hours, doesn’t really have the bones to entertain in the long term. However, it is also worth noting that Saber Interactive has a solid post-launch roadmap in place, which promises new machinery, more milestones and jobs to take on, and ways to upgrade your infrastructure. If done well, this could go a long way in fixing the repetitive nature of <em>Docked</em>.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on PlayStation 5.</strong></em></span></p>
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		<title>Star Wars: Knights of the Old Republic &#8211; Remake Still in Development, But Saber CCO Can&#8217;t Say More</title>
		<link>https://gamingbolt.com/star-wars-knights-of-the-old-republic-remake-still-in-development-but-saber-cco-cant-say-more</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 06 Mar 2026 15:28:10 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Aspyr]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[Star Wars: Knights of the Old Republic – Remake]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=638625</guid>

					<description><![CDATA[Almost five years since its announcement and after development troubles, the remake still doesn't have any gameplay or a release date.]]></description>
										<content:encoded><![CDATA[
<p>Two years after saying it would receive new details <a href="https://gamingbolt.com/star-wars-knights-of-the-old-republic-remake-to-get-new-details-when-the-time-is-right-per-saber">when the time is right</a>, Saber Interactive&#8217;s Tim Willits confirms that <em>Star Wars: Knights of the Old Republic &#8211; Remake</em> is still in development. Unfortunately, that was all the chief creative officer could say.</p>



<p>“Yes, it is still in development. That&#8217;s all I can say,&#8221; he revealed to <a href="https://www.ign.com/articles/it-is-still-in-development-thats-all-i-can-say-star-wars-knights-of-the-old-republic-remake-dev-issues-update-5-years-after-it-was-announced" target="_blank" rel="noreferrer noopener">IGN</a> in a recent interview. So it seems the time still isn&#8217;t right.</p>



<p>There have been plenty of rumors about it in previous months, though, with Game File&#8217;s Stephen Totilo reporting that <a href="https://gamingbolt.com/star-wars-knights-of-the-old-republic-remake-is-developed-by-mad-head-games-of-scars-above-fame">Mad Head Games of <em>Scars Above</em> fame</a> is working &#8220;under/with&#8221; Saber on the remake. Neither studio confirmed whether this was true, but the former&#8217;s website revealed it&#8217;s working on an &#8220;unannounced AAA game&#8221; based on a &#8220;famous and beloved IP that fans will eagerly anticipate.&#8221;</p>



<p>Since its<a href="https://gamingbolt.com/star-wars-knights-of-the-old-republic-remake-announced"> announcement in 2021</a>, that too as a PS5 console exclusive, <em>Star Wars: Knights of the Old Republic &#8211; Remake</em> has been seemingly cursed. Under development at Aspyr, it was <a href="https://gamingbolt.com/star-wars-knights-of-the-old-republic-remake-delayed-indefinitely-development-put-on-hold-rumour">allegedly delayed indefinitely</a>, with Saber Interactive taking over. When the latter split from the Embracer Group, it retained ownership of the remake with CEO Matthew Karch <a href="https://gamingbolt.com/star-wars-knights-of-the-old-republic-remake-is-alive-and-well-saber-interactive">claiming it was &#8220;alive and well.&#8221;</a> Sadly, there have been no substantial new details (not including <a href="https://gamingbolt.com/star-wars-knights-of-the-old-republic-remake-concept-art-reveals-revamped-kashyyyk-rumor">leaked concept art of Kashyyyk</a>) or even gameplay.</p>



<p>On the bright side, Arcanaut Studios, led by Casey Hudson, is working on <em><a href="https://gamingbolt.com/star-wars-fate-of-the-old-republic-announced-directed-by-casey-hudson-of-mass-effect-fame">Star Wars: Fate of the Old Republic</a></em>, a spiritual successor that he assures <a href="https://gamingbolt.com/star-wars-fate-of-the-old-republic-will-launch-before-2030-says-casey-hudson">will launch before 2030</a>. Head <a href="https://gamingbolt.com/star-wars-fate-of-the-old-republic-is-being-built-by-people-who-helped-shape-that-legacy">here</a> for more details.</p>
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		<title>Untitled John Wick Game Will Take Place Before the Start of the Movie Series, Says Studio CCO</title>
		<link>https://gamingbolt.com/untitled-john-wick-game-will-take-place-before-the-start-of-the-movie-series-says-cco</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Fri, 06 Mar 2026 11:26:59 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[john wick]]></category>
		<category><![CDATA[Lionsgate]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=638697</guid>

					<description><![CDATA[Tim Willits also spoke about how the John Wick films feel like they're games, and how the game will feel like watching a movie.]]></description>
										<content:encoded><![CDATA[<p>Saber Interactive—a studio known for hard-hitting action games like <em>Warhammer 40,000: Space Marine 2</em>—unveiled its untitled <em>John Wick</em> game last month. However, little more about the project has been revealed since then. In an <a href="https://www.ign.com/articles/when-you-watch-the-movies-theyre-kind-of-like-video-games-john-wick-game-dev-teases-a-younger-keanu-reeves" target="_blank" rel="noopener">interview with IGN</a>, however, chief creative officer Tim Willits has shared some new information. Among other things, he spoke about how the <em>John Wick</em> movies feel like they’re video games. On the other hand, he said that playing the <em>John Wick</em> game is going to feel like watching one of the movies.</p>
<p>“The great thing about the Wick series is when you watch the movies, they&#8217;re kind of like video games,” he said. “You have a group of enemies, then you have some tough guys, and you have a boss fight, and then you have a group of enemies, tough guys, and a boss fight. So it&#8217;s really exciting to bring that action to a video game. It&#8217;s going to be like watching a movie. That&#8217;s all I can say.”</p>
<p>This provides some hints about the general structure of the game, which might be a level-based affair where Wick takes on various missions and gets into fights in different environments.</p>
<p>Willits has also confirmed that the game will focus on Wick’s life from before the start of the first movie. This means that it will be a younger version of the character, and will likely take place before the death of his wife, which happens right before the first <em>John Wick</em> movie’s start.</p>
<p>“So yes, it&#8217;s before movie one,” Willits said. “And you can kind of infer that because [in the reveal trailer] he&#8217;s getting measured for his suit, and he looks a little bit younger.”</p>
<p>While this vague description of the game’s timeline doesn’t reveal too much, the title might finally give us a closer look at the trials and tribulations faced by the character that ultimately led to his decision to leave the assassin’s life behind. It revolving around a younger version of Wick will also likely mean that the action is more brutal and fast-paced. However, the character’s lack of experience might also result in some of his moves being on the clumsier side, especially when compared to his cold, calculated moves in the action scenes throughout the films.</p>
<p>&#8220;<em>Untitled John Wick Game</em>&#8221; was <a href="https://gamingbolt.com/untitled-john-wick-game-developed-by-saber-interactive-unveiled-with-a-trailer">unveiled with a teaser trailer</a> that primarily focused on establishing Wick&#8217;s character as he gets fitted for his iconic suit. However, towards the tail end of the teaser, we also get a few glimpses of action, which emphasised close-quarters-combat through grapples, takedowns, and improvised weapons. Players can also seemingly take advantage of their environments during fights, like tossing an enemy through a car door&#8217;s window.</p>
<p>The title doesn&#8217;t yet have a release date, and Saber Interactive is yet to confirm all of its platforms. Since its unveiling took place during the State of Play showcase last month, with the teaser noting that footage was captured on a PS5, a release on Sony’s console has been confirmed. The title was announced a month after Lionsgate chairman Adam Fogelson had spoken about <a href="https://gamingbolt.com/john-wick-aaa-game-to-be-announced-soon-says-lionsgate-chairman">plans for a AAA <em>John Wick</em> game</a>.</p>
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		<title>Warhammer 40,000: Space Marine 2 Not a &#8220;Live-Service&#8221; Game, Studio Doesn&#8217;t &#8220;Nickel-and-Dime&#8221; Players</title>
		<link>https://gamingbolt.com/warhammer-40000-space-marine-not-a-live-service-game-studio-doesnt-nickel-and-dime-players</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 03 Mar 2026 14:21:33 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Focus Entertainment]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[Warhammer 40000: Space Marine 2]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=638392</guid>

					<description><![CDATA[In an interview, Saber Interactive CCO Tim Willits spoke about how the studio wants to continue long-term support for Space Marine 2.]]></description>
										<content:encoded><![CDATA[<p>In light of the recent major update for <em>Warhammer 40,000: Space Marine 2</em>, introducing the <a href="https://gamingbolt.com/warhammer-40000-space-marine-2-introduces-the-techmarine-as-a-playable-class-in-latest-update">Techmarine as a playable class</a>, chief creative officer of developer Saber Interactive Tim Willits has spoken about how the studio doesn&#8217;t see it as a live-service game. In an <a href="https://www.ign.com/articles/we-dont-nickel-and-dime-people-to-death-warhammer-40000-space-marine-2-isnt-a-live-service-game-tim-willits-says-its-something-else" target="_blank" rel="noopener">interview with IGN</a>, Willits noted that there isn&#8217;t really a perfect term that could describe <em>Space Marine 2</em> thanks to the negative connotations a label like &#8220;live-service&#8221; brings to conversations.</p>
<p>While Saber Interactive has continued its post-launch support for <em>Warhammer 40,000: Space Marine 2</em> well into its second year, the studio also doesn&#8217;t really plan to &#8220;nickel-and-dime&#8221; its players.</p>
<p>&#8220;So one thing that I think that Saber&#8217;s done well is that we respect our players, we support our games through amazing free updates, and then also big paid updates,&#8221; said Willits. &#8220;But we don&#8217;t nickel-and-dime people to death. And I think that they&#8217;re like, ‘Multiplayer games that are supported over the long…’ I don&#8217;t know if there&#8217;s really a term for that.&#8221;</p>
<p>&#8220;So I don&#8217;t want to say live service game, because when you think of a live service game, you think about buying individual items. But we do support our games as long as they&#8217;re feasible to support.&#8221;</p>
<p>When asked about the negative reception to the <em>Warhammer 40,000: Space Marine 2 Chapter Voice Pack 1</em>, Willits didn&#8217;t really offer much. &#8220;I don&#8217;t know. I thought it was cool,&#8221; he said. &#8220;We&#8217;ll see how it is. I mean, I don&#8217;t really have much to say on that.&#8221;</p>
<p>It is worth noting that the <em>Chapter Voice Pack 1</em> DLC currently sits at an aggregate of &#8220;Overwhelmingly Negative&#8221; on <a href="https://store.steampowered.com/app/4247850/Warhammer_40000_Space_Marine_2__Chapter_Voice_Pack_1/" target="_blank" rel="noopener">Steam</a>, with many players accusing the studio of releasing a shoddy DLC because it is still missing out on quite a few voice lines.</p>
<p>Willits has gone on to note that, while the studio is working on <em>Warhammer 40,000: Space Marine 3</em>, continued support of <em>Space Marine 2</em> remains a priority. He also pointed out how Saber Interactive has a history of supporting its multiplayer-focused shooters, like <em>World War Z</em>.</p>
<p>“No, we actually just released a big update and it&#8217;s still going strong,” he said. “Were we at number four on the top sales? So it&#8217;s still doing great for us. And we just released a big update. And like <em>World War Z</em>, we&#8217;re still making content for that, while the team obviously works on <em>Space Marine 3</em>.”</p>
<p><em>Warhammer 40,000</em> IP owner Games Workshop and Saber Interactive, along with publisher Focus Entertainment, had <a href="https://gamingbolt.com/warhammer-40000-space-marine-3-announced">announced <em>Space Marine 3</em> back in March</a>. While few details have been revealed, the title is confirmed to have an entirely new campaign that continues the story of Ultramarine protagonist Titus, as well as new multiplayer game modes. Creative director Oliver Hollis-Leick had also confirmed back in November that it will have the <a href="https://gamingbolt.com/warhammer-40000-space-marine-3-will-have-the-same-development-cycle-as-space-marine-2">same development cycle as <em>Space Marine 2</em></a>.</p>
<p>In the meantime, <em>Warhammer 40,000: Space Marine 2</em> is available on PC, PS5 and Xbox Series X/S. Take a look at <a href="https://gamingbolt.com/warhammer-40000-space-marine-2-review-gears-of-warhammer">our review of its launch version</a> for more details. Also check out our thoughts on why <em>Space Marine 2</em> <a href="https://gamingbolt.com/warhammer-40000-space-marine-2-is-still-a-brutal-masterpiece-a-year-later">continues to feel like a brutal masterpiece even now</a>.</p>
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		<title>John Carpenter&#8217;s Toxic Commando Will Be Wilder Than You Expect</title>
		<link>https://gamingbolt.com/john-carpenters-toxic-commando-will-be-wilder-than-you-expect</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Tue, 03 Mar 2026 12:12:29 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Focus Entertainment]]></category>
		<category><![CDATA[John Carpenter&#039;s Toxic Commando]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=638270</guid>

					<description><![CDATA[Saber Interactive's cooperative shooter is a potent mix of excellent mechanics and some absolute chaos on the battlefield, with a unique vibe that lets it stand out from its peers.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>hen we first heard of <em>John Carpenter&#8217;s Toxic Commando</em>, Saber Interactive’s upcoming take on a shooter involving cool vehicles, cooler guns, and terrifying zombie hordes, we must admit we were a bit sceptical. Another shooter in a crowded genre wasn&#8217;t really calling to us, after all.</p>
<p>But we&#8217;re happy to say that things have changed since then, and <em>Toxic Commando</em> is a title that takes the tried and tested co-op shooter formula and makes it so interesting that it could very well be quite hard to put down. Zombie hordes are coming at you, brought to life by the very same engine that made the Tyranids such a terrifying threat in <em>Space Marine 2</em>. The vehicles, and how you use them in the field, are crucial to the success of your missions. Your squadmates are a bickering bunch, their banter often relieving the tension while keeping you invested in their safety.</p>
<p><iframe loading="lazy" title="You Are ABSOLUTELY NOT READY For John Carpenter&#039;s Toxic Commando" width="500" height="281" src="https://www.youtube.com/embed/HkKTtl8ECKc?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>However, <em>Toxic Commando&#8217;s</em> vibe goes beyond its gameplay elements and how well they work together. It lands because it&#8217;s presented so well, the chaos that&#8217;s baked into its very DNA being framed by its premise and the agency it gives to its players. And it all comes together into an experience that can have you putting down your controller after a particularly intense run, wondering what the hell just happened.</p>
<p>How does the game achieve that balance between its many elements, though? That&#8217;s what we’re here for. Let&#8217;s dive in!</p>
<h2>A Premise That Facilitates Chaotic Gameplay</h2>
<p>Let&#8217;s begin with what we know of the story. You&#8217;re one among a bunch of misfits whose skills with their weapons far outweigh their social ones, forced to work together in the face of a challenge. The zombie hordes were once your fellow citizens of Earth, and you and your team must now mow them down as the planet&#8217;s last line of defence.</p>
<p>But there are a ton of zombies to take out, and the rules of conventional warfare have been tossed out the window. What&#8217;s left is a battlefield in which you&#8217;re allowed to get as inventive as you please when dealing with the threats around you. Your opponents have the numbers, but with the entire battlefield as a stage upon which you practice the art of killing, using it to your advantage is all but necessary.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-623494" src="https://gamingbolt.com/wp-content/uploads/2025/07/John-Carpenters-Toxic-Commando-1024x576.jpeg" alt="John Carpenter's Toxic Commando" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/07/John-Carpenters-Toxic-Commando-1024x576.jpeg 1024w, https://gamingbolt.com/wp-content/uploads/2025/07/John-Carpenters-Toxic-Commando-300x169.jpeg 300w, https://gamingbolt.com/wp-content/uploads/2025/07/John-Carpenters-Toxic-Commando-15x8.jpeg 15w, https://gamingbolt.com/wp-content/uploads/2025/07/John-Carpenters-Toxic-Commando-768x432.jpeg 768w, https://gamingbolt.com/wp-content/uploads/2025/07/John-Carpenters-Toxic-Commando-1536x864.jpeg 1536w, https://gamingbolt.com/wp-content/uploads/2025/07/John-Carpenters-Toxic-Commando.jpeg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>It&#8217;s a premise with a lot of promise to bring some spectacular action set-pieces to the table, Saber’s Swarm Engine being more than capable of rising to the occasion. But more than that, it&#8217;s the perfect narrative frame for a gameplay loop that thrives when its players begin to push the boundaries of what they can do when they&#8217;re out on missions. That&#8217;s also reflected in how the player classes and their respective abilities are built to work together, but can manage quite well on their own in the hands of skilled players. Your team could choose a balance between the two, tackling a few objectives solo and meeting back up to take on a bigger challenge.</p>
<p>The context of what you&#8217;re doing becomes as important as what you do on your missions in <em>Toxic Commando</em>, making it quite immersive as a result. Of course, there are the missions themselves.</p>
<h2>Maps Made For Mayhem</h2>
<p>Everything we&#8217;ve seen of the game so far points to mission structures and level designs that work well together to support unpredictability. It’s a facet of the experience that underlines every moment of its gameplay loop, being deliberately baked into the game&#8217;s design as a pillar that props it up.</p>
<p>Many shooters give you ways to take on multiple enemies, but what happens when those enemies just swarm you with eye-watering numbers, overwhelming you with ferocity and relentless aggression? Well, <em>Toxic Commando</em> has you finding new ways to answer that question, with even simple objectives often transforming into full-blown encounters against zombie hordes that don&#8217;t stop coming.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638145" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-1024x576.jpg" alt="TOXIC COMMANDO" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Believe us when we tell you that the sheer panic you&#8217;re going to feel when you stand your ground and aim down the sights of your barrel at an oncoming wave of zombies is real, and is going to mess with your aim. The game forces you to make errors and then regain that lost momentum by switching up your approach. Even early missions in this one are built on that principle, incorporating an almost constant need to think on the move and execute any plans with precision.</p>
<p>For instance, an act as simple as waiting for an elevator in one of the early missions quickly becomes a firefight against a zombie horde in which your only objective is to survive until you&#8217;re able to make your escape. Knowing what we knew about the world&#8217;s state from a narrative standpoint, along with how the game&#8217;s soundtrack dynamically paints the unfolding tension, made that fight feel far longer than the thirty or forty seconds it took for the elevator to get to us. And it took far longer for our nerves to settle back down.</p>
<p>However, moments of calm are few and far between in Toxic Commando, and we think most of you are going to be quite glad to be playing it with your friends. The way its missions are structured, along with how its level design supports fighting off zombie hordes without making things unfairly tilted towards either side, feels so engaging that it&#8217;s quite hard to stop playing it.</p>
<p>You keep expecting something to go wrong, and the world takes Murphy&#8217;s Law quite seriously. It&#8217;s often when you feel like there&#8217;s a moment of respite to be had that disaster strikes you and your squad, forcing you to fight back and snatch every possible advantage to guarantee your survival.</p>
<h2>Controlling Chaos In The Field</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638151" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-1024x576.jpg" alt="TOXIC COMMANDO" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-5.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>At its core, <em>Toxic Commando</em> isn&#8217;t just making you fight to control space on the battlefield. It makes you try and control the ebb and flow of battle, turning even dire situations to your benefit in the midst of some frenetic gunplay.</p>
<p>You might load into a mission with a clear game plan, your team feeling ready to take on whatever challenges are lying in wait. Your plans are going to be thrown to the wolves sooner than you&#8217;d care to admit, and so often that you&#8217;re going to ponder about saving some time and just winging it once you spawn in.</p>
<p>And that&#8217;s precisely where <em>Toxic Commando</em> truly shines. You&#8217;re required to be ready to discard your strategy at the first sign of trouble, and then use anything and everything you find along the way to ensure you&#8217;re getting to where you&#8217;re going. Your squad is a bunch of misfits, each of them meant to be a loose cannon who is prone to acting on impulse rather than as part of a coordinated unit.</p>
<p>Chaos isn&#8217;t just an element of the battlefield, but is also an inherent part of the agency that the game offers its players. It&#8217;s a potent weapon that you&#8217;re going to learn to wield with confidence to ensure that you survive every ordeal you&#8217;re put through over the course of the game. It&#8217;s a sort of push-pull momentum, a perpetual tug-of-war that you&#8217;re playing with the game&#8217;s systems that lends a very unique and restless energy to the gameplay on offer.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-638152" src="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-1024x576.jpg" alt="TOXIC COMMANDO" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2026/02/TOXIC-COMMANDO-screenshot-6.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>You&#8217;re painted as the underdogs right from the get-go, a fact made painfully clear when you see a zombie horde coming at you with unerring focus. But the game also gives you everything you need to fight back and try to win each battle you&#8217;re in on your own terms. You&#8217;re just going to have to coordinate with your squad, working together and being ready to lean on each other when your plans go awry.</p>
<p>You&#8217;re given fancy rides and lots of guns. But victory in <em>Toxic Commando</em> isn&#8217;t just about shooting as many bullets as you can into an oncoming horde of zombies, or running over groups of them with your giant wheels. It&#8217;s about how you use those bullets and wheels to maximize their destructive potential that makes the game so enjoyable.</p>
<h2>Is This The Next Awesome Shooter?</h2>
<p>We certainly hope so. It&#8217;s got so much potential to be a lot of fun, and could stay that way for a while if Saber manages to keep you coming back for more. But with a lot to do already on the table when the game releases, the developers could sit back and listen for feedback on the release build.</p>
<p>That feedback&#8217;s looking reasonably good for the playable demo, and there&#8217;s no reason to see why things may change when the full game makes its way into its players’ hands. But at this moment, Toxic Commando is looking like a solid FPS title that can stand out in a crowded space thanks to how it has been built around mayhem.</p>
<p>That makes for some tense situations and tight gameplay, a potent combination that&#8217;s made even better by some excellent narrative framing and characters whose disagreements often result in some much-needed comic relief. It could very well turn out too good to be true, but we&#8217;re thinking that this one is going to grab its fair share of fans who&#8217;d swear by its unique brand of action.</p>
<p><em>Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.</em></p>
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