<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>sensegames &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
	<atom:link href="https://gamingbolt.com/tag/sensegames/feed" rel="self" type="application/rss+xml" />
	<link>https://gamingbolt.com</link>
	<description>Get a Bolt of Gaming Now!</description>
	<lastBuildDate>Fri, 28 Mar 2025 18:57:02 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.9.4</generator>
	<item>
		<title>AI Limit Review &#8211; All&#8217;s Well in Havenswell</title>
		<link>https://gamingbolt.com/ai-limit-review-alls-well-in-havenswell</link>
		
		<dc:creator><![CDATA[Matthew Carmosino]]></dc:creator>
		<pubDate>Fri, 28 Mar 2025 18:56:56 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[AI Limit]]></category>
		<category><![CDATA[ce-asia]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[sensegames]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=615208</guid>

					<description><![CDATA[A surprisingly deep soulslike package, no stamina included.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span><em>I Limit</em> is the new $35 soulslike from Sense Games, and it kinda rocks. The game punches above its price tag in the areas that matter most, providing a deep and satisfying combat system within a soulslike structure that entertains through its 30 hour duration. But while this title certainly supplies ample value, its limited budget shows in several less crucial areas.</p>
<p>But first, does the game control well? It absolutely does. I don’t know if it ranks among my favorite controlling soulslikes, but it’s certainly up there among the most elastic and intuitive ones to play regarding movement. The turning radius of Arrisa’s movement is very tight and snappy and she’s a quick runner with lightning-fast attacks. There’s hardly any ‘clunk’ at all to speak of here. The camera is very well behaved during fights, though it does require manual adjustments here and there.</p>
<p>There are a lot of things to discuss about <em>AI Limit</em>, but one particular element of combat deserves frontloaded attention. That system is the Sync bar, which effectively replaces the stamina found in other titles. Unlike any other Soulslikes that I’ve encountered, <em>AI Limit</em> doesn’t actually have any stamina. Instead of patiently waiting for a green meter to fill back up again before sprinting, you can just sprint eternally without a care.</p>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-615505" src="https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-3-1024x576.jpg" alt="ai limit " width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-3-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-3.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p class="review-highlite" >"AI Limit doesn’t actually have any stamina. Instead of patiently waiting for a green meter to fill back up again before sprinting, you can just sprint eternally without a care."</p>
<p>You can also attack and dodge without a single thought paid to stamina. This is because <em>AI Limit</em> doesn’t burden basic actions behind any energy requirements; instead, advanced actions like magic and special attacks consume stamina… I mean Sync energy. I cannot emphasize enough how freeing it is just running around swinging without a single thought paid to stamina, but let’s continue.</p>
<p>The Sync bar itself is rather ingenious. It’s divided into tiered sections which affect your combat prowess based on what tier the bar is at. The game has nuanced terms for all these mechanics, but in general, sync rate is how fast or slow the sync energy accumulates or depletes when fighting. This kind of system encourages either type of approach: an aggressive offensive approach where you’re continually boosting sync rate akin, or a defensive one that stabilizes sync rate by avoiding hits.</p>
<p>There’s more packed into <em>AI Limit</em>’s combat that we’ll get into shortly, but let’s take a breath of fresh air and explore the multi-layered world of Havenswell. First off, no, <em>AI Limit</em> is not open world in any way. It’s not strictly on-rails either. The game map is structured based on district zones containing a dozen or so ‘levels’.</p>
<p>Each level has a handful of shortcuts that loop back to the starting Branch (your typical ‘bonfire’ in souls parlance). The map design manages to guide the player from branch to branch with a urgency while allowing some exploration with the branching paths and optional dead end areas. The level pacing hits a nice sweet spot. And those optional diversions are worthwhile most of the time, containing hidden items or quests occasionally.</p>
<p>Overall, the map structure is somewhat similar to <em>Dark Souls 2</em>, except with no dedicated hub area. Instead of a hub, the game has multiple vendors and NPCs scattered about the different districts. Thankfully, fast travel between Branches is available as soon as you reach your second Branch. Load times between warps aren’t long either, so if you find yourself returning to a grind spot to sell materials to a trader halfway across Havenswell, the process isn’t too bothersome.</p>
<p>The branch system is more forgiving than other soulslikes due to your currency not being lost upon death. Not all of it anyway. Only a marginal number of Crystals (your currency and experience) is lost upon death, and that amount can be adjusted based on equipment. There&#8217;s also no retrieving of lost Crystals, so that cuts down on all the backtracking to our last death that so many similar games have, and I’m thankful for that.</p>
<p>On the graphical front, <em>AI Limit</em> isn’t overtly impressive. The graphics are clearly budgeted, which shows when viewing far distant areas or objects up close &#8211; the draw distance and texture detail just aren’t that great here. There’s also not a ton of environmental props or ornamental stuff to examine, but it’s serviceable and more than makes up for it in its level design. The modest graphics don’t really translate into amazing performance either. Framerate can dip when many enemies are on screen. Turning vsync off can help with stutter and occasional input lag, but results in consistent screen tearing. It’s not a very well optimized game, but I found it perfectly manageable, but maybe that’s because I gleefully went through Blighttown on the Xbox 360 and thought that was acceptable.</p>
<p><img decoding="async" class="aligncenter wp-image-615504" src="https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-2-1024x576.jpg" alt="ai limit " width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-2-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-2.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p class="review-highlite" >"AI Limit has its fair share of bugs."</p>
<p>My bigger problems had to do with some of the glitches and bugs throughout the experience. The most persistent bug I encountered made enemies invisible except the weapon they were holding. Desperately running through a street filled with floating guns to reach the next Branch wasn’t exactly a highlight of the game for me, but my bug woes don’t end there. Elements of clothing or body parts would disappear from enemies, to the point where <em>Rayman</em>-like heads and legs with no torso star swinging at me as if from a low budget horror game. This wasn’t game-breaking for me, but the invisible enemies did make it difficult and annoying to trudge through, despite the game’s excellent controls and combat.</p>
<p>Despite the lower graphical detail of <em>AI Limit</em>, what is graphically presented is varied. Each level is distinct, looking and feeling different from the last. The districts within Havenswell have their own challenges, giving the world an interconnection that feels lived-in.</p>
<p>The plot itself will be hit or miss, and it certainly isn’t cinematic in the slightest. Oh yeah, and NPCs have their own set arcs and quests. These inhabitants show up in different locations throughout your adventure and the voice acting behind most of them is surprisingly impressive. What&#8217;s more, how you interact with these characters, along with certain key decisions you make, determine one of a couple different endings.</p>
<p>Now let’s return to the bread and butter of <em>AI Limit</em>: combat. Each weapon type has a unique normal attack pattern, light Special Attack, Heavy Special Attack, and Weapon Skill. That kind of toolkit is nothing to sneeze at and it allows for some nice build variety and experimentation. But there’s something especially satisfying about the Special Attacks in particular. Special Attacks are performed with the shoulder buttons with the heavy ones requiring a windup hold. I’ve never felt as swift and ninja-like in a Soulslike quite like I do with the Dashing Slash Special Attack on the Blader Swords here. Dashing Slash performs a breezy pop-in/pop-out stab which positions your character just perfectly out of range of the enemy’s close attacks. Spamming this special attack with carefree aggression is just something you can’t do in other games, thanks to the unlimited stamina.</p>
<p>There’s also a ton of really cool weapon items in <em>AI Limit</em>. Weapon items consume a portion of the Sync Bar, dealing significant damage, occasionally with flames or poison applied. Further opening up your combat arsenal are spells. Spells really diversify the offensive toolkit with everything from a railgun projectile to homing missiles and more. But what about your defensive options? Well, defensive tactics are open to you within the Frame Abilities. Frame Abilities determine whether you want to emphasize blocking, parrying, a risk/reward berserker mode, and more. Switching between Frame modes is rather intuitive with its hotkey activation and it even shows visually with Arrisa’s arm activating.</p>
<p>Seals add even more tools to your arsenal with Sync bar customization. Want an ‘all or nothing’ approach to Sync Rate? Well, there’s Seals that allow that. And then there’s other ones that chop up the Sync Bar into many small energy levels to create a far more fluid and linear sync rate. Weapons and Seals can be enhanced to further their output, so it’s entirely possible to beat the game with the first seal and weapon you obtain.</p>
<p>The enemies you use your weapons on are no less impressive than the toolkit afforded to you. Enemies are spaced out and paced in a satisfying way. You never feel too overwhelmed by large mobs and yet always have enough stuff to fight around every corner. Early on, I got the impression that enemy variety would be lacking. I mean, how many varieties of the ghoul-like enemies can the game have? Turns out a decent amount. The game’s different factions have good variety and you’ll even stumble upon them fighting each other. Some of these faction battles allowed me to run past them on my way to the next Branch. You’ll fight poisoned flying bugs and robot drones, among many other abominations throughout the duration of the game.</p>
<p><img decoding="async" class="aligncenter wp-image-615503" src="https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-1-1024x576.jpg" alt="ai limit " width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-1-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/03/ai-limit-screenshot-1.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p class="review-highlite" >"Each boss has unique attack patterns and AI behavior, as expected, but some encounters feel like a genuine test of the game’s systems."</p>
<p>Oh, and the boss fights. I didn’t think I would get impressed by more soulslike boss fights, but the game even managed to surprise me there. Each boss has unique attack patterns and AI behavior, as expected, but some encounters feel like a genuine test of the game’s systems. I won’t spoil it, but a certain encounter finally made me cave in and explore a side area in hopes of obtaining better gear. After exploring multiple zones and defeating a side boss, I returned and found myself in lock-step with this tank of a robot with a giant grin on my face with tons of confidence. <em>AI Limit</em>’s bosses are up to the genre’s lofty standards, and I’m looking forward to fighting them with all the weapons I ignored on my first playthrough.</p>
<p>So is <em>AI Limit</em> a traditional soulslike? Yes. It’s got your post-apocalyptic setting and of course, the bonfire system is an almost 1-to-1 adaptation here. If there was any debate if this was really a soulslike, there’s even the same exact run jump from <em>Dark Souls 1</em> (with no dedicated jump button, or course). But there’s a special ingredient here that makes it feel so much more fluid and freeing than all the other soulslikes, and that’s the unrestricted stamina. Having basic actions not being burdened by an energy resource is wonderful, and the game’s difficulty curve isn’t too badly affected by it, all things considered. Whether you’re a soulslike action newcomer looking for something with less friction, or are a longtime fan seeking out the next great challenge, <em>AI Limit</em> comes highly recommended despite its modest budget.</p>
<p><em><strong><span style="color: #ff6600;">This game was reviewed on the PlayStation 5.</span></strong></em></p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">615208</post-id>	</item>
		<item>
		<title>AI Limit Interview &#8211; Bosses, Level Design, Art Style, and More</title>
		<link>https://gamingbolt.com/ai-limit-interview-bosses-level-design-art-style-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 21 Jan 2025 10:27:18 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[AI Limit]]></category>
		<category><![CDATA[ce-asia]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[sensegames]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=607528</guid>

					<description><![CDATA[SenseGames speaks with GamingBolt about its upcoming sci-fi action RPG.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>t takes a lot to stand out in a genre as crowded as the Soulslike, but SenseGames&#8217; post-apocalyptic sci-fi action RPG <em>AI Limit </em>has turned its fair share of heads. With its promise of a setting dense with rich lore, challenging and slick combat, varied progression mechanics, or more, the game is checking more than a few crucial boxes, and based on what&#8217;s been shown so far, it&#8217;s taking solid shape. With its launch not terribly far away, we recently had the chance to reach out to its developers to learn more about <em>AI Limit </em>and what makes it tick. You can read our interview below.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-607536" src="https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-3.jpg" alt="ai limit" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-3-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"The game has approximately 20-30 types of weapons in total, covering a wide variety. The variety of weapons provides different combat styles and pacing, making combat experiences more diverse."</p>
<p><strong><em>AI Limit&#8217;s </em>blend of realistic visuals and an anime aesthetic make for quite an eye-catching art style. How did you land on this look for the game?</strong></p>
<p>The theme of the <em>AI LIMIT</em> is post-apocalyptic. When it comes to this style, some works can’t be ignored: <em>Fallout, The Last of Us, Borderlands, Resident Evil, Horizon Zero Dawn</em>&#8230; Civilization declines, abandoned cities are overrun by rejuvenated plants, desolate streets are wandering with zombies, bio-mutants, mechanical beasts, and even alien creatures. The causes of the wasteland are also no more than familiar elements such as global nuclear war, bio-viruses (fungal technology!), or mad robots. Although we wanted to create a wasteland degraded from an artificial intelligence crisis, it wasn&#8217;t a particularly new idea. So, what we can do to make it unique?</p>
<p>One day, a concept art held my attention: plants burst out from pavement, the green chewed out steel and concrete. Nature takes over the world again when people have vanished.</p>
<p>This has enlightened me: why can we do the opposite? What would happen if plants went extinct?</p>
<p>In a classic post-apocalyptic world setting: humans often lost the ability to transform ecology (otherwise they wouldn&#8217;t be in such a situation). The extinction of plants means that the atmospheric environment and food sources that humans rely on would no longer exist. Most post-apocalyptic themes tend to focus on their own subjects and don&#8217;t mind sharing the end-of-the-world scenario with plants &#8211; so we decided to challenge this notion.</p>
<p>After deciding to remove the element of plants, constructing a post-apocalyptic world would inevitably require an explanation of what is supporting the atmospheric environment and food sources &#8211; this explanation can naturally return to the theme of artificial intelligence. Starting from this point, a plethora of ideas emerged: out-of-control technology, plant extinction, organic life forms, urban megastructures, the legend of Elysium&#8230; We abandoned the popular elements like mecha science fiction, zombies, and alien invasions, and ultimately constructed a post-apocalyptic world that only belongs to <em>AI LIMIT</em>.</p>
<p><strong>It looks like<em> AI Limit</em> is going to place quite a bit of emphasis on build diversity. What can you tell us about the range of options the game will offer in terms of its weapons and abilities and the different play styles they will encourage?</strong></p>
<p>The game has approximately 20-30 types of weapons in total, covering a wide variety. The variety of weapons provides different combat styles and pacing, making combat experiences more diverse.</p>
<p>Another highlight is the Sync Rate system. It replaced Stamina in souls-like games. This change encouraged players to focus more on their quick thinking and adaptability in combat.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-607537" src="https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-4.jpg" alt="ai limit" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-4-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Because Arrisa, the protagonist, has relatively strong combat abilities compared to other Souls-like games, we have also designed equally capable enemies."</p>
<p><strong>How much of an emphasis will the game place on exploration? Should players expect a large and open-ended map, or will the game feature a more condensed and prescribed design style?</strong></p>
<p>About the exploration: we admire the highly interconnected design in the <em>Dark Souls</em>, where all areas built around the Firelink Shrine within a space of several hundred meters. However, for a post-apocalyptic city that pursues a realistic scale and has a radius of over ten kilometers, this is difficult to achieve. Due to the size of the levels and technical limitations, we did not present this world in a seamless form.</p>
<p>The level-based design is what we are doing. Naturally it has advantages: to highlight stronger thematic elements and to focus more on exploration. During actual gameplay, to eliminate the psychological gap between the size of the playable area and the actual size of the city, the player&#8217;s journey will interweave between various environments on the surface and underground of the city. Through a “scene-changing-as-you-move” approach, players will cross the city without realizing it. Such an arrangement also showcases the richness of the city&#8217;s scenery. Players are not just constantly shuttling back and forth through the streets of ruins; instead, they experience a variety of wonders on a more three-dimensional, gigantic urban structure.</p>
<p><strong>Boss and enemy design is always key in action games such as <em>AI Limit</em>. What should players expect from the game in this area?</strong></p>
<p>Because Arrisa, the protagonist, has relatively strong combat abilities compared to other Souls-like games, we have also designed equally capable enemies.</p>
<p>Take the Necros, one of the enemy factions in the game, as an example. Necro is a general term for a type of monster that wreaks havoc throughout the city. Their signatures include spikes, blades, tentacles, silver shells, and insect-like wings, symbolizing chaos and slaughter.</p>
<p>The Necros possess overwhelming strength. Some move with swift and eerie agility, making them elusive and hard to predict. Others have sharp claws and blades that not only deal damage but also inflict very troublesome status effects. Some can harness extremely dense energy to create explosions and rays&#8230; Even with enhanced mobility, the onslaught of Necros is by no means easy for players to withstand. Only by leveraging all resources and mastering every aspect of the combat system can one hope to survive this rebellious wasteland.</p>
<p><strong>How is <em>AI Limit</em> approaching difficulty? Will the game feature difficulty options?</strong></p>
<p>Our idea is to make <em>AI LIMIT</em> more accessible than Dark Souls while still challenging. The game does not demand perfect execution. Players can utilize leveling up, items, and special skills to deal with difficult enemies when they are struggling.</p>
<p>Regarding difficulty options, no, the game does not have difficulty options, but we are making the game more accessible based on feedback from playtests.</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>It&#8217;s been 4 years since the PS5 was released. Its hardware is outdated for gamers. The PS5 Pro solves this problem. For developers, the improved GPU will help with rendering and frame rate performance. But right now, our priority is to optimize the PS5 version.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-607535" src="https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-2.jpg" alt="ai limit" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/12/ai-limit-image-2-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Regarding difficulty options, no, the game does not have difficulty options, but we are making the game more accessible based on feedback from playtests."</p>
<p><strong>What are your thoughts on PSSR? What kind of opportunities will this open for the game?   </strong></p>
<p>I think PSSR is icing on the cake for the platform.</p>
<p><strong>What resolution and frame rate will the game target on the PS5 and on the PS5 Pro? </strong></p>
<p>For PS5, the target resolution is at least 2K60FPS. For PS5 PRO, the target is 4K60FPS.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">607528</post-id>	</item>
	</channel>
</rss>
