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	<title>spelunky &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Spelunky 1 and 2 Are Available Now on Nintendo Switch</title>
		<link>https://gamingbolt.com/spelunky-1-and-2-are-available-now-on-nintendo-switch</link>
					<comments>https://gamingbolt.com/spelunky-1-and-2-are-available-now-on-nintendo-switch#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 26 Aug 2021 17:15:09 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Mossmouth]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[spelunky]]></category>
		<category><![CDATA[Spelunky 2]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=491232</guid>

					<description><![CDATA[Switch players can now dive into the depths (again and again) in Mossmoth's beloved roguelike games, Spelunky and Spelunky 2.]]></description>
										<content:encoded><![CDATA[<p>Mossmouth&#8217;s duo of beloved roguelike platformers <em>Spelunky </em>and <em>Spelunky 2 </em>was announced for the Nintendo Switch year, and the two games have now arrived for the system. Check out their launch trailer below to get a glimpse of what&#8217;s in store for you.</p>
<p><em>Spelunky </em>costs $9.99, while its sequel costs $19.99. The Switch has been a haven for indie for a while now, so the lack of <em>Spelunky </em>on the platform always felt a little strange, given how huge the roguelike is in the indie space in particular. To have the game and its sequel is great, because it also gives plenty of newcomers to dive in.</p>
<p><em>Spelunky 2 </em>first launched last year for PS4 and PC. In our review of the game, we awarded it a score of 8/10, saying, &#8220;If you loved the original, you’re going to love <em>Spelunky 2</em>, and find it equal to its predecessor in all ways except one- where the original was a trail blazer, the new game seems content to, much like it asks of its players, simply plumb into familiar depths.&#8221; You can read our full review <a href="https://gamingbolt.com/spelunky-2-review-into-the-depths">through here</a>.</p>
<p><iframe title="Spelunky and Spelunky 2 - Launch Trailer - Nintendo Switch" width="500" height="281" src="https://www.youtube.com/embed/bumh8QemYWk?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">491232</post-id>	</item>
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		<title>Spelunky 1 and 2 Are Seemingly Launching for Switch on August 26</title>
		<link>https://gamingbolt.com/spelunky-1-and-2-are-seemingly-launching-for-switch-on-august-26</link>
					<comments>https://gamingbolt.com/spelunky-1-and-2-are-seemingly-launching-for-switch-on-august-26#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 12 Aug 2021 14:04:34 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Mossmouth]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[spelunky]]></category>
		<category><![CDATA[Spelunky 2]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=489768</guid>

					<description><![CDATA[Though an official announcement hasn't yet been made, an update to the two games' Australian eShop pages suggest they're launching later this month. ]]></description>
										<content:encoded><![CDATA[<p>It was announced last year that the beloved roguelike platformers <em>Spelunky </em>and its sequel were <a href="https://gamingbolt.com/spelunky-and-spelunky-2-coming-to-switch-in-summer-2021">finally making their way to the Nintendo Switch</a>. At the time of that announcement, it was only said that they&#8217;d be arriving some time in Summer of 2021, but now it seems we might have an exact release date as well.</p>
<p>As spotted by <a href="https://www.vooks.net/spelunky-1-and-2-out-august-26th-on-switch-eshop/" target="_blank" rel="noopener">Vooks</a>, the Australian eShop pages of both <em>Spelunky </em>and <em>Spelunky 2 </em>were recently updated, with an exact release date being added. Apparently, both games are launching for the Switch on August 26, two weeks from now. The update coming out of nowhere, is definitely surprising, especially seeing as we just got an Indie World presentation yesterday. You&#8217;d figure that would be the perfect place to announce the release dates for the duo.</p>
<p>Of course, an official announcement hasn&#8217;t yet been made by Mossmouth or Nintendo, but unless this eShop update was made in error (which seems unlikely), that announcement will likely be coming soon. Stay tuned, and we&#8217;ll keep you updated.</p>

<a href='https://gamingbolt.com/wp-content/uploads/2021/08/spelunky-1-switch-release.jpg'><img fetchpriority="high" decoding="async" width="768" height="432" src="https://gamingbolt.com/wp-content/uploads/2021/08/spelunky-1-switch-release.jpg" class="attachment-full size-full" alt="spelunky 1 switch release" srcset="https://gamingbolt.com/wp-content/uploads/2021/08/spelunky-1-switch-release.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/08/spelunky-1-switch-release-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/08/spelunky-1-switch-release-15x8.jpg 15w" sizes="(max-width: 768px) 100vw, 768px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2021/08/spelunky-2-switch-release.jpg'><img decoding="async" width="768" height="432" src="https://gamingbolt.com/wp-content/uploads/2021/08/spelunky-2-switch-release.jpg" class="attachment-full size-full" alt="spelunky 2 switch release" srcset="https://gamingbolt.com/wp-content/uploads/2021/08/spelunky-2-switch-release.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/08/spelunky-2-switch-release-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/08/spelunky-2-switch-release-15x8.jpg 15w" sizes="(max-width: 768px) 100vw, 768px" /></a>

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		<post-id xmlns="com-wordpress:feed-additions:1">489768</post-id>	</item>
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		<title>Spelunky and Spelunky 2 Coming to Switch in Summer 2021</title>
		<link>https://gamingbolt.com/spelunky-and-spelunky-2-coming-to-switch-in-summer-2021</link>
					<comments>https://gamingbolt.com/spelunky-and-spelunky-2-coming-to-switch-in-summer-2021#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 15 Dec 2020 18:03:16 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Mossmouth]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[spelunky]]></category>
		<category><![CDATA[Spelunky 2]]></category>
		<category><![CDATA[xbox 360]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=465132</guid>

					<description><![CDATA[The classic roguelite platformers are finally coming to Switch.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2020/09/Spelunky-2_06.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-455644" src="https://gamingbolt.com/wp-content/uploads/2020/09/Spelunky-2_06.jpg" alt="Spelunky 2_06" width="620" height="346" srcset="https://gamingbolt.com/wp-content/uploads/2020/09/Spelunky-2_06.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/09/Spelunky-2_06-300x167.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/09/Spelunky-2_06-1024x571.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/09/Spelunky-2_06-768x428.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/09/Spelunky-2_06-1536x856.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Mossmouth has announced that <em>Spelunky</em> and <em>Spelunky 2</em> will be releasing for Nintendo Switch. Both titles are coming to the platform in Summer 2021. Check out the trailer below which showcases them in action.</p>
<p>While <em>Spelunky</em> is about 12 years old at this point with its original release, <em>Spelunky 2</em> launched a few months ago for PS4 and then PC. The first game set the bar for roguelite platforming and difficulty with its numerous permutations and challenges. Local co-op, Deathmatch and Daily Challenge make their way to the Switch version along with 20 different explorers. Check out our review of the Xbox 360 version <a href="https://gamingbolt.com/spelunky-review">here</a>.</p>
<p><em>Spelunky 2</em> makes big strides in terms of its level generation, mechanics and challenges. It introduces fluid dynamics (which works wonders with lava), mounts and other crazy new features. Again, the Switch version will support all of this along with four player local play and Arena mode. For more details on the PS4 version, check out our review <a href="https://gamingbolt.com/spelunky-2-review-into-the-depths">here</a>.</p>
<p><iframe loading="lazy" title="Spelunky and Spelunky 2 - Announcement Trailer - Nintendo Switch" width="500" height="281" src="https://www.youtube.com/embed/2W0ke-t0nzg?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>15 More Super Bosses That Destroyed You</title>
		<link>https://gamingbolt.com/15-more-super-bosses-that-destroyed-you</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 06 May 2020 16:43:17 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Dark Souls 2]]></category>
		<category><![CDATA[Enter the Gungeon]]></category>
		<category><![CDATA[fallout 4: far harbor]]></category>
		<category><![CDATA[Fatal Frame]]></category>
		<category><![CDATA[Final Fantasy 15: Royal Edition]]></category>
		<category><![CDATA[Final Fantasy 9]]></category>
		<category><![CDATA[Five Nights at Freddy&#039;s 4]]></category>
		<category><![CDATA[Game Boy]]></category>
		<category><![CDATA[Kingdom Hearts]]></category>
		<category><![CDATA[Kingdom Hearts 2]]></category>
		<category><![CDATA[Monster Hunter World: Iceborne]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[path of exile]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Persona 5 Royal]]></category>
		<category><![CDATA[pokemon gold/silver]]></category>
		<category><![CDATA[ps one]]></category>
		<category><![CDATA[PS2]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[spelunky]]></category>
		<category><![CDATA[Splatoon 2: Octo Expansion]]></category>
		<category><![CDATA[The Legend of Zelda: Breath of the Wild - The Champions&#039; Ballad]]></category>
		<category><![CDATA[Xbox]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=440062</guid>

					<description><![CDATA[You'll need all the preparation in the world to stand a chance against these bosses.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span>s we&#8217;ve noted many times before, boss fights are a delicate balancing act. Challenges are great but you don&#8217;t want to completely and utterly destroy, frustrate or traumatize the player without good reason. But what if you do? Why, just make it a super boss – an optional boss with completely overpowered mechanics to test a player&#8217;s true mettle. Let&#8217;s take a 15 more such bosses here.</p>
<p><b>Sephiroth &#8211; Kingdom Hearts 1 and 2</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/11/sephiroth-kingdom-hearts-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-421536" src="https://gamingbolt.com/wp-content/uploads/2019/11/sephiroth-kingdom-hearts-2.jpg" alt="sephiroth kingdom hearts 2" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/11/sephiroth-kingdom-hearts-2.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2019/11/sephiroth-kingdom-hearts-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/11/sephiroth-kingdom-hearts-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/11/sephiroth-kingdom-hearts-2-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Kingdom Hearts players had a taste of Sephiroth&#8217;s power in the first game when fighting him in the Final Mix version of the game. Surprise, surprise, he&#8217;s even more difficult in Kingdom Hearts 2. On top of multiple health bars, he moves incredibly fast and can kill Sora with the first combo alone. He can also throw homing orbs, draw Sora into a fire wall and unleash Heartless Angel which, if successful, drops Sora to 1 HP. Sephiroth&#8217;s attack speed and damage also increase as he loses health, making for even more fun times.</p>
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		<title>15 Games That Are Difficult To Learn But Absolutely Worth Your Time</title>
		<link>https://gamingbolt.com/15-games-that-are-difficult-to-learn-but-absolutely-worth-your-time</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 10 Sep 2018 09:01:49 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[bloodborne]]></category>
		<category><![CDATA[Celeste]]></category>
		<category><![CDATA[DiveKick]]></category>
		<category><![CDATA[DOTA 2]]></category>
		<category><![CDATA[Duelyst]]></category>
		<category><![CDATA[Dwarf Fortress]]></category>
		<category><![CDATA[Hearthstone]]></category>
		<category><![CDATA[Kerbal Space Program]]></category>
		<category><![CDATA[rogue legacy]]></category>
		<category><![CDATA[spelunky]]></category>
		<category><![CDATA[Starcraft 2]]></category>
		<category><![CDATA[Super Meat Boy]]></category>
		<category><![CDATA[Trackmania]]></category>
		<category><![CDATA[Vagrant Story]]></category>
		<category><![CDATA[VVVVVV]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=356754</guid>

					<description><![CDATA[These games can take some time to master but are absolutely worth it in the end.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">N</span>ot every game is meant for unwinding. Or perhaps more accurately, there are some games that present a fairly high barrier to their inherent fun. Is the struggle rewarding, especially with all the frustration those initial few hours bring? Depending on the game you play, it can be so let&#8217;s take a look at 15 games which are ultimately worth the long hours of suffering.</p>
<p><b>Bloodborne</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/09/Bloodborne-The-Old-Hunters.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-243205" src="https://gamingbolt.com/wp-content/uploads/2015/09/Bloodborne-The-Old-Hunters.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/09/Bloodborne-The-Old-Hunters.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/09/Bloodborne-The-Old-Hunters-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Veterans of From Software&#8217;s Dark Souls series were in for something different with Bloodborne. Though combat was mechanically similar, it was faster with the ability to side-step along with dodge-roll. Shields were pretty non-essential, Visceral attacks were awesome and sometimes, attacking foes to regenerate lost health was the best option. For those who&#8217;ve never played a From Software game, Bloodborne takes time to properly get a hold of (especially the bosses) but it delivers a rich story, fully-realized world and excellent combat.</p>
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		<title>16 Most Addictive Games On PS4</title>
		<link>https://gamingbolt.com/16-most-addictive-games-on-ps4</link>
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		<dc:creator><![CDATA[Alex Jackson]]></dc:creator>
		<pubDate>Fri, 06 Apr 2018 05:35:58 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[bloodborne]]></category>
		<category><![CDATA[Celeste]]></category>
		<category><![CDATA[Destiny 2]]></category>
		<category><![CDATA[fortnite]]></category>
		<category><![CDATA[Hitman]]></category>
		<category><![CDATA[Metal Gear Solid V: The Phantom Pain]]></category>
		<category><![CDATA[monster hunter world]]></category>
		<category><![CDATA[Nex Machina]]></category>
		<category><![CDATA[Overcooked]]></category>
		<category><![CDATA[Overwatch]]></category>
		<category><![CDATA[Persona 5]]></category>
		<category><![CDATA[Rainbow Six: Siege]]></category>
		<category><![CDATA[rocket league]]></category>
		<category><![CDATA[spelunky]]></category>
		<category><![CDATA[Stardew Valley]]></category>
		<category><![CDATA[Thumper]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=330940</guid>

					<description><![CDATA[Live in your world, play in these 15 addictive ones.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>t turns out that greatness isn’t awaiting, it’s already here. Sony is riding high on top of the market with their PlayStation 4, and it owes a ton of that success to the wide array of amazing games that have come to their platform, and keep their players coming back day after day to play the best games, for the gamers. The rules for this list? These games aren’t necessarily exclusive to the PS4, just on the platform, and really, really engaging, keeping players coming back again and again. Come and play in our world for a bit, won’t you?</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/05/Persona-5_2015_05-01-15_010.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-230622" src="https://gamingbolt.com/wp-content/uploads/2015/05/Persona-5_2015_05-01-15_010.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/05/Persona-5_2015_05-01-15_010.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2015/05/Persona-5_2015_05-01-15_010-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/05/Persona-5_2015_05-01-15_010-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><b>Persona 5</b></p>
<p>The Acid Jazz infused soundtrack and moving manga art style that so flawlessly defines the world of Persona 5 is only really half of the charm of the game. Broken down into a day by day system where you balance the high school life of the protagonist with his secret double life as a demon slaying Phantom Thief takes on a compulsive quality thanks to the charming characters and great story. Once you’ve said you’ll just play for another day to make sure you pass school midterms and suddenly it’s 2AM, you’ve gone another in game month and cleared a dungeon? You’ve never seen it coming.</p>
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		<title>Xbox Live Games With Gold for August: WWE 2K16, Spelunky, Beyond Good &#038; Evil HD</title>
		<link>https://gamingbolt.com/xbox-live-games-with-gold-for-august-wwe-2k16-spelunky-beyond-good-evil-hd</link>
					<comments>https://gamingbolt.com/xbox-live-games-with-gold-for-august-wwe-2k16-spelunky-beyond-good-evil-hd#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 26 Jul 2016 10:27:54 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Beyond Good & Evil HD]]></category>
		<category><![CDATA[Games With Gold]]></category>
		<category><![CDATA[spelunky]]></category>
		<category><![CDATA[warriors orochi 3 ultimate]]></category>
		<category><![CDATA[WWE 2K16]]></category>
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		<category><![CDATA[Xbox Live]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=273083</guid>

					<description><![CDATA[Some big names are coming to Xbox Live next month.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/07/Xbox-Games-With-Gold.jpg"><img loading="lazy" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2016/07/Xbox-Games-With-Gold.jpg" alt="Xbox Games With Gold" width="620" height="348" class="aligncenter size-full wp-image-273084" srcset="https://gamingbolt.com/wp-content/uploads/2016/07/Xbox-Games-With-Gold.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/07/Xbox-Games-With-Gold-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Xbox Live Gold subscribers will be receiving quite the eclectic selection of free games with August&#8217;s Games With Gold initiative. Thanks to the Xbox One&#8217;s backwards compatibility with Xbox 360 titles, that means four free games for next month.</p>
<p>Xbox One titles include <em>Warriors Orochi 3: Ultimate</em>, which is free for the entire month, and<em> WWE 2K16</em> which will be free from August 16th to September 15th. For Xbox 360 players, there&#8217;s <em>Spelunky</em> from August 1st to August 15th and <em>Beyond Good &#038; Evil HD</em> which will be available from August 16 till August 31st.</p>
<p>And honestly? You should be picking up <em>Beyond Good &#038; Evil HD</em>. It&#8217;s just that good. Some of July&#8217;s free Games With Gold, like <em>Tumblestone</em>, are still available till August 15th so you might want to hurry up and download them now.</p>
<p>What are your thoughts on August&#8217;s Free Games With Gold? Let us know in the comments below and stay tuned for more information.</p>
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		<title>An Interview With Andy Nealen &#8211; Game Developer, Designer, Enthusiast, and Researcher</title>
		<link>https://gamingbolt.com/an-interview-with-andy-nealen-game-developer-designer-enthusiast-and-researcher</link>
					<comments>https://gamingbolt.com/an-interview-with-andy-nealen-game-developer-designer-enthusiast-and-researcher#respond</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Wed, 06 Apr 2016 07:36:15 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[andy nealen]]></category>
		<category><![CDATA[Assassin's Creed: Unity]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[Flappy Bird]]></category>
		<category><![CDATA[Hearthstone]]></category>
		<category><![CDATA[hemisphere games]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Nintendo 3DS]]></category>
		<category><![CDATA[osmos]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[spelunky]]></category>
		<category><![CDATA[Street Fighter 5]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=260139</guid>

					<description><![CDATA[A man in the know, lets us in on the know.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span>ndy Nealen is probably one of the men who would know the most about the future of games. He&#8217;s not a big AAA developer, and he is not working on the PS5 or Xbox Next. However, he is an academician (he is a researcher and professor at NYU), a game designer (he is most famous for his work on <em>Osmos</em> with Hemisphere Games), and a game enthusiast.</p>
<p>As an &#8216;indie&#8217; developer, he also manages to have his pulse on the indie game community- which is arguably going to shape the future of this industry&#8217;s output. Nealen, then, is a man in the know about a lot of things. And last month, GamingBolt got to sit down with him and have an open, free flowing discussion about the state of gaming in general. We ended up talking about a lot of things- mobile gaming and indie games, yes, but the future of technology in gaming, VR, cloud computing, exclusives (or the lack thereof), the recent trend of buggy game launches, Nintendo and their future in the industry, and, amusingly enough, <em>Fire Emblem. </em>Sit back and enjoy the talk.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/03/osmos.jpg" rel="attachment wp-att-260140"><img loading="lazy" decoding="async" class="aligncenter wp-image-260140" src="https://gamingbolt.com/wp-content/uploads/2016/03/osmos.jpg" alt="osmos" width="620" height="388" srcset="https://gamingbolt.com/wp-content/uploads/2016/03/osmos.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2016/03/osmos-300x188.jpg 300w, https://gamingbolt.com/wp-content/uploads/2016/03/osmos-768x480.jpg 768w, https://gamingbolt.com/wp-content/uploads/2016/03/osmos-1024x640.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"In 2007, we thought that the main indie game wave had already passed us by."</p>
<p><strong>Before we jump in, could you please introduce yourself for our readers?</strong></p>
<p>Sure! I am Andy Nealen, I am assistant professor of computer science at the NYU School of Engineering. I am also… I guess formerly a core member of Hemisphere Games, the creators of<em> Osmos</em>, which was the iPad Game of the Year in 2010, and it won an Apple Design Award in 2011. It was a game that, back in the day – not <em>so</em> early days, but when indie games numbered in the hundreds, not thousands – we had a game in the channel. My two friends Eddy and Dave are still working on games now, but board games, not video games at the moment. They just had a successful Kickstarter, actually…</p>
<p>Anyway, I’ve been doing some game design. I’m a computer scientist by trade. I also study architecture and engineering. And I teach game design and computer graphics, and some artificial intelligence methods here at NYU.</p>
<p><strong>Sounds awesome- you certainly know your stuff! I’m actually a bit nervous now.</strong></p>
<p>(laughs)</p>
<p><strong>What can you tell us about the work you’ve done with Hemisphere Games on <em>Osmos</em>?</strong><strong> </strong></p>
<p>Well, that was while I was still a PhD student, so it’s in the ancient past. <em>(laughs)</em></p>
<p>Well, this was- so my friend Eddy Boxerman, who’s the lead designer, it’s his brainchild, <em>Osmos</em> was basically his baby. Him and I and Dave – him and Dave are still the two core members of Hemisphere Games – the three of us met in graduate school in Vancouver in 2001. We were all doing computer science. And we always said we would make a game in the future, and so- six years later, in…2006, or maybe it was 2007… Eddy sent me a prototype, and it was a game on which he’d been working for for two weeks, and it didn’t really have a name yet. And I think we called it <em>Blobs. </em>And it was a very, you know, it had very crude programmer type art, and it was very prototype-ey. Beautiful music, though, and it had most of the core mechanics. And I told him- he wanted to get feedback, right? He’d sent it out to all his friends. So I said to him, you have something very special here, but at the same time it also looked a lot like <em>fl0w. </em>At the same time, Jenova Chen had written his Master’s thesis on flow in games, for which of course he had made a flash version of <em>fl0w</em>, that looks not at all like the game we know from the PS3, but it looks something like it.</p>
<p>So we started to think about the idea of what we called ‘ambient game,’ right? So it was just something with beautiful music, no real stress, like a little bit different than what we were used to from AAA games. And so he worked on it for a little while longer, and at some point I told him, you know, obviously, because of how cool indie games are, we should be thinking of submitting this to a competition, like the Independent Games Festival, or something like that. So I told him, if you want to do that, I’ll help you with the game, ‘cause you only have six or seven weeks left till the deadline. And this was in 2007. So in 2007, he said sure, let’s do it. And I said cool, I’m just finishing my PhD thesis, I just submitted my documents, so I don’t have to work on those anymore. And then for 6-8 weeks, we just went into massive crunch mode, to make the prototype look as good as it could. And honestly? That was my main contribution to the game: crunching on it a few weeks, programming the menu, making the graphics look better, making the game feel a little bit better, giving it a little bit more character… not necessarily tweaking a lot of the level design, because that would come back and haunt us- when we did submit it to the IGF- we got zero nominations. And, you know, we had thought we had worked really hard on it.</p>
<p>Then I moved to New York, to be a professor, so I got a position at Rutgers, not NYU initially… and him and Dave worked on it, and tweaked the intro levels, right? They tweaked what would later become the two tutorial levels. Those two tutorial levels went through about 60-70 iterations, until we liked them. And then when we resubmitted it to the IGF in Fall 2008, we felt much more confident about it. Because it had undergone an entire year of polish and design. And <em>then</em> it got nominations. And that basically kicked off everything. And then later on we made an iOS version, and we actually had <em>another</em> friend we met in grad school make that one. That became the iPad version, and that’s the version that I think most people know better than the PC version. Because the first version that hit in the Fall of 2009 was on Steam. And then it was only in Spring 2010 that we put out the iOS version. And then the iOS version just went viral for a while. And then of course, Apple gave it the iPad Game of the Year award, basically for the first year of the iPad’s existence. Because of that, it went around the storefront for eight weeks around the holiday season. And so that visibility boosted sales, and everything.</p>
<p>And yeah, that’s pretty much it. My involvement beyond those eight weeks of crunching on the code was mostly being the mouthpiece- or <em>a</em> mouthpiece. Because I live in New York City, and it is very easy to get visibility in NYC, and not so easy where Dave and Eddy were living in Vancouver and Toronto. NYU at the time was already famous for starting its Talk Series, where a bunch of game designers would just get together and talk about design and stuff. So it was pretty easy for me to connect to that community in NYC, through having that game.</p>
<p><strong>That sounds fascinating, mostly because if you think about it, this predates the so called indie game revolution. Indie games are a big thing today, but it’s really fascinating to know what it was like then, before all of this.</strong></p>
<p>So here’s another interesting anecdote about that… so of course, we were in love with indie games, you know, we started working on them in 2006-07. But at the time- the first IGF where I considered indie games to be very different from AAA was in 2005 when Edmund McMillan and his colleagues won the grand prize for <em>Gish</em>. So <em>Gish</em> was like a game that felt intrinsically different from anything I had played before. So in 2007, we thought that the main wave had already passed us by! We thought we had missed the train on indie games! We were like, ‘oh no, we’re too late for this!’</p>
<p>And when we got into it, we started meeting all these amazing people- because the community was still very, very small, right? We had a bit of a diversity issue, it was mostly white dudes, but still, it was very overseeable, everyone knew everyone, and… it’s just exploded since then. To the point that people now talk about the ‘indiepocalypse’ and stuff like that now. It’s just the kind of thing that happens when there are more people around: it’s harder to get seen when you have more to look at.</p>
<p><strong>In a lot of ways, what you say reminds me of the Great Crash of 1983- simply too much going around, making it harder for any one product to viable or profitable in the market.</strong><strong> </strong></p>
<p>I mean, I do this for a living! My job is to know about games and game design. And it is impossible for me to stay on top of this. I review games for the IGF, so I have access to a lot of resources, but there are not enough hours in the day to… <em>(laughs)</em></p>
<p>It’s just impossible. When I was doing this in 2006-07, I started teaching game design in Berlin, when I was a PhD student in Germany, and I taught three classes there. Of course, my job was to know what was going on, but every week, there was one or two new indie game- which would take maybe an hour at most each. That’s still a thing you can do. But now, there’s like a hundred new games released a day! So now, the only thing that works for me personally is word of mouth. Weirdly enough, when Google Reader died, I stopped using RSS feeds, and I only use Twitter now to stay on top of things, to basically find things that are interesting.</p>
<p><strong>So you rely on things going viral now.</strong></p>
<p>I rely on things going viral to some extent. Which, honestly, is unfortunate. Because obviously, there’s smaller stuff that is super cool, and not getting attention, falling by the wayside.</p>
<p><strong>Right, and it’s the stuff that actually <em>needs </em>the attention.</strong></p>
<p>Exactly. And some of it is- of course there are a lot of ‘me too’ people that just go ‘this makes a lot of money, I want to do it too,’ and a lot of the games aren’t quite up to what I would consider the quality standards of the people who actually want to play, but there are a lot of very cool games getting lost in the cracks. There’s too much stuff- if someone does not accidentally see it, it could get lost.</p>
<p>Think of this- famously, <em>Flappy Bird </em>was already out for half a year before it went viral. There is a parallel universe to ours, where <em>Flappy Bird </em>never got recognition.</p>
<p><strong>And it never got taken down.</strong></p>
<p>You do know you can still play it, yeah? You can still download it as long as you downloaded it when it was first up.</p>
<p><strong>Yup. Plus I’m pretty sure he put it back on.</strong></p>
<p>Anyway, the point is, it’s hard to get visibility. And a lot of people complain about it a lot, but seriously, it’s the same thing in any form of entertainment. Anything that you can now do much more easy than you could 10-20 years ago, because the technology now enables it, it’s just hardtop get visibility, because everyone is trying it.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/02/1392940497-7.jpg" rel="attachment wp-att-187772"><img loading="lazy" decoding="async" class="aligncenter wp-image-187772" src="https://gamingbolt.com/wp-content/uploads/2014/02/1392940497-7.jpg" alt="the witness" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/02/1392940497-7.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2014/02/1392940497-7-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2014/02/1392940497-7-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Jonathan Blow is perfectly right, we should not undervalue our work."</p>
<p><strong>A bit like what happens with YouTube.</strong><strong> </strong></p>
<p>Right. And then guess who’s popular on YouTube- PewDiePie, right? Not him and 50,000 other people. There is a person who at this point is the most famous YouTuber, and is essentially a celebrity now. So yeah, I think in general a lot of people who entered indie games after they became ‘a thing’ did it for the wrong reasons. I think – and this is a generalization, so it’s probably not entirely true – most of the people who were doing it before were doing it for the love of making games, and getting to know others who love making and playing games. And the fact that they also got some fame and money along the way was almost a side effect. It was never the main reason. I mean, there <em>were</em> people who wanted to make it a sustainable business. I was one of the people promoting that. I was happy that there was an alternative to people just graduating and going to a games company. It was cool that people could be more creatively invested in their game.</p>
<p>And there are still games made like that, right? Like <em>Darkest Dungeon</em>, it’s just such a good game-</p>
<p><strong>And <em>The Witness</em>. I don’t know if you’ve played that-</strong></p>
<p>I have played and finished that game. Well…’finish.’ Whatever finish means for it <em>(laughs)</em></p>
<p><strong><a href="https://gamingbolt.com/the-witness-review" target="_blank" rel="noopener noreferrer">I really like that game. I basically think it is the epitome of what a puzzle game can be.</a> And it is, of course, an indie game, made by a man who made the game to make the game, not to get the money.</strong></p>
<p>Right. In fact, he spent copious amounts of money making that game! More than $10 million, I believe! But at this point, he put out a long blog post on what the game made in the first week, and I think it made $5 million back? So even if he doesn’t break even, he can still continue making games. Which I think for him is the main thing. And he spent what, 6 years making the game? That is a long time to spend making something…</p>
<p><strong>It makes sense, though, it was just, what, two or three people who worked on it? And it’s not like it’s any lesser in scope than a AAA game. </strong></p>
<p>Yeah, I think the price point for it was perfectly justified. It took me 28 hours to get to the ending I got to. Honestly, if that game had been just five hours long, and still been as amazing, I thing $40 would still have been fine.</p>
<p>There was this perception at some point that a game that is indie shouldn’t cost more than $10-$15. And then of course, we made that problem worse by making everything cheaper on the App Store, and then free to play. And I know free to play is contentious, but honestly, I think some people are doing it very well. I think <em>Hearthstone </em>does it very, very well. There are decks that you can make from just the base cards that have made it to Legendary rank. Just by their players being better at playing the game. And yes, you can get better cards by paying, but I mean, you need to take into account, this game is not free to make- there’s an entire team at Blizzard dedicated to making the game. It’s not small, and they’ve poured a lot of effort into making the game accessible. And most people can and will play it for free- some people will spend money on it, others will spend even more money on it. That’s a function of some people being better off financially than others.</p>
<p>But yeah, the whole race to the bottom thing for games basically being free on iOS, or that for <em>Osmos</em>, we basically had- there was no way we could have priced it at $10 on iOS. The PC version is $10, which I still think is a fair price- because our philosophy was always that we would love it for players to have played the game, and then have come away from it saying, ‘that was worth my time and money.’ And so obviously the higher you go with the price, the less likely it is to happen. So we wanted to make sure people would feel that the game was worth the time and money, so we priced it at $10, but you can’t sell a game on iOS for $10- the general wisdom is, the game should be $5 or less.</p>
<p><em>Osmos </em>was $5 on iPad, and $3 on iPhone. We had two different versions. We had a long discussion about this internally, and I wanted to have a universal binary, as it is called, where you buy it once and you have it on all devices. And I thought $2.99 for the universal binary was fine, but in the end, we did two separate versions, and that went over very well. People had no complaints about that.</p>
<p><strong>Like you said, if the quality is good, people won’t mind paying.</strong></p>
<p>Yeah, and making a version for iPad was surprisingly hard. It’s not like you can port the PC code 1:1. The iPhone has a much smaller screen, so we couldn’t use the same menu structure, and we had to redesign large parts of the game… so it wasn’t zero work, we did do work to put it on both, so I guess it was fine that we charged people <em>some</em> money for it.</p>
<p><strong>I mean, developers shouldn’t have to apologize for how much money they choose to price their product at.</strong><strong><em> </em></strong></p>
<p>And yet we always feel that way. It’s always like- and I mean, Jonathan Blow is perfectly right, we should not undervalue our work, and it was a very calculated move of him to price it at $40. And I think that price is perfectly okay, I even think that game would be fine at $60.</p>
<p><strong>This was actually something Nintendo’s late President Satoru Iwata predicted a decade back- the race to the bottom, and the undervaluing of games.</strong><strong><em> </em></strong></p>
<p>Yeah, he was usually ahead of his time.</p>
<p><strong>Okay, so one of the main topics I also wanted to discuss with you was technology- since that’s your field, and you’re really good at tech. I was hoping to get your insight on popular tech topics in the gaming industry, and see where you stand on them. </strong></p>
<p>My stand, my position on the technology right now is that it kind of took a backseat for a while. I think we’re in exactly that phase right now where technology has become less important. I think what has become more important is, like, creative uses of tech. So not exactly like developing brand new technology, right, like in the 90s and 2000s, having a better renderer would get your game visible- like the fact that it looked better, or faster, or rendered more objects, and what not, going from like <em>DOOM</em> to <em>Quake</em>, and all those different steps that graphics took along the way – computer graphics as a research field in general moving forward, and not just games – that was a huge leap, and it was important. For example, I think when we all played <em>Mario 64</em> for the first time, our eyes melted- seriously, that is one of the highlights of my life, starting up <em>Mario 64.</em> It was just such an amazing experience to have played that for the first time. But I think as we go further now, and have the existence of all these game engines, predominantly Unity – Unity is very popular, most of our students at NYU use Unity for game creation – the fact that the tech exists is just there. It’s like, now we have the hammer. What can we make with the hammer? Where are all the beautiful things that we can make with the tools that we have? And it’s really cool, because it frees up a lot of stuff that you previously had to worry about, and frees up that time to be able to use that technology, to be actually creative.</p>
<p>Of course, there’s still development of technology, it still happens, we still see renderers get developed, we still see stuff look cooler. We see stuff like <em>The Witness,</em> right, where Jonathan Blow and his team sat down, and wrote their own engine, just to have full creative control over the rendering- and it shows! It doesn’t feel like any other game made in Unity. It doesn’t feel like a game that was made with an off the shelf toolset. And that’s the drawback as well right? We’re in this phase where all these engines are popular, and we’re seeing tons of creative output from all of these developers, but we’re not really seeing technological innovation. It’s a homogenization and consolidation of technology, and it basically is what directly led to something like the IGF axing the tech category. There used to be an excellence in technology award there- and at some point, the last year that we did it, we had a hard time finding five games to nominate! So the tech award went away, and we got the excellence in narrative award which makes more sense. The excellence in narrative jury had a hard time picking <em>only </em>five nominees, because there were so many amazing contributions in that field.</p>
<p>In my opinion, though, this is just temporary. Right now, it is cool to do all this technology, or all this design and this creative use of the stuff we have, but sooner or later, people are gonna get bored of it. Like they got bored of 2D games, then they wanted 3D, and I guess now VR.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/01/Oculus-Rift_01.jpg" rel="attachment wp-att-253825"><img loading="lazy" decoding="async" class="size-full wp-image-253825 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2016/01/Oculus-Rift_01.jpg" alt="Oculus Rift_01" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/01/Oculus-Rift_01.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/01/Oculus-Rift_01-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"VR is definitely here to stay."</p>
<p><strong><em>Okay, let’s talk about that. VR.</em></strong></p>
<p>The next innovation is potentially going to be VR, right? We don’t know, it’s hard to say, like, some things look amazing- I don’t know if you are familiar with <em>Sarah and Colin’s Fantastic Contraption</em>&#8211; they have a game, that they’re actually streaming every now and then, and they’ve come up with a method, using a green screen, to actually render VR space in video- so that the people looking at the video are actually seeing… they’re like, external to the person playing the game, but they’re seeing all the 3D objects in the game that the person playing is seeing. So they found a way that’s not just like the 2D screen shows, like the renderer for Oculus Rift or something like that- they’re showing them something like the person is in.</p>
<p>And honestly, I think things like that are the most interesting and innovative uses of tech right now. I don’t know, like, I would at this point not sign anything that says VR is going to be the next big thing, because honestly, I don’t know. I will sign off on saying that VR is going to be the next big thing in architectural design <em>(laughs)</em>; which has very little to do with video games. But VR is definitely here to stay, because architects are gonna gobble that up, they’re gonna use that for sure.</p>
<p><strong>I’ve always said that VR might or might not take off in video games, but it has a whole lot of other potential uses.</strong></p>
<p>You are 100% correct about that. It may not be big in games, but at least things like <em>Fantastic Contraption </em>are a step in that direction where someone who is a good designer is taking technology, taking it seriously, and figuring out how to make it work, doing it in creative ways. And they’re making it so so they can actually share their results with the world outside of them, that’s not in VR. Because that’s the hard part, right? I mean, a 2D video game, or even a 3D video game, you can make a video of it and share it on YouTube! You can’t really do that with VR. It’s not the same. You have to experience it to see it.</p>
<p><strong>It’s a lot like the problem Nintendo had with the 3DS.</strong></p>
<p>Yep. But that’s a really good example of the technology. But I think the big thing with technology right now is AI. Like, maybe in March we’re gonna have a ‘big blue’ moment where the current Go champion might lose to an AI [Ed: this interview took place in February. In March, earlier this week, <a href="http://www.bbc.co.uk/news/technology-35771705" target="_blank" rel="noopener noreferrer">Google’s A.I. did indeed win a game against the current human champion</a>]. It’s exciting to see how far we can push the boundaries of what these systems are capable of doing.</p>
<p><strong>It’s fascinating. Like programming improvisation. </strong></p>
<p>Yep. But yeah, I think technology is still definitely a thing. It’s not on the forefront right now, but I think it’s just a matter of time till it comes back, and I think VR is gonna start that move back towards technology to some extent.</p>
<p><strong>How about cloud computing? Do you think it may actually have potential, especially for gaming?</strong></p>
<p>I think it has potential… I think the technology is not quite there yet. I think we’ve seen that multiple times, right, like, Shinra just closed their doors- all these places that tried to do cloud computer gaming, like where stuff runs on servers, basically the thin client model, where you only have the client that doesn’t even have to do computation? I think that stuff is gonna come. But right now, I would almost say that that stuff is our current 90s version of virtual reality- like we had VR in the 90s, but it was garbage! It was research, it was chuggy, clunky, jangy, and no one gave it the time of the day, and so it died off again. And I think that’s what happening with cloud gaming right now. I think cloud gaming is definitely going to be an interesting thing in the future, for all the reasons that people say it will be interesting- you don’t have to worry about netcode, you don’t have to worry about having a big beefy computer at home, you can actually do a bunch of pre computation offline, that just gets streamed to the client as video- and so you could precompute entire games! There’s a paper from two years ago that’s called ‘Self Refining Games,’- and there’s a game that refines itself by looking at player analytics! And again, it’s just a research prototype. It’s a fluid simulator, that’s not actually running that fluid simulation, it’s just sending a computed video to the client. It’s self learning, it’s super cool, it’s a really strong concept. I don’t think there’s enough demand for something like it yet-</p>
<p><strong>Maybe in something like an MMO, like they could change a raid dynamically in response to how players tackle it.</strong></p>
<p>Yeah, well, I mean, that’s how Blizzard does things- if you could do this whole offline rendering stuff in the cloud, and then stream video, I think there’s a possibility for something like that taking off, but I don’t think we’re quite there yet. I’m not sure, but I think that we’re almost there, but we’re like 95% there. We’ll see, though.</p>
<p><strong>Plus there is the bottleneck of the internet speeds and the infrastructure.</strong></p>
<p>Yeah! And as it turns out, doing offline rendering is really expensive- there’s a reason that Pixar films cost a lot of money to make. Because making and designing them is hard as it is, but they also have to render all the stuff they make. And they have specialized computers, huge render farms that use up a lot of energy, and cost a lot of money.</p>
<p><strong>Okay! So… are you familiar with the current generation consoles, their tech, their hardware? </strong><strong><em> </em></strong></p>
<p>Not really. I haven’t, to be honest, I haven’t been following that a lot. Like I’m not- I’m probably not the right person to talk about that. I mean, I have a PS4 and Xbox One – I think my Xbox One hasn’t been used in six months. The PS4 I use, because I play <em>Spelunky </em>daily, every day. It’s my religion <em>(laughs)</em><em> </em></p>
<p>But yeah, I don’t know that much about- I’ve been playing most of my games on PC for the last 2-3 years.</p>
<p><strong>Fair enough. So let’s talk about other things. For instance, there is this recent report that mobile tech, graphical and rendering tech, will catch up to console tech by 2017. Which is not even a year away. And I’ll be honest, while I’m surprised at how much mobile tech has advanced since 2007, which was when we first got the iPhone-</strong></p>
<p>Yeah, it’s pretty amazing.</p>
<p><strong>&#8211; but I don’t personally see this happening. Do you think it could?</strong></p>
<p>I think the platform is destined for a different kind of game- like I don’t think, if we’re talking touch enabled devices, which, that’s what phones are – they went from being keypad devices to being touch enabled, and I don’t think we’re going back to keys, and I think touchscreens are here to stay. And if anyone has seen a child with an iPad, they know the reason why- they just gravitate towards them so naturally, because it’s so tactile, and they just understand how to use it immediately.</p>
<p>But the thing these touch screen devices can’t do is, they can’t replace a controller. There’s just no universe where anyone will ever play something like <em>Street Fighter </em>on an iPad <em>(laughs). </em>That’s just not gonna happen. Now in terms of rendering capability, I have to say it blows my mind how high performance the current generation tablets are. It’s just absolutely mind boggling when I look at any of these demos we see from Epic or NVidia or Apple, that just showing off what Unreal looks like on a tablet. I look at that, and I’m like, ‘this is insane!’ If you’d told me this is what mobile games would look like when I was a teenager, I’d have told you you’re a big fat liar. So in terms of rendering, I think it’s possible that mobile devices catch up. Obviously, it always depends on- I mean, the reason consoles aren’t as high end and high performance at rendering as PCs is because there’s a money, a financial constraint. They need to be marketable to a large group of people, so obviously, they’re never gonna cost- I mean, there are graphics cards that cost more than consoles! So, that will always exist, and because of that, graphics will always be better on high end PCs.</p>
<p><strong>Well, I mean, that, and the fact that unlike PCs, consoles have static hardware.</strong></p>
<p>For developers, it’s absolutely glorious that they can design for a piece of hardware, and that hardware is the same everywhere. Because, even developing for iOS for example, you have different iOS versions, different sizes of iPhones and iPads, and you have to make sure your stuff works for all of them. Now mind you, this is still not as bad as development can be for PC- or for Android! Don’t even get me started on Android. Android is just a nightmare. Android is just the worse. It is just so hard to make it work. The only reason there is an Android version of <em>Osmos</em> is because we outsourced it to a company. And we’re very happy we did, because obviously it’s been a good success on Android, but we didn’t do it ourselves, because that’s the lowest level of graphics programming that I have ever seen in my life! Where a graphics engineer has to test all these devices, all different graphics drivers, and it’s the most Sisyphean task I’ve seen. There are different graphics drivers! And each driver has its own bugs!</p>
<p><strong>So like PC gaming before DirectX became a thing.</strong><strong><em> </em></strong></p>
<p>Pretty much. Even then, I think sometimes Android is even worse than that. And you’d think that PC gaming has become better, but it’s still so hard. Because everyone has different graphics cards, every graphics card works different with a driver, the driver has different problems, which mean they don’t utilize every feature provided by DirectX or OpenGL- it’s hard. It’s hard to make it work everywhere, and consoles are great for getting away from all that. And I think that’s one of the big reasons that consoles will always exist. Because they are affordable ,and attractive to consumers and developers. And I think mobile devices will always exist for gaming too- we have them anyway. We call them telephones, but I don’t know a lot of people who actually use their phone as a phone! It’s a high powered super impressive pocket computer. And that, and the fact that we have them anyway, makes<em> them</em> attractive too.</p>
<p>But do I think mobiles will ever catch up to consoles? I don’t think they have to. Because they have their own unique flavor, and anyone who is a good game designer understands that, and designs games with that in mind.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/03/assassins-creed-unity.jpg" rel="attachment wp-att-260141"><img loading="lazy" decoding="async" class="aligncenter wp-image-260141" src="https://gamingbolt.com/wp-content/uploads/2016/03/assassins-creed-unity.jpg" alt="assassin's creed unity" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/03/assassins-creed-unity.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2016/03/assassins-creed-unity-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2016/03/assassins-creed-unity-768x432.jpg 768w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Every developer wants to ship an amazingly polished, clean game- they want to be proud of it, they don’t want it to be garbage, they don’t want the servers to crash on day one, they don’t want any of this to happen."</p>
<p><strong>Okay, so it’s fascinating you bring up ease of console development, because we are getting more buggy games, and buggier games, than ever before- and this is in spite of us having the most powerful, easiest to develop for game consoles than ever. Why do you think that is? </strong></p>
<p>Well, there’s a lot of reasons why that happens, right? And most of that has to do with project management- project management, budgetary constraints, all kinds of stuff like that. Also, to be honest, the games are just getting much bigger. The content creation for the games, and the play testing for the games of this scope and scale, is becoming very, very difficult, and I think it’s one of the big problems that the games industry faces, which is, the more we push graphics technology, and the more we push the size and scale of these games, the more we realize that the current model of creating games doesn’t exactly scale very well. Like, if you have double the assets, and double the rendering capacity, you can’t just put double the people on it and hope that solves the problem. That’s not how it works, it doesn’t scale that way. Because with increasing the size of the team, there comes a huge overhead where project management just gets exponentially harder- and I don’t know how that’s gonna be solved.</p>
<p>I think we’re running into a phase where, it’s not even bad intention on the developer’s side. It’s not like they’re doing this on purpose! Obviously, every developer wants to ship an amazingly polished, clean game- they want to be proud of it, they don’t want it to be garbage, they don’t want the servers to crash on day one, they don’t want any of this to happen. It’s just that some people are obviously more careful about this. I mean, you brought Blizzard up earlier, right? And Blizzard, instead of making a franchise, simply make a game, and then they cater to that game, and so Blizzard is almost more of a platform developer. Every game they have is a platform that they support for years and years, instead of putting a new one out every year. It’s a lot like Nintendo- these companies make platforms, while others make franchises.</p>
<p>Your probably prone, in my opinion, to see bugs crop up in franchise development, where a new one needs to be out every year- and I think recently I heard that the latest <em>Assassin’s Creed</em> was actually a financial flop, even though the game I think was critically, it was considered to be one of the better games of the series.</p>
<p><strong>Yeah, it was definitely viewed as an improvement over <em>Unity</em>, but because of how badly <em>Unity</em> poisoned the well…</strong><strong><em> </em></strong></p>
<p>Yeah, I mean it totally poisoned the well, and now Ubisoft is like, I think, considering taking a year off.</p>
<p><strong><em>Yeah, they are- there’s gonna be a new one in 2018, but none this year.</em></strong><strong><em> </em></strong></p>
<p>Yeah, I think, you know what, seriously, this makes sense. I think the reason we are seeing so many bugs creep in is because these games are often not properly tested- it’s because people are trying to churn these games out at breakneck pace, at the cost of the morale of their teams, and the game’s quality, and it’s not healthy. I don’t think it’s a healthy attitude. It’s not like other industries don’t suffer from the same problems- games are just going through the same growing pains that other industries before games also had. And we’ll figure it out! I’m very optimistic about that. It sucks when the game comes out with bugs, because usually it’s very hard to save the game after that. And that’s bad for the company, clearly, because they might take a financial hit, but it’s even worse for the people who made the game- right, because they see their creation that they made out there, and now it’s not getting the proper love that it should get, because they managed to screw up the launch.</p>
<p>There are ways, I think, in which the future of games, and games engineering and research can solve that- I mean software engineering has unit testing, right? Most other fields of software engineering understand that if you don’t have automated testing for software, you’re very likely to end up delivering to the client a very buggy bit of code. So I think games hasn’t fully figured out what that means yet… and I think it’s also because games are much more complicated, fully dynamic things, whereas most other software has much less scope than games. But I still think games can use the principles of automated testing and automated playtesting.</p>
<p>So I think it’s gonna get better- but something is going to have to give. Maybe making these gigantic AAA blockbuster titles is not a good business model- and I think we’re beginning to see, we’ve seen less of them come out in the last two or three years, because you can’t sell fifty blockbusters a year. No one’s gonna buy 50 games a year! Your normal person who loves games, but has a job and a family is not going to spend that much amount on games each year!</p>
<p><strong>I guess this is sort of related- why do you think exclusive games are becoming less common on consoles?</strong></p>
<p>I think it’s mostly because people want to make money. Again, when we had fewer releases, it was totally viable for a platform holder to offer exclusive deals to developers. A developer knew that if they are exclusive to a console, and that console developer gives them a leg up, or funding, or marketing and advertisement, and that sort of stuff, then it’s gonna be beneficial for them. But these days I think at the end of the day, if your product or your game only launches on a single platform, and that platform is not mobile, then you’re going to have a tough time recouping your investment. And I think that’s the main reason that people are not seeing as many platform exclusives.</p>
<p>I mean, that said, <em>Street Fighter V </em>is console PS4 exclusive, right? So it’s not like we don’t have them. The games industry comes up with the wildest terms, though, right? I mean ‘console’ exclusives. So funny! I still remember back in the day when Rockstar announced that they got like a billion dollars from Microsoft to make the <em>GTA4</em> episodes Xbox 360 exclusives- I don’t think they can pull that off anymore. And those things were timed exclusive anyway!</p>
<p>Unless you are a first or second party developer, those things are usually timed exclusive.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/06/nintendo-nx.jpg" rel="attachment wp-att-233986"><img loading="lazy" decoding="async" class="size-full wp-image-233986 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2015/06/nintendo-nx.jpg" alt="nintendo nx" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2015/06/nintendo-nx.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/06/nintendo-nx-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"It would sadden me greatly to see Nintendo move out of the hardware business."</p>
<p><strong>Okay, so one last question.</strong></p>
<p>Okay.</p>
<p><strong>Do you think Nintendo has a future in the market, as a hardware developer? </strong></p>
<p>Nintendo is the most out of the left field game developer company that I know of. It’s- predicting them is like predicting the stock market! It’s like, if I say anything about Nintendo right now, it’s probably going to be wrong. I mean yeah, every now and then they’ll make a piece of hardware that’s goofy and doesn’t succeed… and then they’ll come out with a new piece of hardware that just prints money. So I think Nintendo is here to stay even as a hardware developer. That’s what my gut feeling says. They must have a war chest that’s the size of a small country. Because they made so much money off of the 3DS- 3DS has printed so much money, right? There’s that funny viral GIF that goes ‘It prints money,’ right? So yeah, they spend a fortune on development- and every now and then, they put out hardware that doesn’t sell close to what they need for it to have been worth their time. But then they put out something that’s so successful, that they probably have enough money to do another 20 years of research and development.</p>
<p>And because of all the designs that they do being so intricately tied to their hardware, I really doubt that Nintendo is- I mean, I don’t know, because I have no insider information whatsoever, but I can’t see… it would sadden me greatly to see Nintendo move out of the hardware business. I mean, the New 3DS XL, with the eye tracking, that has stable 3D, is amazing. I love that so much- I can actually play <em>Super Smash Bros. </em>on my 3DS, with the 3D turned on, and it works! No flickering, no headaches. I am so in love with it. And- yeah, it’s magical.</p>
<p><strong>It’s their best handheld hardware ever, in my opinion.</strong><strong><em> </em></strong></p>
<p>I absolutely agree. And my concluding thought for the day is- I did not know there is a new <em>Fire Emblem</em> game out until this morning.</p>
<p><strong>Oh yeah, it just came out.</strong><strong><em> </em></strong></p>
<p>It <em>just</em> came out! <em>Fire Emblem </em>is one of my favorite franchises of all time, and until this morning, I didn’t know there was a new one. So I am so excited right now, I’m gonna go home and download it on to my 3DS. But I don’t know which version! I hear there are two versions! I am so confused-</p>
<p><strong>Well, <a href="https://gamingbolt.com/fire-emblem-fates-conquest-review" target="_blank" rel="noopener noreferrer">if you like classic <em>Fire Emblem</em>, get <em>Conquest</em></a>. <a href="https://gamingbolt.com/fire-emblem-fates-birthright-review" target="_blank" rel="noopener noreferrer">If you liked <em>Awakening</em>, get <em>Birthright</em></a>. </strong></p>
<p>I think I like classic more. I definitely like the challenge. So I need <em>Conquest </em>then. But then what about the DLC?</p>
<p><strong>That’s the ‘true ending.’ So basically you get two sides of the story, and then you get the resolution in the DLC. </strong><strong><em> </em></strong></p>
<p>But yeah, that’s how little I am staying on top of these things. But now it’s like Christmas for me. I am going to remember today as Christmas, the day I got to go home and play a new <em>Fire Emblem</em> that I didn’t even know existed!</p>
<p>Honestly, this Q1 2016 may be one of the best Q1s we’ve had ever- <em>XCOM 2, Darkest Dungeon, Firewatch, The Witness, Fire Emblem…</em> I don’t even know where to… it’s crazy! It’s a very exciting time for people who like to play and make games. <em>And</em> research games. There’s officially too many games to keep track of and play. But that is an okay problem to have.</p>
<p><strong><em>It’s an embarrassment of riches. That is a good embarrassment.</em></strong></p>
<p><strong><em> </em></strong>Exactly. It’s a good embarrassment.</p>
<p><strong><em>Anyway, it was a pleasure talking to you. Thank you so much!</em></strong></p>
<p>Thank you!</p>
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		<title>7 Follow Up Games The PS Vita Could Do With</title>
		<link>https://gamingbolt.com/7-follow-up-games-the-ps-vita-could-do-with</link>
					<comments>https://gamingbolt.com/7-follow-up-games-the-ps-vita-could-do-with#comments</comments>
		
		<dc:creator><![CDATA[Jake Demo]]></dc:creator>
		<pubDate>Fri, 23 Aug 2013 15:14:54 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Assassins Creed]]></category>
		<category><![CDATA[God of War]]></category>
		<category><![CDATA[gravity rush]]></category>
		<category><![CDATA[Little Big Planet]]></category>
		<category><![CDATA[Metal Gear Solid]]></category>
		<category><![CDATA[Persona]]></category>
		<category><![CDATA[PS Vita]]></category>
		<category><![CDATA[Rayman. Sony]]></category>
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		<category><![CDATA[spelunky]]></category>
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					<description><![CDATA[The Vita is a great piece of hardware that has some pretty good games for it, but it's going to need even more to compete moving forward in the new generation.]]></description>
										<content:encoded><![CDATA[<p>&nbsp;</p>
<p dir="ltr"><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">S</span>ony’s PlayStation Vita is a pretty impressive piece of hardware with a small, but good selection of games. On top of it, this little handheld powerhouse does way more than simply play games too. It’s a true, portable multimedia device that allows gamers to do anything from listen to music, surf the web and even watch Netflix anywhere they are.</p>
<p dir="ltr">Really, the only thing you can’t do with it is make a phone call, which probably doesn’t phase the owners of this device. What the PS Vita needs at this point are more games. While there are some good one’s available now, it’s not enough to really carry the PS Vita into the future. With the option to be able to pair this puppy with Sony’s PS4, there has to be more in store for the device. It deserves more than just being a vestigial extension to Sony’s soon to be released console.</p>
<p><strong>1. God of War:</strong></p>
<p><iframe loading="lazy" src="//www.youtube.com/embed/WTCM6KdhyW0?rel=0" height="349" width="620" allowfullscreen="" frameborder="0"></iframe></p>
<p>The God of War series has always done well with Sony’s fans, regardless of it being released on handhelds or consoles. It’s the franchise that most of us picked up our first PlayStation console to begin with.</p>
<p>A new God of War game may help to pull some gamers back to the PS Vita. There has already been an announcement for God of War one and two being released for the Vita, but most have already played those games. It would be great to see them in all their remastered glory, but a new game with updated graphics, new characters and most importantly a new story should do the trick.</p>
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		<title>Spelunky Review</title>
		<link>https://gamingbolt.com/spelunky-review</link>
					<comments>https://gamingbolt.com/spelunky-review#comments</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Wed, 01 Aug 2012 14:18:31 +0000</pubDate>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[spelunky]]></category>
		<category><![CDATA[XBLA]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[Xbox Live]]></category>
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					<description><![CDATA[Spelunky is not a game for the faint of heart. In spite of its cutesy exterior that resembles a charming, NES era game, Spelunky will destroy you if it ever gets the chance. Going by how disarmingly deceptive the game really is, I wager it will get several in the first couple of hours, before [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Spelunky is not a game for the faint of heart. In spite of its cutesy exterior that resembles a charming, NES era game, Spelunky will destroy you if it ever gets the chance. Going by how disarmingly deceptive the game really is, I wager it will get several in the first couple of hours, before you finally begin to catch on, and see through its act.</p>
<p>What is Spelunky? Think of it as an NES era Indiana Jones game. With the requisite difficulty level to boot. Think of it as the prequel game to Temple Run, only infinitely more addictive, infinitely deeper, infinitely more frustrating, infinitely more rewarding.</p>
<p>The entire premise of the game is so simple as to belie how brutal it can really get: you’re an explorer. You’re in a cave. There’s an idol. Get to the idol, retrieve it. Above all, <em>do not die.</em></p>
<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2012/08/spelunky-pc-screen.png"><img loading="lazy" decoding="async" class="aligncenter  wp-image-100614" src="https://gamingbolt.com/wp-content/uploads/2012/08/spelunky-pc-screen.png" alt="" width="505" height="285" /></a></p>
<p>Death is a recurring theme in Spelunky. It doesn’t explore the philosophical or metaphysical implications of death, oh no. No, it explores just how much a player is willing to put up with a brutally unforgiving difficulty level, making Spelunky the first game to actually make death mean something in game since From Software’s breakthrough titles Demons Souls and Dark Souls.</p>
<p>Everytime you die- and you will die a lot- you restart. Right from the beginning of the game. All the progress you made is gone. All the items you got, your power ups, your loot, all of it gone, recalling the eras of flash memory NES cartridges, when people would leave their systems on for weeks at end to ensure they didn’t their progress. Saving the game was a luxury back then. In Spelunky, it isn’t even an option.</p>
<p>There are spiked traps, there are piranhas, ravines and pits, there are all manner of gruesome deaths planned for your adventurer, as he leads the damsel in distress in tow through a rather damning world. Four caves per world. Each cave randomly generated. It’s a bitch.</p>
<p>However, as often as you do fail, if you stick with it, it begins to fall into place. Soon, you know just how far you can jump. You know how close you can get to the edge of the ravine without falling. You know what gems are worth getting to, you begin to compute risk and reward scenarios on the fly. You get to know the rules of the game, and each time, Spelunky challenges you that much more. It can be unforgiving, it can be unbelievably difficult, but it is never unfair. And that, above all, keeps you returning.</p>
<p>You’re helped along the way by the cash that you collect. There’s an in game shop, but honestly, after a few hours with Spelunky, you’re probably going to give a sad, knowing smile at the prospect of using your cash to unlock things at the shop. None of it means anything, after all. A single miscalculation will lead you to your death. Which will send you right back to the beginning of the game. What’s the point? It’s probably best to make do with what you have, and ensure that you don’t get too attached or invested in your current game.</p>
<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2012/08/games-spelunky-xbla1.jpg"><img loading="lazy" decoding="async" class="aligncenter  wp-image-100616" src="https://gamingbolt.com/wp-content/uploads/2012/08/games-spelunky-xbla1.jpg" alt="" width="505" height="285" srcset="https://gamingbolt.com/wp-content/uploads/2012/08/games-spelunky-xbla1.jpg 560w, https://gamingbolt.com/wp-content/uploads/2012/08/games-spelunky-xbla1-300x168.jpg 300w" sizes="auto, (max-width: 505px) 100vw, 505px" /></a></p>
<p>Of course, if you do decide to buy power ups from the store, you’ll find them helpful. They don’t do the difficulty of the game any favors, but they make it more manageable. Or maybe that’s just a psychological illusion designed to keep you ensnared. I wouldn’t put it past this game.</p>
<p>What doesn’t make the game easy is the four player co-op mode. Co-op in platformers has become increasingly common since New Super Mario Bros blazed the trail, and the adage that held true in that game holds true now: your friends are all jerks, and they will inhibit your progress at every opportunity available.</p>
<p>Eventually, you get it. You get all of it. And then, all of a sudden, the game falls before you. It’s all in place. Spelunky is easy. Speedruns of less than half an hour are suddenly doable.</p>
<p>You only need to give the game a hundred or so hours of your life before then.</p>
<p>And you will. Because the game is just that good.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on Xbox 360.</strong></em></span></p>
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