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	<title>Splinter Cell Conviction &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>15 Best Stealth Games of All Time [2024 Edition]</title>
		<link>https://gamingbolt.com/15-best-stealth-games-of-all-time-2024-edition</link>
		
		<dc:creator><![CDATA[Stuart Glover]]></dc:creator>
		<pubDate>Mon, 25 Nov 2024 17:01:50 +0000</pubDate>
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		<category><![CDATA[63 days]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=604976</guid>

					<description><![CDATA[Stealth games are a rare occurrence these days, so finding really good ones is a tough ask. In this feature, we list 15 most recommend stealth games you need to experience.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>t’s fair to say most stealth games nowadays aren’t built precisely around the act of infiltrating, killing, and evading undetected but instead include stealth as a viable option to navigate. For this reason, there’s a broader spectrum of game genres on this rundown than we’ve featured on previous stealth lists. There is a common thread though: each game on this rundown, when played stealthily, requires incisive, careful, considered approaches. A demand to utilise tools and techniques to complete objectives undetected. For stealth fans, there’s no bigger reward than that.  </p>
<p style="text-align: center;"><strong><em>Assassin’s Creed Unity</em></strong></p>


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<p>Most games these days includes mechanics to facilitate stealth, but oftentimes enemy AI is poorly implemented that you risk being detected no matter how hidden you are. <em>Assassin’s Creed Unity</em> isn’t perfect, but it’s arguably last gen’s best stealth experience due to thoughtful level design and enemy placement. There’re the token tools to distract guards, of course, but <em>Unity</em> has a surprising depth to character move sets. Understanding distinct animation length and noise emitted in low or high-profile moves is key, as is – perhaps counterintuitively – mastering non-lethal takedowns. </p>
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		<title>15 Amazing PS3 Games You Need to Experience [2023 Edition]</title>
		<link>https://gamingbolt.com/15-amazing-ps3-games-you-need-to-experience-2023-edition</link>
		
		<dc:creator><![CDATA[Usaid]]></dc:creator>
		<pubDate>Mon, 18 Sep 2023 10:15:07 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=565020</guid>

					<description><![CDATA[Join us as we take a look back at the rich history of the PS3 and run down 15 of the best games available on the console.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">S</span>ony fumbled out the gates with the PS3 with its pricing and a hardware architecture that was notoriously difficult to develop for, but it was able to turn its fates around for the better with a steady stream of first and third-party games &#8211; some of which would go down to become the greatest hits of all time. With this feature, we are taking a look back at Sony’s seventh-generation offerings &#8211; and counting down 15 of the best games that are available on the platform.</p>
<p><strong><em>A quick note! Don’t be surprised if you don’t find some of your favorites on this list. And while you’re here, why not check the previous list for added context?</em></strong></p>
<p>With that out of the way, let’s begin.</p>
<p><strong>Mass Effect 2</strong></p>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-533873" src="https://gamingbolt.com/wp-content/uploads/2022/10/mass-effect.jpg" alt="mass effect 2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/10/mass-effect.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2022/10/mass-effect-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/10/mass-effect-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/10/mass-effect-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/10/mass-effect-768x432.jpg 768w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>BioWare’s <em>Mass Effect 2</em> continues to be held in high regard even after all these years, and a lot of it can be attributed to the best-in-class narrative that twists and twists based on the choices you make and of course, the spectacular action that takes you through it all. <em>Mass Effect 2</em> might just be the best action rpg out there, thanks to a well-rounded narrative that features memorable characters like Illusive Man and bombastic moments like the Suicide Mission. It’s also one of the best-looking games on the now-dated console platform, but one of the best nevertheless.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">565020</post-id>	</item>
		<item>
		<title>15 Features We Want To See In The Next Splinter Cell</title>
		<link>https://gamingbolt.com/15-features-we-want-to-see-in-the-next-splinter-cell</link>
					<comments>https://gamingbolt.com/15-features-we-want-to-see-in-the-next-splinter-cell#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 10 Apr 2019 16:05:30 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=391575</guid>

					<description><![CDATA[Sam Fisher will eventually return - here are some things we'd like to see in his next game.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span>long with titles like Thief and Metal Gear Solid, Splinter Cell pretty much shaped the stealth genre as we know it. There hasn&#8217;t been a sequel since Splinter Cell Blacklist in 2013 but with rumours constantly coming and going, surely something has to give? Here are 15 things we&#8217;d like to see in the next Splinter Cell if and when it finally arrives.</p>
<p><b>Post-Apocalyptic Setting</b></p>
<p><iframe title="15 Things We Want To See In The Next Splinter Cell" width="500" height="281" src="https://www.youtube.com/embed/niafK5LsdJc?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Oftentimes, we see Ubisoft games existing separately from each other with vague indications of their relations. That&#8217;s changed in the past year or so with Ghost Recon Wildlands crossing over with other franchises. So why not just roll with it? Have the next Splinter Cell take place in a post-apocalyptic setting and follow events from Sam&#8217;s perspective.</p>
]]></content:encoded>
					
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		<title>15 Video Game Heroes Who Never Gave Up</title>
		<link>https://gamingbolt.com/15-video-game-heroes-who-never-gave-up</link>
					<comments>https://gamingbolt.com/15-video-game-heroes-who-never-gave-up#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 01 Feb 2019 06:42:37 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=381641</guid>

					<description><![CDATA[After seemingly endless trials and torments, these heroes are still standing.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>hat defines a hero? Is it the courageous acts they perform, the victories they accrue? Or is it their ability to continue fighting when the odds are stacked against them and everything seems hopeless? Video games have seen their fair share throughout the years and while we couldn&#8217;t possibly list them all, here are 15 noteworthy examples of heroes that never gave up despite being down and out. Warning: Spoilers for major games await.</p>
<p><strong>Max Payne &#8211; Max Payne Trilogy</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2012/04/maxpayne3-2072-2560.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-83434" src="https://gamingbolt.com/wp-content/uploads/2012/04/maxpayne3-2072-2560.jpg" alt="" width="620" height="377" srcset="https://gamingbolt.com/wp-content/uploads/2012/04/maxpayne3-2072-2560.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2012/04/maxpayne3-2072-2560-300x182.jpg 300w, https://gamingbolt.com/wp-content/uploads/2012/04/maxpayne3-2072-2560-1024x622.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Wife and kid murdered, hooked on painkillers, fighting off endless mobsters (including one instance where&#8217;s tortured)&#8230;and to think that&#8217;s all the grief Max goes through in the first game. The second is barely an improvement as Payne loses Mona Sax while the third sees him embroiled in betrayal and shady business in Brazil. That being said, Max never gives up, seemingly going on in spite of himself and earns some manner of solace when it&#8217;s all said and done.</p>
<p><span id="more-381641"></span></p>
<p><strong>Solid Snake &#8211; Metal Gear Solid 4</strong></p>
<p><iframe loading="lazy" title="15 Video Game Heroes Who Continued The Hard Fight Despite Being Down And Out" width="500" height="281" src="https://www.youtube.com/embed/YpQB6gL7aEU?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>To catalog all the trauma that Solid Snake has faced through his life would make for a whole separate piece. A product of Les Enfants Terribles, injected with FOXDIE, painted as a traitor by his country, yada yada, you know the drill. Metal Gear Solid 4 presents Snake&#8217;s greatest trials though. With his body breaking down and only a year to live, Snake embarks on one final mission to kill Liquid Ocelot. He battles the Beauty and the Beast unit, Metal Gear Gekkos, and even the realization that the FOXDIE will mutate in several months and wipe out the world&#8217;s population. Despite all this, Snake continues to pursue Liquid. Though victorious, Snake attempts to take his own life at the grave of Big Boss, stopped only by the latter. Who&#8217;s alive, surprisingly but that&#8217;s a whole other story. A new strain of FOXDIE was injected in Snake at some point, which means our hero is no longer at risk of killing off the world. Regardless, with some extra time left and Big Boss acknowledging him before finally passing on, Snake looks forward to the future with hope.</p>
<p><!--more--></p>
<p><strong>Arthur Morgan &#8211; Red Dead Redemption 2</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/Red-Dead-Redemption-2_04.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-367228" src="https://gamingbolt.com/wp-content/uploads/2018/10/Red-Dead-Redemption-2_04.jpg" alt="Red Dead Redemption 2_04" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/Red-Dead-Redemption-2_04.jpg 1480w, https://gamingbolt.com/wp-content/uploads/2018/10/Red-Dead-Redemption-2_04-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/10/Red-Dead-Redemption-2_04-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/10/Red-Dead-Redemption-2_04-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>When we first meet Red Dead Redemption 2 protagonist Arthur Morgan, he and his crew are on the run and beaten all to hell. As time passes, Arthur has to deal with the machinations of Dutch van der Linde, taking on more and more scores despite his leader seemingly descending into madness. Though various members of the gang die throughout the story and Arthur contracts tuberculosis (which was exceptionally fatal during those times), he still perseveres. Whether it&#8217;s rescuing John Marston, fighting off the Pinkertons, and rooting out Michah as a mole, Arthur keeps fighting until his very last breath.</p>
<p><!--more--></p>
<p><strong>Clementine &#8211; The Walking Dead</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/01/The-Walking-Dead-The-Final-Season.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-380867" src="https://gamingbolt.com/wp-content/uploads/2019/01/The-Walking-Dead-The-Final-Season.jpg" alt="The Walking Dead - The Final Season" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/01/The-Walking-Dead-The-Final-Season.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/01/The-Walking-Dead-The-Final-Season-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/01/The-Walking-Dead-The-Final-Season-768x433.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/01/The-Walking-Dead-The-Final-Season-1024x577.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>When Clementine first started her journey in Telltale&#8217;s The Walking Dead: Season 1, she was to be protected and watched over. With her parents dead, it stung all the more when she lost her protector Lee Everett. In Season 2, Clementine faces other trials &#8211; for instance, she&#8217;s bitten by a dog and has to sew her wound closed, all on her lonesome. Eventually she has to deal with the crazed antics of Kenny and Jane (which can end fatally). Did we mention Clem is only 11 years old at this point? A New Frontier starts with her possibly having one less finger depending on the player&#8217;s choice as she takes care of AJ by herself. Nevertheless, Clem has kept fighting and continued surviving. Will she make it out of The Final Season intact?</p>
<p><!--more--></p>
<p><strong>Commander Shepard &#8211; Mass Effect Trilogy</strong></p>
<p><iframe loading="lazy" title="15 Video Game Heroes Who Continued The Hard Fight Despite Being Down And Out" width="500" height="281" src="https://www.youtube.com/embed/YpQB6gL7aEU?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>A veritable one-man army, Commander Shepard has dealt with almost everything possible by the time Mass Effect 3 closed. That includes killing Sovereign and a reanimated Saren, dying to the Collectors and being reborn, surviving a suicide mission against said Collectors, destroying the Alpha Relay (and an Batarian system) to delay the Reapers, the list goes on. In fact, Mass Effect 3 starts with Shepard having to survive the Reapers&#8217; attack on Earth as millions die. With just one ship and a crew, Shepard builds a powerful military fleet and the Crucible to take the fight to the Reapers. That&#8217;s after solving the conflicts between the Turians, Krogans, Quarians, and so on while dealing with Cerberus. Sure, the player&#8217;s fate is possibly sealed by the end and maybe it&#8217;s all for naught depending on the choices made. But Shepard kept fighting and that&#8217;s all matters.</p>
<p><!--more--></p>
<p><strong>Gordon Freeman &#8211; Half Life</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2012/09/half-life_2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-112917" src="https://gamingbolt.com/wp-content/uploads/2012/09/half-life_2.jpg" alt="" width="620" height="391" srcset="https://gamingbolt.com/wp-content/uploads/2012/09/half-life_2.jpg 635w, https://gamingbolt.com/wp-content/uploads/2012/09/half-life_2-300x188.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>It&#8217;s never just a normal day for Gordon Freeman, a physicist for Black Mesa caught in a resonance cascade that causes aliens to invade the facility. With Black Mesa in ruins, aliens warping in to kill him and Marines attempting to cover the mess up (by also killing him), Gordon is probably in over his head. And that&#8217;s <em>before </em>heading into the alien dimension Xen to kill the Nihilanth and stop the resonance cascade for good. If you thought that meant the Freeman got a break, then you&#8217;re wrong &#8211; he&#8217;s subsequently thrown into stasis by the G-Man before waking up years later in a world ruled by the Combine. Gordon has to fight his way from below, galvanizing the resistance and ultimately taking down Dr. Breen, the leader of City 17, to ensure some kind of freedom for humanity. Even as the situation continues to worsen, Gordon keeps going, never backing down from a fight no matter how unfavourable the odds may be (or how hopeless a sequel seems).</p>
<p><!--more--></p>
<p><strong>Joel &#8211; The Last of Us</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/06/ps4-1.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-198955" src="https://gamingbolt.com/wp-content/uploads/2014/06/ps4-1.jpg" alt="the last of us ps4" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/06/ps4-1.jpg 1366w, https://gamingbolt.com/wp-content/uploads/2014/06/ps4-1-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2014/06/ps4-1-1024x575.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>When a game starts with a main character&#8217;s daughter dying in his arms, you just know it only gets worse. Case in point, Joel from The Last of Us who would partake in a life of brutal post-apocalyptic survival with his brother before becoming a smuggler. And of course, things only got worse after he was tasked with smuggling Ellie. From there, it&#8217;s one battle after another against brutal Infected, bandits and even soldiers as he protects Ellie. At one point, Joel is near death and needs Ellie&#8217;s help in the Winter (which leads into a whole other rigmarole for Ellie). By the end, Joel has transported Ellie to the Fireflies&#8217; base in Salt Lake City. However, he learns that Ellie must be operated on to derive a vaccine for the infection. Since this will result in her death, Joel goes on a rampage to rescue her, eventually escaping the hospital and lying to Ellie about the reason. If nothing else, The Last of Us showcased what lengths Joel could go to protect those he loved.</p>
<p><!--more--></p>
<p><strong>BJ Blazkowicz &#8211; Wolfenstein</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/11/Wolfenstein-2-New-Colossus.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-313036" src="https://gamingbolt.com/wp-content/uploads/2017/11/Wolfenstein-2-New-Colossus.jpg" alt="" width="620" height="344" srcset="https://gamingbolt.com/wp-content/uploads/2017/11/Wolfenstein-2-New-Colossus.jpg 1000w, https://gamingbolt.com/wp-content/uploads/2017/11/Wolfenstein-2-New-Colossus-300x167.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/11/Wolfenstein-2-New-Colossus-768x426.jpg 768w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The never-ending torment that is William &#8220;B.J.&#8221; Blazkowicz&#8217;s campaign against the Nazis has been the stuff of gaming legend. Wolfenstein (2009) would kick-start a whole new tale though and introduced a worrying alternate future. What if the Nazis won World War 2? In Wolfenstein: The New Order, Blazkowicz recovers from his vegetative stage several years later following a failed raid on Deathshead&#8217;s fortress. He eventually joins the resistance and even infiltrates a forced labour camp to find the key to opposing the Nazis. Oh, and he goes to the Moon as well because why not? The game ends with Blazkowicz apparently dead but in Wolfenstein 2: The New Colossus, he&#8217;s back at it again, avenging fallen comrades and working to liberate America from the Nazis. Things can get pretty grim throughout the story, including a pivotal plot point where Blazkowicz is <em>decapitated </em>and must have his head reattached to a super-soldier&#8217;s body to survive. But even as our hero struggles to maintain a stoic appearance through it all, he&#8217;s still an expert at making the Nazis&#8217; lives miserable.</p>
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<p><strong>Sam Fisher &#8211; Splinter Cell Series</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/04/splinter-cell-chaos-theory.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-332484" src="https://gamingbolt.com/wp-content/uploads/2018/04/splinter-cell-chaos-theory.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/04/splinter-cell-chaos-theory.jpg 1200w, https://gamingbolt.com/wp-content/uploads/2018/04/splinter-cell-chaos-theory-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/04/splinter-cell-chaos-theory-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/04/splinter-cell-chaos-theory-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Ah, Sam Fisher. Remember this guy? This guy was trained to be a Navy SEAL before facing all the ruckus of the first three Splinter Cell titles (which includes averting World War 3). So of course his story took a turn for the worst in Double Agent when his daughter Sarah was &#8220;killed&#8221;. Becoming a double agent to help the NSA, eventually Fisher is forced to kill Colonel Irving Lambert to maintain his cover and subsequently goes on the run. Splinter Cell Conviction reveals that shockingly, Sarah is still alive but Fisher must go through another a series of trials, including saving the president of the United States from assassination. Though the subsequent Blacklist attacks had some chance of destabilizing the newly formed Fourth Echelon, Fisher survived it all, even showing up in Ghost Recon Wildlands to prove that he&#8217;s still got what it takes.</p>
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<p><strong>Ethan Mars &#8211; Heavy Rain</strong></p>
<p><iframe loading="lazy" title="15 Video Game Heroes Who Continued The Hard Fight Despite Being Down And Out" width="500" height="281" src="https://www.youtube.com/embed/YpQB6gL7aEU?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Though his family life is relatively happy to begin with, Ethan Mars faces one tragedy after another following an accident that kills his older son Jason. Ethan himself falls into a coma after the accident and after awakening, divorces his wife and spends the days blaming himself. Eventually, Ethan&#8217;s younger son Shaun is kidnapped by the Origami Killer and the former must complete a series of tests to save him. Said tests include driving into traffic at high speed, killing a drug dealer, crawling through broken glass and, oh, just <em>cutting off one of his fingers. </em>All of that is before he eventually has to film himself drinking poison. With the help of journalist Madison Paige and FBI agent Norman Jayden, Ethan eventually locates the Origami Killer and, depending on the player&#8217;s actions, can save Shaun while surviving. If all goes well, Ethan starts a new life with Madison and Shaun, his ordeal finally over.</p>
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<p><strong>Marcus Fenix &#8211; Gears of War Trilogy</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/01/gears-of-war-2.jpeg"><img loading="lazy" decoding="async" class="aligncenter wp-image-380157" src="https://gamingbolt.com/wp-content/uploads/2019/01/gears-of-war-2.jpeg" alt="gears of war 2" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/01/gears-of-war-2.jpeg 1920w, https://gamingbolt.com/wp-content/uploads/2019/01/gears-of-war-2-300x169.jpeg 300w, https://gamingbolt.com/wp-content/uploads/2019/01/gears-of-war-2-768x432.jpeg 768w, https://gamingbolt.com/wp-content/uploads/2019/01/gears-of-war-2-1024x576.jpeg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Being sentenced to prison for going against orders and trying to rescue his father, Marcus Fenix emerges into a world that&#8217;s overrun by the Locust. Keep in mind that Fenix had already been through a long period of war between different nations for Imulsion. The Coalition of Governments is thus formed and Marcus goes to war with his best friend Dom to stop the Locust. Despite a victory at the end of the first game, Marcus has to fight the Locust in their home turf before eventually destroying Jacinto &#8211; the last major human city, mind you &#8211; to ensure victory again. Oh and there&#8217;s the Lambent, mutated by the planet&#8217;s Imulsion and slowly consuming it so that&#8217;s two disgusting armies that Marcus has to deal with. From the destruction of the place he called home to the death of his father and even Dom, Marcus has a rough time of it in the original trilogy. Still, even with the fate of humanity constantly resting on his shoulders, he fights on because it&#8217;s the only thing he knows.</p>
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<p><strong>Batman &#8211; Batman Arkham Series</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/06/Batman-Return-to-Arkham.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-270482" src="https://gamingbolt.com/wp-content/uploads/2016/06/Batman-Return-to-Arkham.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/06/Batman-Return-to-Arkham.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/06/Batman-Return-to-Arkham-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Hoo boy does Batman take a beating in Rocksteady&#8217;s Arkham series. He starts off hunted by a bunch of assassins, surviving burning, poison, electrocution and even the Joker in Batman: Arkham Origins. This leads to Arkham Asylum where the Dark Knight is more or less trapped in the prison, and must deal with crazed inmates and villains including a mutated Joker. You&#8217;d think that&#8217;d be the end but alas, the caped crusader must then deal with the mess that&#8217;s Arkham City, preventing Protocol 10 from coming into effect while also not dying to the Joker toxin in his blood. Batman: Arkham Knight sees the hero on the back foot, dealing with a strong militia and his old ward Jason Todd as the Arkham Knight. Oh and the Joker is also in his head, threatening to wrest control at any moment. Even as his mind breaks down and his identity has been exposed to the entire city, Batman successfully combats Scarecrow (with some help from Todd) and even rounds up all the villains in the city before initiating the Knightfall Protocol. Though the conclusion is fairly open-ended, Batman showcased exemplary, almost borderline insane drive and focus throughout the series to keep Gotham City safe.</p>
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<p><strong>Scorpion &#8211; Mortal Kombat</strong></p>
<p><iframe loading="lazy" title="15 Video Game Heroes Who Continued The Hard Fight Despite Being Down And Out" width="500" height="281" src="https://www.youtube.com/embed/YpQB6gL7aEU?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Hanzo Hisashi, better known as Scorpion, isn&#8217;t someone easily classified as a hero. A former member of the destroyed Shirai Ryu, Scorpion would spend his days in hell, seeking revenge against the Lin Kuei clan and Sub-Zero for his family&#8217;s death. The story has seen its fair share of twists and turns through the years but with Mortal Kombat 9 rebooting events, Scorpion would be aligned with Quan-Chi from the start. Of course, he was unaware that Quan-Chi was actually responsible for the death of his family. After being manipulated by the sorcerer further, Scorpion eventually breaks free and revives the Shirai Ryu while returning to life. He even makes amends with Sub-Zero before embarking on a quest to kill Quan-Chi (which would result in Shinnok being released but that&#8217;s a different story). Say what you will about the guy but Scorpion had honour and was committed to avenging his family till the end.</p>
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<p><strong>Issac Clarke &#8211; Dead Space</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/07/Dead-Space-1.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-301904" src="https://gamingbolt.com/wp-content/uploads/2017/07/Dead-Space-1.jpg" alt="Dead Space" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/07/Dead-Space-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2017/07/Dead-Space-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/07/Dead-Space-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/07/Dead-Space-1-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>If anyone could top this list for the sheer amount of punishment taken, both physically and psychologically, it might be Isaac Clarke. In Dead Space 1, Isaac has to deal with all kinds of monstrosities in an attempt to save his girlfriend Nicole (who turns out to be dead by the end). He&#8217;s then haunted by a nightmarish specter of Nicole before facing the Necromorphs again in Dead Space 2. Being thrown out into the darkness of space, nearly having his eye drilled out, multiple risks of being torn asunder &#8211; that&#8217;s a regular day for Isaac. And no, Dead Space 3 doesn&#8217;t offer any respite since a Necromorph moon of all things crashes straight onto the planet that Isaac is on. He&#8217;s miraculously alive though and decides to keep going, the utter mad lad.</p>
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<p><strong>Kiryu Kazuma &#8211; Yakuza Series</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/01/yakuza-6-screenshot-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-321613" src="https://gamingbolt.com/wp-content/uploads/2018/01/yakuza-6-screenshot-3.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/01/yakuza-6-screenshot-3.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2018/01/yakuza-6-screenshot-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/01/yakuza-6-screenshot-3-768x432.jpg 768w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Another close contender for heroes who suffered immensely, Kiryu Kazuma of the Yakuza series is as tough as they come. In the first Yakuza, Kiryu takes the fall for the murder of Sohei Dojima, head of the Dojima family, to ensure his friend Akira Nishikiyama stays out of prison. After a decade in jail, Kiryu is finally out but under fire from the entire Japanese underworld. Even Nishiki betrays him for his own ends. The first game  ends with Kiryu losing his childhood friend Yumi and Nishiki before working to take care of Haruka. Of course, it&#8217;s never that simple as Kiryu finds himself embroiled in a Yakuza civil war in Yakuza 2. It&#8217;s just one conflict after another with endless fights, bizarre circumstances and the ever-terrifying Goro Majima stalking his every step. Still, if there&#8217;s ever anyone who  takes what life throws at him and beats it to a pulp, it&#8217;s Kazuma Kiryu.</p>
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		<title>15 Least Favorite Entries In Otherwise Great Video Game Series</title>
		<link>https://gamingbolt.com/15-least-favorite-entries-in-otherwise-great-video-game-series</link>
					<comments>https://gamingbolt.com/15-least-favorite-entries-in-otherwise-great-video-game-series#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 12 Sep 2018 18:25:57 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[assassins creed 3]]></category>
		<category><![CDATA[Banjo Kazooie: Nuts and Bolts]]></category>
		<category><![CDATA[Dark Souls 2]]></category>
		<category><![CDATA[dead space 3]]></category>
		<category><![CDATA[Duke Nukem Forever]]></category>
		<category><![CDATA[F.E.A.R. 3]]></category>
		<category><![CDATA[Final Fantasy 13]]></category>
		<category><![CDATA[gears of war judgment]]></category>
		<category><![CDATA[Hitman: Absolution]]></category>
		<category><![CDATA[Jak and Daxter: The Lost Frontier]]></category>
		<category><![CDATA[Mass Effect Andromeda]]></category>
		<category><![CDATA[Need For Speed: The Run]]></category>
		<category><![CDATA[Ninja Gaiden 3]]></category>
		<category><![CDATA[Sonic Heroes]]></category>
		<category><![CDATA[Splinter Cell Conviction]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=359550</guid>

					<description><![CDATA[Disappointing, inferior or just outright bad - almost every series has one of these games.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">S</span>equels are a part and parcel of the video game industry. As long as a game sells well, a sequel can be expected at some point. However, not every sequel turns out great. Some entries in a hallowed franchise may be fine and relatively inoffensive but definitely not as great as their peers. So without further ado, let&#8217;s take a look at our least favourite entries in otherwise great series.</p>
<p><b>Hitman Absolution</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2011/06/hitman-absolution.jpg"><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-32887" src="https://gamingbolt.com/wp-content/uploads/2011/06/hitman-absolution-1024x576.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2011/06/hitman-absolution-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2011/06/hitman-absolution-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2011/06/hitman-absolution.jpg 1280w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>To be perfectly clear, it&#8217;s not like Hitman Absolution was <i>terrible. </i>It just failed to really capitalize on what made the series so popular – the sandbox levels that encouraged experimentation and all manner of interesting assassinations. The story was fine and the visuals top-notch but without its rich sandbox, Absolution felt like a stop-gap rather than a real step forward.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">359550</post-id>	</item>
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		<title>Splinter Cell: Conviction and Ghost Recon: Advanced Warfighter Being Added To Xbox One Backward Compatibility</title>
		<link>https://gamingbolt.com/splinter-cell-conviction-and-ghost-recon-advanced-warfighter-being-added-to-xbox-one-backward-compatibility</link>
					<comments>https://gamingbolt.com/splinter-cell-conviction-and-ghost-recon-advanced-warfighter-being-added-to-xbox-one-backward-compatibility#comments</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Wed, 31 May 2017 17:36:38 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ghost recon: advanced warfighter]]></category>
		<category><![CDATA[Splinter Cell Conviction]]></category>
		<category><![CDATA[Ubisoft]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=297404</guid>

					<description><![CDATA[Or they will be, soon.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2010/12/sc-conviction-screenshots.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-17294" src="https://gamingbolt.com/wp-content/uploads/2010/12/sc-conviction-screenshots.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2010/12/sc-conviction-screenshots.jpg 460w, https://gamingbolt.com/wp-content/uploads/2010/12/sc-conviction-screenshots-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Looks like some pretty big Xbox 360 games are going to be added to the backward compatibility list on Xbox One pretty soon- in <a href="https://news.xbox.com/2017/05/30/tom-clancy-games-spotlight-sale/" target="_blank" rel="noopener noreferrer">its blog post</a> detailing the <em>Tom Clancy</em> game spotlight sale, Xbox let slip that <em>Splinter Cell: Conviction</em> and <em>Ghost Recon: Advanced Warfighter</em> are both going to be made available on Xbox One via backward compatibility soon.</p>
<p>&#8220;Or if you’d prefer to play some of the modern classic <em>Tom Clancy</em> games, available on Xbox 360 and Xbox One through Backward Compatibility, <em>Splinter Cell: Conviction</em> and <em>Ghost Recon: Advanced Warfighter</em> are also discounted up to 67% off!&#8221; the copy on the web page originally read (thanks to <a href="http://neogaf.com/forum/showthread.php?t=1383255" target="_blank" rel="noopener noreferrer">NeoGAF</a> for spotting this). Right now, the Xbox One part has been removed, which seems to indicate that they jumped the gun on making the announcement.</p>
<p>While <em>Conviction</em> remains a controversial game, <em>Advanced Warfighter</em> is much beloved by fans of the series. On the whole, this is a good pair of games being made available to Xbox One players for sure.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">297404</post-id>	</item>
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		<title>Celtoys Interview With Don Williamson: Former Fable Engine Lead Looks Ahead</title>
		<link>https://gamingbolt.com/celtoys-interview-with-don-williamson-former-fable-engine-lead-looks-ahead</link>
					<comments>https://gamingbolt.com/celtoys-interview-with-don-williamson-former-fable-engine-lead-looks-ahead#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 06 Jan 2016 17:41:58 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Celtoys]]></category>
		<category><![CDATA[fable]]></category>
		<category><![CDATA[LionHead Studios]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Splinter Cell Conviction]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=252975</guid>

					<description><![CDATA[Celtoys owner and engine/performance specialist discussed DX12 and cloud computing among other things.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he industry has been full of professionals who talked to us about the present state of gaming and what&#8217;s to come in 2016. Recently, GamingBolt had a chance to hear another expert&#8217;s views on the innovations and technologies to come &#8211; Celtoys owner Don Williamson, who not only worked on the renderer for Splint Cell: Conviction but was also an engine lead for the Fable engine. As such, Williamson has extensive experience with engine and pipeline optimization having worked on a number of different games in the past. What is his take on the current and emerging challenges of technologies like DirectX 12 and Cloud computing? Let&#8217;s find out.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2010/02/Splinter_Cell_Conviction_4_X10.jpg" rel="attachment wp-att-6870"><img loading="lazy" decoding="async" class="aligncenter wp-image-6870" src="https://gamingbolt.com/wp-content/uploads/2010/02/Splinter_Cell_Conviction_4_X10.jpg" alt="Splinter_Cell_Conviction_4_X10" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2010/02/Splinter_Cell_Conviction_4_X10.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2010/02/Splinter_Cell_Conviction_4_X10-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"I started off extending the Splinter Cell engine and ended up writing a new one from scratch to work on Xbox 360. I got something like 45fps on a high-stress level where the old one was hovering around 3fps."</p></p>
<p><strong>Could you tell us a bit about yourself and what you do?</strong></p>
<p>I’m an engine and pipeline developer of some 20 years now. I sold my first game as shareware at the age of 16, creating many games and engines beyond then as Programmer, Lead Programmer, R&amp;D Head and Project Lead. I created the Splinter Cell: Conviction engine, small parts of which are still in use today, lead the Fable engine and co-created Fable Heroes, bending the Xbox 360 in some very unusual ways! I now run my own little company, building a crazy game and helping other developers make theirs better.</p>
<p><strong>You have a great pedigree in graphics programming, having worked at Lionhead and Ubisoft. What was the inspiration behind starting Celtoys, your own?</strong></p>
<p>I wanted to create my own game and explore technology ideas that nobody in their right mind would pay me to explore. Getting to spread my wings and go back to helping other developers improve their games was an exciting way to help fund this.</p>
<p><strong>What can you tell us about the work you did at Ubisoft and Lionhead? What were your day to day activities like and what were your biggest challenges during those years?</strong></p>
<p>My roles at Ubisoft and Lionhead were very different. I’d spent some 4 years as a project lead before joining Ubisoft and wanted to break away and dedicate as much time as possible to pure code; it’s what I loved most.</p>
<p>I started off extending the Splinter Cell engine and ended up writing a new one from scratch to work on Xbox 360. I got something like 45fps on a high-stress level where the old one was hovering around 3fps. You could also iterate on code within a couple of seconds, as opposed to 4 or 5 minutes, so it was given the green light. Myself and Stephen Hill then spent 8 months porting features over, improving it, collaborating with technical artists and integrating with UE 2.5 (aka “making it work”). It’s, without doubt, the best engine of my career, although not without its faults. Such great memories!</p>
<p>Fable 2 was different. I came on-board about a year and a half before we shipped and directed the performance efforts, using help from Microsoft internally and external contractors. We had some amazing talent making the game faster so we got from sub-1fps on Xbox to a consistent 30fps, all while content creators were making the game bigger and bigger.</p>
<p>Fable 3 was different again as I was given 18 months to improve the engine and build a team for the Fables beyond. This was 50/50 management/code and by then I knew the engine enough to bend it to my needs. There was a lot of scheduling, Art/LD/Game co-ordination, career planning and feature evaluation, along with the usual deep-dive into code.</p>
<p>Although I didn’t realize at the time, my biggest challenge was swapping out the old renderer with the new one for SC5, while keeping all content authors productive. We were under intense scrutiny because it was such a risky undertaking, but we managed to do it while some 60 people used the engine/editor on a daily basis.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2011/05/fable-3-visuals-pc.jpg" rel="attachment wp-att-31610"><img loading="lazy" decoding="async" class="aligncenter wp-image-31610" src="https://gamingbolt.com/wp-content/uploads/2011/05/fable-3-visuals-pc.jpg" alt="The superior draw distance and textures on PC bring the world of Fable to life" width="620" height="364" srcset="https://gamingbolt.com/wp-content/uploads/2011/05/fable-3-visuals-pc.jpg 655w, https://gamingbolt.com/wp-content/uploads/2011/05/fable-3-visuals-pc-300x176.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"Since starting the company I’ve built my own engine. I’ve had many licensing enquiries about that as it is sufficiently different to what’s currently available, but you can safely say that the amount of work required to build an engine rises exponentially with the number of clients."</p></p>
<p><strong>Speaking about Fable 2 and 3, we read that a large amount of your code was used for the engine. Given the middle-of-the-road acclaim the franchise has received, what did you feel was the most distinguishing features of Fable&#8217;s engine? Though Fable Legends is fairly different from what Lionhead has done in the past, what excites you the most about its direction?</strong></p>
<p>There were so many talented people that helped with the engine it’s impossible to list all its distinguishing features without leaving lots out.</p>
<p>Visually and in motion it was quite beautiful. A large part of this was down to the work of Mark Zarb-Adami (now at Media Molecule) who did all the tree animation and weather effects. His work combined effectively with Francesco Carucci’s post-processing, who had a great eye for colour.</p>
<p>We had 3 amazing low-level engine programmers in Martin Bell, Kaspar Daugaard and David Bryson who ensured stability, designed a very sane overall architecture and added many features like character customization/damage, texture streaming and fur.</p>
<p>Later on the engine team acquired new blood with Patrick Connor and Paul New, who improved the water, created some incredible environment customization tools and built a new offline lighting engine to accelerate the work of our artists.</p>
<p>Some interesting distinguishing features include:</p>
<p>At the time I think Gears of War had something like 3 or 4 textures per character on-screen. Due to the way we randomized and allowed customization of our characters, some would have as many 90 textures. Getting this to work at performance for over 50 characters on-screen was no small undertaking.</p>
<p>By the time Fable 3 shipped, we could have up to 25,000 procedurally animating trees in view on Xbox 360. Unfortunately some of the most impressive levels we had to showcase this were cut down slightly before some of the bigger optimizations came online. Still, I wasn’t aware of any game that could get close to that at the time or since, while having an entire city and people rendering in the background.</p>
<p>We were one of the first games to take temporal anti-aliasing seriously and make it our primary filtering method. It looked better than MSAA, recovered more detail, required less memory, gained 3ms performance, and reduced latency and overall engine complexity. It was a massive win everywhere, although suffered from ghosting that haunted us to the very end. We had it mostly solved but weren’t allowed to check the final fixes in due to some minor problems they introduced elsewhere. Needless to say, we had a few hundred ideas on how to make it much better for Fables beyond.</p>
<p>There was also our offline light map baker. Fable 2 took up to 7 days to light the vertices of a single level, causing massive trouble during the final months. On Fable 3 we created a new GPU Global Illumination light baker that baked 100x as much data to textures, at 100x the performance, getting similar levels from 7 days down to a few minutes. By the time Fable 3 shipped, levels got much bigger so they ended up taking around an hour. That’s when we added GPU network distribution to the engine, bringing compile times down to around 5 minutes. It was orders of magnitude faster than any of the commercial options available at the time.</p>
<p>What interests me about Fable Legends is that it’s a completely new team and I’m excited to see what new directions they take the game in.</p>
<p><strong>Celtoys deals with improving performance of games, basically optimizing engines and the background framework. However was there every a thought of making your own engine and use it for licensing purposes? Furthermore, what are your thoughts on the various challenges in developing a custom engine?</strong></p>
<p>Since starting the company I’ve built my own engine. I’ve had many licensing enquiries about that as it is sufficiently different to what’s currently available, but you can safely say that the amount of work required to build an engine rises exponentially with the number of clients. At the moment you can still beat established engines for performance, visuals and iteration time if you lock your feature set to one game only. It won’t be long before this also will be impossible so I’m enjoying it while I can.</p>
<p>This also gives me the benefit of being able to come on-site to existing devs and use the tools I’ve developed these last few years to immediately be effective.</p>
<p>Developing a new engine is a huge topic as its potential clients can vary from tiny teams to massive teams; from those with money to those watching every penny; and from those who want to innovate on gameplay vs. engine features.</p>
<p>One broad observation relevant today is that if you don’t have expertise in building one, right from the low-level programmer to the high-level manager, you’re in trouble before you start. You used to be able to bungle your way through, making lots of mistakes and still innovating, but that time is long gone.</p>
<p>However, one thing I can’t stress enough is that building new game engines is easy. Easy, that is, compared with building the tools required to put the power in the hands of content authors. These are the guys who will sell it and break it, demonstrating to the world what it’s capable of and forcing you to improve the feature set in the process. If you don’t make their lives easy, you will languish. I don’t believe I have seen any custom engine pipeline get this even close to right.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/12/total_war_rome_2_caesar_in_gaul_4.jpg" rel="attachment wp-att-180472"><img loading="lazy" decoding="async" class="aligncenter wp-image-180472" src="https://gamingbolt.com/wp-content/uploads/2013/12/total_war_rome_2_caesar_in_gaul_4.jpg" alt="Total War Rome 2 Caesar in Gaul" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/12/total_war_rome_2_caesar_in_gaul_4.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/12/total_war_rome_2_caesar_in_gaul_4-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/12/total_war_rome_2_caesar_in_gaul_4-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"What’s interesting is that even the simplest of techniques, like basic shadow mapping and a single light with ambient background, can look very convincing when viewed in stereo. Aliasing is massively distracting and there is no doubt that resolutions need to increase and the quality of the pixel needs to improve."</p></p>
<p><strong>Can you please give us a few examples where Celtoys has helped game developers optimize the game’s performance?</strong></p>
<p>The first example is Fable 2; I was contracting for a while before Lionhead convinced me to come aboard full time.</p>
<p>After Fable 3, I helped Creative Assembly/SEGA with Total War: Rome 2 optimize performance across many PCs. A great example is the terrain system where within 3 months we had 100x performance with 10x the draw distance, blending hundreds of thousands of procedural/streamed terrain layers in real-time. I’ve been told the basic renderer is pretty much untouched for the games beyond Rome 2, such as Total War: Warhammer, being extended by the engine team to increase resolution in the near field.</p>
<p>Most of our current work is currently under NDA and I’d really love to shout about some of it but it’ll be at least a year before that. However as a result we have submitted some UE4 modifications that could potentially help all games that use the engine in a big way. The game I was working on had shader instruction count go from ~1800 to ~450 in one particular complicated effect.</p>
<p><strong>One thing we&#8217;ve been curious about for a while is how engine pipelines and rendering work with regards to virtual reality titles. Is there any fundamental difference between a VR game&#8217;s pipelines and a traditional game&#8217;s? What do you believe are some of the hurdles that VR games will face when it comes to graphics?</strong></p>
<p>Latency is everything with VR and this makes it really exciting for low-level engine programming. In the past there has been debate about whether players can feel the difference between 30fps and 60fps, despite the real problem being latency, not fps. This time round there is no denying that if you try to skimp on latency with VR, you are not going to attract the audience &#8211; they’ll all be too busy feeling sick and trying to regain the ability to stand up.</p>
<p>What’s interesting is that even the simplest of techniques, like basic shadow mapping and a single light with ambient background, can look very convincing when viewed in stereo. Aliasing is massively distracting and there is no doubt that resolutions need to increase and the quality of the pixel needs to improve.</p>
<p>So there is growing literature on how you can identify results that can be shared between each eye: e.g. how can you do approximate visibility rather than running the query twice? All-in-all, we need an almost 4x increase in engine performance and a simpler environment to render.</p>
<p><strong>Given your experience in the industry, Celtoys&#8217; PC project sounds interesting, especially since it has a &#8220;scope never seen before.&#8221; Could you tell us more about it or enlighten us to the overall goals you currently have for it?</strong></p>
<p>I’m sitting on the reveal for now but I’ve been dropping hints on my Twitter feed for a while. I’m one man who’s also feeding his family by contracting for others so I need to be sure I’m in a stable position to support the games players and manage expectations when I bring it out of hiding.</p>
<p>The gameplay loop is small and simple with many chances for emergent behaviour. However, the scope of the playing field is beyond anything that’s been seen before so I’m hoping to keep the punch line under cover until I can take advantage of it.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/06/MGSV_e3_02.jpg" rel="attachment wp-att-160304"><img loading="lazy" decoding="async" class="aligncenter wp-image-160304" src="https://gamingbolt.com/wp-content/uploads/2013/06/MGSV_e3_02.jpg" alt="MGSV_e3_02" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/06/MGSV_e3_02.jpg 800w, https://gamingbolt.com/wp-content/uploads/2013/06/MGSV_e3_02-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"Modern-day consoles now come with all the complexity of a PC, their own operating systems that pale in comparison and seem to be scaring the consumer away for a not-insignificant cash price."</p></p>
<p><strong>We&#8217;re seeing more games these days reliably scaling towards lower-end PC hardware. Some examples include Metal Gear Solid 5: The Phantom Pain, Mad Max, etc. Given that the common complaint for PC development is optimizing for a wide range of hardware, how do you feel development is changing these days to accommodate a wider variety of configurations?</strong></p>
<p>I think it’s market driven and potentially a cause for concern for smaller companies. 15 years ago I was optimizing for and creating fallback paths for games that had to run on 50 or so distinct video cards with several different APIs. It was quite literally: video card A has a z-buffer, video card B doesn’t! We had extensive publisher-driven test regimes and they rarely let us off the hook with any bugs.</p>
<p>With the rise of mass-market console gaming and the odd belief that the PC was doomed, games became merely last-minute PC ports; not helped by the increase in software complexity required to build them.</p>
<p>It used to be consoles provided a consumer-oriented benefit to playing games: buy the game, stick it in the slot, play immediately! The PC at the time was wallowing with hardware, software and installation problems and wasn’t as convenient. Modern-day consoles now come with all the complexity of a PC, their own operating systems that pale in comparison and seem to be scaring the consumer away for a not-insignificant cash price.</p>
<p>On top of that you have mobile markets being saturated and the rise of freely-available commercial quality engines that everybody uses. It seems that the next big market is PC and everybody is chasing it, to the point where we might get saturation again.</p>
<p>At the moment I think you need to get in and get out while you can because there’s not long left.</p>
<p><strong>Similarly with Unreal Engine 4, it feels like it will take a while before we see games on PS4 and Xbox One whose visual quality approaches that of Infiltrator demo. When do you feel we&#8217;ll see visuals from the engine which can rival big-budget CGI in movies?</strong></p>
<p>Not for a while. Engine choice not-withstanding, we have many years before we’ll catch CGI, if at all. One look down the rabbit-hole of aliasing with an understanding of why movies look so much better at low resolutions than games at higher resolutions will show a little insight.</p>
<p>In terms of UE4, it’s massively flexible and gives power to many content authors who have been restricted in the past. While you will see much amazing creative output with limited playing fields in the next couple of years, a lot of that flexibility is being used to simply speed up game creation, rather than add more visual fidelity.</p>
<p><strong>The Xbox One and PS4 have now been on the market for two years and there are still more graphically impressive games releasing. What can you tell us about optimizing for the Xbox One and PS4 and do you feel the consoles will outlast the relatively short shelf-life of their components?</strong></p>
<p>These are powerful machines with fixed architectures and some astonishing debug tools. On one of the games I worked on we created some amazing effects for Xbox One that have given us ideas for how it could be visually much better and more performant. The main variable in all this is how many skilled people you have and how much you’re willing to spend.</p>
<p>These days the investment in great engine tech is no longer necessarily rewarding you with better sales. You have less developers going with their own solutions, instead investing money in programmers for the core game and those who can maintain a bought 3rd-party engine.</p>
<p>You have some established pioneers like Naughty Dog thankfully making leaps and bounds in this area, but I’m unsure right now whether we’ll see as much progress as we did with the previous generation.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/11/DirectX-12.jpg" rel="attachment wp-att-249251"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-249251" src="https://gamingbolt.com/wp-content/uploads/2015/11/DirectX-12.jpg" alt="DirectX 12" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/11/DirectX-12.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/11/DirectX-12-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"I’m entirely convinced that some of the routes we are investing money in right now will prove to be financially and environmentally unable to scale. However, the cloud is here to stay and we will fail many times before we find ways to exploit it in the long run."</p></p>
<p><strong>There&#8217;s been lots of footage surrounding DirectX 12, which recently released for PCs alongside Windows 10, and how it&#8217;s possible to achieve a new standard for graphics with it. However, it still feels a ways off despite the strong popularity of Windows 10. What do you feel are some of the factors that will determine whether we see more DirectX 12-geared games in the coming years?</strong></p>
<p>Nobody really cared about DirectX 11 because there was assumed to be no money building your engine for it. With Xbox 360, you already had a lot of the features of DX11 and more, with lower level access and a DX9-like API. Porting this to DX9 for PC was simple enough, with the lion&#8217;s share of work going into compatibility and performance &#8211; adding a new API was just a recipe for trouble.</p>
<p>The Xbox One and PC seem to have more financial impact on sales than the previous generation and if Microsoft manage the Xbox One DirectX 12 API effectively, the up-take should be good. It’s more complicated to develop for than DirectX 11 but more and more people are using engines like UE4 and Unity so the impact should be lessened.</p>
<p><strong>DirectX 12 will be heading to the Xbox One and there is the belief that it can be used for better looking graphics. What are your thoughts on this and how could DirectX 12 be used to benefit the console hardware overall?</strong></p>
<p>The innovation in DirectX 12 is its ability to unify a large number GPUs with a single, non-intrusive API; it’s such a great move from Microsoft. I think the Xbox One software team will already have made their version of DirectX 11 very close to the metal so the main benefit will be from an engineering point of view, where you can realistically drop your DirectX 11 version altogether. The simpler platform will allow more time to be invested in optimizing the game.</p>
<p><strong>What are your thoughts on the PS4 API? Do you think it will hold on its own when DX12 launches?</strong></p>
<p>I have no experience with the PS4 API but based on many factors it should at least hold its own. The PS4 is a fixed console platform and as far back as the original PlayStation, Sony has been writing the rule book on how the most efficient console APIs should be implemented.</p>
<p><strong>Another area of interest these days is cloud computing, especially given Microsoft&#8217;s demonstration of its capabilities with Crackdown 3. Several other areas of gaming like PlayStation Now and Frontier&#8217;s Elite Dangerous use cloud computing in their own right. However, what do you think about it being used to fuel graphics and newer scenarios in the coming years? Will there be more reliance on the cloud and less on the actual hardware of the console?</strong></p>
<p>I’m entirely convinced that some of the routes we are investing money in right now will prove to be financially and environmentally unable to scale. However, the cloud is here to stay and we will fail many times before we find ways to exploit it in the long run.</p>
<p>If we break the typical game engine pipeline into pieces there are many parts that offer unique opportunities for distribution. Imagine the creation of this new cloud infrastructure how you would the evolution of 3D engines written in software, to their modern-day GPU accelerated counterparts: we’re trying to create a big GPU in the sky.</p>
<p>Even if players aren’t part of the same session, they’ll be exploring the same worlds. Work such as global illumination, visibility, spatial reasoning and complex geometry optimization can be factored into their low frequency contributors, clustered, computed and cached on machines thousands of miles away, to be shared between many players. Whatever client hardware is used to retrieve this data will augment that in ways that don’t make sense to distribute.</p>
<p>Of course the other element to cloud rendering is the ability to write an engine once for the target platform that can be distributed live to many varying devices on your wrist, in your pocket or on a screen in your lounge. We already have examples of this working really well on your local network (e.g. the Wii-U) but I think there’s a long way to go before the issues of latency and cost are solved.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/12/Xbox-One-PS4.jpg" rel="attachment wp-att-251784"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-251784" src="https://gamingbolt.com/wp-content/uploads/2015/12/Xbox-One-PS4.jpg" alt="Xbox One PS4" width="620" height="357" srcset="https://gamingbolt.com/wp-content/uploads/2015/12/Xbox-One-PS4.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/12/Xbox-One-PS4-300x173.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class="review-highlite" >"The life of an engine developer is constantly mired in compromise that the average player will never see. Particles can be rendered at a lower resolution, volumes can be traced with less steps, calculations can be blended over multiple frames and textures can be streamed at a lower resolution."</p></p>
<p><strong>Do you think the emergence of cloud based graphics processing as in case of Microsoft’s Xbox One, hardware based console will be a thing of past? Do you think the next gen consoles, say the PS5 and Next Xbox will be services rather than actual consoles?</strong></p>
<p>The clients will certainly get thinner to a degree. As discussed above, it’s a case of figuring out which bits of the hardware will get placed where.</p>
<p><strong>I wanted to talk a bit about the differences between PS4 and Xbox One GPU and their ROP counts. Obviously one has more ROP count than the other but do you think these are just numerical numbers and the difference does not matter in practical scenarios?</strong></p>
<p>Data such as this really doesn’t matter as different hardware achieves the same effects in different ways. Coupled with different engines being built to take advantage of different hardware peculiarities, the numbers really only make sense if you want to build graphs of random data and strenuously imply one is better than the other. The obvious caveat here is that both are modified GCN architectures (Liverpool and Durango) so they’re closer to each other and easier to compare than previous generations.</p>
<p>A great example of this was the old PS2: you had effectively 2MB of VRAM left after you stored your frame buffer. The Dreamcast had 8MB total and the Xbox had 64MB shared RAM. I remember at the time everybody going crazy about this trying to demonstrate the inferiority of the PS2 in comparisons. What was hard to explain at the time was the PS2’s DMA system was so fast that you if you were clever enough, you could swap this out 16 times a frame and get an effective 32MB of VRAM.</p>
<p><strong>As a developer yourself, I am sure you are aware about sacrificing frame rate over resolution and vice versa. This seems to be happening a lot this gen. Why is resolution and frame rate connected to each other and why do you think developers are struggling to balance the combination?</strong></p>
<p>Resolution is only connected to frame rate in-so-much-as it’s one of the easiest variables to change when you’re looking to gain performance quickly. It’s also one of the most visible and easy to measure compromises. If you go from 1080&#215;720 to 1080&#215;640 you can reduce the amount of work done by 10%. If your pixels are one of the bottlenecks, that immediately transforms into performance, leaving the rest to a cheap up-scaler.</p>
<p>The life of an engine developer is constantly mired in compromise that the average player will never see. Particles can be rendered at a lower resolution, volumes can be traced with less steps, calculations can be blended over multiple frames and textures can be streamed at a lower resolution. It’s a hard road and making compromises that the player will never see is difficult and rife with potential side-effects that can take days or months to emerge. As such, making these deep changes late in a project is more risky and less likely to be accepted.</p>
<p>Changing resolution is easier with the most visible side-effect of more aliasing. Late in the game, if you’re going to be criticized anyway, frame rate with minimal tearing is king and most would rather take the punches on resolution.</p>
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		<title>Jaw Dropping Video Game Figures You Might Have Missed</title>
		<link>https://gamingbolt.com/jaw-dropping-video-game-figures-you-might-have-missed</link>
					<comments>https://gamingbolt.com/jaw-dropping-video-game-figures-you-might-have-missed#comments</comments>
		
		<dc:creator><![CDATA[Rohan Philip]]></dc:creator>
		<pubDate>Mon, 29 Jun 2015 07:32:52 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[gears of war]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[Splinter Cell Conviction]]></category>
		<category><![CDATA[Top video game action figures]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=222326</guid>

					<description><![CDATA[The coolest video game action figures.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;" data-mce-mark="1">B</span>efore we played our first video game, we as kids started with action figures and dolls. We were enamored by these action figures, because we used our imagination to create scenarios, amazing adventures and crazy stories for them. And of course, when video games came into the picture, we slowly moved away from action figures to virtual reality. But today, there are many gamers out there who collect action figures of their favorite games, not just for collection purposes, but also in the knowledge that someday, these may be worth millions of dollars. Whether you&#8217;re collecting them for money or as keepsakes, action figures based on video games represent a unique convergence of two of our greatest interests as children. Here are the best of them.</p>
<p>For more exciting features and lists, please click <a href="https://gamingbolt.com/category/feature">here</a>. Stay tuned to GamingBolt for more news and updates.</p>
<p><em>Note: List is in random order</em></p>
<p><strong>Mass Effect 3 &#8211; Play Arts Kai Female Commander Shepard</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/02/43.-Mass-Effect-3-Play-Arts-Kai-Female-Commander-Sheppard.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-222348 size-full" src="https://gamingbolt.com/wp-content/uploads/2015/02/43.-Mass-Effect-3-Play-Arts-Kai-Female-Commander-Sheppard.jpg" alt="43. Mass Effect 3 - Play Arts Kai Female Commander Sheppard" width="620" height="480" srcset="https://gamingbolt.com/wp-content/uploads/2015/02/43.-Mass-Effect-3-Play-Arts-Kai-Female-Commander-Sheppard.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/02/43.-Mass-Effect-3-Play-Arts-Kai-Female-Commander-Sheppard-300x232.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>I’ll admit that I favor the female version of Commander Shepard more than the male version- then again, I am sure that secretly, all of us do.If you are pone of us countless Fem Shep fans, then this well articulated figure of her is truly worth it.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">222326</post-id>	</item>
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		<title>The Best Co-op Games That You Can Play With Your Buddy</title>
		<link>https://gamingbolt.com/the-best-co-op-games-that-you-can-play-with-your-buddy</link>
					<comments>https://gamingbolt.com/the-best-co-op-games-that-you-can-play-with-your-buddy#comments</comments>
		
		<dc:creator><![CDATA[Rohan Philip]]></dc:creator>
		<pubDate>Sun, 02 Nov 2014 11:33:10 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[battlefield 1942]]></category>
		<category><![CDATA[crackdown]]></category>
		<category><![CDATA[dead space 3]]></category>
		<category><![CDATA[Rayman Legends]]></category>
		<category><![CDATA[Splinter Cell Conviction]]></category>
		<category><![CDATA[Top Co-op games of all time]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=209325</guid>

					<description><![CDATA[This is what friendship is all about between gamers]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;" data-mce-mark="1">L</span>et&#8217;s face it, as much as we love to play single-player games or multiplayer games, nothing beats gaming with your best buddy, because that&#8217;s where memories are made and friendships are born. Ever since the day of Contra, Streets of Rage and other coop games came into the mix, gamers and their friends had a blast just competing for points, lives and over all just trying to figure out a way to destroy the end boss.</p>
<p>And since we have arrived into the era of the PlayStation 4 and Xbox One co-op has become more and more popular over the past few years. So if you are looking for games to be nostalgic or just want to reminisce about the old days with your friends, then take a look at our list and then grab a controller and start playing.</p>
<p>For more exciting features and lists, please click <a href="https://gamingbolt.com/category/feature">here</a>. Stay tuned to GamingBolt for more news and updates.</p>
<p><em>Note: The List is in random orde</em>r</p>
<p><strong>Battlefield 1942</strong></p>
<p><iframe loading="lazy" src="//www.youtube.com/embed/vI9-4CcEmuA" width="620" height="349" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
<p>Before Battlefield 4 showed off all the amazing physics, weapons and awesome environments, there was Battlefield 1942. The gameplay of Battlefield 1942 has a more co-operative focus than previous games of this nature. In Battlefield 1942, the co-op mod is quite the same to conquest mode the only difference is that there are bots. However players may fight against both AI and human players at once.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">209325</post-id>	</item>
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		<title>Nathan Edmondson Speaks About His Upcoming Graphic Novel, Splinter Cell: Echoes</title>
		<link>https://gamingbolt.com/nathan-edmondson-speaks-about-his-upcoming-graphic-novel-splinter-cell-echoes</link>
					<comments>https://gamingbolt.com/nathan-edmondson-speaks-about-his-upcoming-graphic-novel-splinter-cell-echoes#respond</comments>
		
		<dc:creator><![CDATA[Richie Reitzfeld]]></dc:creator>
		<pubDate>Thu, 01 Aug 2013 19:09:21 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[Splinter Cell Conviction]]></category>
		<category><![CDATA[splinter cell: blacklist]]></category>
		<category><![CDATA[splinter cell: echoes]]></category>
		<category><![CDATA[Ubisoft]]></category>
		<category><![CDATA[Windows]]></category>
		<category><![CDATA[xbox 360]]></category>
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					<description><![CDATA[Some fresh details about the Splinter Cell graphic novel]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/08/Far-Cry-3-cover_2413312b.jpg"><img loading="lazy" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2013/08/Far-Cry-3-cover_2413312b.jpg" alt="Far-Cry-3-cover_2413312b" width="620" height="942" class="aligncenter size-full wp-image-167472" srcset="https://gamingbolt.com/wp-content/uploads/2013/08/Far-Cry-3-cover_2413312b.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/08/Far-Cry-3-cover_2413312b-197x300.jpg 197w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Nathan Edmondson, acclaimed comic book author, is now penning a Splinter Cell graphic novel which will follow protagonist Sam Fisher between the plot lines of Splinter Cell Conviction and Splinter Cell Blacklist.  In a post today on the Ubisoft blog page, Edmondson offered some insight into what Splinter Cell fans can expect from Splinter Cell: Echoes. </p>
<p>He provides us with some details about the story structure, saying that it will follow a similar structure to a typical Splinter Cell playthrough, and hinted that the comic will, in large part, focus on the relationship between Same and his daughter, Sarah.</p>
<p>&#8220;I think the thing I enjoyed most was writing his relationships, especially his relationship with his daughter. We had to understand, not only how he sees her and what his relationship is with her, but also how she sees him and how she comes to accept him into her life and the strain and difficulty between them.&#8221;</p>
<p>Edmondson has also told us that characters from previous games, as well as the upcoming Blacklist will make some appearances in the graphic novel. Edmondson went on to talk about the struggle of maintaining character consistency with Sam Fisher for the comic crossover.</p>
<p>&#8220;One of the areas where we did have a lot of back and forth was in talking about Sam&#8217;s voice and Sam&#8217;s mentality. We may have some familiarity with the character but we&#8217;re coming into a group that devotes their 9-to-5 or 8-to-7 or 24-hour day existence at work every day in the head of this character. Nobody knows Sam Fisher better than the team at Ubisoft Toronto. We definitely had a lot of dialogue with them that helped us understand who Sam is and why he is the way he is.&#8221;</p>
<p>Splinter Cell: Echoes will be available as part of the Splinter Cell: Blacklist collector&#8217;s edition, now available for preorder on PS3, Windows PC, and Xbox 360.</p>
<p>Source: <a href="http://blog.ubi.com/splinter-cell-echoes-bridging-the-gaps/">Ubisoft Blog</a></p>
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