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		<title>Valfaris: Mecha Therion is Now Available on PC</title>
		<link>https://gamingbolt.com/valfaris-mecha-therion-is-now-available-on-pc</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 24 Nov 2023 10:33:15 +0000</pubDate>
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					<description><![CDATA[The sequel delivers high-octane 2.5D action. It's also coming to Xbox One, Xbox Series X/S, PS4, PS5 and Nintendo Switch in 2024.]]></description>
										<content:encoded><![CDATA[<p>Steel Mantis&#8217;s <em>Valfaris: Mecha Therion</em>, a sequel to the 2D action platformer from 2019, is <a href="https://store.steampowered.com/news/app/1647920/view/3896238581946727322" target="_blank" rel="noopener">out now on PC</a>. It sees protagonist Therion returning to take down Lord Vroll through the galaxy. This time, he has Mecha Therion, a powerful mech for causing mass destruction.</p>
<p>Mecha Therion has three different types of weapons &#8211; Destroyer, Melee and Auxiliary. Destroyer weapons include the Hellwraith mini-gun, though you need to manage suit energy lest the damage drops off. The one Melee weapon is a blade that can kill enemies, destroy projectiles and debris, and even grant energy to the Destroyer weapons.</p>
<p>Auxiliary weapons deplete suit energy but provide other options like Blade Tempest for homing in on several targets. You can also equip up to three modules for different passive effects. Boosting forward allows for resisting damage, bursting through the environment and utilizing Critical Strikes with the Melee weapon.</p>
<p>Check out <a href="https://gamingbolt.com/valfaris-mecha-therion-interview-enemies-weapons-progression-and-more">our interview</a> with the developer here for more details on <em>Valfaris: Mecha Therion</em>. It&#8217;s also coming to Xbox Series X/S, Xbox One, PS4, PS5 and Nintendo Switch next year.</p>
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		<title>Valfaris: Mecha Therion Interview &#8211; Enemies, Weapons, Progression, and More</title>
		<link>https://gamingbolt.com/valfaris-mecha-therion-interview-enemies-weapons-progression-and-more</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Sat, 25 Sep 2021 20:58:38 +0000</pubDate>
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					<description><![CDATA[Programmer and designer Thomas Jenns speaks with GamingBolt about Steel Mantis' upcoming shoot 'em up. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">S</span>teel Mantis&#8217; 2019 side-scrolling shooter <em>Valfaris&nbsp;</em>was an impressive game, and thanks to its metal world and its frantic action, it made quite an impression. Its upcoming sequel, interestingly enough, is making some changes. For starters, unlike its predecessor,&nbsp;<em>Valfaris: Mecha Therion&nbsp;</em>is going to be an auto-scrolling game, which can potentially ramp up the intensity of the combat quite a bit, while the promise of more of what made the first game such a solid shoot &#8217;em up is also an enticing one. Hoping to learn more about the upcoming sequel, we recently reached out with a few questions about it to its developers. Below, you can read our conversation with programmer and designer Thomas Jenns.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-4.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-494593" src="https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-4.jpg" alt="valfaris mecha therion" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-4-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"The most important thing was to keep the feel of the world of <em>Valfaris</em>, and to keep it metal."</p>
<p><strong>When you decided to develop a sequel to <em>Valfaris</em>, what was your approach to iterating upon the first game&#8217;s ideas versus doing something completely new? How does <em>Valfaris: Mecha Therion </em>strike that balance?</strong></p>
<p>The most important thing was to keep the feel of the world of <em>Valfaris</em>, and to keep it metal. Other than that, there are certain things we wanted to carry over from the original game: Lots of different weapons to use, some kind of risk/reward system with the checkpoints, and a ton of blood.</p>
<p><strong><em>Valfaris: Mecha Therion </em></strong><strong>is taking more of a bullet hell approach as compared to its predecessor, with a constantly scrolling screen. What was the reasoning behind this decision? Is the idea to&nbsp;make the game more action-focused? Will platforming still have a role to play?</strong></p>
<p>The reason is we really like old school shoot &#8217;em-ups. Also, we just spent years making a platformer. We&#8217;ve had enough of platformers for now! Since it&#8217;s auto scrolling it will be more action-focused for sure, but there will still be secret areas to discover. There will be some navigating through obstacles, but no platforming this time around.</p>
<p><strong>What can you tell us about the Mecha players will be using throughout the game? How does it change combat, in terms of difficulty, enemies, and abilities?</strong></p>
<p>In many ways, Therion&#8217;s mecha suit just makes him a larger version of himself! He wields a gun and sword like before, but now he has an equipable auxiliary weapon too, which is usually something explosive.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-2.jpg"><img decoding="async" class="aligncenter wp-image-494591" src="https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-2.jpg" alt="valfaris mecha therion" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-2-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"A lot of the main weapons are carried over from <em>Valfaris</em>, except they&#8217;re all on a much larger scale now. There are also plenty of new weapons too!"</p>
<p><strong>With <em>Valfaris: Mecha Therion </em>having different kinds of weapons across multiple classes, can you talk to us about what players can expect from the weapons in terms of variety and how much they will differ from each other?</strong></p>
<p>A lot of the main weapons are carried over from <em>Valfaris</em>, except they&#8217;re all on a much larger scale now. There are also plenty of new weapons too! I think that there&#8217;s plenty of variety in how the weapons work, and players will find that certain situations or bosses will be easier to beat with a particular weapon setup. You can always stubbornly stick to your favourite weapons though and power through!</p>
<p><strong>How extensive is the progression system in the game where upgrades are concerned?</strong></p>
<p>Killing enemies will automatically grant you blood metals (you don&#8217;t have to pick them up like in <em>Valfaris</em>), and these are used to upgrade your weapons. So you really want to kill as many enemies as possible!</p>
<p>You can also upgrade Therion&#8217;s mecha suit by installing Modules. These are items that can be found throughout the game, and equipping them grants specific powers. For example the “Revenge Burst” module will mean that you unleash a deadly shock-wave whenever you take damage.</p>
<p><strong>With different kinds of weapons, upgrades, and loadouts, is <em>Valfaris: Mecha Therion </em>emphasizing player choice? Will different build varieties suit unique play styles?</strong></p>
<p>I think any player will eventually find a weapon setup that they feel most comfortable with, and there will be enough different weapons / modules for some interesting combinations.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-3.jpg"><img decoding="async" class="aligncenter wp-image-494592" src="https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-3.jpg" alt="valfaris mecha therion" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/09/valfaris-mecha-therion-image-3-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"I think it&#8217;ll probably end up being a bit shorter than <em>Valfaris, </em>but that&#8217;s only natural as shoot-em-ups are more intense and faster paced than platforms. I think the average player will take a few hours to get through it."</p>
<p><strong>Roughly how long will an average playthrough of the game be?</strong></p>
<p>I think it&#8217;ll probably end up being a bit shorter than <em>Valfaris, </em>but that&#8217;s only natural as shoot-em-ups are more intense and faster paced than platforms. I think the average player will take a few hours to get through it.</p>
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		<title>Valfaris Interview &#8211; Full Metal</title>
		<link>https://gamingbolt.com/valfaris-interview-full-metal</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 07 Jan 2020 04:24:33 +0000</pubDate>
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					<description><![CDATA[Valfaris programmer and designer Thomas Jenns speaks with GamingBolt about the fast-paced action platformer.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>hile major AAA developers and publishers in the industry have moved away from the furious, fast-paced action platformers from the golden age of gaming, talented indies across the industry have, thankfully, picked up the slack, and they&#8217;ve filled that void excellently. One of the more recent games to do so is <em>Valfaris, </em>a chaotic, frenetic game with bombastic combat, stylish visuals, and excellent platforming. It&#8217;s a game that has rightly caught the attention of many, ours included. We recently sent across some of our most burning questions about it to developers Steel Mantis- you can read our conversation with <em>Valfaris </em>programmer and designer Thomas Jenns below.</p>
<p><em><strong>NOTE: This interview was conducted prior to the game&#8217;s launch.</strong></em></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/01/valfaris.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-426603" src="https://gamingbolt.com/wp-content/uploads/2020/01/valfaris.jpg" alt="valfaris" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/01/valfaris.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"It&#8217;s supposed to be challenging, although hopefully not unfairly so. There&#8217;s no easy mode!"</p>
<p><strong><em>Valfaris </em></strong><strong>sports an absolutely beautiful eye-catching aesthetic. Can you talk us through the process of how you landed on that look for the game? Did you look at anything for inspiration?</strong></p>
<p>[<em>Valfaris</em> artist and game designer] Andrew [Gilmour]&#8217;s process for creating this kind of look is a trade secret! I don&#8217;t think he looks for inspiration, but I believe his art has been influenced by games like <em>Doom, Heretic </em>and <em>Diablo</em>. And of course, there&#8217;re influences from heavy metal.</p>
<p><strong>Action heavy shoot &#8217;em ups like <em>Valfaris</em> generally tend to be gruellingly difficult experiences- can we expect something similar from <em>Valfaris</em>, or are you going for something more accessible?</strong></p>
<p>It&#8217;s supposed to be challenging, although hopefully not unfairly so. There&#8217;s no easy mode!</p>
<p><strong>What can you tell us about the variety of weapons in the game? I imagine the game&#8217;s setting opens doors to some pretty unique and crazy weaponry. </strong></p>
<p>A lot of the earlier weapons aren&#8217;t too out of the ordinary in terms of their functionality. We have something like a pistol, a shotgun, a flamethrower and a couple of machine gun like weapons. We have some pretty crazy ones that you&#8217;ll find later on though, like the Bishop&#8217;s Reach, which uses tendrils to latch onto enemies and absorb their lifeforce. Most of the weapons are hi-tech, but there are quite a few medieval fantasy style ones too. Some are a mix of both!</p>
<p><strong>What can players expect from the game&#8217;s bosses, in terms of variety and the frequency of these set piece fights?</strong></p>
<p>There are quite a few bosses, usually at least 2 per stage. They&#8217;re all pretty unique and you&#8217;ll probably need to pay attention to their attack patterns if you want to stay alive.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-426740" src="https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-image-2.jpg" alt="valfaris" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-image-2-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"There are quite a few bosses, usually at least 2 per stage."</p>
<p><strong>Similarly, what can you tell us about enemy variety for regular, non-boss enemies?</strong></p>
<p>There are new enemies in every stage, and I think there&#8217;s quite a lot of variety. They’re on foot, flying, crawling, hopping etc. Some attack with guns, some with magic, and some with their fangs and claws. No matter what they come at you with though, you can usually reduce them to a pile of gibs.</p>
<p><strong>Do you have any plans to add any multiplayer to the game? Is co-op on the cards?</strong></p>
<p>It&#8217;s not going to happen. It was designed as a single player game from the start, so it would too much of a fundamental change at this point. Maybe in the next game!</p>
<p><strong><em>Valfaris</em></strong><strong> obviously seems to differ from your previous game, <em>Slain: Back From Hell</em>, quite a bit, but what lessons have you taken from your work on that game and applied here?</strong></p>
<p>I&#8217;ve gotten SO much better at coding since working on <em>Slain</em>. I was able to create some much more ambitious systems and mechanics this time. There are all sorts of inefficient things going on in <em>Slain</em> like over-the-top particle systems, enemies running their AI and collision happening far off-screen etc. Things are running much better in <em>Valfaris</em>, but I know my programming / design skills still have a long way to go!<strong> </strong></p>
<p><strong>What resolution and frame rate does the Switch version run in docked and undocked modes?</strong></p>
<p>It runs at 60 FPS in both modes, for the most part.  When things get a bit too intense the framerate may dip though! The screen resolution is 720p when docked. You probably wouldn&#8217;t notice any difference at higher resolutions than this though as it&#8217;s a pixel art game.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-426741" src="https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-image-3.jpg" alt="valfaris" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/01/valfaris-image-3-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"There are new enemies in every stage, and I think there&#8217;s quite a lot of variety. They’re on foot, flying, crawling, hopping etc. Some attack with guns, some with magic, and some with their fangs and claws. No matter what they come at you with though, you can usually reduce them to a pile of gibs."</p>
<p><strong>Backwards compatibility is a big feature PS5. How will it help your past library to evolve and grow?</strong></p>
<p>It will be cool if people can play <em>Slain, Valfaris</em> and whatever the next game will be all on one console!</p>
<p><strong>The PS5 was recently confirmed to have Haptic enabled controllers. How do you think that will help games to evolve?</strong></p>
<p>You&#8217;ll be able to really feel it when you wade through a pile of body parts.</p>
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