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	<title>stormind games &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Resident Evil Village, Like a Dragon: Infinite Wealth, and Ridge Racer Announced for PS Plus</title>
		<link>https://gamingbolt.com/resident-evil-village-like-a-dragon-infinite-wealth-and-ridge-racer-announced-for-ps-plus</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 14 Jan 2026 18:10:57 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[A Little to the Left]]></category>
		<category><![CDATA[A Quiet Place: The Road Ahead]]></category>
		<category><![CDATA[Art of Rally]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[Darkest Dungeon 2]]></category>
		<category><![CDATA[expeditions: a mudrunner game]]></category>
		<category><![CDATA[Funselektor Labs]]></category>
		<category><![CDATA[KOTAKE CREATE]]></category>
		<category><![CDATA[Like a Dragon: Infinite Wealth]]></category>
		<category><![CDATA[Max Inferno]]></category>
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		<category><![CDATA[playstation plus]]></category>
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		<category><![CDATA[Redhook Studios]]></category>
		<category><![CDATA[resident evil village]]></category>
		<category><![CDATA[Ridge Racer]]></category>
		<category><![CDATA[ryu ga gotoku studio]]></category>
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		<category><![CDATA[stormind games]]></category>
		<category><![CDATA[The Exit 8]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=634861</guid>

					<description><![CDATA[Darkest Dungeon 2, art of rally, Expeditions: A MudRunner Game and more also available for Extra and Premium subscribers on January 20th.]]></description>
										<content:encoded><![CDATA[
<p>After <a href="https://gamingbolt.com/resident-evil-village-and-like-a-dragon-infinite-wealth-coming-to-ps-plus-extra-premium-rumor">a recent leak</a>, Sony has <a href="https://blog.playstation.com/2026/01/14/playstation-plus-game-catalog-for-january-resident-evil-village-like-a-dragon-infinite-wealth-expeditions-a-mudrunner-game-and-more/" target="_blank" rel="noreferrer noopener">officially revealed</a> its next assortment of titles coming to PlayStation Plus Extra and Premium. It kicks off on January 20th with <em>Resident Evil Village</em> serving as the headliner for PS4 and PS5 fans.</p>



<p>The other major addition is <em>Like a Dragon: Infinite Wealth</em>, the last mainline title in the franchise, which further embraced the turn-based combat introduced in <em>Yakuza: Like a Dragon</em>. Other notable additions include <em>A Little to the Left, art of rally, Expeditions: A MudRunner Game, The Exit 8</em>, and <em>Darkest Dungeon 2 </em>&#8211; all playable on PS5 and PS4.</p>



<p>Meanwhile,<em> A Quiet Place: The Road Ahead</em> is exclusive to PS5 players. Though not the best survival horror/stealth title by any means, it could be a worthwhile experience for those who like the movies. Meanwhile, Premium subscribers, only one PlayStation Classic is coming &#8211; <em>Ridge Racer,</em> playable on PS5 and PS4.</p>



<p>It features all the usual classic features, including quick save, rewind, up-rendering, and custom filters. And really, what more can you say, other than it&#8217;s <em>Ridge Racer</em>? Whether you&#8217;re playing through Time Trials or battling it out against the AI in, well, Battle Mode, it&#8217;s the classic arcade racing experience that you (hopefully) know and love.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">634861</post-id>	</item>
		<item>
		<title>Resident Evil Village and Like a Dragon: Infinite Wealth Coming to PS Plus Extra/Premium &#8211; Rumor</title>
		<link>https://gamingbolt.com/resident-evil-village-and-like-a-dragon-infinite-wealth-coming-to-ps-plus-extra-premium-rumor</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 14 Jan 2026 12:41:28 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Rumors]]></category>
		<category><![CDATA[A Quiet Place: The Road Ahead]]></category>
		<category><![CDATA[Art of Rally]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[expeditions: a mudrunner game]]></category>
		<category><![CDATA[Funselektor Labs]]></category>
		<category><![CDATA[KOTAKE CREATE]]></category>
		<category><![CDATA[Like a Dragon: Infinite Wealth]]></category>
		<category><![CDATA[playstation plus]]></category>
		<category><![CDATA[playstation plus extra]]></category>
		<category><![CDATA[playstation plus premium]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[resident evil village]]></category>
		<category><![CDATA[ryu ga gotoku studio]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[stormind games]]></category>
		<category><![CDATA[The Exit 8]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=634822</guid>

					<description><![CDATA[Other notable titles allegedly coming to both tiers include Expeditions: A MudRunner Game and A Quiet Place: The Road Ahead.]]></description>
										<content:encoded><![CDATA[
<p>Sony is adding some heavy hitters to PlayStation Plus Game Catalog later today, according to <a href="https://www.dealabs.com/magazine/ps-plus-extra-premium-on-connait-les-titres-majeurs-de-janvier-2026-60850" target="_blank" rel="noreferrer noopener">Dealabs&#8217; Billbil-kun</a>. Joining the <em>Until Dawn</em> and <em>Silent Hill 2</em> remakes,<em> Resident Evil Village</em> will reportedly be available for Extra and Premium subscribers.</p>



<p>This follows its <a href="https://gamingbolt.com/star-wars-outlaws-and-resident-evil-village-are-coming-to-game-pass-in-january">addition to Game Pass Ultimate, Premium and PC on January 20th</a>, so you can likely expect it to go live on the same day. With <em>Resident Evil Requiem</em> launching on February 27th, it&#8217;s the perfect time to catch up on the series, even if it&#8217;s more about revisiting the tragedy of Raccoon City than the Winters family.</p>



<p>PS Plus is also one-upping Game Pass by allegedly including <em>Like a Dragon: Infinite Wealth</em>. As you may recall, Ryu Ga Gotoku Studio said <a href="https://gamingbolt.com/like-a-dragon-infinite-wealth-no-plans-for-game-pass-release-says-rgg-studio-director">there were no plans to add it to Microsoft&#8217;s subscription service</a>. It seemingly has no issues adding it to Sony&#8217;s, though. Both titles will reportedly be available for PS4 and PS5.</p>



<p>Of course, that&#8217;s not all. You can also apparently expect <em>Expeditions: A MudRunner Game, The Exit 8</em> and <em>art of rally</em> for the same platforms as well. Meanwhile, PS5 players gain exclusive access to <em>A Quiet Place: The Road Ahead</em>. The official announcement will apparently go live in a few hours, so stay tuned for updates.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">634822</post-id>	</item>
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		<title>Mafia: The Old Country Gets New Developer Diary Video Highlighting its Authenticity</title>
		<link>https://gamingbolt.com/mafia-the-old-country-gets-new-developer-diary-video-highlighting-its-authenticity</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Fri, 30 May 2025 14:55:31 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[2K]]></category>
		<category><![CDATA[Hangar 13]]></category>
		<category><![CDATA[Mafia: The Old Country]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[stormind games]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=620685</guid>

					<description><![CDATA[“Our priority has always been to ensure that everything in the game feels authentic,” says Stormind Games' Salvo Fallica.]]></description>
										<content:encoded><![CDATA[<p>A new developer diary video has been released by Hangar 13 for the upcoming <a href="https://gamingbolt.com/mafia-the-old-countrys-combat-has-a-life-or-death-vibe-encourages-more-tactical-play"><em>Mafia: The Old Country</em></a>. The 5-minute video, which you can check out below, features various developers of who worked on the game from Hangar 13 and Italian studio Stormind Games talking about the upcoming title. Among the notable talking heads in the video are game director Alex Cox, lead writer Matthew Aitken, and art director Steve Noakes, among others.</p>
<p>Stormind Games’ senior project manager Salvo Fallica also chimes in about the title, saying “Our priority has always been to ensure that everything in the game feels authentic.” Authenticity is a key word in this developer diary, with even Cox and Aitken talking about the steps the developers had taken to make sure that things in <em>Mafia: The Old Country</em> feel exactly how they should.</p>
<p>“The details are absolutely key in keeping the immersion of the player,” said Aitken in the video, before being followed up by Cox talking about how much of the title is grounded in real-world history of the Sicilian Mafia. According to Cox, the studio got field experts to help it realise its vision for the game and provide context.</p>
<p>“We need to make sure that the game is grounded in the real history of the Sicilian Mafia,” said Cox. “Experts in their field are able to kind of help us contextualize things that we read in the stuff that we see on the screen with real lived experiences.”</p>
<p>Noakes also spoke about how much attention was paid to the details in some of the smallest aspects of <em>Mafia: The Old Country</em>. He brings up knives, which can be used in the game, and how much work the studio had to do to figure out what knives would look like in the time period in which <em>Mafia: The Old Country</em> takes place.</p>
<p>“When it comes to something like the knives in the game, there&#8217;s very little reference that&#8217;s available for that. Right?” said Noakes. “And so really we had to dig very deep. We went into some tiny little backwater of a machine shop where this guy and his son were still crafting knives by hand, imbuing them with their particular regional styles, known for their thumbprints, if you like, of their particular approach to building knives. We just wouldn&#8217;t really experienced that any other way.”</p>
<p>Associate art director Jakub Vavrik also spoke about how different <em>Mafia: The Old Country</em> will feel when compared to its predecessors, since the previous games in the franchise take place in dense cities. “The upcoming title, on the other ”Previous <em>Mafia</em> games were more or less city heavy, and now we are moving to more organic wildlife setting of Sicily,” he said.</p>
<p><em>Mafia: The Old Country</em> was <a href="https://gamingbolt.com/mafia-the-old-country-announced-launches-in-2025-for-ps5-xbox-series-x-s-and-pc">announced back in August 2024</a>. The game, under development for PC, PS5 and Xbox Series X/S, is <a href="https://gamingbolt.com/mafia-the-old-country-launches-on-august-8th-new-gameplay-revealed">slated for release on August 8</a>. The release date was announced with a trailer that also showcased some gameplay. In the meantime, if you’re planning on playing the title on PC, <a href="https://gamingbolt.com/mafia-the-old-country-pc-requirements-revealed-needs-55-gb-installation-space">check out its hardware requirements</a>.</p>
<p><iframe title="Breaking Omertà: &quot;Where It All Began&quot; | Mafia: The Old Country" width="500" height="281" src="https://www.youtube.com/embed/amarmiKaV2w?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">620685</post-id>	</item>
		<item>
		<title>A Quiet Place: The Road Ahead Review &#8211; Silent Hills</title>
		<link>https://gamingbolt.com/a-quiet-place-the-road-ahead-review-silent-hills</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 22 Oct 2024 14:21:10 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[A Quiet Place: The Road Ahead]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[stormind games]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=601939</guid>

					<description><![CDATA[Despite adapting the films' novel creatures and survival methods, the pacing, wasted cast, and AI bog undermine the experience.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>ith how successful<em> A Quiet Place</em> has been, it&#8217;s somewhat surprising how long it took for a video game adaptation to come alive. Evading monsters sensitive to sound isn&#8217;t a new concept, but Stormind Games also focused on recreating the essentials of John Krasinski&#8217;s breakout franchise. While it mostly succeeded, <em>A Quiet Place: The Road</em> Ahead falters in many other baffling ways, feeling almost like wasted potential.</p>
<p>The story focuses on Alex Taylor over 100 days after the arrival of the infamous aliens. She&#8217;s surviving and scrounging for supplies like the rest of humanity&#8217;s remnants while tinkering with some device to measure noise levels. Other characters include Martin, her partner; Lara, Martin&#8217;s mother; Kenneth, Alex&#8217;s father; and Mark, who is entirely disposable.</p>
<p><iframe title="A Quiet Place: The Road Ahead Review - The Final Verdict" width="500" height="281" src="https://www.youtube.com/embed/hWIhWfPfQ9A?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p><p class="review-highlite" >"There are two core plotlines – the present day and the past – with the latter concluding within two brief flashback sequences. They don&#8217;t don&#8217;t do nearly enough to build on the cast, but at least they teach you about hook ladders and shotguns."</p></p>
<p>Lara dislikes Alex for what she did on Day 1 of the invasion and assumes somewhat of an opposing role (which the writing does a mixed job of really reinforcing). As interesting as the interpersonal conflicts can be in the opening hours, they&#8217;re almost entirely disregarded in the game&#8217;s latter half. Until the climax, of course, and its predictable outcome.</p>
<p>Considering how straightforward the first movie can be, one of its strengths is the characters&#8217; bonding. While the voice acting is solid all-around,<em> The Road Ahead</em> offers minimal interactions in its short runtime. Sure, Alex will have her share of whispered conversations, but when out in the world, her journal pushes most of her character development.</p>
<p>Ironically, the more intriguing stories are found in the various notes and letters discovered throughout. From the pump station&#8217;s maintenance crew to the story of a girl writing poetry and her imminent end from disease, these stories felt better written and more organic than much of what<em> The Road Ahead </em>had to offer. There are two core plotlines – the present day and the past – with the latter concluding within two brief flashback sequences. They don&#8217;t don&#8217;t do nearly enough to build on the cast, but at least they teach you about hook ladders and shotguns. Who would guess that both elements become important later on?</p>
<p>Those are only the beginning of the contrivances within the actual gameplay. It&#8217;s a first-person adventure focused on traversal, puzzle-solving, and noise reduction. The last bit is a substitution for stealth since you must be as quiet as possible while traversing most environments. That means opening doors as slowly as possible, inching across surfaces, and avoiding the many cans and containers scattered about.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-594158" src="https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead.jpg" alt="" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"Though you have plenty of opportunities to walk on plain surfaces or sand, other surfaces generate more noise. If you push things too far, then a creature will arrive and kill you."</p></p>
<p>Thankfully, you have a noise detector, which measures the ambient noise in the environment and the amount of noise Alex makes. Once again, I have no clue how she jury-rigged this thing together and how it works flawlessly when other items, like the flashlight, eventually fail. Regardless, only one can be held in your left hand at any given time, and both are unusable when carrying objects. The right hand is for inhaler dosages, flares, and throwables.</p>
<p>Yes, you heard that right – inhalers. Alex has asthma, which is aggravated in so many different circumstances. Entering a warehouse caked in dust is understandable (don&#8217;t ask why she never sneezes), lifting an empty container, mantling over obstacles and even coming near the creatures – even if she can&#8217;t initially see them – you name it. It&#8217;s more baffling when entering a dusty room with creatures inside since it accelerates to the aggravation meter.</p>
<p>When it turns red, Alex&#8217;s vision goes dark, and she&#8217;s at risk of coughing, but a quick-time event lets you stifle it. I don&#8217;t know what&#8217;s more comical – that each inhaler has only one use or that they&#8217;re found almost everywhere. Even if this is a video game, my suspension of disbelief only goes so far.</p>
<p>The goal of Alex&#8217;s journey is to reach the National Guard. Each chapter usually revolves around a core mechanic, like picking up and putting down planks to cross gaps, using a multi-tool to deactivate sound traps, pouring sand to mask your footsteps (which feels more like a film nod than a worthwhile mechanic), and throwing objects to distract the creatures. Though you have plenty of opportunities to walk on plain surfaces or sand, other surfaces generate more noise. If you push things too far, then a creature will arrive and kill you. Some areas have high ambient noise, allowing quicker movement or more forgiving behavior.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-592283" src="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image.jpg" alt="a quiet place the road ahead" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"Though the binary nature of this approach vexes me, I can at least appreciate having to be quiet during regular exploration if the rules were consistent. Walking is usually fine, but break one invisible twig while walking on a grassy surface and instant death?"</p></p>
<p><em>A Quiet Place</em> is generally a slower-paced experience, but <em>The Road Ahead</em> takes this to an extreme. I could appreciate the mood early on; however, even if every action wasn&#8217;t predicated on generating minimal noise, the core gameplay loop gets repetitive. Most areas are linear – the dreaded yellow paint is everywhere, even on Day 1, to indicate where you should place a crate, but there&#8217;s also red paint to denote objects that will create noise, like cans or movable barrels. You know, next to all the objects that won&#8217;t make noise if you brush against them because they&#8217;re not painted red.</p>
<p>You would think the creatures would provide some dynamism to the overall action, like in, say, Alien: Isolation. And to be fair, they do lead to some tense moments, like backing away slowly as one approaches, being mindful of the noise generated. However, you aren&#8217;t constantly stalked by them.</p>
<p>Instead, they appear in two cases &#8211; where they&#8217;re visible and deliberately make their way towards slight sounds or where you&#8217;ll hear them in the environment but not see them. The latter is usually just a punishment mechanic for not respecting the amount of noise generated. Once detected, Alex will seize up and not move before the creature rushes forth from somewhere to execute her, sometimes from the top rope like an RKO out of nowhere.</p>
<p>Though the binary nature of this approach vexes me, I can at least appreciate having to be quiet during regular exploration if the rules were consistent. Walking is usually fine, but break one invisible twig while walking on a grassy surface and instant death? It&#8217;s bizarre and only made worse by how the creature acts. In these instances, Alex could slightly cough due to her asthma aggravation when within punching distance, and it won&#8217;t react.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-592282" src="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4.jpg" alt="a quiet place the road ahead" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"If the creatures had echolocation all this time, why did they wait for so many chapters to use it?"</p></p>
<p>The AI also comes across as overtly scripted in some sequences. That moment where you&#8217;re slowly retreating from the creature back into the waist-high water you just left? It continually patrols that narrow corridor until you find a way to get past it&#8230;after which it changes its route to only circle the current area. Slight noises, like puddles, will draw its attention, but it&#8217;ll sprint towards the noise from a thrown object. At one point, the creature beelined towards where I was operating a valve and promptly shuffled off, regardless of what little noise was made.</p>
<p>If that wasn&#8217;t enough, some sequences see Alex falling or creating extensive noise, leading to the creatures becoming alert. And yet, they give her more than enough to react and save herself or, during one sequence, run away into the pump station (with the creatures not busting down walls to pursue her). I know the movies have their share of plotholes, but all of this breaks immersion, and it&#8217;s made even worse by the sheer inconsistency.</p>
<p>The pacing also suffers when the creatures start employing their echolocation or “vibrations” in the latter half. It adds an extra layer of tension while traversing surroundings with high ambient noise since the player is encouraged not to move (but turning is fine, for some reason). The problem is that it slows the pacing down even further, especially when the creatures spam it continuously in the most annoying rendition of “Red Light, Green Light” I&#8217;ve ever seen.</p>
<p>It also begs the question: If the creatures had echolocation all this time, why did they wait for so many chapters to use it? It&#8217;s like the developer felt the latter portions of the game were too easy with all their ambient noise or too short and thus had to slow things down even further.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-592281" src="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3.jpg" alt="a quiet place the road ahead" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"If you&#8217;re a horror game enthusiast looking for some substitute for <em>Alien: Isolation</em> or even <em>Amnesia: The Bunker</em>, it may be worth checking out for a discount."</p></p>
<p>If there&#8217;s one reassuring thing, it&#8217;s the visuals. Performance Mode on the PS5 runs at 1440p/60 FPS, and while there were some jaggies in the distant details, it&#8217;s consistent. Character models and environments are detailed, as are the lighting and shadows. As inconsistent as the creatures can be, seeing the shadows preceding their entrance on-screen is cool.</p>
<p>While the sound design is mostly on point, I grew to hate the music thumps that constantly triggered when a creature busted through a wall, appeared on a rooftop, or when they discovered that a thrown brick isn&#8217;t a new victim. They&#8217;re annoying attempts at jump scares as is and felt incredibly overused.</p>
<p>Despite all these negatives, <em>A Quiet Place: The Road Ahead</em> might cater to fans of the movies, from the reference to <em>Day One</em> or the homage to the first film&#8217;s ending. If you&#8217;re a horror game enthusiast looking for some substitute for <em>Alien: Isolation</em> or even <em>Amnesia: The Bunker</em>, it may be worth checking out for a discount. However, if anything, it&#8217;ll only make you appreciate those titles much more.</p>
<p><span style="color: #ff6600;"><strong><em>This game was reviewed on PS5.</em></strong></span></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">601939</post-id>	</item>
		<item>
		<title>A Quiet Place: The Road Ahead Interview &#8211; Story, Stealth, Inspirations, and More</title>
		<link>https://gamingbolt.com/a-quiet-place-the-road-ahead-interview-story-stealth-inspirations-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 17 Oct 2024 23:52:31 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[A Quiet Place: The Road Ahead]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[stormind games]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=601792</guid>

					<description><![CDATA[The development team at Stormind Games speaks with GamingBolt about their first-person horror title. ]]></description>
										<content:encoded><![CDATA[<p><em><span class="bigchar">A</span> Quiet Place: The Road Ahead </em>is out today, and though it might not be as high-profile of a release as something like a new <em>Resident Evil </em>or <em>Silent Hill</em>, it&#8217;s certainly a game that many horror fans have had their eye on. Set in the <em>Quiet Place </em>movies&#8217; universe, the first-person horror adventure title is touting intense stealth mechanics in an experience pulling from some of the most atmospheric gaming experiences out there. Prior to the game&#8217;s release, we were recently able to send across some of our most burning questions about the game to its development team at Stormind Games, in the process learning more about its unique stealth system, the games it has drawn inspiration from, and more. You can read our full interview below.</p>
<p style="text-align: center;"><span style="color: #ff6600;"><em><strong>NOTE: This interview was conducted prior to the game&#8217;s launch.</strong></em></span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-592281" src="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3.jpg" alt="a quiet place the road ahead" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-3-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"We designed the stealth gameplay in <em>A Quiet Place: The Road Ahead</em> to be deep and strategic, without becoming overly complex or frustrating."</p></p>
<p><strong>With <em>The Road Ahead</em> being positioned as a prequel, how deeply will it be tied to the movies in terms of its story? For instance, what should players expect in terms of connections, easter eggs, and the like? </strong></p>
<p><strong>Luca Esposito (Senior Narrative Designer): </strong>Rather than being a prequel, <em>The Road Ahead</em> is a story set within the narrative universe of <em>A Quiet Place</em>, taking place between <em>Day One</em> and the start of the first film. While it introduces a new cast of characters, the story we tell is connected to the films only through its themes and scenarios. There are no direct references to the characters or events from the movies, but players will recognize familiar survival situations and dynamics from the cinematic saga.</p>
<p><strong>Given the premise of the game and the universe it is set in, stealth is obviously going to be a big part of the experience. How nuanced and mechanically dense should players expect the gameplay experience to be in that department? </strong></p>
<p><strong>Manuel Moavero (Lead Game Designer): </strong>We designed the stealth gameplay in <em>A Quiet Place: The Road Ahead</em> to be deep and strategic, without becoming overly complex or frustrating. Managing sound is the heart of the game, and players have to be very mindful of the noise they produce, from simple everyday actions like walking or opening doors to more complex interactions with the environment, like throwing objects or moving on noisy surfaces.</p>
<p>Every surface has its own &#8220;sound profile,&#8221; which means that walking on sand is far less risky than walking on rusted metal, which can quickly attract the attention of the creatures. This system adds a layer of depth to the stealth mechanics, requiring players to carefully plan every move.</p>
<p>Additionally, the phonometer plays a crucial role: it’s a tool that measures noise and provides visual feedback to help players understand how much they are risking. The ability to mask sounds through environmental sources like water or wind offers further strategic opportunities.</p>
<p>In short, the stealth system is nuanced, and the design is intended to be accessible and rewarding, allowing players to use the environment to survive rather than focusing on overly complex mechanics.</p>
<p><strong>What can you tell us about the game&#8217;s progression mechanics?</strong></p>
<p><strong>Moavero:</strong> Progression in <em>A Quiet Place: The Road Ahead</em> is not based on a traditional system of upgrading the protagonist&#8217;s abilities, but on a gradual evolution of resources, tools, and solutions available to the player. Alex, the protagonist, will face increasingly complex and dangerous situations, and to do so, she will have to use new tools and interact with more complicated environments.</p>
<p>Each level introduces new mechanics, such as flares, sandbags, or devices like fuses and valves. These tools not only expand the player&#8217;s tactical options but are essential for solving puzzles and tackling challenges that arise along the way.</p>
<p>Despite the absence of a traditional progression system, the variety of solutions and the increasing difficulty of the situations make the experience dynamic and stimulating. The constant and unpredictable presence of the creatures adds another layer of pressure, forcing players to rethink their strategies continuously. In some moments of the game, players will also have to exploit the creatures&#8217; sensitivity to electronic devices against them, making the gameplay even more interesting and varied.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-592282" src="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4.jpg" alt="a quiet place the road ahead" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-4-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"There were moments during development when we discussed whether to lean more towards survival horror. Tension and fear are fundamental elements in <em>A Quiet Place: The Road Ahead</em>, and the constant risk of death is present at every moment, but we wanted to maintain a balance between the horror experience and the adventure aspect characteristic of the movies."</p></p>
<p><strong><em>A Quiet Place: The Road Ahead</em> is billed as a horror adventure game, but were there ever conversations during development to lean more into the survival horror direction?</strong></p>
<p><strong>Moavero: </strong>Yes, there were moments during development when we discussed whether to lean more towards survival horror. Tension and fear are fundamental elements in <em>A Quiet Place: The Road Ahead</em>, and the constant risk of death is present at every moment, but we wanted to maintain a balance between the horror experience and the adventure aspect characteristic of the movies.</p>
<p>While the game includes survival mechanics, such as managing noise and needing to be cautious with every single movement, we didn’t want to focus too much on the more typical aspects of survival horror, such as extreme resource scarcity. Our main goal was to create an immersive but accessible experience that offered a high level of tension and fear without ever becoming too punishing for players who didn’t manage their inventory perfectly.</p>
<p>In the end, we decided to maintain an approach that mixed adventure, fear, and ingenuity, creating an experience that was both engaging and challenging. The focus on sound and the need to remain silent, rather than confronting the creatures directly, is what sets our game apart, and this influenced our decision to stray a bit from the conventions of traditional survival horror.</p>
<p><strong>Do you think the resurgence of horror games in the last few years has allowed developers the opportunity to experiment more with the tone and format of horror games they put out? What are some of the games that you have looked to for inspiration during <em>The Road Ahead&#8217;s </em>development?</strong></p>
<p><strong>Moavero: </strong>Absolutely: the resurgence of horror games in recent years has allowed developers to explore new ideas and approaches to the genre.</p>
<p>With the evolution of technology and innovation in gameplay mechanics, audiences have become more open to different experiences, allowing creators to push the boundaries of traditional horror games. Today, we see a greater variety, from more action-oriented games to psychological survival horror and more atmospheric horror, as in the case of <em>A Quiet Place: The Road Ahead</em>.</p>
<p>During development, we were inspired by several games that managed to blend fear and atmosphere in unique ways. <em>Alien: Isolation </em>was our main inspiration, particularly for its management of tension and the feeling of being hunted by an enemy you can’t confront directly. The fear stemming from the constant invisible threat is something we wanted to capture in <em>A Quiet Place: The Road Ahead</em>, but with the unique sound-based mechanic.</p>
<p><em>The Last of Us</em> was a major reference for the way it creates tension through resource management and interaction with the environment. <em>Amnesia </em>influenced our thinking on how to create fear without necessarily showing enemies at every moment, instead playing on the sense of vulnerability and isolation.</p>
<p>We also drew inspiration from games like <em>Splinter Cell: Chaos Theory</em>, for the depth of its stealth mechanics, and <em>Thief</em>, for the importance of environment and sound in determining survival. Each of these games taught us something important about how to balance tension, exploration, and danger in a way that immerses the player in an intense horror experience without being too punishing.</p>
<p>In the end, the variety and success of recent horror games gave us the freedom to experiment and innovate, allowing us to explore a more atmospheric, sound-based direction while keeping the core of the horror genre intact.</p>
<p><strong>Roughly how long will an average playthrough of the game be?</strong></p>
<p><strong>Alessio Alfonsi (Producer): </strong>The experience lasts from 8 to 12 hours, depending on the difficulty chosen and, above all, how much you want to complete the game 100% to collect all the collectibles and unlock the extras from the main menu. Furthermore, the duration can also increase thanks to additional runs, when a player decides to try the experience again at a higher difficulty.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-592280" src="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-2.jpg" alt="a quiet place the road ahead" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/a-quiet-place-the-road-ahead-image-2-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"<em>Alien: Isolation </em>was our main inspiration, particularly for its management of tension and the feeling of being hunted by an enemy you can’t confront directly."</p></p>
<p><strong>Given that you have experience working with all the current-gen consoles, I was hoping to pick your brain on some of the differences between them. For instance, where their GPUs are concerned, the PS5 clocks in at 10.28 teraflops, behind the Xbox Series X&#8217;s 12 teraflops. In real terms, however, how much of an impact does that difference have during development?</strong></p>
<p>The difference in teraflops between the PS5 and Xbox Series X is real in terms of raw computing power, but during development, the actual impact often depends on how well-optimized the game is. In many cases, both systems can achieve similar results since development tools and middleware are designed to maximize the hardware potential of each console. The difference in GPU performance becomes more noticeable in scenarios requiring heavy rendering. However, with good optimization, these differences are often near imperceptible to the end user.</p>
<p><strong>The PS5 features an incredibly fast SSD with 5.5GB/s raw bandwidth. How can developers take advantage of this, and how does this compare to the Xbox Series X’s 2.4GB/s raw bandwidth?</strong></p>
<p>The PS5&#8217;s incredibly fast SSD allows for much quicker loading of game levels and sections, reducing wait times and the need for traditional loading screens. This is especially beneficial for continuous asset streaming. For developers, it means we can design levels with greater fluidity and fewer interruptions. The Xbox Series X has a slower raw SSD speed, but it still offers excellent performance due to internal optimizations and its Velocity Architecture support.</p>
<p><strong>Both the PS5 and Xbox Series X boast Zen 2 CPUs, but there is a difference in the processors of both consoles. The Xbox Series X features 8x Zen 2 Cores at 3.8GHz, whereas the PS5 features 8x Zen 2 Cores at 3.5GHz. Your thoughts on this difference?</strong></p>
<p>The clock speed difference between the processors of the two consoles is marginal and rarely affects the gaming experience significantly. Rather, it depends on how each console manages cooling and power balancing. Generally, development on both platforms requires specific optimizations, but the CPU difference doesn’t majorly impact the game.</p>
<p><strong>The Xbox Series S features lesser hardware compared to Xbox Series and Microsoft is pushing it as a 1440p/60 FPS console. Have you faced any problem while developing for it?</strong></p>
<p>The Xbox Series S is more limited in hardware compared to the Series X, especially in terms of GPU and memory. However, it’s possible to optimize the game effectively. There are technical challenges when developing very ambitious or visually complex games, which might require compromises like reducing texture quality or using a more aggressive dynamic resolution to maintain a smooth experience.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-594158" src="https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead.jpg" alt="" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/A-Quiet-Place-The-Road-Ahead-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"The variety and success of recent horror games gave us the freedom to experiment and innovate, allowing us to explore a more atmospheric, sound-based direction while keeping the core of the horror genre intact."</p></p>
<p><strong>What frame rate and resolution will the game target on the PS5 and Xbox Series X/S?</strong></p>
<p>Our goal is to offer two modes on both PS5 and Xbox Series X: a Performance Mode targeting 60 FPS at 1440p with dynamic resolution scaling, and a Quality Mode targeting 30 FPS at 4K with dynamic resolution scaling. On the Series S, we’re aiming at 1440p at 30 FPS with dynamic resolution.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">601792</post-id>	</item>
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		<title>A Quiet Place: The Road Ahead is Out Now</title>
		<link>https://gamingbolt.com/a-quiet-place-the-road-ahead-is-out-now</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 17 Oct 2024 13:39:01 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[A Quiet Place: The Road Ahead]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[stormind games]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=601711</guid>

					<description><![CDATA[The Saber Interactive-published title is available for Xbox Series X/S, PS5, and PC at $29.99 and lasts around 8 to 12 hours.]]></description>
										<content:encoded><![CDATA[<p>Stormind Games&#8217; <em>A Quiet Place: The Road Ahead</em>, a first-person horror title based on the successful movie franchise, is <a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-launches-on-october-17th-per-deleted-playstation-tweet">available now</a> for Xbox Series X/S, PS5, and PC. Retailing for $29.99, it takes place over 100 days after the aliens, later named the Death Angels, arrive on Earth and wreak havoc. Check out the launch trailer below.</p>
<p>Players control Alex Taylor, a former med student struggling with asthma, and attempt to survive. The aliens are blind but hyper-sensitive to sound, so avoiding anything that can make noise is pertinent. You can use this to your advantage, throwing objects and breaking windows to draw their attention away.</p>
<p><em>A Quiet Place: The Road Ahead</em> is <a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-is-8-12-hours-long">about 8-12 hours long</a>. It also features <a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-will-have-a-microphone-noise-detection-feature">a Microphone Noise Detection mode</a>, where the player&#8217;s noise transmits through a microphone, headset, and even the DualSense for the aliens to hear. This adds to the immersion while amplifying the terror. Check out <a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-everything-you-need-to-know">our feature</a> for other details about the title.</p>


<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="A Quiet Place: The Road Ahead - Launch Trailer | PS5 Games" width="500" height="281" src="https://www.youtube.com/embed/q-KvduwCBGo?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>
</div></figure>
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		<post-id xmlns="com-wordpress:feed-additions:1">601711</post-id>	</item>
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		<title>A Quiet Place: The Road Ahead is 8-12 Hours Long</title>
		<link>https://gamingbolt.com/a-quiet-place-the-road-ahead-is-8-12-hours-long</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 14 Oct 2024 04:49:08 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[A Quiet Place: The Road Ahead]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[stormind games]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=601231</guid>

					<description><![CDATA[The horror title's runtime will vary based on what difficulty you play at, and how much you care about 100% completion, as per producer Alessio Alfonsi.]]></description>
										<content:encoded><![CDATA[<p><em><a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-live-action-trailer-highlights-immersive-danger">A Quiet Place: The Road Ahead</a> </em>has looked increasingly promising in the lead-up to its release, and as its launch gets closer, more details continue to emerge on the horror title. In a recent interview with GamingBolt, for instance, developer Stormind Games touched on how lengthy players can expect the experience to be.</p>
<p>As per producer Alessio Alfonsi, <em>A Quiet Place: The Road Ahead </em>is going to be about 8-12 hours long, depending on what difficulty you play on and how extensively you engage with optional content to get to 100 percent completion.</p>
<p>&#8220;The experience lasts from 8 to 12 hours, depending on the difficulty chosen and, above all, how much you want to complete the game 100% to collect all the collectibles and unlock the extras from the main menu,&#8221; Alfonsi told GamingBolt. &#8220;Furthermore, the duration can also increase thanks to additional runs, when a player decides to try the experience again at a higher difficulty.&#8221;</p>
<p>During the interview, <em>A Quiet Place: The Road Ahead&#8217;s </em>developers also confirmed that the game <a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-will-run-at-4k-30-fps-or-1440p-60-fps-on-ps5-and-xbox-series-x">will feature both 4K and 60 FPS modes on PS5 and Xbox Series X</a> (though there will be no 60 FPS option on Xbox Series S), and that the cult classic 2014 horror title <a href="https://gamingbolt.com/a-quiet-place-the-road-aheads-main-inspiration-was-alien-isolation-developer-says"><em>Alien: Isolation </em>served as one of the biggest inspirations</a> for <em>The Road Ahead</em>. Stay tuned for our full interview with the developers.</p>
<p><em><a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-dev-diary-reveals-new-story-details">A Quiet Place: The Road Ahead</a> </em>launches on October 17 for PS5, Xbox Series X/S, and PC.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">601231</post-id>	</item>
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		<title>A Quiet Place: The Road Ahead Will Run at 4K/30 FPS or 1440p/60 FPS on PS5 and Xbox Series X</title>
		<link>https://gamingbolt.com/a-quiet-place-the-road-ahead-will-run-at-4k-30-fps-or-1440p-60-fps-on-ps5-and-xbox-series-x</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 11 Oct 2024 22:23:06 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[A Quiet Place: The Road Ahead]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[stormind games]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=601157</guid>

					<description><![CDATA[Developer Stormind Games confirms its upcoming horror title will feature Quality and Performance Modes on PS5 and Xbox Series X, while running at 1440p and 30 FPS on Xbox Series S.]]></description>
										<content:encoded><![CDATA[<p>From its <a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-dev-diary-details-intense-stealth-gameplay">intense stealth gameplay</a> and <a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-dev-diary-reveals-new-story-details">the story it will tell</a> in its post-apocalyptic world to some of the most beloved horror games that it has <a href="https://gamingbolt.com/a-quiet-place-the-road-aheads-main-inspiration-was-alien-isolation-developer-says">taken inspiration from</a> and more, we&#8217;ve learned plenty about <em>A Quiet Place: The Road Ahead </em>in the lead-up to its release, but something that we haven&#8217;t yet heard too much about is what to expect from the game from a technical perspective- specifically where its performance and resolution targets are concerned.</p>
<p>In a recent interview with GamingBolt, developer Stormind Games revealed to GamingBolt that on PS5 and Xbox Series X, <em>A Quiet Place: The Road Ahead </em>will feature two graphics modes, which will let players play the game at 4K and 30 FPS with Quality Mode or at 1440p and 60 FPS with Performance Mode. Meanwhile, on Xbox Series S, the game will have just one mode, targeting 1440p at 30 FPS, which means those on Microsoft&#8217;s weaker current-gen console won&#8217;t get a 60 FPS mode.</p>
<p>Whether we can expect any PS5 Pro-specific enhancements remains to be seen. Our full interview with Stormind Games will be going live soon, so stay tuned for more details.</p>
<p><em><a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-everything-you-need-to-know">A Quiet Place: The Road Ahead</a> </em>launches on October 17 for PS5, Xbox Series X/S, and PC.</p>
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		<title>A Quiet Place: The Road Ahead&#8217;s &#8220;Main Inspiration&#8221; Was Alien: Isolation, Developer Says</title>
		<link>https://gamingbolt.com/a-quiet-place-the-road-aheads-main-inspiration-was-alien-isolation-developer-says</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 11 Oct 2024 17:31:18 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[A Quiet Place: The Road Ahead]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=601148</guid>

					<description><![CDATA[The upcoming horror title also took cues from the likes of The Last of Us, Splinter Cell: Chaos Theory, and Thief, as per lead game designer Manuel Moavero.]]></description>
										<content:encoded><![CDATA[<p><em><a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-dev-diary-reveals-new-story-details">A Quiet Place: The Road Ahead</a> </em>has looked like an increasingly promising horror experience as we&#8217;ve approached its release, and something in particular that has stood out to genre enthusiasts is how much it seems to be emulating the gameplay style and unique brand of horror of the beloved 2014 survival horror cult hit <em>Alien: Isolation</em>. Interestingly enough, as it turns out, the Creative Assembly-developed title was the &#8220;main inspiration&#8221; that developer Stormind Games looked to for <em>A Quiet Place: The Road Ahead</em>.</p>
<p>Speaking in a recent interview with GamingBolt, lead game designer Manuel Moavero revealed that Stormind Games wished to capture the feeling of being constantly hunted by a threat that cannot be directly confronted, same as <em>Alien: Isolation</em>.</p>
<p>&#8220;During development, we were inspired by several games that managed to blend fear and atmosphere in unique ways,&#8221; Moavero said. &#8220;<i>Alien: Isolation </i>was our main inspiration, particularly for its management of tension and the feeling of being hunted by an enemy you can’t confront directly. The fear stemming from the constant invisible threat is something we wanted to capture in <i>A Quiet Place: The Road Ahead</i>, but with the unique sound-based mechanic.&#8221;</p>
<p>Moavero went on to mention several other titles that <em>A Quiet Place: The Road Ahead </em>takes cues from in a variety of different ways, including <em>The Last of Us, </em>the <em>Amnesia </em>franchise, <em>Splinter Cell: Chaos Theory,</em> and <em>Thief</em>.</p>
<p>&#8220;<em>The Last of Us</em> was a major reference for the way it creates tension through resource management and interaction with the environment,&#8221; he said. &#8220;<em>Amnesia </em>influenced our thinking on how to create fear without necessarily showing enemies at every moment, instead playing on the sense of vulnerability and isolation.</p>
<p style="font-weight: 400;">&#8220;We also drew inspiration from games like <em>Splinter Cell: Chaos Theory</em>, for the depth of its stealth mechanics, and <em>Thief</em>, for the importance of environment and sound in determining survival. Each of these games taught us something important about how to balance tension, exploration, and danger in a way that immerses the player in an intense horror experience without being too punishing.&#8221;</p>
<p>Moavero also spoke of the resurgence of the horror genre in games, and how it has enjoyed developers to create unique kinds of horror experiences.</p>
<p>&#8220;Absolutely: the resurgence of horror games in recent years has allowed developers to explore new ideas and approaches to the genre,&#8221; he said. &#8220;With the evolution of technology and innovation in gameplay mechanics, audiences have become more open to different experiences, allowing creators to push the boundaries of traditional horror games. Today, we see a greater variety, from more action-oriented games to psychological survival horror and more atmospheric horror, as in the case of <em>A Quiet Place: The Road Ahead</em>.&#8221;</p>
<p>He added, &#8220;In the end, the variety and success of recent horror games gave us the freedom to experiment and innovate, allowing us to explore a more atmospheric, sound-based direction while keeping the core of the horror genre intact.&#8221;</p>
<p>Our full interview with Moavero and Stormind Games will be going live soon, so stay tuned.</p>
<p><em><a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-everything-you-need-to-know">A Quiet Place: The Road Ahead</a> </em>launches on October 17 for PS5, Xbox Series X/S, and PC.</p>
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		<title>A Quiet Place: The Road Ahead Will Have a Microphone Noise Detection Feature</title>
		<link>https://gamingbolt.com/a-quiet-place-the-road-ahead-will-have-a-microphone-noise-detection-feature</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 10 Oct 2024 00:00:47 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[A Quiet Place: The Road Ahead]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Saber Interactive]]></category>
		<category><![CDATA[stormind games]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=601019</guid>

					<description><![CDATA[Stormind Games and Saber Interactive's upcoming horror title will catch any sound you make if you turn on your microphone to further immerse you in its nightmarish world. ]]></description>
										<content:encoded><![CDATA[<p>True to the films it&#8217;s based on, <em><a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-dev-diary-details-intense-stealth-gameplay">A Quiet Place: The Road Ahead</a> </em>is going to task players with remaining as silent as possible first and foremost, with the biggest threat facing you in the upcoming horror title being terrifying alien monstrosities that hunt through sound. In fact, if you wish, you&#8217;re going to have the option to make the experience that much more immersive for yourself. </p>
<p>Taking to Twitter to share the game&#8217;s <a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-live-action-trailer-highlights-immersive-danger">recently-released live-action trailer</a>, developer Stormind Games revealed in an accompanying message that <em>A Quiet Place: The Road Ahead </em>will allow players to toggle on a microphone noise detection feature, which, as its name suggests, will catch any sound you (or anyone or anything around you) make, and alert the in-game aliens to the same.</p>
<p>That&#8217;s a feature that could, of course, easily prove to be more than a little frustrating for players, but having the option to try it out under the perfect conditions is certainly a bonus. </p>
<p><em><a href="https://gamingbolt.com/a-quiet-place-the-road-ahead-everything-you-need-to-know">A Quiet Place: The Road Ahead</a> </em>launches on October 17 for PS5, Xbox Series X/S, and PC. </p>


<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
https://twitter.com/AQuietPlaceGame/status/1844000233807593775
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