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		<title>Necromunda: Hired Gun Review &#8211; Unoriginal</title>
		<link>https://gamingbolt.com/necromunda-hired-gun-review-unoriginal</link>
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		<dc:creator><![CDATA[John Cantees]]></dc:creator>
		<pubDate>Mon, 07 Jun 2021 11:45:29 +0000</pubDate>
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		<category><![CDATA[Focus Home Interactive]]></category>
		<category><![CDATA[Necromunda: Hired Gun]]></category>
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					<description><![CDATA[Necromunda: Hired Gun borrows from the best games in the genre and provides some decent fun despite an indefensibly sloppy landing.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>f you’ve ever felt the very specific urge to see what would happen if the gameplay style of <em>Bulletstorm</em> were to get crossbred with the <em>Warhammer</em> universe, then I’d like to say you’re in luck with <em>Necromunda: Hired Gun</em>. The game is very clear about its inspirations and has a pretty straightforward and commendable vision for the energetic and gory first-person shooter it wants to be. We don’t get many straight-up action games out of the Warhammer universe, so it’s nice to see one rise from the slew of slower strategy games and <em>Diablo</em> clones. That said, while I won’t act like I haven’t enjoyed much of my time with this game, for me to recommend it to you would really depend on a handful of caveats like your tolerance level for above average gameplay, inconsistent level design, and an enemy roster that rarely takes advantage of the <em>Warhammer</em> universe’s infinitely diverse and delightfully bizarre characters.</p>
<p><iframe title="Necromunda: Hired Gun Review - The Final Verdict" width="500" height="281" src="https://www.youtube.com/embed/OAZ6NOsxEoA?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 class="review-highlite" >"While I won’t act like I haven’t enjoyed much of my time with this game, for me to recommend it to you would really depend on a handful of caveats like your tolerance level for above average gameplay, inconsistent level design, and an enemy roster that rarely takes advantage of the <em>Warhammer</em> universe’s infinitely diverse and delightfully bizarre characters."</p>
<p>When you first fire up <em>Necromunda: Hired Gun</em> it will hit you with an incredibly well-realized version of <em>Necromunda</em>. The seedy, industrial underworld of <em>Warhammer’s</em> Hive City constantly assaults your senses like a bolt to the face with its polluted scrap yard aesthetic at every turn and it’s a delightfully demented joy to experience. The line between organic and machine is constantly blurred, with characters that could pass for somebody in our time and fully robotic shells that hardly have a whisper of humanity left in them. Just walking around martyr’s end, which is <em>Necromunda’s</em> hub world, will show you all you need to know about how seriously Streum On Studio takes the mission of realizing this sleazy, turbulent world. All things considered, the team has done an outstanding job with making each of the game’s levels and characters feel distinct yet still like they belong in this world, and they should be commended for that alone. But when you take that, and combine it with above average gunplay, a wide range of customization for gear and weapons, a deadly mastiff companion, and a pretty decent story about rivalry and conspiracy between powerful gangs in the 41st millennium, then you arguably have some real potential here.</p>
<p>However, just like in the world of <em>Warhammer</em>, it’s not all beds of roses for this game. Fairly soon after you notice how well everything is realized and designed, you will also undoubtedly notice the game&#8217;s many, seemingly endless list of technical issues. The frame rate will often seem to target 30-ish frames a second but often and suddenly, it will plummet to single digits when the action gets going, and sometimes it’ll tank for no discernible reason at all. Other times, it can feel relatively stable during fairly heavy action, so I won’t pretend to make heads or tails of it. All I know is that most gamers will find it to be unacceptable, and I don’t think they’d be wrong.</p>
<p>Given that the visuals are as generally good as they are, I could certainly understand not getting much more than 30 frames a second out of this game on the PS4 Pro, but there is just no excuse for it to run this consistently poorly. On top of that, with levels not being quite as clear on where to go as they probably should be, and the takedowns being animated in such a way that you can rarely even tell what the hell is happening with them, it’s hard to consider this as an example of anything other than a good game that creates an unfortunately low ceiling for itself. Outside of a few cool ones, most of the takedown animations are pretty bland, and that&#8217;s when they behave as intended and don’t send you flying across the level for no reason while your character continues to mangle an enemy that has long since, and inexplicably disappeared.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-3.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-481672" src="https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-3.jpg" alt="Necorumda Hired Gun" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-3-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Given that the visuals are as generally good as they are, I could certainly understand not getting much more than 30 frames a second out of this game on the PS4 Pro, but there is just no excuse for it to run this consistently poorly. On top of that, with levels not being quite as clear on where to go as they probably should be, and the takedowns being animated in such a way that you can rarely even tell what the hell is happening with them, it’s hard to consider this as an example of anything other than a good game that creates an unfortunately low ceiling for itself."</p>
<p>So, it’s fair to say the game is unpolished and lacks a suitable level of optimization. Fair enough. But what is the game underneath all of that? And is it worth putting up with its myriad issues? These are more nuanced questions. At its core, you have an aggressive and lively linear first-person shooter here that leans heavily into its ability to bring the Warhammer universe to life, much like Streum On Studio’s last game <em>Death Wing</em> did. Weapons are varied, combat feels above average, and customization is taken to a comical degree in some instances. Want to slap a sniper scope on your sawed-off shotgun? Do it. Do you want to focus all your charms and enhancements on being purely focused on loot quality, HP level, defensive capabilities, or crit chance? <em>Necromunda: Hired Gun&#8217;s </em>got you covered. Before you know it, you’ll be wall-running, double-jumping, and grapple-hooking your way around <em>Necromunda’s</em> many arenas while popping enemies apart like pinatas, just as a real 41st century mercenary should. The combat doesn’t ever quite rise to the level of <em>Bulletstorm</em>, but despite not being as good or as satisfying as the game’s it’s so clearly inspired by, <em>Necromunda: Hired Gun </em>combat is still<em> pretty</em> okay when all of its moving parts are synced up and working as intended. Backing you up of course is the thumping soundtrack populated by a wealth of excellent hard rock and metal music that fits the game nicely and gets the heart pumping just right.</p>
<p>The deep customization of your character, gear, and your mastiff all offer a wide range of strengths to focus on, though I do feel like the weapon customizations themselves often present too much of a tradeoff. Gaining some accuracy just to lose a bunch of penetration or stability can feel more like an arbitrary lateral move than an actual upgrade. I had a hard time finding parts I actually wanted to use on my guns because of this. Also, the game will not register your trigger being pulled during a reload animation, so if you are like most first-person shooter fans who just hold down the trigger while the reload animation if finishing up to keep your character shooting as much as possible, get ready to have some awkward moments where you are holding down the trigger but not shooting until you release it a pull it again outside of the reload animation &#8211; which I personally never got used to during my playtime.</p>
<p>Enemies are varied but not as much as I’d like. They basically boil down to being either little guys and the big guys with some elemental variations here and there, and you deal with them all roughly the same way &#8211; strafe around them like a maniac until they are dead or weak enough for a takedown. That is good enough to be fun, but I just feel like they really should have dove deeper into Warhammer’s arsenal of creatures for the enemy roster. Enemy AI is also quite aggressive and challenging, but don’t expect those on your side to be the same. For whatever reason, most noticeably in the game’s many “A” or “B” side missions where you fight alongside friendly NPC’s, I often felt like I and my mastiff were doing &#8211; most if not all &#8211; of the work. These gripes are decidedly smaller ones, but when piled on top of the game’s many technical issues, do make it that much harder to recommend the game to the general masses.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-2.jpg"><img decoding="async" class="aligncenter wp-image-481671" src="https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-2.jpg" alt="Necorumda Hired Gun" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/06/necromunda-hired-gun-image-2-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<em>Necromunda Hired Gun</em> gets a few things right. The customization is deep. The world is well-realized. If it weren’t for its many problems and its painfully unrefined state, it would be an easy recommendation for anyone who likes their shooters fast, furious, and bloody."</p>
<p>Which brings me to the main thrust of this review. <em>Necromunda Hired Gun</em> gets a few things right. The customization is deep. The world is well-realized. If it weren’t for its many problems and its painfully unrefined state, it would be an easy recommendation for anyone who likes their shooters fast, furious, and bloody. But as it currently stands, its recommendation comes with some serious asterisks.</p>
<p><em><strong><span style="color: #ff6600;">This game was reviewed on the PlayStation 4.</span></strong></em></p>
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		<title>Necromunda: Hired Gun is Now Available, Launch Trailer Details Setting</title>
		<link>https://gamingbolt.com/necromunda-hired-gun-is-now-available-launch-trailer-details-setting</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 01 Jun 2021 12:40:55 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=481061</guid>

					<description><![CDATA[Venture into the hive city, full of outlaws and gangs, and make your living as a bounty hunter. Take on jobs and hunt down targets with a variety of weapons.]]></description>
										<content:encoded><![CDATA[<p>Streum On Studio&#8217;s <em>Necromunda: Hired Gun</em> is available now on Xbox One, Xbox Series X/S, PS4, PS5 and PC. It sees the player living in Necromunda, the underbelly of the <em>Warhammer 40K</em> universe, and taking on various jobs as a bounty hunter. To better understand the setting, check out the launch trailer below.</p>
<p>As you acquire bounties, you&#8217;ll be tasked with taking down gang members and other monstrosities. Various augments and tools are available to make life easier, from a grappling hook and wall-running to a cyber-mastiff that will locate and maul enemies. There are also a variety of weapons and ways to execute your foes.</p>
<p>Leveling up will provide access to new weapons and there are numerous ways to customize your loadout (and that of your canine companion). With Focus Home Interactive <a href="https://gamingbolt.com/focus-home-interactive-acquires-streum-on-studio">having acquired the developer</a>, it remains to be seen if more content and updates will be added to the game in the coming months. As always, stay tuned for more details.</p>
<p><iframe loading="lazy" title="Necromunda: Hired Gun – Launch Trailer" width="500" height="281" src="https://www.youtube.com/embed/QOS_oc1qLCM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Focus Home Interactive Acquires Streum On Studio</title>
		<link>https://gamingbolt.com/focus-home-interactive-acquires-streum-on-studio</link>
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		<dc:creator><![CDATA[Will Borger]]></dc:creator>
		<pubDate>Tue, 20 Apr 2021 20:45:31 +0000</pubDate>
				<category><![CDATA[News]]></category>
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					<description><![CDATA[The publisher is currently in "active discussions" with other studios.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2021/04/focus-home-interactive-streum-on.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-476552" src="https://gamingbolt.com/wp-content/uploads/2021/04/focus-home-interactive-streum-on.jpg" alt="focus home interactive streum on" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2021/04/focus-home-interactive-streum-on.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/04/focus-home-interactive-streum-on-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/04/focus-home-interactive-streum-on-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/04/focus-home-interactive-streum-on-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/04/focus-home-interactive-streum-on-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Developer acquisitions are all the rage these days, so it isn&#8217;t surprising we&#8217;re seeing another one. Focus Home Interactive announced it has acquired Streum On Studio in <a href="https://www.businesswire.com/news/home/20210420005907/en/Another-Record-Year-for%20-Focus-Home-Interactive-20-Growth-in-Turnover-to-171-Million-Euros">its latest fiscal report</a> today. Streum On is a small studio with twenty employees; it owns the <em>E.Y.E. Divine Cybermancy</em> license. Streum On developed <em>Space Hulk: Deathwing</em>, and are currently working on <em>Necromunda: Hired Gun</em>, another project set in the <em>Warhammer 40,000</em> universe. The publishes also mentioned it was in active talks with several other developers.</p>
<p>“Over the past year, and particularly the past six months, we have profoundly transformed Focus Home Interactive,” said Focus Home Interactive chairman of the management board Christophe Nobileau. “Our Group now has an adjusted business model and a dedicated M&amp;A team, as well as renewed governance, a strengthened Executive Committee and a retention programme for key managers. These changes allow us to invest much more in game development and to significantly improve our profitability, starting next year. On the external growth front, we are delighted with the acquisition of the Streum On Studio and are continuing our discussions with other partner studios as well as structural targets for Focus Home Interactive.”</p>
<p>Focus also posted strong fiscal results for the year, bringing in record revenue and announced several new games. The publisher also stated that it plans to announce three major games at E3 and later at The Game Awards. Focus may be a relatively small publisher, but they&#8217;re clearly a name to watch in the future.</p>
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		<title>Space Hulk: Deathwing&#8217;s Infested Mines DLC Now Available on PC</title>
		<link>https://gamingbolt.com/space-hulk-deathwings-infested-mines-dlc-now-available-on-pc</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 17 Aug 2018 13:59:19 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=354876</guid>

					<description><![CDATA[PS4 players will also receive the new map and new difficulty mode soon.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284510" src="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Even with a <a href="https://gamingbolt.com/space-hulk-deathwing-review">less-than-perfect launch</a>, <em>Space Hulk: Deathwing</em> has found some fans thanks to its atmosphere and art direction. After making significant improvements to the base game with the <a href="https://gamingbolt.com/space-hulk-deathwing-looking-forward-and-making-improvements"><em>Enhanced Edition</em></a>, developer Streum on Studio has <a href="https://steamcommunity.com/games/816090/announcements/detail/1696055855727607513">announced</a> the release of the <em>Infested Mines</em> DLC. Available for free to all players on PC, the DLC brings a new map and other new features.</p>
<p>This includes the ability to switch off the HUD and take advantage of a new level of difficulty that provides more realistic combat. The new Infested Mines map can be played both solo and in co-op, so if you&#8217;re curious about more verticality along with different kinds of engagements, it might be worth a look.</p>
<p>If you want to try <em>Space Hulk: Deathwing</em> for yourself, then head on over to <a href="https://steamcommunity.com/games/816090/announcements/detail/1696055855727607513">Steam</a> right now. PS4 players will be receiving the update and DLC soon, so sit tight. They will also receive items from the <em>Skulls for the Skull Throne</em> DLC, allowing for more customization.</p>
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		<title>Space Hulk: Deathwing Enhanced Edition Xbox One Version Possibly Cancelled</title>
		<link>https://gamingbolt.com/space-hulk-deathwing-enhanced-edition-xbox-one-version-possibly-cancelled</link>
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		<dc:creator><![CDATA[Alex Jackson]]></dc:creator>
		<pubDate>Sat, 24 Mar 2018 02:21:05 +0000</pubDate>
				<category><![CDATA[News]]></category>
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					<description><![CDATA[Space Hulk is coming to PS4 and PC on May 22, but not on Xbox One it seems.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284510" src="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>PlayStation 4 and PC players can keep looking forward to the upcoming <em>Space Hulk: Deathwing Enhanced Edition</em> from Focus Home Interactive and Streum On Studio, which is planned for launch on May 22, but it seems like the Xbox One version has been quietly cancelled.</p>
<p>The Space Marine action title puts players in the role of a Deathwing onboard a Space Hulk, where they’ll work together using different classes to fight against Genestealers. The enhanced edition packs with it a whole bunch of added content, some of which has made it to PC already. PC players will receive the content as a free update, which becomes available on May 22.</p>
<p>While it was previously announced alongside other versions, within the press release that announced the May 22 release date, any mentions of Microsoft’s platform were absent. Xbox One version was also dropped from the new gameplay trailer and from the official website as well. Neither Streum On or Focus Home Interactive have commented on this matter.</p>
<p><iframe loading="lazy" title="Space Hulk: Deathwing Enhanced Edition - Gameplay Trailer" width="500" height="281" src="https://www.youtube.com/embed/qhD62Nzat1c?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Space Hulk Deathwing: Looking Forward and Making Improvements</title>
		<link>https://gamingbolt.com/space-hulk-deathwing-looking-forward-and-making-improvements</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 20 Sep 2017 06:56:54 +0000</pubDate>
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		<category><![CDATA[Cyanide]]></category>
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		<category><![CDATA[ps4]]></category>
		<category><![CDATA[space hulk: deathwing]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=306791</guid>

					<description><![CDATA[What's been going on with the co-op shooter? Streum on Studio tells all.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>f you played <em>Space Hulk: Deathwing</em>, a third person co-op shooter based on the Warhammer 40K universe, from Streum on Studio and Cyanide last year, you might have walked away with some less than ideal impressions. For the impressive premise, there were a ton of problems and design choices that didn&#8217;t really make for the most fun experience. That being said, Streum on Studio has been dedicated to fixing a lot of the issues. It&#8217;s been supporting <em>Space Hulk: Deathwing</em> with a number of updates and will actually be looking to release the game on Xbox One and PS4 this year.</p>
<p>GamingBolt spoke to the developer about the upcoming console releases, what&#8217;s being done to improve the overall experience and why players should consider re-visiting the plucky shooter.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284508" src="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-2.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-2-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We saw many players were unhappy about being “forced” to have an apothecary, so we made changes that allow players to have more diverse compositions in multiplayer."</p>
<p><strong>How has the reception been to <i>Space Hulk Deathwing</i> since launch? What motivated a release on consoles?</strong></p>
<p>At launch, we faced some technical issues &#8211; more than we expected to encounter. Yet we also saw that beyond the technical issues, most players were having a lot of fun with the core of our game, which was very motivating.</p>
<p>In partnership with our publisher, we have continued to extensively support the game on PC with free updates since release, and we’re soon releasing the game for consoles. There’s a lot of anticipation for the console version, and we think the PlayStation 4 and Xbox One will be great platforms for the game!</p>
<p><strong><i>Space Hulk Deathwing</i> has been receiving numerous updates since launch. How much has fan feedback influenced that?</strong></p>
<p>We just released our 7th free update – and with each one we strive to fundamentally improve the game.  The fan feedback has been invaluable; we try to read everything. Many changes have been made based directly on player feedback. For example, we saw many players were unhappy about being “forced” to have an apothecary, so we made changes that allow players to have more diverse compositions in multiplayer.</p>
<p>The new game mode Special Missions released with the 6th update, and is also based on player feedback. Players really liked the environments, but wanted different objectives to do inside them. It has also allowed us to get deeper in the randomization of objectives, enemies and situation to get much better replayability, especially in special missions. As they are separate from the main campaign we have a lot more of freedom.</p>
<p><strong>What obstacles did you face in bringing <i>Space Hulk Deathwing</i> to consoles?</strong></p>
<p>To allow the console versions to run well, we had to improve the way the loading works. While it might not be seen on the PC version, this is something that took quite some time.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-4.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284511" src="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-4.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-4.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-4-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We like the idea of all the classes being specialized, as it is interesting in team play and offers many different ways to play."</p>
<p><strong>What major changes can we look forward to with regards to the interface, controls, graphics and so on?</strong></p>
<p>We improved the interface and controller mapping for the console. The interface took us a long time but we are very happy with the results. It feels clearer and is more intuitive.</p>
<p><strong>Are there any console-exclusive features that we can look forward to? Perhaps some unique playlists that will be cycled in and out?</strong></p>
<p>There are no console exclusives features, we will release the Enhanced Version as a totally free update for the PC at the same time as the console releases.</p>
<p><strong>How will the console releases affect updates going forward? Can we expect the same updates to consoles as well as PC?</strong></p>
<p>Right now we are focusing on the content for the Enhanced Edition.</p>
<p><strong>Several complaints have been made about <i>Deathwing</i> since launch including the imbalance between classes, lack of bots in multiplayer and lack of progression between matches. What are your thoughts on these and how are you working to fix them?</strong></p>
<p>The recent patches and our work goes in line with much of this feedback. We like the idea of all the classes being specialized, as it is interesting in team play and offers many different ways to play. You have to take in consideration the advantages and disadvantages of your class, and play in accordance with them.</p>
<p>We tried to improve diversity by adding more weapons and adding skills for many classes to give more options while reducing the feeling that the apothecary was a requirement to succeed (even if it can make life easier to get one). As for the progression between matches – it’s coming!</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284510" src="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We are happy with the engine, and we are getting more and more used to it, as it was our first big project using it."</p>
<p><strong>What new content can we expect from <i>Deathwing</i> in the next few months?</strong></p>
<p>So far we have already released more weapons, more skills, a new class and a new game mode. The progression system with persistent class customization is still to come!</p>
<p><strong>What is the biggest feature that you personally wish to add to <i>Deathwing</i> in the future?</strong></p>
<p>We are all very excited to unveil the Customization feature, not much of which has been revealed yet. We can assure you that it will make each player feel unique, with many things to unlock! We hope to be able to talk about it in-depth soon, but a few things that we can say: it will be unlockable both in solo and in multiplayer, and everything is unlockable in-game, with no microtransactions.</p>
<p><strong>Can we expect a sequel to the game in the near future or a potential new game in the same universe?</strong></p>
<p>All we can say is that we are absolute fans of the universe, and it’s great to be able to show it through our game!</p>
<p><strong>Can you please tell us about the engine that the game is running on? The game looks absolutely spectacular.</strong></p>
<p>The game has been made on Unreal Engine 4, which allows for very nice shading and lighting effects. We are happy with the engine, and we are getting more and more used to it, as it was our first big project using it.</p>
<p><strong>What kind of improvements have you made to the engine in terms of physical based rendering, global illumination and lighting?</strong></p>
<p>UE4 on its own has what is needed to get great rendering. As long as you understand what to do (and what not to do) and how to work with it. The artist’s workflow is quite different than when working physical base rendering. They have to learn how to work with it to achieve the best results, but also to understand the few cases where they should ignore physical rendering to achieve what they want.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-1.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284507" src="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-1.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-1.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-1-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The differences between PS4 Pro and Xbox One X are not as big in terms of development as you might think."</p>
<p>Physical rendering is good, but in some circumstances you prefer something less physical but prettier. One great challenge was to switch between what needs to be lightened dynamically and what needs to be baked. So we mainly compose with what UE4 has and artists’ regard. Of course, some things have been modified to better suit our needs. But as said, UE4 was already great on that point.</p>
<p><strong>In a recent interview, Mark Cerny, the lead engineer of the PlayStation 4 Pro claimed that converting a base PS4 game to PS4 Pro version is just 0.2 Or 0.3% of the overall effort. What is your take on this? Do you think that the extra work required to develop an additional Pro version is actually bigger than the number quoted?</strong></p>
<p>Definitely, the hard part is having the game working well on PS4, then the PS4 Pro allows you for a better experience. I can’t comment on the number though.</p>
<p><strong>The Xbox One X has been designed as a native 4K console to begin with. But do you think it’s capable to run your game not only in 4K but at Ultra PC settings and that too at 60fps?</strong></p>
<p>We can’t comment on this just yet.</p>
<p><strong>What is your take on the differences between the PS4 Pro and Xbox One X from a development perspective?</strong></p>
<p>The differences between PS4 Pro and Xbox One X are not as big in terms of development as you might think. They are both more powerful version of the “vanilla” console and serve the same purposes: providing a better graphical experience for the user. The hard part is getting your game to work well on the vanilla console, then the PS4 Pro and Xbox One X allows for cool bonuses.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">306791</post-id>	</item>
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		<title>Difference Between Xbox One X And PS4 Pro Is Not As Big In Terms of Development &#8211; Streum On Studio</title>
		<link>https://gamingbolt.com/difference-between-xbox-one-x-and-ps4-pro-is-not-as-big-in-terms-of-development-streum-on-studio</link>
					<comments>https://gamingbolt.com/difference-between-xbox-one-x-and-ps4-pro-is-not-as-big-in-terms-of-development-streum-on-studio#comments</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Sat, 02 Sep 2017 15:10:56 +0000</pubDate>
				<category><![CDATA[News]]></category>
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		<category><![CDATA[space hulk: deathwing]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=305494</guid>

					<description><![CDATA["The hard part is getting your game to work well on the vanilla console."]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/04/xbox-scorpio-ps4-pro.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-294643 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2017/04/xbox-scorpio-ps4-pro.jpg" alt="xbox scorpio ps4 pro" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/04/xbox-scorpio-ps4-pro.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/04/xbox-scorpio-ps4-pro-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The PS4 Pro and the Xbox One X are rather fundamentally different hardware- the former is an iterative, conservative refresh of its base system, while the latter represents a full, radical overhaul. Indeed, it almost seems as though there is more difference between the hardware of the Xbox One X and PS4 Pro than there was between the vanilla Xbox One and PS4.</p>
<p>In a recent interview with the developers at Streum On Studio (the folks behind <em>Space Hulk Deathwing</em>), we asked them their take on the differences between the PS4 Pro and Xbox One X from a development perspective.</p>
<p>&#8220;The differences between PS4 Pro and Xbox One X are not as big in terms of development as you might think,&#8221; the development studio said to us. According to the development team, the actual hard part in development is getting the game to run properly on the base PS4 and Xbox One and that the new consoles allows them to add &#8220;cool bonuses&#8221;.</p>
<p>&#8220;[PS4 Pro and Xbox One X] They are both more powerful version of the “vanilla” console and serve the same purposes: providing a better graphical experience for the user. The hard part is getting your game to work well on the vanilla console, then the PS4 Pro and Xbox One X allows for cool bonuses,&#8221; they stated.</p>
<p>That is an interesting statement <a href="https://gamingbolt.com/xbox-scorpio-vs-ps4-pro-head-to-head-specs-comparison-a-deep-dive-into-why-microsofts-offering-is-superior">because the power difference between the PS4 Pro and Xbox One X</a>, at least on paper seems to be quite wide. But as usual, developers see and approach these differences in a different manner while <em>actually </em>developing the game. Even the PS3 and Xbox 360, which were dramatically different hardware, were reasonably easy to develop for by the end of last generation. A lot of this has to do with streamlined development pipelines, and middleware such as Unreal Engine and Unity. Even the Switch, which is weaker hardware, and ARM instead of x86 unlike the other consoles, features a similar development pipeline at this point.</p>
<p>Stay tuned for our full interview with Streum On Studio.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">305494</post-id>	</item>
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		<title>Space Hulk Deathwing Review &#8211; Steel Coffin</title>
		<link>https://gamingbolt.com/space-hulk-deathwing-review</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 26 Dec 2016 14:19:00 +0000</pubDate>
				<category><![CDATA[Article]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=286165</guid>

					<description><![CDATA[Cool aesthetics can't save this co-op shooter from boring gameplay.]]></description>
										<content:encoded><![CDATA[<p><em><span class="bigchar">L</span>eft 4 Dead</em>-esque co-op shooters with endless waves of enemies and escalating stakes always intrigued me. It also doesn’t hurt that the last Warhammer game to pull of the formula and throw in loot-grinding, different classes and other nifty mechanics was <em>Warhammer: End Times – Vermintide</em>. Expectations for the oft-delayed <em>Space Hulk Deathwing</em> were somewhat high. Sure it may not “wow” but solid gameplay and shooting should be enough, right?</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284510" src="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-3-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Melee kills don’t feel nearly as satisfying as tearing through entire waves with a shotgun or assault cannon but the combat is still the strongest part of the game."</p>
<p>Well, despite the feel of the shooting being on point, <em>Space Hulk Deathwing</em> is exceedingly clunky, unwieldy, annoying when it’s not outright frustrating and at times pretty boring. The presence of the Warhammer 40K license which lends to the imposing cathedrals, hulking nights and bleak star-ships of yore somewhat redeems it but this can only go so far.</p>
<p>As a Librarian of the Dark Angels, a company of the Space Marines, you and two other squad-mates are tasked with entering a Space Hulk – an incredibly over-sized oddity of a ship – and retrieving some special McGuffin within. Lest you think that’s too easy for a heavily armoured warrior such as yourself, there are Tyranid Genestealers with.</p>
<p>You have a variety of weapons and Immaterium, essentially magic spells like fire, to use against the Genestealers. If the Storm Bolter isn’t cutting, move in with a sword and slice your enemies apart. Melee kills don’t feel nearly as satisfying as tearing through entire waves with a shotgun or assault cannon but the combat is still the strongest part of the game. At the very least, in a first person shooter, the shooting is on point throughout.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284508" src="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-2.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-2-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Trudging along as a super-powered, heavily armoured killing machine in a fantastical universe with terrifying foes should feel more special than this. And unfortunately, most times, it just doesn’t."</p>
<p>Anytime you need to revive team-mates, heal yourself or change weapons, you need to use a Psygate and return to your ship. The limited number of times this can be done is a little off-putting. While it heightens the importance of each trip, it’s no fun to find yourself with the wrong weapon or on low health with no Psygate trips remaining. Furthermore, you could find yourself on the edge of death before a major battle and have no other option but to restart the level. A joke could be made about extending the game’s playtime with this practice but it would be neither funny nor appropriate. At the very least it would be nice to be able to swap load-outs mid-mission or pick up new weapons.</p>
<p>The other problem with <em>Deathwing</em> is just the sheer number of things you can do…or can’t do rather. Each level is a slow romp through hallways, murdering Genestealers – which show little variety in the beginning but gradually switch things up as you progress – and pulling switches. The mission objectives are all about killing enemies, there are no secrets or different approaches to missions and every single mission just plays the same.</p>
<p>It would be one thing if, like <em>Left 4 Dead</em>, you had a variety of different challenges to deal with, cooperating with your team and not knowing what lies around each corner (not to mention the overall pacing and level design). Trudging along as a super-powered, heavily armoured killing machine in a fantastical universe with terrifying foes should feel more special than this. And unfortunately, most times, it just doesn’t.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-4.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284511" src="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-4.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-4.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-4-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Though it didn’t crash as frequently for me as others, there were times I’ve been unceremoniously dumped back to the desktop."</p>
<p>That’s not including other problems with the experience like the dumb-as-doorknobs AI that either can’t use their abilities properly or idle about in one spot, dying continuously. Even if you decide to go it alone, you’ll face overwhelming odds without these meat-bags to at least soak up some damage. In this case, co-op alleviates much of the frustration but then your friends will be forced to suffer through the dreary gameplay as well.</p>
<p>Despite some decent performance at times, <em>Space Hulk Deathwing</em> also has problems with stability. Though it didn’t crash as frequently for me as others, there were times I’ve been unceremoniously dumped back to the desktop. Disconnects and the like are nothing new for multiplayer games but encountering such crashes when playing the campaign is just insufferable.</p>
<p>The work that developer Streum on studio put into the visuals is abundantly clear. Despite not being a Warhammer aficionado, I was immediately impressed by the grim, medieval-meets-mecha sci-fi and the deathly atmosphere that envelope the Deathwing. It’s just a shame that not much has been done with this imaginative setting.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-1.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284507" src="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-1.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-1.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-1-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Some things just aren’t meant to be though and <em>Space Hulk Deathwing</em> is more or less dead on arrival."</p>
<p>The voice acting and music are domineering, fitting the tone of the universe well without really standing out. It’s nothing exemplary but it gets the job done while immersing you in the universe.</p>
<p>However, there are a bunch of other elements that <em>Space Hulk Deathwing</em> should have worked out before release. Technical issues like AI, crashes and limited Psygate returns can be fixed with patches. The underlying fundamentals of the gameplay, from the repetitive combat and objectives to the utter lack of variety, are more deep-rooted and it’s doubtful whether the developer can fix them without overhauling the game altogether.</p>
<p><em>Space Hulk Deathwing</em> should have done for Warhammer 40K in the co-op shooter space what <em>Vermintide</em> did for the End Times. It should have ushered in an era of guns and glory, sci-fi <em>Left 4 Dead</em>-style action and fun set-pieces. Some things just aren’t meant to be though and unless the developer makes some major changes, <em>Space Hulk Deathwing</em> is more or less dead on arrival.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on PC.</strong></em></span></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">286165</post-id>	</item>
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		<title>Space Hulk: Deathwing Gets Launch Trailer</title>
		<link>https://gamingbolt.com/space-hulk-deathwing-gets-launch-trailer</link>
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		<dc:creator><![CDATA[Oliver VanDervoort]]></dc:creator>
		<pubDate>Tue, 13 Dec 2016 08:07:29 +0000</pubDate>
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					<description><![CDATA[The game releases on the 14th.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-4.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284511" src="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-4.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-4.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-4-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><em>Space Hulk: Deathwing</em> is coming to the PC on December 14 and in order to celebrate the release of the game, the development team has released a brand new launch trailer. The video shows some brand new footage of the fight between the space marines and the evil creatures known as the Genestealers.</p>
<p>PC gamers who are looking forward to playing the game have had to wait a bit longer than they thought they would. Late last week, the team said the game was going to be released a <a href="https://gamingbolt.com/space-hulk-deathwing-delayed-by-a-couple-of-days-now-launching-on-december-14">few days</a> later than was originally planned.</p>
<p>When all is said and done, the video certainly makes the game look like something that could be a lot of fun, even if you aren&#8217;t someone who knows the ins and outs of the <em>Warhammer 40,000</em> universe. <em>Space Hulk: Deathwing</em> is out on the PC on December 14 and it is expected to be landing on the PS4 and Xbox One sometime in 2017.</p>
<p><iframe loading="lazy" src="https://www.youtube.com/embed/Pdx3woUZSWM" width="620" height="349" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
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		<title>Space Hulk: Deathwing Wiki – Everything you need to know about the game</title>
		<link>https://gamingbolt.com/space-hulk-deathwing-wiki</link>
					<comments>https://gamingbolt.com/space-hulk-deathwing-wiki#respond</comments>
		
		<dc:creator><![CDATA[Oliver VanDervoort]]></dc:creator>
		<pubDate>Thu, 08 Dec 2016 09:44:14 +0000</pubDate>
				<category><![CDATA[Video Game Wikis]]></category>
		<category><![CDATA[Cyanide]]></category>
		<category><![CDATA[Focus Home Interactive]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[space hulk: deathwing]]></category>
		<category><![CDATA[streum on studio]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=284504</guid>

					<description><![CDATA[Everything you need to know about Space Hulk: Deathwing.]]></description>
										<content:encoded><![CDATA[<p><em><span class="bigchar">S</span>pace Hulk: Deathwing </em>is an upcoming first person shooter that is being developed by Streum On Studio in partnership with Cyanide. The game is being published by Focus Home Interactive. This is yet another in what is becoming a long number of entries in the <em>Space Hulk</em> series. That series in and of itself is a kind of spin-off from the larger Warhammer 40,000 series. This is one of the first games in this series that can really be called a first person shooter, as most of the game in the larger group have been strategy games. The game is first going to be coming to PC on December 14th and then will be released on both the Xbox One and PS4 early in 2017. The console versions of the game do not have an official release date but are expected in the first quarter of 2017.</p>
<p><span style="line-height: 1.5;"><div class="quick-jump">+ Quick Jump To</div> <ul class="quick-jump-menu"> <li><a href="#Development">1. Development</a></li> <li><a href="#Story">2. Story</a></li> <li><a href="#Gameplay">3. Gameplay</a></li> <li><a href="#Characters">4. Characters</a></li> </ul></span></p>
<h2><a id="Development"></a>Development</h2>
<p><script src="//www.springboardplatform.com/js/overlay"></script><iframe loading="lazy" id="bolt019_1673573" src="//cms.springboardplatform.com/embed_iframe/475/video/1673573/bolt019/gamingbolt.com/10" width="620" height="349" frameborder="0" scrolling="no"></iframe></p>
<p><em>Space Hulk: Deathwing</em> was first announced way back in September of 2013. The game was then announced as a first person shooter. The game was also announced as being based on the popular board game RPG and the development team said it would be using Unreal Engine 4. The team that has been working on this game is the same one that produced <em>E.Y.E: Divine Cybermancy</em>.</p>
<p>The game was first unveiled with a short teaser video where a Deathwing Terminator was being chased through the guts of a Spacehulk by Genestealers. In February of 2015, another video was unveiled, marking the first comments from the development team about the game since it was first announced. On April 29, 2016, the first gameplay trailer was revealed, showing off the massive environments the game boasts. The video also showed off the the basics of the gameplay as well as its premise, the teammates that are playable in the game, the localized damage system, and some of the enemies players will encounter.</p>
<p>On September 7, 2016 yet another trailer was revealed and at the same time, the development team detailed some of the classes in the game as well as some of the special abilities they have. The company also announced there was going to be a pre-order bonus for those who reserved the game ahead of time. Those who purchased the game on Steam ahead of the release got 15% off the retail price as well as a special weapon they could use inside the game.</p>
<p>The game is set to be released on PC on December 9 and though it does not yet have an official release date on consoles, is expected to come to the PS4 and Xbox One early on in 2017.</p>
<h2><a id="Story"></a>Story</h2>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284508" src="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-2.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/spacehulk_deathwing-2-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The story of <em>Space Hulk: Deathwing</em> is one that draws from quite a bit of lore in the broader world first created by the Warhammer 40,000 board games. In that lore, Space Hulks are massive abandoned ships that drift along the currents of the Warp, which is a place in this game where there are tears and entrances into the the immaterial dimension of Chaos. Made up of gigantic asteroids, ship wrecks and other debris, the hulks can sometimes get to be the size of a moon. These Space Hulks often have some sort of treasure and and ancient lost technologies. There is also danger in these areas, such as the big enemy in this game called, Genestealers.</p>
<p>Players take on the role of the Librarian from most secret and most feared Space Marine Companies: the Deathwing from the Dark Angels. It will be the players&#8217; job to fight off the Genestealers and complete various missions inside the Space Hulks in order to find the source of an odd psychic disturbance.</p>
<h2><a id="Story"></a>Gameplay</h2>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/01/space-hulk-deathwing-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-255385" src="https://gamingbolt.com/wp-content/uploads/2016/01/space-hulk-deathwing-3.jpg" alt="space hulk deathwing" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/01/space-hulk-deathwing-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2016/01/space-hulk-deathwing-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2016/01/space-hulk-deathwing-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2016/01/space-hulk-deathwing-3-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The game takes place from a first person perspective and has players play as a Terminator, equipped with sturdy armor and the weaponry of the Space Marines from this game world. As a Librarian, the player will also have the powers of the Psykers. As the players go through their missions they will gain skills and that grant them Fervor Points, and these points can be spent on four skill trees that allow the characters to improve their abilities, unlock powers,  and access relics and new weapons.</p>
<p>There is a single player campaign but this can also be played in up to four player co-op in a Dark Angels Terminator squad of the Deathwing. The main map in the game is the Space Hulk Olethros, which is a grouping of of derelict ships and debris collected over years of war.</p>
<p>When playing in the co-op mode, each player will take on a different tactical role in <em>Space Hulk: Deathwing</em>. As the Librarian, you can use a special weapon called the Storm Bolter and also use psychic powers to fight the enemy. The heavy weapon support can mow down Genestealers with his assault cannon, while the Apothecary is tasked with keeping the squad alive. The melee-oriented assault class can take on the Genestealers with assault claws, or crash through the front line of the enemy forces with a shield and a weapon known  as a power mace. There is also a tactician specialist can support the team with a passive buff as well as other abilities, which can be used in combat in order to control the swarms of the enemy Genestealers.</p>
<p>The enemy Genestealers have been said to be able to use the maze-like Space Hulk that players will be moving through as a kind of extra weapon. These Genestealers can ambush you, making use of the walls, floor spaces, and even dropping down from the ceiling vents. These creatures call the Space Hulk home and that means they know the area better than the players&#8217; Space Marines, The development team has said this means the monsters will be able to strike at you and your team from blind spots, and drop down on your men from above. These creatures have a swarm-like social structure and that is said to be shown in the way they react in the game.</p>
<h2><a id="Characters"></a>Characters</h2>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/01/space-hulk-deathwing-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-255384" src="https://gamingbolt.com/wp-content/uploads/2016/01/space-hulk-deathwing-2.jpg" alt="space hulk deathwing" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/01/space-hulk-deathwing-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2016/01/space-hulk-deathwing-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2016/01/space-hulk-deathwing-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2016/01/space-hulk-deathwing-2-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>There are several classes of Space Marines that are featured in <em>Space Hulk: Deathwing</em>. The Space Marine classes are broken down into the Assault Specialty, the Heavy Weapon Specialty, the Librarian, the Apothecary and the Tactical Specialty. These classes all have special weapons and abilities that none of the other classes possess.</p>
<p>The Genestealers, are the primary enemies in this game and they have their own special classes. There is the basic creature, as well as a Hybrid that looks a bit more human, a warrior class, a Broodlord, which is also known as a Corporaptor Primus, and a new, unknown sub-strain that players will have to encounter and defeat in order to learn more about.</p>
<p><em>Note: This wiki will be updated once we have more information about the game</em></p>
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