<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Terrible Posture Games &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
	<atom:link href="https://gamingbolt.com/tag/terrible-posture-games/feed" rel="self" type="application/rss+xml" />
	<link>https://gamingbolt.com</link>
	<description>Get a Bolt of Gaming Now!</description>
	<lastBuildDate>Fri, 29 Jun 2018 11:42:14 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.8.3</generator>
<site xmlns="com-wordpress:feed-additions:1">185493399</site>	<item>
		<title>Mothergunship Release Date Announced Along With Explosive New Gameplay Trailer</title>
		<link>https://gamingbolt.com/mothergunship-release-date-announced-along-with-explosive-new-gameplay-trailer</link>
					<comments>https://gamingbolt.com/mothergunship-release-date-announced-along-with-explosive-new-gameplay-trailer#respond</comments>
		
		<dc:creator><![CDATA[Ashish Isaac]]></dc:creator>
		<pubDate>Fri, 29 Jun 2018 11:42:14 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[GRIP Digital]]></category>
		<category><![CDATA[mothergunship]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Terrible Posture Games]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=343696</guid>

					<description><![CDATA[Players will be able to get their hands on the game on July 17. ]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_01.jpg"><img fetchpriority="high" decoding="async" class="size-full wp-image-295162 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_01.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_01.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_01-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>We have been waiting a while to know when <em>Mothergunship, </em>the roguelike bullet-hell first-person shooter, will be releasing. The release date for the game has now been revealed and you won&#8217;t have to wait much longer to get your hands on the game. Along with the announcement of the release date, a brand new gameplay trailer has also been revealed.</p>
<p>The game is set to release on July 17, which is just a few weeks away. This means that players will soon be able to create their own weapons and then try these out in different environments. The new trailer also gives us a glimpse of the gameplay and the action looks fast-paced, chaotic, and a lot of fun. The trailer also shows off some of the amazing kinds of weapons that players will be able to create and use in the game.</p>
<p>You can check out the new trailer below. <em>Mothergunship </em>is set to release for the PC, PS4, and Xbox One.</p>
<p><iframe title="MOTHERGUNSHIP - Launch Trailer" width="500" height="281" src="https://www.youtube.com/embed/gz7v0ujtxMM?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>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/mothergunship-release-date-announced-along-with-explosive-new-gameplay-trailer/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">343696</post-id>	</item>
		<item>
		<title>Mothergunship Runs At 1080p On Xbox One X And PS4 PRO, Frame Rate Will Be 30 To 60 FPS</title>
		<link>https://gamingbolt.com/mothergunship-runs-at-1080p-on-xbox-one-x-and-ps4-pro-frame-rate-will-be-30-to-60-fps</link>
					<comments>https://gamingbolt.com/mothergunship-runs-at-1080p-on-xbox-one-x-and-ps4-pro-frame-rate-will-be-30-to-60-fps#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 28 Jun 2018 16:55:25 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[GRIP Digital]]></category>
		<category><![CDATA[mothergunship]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Terrible Posture Games]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=343566</guid>

					<description><![CDATA[Free content updates and performance improvements will be coming after launch.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_01.jpg"><img decoding="async" class="aligncenter size-full wp-image-295162" src="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_01.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_01.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_01-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>The wait for <a href="https://gamingbolt.com/mothergunship-interview-from-gun-towers-to-mothership-hunting"><em>Mothergunship</em></a>, developed by Grip Digital and Terrible Posture Games (of <em>Tower of Guns</em> fame), has been more than a little long at this point. It&#8217;s still scheduled for a 2018 release and we have received a demo showcasing the depth of gun-crafting available. However, we&#8217;re interested to see how the rogue-like bullet-hell first person shooter will perform on consoles like the Xbox One X and PS4 Pro.</p>
<p>To learn more, GamingBolt reached out to Grip Digital&#8217;s marketing and PR manager George Mamakos about the resolution and frame rate of both versions. He responded that, &#8220;The resolution on the PS4 Pro and Xbox One X versions will be Full HD and the frame rate will be from 60 to 30 fps. We are going to continue supporting the game after its launch with free content updates and improvements, so the plan is to increase the quality of the performance and resolution on all platforms.&#8221;</p>
<p>The &#8220;free content updates&#8221; part has us especially interested. <em>Mothergunship</em> will see players entering various randomized enemy ships to eventually defeat an invading armada. The ability to customize one&#8217;s arsenal to an insane degree while also playing with friends in co-op should help extend the game&#8217;s lifespan. What more could the developers add on top? Hopefully more information will be offered after <em>Mothergunship</em> releases for PS4, Xbox One and PC so stay tuned.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/mothergunship-runs-at-1080p-on-xbox-one-x-and-ps4-pro-frame-rate-will-be-30-to-60-fps/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">343566</post-id>	</item>
		<item>
		<title>Mothergunship Interview: From Gun Towers to Mothership Hunting</title>
		<link>https://gamingbolt.com/mothergunship-interview-from-gun-towers-to-mothership-hunting</link>
					<comments>https://gamingbolt.com/mothergunship-interview-from-gun-towers-to-mothership-hunting#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 28 Apr 2017 14:16:17 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[mothergunship]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Terrible Posture Games]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=294996</guid>

					<description><![CDATA[Terrible Posture Games talks about its upcoming SHMUP.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">F</span>or some reason or another, rogue-lite shooters are <em>in. </em>Terrible Posture Games&#8217; <em>Tower of Guns</em> got in on the fad early and delivered a pretty cool first person shooting experience with a strong difficult. With <em>Mothergunship</em>, developed with Grip Digital, it&#8217;s now looking at a serious campaign with the same customization and crazy gunplay that made <em>Tower of Guns</em> so much fun.</p>
<p>GamingBolt spoke to game director Joe Mirabello about <em>Mothergunship</em>, how it&#8217;s different from the studio&#8217;s previous efforts and what players&#8217; expectations should be.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/02/mothergunship.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-289956" src="https://gamingbolt.com/wp-content/uploads/2017/02/mothergunship.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/02/mothergunship.jpg 670w, https://gamingbolt.com/wp-content/uploads/2017/02/mothergunship-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Each mission is a fight through a (usually) randomly composited ship and is designed to be played in a single session, but there&#8217;s an overarching campaign to work through."</p>
<p><strong><em>Tower of Guns</em> was a very old-school FPS while <em>Mothergunship</em> is more of a bullet hell title with FPS elements. What motivated this shift to SHMUP elements?</strong></p>
<p><em>Tower of Guns</em> actually had quite a bit of the bullet-hell aspect too. That game was essentially a pure prototype for the cocktail of mobility and firepower that we&#8217;re refining for <em>Mothergunship</em>.</p>
<p><strong>How heavy-handed is the campaign in <em>Mothergunship</em>, especially compared to <em>Tower of Guns</em>?</strong></p>
<p>In <em>Tower of Guns</em> the story was randomly selected from a pool of silly stories. <em>Mothergunship</em> does away with that in favor of a single, unified, lore, but <em>Mothergunship</em> is still far from a serious game—it&#8217;s over the top and ludicrous and the lore reflects that. This is a game where we let the player build massive guns with 20 laser barrels on them, after all. It wouldn&#8217;t make sense to take ourselves too seriously.</p>
<p><strong>What can you tell us about the randomized levels and enemies? Is it unique for each playthrough?</strong></p>
<p>The first thing I should clarify is that <em>Mothergunship</em> isn&#8217;t &#8220;run based&#8221; as much as it&#8217;s &#8220;mission based&#8221;. Each mission is a fight through a (usually) randomly composited ship and is designed to be played in a single session, but there&#8217;s an overarching campaign to work through. The player is working their way through these missions in an effort to reach the final ship, the <em>Mothergunship</em> itself. I say &#8220;usually&#8221; random, because sometimes these missions can be locked with a certain sequence of rooms—the demo/first mission is a perfect example of this, as we introduce various elements to the player.</p>
<p>Anyway, each mission is composited together out of a sequence of handmade shells rooms, with several layers of randomized content over top. The result is something that is surprising and replayable, but avoids the feeling of &#8220;algorithmic fatigue&#8221; that is common to a lot of randomly generated games.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_02.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-295161" src="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_02.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_02.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_02-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"It&#8217;s very important to me to make sure that <em>Mothergunship</em> limits the amount of times it tells the player &#8220;no”."</p>
<p><strong>How many ships will players fight through before ultimately taking on the <em>Mothergunship</em>? Will there be different kinds of challenges to complete for rewards?</strong></p>
<p>The length of the campaign is going to be something we&#8217;re tuning all throughout production, but it&#8217;s definitely not something designed to be played in a single sitting in its entirety, unlike <em>Tower of Guns</em>. As for challenges, the answer is yes. But we&#8217;re not talking too much about those just yet.</p>
<p><strong>What kinds of enemies can we expect? Will there be any bosses that cover the entire screen?</strong></p>
<p>Enemy variety was one of the things people were most critical of in <em>Tower of Guns</em>, so we&#8217;re taking great pains to make sure that more kinds of enemies appear more often. That said, quite a few familiar enemies (and friends) will be making appearances in <em>Mothergunship</em> too. <em>Mothergunship</em> is after all, at its heart, a complete iteration on all the things that we learned from building <em>Tower of Guns</em>.</p>
<p><strong>How does the crafting system work in <em>Mothergunship</em>? Will players be running around collecting resources and what ultimately determines the kinds of weapons you can equip?</strong></p>
<p>It&#8217;s very important to me to make sure that <em>Mothergunship</em> limits the amount of times it tells the player &#8220;no”. So we let them build almost anything, provided they can find the right pieces. However, every time they add another piece to their guns, the gun costs a little more &#8220;energy&#8221; to fire. They can build a 30 barrel gun if they want, but they might only be able to fire it once before recharging. This is where upgrading your player abilities becomes crucial, as that once-unfeasible gun may become much more reasonable later in the game.</p>
<p><strong>What other abilities can players unlock and utilize in <em>Mothergunship</em>?<br />
</strong><br />
We&#8217;re not talking (yet) about the other things the players can unlock in <em>Mothergunship</em>, ask again in a few months.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_01.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-295162" src="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_01.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_01.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_01-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Exclusives always help sell systems, that&#8217;s true. Microsoft knows that, but I&#8217;m sure they also have calculated the cost/benefits of this release extensively."</p>
<p><strong>How does co-op change the experience? How will players be able to &#8220;participate with the community&#8221; for beating the <em>Mothergunship</em>?</strong></p>
<p>Heh, this is also something we&#8217;re holding off for a little longer before we talk more about. We&#8217;re excited about it though.</p>
<p><strong>Why did you choose Unreal Engine and how has it helped you best realize the game&#8217;s vision?<br />
</strong><br />
I&#8217;ve been using Unreal for almost a decade now, starting with early UE3.0 builds. When you have been using an engine that long, your own abilities evolve around the unique benefits of the engine. Unreal Engine 4 is ridiculously powerful, and no other engine would allow for the look and feel we&#8217;re aiming for.</p>
<p><strong>When can we expect <em>Mothergunship</em> to release?</strong></p>
<p>We&#8217;re not talking about release dates quite yet. We only just announced a few weeks ago!</p>
<p><strong>The Xbox Scorpio feels like a new gen for Microsoft, despite the company is hell bent on making it mid-gen refresh. There is a massive increment in memory and GPU TFLOPS, do you think the lack of exclusives will hurt the Scorpio given that developers need to maintain parity with the X1?</strong></p>
<p>Exclusives always help sell systems, that&#8217;s true. Microsoft knows that, but I&#8217;m sure they also have calculated the cost/benefits of this release extensively. The “parity game” isn’t a new one though. Between opposing consoles there are often requirements that games have certain parity—original Xbox developers had to reconcile their gameplay with that on the PS2, PS3 and the 360 had their differences, PS4 and XB1 do as well. The fact that this is intra-brand and mid generation doesn’t mean it isn’t something developers aren’t used to. Additionally, engines allow for a lot more scalability these days, making the logistics of this branching slightly less painful.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_04.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-295160" src="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_04.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_04.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/04/Mothergunship_04-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"I love Nintendo and would love to see <em>Mothergunship</em> on a Nintendo system, but, quite honestly, I&#8217;m not sure yet how much of a fit the Switch is yet."</p>
<p><strong>Sony has gone for a moderate upgrade with the PS4 Pro and instead resorting to methods such as 4K checkerboard rendering. Do you think that Sony should have gone ahead and released a more powerful mid-gen refresh just like the Scorpio?</strong></p>
<p>That&#8217;s an interesting question and not one I&#8217;m sure I’m qualified to answer&#8230;but I will say that &#8220;Gone ahead and released&#8221; is easier said than done, especially if Sony has placed their eggs more in either the VR basket or is already more invested in &#8220;beyond 2017&#8221; stuff. Given their position, Sony might not see the need for a major mid-gen refresh the same way Microsoft does. I think the consumers will tell them if that was wise move or not.</p>
<p><strong>There is already some speculation among games analyst and gamers alike about the PS5 and how it will feature more than 10tflops. Regardless of whatever hardware upgrade feature, do you think the next cycle will finally bring us close to photorealism?</strong></p>
<p>Closer? Sure. We&#8217;re always moving closer. People thought that we had “hit” photorealism with the 360 generation. And then again with the Xb1 generation. But “photorealism” is a moving target that rushes away from you as fast as you run toward it. We&#8217;re not even &#8220;there&#8221; with offline rendering yet in film. In games, we&#8217;re getting environments much closer, and a better GPU helps that tremendously (have a look at Quixel Megascans for some teasers of the future), and we&#8217;ve made great strides on faces too (particularly on subsurface skin shading and hair shaders), but now we&#8217;re going to start realizing just how limited our animation tools are, and how stiff and unrealistic those faces are. Or how choppy our shadows look or how ghostly the screen space-AO feels in motion. There&#8217;s always room for improvement.</p>
<p><strong>What kind of updates will <em>Mothergunship</em> have on Pro? Is 4K/60fps possible?</strong></p>
<p>Not sure yet. 4k/60fps sounds glorious, but it really depends on how crazy we want the situations the player ends up in to get.</p>
<p><strong>Just wanted to close off this interview with a question on Nintendo Switch. Nintendo aren’t going after the PS4 or Xbox One. They apparently already have the biggest game of all time in the form of Breath of the Wild but as a studio that pushes technology, what is your take on its processing hardware…do you think your studio has a future on it? If not, why?</strong></p>
<p>On Switch? I love Nintendo and would love to see <em>Mothergunship</em> on a Nintendo system, but, quite honestly, I&#8217;m not sure yet how much of a fit the Switch is yet. That will be something we explore in the future.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/mothergunship-interview-from-gun-towers-to-mothership-hunting/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">294996</post-id>	</item>
		<item>
		<title>Mothergunship Coming To Xbox One, PS4, and PC On December 29 This Year</title>
		<link>https://gamingbolt.com/mothergunship-coming-to-xbox-one-ps4-and-pc-on-december-29-this-year</link>
					<comments>https://gamingbolt.com/mothergunship-coming-to-xbox-one-ps4-and-pc-on-december-29-this-year#comments</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Wed, 15 Feb 2017 18:05:24 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[GRIP Digital]]></category>
		<category><![CDATA[mothergunship]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Terrible Posture Games]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=289955</guid>

					<description><![CDATA[Bullet hell.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/02/mothergunship.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-289956" src="https://gamingbolt.com/wp-content/uploads/2017/02/mothergunship.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/02/mothergunship.jpg 670w, https://gamingbolt.com/wp-content/uploads/2017/02/mothergunship-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Terrible Posture Games and Grip Digital have today announced a brand new bullet hell game for Xbox One, PlayStation 4, and PC- <em>Mothergunship</em> (which, the name should really give the genre of the game away, if you think about it).</p>
<p>While the game will be your typical bullet hell game, pitting you against waves upon waves of enemies to take on, you are also going to get the game&#8217;s gun crafting system, which the developers describe as the &#8216;one of the most modular gun crafting systems ever in a game&#8217;. So there&#8217;s that to look forward to, too.</p>
<p>You can check out the announcement teaser trailer for the game for yourself below- does this sound like the kind of game that you would be interested in picking up for yourself? Let us know in the comments section, and make sure to stay tuned to GamingBolt for more coverage and information on the game.</p>
<p><iframe loading="lazy" src="https://www.youtube.com/embed/fRMufFXIwQI" width="620" height="349" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/mothergunship-coming-to-xbox-one-ps4-and-pc-on-december-29-this-year/feed</wfw:commentRss>
			<slash:comments>1</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">289955</post-id>	</item>
		<item>
		<title>Tower of Guns Interview: Roguelite Callback to Twitch Shooters</title>
		<link>https://gamingbolt.com/tower-of-guns-interview-roguelite-callback-to-twitch-shooters</link>
					<comments>https://gamingbolt.com/tower-of-guns-interview-roguelite-callback-to-twitch-shooters#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 12 May 2015 08:53:25 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Grip Games]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Terrible Posture Games]]></category>
		<category><![CDATA[Tower of Guns]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=231634</guid>

					<description><![CDATA[Creator Joe Mirabello and Grip Games' Jakub Mikyska talk about the first person roguelite shooter.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">T</span>ower of Guns was a rather interesting transition for Joe Mirabello, its creator. After 38 Studios shut down and a massively multiplayer title based on Kingdoms of Amalur cancelled, Mirabello transitioned to a roguelite, first person shooter which focused on replay value and challenging players to quick runs. The game made a rather quiet debut on PC but recently made its way to Xbox One, PS3 and PS4 this year. Not bad for a shooter in a niche genre, especially one made by a single person, right?</p>
<p>GamingBolt had an opportunity to speak to Joe Mirabello and Grip Games&#8217; Jakub Mikyska who worked on bringing Tower of Guns to current gen consoles and the PS3. Mirabello talked about the development of the game and the philosophy behind many of its elements while Mikyska discussed the difficulties and challenges (or lack thereof) in bringing Tower of Guns to consoles.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-228911" src="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot2.jpg" alt="Tower of Guns" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot2-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "When working on a larger team there's this shared investment in the project, this collaborative fuel. When working solo that's replaced with constant second-guessing of decisions. Doubt can sometimes be a healthy thing, since it means I'm always looking at the project critically, but it can oscillate into crippling inefficiency too."   
      </p></p>
<p><strong>Rashid K. Sayed: A RogueLite game mixed with FPS mechanics is a strange combination, what was the decision behind mixing these two elements?</strong></p>
<p><strong>Joe Mirabello:</strong> Quite honestly, my entire career prior to this point had been spent working on RPGs and MMOs, and I had always wanted to work on a First-Person-Shooter. I was raised on the classic FPS games like Quake, Doom, UT99, Deus Ex, etc. When I set out to develop Tower of Guns, I also was playing a lot of Binding of Isaac at the time, and became very interested in what a mashup of the two would feel like. The more I thought about it, the more I realized the RogueLite mechanics lent themselves to super small development teams very well, as iteration of the game play and core mechanics is a very straightforward path.</p>
<p><strong style="line-height: 1.5;"><strong>Rashid K. Sayed: </strong>Being the sole developer must have been tricky, what can you tell us about the single handed approach to development?</strong></p>
<p><strong>Joe Mirabello:</strong> To be fair, I was only *mostly* solo. I contracted my brother to do the music, had lots of friends and family help with testing, and in the months after the initial PC release I found partners, such at Grip Games, to help me bring the game to more platforms. As for being a &#8220;mostly solo developer&#8221;, well, besides the obvious stuff like properly scoping the project for one person, wearing a lot of hats, and the advantage of being able to make very agile development decisions, I was surprised to find how much motivation and morale became crucial resources.</p>
<p>When working on a larger team there&#8217;s this shared investment in the project, this collaborative fuel. When working solo that&#8217;s replaced with constant second-guessing of decisions. Doubt can sometimes be a healthy thing, since it means I&#8217;m always looking at the project critically, but it can oscillate into crippling inefficiency too. You have to keep things in perspective. In short, the real difficulty in creating something like this on your own is always maintaining momentum. My apologies if that&#8217;s too heavy an answer for you. 🙂</p>
<p><strong style="line-height: 1.5;"><strong>Rashid K. Sayed: </strong>The Tower of Guns itself seems to be placed in the middle of a city, what can you tell us about the game world?</strong></p>
<p><strong>Joe Mirabello:</strong> Well, the game&#8217;s story is randomly selected from a pool of stories: who you are, what you are doing, even what the tower is, can be one of many different things. So&#8230;the &#8220;world&#8221; in which the tower exists varies quite a bit. In one play session you&#8217;ll be a secret-agent canine and in the next you&#8217;ll play as a grandma looking for the local recycling center. It was a weird little experiment, but I had a lot of fun writing all the different stories.</p>
<p>I&#8217;m actually a sincere believer that if a creative person truly enjoys the experience of creation, or at least is emotionally invested in it on some level, then that translates into the final piece. The &#8220;world&#8221; of Tower of Guns is a strange, often purposefully-stupid, world..but it was a joy to create&#8230;and people seem to appreciate that. As for the actual artwork of that city outside the Tower&#8211;well, it needed to be flexible enough to support the wide variety of stories, and frankly I was getting tired of drawing all these rusty-metal textures and wanted to make something different!</p>
<p><strong>Rashid K. Sayed: Given the current fascination with Roguelikes and RogueLites, do you think Tower of Guns has the power to last the ages?</strong></p>
<p><strong>Joe Mirabello:</strong> Wellllll&#8230;I think it&#8217;s very, very dangerous to approach a game&#8217;s development with the goal of &#8220;lasting the ages&#8221;. It focuses a bit too much on what others may like, on making a &#8220;magnum opus&#8221;, and on timeless mechanics (which is another way to say &#8220;safe&#8221; mechanics). I made Tower of Guns because I wanted to play a game like Tower of Guns, and I just had to hope others did too. It might not last the ages, but I&#8217;m grateful that it&#8217;s gotten the attention it has. The current roguelite genre(as in, the post-BoI, post-Spelunky era, not true Roguelikes) might only be a short lived burst in gaming history too, and I myself might find myself playing a different kind of game in five years, but for now I find these mechanics thoroughly fascinating.</p>
<p><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-228910" src="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot1.jpg" alt="Tower of Guns" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot1.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot1-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></p>
<p><p class='review-highlite' >
        "My definition of "twitch" gaming harkens back to the old school twitch FPS classics; Doom, UT99, Quake. This game invokes those wherever possible. It was an era where one misstep would lead to your players certain death, where there was little time to catch your breath, where you constantly were required to MOVE, where circle-stafing was king and you were constantly scanning the arena for pickups."   
      </p></p>
<p><strong style="line-height: 1.5;"><strong>Rashid K. Sayed: </strong>The game has, for the most part, received high praise from a number of gamers and outlets. Gunplay is often criticized though. Is there perhaps plans to revisit the Tower of Guns and improve upon it?</strong></p>
<p><strong>Joe Mirabello:</strong> You&#8217;ve certainly done your homework! That was the major criticism of Tower of Guns. A quick defense: There&#8217;s a good argument to be made in my goal of making the game a very &#8220;pick up and play&#8221; experience. I didn&#8217;t want a player to ever have to &#8220;relearn&#8221; any extra buttons should they come back to the game months after not playing.. And I should mention that there is a tad more complexity to the gunplay than most reviewers saw; the gun mod system leads to some hilarious combinations, there are subtle, gun-based ways to affect mobility, there are some interesting gun-perk combinations, and quite a few secret, secondary guns.</p>
<p>Regardless, your point stands: most of those mechanics were faaaar too rare for people to see in their first few sessions with the game. While I question the notion that every FPS needs secondary fire or iron sights I wholeheartedly agree with the critics when they say that the core gunplay could be improved: better sounds, better animations, better handling, and, in general, a more advanced relationship between the player and their gun. However, some of those alterations would have involved changing the core experience of Tower of Guns from PC drastically though, and I think they&#8217;re better saved as lessons that I  apply to future projects.</p>
<p><strong style="line-height: 1.5;"><strong>Rashid K. Sayed: </strong>Have you got any plans for possibly bringing the Tower of Guns to other platfoms?</strong></p>
<p><strong>Joe Mirabello:</strong> I think that entirely depends on how well the game does on consoles, how technically powerful the other platform is (Tower of Guns hits the CPU pretty hard with all those bullets), and how busy I am in over the next year!</p>
<p><strong style="line-height: 1.5;"><strong>Rashid K. Sayed: </strong>The online store GOG call Tower of Guns a game for Twitch gamers, would you agree with that sentiment?</strong></p>
<p><strong>Joe Mirabello:</strong> I think so. My definition of &#8220;twitch&#8221; gaming harkens back to the old school twitch FPS classics; Doom, UT99, Quake. This game invokes those wherever possible. It was an era where one misstep would lead to your players certain death, where there was little time to catch your breath, where you constantly were required to MOVE, where circle-stafing was king and you were constantly scanning the arena for pickups.</p>
<p>I even injected some of the mobility-based quirks of that era like variants on bunny-hopping acceleration and rocket-jumping. I don&#8217;t think I quite hit the full 90mph of Doom, but even before you start collecting speed upgrades in Tower of Guns the players base mobility is quite faster than most modern FPS games. The game really is one big over-the-top love-letter to the twitch games I grew up on. While I had no desire to recreate those games explicitly, I did want to make a game that fans of those games would feel comfortable diving into, because that&#8217;s the kind of game I was looking to play.</p>
<p><strong style="line-height: 1.5;"><strong>Rashid K. Sayed: </strong>Would you go back and change anything about the game? Or are you happy with the final product you developed.</strong></p>
<p><strong>Joe Mirabello:</strong> Oh, I could change things about the game forever. That&#8217;s the danger of the roguelite genre (and traditional roguelikes too)—they&#8217;re flexible in their design in that they can almost always benefit from more &#8220;stuff&#8221; and further refinement of balance, mechanics, and content. For example, look at Nethack&#8217;s twenty-five year development time. You can quickly get into a pattern where a game is never &#8220;finished&#8221;, and while it&#8217;s comfortable to spend a career constantly refining a project, and it&#8217;s led to amazing results in the case of something like Nethack, for me personally I often have to start new projects in order to properly apply the largest of the lessons that I learn.</p>
<p><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-228912" src="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot3.jpg" alt="Tower of Guns" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot3-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></p>
<p><p class='review-highlite' >
        "We have already seen some cool examples of that in some Microsoft games. Any calculation that does not have to be made in real-time can be sent to server to allow more power for real-time processing. This is of course heavily case-by-case scenario and not every game offers an opportunity for something like that."   
      </p></p>
<p><strong style="line-height: 1.5;"><strong>Rashid K. Sayed: </strong>As a developer what is your opinion on Microsoft’s parity clause in their ID@Xbox Policy?</strong></p>
<p><strong>Jakub Mikyska: </strong>Both Sony and Microsoft have their own policies and things you have to keep in order to be able to self-publish. Sony has certain parity policies as well. Both have certain content requirements, etc. I think that Microsoft’s requirements are not unreasonable and are quite understandable and what’s more, if you cannot keep them for any reason, you usually just need to ask and give a good reason and anything can be agreed on. We never really had any issue with Microsoft’s policies,</p>
<p><strong style="line-height: 1.5;"><strong>Rashid K. Sayed: </strong>Will the game run at 1080p and 60 frames per second on both the PS4 and Xbox One?</strong></p>
<p><strong>Jakub Mikyska: </strong>Yes, both versions run at 1080p/60fps.</p>
<p><strong>Rashid K. Sayed: Did you faced any problems with the Xbox One’s eSRAM while developing the game?</strong></p>
<p><strong>Jakub Mikyska: </strong>Not really, no. Tower of Guns is more demanding in the CPU department.</p>
<p><strong style="line-height: 1.5;"><strong>Rashid K. Sayed: </strong>What are your thoughts on the PS4’s GPU and GDDR5 memory? Do you think they will become obsolete with time given the evolution of PC GPUs?</strong></p>
<p><strong>Jakub Mikyska: </strong>Our games aren’t really pushing the envelope of visuals enough for GDDR5 to make any difference. From what we hear from other developers, working on AAA projects, they really like GDDR5. The GPU is working quite fine. It is not the most advanced piece of GPU out there, but it does not have to be. When creating games for just one GPU, you can be much more effective.</p>
<p>And like any other technology, it will all become obsolete eventually. But that does not matter now. Consoles are about making the most with the hardware you currently have.</p>
<p><strong style="line-height: 1.5;"><strong>Rashid K. Sayed: </strong>What is your take on the differences between the GPU in PS4 and X1? Do you find them to be similar in performance?</strong></p>
<p><strong>Jakub Mikyska: </strong>Yes, they certainly are really similar. There weren’t any performance issues that would only appear on one platform, while the other one handled them better.</p>
<p>Both machines have some things they like and things they dislike and you have respect that and work around that, but in general, the performance of both is nearly identical.</p>
<p><strong style="line-height: 1.5;"><strong>Rashid K. Sayed: </strong>Microsoft has been talking about the Xbox One using the cloud to make it more powerful. What is your take on this? Do you think using the cloud a console with static hardware can become more powerful?</strong></p>
<p><strong>Jakub Mikyska: </strong>It can, in certain ways. We have already seen some cool examples of that in some Microsoft games. Any calculation that does not have to be made in real-time can be sent to server to allow more power for real-time processing. This is of course heavily case-by-case scenario and not every game offers an opportunity for something like that.</p>
<p>But cloud computing is coming, one way or another. Both Sony and Microsoft are testing the waters, so let’s see where this goes.</p>
<p><strong>Rashid K. Sayed: Is there anything else you want to tell us before we let you go?</strong></p>
<p><strong>Joe Mirabello:</strong> Thanks for asking interesting questions. Anyway, I hope folks enjoy playing the game. It was fun to make.</p>
<p>&nbsp;</p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/tower-of-guns-interview-roguelite-callback-to-twitch-shooters/feed</wfw:commentRss>
			<slash:comments>2</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">231634</post-id>	</item>
		<item>
		<title>PS4 And Xbox One Performance Is Nearly Identical, Cloud Can Help Xbox One In Certain Ways: Dev</title>
		<link>https://gamingbolt.com/ps4-and-xbox-one-performance-is-nearly-identical-cloud-can-help-xbox-one-in-certain-ways-dev</link>
					<comments>https://gamingbolt.com/ps4-and-xbox-one-performance-is-nearly-identical-cloud-can-help-xbox-one-in-certain-ways-dev#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 28 Apr 2015 15:25:55 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Grip Games]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[SOEDESCO]]></category>
		<category><![CDATA[Terrible Posture Games]]></category>
		<category><![CDATA[Tower of Guns]]></category>
		<category><![CDATA[Xbox Live]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=230180</guid>

					<description><![CDATA["Cloud computing is coming, one way or another," says Jakub Mikyska.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot3.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-228912" src="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot3.jpg" alt="Tower of Guns" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot3-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>It&#8217;s been more than a year since the launch of the PS4 and Xbox One, and we&#8217;ve been seeing some interesting variations in performance. While the PS4 was more capable of native 1080p resolution in third party titles, the Xbox One was always favoured with its anisotropic filtering. Be that as it may, Grip Games&#8217; Jakub Mikyska &#8211; who recently brought indie shooter Tower of Guns to the PS3, PS4 and Xbox One &#8211; believes that there are still plenty of similarities in terms of GPU performance.</p>
<p>&#8220;Yes, they certainly are really similar. There weren’t any performance issues that would only appear on one platform, while the other one handled them better. Both machines have some things they like and things they dislike and you have respect that and work around that, but in general, the performance of both is nearly identical.&#8221;</p>
<p>As for the benefits of Xbox One&#8217;s cloud computing, which we&#8217;re really yet to see given how much Microsoft hyped it up prior to the console&#8217;s release, Mikyska believes it can help in various ways. &#8220;It can, in certain ways. We have already seen some cool examples of that in some Microsoft games. Any calculation that does not have to be made in real-time can be sent to server to allow more power for real-time processing. This is of course heavily case-by-case scenario and not every game offers an opportunity for something like that.</p>
<p>&#8220;But cloud computing is coming, one way or another. Both Sony and Microsoft are testing the waters, so let’s see where this goes.&#8221;</p>
<p>Thoughts? Let us know in the comments below.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/ps4-and-xbox-one-performance-is-nearly-identical-cloud-can-help-xbox-one-in-certain-ways-dev/feed</wfw:commentRss>
			<slash:comments>151</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">230180</post-id>	</item>
		<item>
		<title>Sony Has Certain Parity Policies As Well, Microsoft’s Indie Requirements Are Not Unreasonable &#8211; Dev</title>
		<link>https://gamingbolt.com/sony-has-certain-parity-policies-as-well-microsofts-indie-requirements-are-not-unreasonable-dev</link>
					<comments>https://gamingbolt.com/sony-has-certain-parity-policies-as-well-microsofts-indie-requirements-are-not-unreasonable-dev#comments</comments>
		
		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Sat, 25 Apr 2015 19:09:51 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[GRIP Digital]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[SOEDESCO]]></category>
		<category><![CDATA[Terrible Posture Games]]></category>
		<category><![CDATA[Tower of Guns]]></category>
		<category><![CDATA[Xbox Live]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=229997</guid>

					<description><![CDATA[Grip Games' Jakub Mikyska on indie policies of Sony and Microsoft.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-228911" src="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot2.jpg" alt="Tower of Guns" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot2-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Microsoft&#8217;s indie parity clause has been a subject of much debate ever since Microsoft announced the ID@Xbox policy at Gamescom 2013. Several developers in the past have outright mentioned their grievances with the parity clause whereas some have taken a neutral stance on it. In the past, Xbox One executives have <a href="https://gamingbolt.com/microsoft-executive-on-no-mans-sky-games-at-e3-and-the-controversial-xbox-one-parity-clause">mentioned</a> that the parity clause can be tweaked if developers speak to them and bring along exclusive content for the Xbox platform.</p>
<p>Grip Games&#8217; Tower of Guns is one of the many indie games that is available on both PS4 and Xbox One. GamingBolt recently got in touch with Grip Games&#8217; Jakub Mikyska to have a chat on several topics including the indie policies of both companies. Surprisingly, Jakub revealed that Sony have their own set of parity policies as well, although he did not mentioned what it includes.</p>
<p>&#8220;Both Sony and Microsoft have their own policies and things you have to keep in order to be able to self-publish. Sony has certain parity policies as well. Both have certain content requirements, etc.&#8221;</p>
<p>He further explains that Microsoft&#8217;s policy on indies are not unfair and if developers speak to them, things can be worked on and agreed upon.</p>
<p>&#8220;I think that Microsoft’s requirements are not unreasonable and are quite understandable and what’s more, if you cannot keep them for any reason, you usually just need to ask and give a good reason and anything can be agreed on. We never really had any issue with Microsoft’s policies,&#8221; Jakub explained to GamingBolt.</p>
<p>These comments by Jakub possibly indicate that there are a lot of things going in the background that none of us really know. But what are your thoughts on this matter? Let us know in the comments section below.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/sony-has-certain-parity-policies-as-well-microsofts-indie-requirements-are-not-unreasonable-dev/feed</wfw:commentRss>
			<slash:comments>126</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">229997</post-id>	</item>
		<item>
		<title>Devs Really Like PS4&#8217;s GDDR5 Memory, GPU Will Become Obsolete Eventually But That Doesn&#8217;t Matter</title>
		<link>https://gamingbolt.com/devs-really-like-ps4s-gddr5-memory-gpu-will-become-obsolete-eventually-but-that-doesnt-matter</link>
					<comments>https://gamingbolt.com/devs-really-like-ps4s-gddr5-memory-gpu-will-become-obsolete-eventually-but-that-doesnt-matter#comments</comments>
		
		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Fri, 24 Apr 2015 18:03:23 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[GRIP Digital]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[SOEDESCO]]></category>
		<category><![CDATA[Terrible Posture Games]]></category>
		<category><![CDATA[Tower of Guns]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=229872</guid>

					<description><![CDATA["Consoles are about making the most with the hardware you currently have," says Jakub Mikyska from Grip Games]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-170701" src="https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd.jpg" alt="ps4 amd" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Tower of Guns for the PlayStation 4 launched recently and GamingBolt was able to conduct an interview with the game&#8217;s developer Jakub Mikyska from Grip Games. In our interview we asked Jakub what kind of advantages did the unified memory architecture brought to the development of Tower of Guns.</p>
<p>&#8220;Our games aren’t really pushing the envelope of visuals enough for GDDR5 to make any difference,&#8221; he said to GamingBolt. But he did shared his views on how developers are feeling about GDDR5 and the PS4&#8217;s GPU.  &#8220;From what we hear from other developers, working on AAA projects, they really like GDDR5. The GPU is working quite fine. It is not the most advanced piece of GPU out there, but it does not have to be. When creating games for just one GPU, you can be much more effective.&#8221;</p>
<p>&#8220;And like any other technology, it will all become obsolete eventually. But that does not matter now. Consoles are about making the most with the hardware you currently have.&#8221;</p>
<p>Tower of Guns is now available on the PS4. We recently reviewed the game on the PS4 which you can check out over <a href="https://gamingbolt.com/tower-of-guns-review">here</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/devs-really-like-ps4s-gddr5-memory-gpu-will-become-obsolete-eventually-but-that-doesnt-matter/feed</wfw:commentRss>
			<slash:comments>40</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">229872</post-id>	</item>
		<item>
		<title>Tower of Guns Review – Do Robots Cry When Their Loved Ones Die?</title>
		<link>https://gamingbolt.com/tower-of-guns-review</link>
					<comments>https://gamingbolt.com/tower-of-guns-review#respond</comments>
		
		<dc:creator><![CDATA[Oliver VanDervoort]]></dc:creator>
		<pubDate>Thu, 16 Apr 2015 15:32:26 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[GRIP Digital]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[SOEDESCO]]></category>
		<category><![CDATA[Terrible Posture Games]]></category>
		<category><![CDATA[Tower of Guns]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=228767</guid>

					<description><![CDATA[All of the guns, none of the story your favorite first person shooter games offer.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">W</span>hen I first powered up Tower of Guns, I had to go back and look to see if Gearbox had made this particular game. The graphical look of the game, as well as the fact that a large part of the gameplay is based around really weird weapons made me think that if it wasn&#8217;t made by Gearbox, Tower of Guns was made by someone who had worked for the company or was trying out to be a part of the next Borderlands installment. That isn&#8217;t to say that Tower of Guns is really any kind of a ripoff of Borderlands 2. What it does say is that at least, this game is a bit of an homage that takes the first person shooter genre and the graphical representation of the game’s world and runs with it in its own direction.</p>
<p>The first thing that sets Tower of Guns apart from anything Gearbox has put together is that this game has long been billed as a kind of “lunchbreak FPS.” Having said that, I had caught someone’s comment about what the game was before I managed to get my hands on it and I have to say that is pretty much a perfect descriptor. This isn&#8217;t a game that has a terribly immersive story mode. In fact, it doesn&#8217;t really have any kind of story mode at all, unless you view a story as “hey look, shoot that thing that’s in front of you.”</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot3.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-228912" src="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot3.jpg" alt="Tower of Guns " width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot3-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "The first thing that sets Tower of Guns apart from anything Gearbox has put together is that this game has long been billed as a kind of “lunchbreak FPS.”"   
      </p></p>
<p>There is also a peripheral storyline that goes on while I was playing, in the form of text dialogue, though that storyline has no actual bearing on the game itself. Rather this seems to just be a little thing that is built in to bring the laughs. The one that pops up the first time I ran through the game was that of the developer actually telling me a few of the tips and tricks to get through the tower.</p>
<p>Other storylines were of a pizza delivery guy who was trying to find his customer and another and perhaps the most guffaw inducing was when I was going reading a conversation between an apparent old couple that had gotten lost. As far as I can tell, there isn&#8217;t any rhyme or reason to the text dialogue and while it is sort of funny, I had to wonder why the developer didn&#8217;t put a little more into fleshing this out and making it a real story.</p>
<p>It’s possible Tower of Guns was just never meant to be serious enough to need or want a real storyline in the game. This game seems to have been built for those who just want to be able to pick up the controller and shoot as many things as they possibly can. The premise of the actual game is that I had to either blast my way through, or dash my way through a number of different rooms, all with different “enemies”in the form of unmanned gun turrets and flying killing machines.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-228911" src="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot2.jpg" alt="Tower of Guns " width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot2-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "It’s possible Tower of Guns was just never meant to be serious enough to need or want a real storyline in the game. This game seems to have been built for those who just want to be able to pick up the controller and shoot as many things as they possibly can."   
      </p></p>
<p>Tower of Guns combines elements from a number of other video game platforms in a way that makes it enjoyable if you are indeed just looking for something to spend the next 20 minutes with. Picking up and playing, without having to wait through a cut scene in order to know what you&#8217;re supposed to do is refreshing at times. As long as you&#8217;re not looking for an immersive world that will really draw you in. The game is roguelike in the notion that the rooms are randomly generated throughout the levels so when you have to start your run over, you aren&#8217;t guaranteed to know what you&#8217;re going to be facing off against.</p>
<p>And you will have to start over a number of times. Tower of Guns isn&#8217;t an easy game by any stretch. The game tried to help me out by allowing me power ups if I killed enough enemies and collected the little blue lights that came pouring out of them after they blew up. The little red bulbs also replenished my health from time to time but the rooms aren&#8217;t big and the enemies are plentiful and I died far more often than I’m even willing to admit in my playthroughs.</p>
<p>Clearly I wasn&#8217;t the only one to have this problem, considering one of the most important stats the game tracks is deaths. This is also where the game gets a bit repetitive, there aren&#8217;t a ton of different enemies and the ones that are there aren’t meant to ooh and ahh you with their look and feel.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot1.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-228910" src="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot1.jpg" alt="Tower of Guns " width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot1.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/04/TOG_screenshot1-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "Clearly I wasn't the only one to have this problem, considering one of the most important stats the game tracks is deaths."   
      </p></p>
<p>There are boss rooms too, but these bosses are rather repetitive as well. I went through one run where I encountered the same boss four straight times. The repetition gets even more annoying considering that when you die, you start over entirely. There aren&#8217;t any chances to save your progress and start off in the room you died. Of course, the reason for that is because the game isn&#8217;t really about making progress.</p>
<p>You&#8217;re supposed to rack up as many kills, power up and collect guns as much as possible and score as many points. Without a proper story to play through, there really isn&#8217;t a huge point to making that progress. As long as you go into Tower of Guns understanding and accepting that premise, you can have a decent, if not great time playing the game.</p>
<p><span style="color: #ff6600;"><strong><em>This game was reviewed on the PlayStation 4.</em></strong></span></p>
]]></content:encoded>
					
					<wfw:commentRss>https://gamingbolt.com/tower-of-guns-review/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">228767</post-id>	</item>
	</channel>
</rss>
