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	<title>the last of us &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Former Naughty Dog Developer Says Studio Believed &#8220;Crunch is a Requirement&#8221; From The Last of Us</title>
		<link>https://gamingbolt.com/former-naughty-dog-developer-says-studio-learned-from-the-last-of-us-that-crunch-is-a-requirement</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Mon, 13 Apr 2026 14:39:39 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[intergalactic]]></category>
		<category><![CDATA[Naughty Dog]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[the last of us]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=641504</guid>

					<description><![CDATA["Well, we've just come to realize this is what it takes to make games at our level," recalled Benson Russell from a meeting at Naughty Dog.]]></description>
										<content:encoded><![CDATA[<p>Naughty Dog—the studio behind franchises like <em>The Last of Us</em> and <em>Uncharted</em>, and upcoming title <em>Intergalactic</em>—is no stranger to forcing its employees into periods of crunch during game development. Former senior game designer at the studio, Benson Russell, spoke about the studio learning all the wrong lessons about the &#8220;value&#8221; of crunch in a recent episode of the Kiwi Talkz podcast.</p>
<p>&#8220;They&#8217;ll set internal deadlines, and treat them like actual, external deadlines,&#8221; he said on the podcast. &#8220;It&#8217;s at that point you realize you&#8217;ve wandered too much, and it could be Sony tapping them on the shoulder, being like, &#8216;Hey guys, it&#8217;s been three years, not seeing much from you, we&#8217;ve spent I don&#8217;t know how much money already, what&#8217;s going on?&#8221;</p>
<p>Russell explained that the studio seemingly learned from its time developing <em>The Last of Us</em> that crunch is what it would take to make the games. &#8220;It was just an admission in a [meeting after <em>The Last of Us</em>], &#8216;Well, we&#8217;ve just come to realize this is what it takes to make games at our level,&#8221; he said.</p>
<p>&#8220;&#8216;If you don&#8217;t want to do that, we understand, we&#8217;ll write you a great letter of recommendation.&#8217; The company runs the way it wants to run; you either want to be a part of it or you don&#8217;t. They&#8217;re not technically breaking any laws. It&#8217;s not like a requirement. It is a, &#8216;hey, we really could use your help. Please come here.&#8217; And you&#8217;re incentivized to do it because your bonuses will be bigger.&#8221;</p>
<p>A <a href="https://gamingbolt.com/damning-new-report-sheds-light-on-naughty-dogs-culture-of-crunch">report from back in 2020</a> was one of the bigger ones to bring the company&#8217;s culture of crunch into the light. In a report, Jason Schreier—writing for Kotaku at the time—conducted interviews with multiple current and former employees from Naughty Dog on the condition of anonymity, and made note of unhealthy working hours and overtime work still being prevalent.</p>
<p>“This can’t be something that’s continuing over and over for each game, because it is unsustainable,” said one developer working on <em>The Last of Us Part 2</em>. “At a certain point, you realize, ‘I can’t keep doing this. I’m getting older. I can’t stay and work all night.&#8217;”</p>
<p>“They do try to take care of you, providing food, encouragement to go take breaks,” said another former Naughty Dog developer. “But for the most part, the implication is: ‘Get the job done at all costs.&#8217;”</p>
<p>It is worth noting that reports of Naughty Dog&#8217;s employees being forced to crunch <a href="https://gamingbolt.com/former-naughty-dog-employees-speak-about-studios-crunch-culture">are by no means recent</a>. The company also <a href="https://gamingbolt.com/pre-release-uncharted-3-crunch-was-brutal-naughty-dog">came under fire for this back in 2011</a>, shortly after the release of <em>Uncharted 3: Drake&#8217;s Deception</em>, with creative director Amy Hennig talking about how &#8220;it was the hardest thing in the industry [I&#8217;ve] ever done.&#8221; Similarly, cinematics animation lead Josh Scherr said that &#8220;it was pretty brutal this time around. I mean, there&#8217;s always crunch. There&#8217;s always people putting in extra hours. But this time around, just because of the scope and the ambition of the game – even after we had gone back and shortened some things, trimmed some other things – there was just still a lot to do, in the amount of time we had to do it.&#8221;</p>
<p><em>Intergalactic</em> is being developed exclusively for PS5. While it doesn’t yet have a release date, reports indicate that Naughty Dog <a href="https://gamingbolt.com/intergalactic-reportedly-targeting-mid-2027-release">might be aiming for a mid-2027 launch</a>.</p>


<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<blockquote class="twitter-tweet" data-width="500" data-dnt="true"><p lang="en" dir="ltr">After The Last Of Us shipped, Naughty Dog made the admission that crunch is a requirement to make games at the level they make them and they would no longer even attempt to shy away from it.<br><br>That&#39;s why crunch has progressively gotten worse with every project since and that&#39;s why… <a href="https://t.co/Ge8TVdwcQv">pic.twitter.com/Ge8TVdwcQv</a></p>&mdash; Reece “Kiwi Talkz” Reilly (@kiwitalkz) <a href="https://twitter.com/kiwitalkz/status/2043556144732582056?ref_src=twsrc%5Etfw">April 13, 2026</a></blockquote><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
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		<title>The Last of Us Creator Teases More For the Franchise With Concept Art From 2003</title>
		<link>https://gamingbolt.com/the-last-of-us-creator-teases-more-for-the-franchise-with-2003-concept-art</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 31 Mar 2026 14:24:58 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Naughty Dog]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[the last of us]]></category>
		<category><![CDATA[The Last of Us Part 1]]></category>
		<category><![CDATA[the last of us part 2]]></category>
		<category><![CDATA[The Last of Us Part 3]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=640444</guid>

					<description><![CDATA[In some text accompanying the classic concept art, Neil Druckmann mentioned "the few stops that remain on the road ahead," for the series.]]></description>
										<content:encoded><![CDATA[<p>Neil Druckmann—known for his work on <em>The Last of Us</em>—has posted a couple of new images on social media while hinting that there might be more still left to come for the franchise. In his post on <a href="https://www.instagram.com/p/DWfAAKhEmcA/" target="_blank" rel="noopener">Instagram</a>, Druckmann revealed some early concept art that he had made for a pitch back in 2003.</p>
<p>This project would revolve around a man and a girl traveling through a broken America—essentially the plot of the original <em>The Last of Us</em>. What makes his post interesting is a mention of “the few stops that remain on the road ahead.”</p>
<p>“Cleaning out the garage today and stumbled on my original sketches from 2003 for a game pitch about a man, his surrogate daughter, and a trek across a broken America,” he wrote. “Been a wild journey. Grateful for every part of it, especially the few stops that remain on the road ahead.”</p>
<p>It is worth noting that the concept art itself doesn&#8217;t really mean much anymore, especially since the design behind <em>The Last of Us</em> protagonists Joel and Ellie would see massive changes since 2003, thanks in large part to the advancements in console hardware made at the time. As for the franchise&#8217;s future, while Druckmann could simply be referring to the <a href="https://gamingbolt.com/the-last-of-us-season-3-is-aiming-for-a-2027-premiere">2027-bound third season</a> of HBO&#8217;s <em>The Last of Us</em>, the fact that he used the plural &#8220;few stops&#8221; indicates that there might be even more in the works.</p>
<p>While he has largely been quiet about the idea of a third <em>The Last of Us</em> game, Druckmann had revealed back in February 2024 that he had some ideas for a third part already in mind. At the time, he noted that <a href="https://gamingbolt.com/the-last-of-us-part-2-documentary-reveals-studios-next-single-player-game-is-not-the-last-of-us-part-3">he only had &#8220;a concept&#8221; for it</a>, however, and didn&#8217;t have a full story that would fit that concept. Discussing the ending of the first two games, he questioned whether there was potential for more.</p>
<p>&#8220;If we never get to do it again, this is a fine ending point. That last bite of the apple, the story’s done,&#8221; he said. &#8220;The great thing about working at Naughty Dog is that we don’t have to. So it’s always like, we would love another Last of Us, but if you guys are passionate about something else, we’ll support this other thing. Very privileged position to be in. I never take that for granted.&#8221;</p>
<p>&#8220;I’ve been thinking about, ‘is there a concept there?’ And for now years, I haven’t been able to find that concept- but recently that’s changed. I don’t have a story, but I do have that concept, that, to me, is as exciting as 1, as exciting as 2, is its own thing, and yet has this throughline for all three. So it does feel like there’s probably one more chapter to this story.&#8221;</p>
<p>More recently, Druckmann has been busy with Naughty Dog’s next major game—<em>Intergalactic</em>. While few concrete details about it have been revealed since its original announcement, Druckmann recently teased that we might see <a href="https://gamingbolt.com/intergalactic-director-teases-return-of-the-last-of-us-actor">an actor from <em>The Last of Us</em> returning in the sci-fi game</a>.</p>
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		<title>20 PS3 Games You Absolutely Have to Play [2026 Edition]</title>
		<link>https://gamingbolt.com/20-ps3-games-you-absolutely-have-to-play-2026-edition</link>
		
		<dc:creator><![CDATA[Usaid]]></dc:creator>
		<pubDate>Tue, 10 Feb 2026 18:08:06 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[assassins creed 4: black flag]]></category>
		<category><![CDATA[batman: arkham city]]></category>
		<category><![CDATA[dead space]]></category>
		<category><![CDATA[Fight Night Round 4]]></category>
		<category><![CDATA[gran turismo 6]]></category>
		<category><![CDATA[grand theft auto 4]]></category>
		<category><![CDATA[InFamous 2]]></category>
		<category><![CDATA[journey]]></category>
		<category><![CDATA[killzone 3]]></category>
		<category><![CDATA[Mass Effect 2]]></category>
		<category><![CDATA[Max Payne 3]]></category>
		<category><![CDATA[Metal Gear Solid 4: Guns of the Patriot]]></category>
		<category><![CDATA[motorstorm: pacific rift]]></category>
		<category><![CDATA[race driver GRID]]></category>
		<category><![CDATA[Red Dead Redemption]]></category>
		<category><![CDATA[Resistance 3]]></category>
		<category><![CDATA[the last of us]]></category>
		<category><![CDATA[Uncharted 2: Among Thieves]]></category>
		<category><![CDATA[Vanquish]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=636022</guid>

					<description><![CDATA[With this feature, we will be taking a look at 20 of the best PS3 games of all time - games that have left a long-lasting impact on the generation of gamers.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he PlayStation 3 generation was a major turning point for Sony, marking an era where technical showcases truly began to define what was possible in gaming. It was a time of great innovation when studios took bigger creative risks and entire genres evolved in meaningful ways. From emotionally driven adventures and sprawling open worlds to tight shooters and innovative racers, the PS3 amassed a library that still holds up remarkably well today. To that end, we are counting down 20 of the best PS3 games of all time.</p>
<p><strong>The Last of Us</strong></p>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-620159" src="https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01.jpg" alt="the last of us part 1 01" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p><em>The Last of Us</em> stands tall as one of the defining experiences of the PS3 era, known for expertly blending survival horror gameplay with deeply humane storytelling. Naughty Dog’s post-apocalyptic adventure follows Joel and Ellie across a ruined post-apocalyptic America, and the gameplay balances tense stealth encounters with quiet, character-driven moments that keep you glued to the edge of the screen at all times. Combat feels desperate and grounded, emphasizing judicial use of resources and quick thinking. What truly elevates the game, however, is its writing and performances, which help it be relevant to this date.</p>
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		<title>The Last of Us TV&#8217;s Third Season Could Be Its Last, Per HBO CEO</title>
		<link>https://gamingbolt.com/the-last-of-us-tvs-third-season-could-be-its-last-per-hbo-ceo</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Mon, 02 Feb 2026 21:27:31 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[HBO]]></category>
		<category><![CDATA[Naughty Dog]]></category>
		<category><![CDATA[the last of us]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=636160</guid>

					<description><![CDATA[Casey Bloys said it "certainly seemed" that way, but "On decisions like that, we will defer to the showrunners. So you can ask them."]]></description>
										<content:encoded><![CDATA[<p><em>The Last of Us</em> might be wrapping up its highly successful television run, with its upcoming season potentially bringing an end to the live-action adaptation of Naughty Dog&#8217;s hit action-adventure survival franchise. In a recent interview with <a href="https://deadline.com/2026/01/hbo-casey-bloys-the-pitt-heated-rivalry-euphoria-interview-1236700801/" target="_blank" rel="noopener">Deadline</a>, Casey Bloys, who serves as the Chairman and CEO of HBO and HBO Max Content, hinted at the popular adaptation of Joel and Ellie&#8217;s ill-fated adventures wrapping up its highly successful run.</p>
<p>Upon being asked if the upcoming season was going to be the last one for the series, Bloys hinted that &#8220;it certainly seemed that way,&#8221; but injected a bit of mystery by passing the buck on to the series&#8217;s showrunners. &#8220;On decisions like that, we will defer to the showrunners. So you can ask them.&#8221;</p>
<p>While the show&#8217;s second season focused on the first half of <em>The Last of Us 2&#8217;s </em>narrative, the third season will bring Abby to the center stage, focusing on her single-minded efforts to avenge her father.</p>
<p>No spoilers, but those of you who played the game already know how things pan out on that front. As for everyone else, they might be glad to know that you&#8217;re close to the curtain call on a live-action adaptation that has largely managed to capture the essence of its video game counterpart. Just don&#8217;t expect it to release <a href="https://gamingbolt.com/the-last-of-us-season-3-is-aiming-for-a-2027-premiere">anytime this year</a>.</p>
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		<title>15 Games From the Past That Still Feel Ahead of Their Time</title>
		<link>https://gamingbolt.com/15-games-from-the-past-that-still-feel-ahead-of-their-time</link>
		
		<dc:creator><![CDATA[Matthew Carmosino]]></dc:creator>
		<pubDate>Mon, 12 Jan 2026 11:19:14 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[batman arkham city]]></category>
		<category><![CDATA[borderlands 2]]></category>
		<category><![CDATA[crysis]]></category>
		<category><![CDATA[dead space]]></category>
		<category><![CDATA[DriveClub]]></category>
		<category><![CDATA[Dying Light]]></category>
		<category><![CDATA[far cry 2]]></category>
		<category><![CDATA[Heavy Rain]]></category>
		<category><![CDATA[Max Payne 3]]></category>
		<category><![CDATA[Metal Gear Solid 4]]></category>
		<category><![CDATA[ninja gaiden black]]></category>
		<category><![CDATA[Red Dead Redemption]]></category>
		<category><![CDATA[the elder scrolls 5: skyrim]]></category>
		<category><![CDATA[the last of us]]></category>
		<category><![CDATA[Uncharted 2 : Among Theives]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=632159</guid>

					<description><![CDATA[Don't let age keep you from playing these games. They hold up better than plenty of modern releases.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">N</span>ot every game ages gracefully. The start of the 3D era was a time of janky platforming controls and jagged visuals enveloped in fog. Even classics like <em>Mario 64</em> can be rough with today’s lens. But as soon as devs got accustomed to 3D tech, games started looking good again. Though, not all played good. Many PS3-era games struggled to break past repetitive hack and slash mechanics, while others leaned on gimmicks. Others feel fresh and intuitive, sometimes rivaling modern game releases. Here are 15 older games that still rock in 2025, both visually and mechanically.</p>
<h2 style="text-align: center;">Dead Space</h2>
<p>If there’s one game that hardly needs a remake today, it’s the original <em>Dead Space</em>. Don’t get me wrong, the remake is awesome, but the 2008 original still holds up remarkably well. The graphics were at the top of the industry and still look amazing today. But it’s the way the atmosphere was crafted that particularly leaves a lasting impression on us. The diagetic HUD is partly to thank for the top-notch immersion, but the Necromorph designs are especially timeless in their ability to send a chill down gamers’ spines. <em>Dead Space</em> also doesn’t have an ounce of jank in its DNA; it feels remarkably precise and intuitive to play today. We’re still seeing tons of triple-A games use that iconic over the shoulder perspective, and we have the original <em>Dead Space</em> to thank for convincing us that it’s awesome.</p>
<h2 style="text-align: center;">Crysis</h2>
<p><iframe title="15 OLD Games That Put Modern Releases To Shame" width="500" height="281" src="https://www.youtube.com/embed/J8rUWUEx_og?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>Back in 2007, <em>Crysis</em> was the rosetta stone benchmark for PC performance. Today, maybe not as much, but it can still be confused as a modern game. It was one of the games boasting advanced volumetric lighting and crazy far draw distances, and the lush jungle environments made for an attractive display piece to show off that tech. Crysis was also pretty dang modern with its gameplay systems. The campaign let players freely explore the tropical sandbox with its wide-linear design. Like the studio’s <em>Far Cry</em> titles, a smorgasbord of vehicles were up for the taking to accomplish missions in varying ways. If the day/cycle or gunplay didn’t impress, the visuals sure did, and continue to.</p>
<h2 style="text-align: center;">Red Dead Redemption</h2>
<p>The year was 2010, gamers were absolutely starving for an immersive wild west game, and Rockstar was the one studio poised to do it. They already released <em>Red Dead Revolver</em> in 2004 and had the technology to finally meet the setting’s great potential. And that they did. <em>Red Dead Redemption</em>’s sprawling open world is filled with fun activities and more interesting personalities than you can fit in a stage coach. It’s Rockstar’s best pre-<em>GTA 5</em> game to return to have good time without much friction. And it’s highly recommended players go back to this gem to understand <em>Red Dead Redemption 2</em>, as it functions as a sequel to that game. It’s not hard to fall in love with it today given the tight gunplay and solid graphics.</p>
<h2 style="text-align: center;">Max Payne 3</h2>
<p><em>Max Payne 3</em> is the second pre-<em>GTA 5</em> Rockstar game that’s easiest to return to today. The big selling point is the bullet-time mechanic from previous entries being turned up a couple notches. There’s not a single game that I can think of that does slow-mo shootouts as well as <em>Max Payne 3</em>. The modern third-person shooting feels great to control, and carefully lining up slow-mo dive shots is a joy. Being the Rockstar game that it is, cinematics are top-notch as well, with zero loading between cutscenes and player-controlled action sections. A port to today&#8217;s platforms would be appreciated, but the graphics actually hold up just fine without need for an upgrade.</p>
<h2 style="text-align: center;">Dying Light 1</h2>
<p><em>Dying Light</em> achieved something few games outside <em>Assassin’s Creed</em> were willing to do at the time, and that’s a realistic and smooth parkour system. What’s more, you can parkour across pretty much any building or object in the large open world. Besides the advanced parkouring, the game also boasted dynamic day/night lighting that still impresses today. <em>Dying Light</em> is the newest game on this list, but the dark atmosphere and gritty story have an edge over its sequel, <em>Dying Light 2</em>, making it well worth playing 10 years later, especially to see Kyle Crane’s earlier adventures.</p>
<h2 style="text-align: center;">Heavy Rain</h2>
<p><img decoding="async" class="aligncenter wp-image-574750" src="https://gamingbolt.com/wp-content/uploads/2023/12/Heavy-Rain-Scott-Shelby-1024x576.jpg" alt="Heavy Rain - Scott Shelby" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2023/12/Heavy-Rain-Scott-Shelby-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2023/12/Heavy-Rain-Scott-Shelby-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2023/12/Heavy-Rain-Scott-Shelby-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2023/12/Heavy-Rain-Scott-Shelby-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2023/12/Heavy-Rain-Scott-Shelby-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2023/12/Heavy-Rain-Scott-Shelby.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>David Cage games were always ahead of their time, but it wasn’t until <em>Heavy Rain</em> until they started being legitimately fun to play on top of that. You can probably thank <em>Heavy Rain</em> for PlayStation’s recent narrative emphasis. The game was largely an interactive choose your own adventure movie. But unlike TellTale’s string of narrative games, <em>Heavy Rain</em> had truly spectacular graphics that many felt were lifelike at the time. The game still holds up today, partly thanks to its simple gameplay mechanics (it’s hard to make quick time events janky) and high budget graphics and acting talent.</p>
<h2 style="text-align: center;">Ninja Gaiden Black</h2>
<p>And then there’s rarities like <em>Ninja Gaiden Black</em> which boast deeply technical gameplay that still feels smooth today. For being a 20 year old game, it sure does feel fluid and intuitive to pull off combos, thanks in part to great optimization. It also holds up to current trends in game. <em>Ninja Gaiden Black</em> was notorious for being one of the most difficult games at the time, but it fits well beside contemporary titles like <em>Elden Ring</em> and <em>Hollow Knight Silksong</em> with its difficulty. With distinct art direction and stylishly detailed character models, it’s a game that’s still easy on the eyes.</p>
<h2 style="text-align: center;">Borderlands 2</h2>
<p>Many were rubbing their eyes when <em>Borderlands 4</em> was revealed. Accusations were thrown around that it looked like the previous <em>Borderlands</em> games, and they’re not too far off. <em>Borderlands</em> has maintained a bold cartoonish look since the first game, but it’s really the second entry that polished and solidified its identity. Just like the graphics, the gunplay holds up remarkably well today. And with memorable villains like Handsome Jack, the story remains the best the series has ever seen.</p>
<h2 style="text-align: center;">DriveClub</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-231190" src="https://gamingbolt.com/wp-content/uploads/2015/05/DRIVECLUB-1-1024x576.jpg" alt="DRIVECLUB" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2015/05/DRIVECLUB-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2015/05/DRIVECLUB-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/05/DRIVECLUB-1.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>If you can get a hold of a rare copy of DriveClub, do yourself a favor and grab it. The PS4 exclusive was notable for its photo-realistic rain effects and grounded yet approachable driving mechanics. I regularly see racing fans comparing modern driving games’ weather effects to DriveClub. That’s how dang good the game looked. While the online component can’t be experienced today, the single player career has plenty of races and challenges to warrant the price of admission. And with a simcade handling model that’s not too intimidating to learn yet difficult to master, you’ll find yourself glued to the rainsoaked windshield for many hours even amid today&#8217;s racers.</p>
<h2 style="text-align: center;">Far Cry 2</h2>
<p>I know, I know, it’s easy to overlook <em>Far Cry 2</em> now that we have over six entries, but it does some pretty unique things. A number of playable and non-playable mercenaries can be rescued and hired to go on missions with you. These teammates can be permanently killed if they’re not rescued or healed in time, making it easy to feel attached to them. Other than the buddy system, the game just looks great, featuring a robust African open world environment. If you’re a fan of the <em>Far Cry</em> series, the second game is a must-play that holds up perfectly fine today.</p>
<h2 style="text-align: center;">The Elder Scrolls V: Skyrim</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-268931" src="https://gamingbolt.com/wp-content/uploads/2016/06/skyrim-special-edition-1-1-1024x576.jpg" alt="skyrim special edition" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2016/06/skyrim-special-edition-1-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2016/06/skyrim-special-edition-1-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2016/06/skyrim-special-edition-1-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2016/06/skyrim-special-edition-1-1.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Ever since <em>Skyrim</em>’s release in 2011, players have memed it to death. One of the most popular memes, that being its constant string of re-releases, still finds itself with legs even now. It’s the game that refuses to die, whether it be because of its wealth of quests, role-playing possibilities, or extensive mod support. Even without any mods, it still looks and plays fantastic. Sure, you’ll encounter a handful of backwards-flying dragons, but even the bugs are worth experiencing in this beloved open-world RPG.</p>
<h2 style="text-align: center;">Batman Arkham City</h2>
<p>2011 was a good time for games in general. <em>Arkham City</em> also came out in that year and it represents Rocksteady’s zenith. <em>Arkham City</em> is their most beloved game for a reason; it’s got the tightest example of their signature freeflow combat, some of the most intricate and addictive world design, and some amazing characterization. A lot of late PS3/Xbox 360 games still manage to look good today, but <em>Arkham City</em> looks and plays downright flawless.</p>
<h2 style="text-align: center;">Uncharted 2: Among Thieves</h2>
<p>Speaking of timeless PS3 titles, <em>Uncharted 2</em> just refuses to feel outdated. The rollercoaster pacing and attention to detail continues to be emulated and studied today. Even detractors of <em>Uncharted</em> 1’s gameplay love the way <em>Uncharted 2</em> improved aiming and enemy encounter design. If you want to see what makes the <em>Uncharted</em> series so special, check out <em>Uncharted 2</em>, it sets up the rest of the games wonderfully and plays like a modern-day adventure title.</p>
<h2 style="text-align: center;">Metal Gear Solid 4: Guns of the Patriots</h2>
<p>But if there’s any PS3 game that went above and beyond its contemporaries, it’s <em>MGS 4</em>. In true Kojima fashion, the storytelling is outfitted with a ridiculous amount of bells and whistles, perhaps even overstaying its time in the spotlight just a bit (looking at you hour-long cutscene). Motion capture was some of the most advanced for the time, and the voice talent gave Hollywood a run for their money. Many fans even say the gameplay is the best the series has ever had. It’s also the only game in the <em>MGS</em> series besides <em>Peace Walker</em> to feature the Psyche Gauge. Stealth was emphasized because killing spiked the gauge, making Snake more prone to shake while shooting. Now if only we’d finally get a remaster or port of <em>MGS 4</em> so more players could experience it.</p>
<h2 style="text-align: center;">The Last of Us</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-620159" src="https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-1024x576.jpg" alt="the last of us part 1 01" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><em>The Last of Us</em> has seen numerous remasters, a remake, and even a show, and for good reason. It represents Naughty Dog at their absolute peak.<em> The Last of Us</em> shocked just about everyone with its realistic graphics and mo-cap in 2013. And the brutal melee takedowns and hard-hitting story kept us hooked ever since. It’s hard to overstate just how good the original game plays all these years later, which is why all these remasters and remakes seem somewhat redundant to many fans. The original holds up so well today, and with a story so iconic and gripping, we won’t see the last of <em>The Last of Us</em> anytime soon.</p>
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		<title>10 Games That Transform After One Hour</title>
		<link>https://gamingbolt.com/10-games-that-transform-after-one-hour</link>
		
		<dc:creator><![CDATA[Matthew Carmosino]]></dc:creator>
		<pubDate>Mon, 08 Dec 2025 17:59:47 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[control]]></category>
		<category><![CDATA[death stranding]]></category>
		<category><![CDATA[Firewatch]]></category>
		<category><![CDATA[Kingdom Hearts 2]]></category>
		<category><![CDATA[metal gear solid 2: sons of liberity]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Prey (2017)]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Red Dead Redemption 2]]></category>
		<category><![CDATA[the last of us]]></category>
		<category><![CDATA[the legend of zelda: twilight princess]]></category>
		<category><![CDATA[The Stanley Parable]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=620156</guid>

					<description><![CDATA[From story to systems, these games boast some of the most transformative intros, changing completely after the first hour.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">F</span>irst impressions are a key ingredient to a game’s palatability and general success. The first hour has to hook the player in some way to keep them interested. The games on this list still take that advice to heart, but often do so in unorthodox ways. Some games start off slow and steady, setting the stage for what’s about to be a grand epic, while other intros act as a prologue set long before the events of the game proper. Here are 10 such titles that change completely after the first hour.</p>
<h2 style="text-align: center;">Metal Gear Solid 2: Sons of Liberty</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-616720" src="https://gamingbolt.com/wp-content/uploads/2025/04/metal-gear-solid-2-raiden-and-snake-1024x576.jpg" alt="metal gear solid 2 raiden and snake" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/04/metal-gear-solid-2-raiden-and-snake-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/04/metal-gear-solid-2-raiden-and-snake-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/04/metal-gear-solid-2-raiden-and-snake-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/04/metal-gear-solid-2-raiden-and-snake-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/04/metal-gear-solid-2-raiden-and-snake-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/04/metal-gear-solid-2-raiden-and-snake.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><em>Metal Gear Solid 2</em>’s first mission aboard the tanker firmly establishes Solid Snake as the ongoing hero of the series, coaxing players into a sense of familiarity. But an hour into the game, things change. There’s a fast-forward of two years and Snake is presumed dead. The rest of the game is played through the lens of Raiden, a newer recruit who, though lacks the expertise and wit of Snake, demonstrates greater agility and a good amount of skill. The biggest gameplay difference between Raiden and Snake is the quick roll between cover that can be pulled off when controlling Raiden. Besides his agility in combat, he lacks the charismatic banter and iconic gravelly voice of Snake, resulting in many frustrated and disappointed players at the time of <em><i>MGS2</i></em>’s release. Imagine your favorite character getting sidelined for an entire game with little confidence in his return. In hindsight, we appreciate Raiden for his future, and badass, appearance in <em><i>MGS Rising Revengeance</i></em> but in 2001, there was no surefire guarantee Solid Snake would take the spotlight again.</p>
<h2 style="text-align: center;">Prey (2017)</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-457620" src="https://gamingbolt.com/wp-content/uploads/2020/10/prey-1024x576.jpg" alt="prey" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2020/10/prey-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/10/prey-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/10/prey-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/10/prey-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2020/10/prey.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><em><i>Prey</i></em>’s opening is a masterclass on how to build intrigue while completely immersing the player in the game world. Arkane’s <em>Prey</em> builds off of 2006’s <em>Prey</em> with a similar slice of life intro that gets upended and warped into a sci-fi nightmare, though the two titles aren’t connected. Morgan wakes up to get ready for work in a highrise apartment in what looks like a futuristic San Francisco. The game’s physics engine allows any object to be picked up and thrown, and there’s a slew of emails and notes to read around the apartment, providing some context and lore. Players can’t be blamed for spending some time admiring the highrise views and exploring the interactable elements. After a nice helicopter ride to Morgan’s job site, a horrific Typhon creature attacks one of the scientists and Morgan blacks out. What comes next flips the status quo completely on its head. Morgan wakes up more or less like nothing ever happened, to an alarm in the same apartment building as before, but things aren’t quite right. After some exploration, it’s revealed the entire building is just a simulation aboard a space station. Nothing was as it seemed and the remainder of the game is spent trying to survive onboard the isolated and dangerous Talos I station.</p>
<h2 style="text-align: center;">The Last of Us Part 1</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-620159" src="https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-1024x576.jpg" alt="the last of us part 1 01" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/05/the-last-of-us-part-1-01.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>The core of <em>The Last of Us</em>’ gameplay doesn’t emerge until an hour into the game. And it’s not due to clumsy tutorials wasting the player’s time. No, the first hour is spent setting up the world state that would characterize the award-winning series. You don’t start the game busting zombies’ heads open as a hardened badass, but instead wake up in the shoes of Joel’s daughter, Sarah. The game lets the player explore Joel’s house, which contains a fair amount of mementos and bits of backstory into who these characters were before the zombie outbreak. An evacuation and car crash later and we’re playing as Joel, carrying Sarah in a desperate attempt to outrun the infected hordes. After one of the more tragic scenes in gaming, there’s a pretty substantial time skip as we finally control the hardened Joel that encapsulates the rest of the game. It’s the perfect intro to a zombie game and it didn’t even need to give the player a weapon to feel the tension and anxiety of the setting.</p>
<h2 style="text-align: center;">Red Dead Redemption 2</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-631316" src="https://gamingbolt.com/wp-content/uploads/2025/11/red-dead-redemption-2-arthur-morgan-1024x576.jpg" alt="red dead redemption 2 arthur morgan" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/11/red-dead-redemption-2-arthur-morgan-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/11/red-dead-redemption-2-arthur-morgan-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/11/red-dead-redemption-2-arthur-morgan-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/11/red-dead-redemption-2-arthur-morgan-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/11/red-dead-redemption-2-arthur-morgan-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/11/red-dead-redemption-2-arthur-morgan.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Rockstar Games typically lets players loose in their game world pretty early on. That’s not at all the case with<em> Red Dead Redemption 2</em>. It takes around an hour or so for the on-rails story missions to ease up. Players who just want to live out their wild west fantasies in an immersive open world have to wait it out and experience the story set-up first. Of course, that isn’t to say the opening hours aren’t action-packed or interesting in their own right. The game introduces the over-the-shoulder shooting mechanics and melee combat with some battles against a rival gang. But it’s true that a majority of the game’s opening hours involve slowly riding horseback along some snowy mountains listening to character banter. <em>RDR2</em> has even more open-world freedom than the first game, but it takes a bit longer to reach that point this time around.</p>
<h2 style="text-align: center;">The Legend of Zelda: Twilight Princess</h2>
<p><iframe loading="lazy" title="10 SINGLE PLAYER Games That CHANGE COMPLETELY After The First Hour" width="500" height="281" src="https://www.youtube.com/embed/cZGsuBBhj3Y?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>Speaking of slow burns, there’s perhaps no better example than 2006’s <em>The Legend of Zelda: Twilight Princess</em>. The game starts out with a <em>Harvest Moon</em>-esque sequence of Link talking to villagers and doing a series of chores on the farm. Ordon is a peaceful village and all is idyllic during these moments. Sure, you get a slingshot tutorial, but there’s pretty much no need for combat when things are this peaceful. Obviously, Link gets thrust onto the hero’s journey eventually, but it takes a good bit of time to reach. <em>Twilight Princess</em> is one of the darkest games in the series, featuring some horror elements with the villain, Zant, and the eerie ghosts within the Twilight realm. It’s also one of the more fast-paced and action-packed games in the series, but the idyllic opener wouldn’t give that impression. The greatness of <em>Twilight Princess</em>’s opening is just how effective it sets up the stakes at play. It establishes that a peaceful and idyllic village like Ordon can be erased at the hands of evil. In a way, Ordon fulfills a similar role as The Shire from <em>Lord of the Rings</em>.</p>
<h2 style="text-align: center;">Death Stranding</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-524071" src="https://gamingbolt.com/wp-content/uploads/2022/07/Death-Stranding-Bike-1024x576.jpg" alt="Death Stranding - Bike" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/07/Death-Stranding-Bike-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/07/Death-Stranding-Bike-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/07/Death-Stranding-Bike-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/07/Death-Stranding-Bike-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/07/Death-Stranding-Bike-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2022/07/Death-Stranding-Bike.jpg 1600w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>While <em>Death Stranding</em>’s opening does a good job giving players a taste of what the game’s about, nothing could prepare people for the craziness that occurs in the middle and end of the game. The game begins like a vague dream, with tons of bizarre terms and lore that still make our head spin today. The exposition-heavy prologue features roughly 40 minutes of cinematics and 20 minutes of gameplay. The precious few moments that you are given some control, you’re tasked with picking up some dropped cargo and transporting it through some mountainous terrain in the rain before getting sidelined by the threat of some BDs. It’s a nice tutorial of what you’ll be doing in the core game but with none of the open-ended freedom. It would be another hour or so until the game’s core features open up. Much of <em>Death Stranding</em>’s charm is in its bizarrely beautiful open-world, touting varied terrain to overcome and breathtaking vistas to admire. Players don’t truly get to experience the core ‘strand-like’ gameplay until the ability to build infrastructure such as bridges and walkways for other real-life players becomes available later. And while there’s plenty of protracted cinematics throughout the rest of the game, there’s usually large swaths of open-ended delivery gameplay to offset it, unlike the exposition-heavy opening.</p>
<h2 style="text-align: center;">Kingdom Hearts 2</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-620161" src="https://gamingbolt.com/wp-content/uploads/2025/05/kingdom-hearts-2-01-1024x576.jpg" alt="kingdom hearts 2 01" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/05/kingdom-hearts-2-01-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/05/kingdom-hearts-2-01-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/05/kingdom-hearts-2-01-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/05/kingdom-hearts-2-01-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/05/kingdom-hearts-2-01-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/05/kingdom-hearts-2-01.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><em>Kingdom Hearts 2</em> really threw fans for a loop with the opening’s focus on Roxas rather than Sora. What’s more, the location of this game’s intro wasn’t explored in past games, making the whole sequence feel like some <em>Twilight Zone</em> episode. Roxas’ summer vacation with his friends in Twilight Town functioned more or less as a gameplay tutorial as well, though the magic system and gummi ship stuff doesn’t come into play until Sora finally enters the picture. Millions of players asked the same questions during <em>KH2</em>’s opening hours: “Where is Sora, Donald, and Goofy? And who the heck is Roxas?” Part of the brilliance of <em>KH2</em> is how those questions get explored throughout the course of the game.</p>
<h2 style="text-align: center;">The Stanley Parable</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-515997" src="https://gamingbolt.com/wp-content/uploads/2022/04/The-Stanley-Parable-Ultra-Deluxe-1024x576.jpg" alt="The Stanley Parable Ultra Deluxe" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/04/The-Stanley-Parable-Ultra-Deluxe-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/04/The-Stanley-Parable-Ultra-Deluxe-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/04/The-Stanley-Parable-Ultra-Deluxe-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/04/The-Stanley-Parable-Ultra-Deluxe-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/04/The-Stanley-Parable-Ultra-Deluxe-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2022/04/The-Stanley-Parable-Ultra-Deluxe.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>There’s not many games that sell based on intrigue alone, but <em>The Stanley Parable</em> is one of them. It’s very much an experiment on what it means to be a game. As soon as players boot it up from the start menu, a charming narrator describes a typical day at the office for Stanley. This is where player agency comes into question. Should I continue following the narrator’s ques, or do I completely avert expectations? And so, one of thousands of different routes begins. The first hour of <em>The Stanley Parable</em> is much different from the rest of the game because of how branching the choices are. Not to mention how much more of the narrator’s own personality gets exposed the more the player disobeys.</p>
<h2 style="text-align: center;">Control</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-454221" src="https://gamingbolt.com/wp-content/uploads/2020/09/Control-AWE-1024x576.jpg" alt="" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2020/09/Control-AWE-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/09/Control-AWE-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/09/Control-AWE-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/09/Control-AWE-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2020/09/Control-AWE.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><em>Control</em> is another game on this list that subverts expectations with its bizarre setting and story. The entire game takes place within a fluidly changing skyscraper called ‘The Oldest House’. The interior of this building is labyrinthine, boasting an ever shifting space that is much larger than its exterior would suggest. The first hour of the game is strange enough, with its introduction of the The Oldest House and some of the abilities you’ll be engaging with. But the game doesn’t reveal its true structure until later on after you gain more supernatural abilities and unravel more of the bizarre story.</p>
<h2 style="text-align: center;">Firewatch</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-512583" src="https://gamingbolt.com/wp-content/uploads/2022/03/Firewatch-1024x576.jpg" alt="Firewatch" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/03/Firewatch-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/03/Firewatch-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/03/Firewatch-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/03/Firewatch-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/03/Firewatch-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2022/03/Firewatch.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><em>Firewatch</em> is one of the more fascinating narrative games I’ve played. It follows the daily life of a fire lookout worker over the course of a month. You’d think this would get boring, but it only gets more interesting as the days progress. This is because <em>Firewatch</em> is a slowly unraveling mystery with little bread crumbs hinting that something isn’t quite right. From a gameplay perspective, things don’t really progress too much past the first hour. You’re walking around and doing basic tasks like using a flashlight and walkie-talkie to communicate with your distant partner Delilah from beginning to end. But where the game ends is such a change from where it began that it warrants a place on this list.<i></i></p>
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		<title>Naughty Dog Celebrates 40th Anniversary With Renewed Focus to Create &#8220;Amazing, Story-Driven Games&#8221;</title>
		<link>https://gamingbolt.com/naughty-dog-celebrates-40th-anniversary-by-saying-it-will-continue-to-make-story-based-games</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Thu, 06 Nov 2025 11:26:21 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[crash bandicoot]]></category>
		<category><![CDATA[intergalactic]]></category>
		<category><![CDATA[jak and daxter]]></category>
		<category><![CDATA[Naughty Dog]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[the last of us]]></category>
		<category><![CDATA[uncharted]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=631271</guid>

					<description><![CDATA[Studio co-founder Jason Rubin spoke about wanting to focus on "the highest possible quality" of games with stories of "depth and meaning."]]></description>
										<content:encoded><![CDATA[<p>Naughty Dog, a studio known for its games throughout the history of PlayStation, has released a new video celebrating its 40th anniversary. The video features a host of the developers from the Naughty Dog that have worked on projects ranging from <em>Crash Bandicoot</em>, <em>Jak and Daxter</em>, the <em>Uncharted</em> series, <em>The Last of Us</em>, and even the upcoming <a href="https://gamingbolt.com/intergalactic-announced-new-sci-fi-ip-by-naughty-dog"><em>Intergalactic</em></a>.</p>
<p>While most of the video focuses on the classic games under Naughty Dog’s hat, the developers also spoke about the future of the studio. That includes Naughty Dog co-founder Jason Rubin reiterating the focus on storytelling.</p>
<p>&#8220;I hope the future holds more of what Naughty Dog has always done: being at the forefront of making entertainment that is of the highest possible quality, telling the stories it wants to tell, with depth and meaning,&#8221; said Rubin in the video. Studio manager and head of operations Alison Mori echoed this statement. “I know our studio will continue to create amazing story-driven, character-based games that touch upon the human experience.”</p>
<p>“It’s really about embodying these characters that are very specific, and strong-willed characters, even though they’re flawed, and then making you connect with them and their journey in a way that, hopefully by the time you’re finished with that experience, you view reality a little bit differently,” said studio head Neil Druckmann.</p>
<p><em>Intergalactic</em> is the next title by Naughty Dog, and will be the first new IP that the studio has worked on since it released <em>The Last of Us</em> all the way back in 2013. While <a href="https://gamingbolt.com/marvels-wolverine-and-intergalactic-will-launch-after-march-2026-sony-confirms">there is no release date for the game</a> as of yet, Druckmann has described it as being <a href="https://gamingbolt.com/intergalactic-is-naughty-dogs-most-ambitious-most-expansive-game-ever-says-director">the studio’s “most ambitious”, “most expansive”, and “most expensive” game so far</a>.</p>
<p>“We’re making it, we’re playing it. We’re firing on all cylinders,” said Druckmann about the development of <em>Intergalactic</em> back in September. “I’ve said this before, but I really mean it, I’m really feeling it right now: It’s the most ambitious game we’ve ever made. It’s the most expansive game we’ve ever made, maybe the most expensive, by the time we finish it.”</p>
<p>Druckmann also spoke about the potential for a sequel to <em>Intergalactic</em> if the title ends up being successful by noting that Naughty Dog as a studio <a href="https://gamingbolt.com/intergalactic-could-get-sequels-if-successful-but-naughty-dog-doesnt-plan-too-much-in-the-future">doesn’t really tend to plan things like that out in advance</a>. “We don’t tend to plan too much in the future, because we find — and this is something I inherited, it’s just the Naughty Dog culture — that we do our best work when it’s something we’re really excited about, really passionate about,” he said.</p>
<p>He also spoke about the studio discussing starting work on <em>The Last of Us Part 3</em> after the success of <em>Part 2</em>. However, the team ultimately decided to start work on <em>Intergalactic</em> instead because there was passion behind wanting to work on a new sci-fi experience.</p>
<p><em>Intergalactic</em> is being developed for PS5. Druckmann has also previously confirmed that he was stepping back from his duties on the TV adaptation of <em>The Last of Us</em> <a href="https://gamingbolt.com/neil-druckmann-stepping-back-from-the-last-of-us-tv-show-to-focus-on-intergalactic">to focus on the upcoming game</a>.</p>
<p><iframe loading="lazy" title="Naughty Dog 40th Anniversary Retrospective" width="500" height="281" src="https://www.youtube.com/embed/rT_EIOxtOVY?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>Final Fantasy 7 Remake Was Inspired by Story-Centric Games Like The Last of Us, God of War – Director</title>
		<link>https://gamingbolt.com/final-fantasy-7-remake-was-inspired-by-story-centric-games-like-the-last-of-us-god-of-war-director</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 28 Oct 2025 14:22:51 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Final Fantasy 7 Rebirth]]></category>
		<category><![CDATA[Final Fantasy 7 Remake]]></category>
		<category><![CDATA[Final Fantasy 7 Remake Intergrade]]></category>
		<category><![CDATA[God of War]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Square Enix]]></category>
		<category><![CDATA[the last of us]]></category>
		<category><![CDATA[The Witcher 3: Wild Hunt]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=630690</guid>

					<description><![CDATA[Director Naoki Hamaguchi also revealed that Final Fantasy 7 Rebirth's open-world structure was inspired by games like The Witcher 3.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/final-fantasy-7-remake-trilogy-director-wants-to-work-on-future-projects-with-same-team">Naoki Hamaguchi</a> – the director of the <em>Final Fantasy 7 Remake</em> trilogy – has revealed that story-centric games like <em>The Last of Us</em> and <em>God of War</em> served as the inspiration behind the narrative style of <em>Final Fantasy 7 Remake</em>. In an interview, which you can check out below, Hamaguchi was asked about the games that inspired the remake.</p>
<p>Through an interpreter, Hamaguchi noted that <em>Final Fantasy 7 Remake</em> is quite a narrative-driven title, which meant that the developers had to look at PlayStation’s story-based single-player games for inspiration. He also went on to reveal that the second part of the trilogy – <em>Final Fantasy 7 Rebirth</em> – was inspired by open-world games instead.</p>
<p>“The first game in the series, <em>Final Fantasy 7 Remake</em> was a very story-driven game,” said Hamaguchi. “So, I’d say things that inspired me in terms of how that was done was things like other story-driven games, like <em>God of War</em>, for example, or <em>The Last of Us</em>.”</p>
<p>“However, <em>Final Fantasy 7 Rebirth</em>, the next game, is much more open-world in its design,” he continued. “So the kind of games that I was inspired by for that one were more open-world games; things like <em>The Witcher 3</em>, for example.”</p>
<p>Hamaguchi also had a few words for newcomers to the <em>Final Fantasy</em> franchise that might be picking up <em>Final Fantasy 7 Remake Intergrade</em> as their doorway to the series. He joked that while he could get into more complicated details about the world of <em>Final Fantasy 7 Remake</em> and what players should expect, he would prefer it if they just dove in and had fun with the title.</p>
<p>“I could go into a lot of detail about what kind of world Midgar is, what kind of things are in the game, but I think I’ll just keep it simple,” he said. “So one thing I’m often told by people when I’m talking to fans around the world is they say ‘Look, I’d really love it if I was able to forget the entire story about <em>Final Fantasy 7</em> and then just play the remakes from scratch with no foreknowledge.”</p>
<p>“I think <em>Final Fantasy 7</em> is such an iconic, such a legendary game. Everything in it, the story, the characters, and everything in the game is such a big part of gaming and gaming history that I think if you are a gaming fan and you haven’t played <em>Final Fantasy 7</em>, I really think you’re missing out.”</p>
<p>While Hamaguchi and his team are currently gearing up for the Nintendo Switch 2 and Xbox Series X/S release of <em>Final Fantasy 7 Remake Intergrade</em> on January 22, 2026, they have also been working on the third part of the trilogy. During the recent Brazil Game Show 2025, Hamaguchi said that the conclusion to the trilogy offered by the third game <a href="https://gamingbolt.com/final-fantasy-7-remake-part-3-will-be-loved-by-everyone-will-have-satisfying-ending-director">will be loved by fans of the original as well as newer fans who jumped in with the <em>Remake</em> trilogy</a>. He also spoke about why the trilogy was split into three games.</p>
<p>For more details, check out our reviews of <a href="https://gamingbolt.com/final-fantasy-7-remake-intergrade-review-a-touching-reunion"><em>Final Fantasy 7 Remake Intergrade</em></a> and <a href="https://gamingbolt.com/final-fantasy-7-rebirth-review-the-promise-fulfilled"><em>Final Fantasy 7 Rebirth</em></a>.</p>
<p><iframe loading="lazy" title="Naoki Hamaguchi Talks Final Fantasy VII Remake Part 3, Switch 2 and What’s Next for the Series!" width="500" height="281" src="https://www.youtube.com/embed/nRTJ5ZtCapo?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>The Last of Us Season 3 is Aiming for a 2027 Premiere</title>
		<link>https://gamingbolt.com/the-last-of-us-season-3-is-aiming-for-a-2027-premiere</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Wed, 16 Jul 2025 15:47:47 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[HBO]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[the last of us]]></category>
		<category><![CDATA[the last of us part 2]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=624185</guid>

					<description><![CDATA[HBO and Max content chairman and CEO Casey Bloys also spoke about working with Neil Druckmann before he stepped away as showrunner.]]></description>
										<content:encoded><![CDATA[<p>While HBO had confirmed that it had <a href="https://gamingbolt.com/hbos-the-last-of-us-has-been-renewed-for-a-third-season">renewed <em>The Last of Us</em> for a third season</a> all the way back in April, the TV channel has still been quite secretive about when it will actually air. In an interview with <a href="https://variety.com/2025/tv/news/hbo-casey-bloys-the-penguin-season-2-the-last-of-us-future-1236461127/" target="_blank" rel="noopener">Variety</a>, HBO and Max content chairman and CEO Casey Bloys has said that the company is aiming for a 2027 premiere for the third season of <em>The Last of Us</em>.</p>
<p>However, Bloys was still coy about offering more specifics about the premiere date for the third season. “The series is definitely planned for 2027,” he said. &#8220;Craig [Mazin] is still working it out whether it will be two more seasons or one more long season. It hasn&#8217;t been decided yet, and I&#8217;m following Craig&#8217;s lead on that.&#8221;</p>
<p>When asked about his thoughts about Neil Druckmann <a href="https://gamingbolt.com/neil-druckmann-stepping-back-from-the-last-of-us-tv-show-to-focus-on-intergalactic">stepping away as showrunner to focus on Naughty Dog’s <em>Intergalactic</em></a>, Bloys spoke about enjoying having worked with him. He also brought up the fact that, while Druckmann had to focus his attention on another project, he had left the team with “a good blueprint” for the show.</p>
<p>“Obviously it was great to have Neil involved in the beginning,” said Bloys. “The whole reason that I wanted to do <em>Last of Us</em> is after <em>Chernobyl</em>, I said to Craig, ‘what do you want to do next?’ And <em>Last of Us</em> was what he wanted to do. That’s what was most important to me, Craig’s creative excitement about the show. It was fantastic to have Neil involved.”</p>
<p>“A lot of people don’t realize that Neil has a full time job creating video games and running Naughty Dog. It’s a really big job that he’s got. So I understand why he needs to focus on that. But I believe he’s given us a good blueprint with the show. And obviously Craig is a pro, so I think we’ll be in excellent shape. I’m not worried at all.”</p>
<p><em>The Last of Us</em> wrapped up its second season a couple of months ago. While the first season saw quite a bit of critical acclaim and popularity, the second season was seemingly not as lucky. According to a <a href="https://gamingbolt.com/the-last-of-us-season-2-finale-viewership-was-roughly-half-of-season-1-finale">report from May</a>, the second season finale drew only roughly half of the viewers of the first season’s finale. In terms of raw numbers, the finale drew in 3.7 million across all platforms, compared to the 8.2 million viewers of the first season finale.</p>
<p>However, when the second season first came out, it was getting more viewers than its predecessors. A report from April indicated that more than <a href="https://gamingbolt.com/the-last-of-us-season-2-premiere-had-5-3-million-day-one-us-viewers">5.3 million viewers</a> had tuned in for the season 2 premiere of <em>The Last of Us</em> across all platforms in the US. Compared to season 1’s premiere, which clocked in at 4.7 million viewers, season 2 saw a roughly 10 percent increase.</p>
<p>The report had also indicated that viewership for the first season of <em>The Last of Us</em> had gone up in the week leading up to the second season premiere by around 150 percent.</p>
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		<title>The Last of Us Creator Praises Clair Obscur: Expedition 33</title>
		<link>https://gamingbolt.com/the-last-of-us-creator-joins-everyone-else-in-praising-clair-obscur-expedition-33</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Mon, 07 Jul 2025 15:48:32 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Clair Obscur: Expedition 33]]></category>
		<category><![CDATA[Kepler Interactive]]></category>
		<category><![CDATA[pc]]></category>
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		<category><![CDATA[Sandfall Interactive]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=623539</guid>

					<description><![CDATA[Neil Druckmann described Sandfall Interactive's RPG as "one of the most moving, creative stories I played in a long time."]]></description>
										<content:encoded><![CDATA[<p>Since its release, turn-based RPG <em>Clair Obscur: Expedition 33</em> has already seen quite a bit of praise from players, critics, and other developers. <em>The Last of Us</em> and<em> Uncharted</em> creator Neil Druckmann is now the latest to join in on praising the title. In an <a href="https://www.instagram.com/p/DLvd-3qh08Q/" target="_blank" rel="noopener">Instagram post</a>, Druckmann posted a photo of the final credits for the RPG rolling, along with a comment about how much he enjoyed it.</p>
<p>“Rolled credits on <em>Clair Obscur: Expedition 33</em>,” posted Druckmann. “I’m in awe. One of the most moving, creative stories I played in a long time.”</p>
<p>The title has proven to be enough of a hit that, back in June, it even <a href="https://gamingbolt.com/clair-obscur-expedition-33s-success-prompted-square-enix-to-acknowledge-turn-based-rpgs">forced Square Enix to acknowledge</a> that there is still a big market for turn-based RPG. In a Q&amp;A session, Square Enix president Takashi Kiryu was asked about the future of the <em>Final Fantasy</em> series since the last couple of mainline games in the franchise – <em>Final Fantasy 15</em> and<em> 16</em> – both eschewed turn-based combat in favour of real-time action-heavy combat.</p>
<p>Kiryu acknowledged the popularity of turn-based RPG in light of the release of <em>Clair Obscur: Expedition 33</em> and noted that the studio has plans to make and release more games in the genre. However, he was careful to avoid any commitments about what this would mean for <em>Final Fantasy 17</em>. When it comes to the franchise as a whole, the company likely has its hands full at the moment with the development of the <a href="https://gamingbolt.com/final-fantasy-7-remake-trilogys-third-title-has-seemingly-kicked-off-voice-acting-work">third game in the <em>Final Fantasy 7 Remake</em> trilogy</a>, as well as the upcoming release of <a href="https://gamingbolt.com/final-fantasy-tactics-the-ivalice-chronicles-announced-launches-on-september-30th"><em>Final Fantasy Tactics – The Ivalice Chronicles</em></a>.</p>
<p>CD Projekt RED’s global community director for <em>The Witcher 4</em> – Marcin Momot – also took to <a href="https://gamingbolt.com/clair-obscur-expedition-33-is-frontrunner-for-game-of-the-year-the-witcher-4-community-director">praising <em>Clair Obscur: Expedition 33</em></a> back in June. He wrote about how there must be more games like it in the world and how it is already a frontrunner when the industry votes for Game of the Year.</p>
<p>“That’s it for <em>Clair Obscur</em>,” wrote Momot. “I’m not going to be original here when I say we NEED more games like this. Such a great story from start to finish, super likeable characters, fun &amp; engaging gameplay &amp; don’t even get me started on the music. Brilliant! It has to be in the GOTY talks!”</p>
<p>Earlier in June, developer Sandfall Interactive had showcased all of the critical acclaim garnered by <em>Clair Obscur: Expedition 33</em> with a trailer <a href="https://gamingbolt.com/clair-obscur-expedition-33-accolades-trailer-highlights-universal-acclaim">highlighting its various accolades</a>. Check it out for more details. In the meantime, you can also check out how popular the game was right at launch. In a fun twist of fate, <em>Clair Obscur: Expedition 33</em> had managed to sell <a href="https://gamingbolt.com/clair-obscur-expedition-33-sells-3-3-million-copies-in-33-days">3.3 million copies in its first 33 days of release</a>.</p>
<p><em>Clair Obscur: Expedition 33</em> is available on PC, PS5 and Xbox Series X/S. For more details about the RPG, <a href="https://gamingbolt.com/clair-obscur-expedition-33-review-tomorrowland">check out our review</a>, where we gave the title a 9 out of 10.</p>
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