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	<title>the legend of zelda: twilight princess &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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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>
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					<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 fetchpriority="high" 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="(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 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="(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 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="(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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		<item>
		<title>14 Video Game Moments You Don&#8217;t Want to Experience Again</title>
		<link>https://gamingbolt.com/14-video-game-moments-you-dont-want-to-experience-again</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 26 Jul 2023 08:56:35 +0000</pubDate>
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		<category><![CDATA[borderlands 2]]></category>
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		<category><![CDATA[Metal Gear Solid 5: The Phantom Pain]]></category>
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		<category><![CDATA[rage 2]]></category>
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		<category><![CDATA[redfall]]></category>
		<category><![CDATA[sekiro: shadows die twice]]></category>
		<category><![CDATA[the elder scrolls 5: skyrim]]></category>
		<category><![CDATA[The Legend of Zelda: Breath of the Wild]]></category>
		<category><![CDATA[the legend of zelda: twilight princess]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=554131</guid>

					<description><![CDATA[Compelling moments can draw players into a game, but regardless of their brilliance, there are some you just don't want to experience again.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">V</span>ideo games, especially the bigger budget ones, have it tough. Not only do they have to provide hours of entertainment, but need to keep you engaged throughout. This is most apparent in the openings for certain games. Many are unskippable and important for introducing you to the story, gameplay and setting.</p>
<p>A lot are brilliant, but when you&#8217;re looking to replay a game, whether it&#8217;s for the second or tenth time, not being able to skip those opening bits can get a little tiring. Of course, when the opening is annoying, it&#8217;s much more agonizing.</p>
<p>Here are 14 unskippable parts in video games that probably dissuade you from replaying them.</p>
<p><strong>Episode 0: Prologue: Awakening &#8211; Metal Gear Solid 5: The Phantom Pain</strong></p>
<p><iframe loading="lazy" title="14 UNSKIPPABLE MOMENTS That Ensured You Never Replayed These Games Again" width="500" height="281" src="https://www.youtube.com/embed/WxNoJ18cxrk?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>The opening hour of <em>Metal Gear Solid 5: The Phantom Pain</em> is a doozy, but instrumental in setting up the entire story. It sees Venom Snake waking up in a hospital and falling in and out of consciousness. Of course, it&#8217;s not long before his enemies find him, first sending Quiet to assassinate him. Fortunately, a mysterious individual named Ishmael saves him, and Venom Snake crawls slowly through the hallways as chaos erupts in the hospital.</p>
<p>After encountering the Third Child and the Man on Fire, Venom Snake slowly finds his footing and proceeds to sneak around, evading detection from the enemy. They flee the hospital, securing an ambulance to escape the Man on Fire but are assailed by an attack helicopter and enemy soldiers before crashing. When things seem dire, they&#8217;re saved by the Third Child and a flaming whale (no, seriously).</p>
<p>Before the Third Child and the Man on Fire can attack Venom Snake (while riding their sweet flaming pegasus), he&#8217;s rescued by Ocelot and given a shotgun to stop their pursuers. The chase runs for a while, and the two fall off a crumbling cliff to end the episode.</p>
<p>Even as an example of deft pacing and mixing exhilarating action with tense stealth, the prologue is one long cinematic set piece. You&#8217;re not given complete control until the next episode to experiment with the new mechanics and sandbox elements. Jumping straight into Episode 1 on a new playthrough would have been appreciated.</p>
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		<item>
		<title>10 Changes Game Developers Made Based On Player Feedback</title>
		<link>https://gamingbolt.com/10-changes-game-developers-made-based-on-player-feedback</link>
					<comments>https://gamingbolt.com/10-changes-game-developers-made-based-on-player-feedback#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 21 Apr 2021 10:42:17 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
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		<category><![CDATA[Batman: Arkham Knight]]></category>
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		<category><![CDATA[Grand Theft Auto 5]]></category>
		<category><![CDATA[Mass Effect: Andromeda]]></category>
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		<category><![CDATA[the legend of zelda: twilight princess]]></category>
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					<description><![CDATA[Some of these worked, others... not so much.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>f the people who make games didn&#8217;t listen to their fans&#8217; feedback, they wouldn&#8217;t stick around in the industry for too long. Listening to player responses, responding to changing tastes, and adapting to new market circumstances is how developers and publishers thrive and survive. But not all of the changes that are made as a result prove to be popular among fans. Some of them turn out successful, while others don&#8217;t, and here, we&#8217;re going to speak about a few times that developers have made controversial changes based on responses from fans.</p>
<p style="text-align: center;"><strong>METAL GEAR SOLID 5 &#8211; DE-EMPHASIZING STORYTELLING</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/05/metal-gear-solid-5.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-443351" src="https://gamingbolt.com/wp-content/uploads/2020/05/metal-gear-solid-5.jpg" alt="metal gear solid 5" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/05/metal-gear-solid-5.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/05/metal-gear-solid-5-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/05/metal-gear-solid-5-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/05/metal-gear-solid-5-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/05/metal-gear-solid-5-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><em>Metal Gear Solid </em>has always been focused on storytelling, and that only grew with each new instalment in the series. Thanks to Hideo Kojima&#8217;s love for films, that generally materialized as stylishly directed and cinematic cutscenes- which only grew longer and longer as time went on. By <em>Metal Gear Solid 4, </em>these cutscenes had expanded to ridiculous lengths, with some that could stretch on for thirty minutes, if not twice that, and for many, that was a bit much. Large numbers of players hoped that the series would reel it in with the cutscenes going forward, but with <em>Metal Gear Solid 5: The Phantom Pain, </em>it&#8217;s fair to say that Kojima overcorrected. There&#8217;s a severe lack of cutscenes in <em>MGS5, </em>to the extent that many parts of the story that should been crucial cutscenes were relegated to being missable audio logs. It&#8217;s on the complete opposite end of the spectrum from <em>MGS4.</em></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">475620</post-id>	</item>
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		<title>15 Best Looking Gamecube Games of All Time</title>
		<link>https://gamingbolt.com/15-best-looking-gamecube-games-of-all-time</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 05 Apr 2021 10:14:17 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[f-zero gx]]></category>
		<category><![CDATA[metal gear solid: the twin snakes]]></category>
		<category><![CDATA[Metroid Prime 2]]></category>
		<category><![CDATA[Nintendo GameCube]]></category>
		<category><![CDATA[pikmin 2]]></category>
		<category><![CDATA[resident evil]]></category>
		<category><![CDATA[resident evil 4]]></category>
		<category><![CDATA[Resident Evil Zero]]></category>
		<category><![CDATA[Soucalibur 2]]></category>
		<category><![CDATA[star fox adventures]]></category>
		<category><![CDATA[Star Wars: Rogue Squadron 2]]></category>
		<category><![CDATA[Super Mario Sunshine]]></category>
		<category><![CDATA[Super smash bros. Melee]]></category>
		<category><![CDATA[the legend of zelda: twilight princess]]></category>
		<category><![CDATA[The Legend of Zelda: Wind Waker]]></category>
		<category><![CDATA[viewtiful joe]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=474335</guid>

					<description><![CDATA[These titles looked simply jaw-dropping back in the day.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">B</span>ack when the Xbox first entered the industry and Sony was building up the PlayStation 2, Nintendo made its mark in a unique way. Eschewing DVDs in favor of proprietary miniDVDs and utilizing a box-like design with a handle, the GameCube was something special. It didn&#8217;t skimp on the powerful technology, producing some truly amazing games that still stand out. Let&#8217;s take a look at 15 such games here.</p>
<p><b>Star Wars: Rogue Squadron 2</b></p>
<p><iframe loading="lazy" title="15 Best Looking Gamecube Games That Were Ahead of Their Time" width="500" height="281" src="https://www.youtube.com/embed/VCweDOoizBY?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>Of the many titles that convinced fans of the GameCube&#8217;s power, <em>Star Wars: Rogue Squadron 2</em> sits near the top. Improved texture work, more detailed ships and increased draw distance all provided substantial upgrades over its predecessor. But it was the addition of bump-mapping that provided that extra bit of oomph, pushing photo-realism that much closer to the films. Even if you weren&#8217;t a <em>Star Wars</em> fan, <em>Rogue Squadron 2</em> had to be seen to be believed.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">474335</post-id>	</item>
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		<title>5 More Biggest Graphical Evolutions of Your Favorite Video Game Characters</title>
		<link>https://gamingbolt.com/5-more-biggest-graphical-evolutions-of-your-favorite-video-game-characters</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 28 Feb 2020 20:45:26 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[343 industries]]></category>
		<category><![CDATA[Bungie]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[DOOM]]></category>
		<category><![CDATA[Doom 2]]></category>
		<category><![CDATA[DOOM 3]]></category>
		<category><![CDATA[doom eternal]]></category>
		<category><![CDATA[final fantasy 7]]></category>
		<category><![CDATA[Final Fantasy 7 Remake]]></category>
		<category><![CDATA[Final Fantasy 7: Advent Children]]></category>
		<category><![CDATA[halo]]></category>
		<category><![CDATA[Halo 2]]></category>
		<category><![CDATA[Halo 3]]></category>
		<category><![CDATA[halo 4]]></category>
		<category><![CDATA[Halo 5: Guardians]]></category>
		<category><![CDATA[halo infinite]]></category>
		<category><![CDATA[id Software]]></category>
		<category><![CDATA[Microsoft]]></category>
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		<category><![CDATA[resident evil 3]]></category>
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		<category><![CDATA[resident evil revelations]]></category>
		<category><![CDATA[Square Enix]]></category>
		<category><![CDATA[the legend of zelda]]></category>
		<category><![CDATA[The Legend of Zelda: A Link to the Past]]></category>
		<category><![CDATA[The Legend of Zelda: Breath of the Wild]]></category>
		<category><![CDATA[The Legend of Zelda: Breath of the Wild Sequel]]></category>
		<category><![CDATA[The Legend of Zelda: Ocarina of Time]]></category>
		<category><![CDATA[The Legend of Zelda: The Minish Cap]]></category>
		<category><![CDATA[the legend of zelda: the wind waker]]></category>
		<category><![CDATA[the legend of zelda: twilight princess]]></category>
		<category><![CDATA[Zelda 2: The Adventure of Link]]></category>
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					<description><![CDATA[Check out how some of gaming's most famous icons have evolved over the years.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">G</span>ames come and go but some icons live forever. These are the characters that we grew up with, as their designs changed with the times and technology. Let&#8217;s take a look at 5 of the biggest evolutions of our favourite characters, starting with an RPG classic.</p>
<p><b>Cloud Strife &#8211; Final Fantasy 7 to Final Fantasy 7 Remake</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-403887" src="https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud.jpg" alt="final fantasy 7 remake" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The iconic Cloud Strife from <em>Final Fantasy 7</em> will be making his return soon in the remake. However, the process behind his iconic look is interesting – the spiky hair was meant as a contrast to antagonist Sephiroth but also to keep the polygon count low.<em> Final Fantasy 7: Advent Children</em> – and by extension <em>Crisis Core</em> – saw Cloud have a realistic design for the first time with defined hair and facial features. Numerous models were used to capture different expressions and Cloud&#8217;s general attire combined elements of his old outfit with a darker, more contemporary look. The overall aim was to showcase how much time had passed in the world and how the guilt of losing Aerith weighed down on him.</p>
<p>In <em>Final Fantasy 7 Remake</em>, Cloud once again sports a more realistic look in keeping with the game&#8217;s high fidelity approach. His hair and facial expressions are more defined; the overall outfit has a darker look in keeping with <em>Advent Children</em>; and several elements like the waistband, baggy pants and boots are toned down to look more proportionally accurate. Regardless, this is Cloud Strife through and through.</p>
<p><b>Doom Marine/Slayer &#8211; Doom 1 to Doom Eternal</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/08/DOOM-Eternal-Screenshot-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-353414" src="https://gamingbolt.com/wp-content/uploads/2018/08/DOOM-Eternal-Screenshot-2.jpg" alt="DOOM Eternal Screenshot 2" width="620" height="349" data-wp-editing="1"></a></p>
<p>Though mostly represented as the gun mowing down demon hordes, the Doom Marine or Doomguy had a distinctive design. A helmet covering his entire face, save for a visor over his eyes; chest armor with short sleeves; and the signature green shade adorned the entire set. It was iconic and meant to represent the Marine as a human facing overwhelming odds. <em>Doom 2</em> didn&#8217;t make any major changes to this design. The older games emphasized sprites over full 3D models and this was reflected in whatever we saw of Doomguy.</p>
<p>In<em> Doom 3</em>, however, the human aspect of the Marine was emphasized more, showcasing his face fully. The clothing is more distinct from the armor (he now wears a separate t-shirt below the same); the ab window below the chest plate is covered up; and the pauldrons are more accentuated. All of this to reinforce the Marine being prepared but not overwhelmingly powerful, perfect for the game&#8217;s survival horror approach. The Marine was packing an estimated 4400 to 5000 polygons and id Tech 4 allowed for real-time light computation, MegaTextures and shadow volumes to bring the world to life in a creepier way.</p>
<p>With <em>DOOM</em> in 2016, id Software made significant changes to the protagonist. Known as the Doom Slayer now, he had full-body armor with more plating, weathered textures, darker shades of green, and a significantly taller build. It fit well with the Slayer&#8217;s motif of being an unstoppable badass that could shred entire armies of demons. The game was developed on id Tech 6 which sported physically based rendering, SMAA and TSSAA anti-aliasing, bokeh depth of field and HDR among many other features, with the aesthetic feeling more heavy metal and visceral than previous titles. Ample amounts of gore and hellish landscapes never looked better.</p>
<p><em>DOOM Eternal</em> takes the same design, bulks up the Slayer further and adds new weapons like the shoulder mounted cannon and arm-blade. There&#8217;s also a return to the classic short sleeves worn by previous Marines.</p>
<p><b>Jill Valentine &#8211; Resident Evil to Resident Evil 3 Remake</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-424940" src="https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3.jpg" alt="Resident Evil 3" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>An abject professional at heart and in stature, Jill Valentine was designed by director Shinji Mikami and designer Isao Oishi as an anti-thesis to overly sexualized characters. Sporting tactical boots, gloves and a beret, Jill is as no-nonsense as they come. It&#8217;s interesting to note that her outfit in <em>Resident Evil 3</em> received some criticism at the time for going against Mikami&#8217;s initial philosophy.</p>
<p>In the HD remake of <em>Resident Evil 1</em>, Jill&#8217;s likeness was based on actor/model Julia Voth. This likeness would define Jill&#8217;s look for a number of titles including <em>Resident Evil 5</em>, which saw her undergo the most radical change in design yet. Though the shock value of Jill&#8217;s return was palpable – especially with the set-up for her apparent demise – many fans reacted negatively to her form-fitting outfit and blonde hair. <em>Resident Evil: Revelations</em> would see Jill adopting a wet-suit in keeping with the infiltration of the Queen Zenobia cruise ship while retaining aspects of her original design. Perhaps the most surprising bit was seeing her with a ponytail instead of the trademark cropped hair.</p>
<p>In the upcoming<em> Resident Evil 3 remake</em>, Jill&#8217;s design has changed once again. Model Sasha Zotova provides her likeness, offering a harsher touch to Jill&#8217;s expressions. While the clothes have been kept casual, the darker colours, combat boots and tactical gloves reinforce Jill&#8217;s status as a former special ops soldier. The RE Engine also provides more freedom for additional details like dirt, grime, cuts, bruises and sweat. How Jill&#8217;s demeanor and overall character will change remains to be seen but so far, the design is in keeping with her original approach.</p>
<p><b>Master Chief – Halo: Combat Evolved to Halo Infinite</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-403461" src="https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite.jpg" alt="halo infinite" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>It&#8217;s easy to underestimate just how many changes Chief&#8217;s attire has gone through in the years. This is explained in-universe as upgrades to the Mjolnir Armor. Master Chief was first designed by Bungie developer Robert McLees, art director Marcus Lehto and concept artist Shi Kai Wang. After receiving some more muscle, the Chief would receive his trademark green shade and we got the motorcycle helmet-esque wearing marine in <em>Halo: Combat Evolved.</em></p>
<p><em>Halo 2</em> saw the armor gain much more definition, both in terms of details, texture quality and polygon count. Instead of bright green, Bungie opted for a darker shade. This was carried over into <em>Halo 3</em> where the armor looked more singular as opposed to a variety of armor sections. Improvements to lighting gave more definition to all of the details, and it felt like the Chief had truly made a generational leap. Then 343 Industries took over the franchise with <em>Halo 4</em> releasing in 2012.</p>
<p>If Master Chief wasn&#8217;t a space marine before, it was heavily reinforced this time. His armor was highly detailed with several more components and looked to have Kevlar weaved into the mesh. Eventually, this gave way to a more streamlined design in <em>Halo 5: Guardians</em>. The overall tone felt less busy and seemingly a combination of the designs in <em>Halo 3</em> and <em>4</em>.</p>
<p>With <em>Halo Infinite</em>, 343 Industries is making a rather interesting return to the Mark VI armor from <em>Halo 2</em> and <em>3.</em> The green tint is more vibrant than before and the shoulder pads are more defined than Bungie&#8217;s iterations. But this feels, once again, like a natural evolution of Chief&#8217;s design from the older games.</p>
<p><b>Link &#8211; The Legend of Zelda to The Legend of Zelda: Breath of the Wild 2</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-403867" src="https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel.jpg" alt="The Legend of Zelda Breath of the Wild sequel" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><em>The Legend of Zelda</em> is an amalgamation of timelines, alternate universes and reincarnations. However, throughout it all, the hero Link has always maintained his signature blond hair and green tunic. Designed by Shigeru Miyamoto, Link started out as a simple sprite in a top-down perspective. He gained more detail and colour in <em>Zelda 2: The Adventure of Link</em>, mostly due to the game&#8217;s side-scrolling nature, but <em>The Legend of Zelda: A Link to the Past</em> returned to the top-down perspective with a much more defined sprite with more colours.</p>
<p>From there, Link would see a number of design changes depending on the game. <em>The Legend of Zelda: Ocarina of Time</em> saw the hero in full 3D for the first time and, as a contrast to previous adventures, featured an adult version with sharper facial features and a white undershirt and pants. <em>The Wind Waker</em> depicted Link with a cel-shaded style channeling the animated style and energy of the adventure with complex facial expressions and animations. Games like <em>The Minish Cap</em> would channel this style, emulating Link&#8217;s bright blond hair. Link&#8217;s model was about 2600 to 2800 polygons – this would be quickly surpassed by<em> Twilight Princess,</em> which saw our hero in a mature form right off the bat. His overall outfit was a darker shade of green with more defined gauntlets and even brownish blond hair.</p>
<p>For<em> Skyward Sword</em>, Link was a teenager but his outfit returned to the bright green shades of yore while his gauntlets were replaced by gloves. The overall aesthetic was more fantastical as opposed to the gritty atmosphere of <em>Twilight Princess</em> while borrowing some cel-shading from <em>The Wind Waker</em>. Brighter colours to reflect the game&#8217;s emphasis on the sky.</p>
<p>It&#8217;s interesting when you look at Breath of the Wild – Link&#8217;s design went through a number of changes including variants of the blue tunic that eventually made it in. Cel-shading was applied again, giving the world a more stylized animated feel without going over the top like<em> The Wind Waker.</em> With the upcoming <em>Breath of the Wild</em> sequel, Nintendo seems keen on replicating the same look, with Zelda taking some cues from it as well, perhaps hinting at her being a playable character.</p>
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		<title>15 Insane Moments That Made You Delete The Game</title>
		<link>https://gamingbolt.com/15-insane-moments-that-made-you-delete-the-game</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 20 Sep 2019 10:54:18 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
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		<category><![CDATA[Dark Souls]]></category>
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		<category><![CDATA[fifa]]></category>
		<category><![CDATA[God of War]]></category>
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		<category><![CDATA[GTA: San Andreas]]></category>
		<category><![CDATA[GTA: Vice City]]></category>
		<category><![CDATA[mario kart]]></category>
		<category><![CDATA[Minecraft]]></category>
		<category><![CDATA[pes]]></category>
		<category><![CDATA[rayman origins]]></category>
		<category><![CDATA[resident evil 5]]></category>
		<category><![CDATA[Super Mario Galaxy 2]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=415915</guid>

					<description><![CDATA[All you had to do was follow the- SHUT UP, GAME.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">N</span>o game is perfect. It&#8217;s a harsh lesson we&#8217;ve all learned over the years. Sometimes, even great games can do things – intentionally or otherwise – that really grind your gears. In this feature, we&#8217;ll be talking about fifteen such moments.</p>
<p><strong>BLADES OF HADES (GOD OF WAR)</strong></p>
<p><iframe loading="lazy" title="15 Frustrating Moments That Made You Delete The Game" width="500" height="281" src="https://www.youtube.com/embed/OIRA84qXd4M?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>As compared to <em>God of War 2 </em>and <em>3, </em>the very first <em>God of War </em>game had a lot more sections that put emphasis on pure platforming (or something close to platforming anyway). One such section was the Blades of Hades, and as anyone who&#8217;s played the game would tell you, it was a nightmare. Walking over thin wooden logs while trying to avoid all manner of massive axe heads and saw blades was even worse in practice than it sounds, and countless players died more than just a few times trying to get through this part.</p>
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		<title>15 Insane Ways Players Defeated These Video Game Bosses</title>
		<link>https://gamingbolt.com/15-insane-ways-players-defeated-these-video-game-bosses</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 03 Jul 2019 08:22:16 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
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		<category><![CDATA[Borderlands]]></category>
		<category><![CDATA[dark souls 3]]></category>
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		<category><![CDATA[Destiny]]></category>
		<category><![CDATA[just cause 3]]></category>
		<category><![CDATA[Mass Effect 2]]></category>
		<category><![CDATA[Mega Man]]></category>
		<category><![CDATA[Metal Gear Solid 3]]></category>
		<category><![CDATA[NIOH]]></category>
		<category><![CDATA[sekiro: shadows die twice]]></category>
		<category><![CDATA[Teenage Mutant Ninja Turtles]]></category>
		<category><![CDATA[the legend of zelda: the wind waker]]></category>
		<category><![CDATA[the legend of zelda: twilight princess]]></category>
		<category><![CDATA[Two Worlds]]></category>
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					<description><![CDATA[Colouring outside the lines.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">F</span>iguring out a boss&#8217; weakness and then beating your foe in a fight can be incredibly satisfying, but by their very nature, these encounters in games sometimes have cracks beneath the surface- cracks the developers didn&#8217;t intend to be there. Using this we have, across several years and several games, beaten bosses in ways the developers hadn&#8217;t intended- in this feature, we&#8217;ll be taking a look at fifteen such cases.</p>
<p><strong>GYOUBU ONIWA- SEKIRO: SHADOWS DIE TWICE</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/03/Sekiro-Shadows-Die-Twice_05.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-389192" src="https://gamingbolt.com/wp-content/uploads/2019/03/Sekiro-Shadows-Die-Twice_05.jpg" alt="Sekiro Shadows Die Twice" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/03/Sekiro-Shadows-Die-Twice_05.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/03/Sekiro-Shadows-Die-Twice_05-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/03/Sekiro-Shadows-Die-Twice_05-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/03/Sekiro-Shadows-Die-Twice_05-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Gyoubu Oniwa is the first real boss in <em>Sekiro: Shadows Die Twice, </em>and while he can pose a bit of a challenge, you can take him out pretty much in a matter of seconds if you want to. Speedrunner Distortion2, while setting one of his speedrun records on the game, displayed a trick that makes Oniwa chase you across the arena, and then fall to his death off the edge of a cliff.</p>
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		<title>15 Times You Fought Multiple Bosses In A Sequence</title>
		<link>https://gamingbolt.com/15-times-you-fought-multiple-bosses-in-a-sequence</link>
					<comments>https://gamingbolt.com/15-times-you-fought-multiple-bosses-in-a-sequence#respond</comments>
		
		<dc:creator><![CDATA[Matthew Herst]]></dc:creator>
		<pubDate>Fri, 28 Dec 2018 14:55:40 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Cave Story]]></category>
		<category><![CDATA[Dark Souls]]></category>
		<category><![CDATA[dark souls 3]]></category>
		<category><![CDATA[final fantasy 15]]></category>
		<category><![CDATA[metal gear solid 2]]></category>
		<category><![CDATA[Metroid Prime 2: Echoes]]></category>
		<category><![CDATA[pokemon black and white]]></category>
		<category><![CDATA[red faction 2]]></category>
		<category><![CDATA[Skies of Arcadia]]></category>
		<category><![CDATA[sonic 3]]></category>
		<category><![CDATA[Super Mario RPG]]></category>
		<category><![CDATA[The Legend of Zelda: Breath of the Wild]]></category>
		<category><![CDATA[The Legend of Zelda: Link’s Awakening]]></category>
		<category><![CDATA[the legend of zelda: twilight princess]]></category>
		<category><![CDATA[wild arms 3]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=310748</guid>

					<description><![CDATA[The more the merrier, right? Here are 15 times you fight sequential bosses.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">B</span>osses sometimes come in pairs, but we don’t mean ganging up on the player. Sometimes you’ll take down one towering foe only to discover that another cowers behind them. Here are 15 times you fight sequential bosses.</p>
<p><strong>Metal Gear Solid 2 &#8211;  Metal Gear Ray followed by a battle with Solidus Snake</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/08/Metal-Gear-Solid-2-Sons-of-Liberty.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-302502" src="https://gamingbolt.com/wp-content/uploads/2017/08/Metal-Gear-Solid-2-Sons-of-Liberty.jpg" alt="Metal Gear Solid 2 Sons of Liberty" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/08/Metal-Gear-Solid-2-Sons-of-Liberty.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/08/Metal-Gear-Solid-2-Sons-of-Liberty-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Raiden goes through a lot of tough battles in <em>Metal Gear Solid 2</em>, but the toughest is certainly the wave of Metal Gear Rays that appear out of nowhere to attack the hero at the end of the game, weakening him for his confrontation with the conniving Solidus Snake. And what a finale it&#8217;s as Raiden finally gets his revenge on Solidus who killed his parents,</p>
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		<title>The Legend Of Zelda: Breath Of The Wild Is Now The Best Selling Zelda Game</title>
		<link>https://gamingbolt.com/the-legend-of-zelda-breath-of-the-wild-is-now-the-best-selling-zelda-game</link>
					<comments>https://gamingbolt.com/the-legend-of-zelda-breath-of-the-wild-is-now-the-best-selling-zelda-game#respond</comments>
		
		<dc:creator><![CDATA[Ashish Isaac]]></dc:creator>
		<pubDate>Thu, 26 Apr 2018 12:58:30 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[Nintendo Wii U]]></category>
		<category><![CDATA[The Legend of Zelda: Breath of the Wild]]></category>
		<category><![CDATA[the legend of zelda: twilight princess]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=334731</guid>

					<description><![CDATA[The game has sold a total of 10 million copies worldwide. ]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/05/The-Legend-of-Zelda-Breath-of-the-Wild.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-297093 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2017/05/The-Legend-of-Zelda-Breath-of-the-Wild.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/05/The-Legend-of-Zelda-Breath-of-the-Wild.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/05/The-Legend-of-Zelda-Breath-of-the-Wild-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Nintendo has announced its financial results for the fiscal year that ended on March 31, 2018 and they&#8217;ve enjoyed great success both with the Nintendo Switch console and the games available for it. <em>The Legend of Zelda: Breath of the Wild </em>had caused quite the commotion back when it had released and it was received exceptionally well. Now, we get to see the <a href="https://www.nintendo.co.jp/ir/pdf/2018/180426e.pdf" target="_blank" rel="noopener">sales figures for the game</a> and it is officially the best-selling <em>Zelda </em>game ever.</p>
<p>Previously, the best-selling game from the series was <em>Twilight Princess </em>and it had sold over 8.85 million copies. <em>The Breath of the Wild </em>however has overtaken every other game in the series with 8.48 million copies sold for the Nintendo Switch and 1.5 million units sold on the Wii U. That brings the total sales figures to about 10 million copies sold across both consoles.</p>
<p>Of course, this isn&#8217;t altogether surprising given the amount of excitement that had surrounded the game at the time of its release. <em>The Legend of Zelda: Breath of the Wild </em>is now available for the Nintendo Switch and Wii U.</p>
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		<title>Super Mario Galaxy and The Legend of Zelda: Twilight Princess are Coming to Nvidia Shield in China</title>
		<link>https://gamingbolt.com/super-mario-galaxy-and-the-legend-of-zelda-twilight-princess-are-coming-to-nvidia-shield-in-china</link>
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		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Tue, 05 Dec 2017 22:15:45 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Nvidia Shield]]></category>
		<category><![CDATA[super mario galaxy]]></category>
		<category><![CDATA[the legend of zelda: twilight princess]]></category>
		<category><![CDATA[Wii]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=314754</guid>

					<description><![CDATA[Core Nintendo games on Android, what a day.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/03/twilight-princess-hd.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-260146" src="https://gamingbolt.com/wp-content/uploads/2016/03/twilight-princess-hd.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/03/twilight-princess-hd.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2016/03/twilight-princess-hd-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2016/03/twilight-princess-hd-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2016/03/twilight-princess-hd-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>NVIDIA and Nintendo will b releasing several of the latter&#8217;s classics from the Wii era on the Android powered Nvidia Shield for the Chinese market. Games such as <em>The Legend of Zelda: Twilight Princess, Super Mario Galaxy, Punch-Out!!, </em>and <em>New Super Mario Bros. Wii</em> will all be available on the Nvidia console.</p>
<p>They will also all run in HD- and while how motion controls will be handled for them is currently unknown (the Shield controllers do not feature Wii Remote style motion controls in any capacity), the short video clip accompanying the announcement showed a player playing the games with the standard Shield controller, which is&#8230; interesting.</p>
<p>While the Shield runs on Android, and feasibly, now these APKs could be brought over to other markets too, there is nothing to suggest that will happen <em>officially</em>&#8211; for now, it seems like this is a deal that Nintendo is keeping limited with Nvidia for its devices, specifically for China.</p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">Here is the official trailer and store page for Nvidia Shield in China<a href="https://t.co/E5GHQgkazG">https://t.co/E5GHQgkazG</a><a href="https://t.co/Sn1gwScjsp">https://t.co/Sn1gwScjsp</a> <a href="https://t.co/WAn9otELoD">pic.twitter.com/WAn9otELoD</a></p>
<p>&mdash; Daniel Ahmad (@ZhugeEX) <a href="https://twitter.com/ZhugeEX/status/937952319769075712?ref_src=twsrc%5Etfw">December 5, 2017</a></p></blockquote>
<p><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></p>
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