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	<title>voidpoint &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Phantom Fury Interview &#8211; Story, Weapons, Length, and More</title>
		<link>https://gamingbolt.com/phantom-fury-interview-story-weapons-length-and-more</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 05 Dec 2022 16:55:37 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[3D Realms]]></category>
		<category><![CDATA[nintendo switch]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=537588</guid>

					<description><![CDATA[Game director Daniel Hedjazi speaks with GamingBolt about Voidpoint's upcoming shooter. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">V</span>oidpoint has a unique knack of developing excellent old-school first person shooters, 2019&#8217;s <em>Ion Fury </em>was an excellent example of that, with its blend of retro visuals and high-octane action. The developer has now announced that it&#8217;s working on a follow-up, <em>Phantom Fury, </em>and based on what&#8217;s been shown of the game so far, it&#8217;s looking like we might be in for another solid, action-packed shooter. There&#8217;s plenty that we still don&#8217;t know about it though, so to learn more about the game and what players can expect from it, we recently reached out to its developers with a few questions. Below, you can read our interview with game director Daniel Hedjazi.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-3.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-537580" src="https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-3.jpg" alt="phantom fury" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-3-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"If you are a fan of <em>Ion Fury</em>, you are going to find many cool connections between the two games. However, playing <em>Ion Fury</em> is not required in order to enjoy <em>Phantom Fury</em>."</p>
<p><strong>How much of a connective tissue is there between <em>Phantom Fury</em> and <em>Ion Fury</em>? Are you treating this as a conventional sequel, or is it doing its own thing with a few elements carrying over from the previous game?</strong></p>
<p>Basically, <em>Phantom Fury</em> is a new game that takes place in the same world as <em>Ion Fury</em>. The story takes place many years after the events of <em>Ion Fury</em>, so I wouldn’t call it a direct continuation. If you are a fan of <em>Ion Fury</em>, you are going to find many cool connections between the two games. However, playing <em>Ion Fury</em> is not required in order to enjoy <em>Phantom Fury</em>.</p>
<p><strong><em>Phantom Fury</em> seems to be putting a great deal of emphasis on the interactivity of its world and environments. Can you talk a bit more about that and how that will impact the gameplay?</strong></p>
<p>From early on in the development, creating an immensely interactive FPS was one of our core goals. Everyone in our development team can chime in for ideas about interactivity, so over the course of the game we accumulated quite a big pool of interactive content.</p>
<p>Some of it is simple there for fun &#8211; a lot of small, cool details that I won’t spoil here, but also minigames such as a fully functional light gun arcade. In other parts, interactivity becomes part of the level progression, for example when players need to operate a crane to destroy obstacles. These sections give players a break from all the action, without becoming frustrating.</p>
<p><strong>How much variety can players expect from <em>Phantom Fury&#8217;s</em> roster of weapons? Can you give us an idea of roughly how many of them are going to be completely new ones?</strong></p>
<p>There’s around 20 weapons in this game &#8211; some of them are fan favorites from <em>Ion Fury</em>, many are completely new. On top of that, upgrades allow players to customize their weapons even more, so overall there’s a crazy amount of variety and options available to players.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-2.jpg"><img decoding="async" class="aligncenter wp-image-537579" src="https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-2.jpg" alt="phantom fury" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-2-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"We are first and foremost an action-focused FPS, so our progression mechanics are all designed around making combat even more fun."</p>
<p><strong>What can you tell us about the customization and progression mechanics in the game and how extensive they will be?</strong></p>
<p>We’ll show more of that in the not too distant future. What I can say right now is that we are first and foremost an action-focused FPS, so our progression mechanics are all designed around making combat even more fun. But to us it’s important to not lose focus on what this game is at its core.</p>
<p><strong>Like <em>Ion Fury</em>, <em>Phantom Fury</em> is also obviously looking like a throwback to older, classic first person shooters. How much of that defines the game&#8217;s design and gameplay? How do you look to strike a balance between that and ensuring that the experience still feels modern?</strong></p>
<p>I’m not too concerned with referencing a specific time period with our game. We are following simply what we would like to play. Many of us grew up with shooters in the 90s, but that doesn’t mean that we aren’t playing any newer games. For us, the most important aspect is to make the action feel as satisfying as possible, and that’s what we center our design decisions around.</p>
<p><strong>Roughly how long will an average playthrough of <em>Phantom Fury</em> be?</strong></p>
<p>Our core estimate is around 8 hours. However, depending on how much time you spend with all the interactive content, progression systems and exploration, you should be able to get even more playtime out of it.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image.jpg"><img decoding="async" class="aligncenter wp-image-537582" src="https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image.jpg" alt="phantom fury" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/12/phantom-fury-image-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Our intention is to get the game on as many platforms as possible, but this is something that we will be able to know as we progress with the development since we are fully focused on the PC version right now and our resources are also not infinite."</p>
<p><strong>What was behind the decision to not announce the game for previous-gen consoles, especially seeing as the game is coming to the Switch as well?</strong></p>
<p>Our intention is to get the game on as many platforms as possible, but this is something that we will be able to know as we progress with the development since we are fully focused on the PC version right now and our resources are also not infinite. We decided to give priority to the next-gen platforms, simply because they are&#8230; newer, but we will have more announcements regarding console versions in 2023!</p>
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		<title>Ion Fury: Aftershock Expansion Has Been Delayed</title>
		<link>https://gamingbolt.com/ion-fury-aftershock-expansion-has-been-delayed</link>
					<comments>https://gamingbolt.com/ion-fury-aftershock-expansion-has-been-delayed#respond</comments>
		
		<dc:creator><![CDATA[Sampad Banerjee]]></dc:creator>
		<pubDate>Fri, 18 Mar 2022 22:42:51 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D Realms]]></category>
		<category><![CDATA[ion fury]]></category>
		<category><![CDATA[ion fury: aftershock]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=512008</guid>

					<description><![CDATA[Voidpoint has shared a few details on the expansion for old-school shooter Ion Fury, and confirmed that its launch has been delayed.]]></description>
										<content:encoded><![CDATA[<p>Developer Voidpoint&#8217;s old-school Build Engine first person shooter <i>Ion Fury</i> was quite a positive surprise released a few years back. Handled by 3D Realms, the shooter was praised by many, and to follow up on that, an expansion called <em>Aftershock </em>was announced in March last year.</p>
<p>Details on it have been scant since then, but the developer recently shared an update on what is going on with the upcoming expansion via a <a href="https://store.steampowered.com/news/app/562860/view/3122689629911497250" target="_blank" rel="noopener">post</a> on the game&#8217;s Steam page. Voidpoint assured that the team is currently hard at work on the expansion, and that though there have been some delays that has resulted in pushing back the release beyond the initial projections, they are committed to not sacrificing the game&#8217;s quality to hit deadlines. The developer says more news will be revealed soon.</p>
<p>Additionally, Voidpont has also confirmed that the expansion will feature 13 new levels, one completely new weapon, new inventory items, and several new enemy and ammo types. Arrange Mode, a remix of the original campaign with mirrored levels and modified enemies and item placement will also be introduced, along with a brand-new skill level 5 that increases the difficulty even further.</p>
<p>The developers also shared new screenshots from the upcoming expansion, which can be checked out down below.</p>

<a href='https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-1.png'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-1.png" class="attachment-full size-full" alt="aftershock 1" srcset="https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-1.png 1920w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-1-300x169.png 300w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-1-1024x576.png 1024w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-1-15x8.png 15w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-1-768x432.png 768w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-1-1536x864.png 1536w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-2.png'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-2.png" class="attachment-full size-full" alt="aftershock 2" srcset="https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-2.png 1920w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-2-300x169.png 300w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-2-1024x576.png 1024w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-2-15x8.png 15w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-2-768x432.png 768w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-2-1536x864.png 1536w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-3.png'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-3.png" class="attachment-full size-full" alt="aftershock 3" srcset="https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-3.png 1920w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-3-300x169.png 300w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-3-1024x576.png 1024w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-3-15x8.png 15w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-3-768x432.png 768w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-3-1536x864.png 1536w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-4.png'><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-4.png" class="attachment-full size-full" alt="aftershock 4" srcset="https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-4.png 1920w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-4-300x169.png 300w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-4-1024x576.png 1024w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-4-15x8.png 15w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-4-768x432.png 768w, https://gamingbolt.com/wp-content/uploads/2022/03/aftershock-4-1536x864.png 1536w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a>

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		<title>Ion Maiden Interview &#8211; A Trip Back To The Golden Era of First Person Shooters</title>
		<link>https://gamingbolt.com/ion-maiden-interview-a-trip-back-to-the-golden-era-of-first-person-shooters</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 03 Dec 2018 16:47:44 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
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		<category><![CDATA[ion maiden]]></category>
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					<description><![CDATA[We speak with 3D Realms founder Scott Miller about the upcoming classic first person shooter, Ion Maiden.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he genre of first person shooters has changed beyond recognition over the years. While the current landscape is dominated by the likes of <em>Call of Duty, Overwatch, </em>and <em>Battlefield</em>, back in the 1990s, franchises such as <em>DOOM, Duke Nukem, </em>and <em>Wolfenstein </em>ruled the roost. And though there&#8217;s certainly a huge market for first person shooters as they exist today, there is a large section of the genre&#8217;s fanbase that yearns for those earlier days of genius design, fast-paced action, and bombastic, unapologetic shooting action.</p>
<p>For all those people, the upcoming <em>Ion Maiden</em>, being developed by Voidpoint and published by 3D Realms – the creators of many of the aforementioned classic shooters – is just that. A throwback to classic 90s era first person shooters, following many of the same design philosophies, and even being built on the Build Engine. Recently, we sent across a few of our questions about <em>Ion Maiden </em>to talk about some of things we&#8217;re most excited about in the upcoming shooter- the following questions were answered by 3D Realms founder Scott Miller.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/11/ion-maiden.jpeg"><img loading="lazy" decoding="async" class="aligncenter wp-image-375312" src="https://gamingbolt.com/wp-content/uploads/2018/11/ion-maiden.jpeg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/11/ion-maiden.jpeg 752w, https://gamingbolt.com/wp-content/uploads/2018/11/ion-maiden-300x169.jpeg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1"><em>Ion Maiden</em> is 90% a throwback game, fast-paced, nonlinear, guns blazing, and secrets galore. The new is just some added modern touches like super high resolution support, and some cool added features like colored lighting. But for the most part, it really feels like you’ve stepped back into time to the golden era of first-person shooters.</span>"</p>
<p><strong><span class="s1">As a prequel to <em>Bombshell</em>, many people might have been expecting <em>Ion Maiden</em> to feature the same top down shooter style- what made you decide to go into first person shooter territory?</span></strong></p>
<p class="p5"><span class="s1">We wanted the first <em>Bombshell</em> game to be first-person, too, but the game’s budget at the time forced us to do a top-down perspective. So with <em>Ion Maiden</em>, the idea was: Let’s go back to the original Build engine and make the game in the original 90’s shooter style! And because we used the Build engine, the budget was super reasonable.</span></p>
<p><strong><span class="s1">How much of an influence have old school shooters like <em>Duke Nukem</em> and <em>DOOM</em> been on you for the development of <em>Ion Maiden</em>?</span></strong></p>
<p class="p7"><span class="s1"><em>Duke Nukem</em> for the most part, but certainly elements and inspiration came from other 90’s hits, too. Many team members of development studio behind <em>Ion Maiden</em>, Voidpoint, have roots with <em>Duke Nukem</em> having modified the Build engine going back over a decade. We really lucked out having this talented team behind the project.</span></p>
<p><strong><span class="s1">Given the game&#8217;s nature as a throwback to classic shooters, how does it achieve a balance between the old and the new?</span></strong></p>
<p class="p7"><span class="s1"><em>Ion Maiden</em> is 90% a throwback game, fast-paced, nonlinear, guns blazing, and secrets galore. The new is just some added modern touches like super high resolution support, and some cool added features like colored lighting. But for the most part, it really feels like you’ve stepped back into time to the golden era of first-person shooters.</span></p>
<p><strong><span class="s1">The Build Engine isn&#8217;t an engine that&#8217;s used too regularly, yet <em>Ion Maiden</em> makes the curious decision of doing so nonetheless. What unique benefits does it provide that made you decide on using it for this game&#8217;s development?</span></strong></p>
<p class="p7"><span class="s1">Our goal was to give current-day players a taste of 90’s old-school gaming. So rather than take a modern engine like Unity or Unreal and try to make it come across as old-school, we decided to use a true old-school engine! It’s really that simple! And since our 3D Realms was known for our Build engine in the 90’s, it just made total sense for us to bring it back 20 years later and see what is was capable of doing. And it turns out, it can still do a LOT!</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-375896" src="https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image.jpg" alt="ion maiden" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">The soundtrack will be entirely new and original, and we’re going for more of a synthesizer sound, which adds to the 90’s feel of the game. We all really think that a soundtrack is super important to the feel and mood of the game, so we always put extra effort into this area and work with talented musicians.</span>"</p>
<p><strong><span class="s1">What can players expect from <em>Ion Maiden&#8217;s</em> multiplayer offerings?</span></strong></p>
<p class="p7"><span class="s1">We’re not really sure yet, that part is the last piece of the puzzle for us. Hopefully some form of old-school deathmatch, of course, but we just don’t have that fully finalized yet.</span></p>
<p><strong><span class="s1">A blaring, pumping soundtrack is something that one often associates with games like <em>DOOM</em> and <em>Duke Nukem</em>&#8211; is that going to be applicable as well? How important would you say the soundtrack is to this kind of an experience?</span></strong></p>
<p class="p7"><span class="s1">The soundtrack will be entirely new and original, and we’re going for more of a synthesizer sound, which adds to the 90’s feel of the game. We all really think that a soundtrack is super important to the feel and mood of the game, so we always put extra effort into this area and work with talented musicians.</span></p>
<p><strong><span class="s1">Given that the early access part of the game is tailor made specifically as a preview, how much of it can players expect to see translated into the final release as well, both in terms of mechanics as well as maybe the larger level itself?</span></strong></p>
<p class="p7"><span class="s1">The Preview Campaign, which players get when they pre-order <em>Ion Maiden</em>, is just an appetizer to the full game. The full game is so much larger, has more enemies, weapons, features and everything else. For example, Voidpoint recently added voxels to the game which really adds a LOT! Voxels are a for a true 3D. We used voxels in a few of our 90’s build games, but in Ion Maiden they’re be showcased a lot more.</span></p>
<p>But overall the full game will be everything players are hoping for, with more game mechanics, modes, and a much larger world that’ll have a meaningful story as you make your way from start to finish.</p>
<p><strong><span class="s1">The reception to the game&#8217;s early access release has been very positive. How much of an influence has that been on you during the game&#8217;s development? Does the reception to what is essentially an early access-specific build also signify that this unique approach to early access can be successful if done rightly, and that maybe more developers should be looking into it?</span></strong></p>
<p class="p7"><span class="s1">We were pleasantly rewarded by the game’s early success and especially the review scores. It really solidified our feeling that going back to our true old-school roots&#8211;including the use of our 90’s-era Build engine&#8211;was the right call. And it also gave everyone involved on the team an energizing boost to do the best job we can to live up to the expectations that are now in place by those who pre-ordered the game and played the Preview Campaign.</span></p>
<p class="p7"><span class="s1">Our approach was sort of like our shareware approach from the 90’s. Will it catch on? Maybe. But for certain we’ll be doing it more in the future ourselves.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-375895" src="https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image-4.jpg" alt="ion maiden" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image-4.jpg 680w, https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image-4-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">The game will not be heavy on story, but it will have enough story to keep players interested, in the same we we did going back to <em>Duke Nukem 3D</em>.</span>"</p>
<p><strong><span class="s1">Can you set the stage for the game&#8217;s story, and how it&#8217;s going to tie into <em>Bombshell</em> as its predecessor?</span></strong></p>
<p class="p7"><span class="s1">The game will not be heavy on story, but it will have enough story to keep players interested, in the same we we did going back to <em>Duke Nukem 3D</em>. <em>Ion Maiden</em> is essentially the origin story for Shelly Harrison, a military agent who specializes in explosives and demolitions. We know that Shelly looks different in the <em>Bombshell</em> game (for example, she has a cyber arm), so in <em>Ion Maiden</em> we experience her story before she gets to that point in her life.</span></p>
<p><strong><span class="s1">How important is it to you that <em>Ion Maiden</em> has an active modding community?</span></strong></p>
<p class="p7"><span class="s1">We hope that it’ll give new life to the Build modding community. The Build engine is actually still a very fun and powerful engine to mod and create content with. Sure, it doesn’t have the cool graphics of current engines, but it’s fun and powerful in its own ways, so we plan to help people and groups that want to give <em>Ion Maiden</em> mods a try.</span></p>
<p><strong><span class="s1">Will the game will feature Xbox One X specific enhancements. What can players expect if they are playing the game on Xbox One X? Is 4K/60fps on the cards?</span></strong></p>
<p class="p8"><span class="s1">We hope to take advantage of each consoles special enhancements/resolutions, for sure. That’s still a work-in-progress, but it’s our goal.</span></p>
<p><strong><span class="s1">Next gen is coming sooner or later. From a development perspective, what is your biggest expectation from PS5 and Xbox Scarlett?</span></strong></p>
<p class="p8"><span class="s1">Physics. I think this is the next frontier for gaming. With graphics we’ve reached a point of diminishing returns. But have accurate real-world physics can make a game world seem far more real, and open up all kinds of new gameplay possibilities.</span></p>
<p class="p8"><span class="s1">But also, greatly expanded multiplayer, too. Imagine 10,000 or 100,000 people live in a game world. This would usher in event gaming live we’ve never seen before. You could literally have a major band playing on a stage (motion capped live) and attended by 100,000 people who buy tickets to be in the audience. And, if the band sells a million tickets, you have them playing in 10 different outdoor venues around the world, and fans get to buy tickets to whichever venue they want.</span></p>
<p>The world is changing!</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-375893" src="https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image-2.jpg" alt="ion maiden" width="620" height="347" srcset="https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image-2.jpg 1000w, https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image-2-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/12/ion-maiden-image-2-768x429.jpg 768w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1"><em>Ion Maiden</em> is essentially the origin story for Shelly Harrison, a military agent who specializes in explosives and demolitions. We know that Shelly looks different in the <em>Bombshell</em> game (for example, she has a cyber arm), so in <em>Ion Maiden</em> we experience her story before she gets to that point in her life.</span>"</p>
<p><strong><span class="s1">Do you think cross platform will be one of the defining features of next-gen consoles?</span></strong></p>
<p class="p8"><span class="s1">I hope so. It definitely helps fans and game developers by not having divided markets. Now that <em>Fortnite</em> has opened that door, let’s hope it stays open.</span></p>
<p><strong><span class="s1">What is your take on the ongoing drama of loot boxes and microtransactions?</span></strong></p>
<p class="p11"><span class="s1">I try to stay away from drama! But, my feeling is that as long as these things are purely optional for players, then I don’t really have an issue with them.</span></p>
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