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	<title>White Paper Games &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Conway: Disappearance At Dahlia View Trailer Showcases Gameplay, Releases Later This Year</title>
		<link>https://gamingbolt.com/conway-disappearance-at-dahlia-view-trailer-showcases-gameplay-releases-later-this-year</link>
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		<dc:creator><![CDATA[Usaid]]></dc:creator>
		<pubDate>Mon, 06 Sep 2021 16:48:40 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=492520</guid>

					<description><![CDATA[A new trailer for Conway: Disappearance at Dahlia View showcases an observational mystery set in 1950s London.]]></description>
										<content:encoded><![CDATA[<p>A new trailer for <em>Conway: Disappearance At Dahlia View</em> showcases some interesting gameplay which revolves around conducting investigations and piecing clues together to further advance the narrative and uncover a mystery. Check out the trailer video below.</p>
<p>The game is set in a 1950s England setting, and developers at White Paper Games describe the game as an observational thriller where players will investigate the disappearance of one 8-year old Charlotte May in well, Dahila View. <em>Conway: Disappearance At Dahlia View</em> releases on November 2, 2021 for all major platforms including Switch.</p>
<p>A <a href="https://blog.playstation.com/2021/09/06/observational-thriller-conway-disappearance-at-dahlia-view-launches-november-2-on-ps5-ps4/" target="_blank" rel="noopener">PlayStation blog post</a> for the game also details that the game will be taking advantage of DualSense controller&#8217;s haptic feedback. Furthermore, there will also be ray-tracing options on next-gen consoles &#8211; which isn&#8217;t all that surprising to be honest.</p>
<p>Recently, we had the chance to speak about <em>Conway: Disappearance at Dahlia View </em>with its developers. Head on <a href="https://gamingbolt.com/conway-disappearance-at-dahlia-view-interview-storytelling-interrogations-and-more">over here</a> to read the full interview.</p>
<p><iframe title="CONWAY: Disappearance at Dahlia View - Release Date Trailer | PEGI" width="500" height="281" src="https://www.youtube.com/embed/pnUrwKRDWQk?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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		<post-id xmlns="com-wordpress:feed-additions:1">492520</post-id>	</item>
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		<title>Conway: Disappearance at Dahlia View Interview &#8211; Storytelling, Interrogations, and More</title>
		<link>https://gamingbolt.com/conway-disappearance-at-dahlia-view-interview-storytelling-interrogations-and-more</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 02 Sep 2021 07:23:17 +0000</pubDate>
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					<description><![CDATA[Game designer Pete Bottomley and platform programmer David Smith speak with GamingBolt about White Paper Games' upcoming mystery adventure title. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span>s the studio behind experimental games like <em>Ether One&nbsp;</em>and&nbsp;<em>The Occupation</em>, it&#8217;s clear that the folks at White Paper Games like trying new things with each of their projects, and their next game,&nbsp;<em>Conway: Disappearance at Dahlia View,&nbsp;</em>is shaping up to be very different from any of their previous stuff. Describes as a story-driven observational thriller, the game will see players taking on the role of titular protagonist Robert Conway, a retired detective who returns to the forefront to investigate a mysterious disappearance. The game is definitely making some interesting promises, and recently, to learn more about it and what to expect from it, we reached out to its developers at White Paper Games. Below, you can read our conversation with game designer Pete Bottomley and platform programmer David Smith.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-492014" src="https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image.jpg" alt="conway disappearance at dahlia view" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Our games have the goal of respecting our players’ time and input so we’re always looking for ways to include meaningful interaction to help tell emotional beats."</p>
<p><strong>Having made games such as <em>Ether One </em>and <em>The Occupation</em>, you have a reputation for crafting experiences with very unique premises. In light of that, can you talk us through the process of how you landed on what would drive your next game?</strong></p>
<p><strong>Pete Bottomley (Game Designer):</strong> As a team we tend to concept together to come up with what our new games will look and feel like. Each department comes at it from what interests them the most creatively. A goal for this game was to have a voice protagonist and for us to double down on puzzle design elements we learnt on <em>Ether One </em>along with the character driven dialogue interactions from <em>The Occupation</em>.</p>
<p>We also like to approach a different time period with each game. So in <em>Conway</em>, we’re setting the game in a North East British town in the 1950s. It wasn’t until these elements came together that we decided to change the game from a first-person perspective to a fixed camera perspective which opened up the opportunities for voice gameplay and cinematic “thrillery” tones to help set the pace.</p>
<p><strong>Observing and profiling suspects is apparently going to be a big part of the experience in <em>Conway: Disappearance at Dahlia View</em>. Can you talk to us about how this will be implemented in gameplay?</strong></p>
<p><strong>Bottomley:</strong> There are 3 core loops of gameplay to help observe and profile suspects: observations, search and evidence review. In the observational scenes, it’s a very ‘Rear Window’ approach to gameplay. You’re able to spy on your neighbours at key points throughout the game to find interesting threads to pull at which gives your objectives. The search “gameplay” then allows you to go into their personal spaces to pull at those threads to find key pieces of evidence through solving puzzles. In the “evidence review”, you’re then able to manually pin pieces of evidence together to get your suspect.</p>
<p><strong>Detective stories have to find ways to always keep audiences on their toes, but it seems like you want the story in <em>Conway: Disappearance at Dahlia View </em>to resonate with players on a much more emotional level as well. How does the game strike a balance between those two storytelling responsibilities, so to speak?</strong></p>
<p><strong>Bottomley</strong>: I think you can have a well-paced but emotional detective thriller when done right. Our games have the goal of respecting our players’ time and input so we’re always looking for ways to include meaningful interaction to help tell emotional beats. Two tools we’ve been able to utilise in <em>Conway </em>over <em>Ether One </em>or <em>The Occupation </em>are the use of a first-person narrative and the use of camera work to drive gameplay. Since our previous two titles have been first person, we made the conscious effort to try and deliver emotive gameplay through the use of dialogue and camera work. We think we’ve threaded this approach correctly so hopefully our players will resonate with the storytelling when they play <em>Conway</em>.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-2.jpg"><img decoding="async" class="aligncenter wp-image-492011" src="https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-2.jpg" alt="conway disappearance at dahlia view" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-2-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Puzzle games are always tough to gauge duration, but from average playtesting results, we’re seeing around 8-9 hours."</p>
<p><strong>What form do interrogations take in the game from a mechanical point of view? Should players expect these to be puzzles in and of itself, or does the game go about this in a different way?</strong></p>
<p><strong>Bottomley:</strong> Although there’s a similar structure, we don’t interrogate any of the neighbours in the game. Robert Conway is unofficially working on the case so he doesn’t have the legal tools at his disposal. Instead, he has to root and pry out information from his neighbours to build his case. Mechanically, the conversations will play out in a similar way as the interviews in The Occupation which means that the player unlocks questions based on information they’ve uncovered in the level which then unlocks different dialogue responses.</p>
<p><strong>Roughly how long will an average playthrough of the game be?</strong></p>
<p><strong>Bottomley:</strong> Puzzle games are always tough to gauge duration, but from average playtesting results, we’re seeing around 8-9 hours.</p>
<p><strong>Since the reveal of the PS5 and Xbox Series’ specs, a lot of comparisons have been made between the GPU speeds of the two consoles, with the PS5 at 10.28 TFLOPS and the Xbox Series X at 12 TFLOPS. How much of an impact on development do you think that difference will have?</strong></p>
<p><strong>David Smith (Platform Programmer): </strong>When it comes to the smaller teams working on cross-platform titles, it won&#8217;t make that much difference. Ultimately the Unreal Engine is constantly being optimised for both sets of hardware and it&#8217;s in Epic&#8217;s interest to keep them in line with each other supporting features like ray tracing. We haven&#8217;t noticed any significant performance differences between the two consoles during development of <em>Conway</em>.</p>
<p>The first-party studios and platform holder partners will be the ones with the time and resources to push and get the absolute most out of the hardware. We’re really looking forward to seeing what companies like Naughty Dog and The Coalition manage to accomplish on PS5 and Xbox Series respectively.</p>
<p><strong>The PS5 features an incredibly fast SSD with 5.5GB/s raw bandwidth. How can developers take advantage of this, and how does this compare to the Xbox Series X’s 2.4GB/s raw bandwidth?</strong></p>
<p><strong>Bottomley:</strong> There’s a dual approach we can take advantage of as developers not only with the faster SSD’s but also in combination with Unreal Engine 5. When you’re creating the larger 3D games that we tend to design at White Paper, streaming the content for the player and knowing how to approach the design of the levels to get them to the most optimal performance takes a lot of time. With quicker loading times, you have less need to design features into loading screens along with the streaming of the content at runtime. Unreal Engine 5 removes the need for this side of development and instead ‘chunks’ the content under the hood. I think you’ll see some big changes to level design with these two upgrades in the development pipeline.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-492012" src="https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-3.jpg" alt="conway disappearance at dahlia view" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/09/conway-disappearance-at-dahlia-image-3-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"On PS5 and Xbox Series X, we will have an option to play in native 4K, but we will also be revealing much more detail on graphical options soon."</p>
<p><strong>There is a difference in Zen 2 CPUs of both consoles. The Xbox Series X features 8x Zen 2 Cores at 3.8GHz, whereas the PS5 features 8x Zen 2 Cores at 3.5GHz. Your thoughts on this difference?</strong></p>
<p><strong>Bottomley:</strong> From a developer perspective, we don’t have CPU intensive games. The most amount of processing we do is with AI/characters along with any physics simulations such as cloth. It’s an obvious statement to make, but the more CPU power we have to raise the visual fidelity of gameplay elements the better. The micro difference, although a huge win for larger games making the most of each thread to squeeze out the best performance for players, I don’t think you’d see too much difference in our titles between the two.</p>
<p><strong>The Xbox Series S features lesser hardware compared to Xbox Series X and Microsoft </strong><strong>is pushing it as a 1440p/60fps console. Do you think it will be able to hold up for the </strong><strong>graphically intensive next-gen games?</strong></p>
<p><strong>Bottomley:</strong> I think the scaling options for players to access the hardware is great. With hardware there’s always a trade between cost vs power. The more hardware options for players to get access to mean there are more titles available to experience which is only a good thing for the games industry.</p>
<p><strong>Super Resolution is coming to PS5 and Xbox Series X/S. How do you think this will </strong><strong>help game developers?</strong></p>
<p><strong>Bottomley:</strong> In a couple of ways. Firstly, very visually intense games created by small teams will have more tools at their disposal to help get their games running to a better visual quality with less graphics programming needed. Obviously you always want to optimise the GPU as much as you can, but sometimes small teams can struggle with this so having extra levers will help in that respect. It also helps older games run at their best possible visual bar without needing to go back and change too much of the content which maintains the long tail of accessing the games later in cycles.</p>
<p><strong>What frame rate and resolution will the game target on the PS5 and Xbox Series X/S?</strong></p>
<p><strong>Bottomley:</strong> On PS5 and Xbox Series X, we will have an option to play in native 4K, but we will also be revealing much more detail on graphical options soon.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">492010</post-id>	</item>
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		<title>First Party Devs Will be the Ones to Get &#8220;the Absolute Most&#8221; Out of PS5 and Xbox Series X/S &#8211; Dev</title>
		<link>https://gamingbolt.com/first-party-devs-will-be-the-ones-to-get-the-absolute-most-out-of-ps5-and-xbox-series-x-s-dev</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 01 Sep 2021 10:43:13 +0000</pubDate>
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					<description><![CDATA[White Paper Games' David Smith says differences between the two consoles' GPUs will be minimal especially for smaller multiplatform titles. ]]></description>
										<content:encoded><![CDATA[<p>With the PS5 and Xbox Series X/S having both launched with impressive hardware, developers across the industry have been excited about the potential of what the more powerful consoles will enable in terms of development of games. When it comes to the difference between the PS5 and Xbox Series X, however, results have been far less conclusive, with most landing on the conclusion that at the end of the day, there&#8217;s very little to separate the two consoles.</p>
<p>Another developer who feels that way is David Smith of White Paper Games, who is platform programmer on the upcoming mystery adventure title <em>Conway: Disappearance at Dahlia View. </em>Speaking in a recent interview with GamingBolt, when asked specifically about the difference between the GPUs of the PS5 and Xbox Series X, Smith said that ultimately, especially for smaller multiplatform games, those differences aren&#8217;t going to count for too much, and that in the end, it will be major first party developers who get the most out of the respective consoles.</p>
<p>&#8220;When it comes to the smaller teams working on cross-platform titles, it won&#8217;t make that much difference,&#8221; Smith said. &#8220;Ultimately the Unreal Engine is constantly being optimised for both sets of hardware and it&#8217;s in Epic&#8217;s interest to keep them in line with each other supporting features like ray tracing. We haven&#8217;t noticed any significant performance differences between the two consoles during development of <em>Conway</em>.</p>
<p style="font-weight: 400;">&#8220;The first-party studios and platform holder partners will be the ones with the time and resources to push and get the absolute most out of the hardware. We’re really looking forward to seeing what companies like Naughty Dog and The Coalition manage to accomplish on PS5 and Xbox Series respectively.&#8221;</p>
<p>For the foreseeable future at least, as games continue to release as cross-gen titles, we&#8217;re likely not going to see many games fully taking advantage of the newer hardware, but as time goes on, it stands to reason that it will be the big-budget exclusive developers that will squeeze the most out of the machines. Of course, there is the odd multiplatform third party title that does so as well – like <em>Red Dead Redemption 2, </em>for instance – but something like that likely won&#8217;t arrive anytime soon.</p>
<p>Our full interview with the developers of <em>Conway: Disappearance at Dalhia View </em>will be live soon, so stay tuned for that. The game launches this Fall for PS5, Xbox Series X/S, PS4, Xbox One, Nintendo Switch, and PC.</p>
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		<title>PS5&#8217;s SSD Combined with Unreal Engine 5 Will Lead to &#8220;Big Changes&#8221; in Level Design, Developer Says</title>
		<link>https://gamingbolt.com/ps5s-ssd-combined-with-unreal-engine-5-will-lead-to-big-changes-in-level-design-developer-says</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 26 Aug 2021 15:01:42 +0000</pubDate>
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					<description><![CDATA["I think you’ll see some big changes to level design with these two upgrades in the development pipeline," says White Paper Games' Pete Bottomley.]]></description>
										<content:encoded><![CDATA[<p>The PS5&#8217;s SSD has been one of the console&#8217;s biggest selling points, with Sony and various other developers having often talked about the ways it will aid and bolster game development. Another developer who&#8217;s excited about those prospects is Pete Bottomley of White Paper Games, game designer on the upcoming mystery adventure title <em>Conway: Disappearance at Dahlia View</em>.</p>
<p>Speaking in a recent interview with GamingBolt, Bottomley said that the PS5&#8217;s SSD, especially when combined with what Unreal Engine 5 will enable developers to do, will allow for some big changes in the future to level design in games in general.</p>
<p>&#8220;There’s a dual approach we can take advantage of as developers not only with the faster SSD’s but also in combination with Unreal Engine 5,&#8221; Bottomley said. &#8220;When you’re creating the larger 3D games that we tend to design at White Paper, streaming the content for the player and knowing how to approach the design of the levels to get them to the most optimal performance takes a lot of time. With quicker loading times, you have less need to design features into loading screens along with the streaming of the content at runtime. Unreal Engine 5 removes the need for this side of development and instead ‘chunks’ the content under the hood. I think you’ll see some big changes to level design with these two upgrades in the development pipeline.&#8221;</p>
<p>Of course, we&#8217;re still in the early days of this console generation, and it&#8217;s probably going to be a while before we see developers really beginning to get the best out of the new consoles. Even so, the potential is quite exciting, and spells some interesting things for the future.</p>
<p>Our full interview with the developers of <em>Conway: Disappearance at Dalhia View </em>will be live soon, so stay tuned for that. The game launches this Fall for PS5, Xbox Series X/S, PS4, Xbox One, Nintendo Switch, and PC.</p>
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		<title>Super Resolution on PS5 and Xbox Series X/S Will Allow Smaller Teams to Better Optimize their Games, Says Dev</title>
		<link>https://gamingbolt.com/super-resolution-on-ps5-and-xbox-series-x-s-will-allow-smaller-teams-to-better-optimize-their-games-says-dev</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 24 Aug 2021 11:14:47 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=490861</guid>

					<description><![CDATA["It also helps older games run at their best possible visual bar without needing to go back and change too much of the content," says White Paper Games' Pete Bottomley.]]></description>
										<content:encoded><![CDATA[<p>AMD&#8217;s supersampling tech FidelityFX Super Resolution has already added support for plenty of games on PC so far, and results in its early days have been pretty solid by and large. Eventually (hopefully sooner rather than later) Super Resolution will be making its way over to PS5 and <a href="https://gamingbolt.com/microsoft-is-excited-by-the-potential-of-amds-fidelityfx-super-resolution">Xbox Series X/S</a> as well, and several developers have spoken about the impact they expect it to have.</p>
<p>Another developer who&#8217;s spoken positively about Super Resolution is White Paper Games&#8217; Pete Bottomley, who&#8217;s serving as game designer for the upcoming story-driven mystery adventure&nbsp;<em>Conway: Disappearance at Dahlia View</em>. Speaking in a recent interview with GamingBolt, Bottomley said that Super Resolution&#8217;s going to be helpful in several ways. Not only does he expect it to make optimization easier for smaller development teams, he also feels it&#8217;s going to help older games achieve better visuals and performance as well, without too much effort from their developers.</p>
<p>&#8220;Firstly, very visually intense games created by small teams will have more tools at their disposal to help get their games running to a better visual quality with less graphics programming needed,&#8221; Bottomley said. &#8220;Obviously you always want to optimize the GPU as much as you can, but sometimes small teams can struggle with this so having extra levers will help in that respect. It also helps older games run at their best possible visual bar without needing to go back and change too much of the content which maintains the long tail of accessing the games later in cycles.&#8221;</p>
<p>Where PC is concerned, quite a few major games have already added support for Super Resolution, including the likes of&nbsp;<em><a href="https://gamingbolt.com/dota-2-adds-amd-fidelityfx-super-resolution-support-in-new-update">DOTA 2</a>, Godfall, <a href="https://gamingbolt.com/resident-evil-village-has-added-fsr-support-on-pc">Resident Evil Village</a>,&nbsp;</em>and more, with more upcoming titles already have confirmed support for the tech, such as&nbsp;<em><a href="https://gamingbolt.com/resident-evil-village-far-cry-6-forspoken-and-more-will-support-fidelityfx-super-resolution-amd-confirms">Far Cry 6</a>&nbsp;</em>and&nbsp;<a href="https://gamingbolt.com/forspoken-shows-snippets-of-gameplay-in-new-video"><em>Forspoken</em></a>.</p>
<p>White Paper Games&#8217; <em>Conway: Disappearance at Dahlia View&nbsp;</em>launches for PS5, Xbox Series X/S, PS4, Xbox One, Nintendo Switch, and PC this Fall. Our full interview with its developers will be live soon, so stay tuned for that.</p>
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		<title>The Occupation Freezes Launch Date At October 9</title>
		<link>https://gamingbolt.com/the-occupation-freezes-launch-date-at-october-9</link>
					<comments>https://gamingbolt.com/the-occupation-freezes-launch-date-at-october-9#respond</comments>
		
		<dc:creator><![CDATA[Alex Jackson]]></dc:creator>
		<pubDate>Wed, 25 Jul 2018 12:41:30 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Humble Bundle]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Sold Out Sales and Marketing]]></category>
		<category><![CDATA[The Occupation]]></category>
		<category><![CDATA[White Paper Games]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=349691</guid>

					<description><![CDATA[The time management mystery game will launch this Fall.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/07/TheOccupation.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-349692" src="https://gamingbolt.com/wp-content/uploads/2018/07/TheOccupation.jpg" alt="TheOccupation" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2018/07/TheOccupation.jpg 600w, https://gamingbolt.com/wp-content/uploads/2018/07/TheOccupation-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>White Paper Games and Sold Out have finally announced the physical and digital release for their fixed time investigative thriller, <em>The Occupation</em>. It will be releasing on PlayStation 4 and Xbox One with retail discs as well as digital downloads, and digital only on PC this October 9th.</p>
<p>You can also head over now to the game&#8217;s now-live <a href="https://store.steampowered.com/app/765880/The_Occupation/" target="_blank" rel="noopener">Steam</a> page. <em>The Occupation</em> puts players in 1987 Northwest England to unravel a mystery surrounding an explosion. With a limited amount of real time to question people and investigate the scene, it’s up to the player to decide how they use their time. Will they be direct and risky, or cautious and allow time to pass? That’s up to you.</p>
<p>In a very <em>Majora’s Mask</em>-like approach, each of the characters in the game follow a routine that you’ll have to plan around as you hope to learn the truth behind the explosion that cost so many their lives. Once again, this unique game will have a physical release for consoles thanks to Sold Out Sales and Marketing, and launch for PS4, PC and Xbox One on October 9 this year.</p>
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		<title>Ether One PS4 Interview: Lack of Xbox One Version, Unreal Engine 4, DualShock 4 And Release Date</title>
		<link>https://gamingbolt.com/ether-one-ps4-interview-lack-of-xbox-one-version-unreal-engine-4-dualshock-4-and-release-date</link>
					<comments>https://gamingbolt.com/ether-one-ps4-interview-lack-of-xbox-one-version-unreal-engine-4-dualshock-4-and-release-date#comments</comments>
		
		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Wed, 10 Dec 2014 07:50:04 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Ether One]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[White Paper Games]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=216687</guid>

					<description><![CDATA[Pete Bottomley on how Ether One is shaping up on the PlayStation 4.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">F</span>ollowing up on the PC release of Ether One back in March 2014, White Paper Games are now bringing it over to the PlayStation 4. The PlayStation 4 version will be benefited by an upgraded game engine which will now run on Unreal Engine 4. For those of you who are unaware about Ether One, it focuses on story exploration along with challenging environmental puzzles as players explore the world of Pinwheel.</p>
<p>GamingBolt recently caught up with White Paper Games&#8217; Pete Bottomley to check up on the progress of the PS4 version. Check out his answers below.</p>
<p><strong>What can you tell us about the porting process of Ether One on the PlayStation 4? How easy or challenging it was and how much time did you guys took for the port?</strong></p>
<p>The PlayStation 4 port is ongoing. We didn&#8217;t want to outsource the work to anther studio, we felt that if we were going to do it then we&#8217;d do it ourselves so it&#8217;s our main focus at the moment. We also made the choice to change engines, so it&#8217;s like building Ether One from the ground up again. We have all the art content in so far along with the more complex shaders such as water, skies etc along with the entire game being lit.</p>
<p>The gameplay is in a good place also and we&#8217;ve just finished the Harbour section (for anyone that&#8217;s already played). We&#8217;ve started playstesting the opening hour of the game and we hope to have half of the game in a good place by the end of October. Overall it&#8217;s a pretty fluid process switching from Unreal 3 to Unreal 4.</p>
<p><strong>Can you share tech details about the game’s engine in terms of number of simultaneous light sources, Parallax Occlusion Mapping etc?</strong></p>
<p>Ether One will be running on the Unreal 4 engine so that gives you an idea about the engine. The current released version of Ether One runs on the UDK version of Unreal 3.</p>
<p><iframe loading="lazy" src="//www.youtube.com/embed/aif06WGc_Oo" width="620" height="349" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
<p><p class='review-highlite' >
        "Sony contacted us first and were really excited about getting Ether One onto the platform. It feels like a good partnership and the whole PlayStation team has been great to work with. No one from Xbox has contacted us and none of the team are Xbox players so it wasn't really a consideration."   
      </p></p>
<p><strong>Ether One was critically acclaimed by several publications. Was there a specific reason why you guys are bringing it back again on the PlayStation 4?</strong></p>
<p>Our main aim is to get the game out to as many people as we can. It&#8217;s not easy to market a game like Ether One but we always get the same reaction when people have played it and invested a bit of time into it so releasing on the PS4 is really exciting for us. We also all grew up playing a lot of Playstation games so when Sony contacted us to develop for them it was a no brainer.</p>
<p><strong>What kind of changes are you doing for the PS4 version and how is it going to compare content wise against the PC version?</strong></p>
<p>The main change like I said is switching game engines so the lighting looks a lot different. We&#8217;re using the same colours but somehow it just looks a lot softer in UE4 which makes the game look great. We&#8217;ll also try to take advantage of some of the cool features of UE4 but we have to keep in mind the style and tone of Ether sowe don&#8217;t want anything to detract from that. We&#8217;re also going to be doing a re-release for PC players that have Ether One so we have to still keep PC specs in mind. We&#8217;re hoping to give the UE4 version of Ether One away for free for anyone that already owns the game.</p>
<p><strong>Can you let us know why Ether One is not coming on the Xbox One?</strong></p>
<p>There&#8217;s not really much to say. Sony contacted us first and were really excited about getting Ether One onto the platform. It feels like a good partnership and the whole PlayStation team has been great to work with. No one from Xbox has contacted us and none of the team are Xbox players so it wasn&#8217;t really a consideration.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/10/Ether-One.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-211917" src="https://gamingbolt.com/wp-content/uploads/2014/10/Ether-One.jpg" alt="Ether One" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/10/Ether-One.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/10/Ether-One-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "We will definitely be making use of interesting things on the DualShock 4 controller. Nothing is set in stone for Ether One yet as things are constantly changing but we have some cool ideas about how to utilise the features."   
      </p></p>
<p><strong>Is the PS4 version of Ether One going to run at 1080p and 60fps? What challenges are you facing to attain the same?</strong></p>
<p>It&#8217;s too early in the development to say for sure. Of course we&#8217;d love it running at that and we&#8217;ll do our best to squeeze the most out of the games performance but we can&#8217;t say for sure until we&#8217;ve done more tests.</p>
<p><strong>As someone who is developing the game on the PC and the PS4, what are your thoughts on the PS4’s GPU? Do you think with optimization and driver updates, it can rival high end GPUs?</strong></p>
<p>I honestly don&#8217;t know too much about the hardware side of things. My guess would be that since GPU&#8217;s are constantly being released and updated for PC&#8217;s, it&#8217;s only natural that they will outperform a PS4 at some point. I don&#8217;t think that really matters though. If you look at what Naughty Dog did with The Last of Us at the end of the PS3 generation it goes to show just how much you can squeeze out of a system with very clever people on your team!</p>
<p><strong>What are your thoughts on DualShock 4’s light bar feature? Is it a wasted potential? Furthermore are you using the touch pad in any way for Ether One?</strong></p>
<p>We will definitely be making use of interesting things on the DualShock 4 controller. Nothing is set in stone for Ether One yet as things are constantly changing but we have some cool ideas about how to utilise the features. I don&#8217;t think it&#8217;s necessarily a wasted potential, I think studios like Media Molecule will do some really interesting things with it. It really depends on the game and what type of experience you want people to have. If it&#8217;s an immersive game you don&#8217;t really want to pull people out of that world but when implemented well, they&#8217;re great fun!</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/12/ether-one-ps4.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-216689" src="https://gamingbolt.com/wp-content/uploads/2014/12/ether-one-ps4.jpg" alt="ether one ps4" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/12/ether-one-ps4.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/12/ether-one-ps4-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "We're just trying to find our feet with the next project mainly. We know what direction we want to go in and so we're doing lots of concepting at the moment."   
      </p></p>
<p><strong>Do we have a release date yet?</strong></p>
<p>There&#8217;s no release date for Ether One on PS4 yet. The PC version of Ether One is out now on Steam, GOG &amp; Humble. We expect the game to be finished early 2015 and then we need to discuss with Sony when a good time to release would be.</p>
<p><strong>Can you talk about what are you working on currently other than Ether One for the PS4?</strong></p>
<p>We&#8217;re just trying to find our feet with the next project mainly. We know what direction we want to go in and so we&#8217;re doing lots of concepting at the moment. A lot of ideas we have now probably won&#8217;t make it into the final game. It&#8217;s more about exploring where those ideas take us right now. I think the main thing is that we had never made a game before making Ether One so we never had any type of pre-production – it was just “lets make this game now”. So this time around we&#8217;re taking our time to have a solid idea about what the game is before we start making it.</p>
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		<title>PC GPUs Outperforming PS4 GPU Does Not Matter, The Last of Us PS3 is Proof of That</title>
		<link>https://gamingbolt.com/pc-gpus-outperforming-ps4-gpu-does-not-matter-the-last-of-us-ps3-is-proof-of-that</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sun, 26 Oct 2014 13:22:20 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Ether One]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[Naughty Dog]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[the last of us]]></category>
		<category><![CDATA[White Paper Games]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=212293</guid>

					<description><![CDATA[White Paper Games' Pete Bottomley speaks about making the best of a generation's hardware.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd.jpg"><img loading="lazy" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd.jpg" alt="ps4 amd" width="620" height="349" class="aligncenter size-full wp-image-170701" srcset="https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>In between all the debates about 1080p/60 FPS, which console is better than the other and PC GPUs, the importance of power over optimization is still a worthy topic. White Paper Games&#8217; Pete Bottomley, who is working on bringing Ether One to the PS4, recently spoke to GamingBolt about developing on Sony&#8217;s console versus working on the PC.</p>
<p>On being asked about his thoughts on the PS4&#8217;s GPU and whether it can rival high end PC GPUs with the proper optimization, Bottomley said, &#8220;I honestly don&#8217;t know too much about the hardware side of things. My guess would be that since GPU&#8217;s are constantly being released and updated for PC&#8217;s, it&#8217;s only natural that they will outperform a PS4 at some point. I don&#8217;t think that really matters though. </p>
<p>&#8220;If you look at what Naughty Dog did with The Last of Us at the end of the PS3 generation it goes to show just how much you can squeeze out of a system with very clever people on your team!&#8221;</p>
<p>It&#8217;s an interesting thought &#8211; one that&#8217;s been repeated ad nauseam in this generation. Namely, that power isn&#8217;t everything &#8211; it&#8217;s also about who wields it best and how. What are your thoughts? Let us know in the comments.</p>
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		<title>Dev Explains Why Ether One Is Not Coming On Xbox One, &#8216;None of the Team Are Xbox Players&#8217;</title>
		<link>https://gamingbolt.com/dev-explains-why-ether-one-is-not-coming-on-xbox-one-none-of-the-team-are-xbox-players</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 20 Oct 2014 14:34:05 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Ether One]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[White Paper Games]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=211916</guid>

					<description><![CDATA[Pete Bottomley's response: "There's not really much to say".]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2014/10/Ether-One.jpg"><img loading="lazy" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2014/10/Ether-One.jpg" alt="Ether One" width="620" height="349" class="aligncenter size-full wp-image-211917" srcset="https://gamingbolt.com/wp-content/uploads/2014/10/Ether-One.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/10/Ether-One-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>White Paper Games&#8217; Ether One may not be the most inventive new adventure game but it certainly incorporates an interesting approach, allowing you to do things the easier way or embark on a more difficult quest throughout. It will be heading to PS4 eventually though and making the jump to Unreal Engine 4 but will it ever come to the Xbox One?</p>
<p>We spoke to designer Pete Bottomley about the game&#8217;s absence on Xbox One, who replied that, &#8220;There&#8217;s not really much to say. Sony contacted us first and were really excited about getting Ether One onto the platform. </p>
<p>&#8220;It feels like a good partnership and the whole PlayStation team has been great to work with. No one from XBOX has contacted us and none of the team are XBOX players so it wasn&#8217;t really a consideration.&#8221;</p>
<p>What are your thoughts on Ether One heading to Xbox One? Let us know in the comments below.</p>
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