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	<title>xbox 360 &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Battlefield Hardline&#8217;s Console Run is Ending on May 22nd, PC Version Safe For Now</title>
		<link>https://gamingbolt.com/battlefield-hardlines-console-run-is-ending-on-may-22nd-pc-version-safe-for-now</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Tue, 24 Mar 2026 01:45:15 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Battlefield Hardline]]></category>
		<category><![CDATA[electronic arts]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=639816</guid>

					<description><![CDATA[It's the end of an era (sort of) for EA's take on the Battlefield formula, but you still have a couple of months to try it out.]]></description>
										<content:encoded><![CDATA[<p>Electronic Games is pulling the plug on <em>Battlefield Hardline</em>, a unique spin on the game&#8217;s formula that will be delisted from digital storefronts for the PlayStation and Xbox. You can still purchase it for PS4 and Xbox One until May 22, 2026. Online functionality will continue for another month and end on June 22nd.</p>
<p>The news was dropped in a tweet on the official <em>Battlefield </em>handle, and came with a glimmer of good news: the PC version of the game has managed to escape the fate of its console counterparts.</p>
<p>If you didn&#8217;t get the chance to try it out back in the day, now might be a good time to boot up your old consoles and give it a shot. We found it reasonably entertaining back in the day, and its take on good cops taking a stand against drug cartels was <a href="https://gamingbolt.com/battlefield-hardline-review-bad-boys-bad-boys">interesting enough</a> to warrant spending some time with its rather unorthodox gameplay loop.</p>
<p>In the meantime, <em>Battlefield 6</em> is still going strong, despite a significant drop in players following numerous issues. Season 2 is currently underway with a new map and weapons in multiplayer, while RedSec received a new point of interest. Head <a href="https://gamingbolt.com/battlefield-6-gets-new-map-weapons-redsec-gets-new-point-of-interest-in-season-2-nightfall-update">here</a> for all the details.</p>
<p>https://x.com/battlefieldcomm/status/2036110796921463224</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">639816</post-id>	</item>
		<item>
		<title>Todd Howard Has &#8220;Warmed Up&#8221; to Remasters, Praises Xbox Backwards Compatibility Team</title>
		<link>https://gamingbolt.com/fallout-3-director-has-warmed-up-to-remasters-praises-xbox-backwards-compatibility-team</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Mon, 23 Mar 2026 14:39:16 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[bethesda game studios]]></category>
		<category><![CDATA[Fallout 3]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[the elder scrolls 3: morrowind]]></category>
		<category><![CDATA[The Elder Scrolls 4: Oblivion]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=639787</guid>

					<description><![CDATA[However, being able to "play the original Oblivion," Morrowind, and Fallout 3 is also "great," said Bethesda's creative director.]]></description>
										<content:encoded><![CDATA[<p>While several recent rumors have indicated that a remaster of <em>Fallout 3</em> might be in the works, Bethesda Game Studios lead Todd Howard has revealed that his stance on the concept of remasters has softened over the years. In an interview with <a href="https://www.gamesradar.com/games/the-elder-scrolls/todd-howard-wanted-bethesdas-original-rpgs-to-be-playable-before-worrying-about-remasters-you-can-play-morrowind-you-can-play-fallout-3/" target="_blank" rel="noopener">GamesRadar</a>, he spoke about how he used to be quite against the idea. “For a long time I was a no, no, no,” he said. “That is a game of its age, let’s just make sure it runs.” Since then, however, he has “warmed up on remasters”.</p>
<p>He also praised the work that went into the backwards compatibility features of modern Xbox consoles, especially when it came to running titles like the original Xbox’s <em>The Elder Scrolls 3: Morrowind</em>, and Xbox 360’s <em>Fallout 3</em>. &#8220;They did an incredible job with backwards compatibility,&#8221; he said. “Right now, you can go and play the original <em>Oblivion</em>, you can play <em>Morrowind</em>, you can play <em>Fallout 3</em>. It&#8217;s backwards compatible, it&#8217;s 4k, and like, great.”</p>
<p>&#8220;So that to me was like, job number one – can you play them as they were?&#8221;</p>
<p>He also revealed that work on <em>The Elder Scrolls 4: Oblivion Remastered</em> started because the idea of remastering older Bethesda games “kept coming up.” The fact that there hadn’t been a new mainline entry in the fantasy RPG franchise since 2011’s <em>The Elder Scrolls 5: Skyrim</em> also likely proved to be enough motivation.</p>
<p>&#8220;Feeling like this also serves the <em>Elder Scrolls</em> audience that we hadn&#8217;t had this, this is good for that audience, and having a single player game and kind of this pocket of time. But there&#8217;s a million ways that that could have gone wrong,&#8221; he said.</p>
<p>As for the <em>Fallout</em> franchise, a report from last month has indicated that the team working on <em>Fallout 3</em>&#8216;s remaster is aiming for a <a href="https://gamingbolt.com/fallout-3-remaster-studio-is-aiming-for-same-level-of-polish-as-oblivion-remastered-rumor">similar level of polish and quality as <em>The Elder Scrolls 4: Oblivion Remastered</em></a>. “The game is still in active development, and I understand Bethesda is keen to ensure it’s as well polished as the surprise release of <em>The Elder Scrolls IV: Oblivion Remastered</em> last year,” wrote The Verge&#8217;s Tom Warren.</p>
<p>More recent reports have been adding more fuel to the fire when it comes to a remaster of <em>Fallout 3</em>. Earlier this month, a listing for new McFarlane toys indicated that <a href="https://gamingbolt.com/fallout-3-remaster-to-get-elite-edition-with-7-inch-power-armor-figurine-rumor">an &#8220;Elite Edition&#8221; for <em>Fallout 3 Remastered</em> was planned</a>. This edition would include a 7-inch-tall &#8220;T-45B Nuka Cola&#8221;. While few details were revealed, the name indicates that it might be a figure of power armor featuring a color palette based on the Nuka Cola brand.</p>
<p>Interestingly, a remaster of <em>Fallout 3</em> might involve more work than previously thought. Former Bethesda developer Bruce Nesmith spoke about this back in April 2025, noting that the project would <a href="https://gamingbolt.com/fallout-3-remaster-would-need-a-revamp-of-its-gun-combat-former-bethesda-designer">require a major revamp of the RPG&#8217;s gun-based combat</a>. He referred to <em>Fallout 3</em>&#8216;s gun combat as being &#8220;not good,&#8221; especially when compared to its contemporaries.</p>
<p>“[<em>Fallout 3</em> combat] didn’t hold up to shooters at the time,” Nesmith explained. “Also, it’s an RPG shooter; it’s not a run-and-gun shooter. But a lot of work was done on that for <em>Fallout 4</em>. So I anticipate seeing a lot of that work go into it, assuming they’re doing the same thing.”</p>
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		<title>The Wolf Among Us 2 Being Co-Developed by Trick Studio, Original Coming to PS5, Xbox Series X/S &#8211; Rumor</title>
		<link>https://gamingbolt.com/the-wolf-among-us-2-being-co-developed-by-trick-studio-original-coming-to-ps5-xbox-series-x-s-rumor</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Mon, 16 Mar 2026 16:02:51 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Rumors]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Telltale Games]]></category>
		<category><![CDATA[The Wolf Among Us]]></category>
		<category><![CDATA[the wolf among us 2]]></category>
		<category><![CDATA[Trick Studio]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=639301</guid>

					<description><![CDATA[Trick Studio is believed to be the likely candidate for this as the studio has previously worked on The Expanse: A Telltale Series.]]></description>
										<content:encoded><![CDATA[<p>Despite having officially been confirmed quite a few years ago, no real details about <em>The Wolf Among Us 2</em> have been revealed so far. Now, Spanish outlet <a href="https://pressover.news/noticias/the-wolf-among-us-2-se-esta-desarrollando-en-argentina-exclusivo/" target="_blank" rel="noopener">PressOver</a> has reported that the game is being co-developed by an Argentina-based studio. This studio has been noted as working on the project for an unconfirmed number of months.</p>
<p>Sources have indicated to PressOver that work on <em>The Wolf Among Us 2</em> had started &#8220;from scratch&#8221; (via machine translation) at the end of 2025, and that it will be officially unveiled later this year and released by 2027. Interestingly, the report has also noted that, leading up to the sequel&#8217;s release, the original <em>The Wolf Among Us</em> will be getting a release on PS5 and Xbox Series X/S. The title was originally released in 2013 across PC, PS3 and Xbox 360.</p>
<p>Mp1st has been able to further <a href="https://mp1st.com/news/report-the-wolf-among-us-current-gen-port-is-in-the-works" target="_blank" rel="noopener">corroborate the report</a>, and the publication claims to have new evidence of the remaster or port of <em>The Wolf Among Us</em>. This evidence comes in the form of photos showing off the development of the game, with strong indications that the studio—rumored to be Trick Studios—is working on familiar environments from the 2013 title, like the Business Office of Ichabod Crane. The photos are fairly blurry, and also include a menu screen that bears a striking resemblance to the one from the original release.</p>
<p>While these photos might be an indication that Trick Studio is making use of assets and ideas from <em>The Wolf Among Us</em> for work on the sequel, the fact that Telltale has previously confirmed that <a href="https://gamingbolt.com/the-wolf-among-us-2-has-switched-to-unreal-engine-5"><em>The Wolf Among Us 2</em> is being developed using Unreal Engine 5</a> makes this idea quite unlikely.</p>
<p>Another key piece of evidence of <em>The Wolf Among Us</em> coming to modern gaming consoles comes from the studio&#8217;s official website. While references to both projects have been removed since they were <a href="https://www.reddit.com/r/TheWolfAmongUs/comments/1rj0lo2/supposedly_the_wolf_among_us_2_is_being/o8mmv2c/" target="_blank" rel="noopener">discovered by Reddit users</a>, the older version of the website is thankfully still available through <a href="https://web.archive.org/web/20250324201231/https://trickgs.com/" target="_blank" rel="noopener">Archive.org</a>, and includes placeholder images for the sequel and the original.</p>
<p>The original developers behind The Last of Us have long-since left Telltale Games, having founded their own studio: AdHoc Studio. Co-founder Nick Herman had spoken about <em>The Wolf Among Us 2</em>, how the team had worked on it for a few years, and how no one at the studio <a href="https://gamingbolt.com/the-wolf-among-us-2s-original-development-studio-doesnt-know-whats-going-on-with-it">has any idea about its ultimate fate</a>.</p>
<p>“We wrote a season, Season Two,” explained Herman. “We think it’s better than Season One – and we were on Season One. And yeah, we’re really proud of it. We were doing tests. We were in cinematics and animation and stuff. And then basically they needed more time. “They weren’t… We weren’t running the project. It was Telltale we were doing it in partnership with. And we couldn’t wait around and do nothing, so we had to move on to Dispatch to keep the studio moving, and they needed to go their own way.”</p>
<p>“We’re looking forward to seeing what they do with it,” he continued. “I don’t know how much of our version of the script is going to make it into what they end up making. But if one day we were able to make the thing that we wrote and were in the middle of directing, we think people would love it. So, you know, good luck.”</p>
<p>Back in 2024, Telltale Games had also <a href="https://gamingbolt.com/the-wolf-among-us-2-is-not-cancelled-says-telltale">reaffirmed that <em>The Wolf Among Us 2</em> had not been cancelled</a>. In the meantime, The Wolf Among Us remains available to play on PC, PS4 and Xbox One. PS5 and Xbox series X/S can also play the title through backwards compatibility.</p>
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		<title>Microsoft Teases &#8220;Iconic&#8221; Xbox Games for Backwards Compatibility With &#8220;Entirely New Ways&#8221; to Play</title>
		<link>https://gamingbolt.com/microsoft-teases-iconic-xbox-games-for-backwards-compatibility-with-entirely-new-ways-to-play</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Thu, 12 Mar 2026 15:27:43 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=639088</guid>

					<description><![CDATA[While the company hasn't offered more details about this, it might be teasing the idea of Xbox and Xbox 360 games being playable on PC.]]></description>
										<content:encoded><![CDATA[<p>Back in December, Xbox&#8217;s at-the-time vice president of next generation and now vice president of Xbox Jason Ronald had spoken about the company&#8217;s plans to celebrate the 25th anniversary of Xbox with an <a href="https://gamingbolt.com/xboxs-plans-to-celebrate-25th-anniversary-hints-at-expanding-backwards-compatibility">expansion to backwards compatibility features</a>. As caught by The Verge&#8217;s Tom Warren, Ronald took to GDC to reveal that &#8220;some iconic games from the past&#8221; <a href="https://bsky.app/profile/tomwarren.co.uk/post/3mgsguldvsk2b" target="_blank" rel="noopener">will be playable this year</a>.</p>
<p>While he didn&#8217;t reveal too many details, Ronald did note that these games are going to be played &#8220;in entirely new ways.&#8221; While this could essentially mean anything, including cloud streaming, according to ResetEra user NateDrake, this could be a hint at classic Xbox games becoming playable on PC.</p>
<p>&#8220;As part of our 25th anniversary later this year, [the game preservation team] will release some iconic games from the past that are now going to be able to be played in entirely new ways,&#8221; said Ronald at GDC, accompanied by a slide showing off quite a few games. While this Game Preservation slide includes several multi-platform titles, one seemingly noteworthy inclusion is party game <em>Fuzion Frenzy</em>, which was originally released on Xbox in 2001 and has never been ported to other platforms.</p>
<p>NateDrake has <a href="https://www.resetera.com/threads/jason-ronald-the-game-preservation-team-will-release-some-iconic-games-from-the-past-that-are-going-to-be-played-in-entirely-new-ways-25th-anniv.1460014/#post-152436757" target="_blank" rel="noopener">indicated</a> that bringing old Xbox games to PC has been Microsoft&#8217;s goal for &#8220;over a year&#8221;. The company has seemingly been working on achieving this for quite some time. &#8220;I think I made a comment about it before; but MS back-compat team has wanted to bring &amp; make your OG Xbox and Xbox 360 digital library playable on PC.&#8221;</p>
<p>It is worth noting that, along with Xbox, Microsoft has also been <a href="https://gamingbolt.com/next-xbox-microsoft-reportedly-prepping-major-updates-for-windows-11-full-screen-experience">focusing on Windows as a gaming platform</a> for some time. We recently saw the results of some of these efforts with the Xbox Full Screen Experience on the ROG Xbox Ally and Xbox Ally X handheld systems. These improvements will also likely play a large role for the next-generation Xbox &#8211; codenamed Project Helix.</p>
<p>A report from back in October has indicated that Microsoft is trying to make Project Helix a hybrid machine that sits somewhere between PC and console. This means that, along with running new Xbox games, the machine will also <a href="https://gamingbolt.com/next-generation-xbox-console-will-be-priced-at-over-1000-rumour">seemingly be capable of running third-party stores</a>, like Steam or Epic Games Store. This also means that Microsoft can&#8217;t subsidize the cost of the machine, since it isn&#8217;t guaranteed money from game sales off its own digital store. The bill of materials of the system is also noted to be quite high, coming in at over $999.</p>
<p>At GDC, Ronald had also announced that the early versions of the Project Helix development kit would be <a href="https://gamingbolt.com/project-helix-alpha-dev-kits-shipping-in-2027-xbox-mode-coming-to-windows-11-next-month">sent out to developers next year</a>. The machine will allow studios to figure out its custom AMD chip, and how it works alongside software technologies like DirectX and FSR.</p>
<p>“Project Helix is powered by a custom AMD [system on chip] and co-designed for the next generation of DirectX and FSR to unlock what comes next,&#8221; he said. &#8220;It delivers an order of magnitude leap in ray tracing performance and capability, integrates intelligence directly into the graphics and compute pipeline, and drives meaningful gains in efficiency, scale, and visual ambition. The result is more realistic, immersive, and dynamic worlds for players.”</p>
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		<title>Iron Galaxy Studios Says Fallout: New Vegas Teaser Was &#8220;Just a BTS Look&#8221; at its Company Meeting</title>
		<link>https://gamingbolt.com/iron-galaxy-studios-says-fallout-new-vegas-teaser-was-just-a-bts-look-at-its-company-meeting</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Wed, 04 Mar 2026 13:10:54 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Bethesda]]></category>
		<category><![CDATA[fallout: new Vegas]]></category>
		<category><![CDATA[Iron Galaxy Studios]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[xbox 360]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=638525</guid>

					<description><![CDATA[While it didn't deny work on a Fallout project, the studio said that it uses the "PLEASE STAND BY" slide in its presentations often.]]></description>
										<content:encoded><![CDATA[<p>While a social media post by Iron Galaxy Studios may have whipped everyone into a frenzy by <a href="https://gamingbolt.com/fallout-new-vegas-remastered-is-being-developed-by-iron-galaxy-studios-rumor">indicating that it was working on a remaster of <em>Fallout: New Vegas</em></a>, the studio has now clarified that this was not an intended reaction. In a new post, Iron Galaxy Studios has instead referred to its previous tease as simply being a behind-the-scenes look at how it prepares for its company meeting.</p>
<p>The tease in question was a &#8220;PLEASE STAND BY&#8221; screen that looks like it was taken straight out of <em>Fallout: New Vegas</em>, complete with the orange color scheme. However, in its new post, the studio has noted that it has used the same slide for its presentations every month, and that it has no relation to any <em>Fallout</em> project that may or may not be in the works.</p>
<p>&#8220;Nope! There is nothing to see here,&#8221; wrote Iron Galaxy Studios. &#8220;Sorry to disturb the volcanoes, but that was just a BTS look at our company meeting. We use that slide every month and has nothing to do with anything <em>Fallout</em> being worked on. As you can imagine, we love <em>Fallout</em>, too. Now pardon us as we retreat back into our vault.&#8221;</p>
<p>It is worth noting that the studio has chosen its words quite carefully, however. It never outright denies that it might be working on <em>Fallout: New Vegas</em>. Rather, it is more focused on stating that the &#8220;PLEASE STAND BY&#8221; slide is one that it has often used for its presentations.</p>
<p><em>Fallout: New Vegas</em> was originally released back in 2010 on PC, PS3 and Xbox 360. Owing to the forward march of technology, only the PC version is playable for modern gamers, especially since its original release suffered from technical issues that would eventually be fixed by community-made mods. While Xbox players can still give it a shot thanks to backwards compatibility, there will be plenty of bugs and stability issues.</p>
<p>While the original tease may have simply been a case of a misunderstanding getting out of hand, the timing of <em>Fallout: New Vegas</em> director Josh Sawyer also posting on social media that “the time for posting has ended,” and “the time of making games is upon me,” still raises some eyebrows. However, this is still speculation, and until Bethesda makes an official announcement, remasters of <em>Fallout 3</em> and<em> New Vegas</em> are still simply rumors.</p>
<p>Just last month, creative director Todd Howard had referred to himself as being &#8220;<a href="https://gamingbolt.com/fallout-has-multiple-projects-in-the-works-reiterates-todd-howard-whos-sort-of-anti-remake">sort of anti-remake</a>,&#8221; noting that &#8220;I&#8217;ve softened on the whole remaster thing.&#8221; In an interview, he went on to say, &#8220;I respect the other [remakes] out there, but I really think the age of a game is part of what it is and its personality and what it represented when it came out.&#8221;</p>
<p>He went on to reiterate that Bethesda has &#8220;multiple&#8221; <em>Fallout</em> projects in development. However, he didn&#8217;t reveal any details on what these projects might be.</p>
<p>In the meantime, <em>Fallout 4: Anniversary Edition</em> was <a href="https://gamingbolt.com/fallout-4-anniversary-edition-makes-its-switch-2-debut-with-an-explosive-launch-trailer">recently released on Nintendo Switch 2</a>. The title includes the base game, along with all of the expansions that were released for it throughout its life, as well as more options through the Creation Club. Bethesda is also continuing its post-launch support for 2018’s <em>Fallout 76</em>, with a new free update—<a href="https://gamingbolt.com/fallout-76-introduces-bigfoot-in-next-update-out-on-march-3rd-reveals-season-25-roadmap">The Backwoods</a>—having just come out.</p>


<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<div class="embed-twitter"><blockquote class="twitter-tweet" data-width="500" data-dnt="true"><p lang="en" dir="ltr">Nope! There is nothing to see here. Sorry to disturb the volcanoes, but that was just a BTS look at our company meeting. We use that slide every month and has nothing to do with anything Fallout being worked on. As you can imagine, we love Fallout, too. Now pardon us as we… <a href="https://t.co/izbzuNUp0w">https://t.co/izbzuNUp0w</a></p>&mdash; Iron Galaxy Studios (@IronGalaxy) <a href="https://twitter.com/IronGalaxy/status/2028912389345730717?ref_src=twsrc%5Etfw">March 3, 2026</a></blockquote><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></div>
</div></figure>
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		<title>Fallout: New Vegas Remastered is Being Developed by Iron Galaxy Studios &#8211; Rumor</title>
		<link>https://gamingbolt.com/fallout-new-vegas-remastered-is-being-developed-by-iron-galaxy-studios-rumor</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 03 Mar 2026 11:46:44 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Rumors]]></category>
		<category><![CDATA[Bethesda]]></category>
		<category><![CDATA[fallout: new Vegas]]></category>
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					<description><![CDATA[A social media post also indicates that the original director for Fallout: New Vegas, Josh Sawyer, might be involved with the remaster.]]></description>
										<content:encoded><![CDATA[<p>While many reports have been swimming around of Bethesda working on a remaster of <em>Fallout 3</em> in <a href="https://gamingbolt.com/fallout-3-remaster-studio-is-aiming-for-same-level-of-polish-as-oblivion-remastered-rumor">the vein of last year&#8217;s <em>The Elder Scrolls 4: Oblivion Remastered</em></a>, it looks like a similar one for <em>Fallout: New Vegas</em> is also in the works. In a recent social media post, Iron Galaxy Studios posted a picture teasing an incoming announcement with the &#8220;PLEASE STAND BY&#8221; screen we often get for the start of a <em>Fallout</em> trailer. The color scheme of the notice is what makes <em>Fallout: New Vegas</em> the likely candidate for the tease.</p>
<p>&#8220;Today&#8217;s our February company meeting,&#8221; wrote Iron Galaxy Studios last week. &#8220;It&#8217;s time to catch up with what the company&#8217;s been up to and what&#8217;s coming up next for IG.&#8221; This post was followed up by Josh Sawyer—the director for the original <em>Fallout: New Vegas</em>—with his own social media post about how &#8220;the time for posting has ended,&#8221; and &#8220;the time of making games is upon me.&#8221;</p>
<p>It certainly helps that Iron Galaxy Studios is no stranger to working with Bethesda in some form or another. This includes its work on the Nintendo Switch port for <em>The Elder Scrolls 5: Skyrim</em> from, as well as the PC VR ports for <em>Skyrim</em> and <em>Fallout 4</em> in 2017. The studio has also worked on <em>Fallout 76</em>, supporting Bethesda Game Studios in the development and post-launch support for the multiplayer game.</p>
<p>As for why Iron Galaxy&#8217;s tease is more likely to be related to <em>Fallout: New Vegas</em> rather than a brand new project, a similar orange color scheme was used throughout the 2010 open-world RPG, especially thanks to the fact that it used the Mojave Wasteland—set in the same location as the Mojave Desert in the real world—as its primary setting. This, along with the timing of Sawyer’s post, serves as a strong indicator that we might be getting close to an official <em>Fallout: New Vegas</em> reveal. While <em>Fallout 3</em>&#8216;s remaster might also be in the works, it is unlikely to be a part of this tease since its primary color scheme uses green.</p>
<p>Since the release of <em>Fallout: New Vegas</em> and its DLC, Sawyer has worked on three major projects—<em>Pillars of Eternity</em>, <a href="https://gamingbolt.com/pillars-of-eternity-2-deadfire-review"><em>Pillars of Eternity 2: Deadfire</em></a>, and <a href="https://gamingbolt.com/pentiment-review-a-decent-time-but-not-everyones-cup-of-tea"><em>Pentiment</em></a>.</p>
<p>The <em>Fallout</em> series has seen <a href="https://gamingbolt.com/fallout-4-3-and-new-vegas-are-enjoying-significant-boosts-in-player-engagement-on-steam">renewed interest from the fandom</a> thanks to the success of Amazon&#8217;s live-action adaptation of the franchise. While just about every mainline entry in the series is beloved to some degree, <em>Fallout: New Vegas</em> in particular has been considered to be among the best in the franchise thanks to its strong writing and well-developed characters.</p>
<p><em>Fallout: New Vegas</em> puts players in the shoes of a courier for the Mojave Express who, while out on a delivery, is ambushed by a mysterious man in a checked coat and his thugs. Ultimately, the protagonist is shot in the head and left for dead in a shallow grave. However, a friendly cowboy robot manages to save you, and with the help of a local doctor, gets you back on your feet. It is now up to you to figure out who ambushed you, how you can get the stolen package back, and how you can finish your delivery.</p>
<blockquote class="bluesky-embed" data-bluesky-uri="at://did:plc:xr6ep25ckewo5e5lae5zvepi/app.bsky.feed.post/3mfs3hfokk22d" data-bluesky-cid="bafyreifxlqwg7jl2xmzxcaxtp5oe4hntxnzgmz2r4ljgcrhg5nalyoavru">
<p lang="en">Today’s our February company meeting. It’s time to catch up with what the company’s been up to and what’s coming up next for IG.</p>
<p>&mdash; <a href="https://bsky.app/profile/did:plc:xr6ep25ckewo5e5lae5zvepi?ref_src=embed">Iron Galaxy Studios (@irongalaxystudios.com)</a> <a href="https://bsky.app/profile/did:plc:xr6ep25ckewo5e5lae5zvepi/post/3mfs3hfokk22d?ref_src=embed">2026-02-26T20:56:28.220Z</a></p></blockquote>
<p><script async src="https://embed.bsky.app/static/embed.js" charset="utf-8"></script></p>
<blockquote class="bluesky-embed" data-bluesky-uri="at://did:plc:p7l4zzjj4r3zkqlsnfdymrjl/app.bsky.feed.post/3mfrjwl7g2s2r" data-bluesky-cid="bafyreihtnsv5bdtt2kjue4puxelgbpvjhvxzen6sbnhpdjnohmfuisbcba">
<p lang="en">the time for posting has endedthe time of making games is upon me</p>
<p>&mdash; <a href="https://bsky.app/profile/did:plc:p7l4zzjj4r3zkqlsnfdymrjl?ref_src=embed">Josh Sawyer (@jesawyer.bsky.social)</a> <a href="https://bsky.app/profile/did:plc:p7l4zzjj4r3zkqlsnfdymrjl/post/3mfrjwl7g2s2r?ref_src=embed">2026-02-26T15:42:49.853Z</a></p></blockquote>
<p><script async src="https://embed.bsky.app/static/embed.js" charset="utf-8"></script></p>
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		<title>Assassin&#8217;s Creed 3, Far Cry 4 Creative Director Believes Ubisoft is &#8220;Allergic&#8221; to Making New Games</title>
		<link>https://gamingbolt.com/assassins-creed-3-far-cry-4-creative-director-believes-ubisoft-is-allergic-to-making-new-games</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Thu, 26 Feb 2026 16:07:56 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=638064</guid>

					<description><![CDATA[He acknowledged that Ubisoft always made sequels. However, the company used to balance it out by also releasing brand new games.]]></description>
										<content:encoded><![CDATA[<p>Alex Hutchinson, known for his work as creative director on <em>Far Cry 4</em> and<em> Assassin&#8217;s Creed 3</em> believes that Ubisoft might have grown &#8220;very allergic&#8221; to making brand new games. In an interview with <a href="https://www.pcgamer.com/games/assassins-creed/former-assassins-creed-and-far-cry-director-says-ubisoft-became-very-allergic-to-new-games-which-contributed-to-a-talent-drain/" target="_blank" rel="noopener">PCGamer</a>, he spoke about leaving Ubisoft in 2017, as well as the general talent drain that has affected the company.</p>
<p>&#8220;It&#8217;s a shame. I think a bunch of things happened,&#8221; he said. &#8220;The style of development we pioneered was being able to manage big teams by letting them be individual groups with ownership of their own thing, to allow us to make bigger games faster. But then I think with the recent boom, there&#8217;s been a weird five year boom in private equity and investment from people which we hadn&#8217;t seen before ever. So a lot of senior people left Ubisoft and started studios or splintered off. So there was this talent drain that went out.&#8221;</p>
<p>The departure of talented employees, along with the generally massive size of Ubisoft&#8217;s development teams all contributed to Ubisoft&#8217;s current state, according to Hutchinson. He noted that, with a team of 800 people, it becomes difficult to manage everyone. The pandemic-era work-from-home culture also played a role, he said, leading to junior developers not being able to learn and not asking questions.</p>
<p>&#8220;If you have a team of 800 people, it&#8217;s really hard to manage, even if they&#8217;re in the same building,&#8221; he said. &#8220;If they&#8217;re not coming to work, how do you police them? How do you make sure what&#8217;s going on is going on? And then juniors don&#8217;t learn because they like working from home, and they don&#8217;t like asking questions. So I think they lost that momentum as well.&#8221;</p>
<p>As for the lack of new IP, Hutchinson noted that, while Ubisoft still released several sequels, it also made new games that would explore fresh ideas. This, however, has been toned down quite a bit, leading to cancellations.</p>
<p>&#8220;They always had a history of sequelizing the franchises, but also having a couple of new things coming along. They became very allergic to the new things, and so they killed a bunch of our ideas, like when I was working on <em>Pioneer</em>. They had nothing new to come through.&#8221;</p>
<p>Hutchinson is describing a planned sci-fi game, <em>Pioneer</em>, that was meant to focus on exploration rather than featuring too much combat. The game was even teased in 2016&#8217;s <em>Watch Dogs 2</em>. Unfortunately, it never saw the light of day. While Hutchinson was taken off the project back in 2016, its <a href="https://gamingbolt.com/ubisofts-new-science-fiction-ip-pioneer-has-been-cancelled">eventual cancellation would come in 2019</a>.</p>
<p>Hutchinson had also <a href="https://gamingbolt.com/skull-and-bones-development-time-was-bizarre-says-assassins-creed-3s-former-creative-director">spoken about the long development time for <em>Skull and Bones</em></a>, despite the core sailing and naval combat mechanics being designed for 2012&#8217;s <em>Assassin&#8217;s Creed 3</em>. He said that it was “bizarre to see essentially the same stuff re-shipping 14 years after we made it.” Ultimately, he believes the title took too long to develop due to the fact that the team working on it—Ubisoft Singapore—simply lacked the experience needed to make a multiplayer version of <em>Assassin&#8217;s Creed 4: Black Flag</em>.</p>
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		<title>Skull and Bones Development Time Was &#8220;Bizarre&#8221;, Says Assassin&#8217;s Creed 3&#8217;s Former Creative Director</title>
		<link>https://gamingbolt.com/skull-and-bones-development-time-was-bizarre-says-assassins-creed-3s-former-creative-director</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Wed, 25 Feb 2026 15:01:20 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=637962</guid>

					<description><![CDATA[Alex Hutchinson believes Ubisoft Singapore lacked the experience to "make Black Flag crossed with World of Tanks or World of Warships".]]></description>
										<content:encoded><![CDATA[<p>While sailing made its first appearance in the <em>Assassin&#8217;s Creed</em> franchise with the release of <em>Assassin&#8217;s Creed 3</em> in 2012, Ubisoft still ended up needing quite a bit of time with the development of <a href="https://gamingbolt.com/skull-and-bones-what-went-wrong">multiplayer pirate game <em>Skull and Bones</em></a>. In an interview with <a href="https://www.pcgamer.com/games/assassins-creed/the-director-of-the-first-assassins-creed-with-naval-battles-found-it-bizarre-to-watch-skull-and-bones-agonisingly-long-development-because-it-was-essentially-the-same-stuff-re-shipping-14-years-after-we-made-it/" target="_blank" rel="noopener">PCGamer</a>, former creative director on <em>Assassin&#8217;s Creed 3</em>, Alex Hutchinson, said that it was &#8220;bizarre to see essentially the same stuff re-shipping 14 years after we made it.&#8221;</p>
<p>He noted that the long development time for <em>Skull and Bones</em> likely came down to the fact that its studio, Ubisoft Singapore, lacked the development experience required to work on the mechanic at that scale. Founded in 2008, Ubisoft Singapore was largely a support studio for other teams, having helped in the development of titles like <em>Assassin’s Creed 2</em> and onwards.</p>
<p>&#8220;Ideas have a window, and that&#8217;s another reason we&#8217;re trying to do things faster this time,&#8221; said Hutchinson. &#8220;They age out and become stale. I think the team was junior. They were trying to essentially make <em>Black Flag</em> crossed with <em>World of Tanks</em> or <em>World of Warships</em>. But I don&#8217;t think they had experience in that. And then they didn&#8217;t really have experience in making even an <em>Assassin&#8217;s Creed</em> game down there, because they really did co-development. And then I think it just got away from them.&#8221;</p>
<p>Hutchinson went on to describe the excursions that French and Canadian Ubisoft employees would have to go on to provide in-person support at Ubisoft Singapore as year-long vacations. He believes that this attitude ultimately resulted in the lack of a growing talent pool at the studio, describing these employees as not being serious about its growth.</p>
<p>&#8220;For a lot of the French or Canadian developers, they would go down to Singapore for a year&#8217;s holiday,&#8221; he said. &#8220;They weren&#8217;t going down there to make that studio huge. They were like, &#8216;Oh, that&#8217;d be fun to work for a year in Singapore.&#8217; I don&#8217;t think they were serious. And you couldn&#8217;t get as many people, the talent pool just wasn&#8217;t deep enough.&#8221;</p>
<p><em>Skull and Bones</em> was announced all the way back in 2017. It would go on to have an lengthy development cycle before ultimately coming out in February 2024. While it was originally believed to be a multiplayer-focused take on the sailing and naval combat mechanics from <em>Assassin&#8217;s Creed 4: Black Flag</em>, reports at the time indicated that it had gone through many changes in direction and scope. One report has indicated that development originally started in 2013 as an expansion to <em>Black Flag</em>.</p>
<p>The launch of <em>Skull and Bones</em> was ultimately met with a lukewarm reception, with many noting that it offered a bland gameplay experience. The fact that Ubisoft CEO Yves Guillemot had referred to the game as being a <a href="https://gamingbolt.com/skull-and-bones-is-a-quadruple-a-release-that-justifies-70-price-tag-ubisoft-ceo">quadruple-A release</a> certainly didn&#8217;t help matters.</p>
<p>“You will see that <em>Skull and Bones</em> is a fully-fledged game,” he said in his attempts to defend its $70 price tag. “It’s a very big game, and we feel that people will really see how vast and complete that game is. It’s a really full, triple… quadruple-A game, that will deliver in the long run.”</p>
<p><em>Skull and Bones</em> is available on PC, PS5 and Xbox Series X/S.</p>
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		<title>Resident Evil’s Scariest Stalkers Ranked (Least to Most Deadly)</title>
		<link>https://gamingbolt.com/resident-evils-scariest-stalkers-ranked-least-to-most-deadly</link>
		
		<dc:creator><![CDATA[Stuart Glover]]></dc:creator>
		<pubDate>Fri, 20 Feb 2026 12:11:09 +0000</pubDate>
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					<description><![CDATA[From scripted terrors to relentless hunters, we rank every one of Resident Evil’s stalkers by how effectively they pursue you.]]></description>
										<content:encoded><![CDATA[<p><em><span class="bigchar">R</span>esident Evil</em> thrives on tension, through dimly-lit corridors, ammo scarcity, and a rarity of health-restoring herbs. Foreboding is the series’ lifeblood, yet nothing unsettles the balance quite like the franchise’s gauntlet of stalking pursuers. These assailants aren’t just boss fights. No – a true <em>Resident Evil</em> pursuer actively hunts you, often unkillable – or effectively so – during its chase phase. Intruding on exploration, they devolve navigation into something disruptive, aggravating, and hostile.</p>
<p>From early experiments to genre-defining designs, here are <em>Resident Evil’s</em> most notable pursuers, ranked from least to most effective.</p>
<p><strong>9. Lisa Trevor — <em>Resident Evil (2002)</em></strong></p>
<p><iframe title="Resident Evil’s Most Terrifying STALKERS, Ranked From Least To Most Effective" width="500" height="281" src="https://www.youtube.com/embed/s-XHuWTnKNQ?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>Unlike <em>Resident Evil’s</em> usual stalkers, Lisa Trevor is more of a psychological intrusion. Unable to be killed by conventional means, instead she forces your retreat across numerous locations within the Arklay Mountains and Spencer Mansion catacombs in <em>Resident Evil</em> <em>Remake</em>. Her <em>2002 </em>debut expands the original <em>RE’s</em> story with gut-wrenching tragedy, positioning her, unusually in <em>RE</em> stalker lore, as a victim more than a villain. See, after decades of experimentation, Lisa is left feral and heartbroken, your final meeting being less a boss encounter and more a mercy mission. She’ll appear again for Albert Wesker in <em>Resident Evil Chronicles</em> where her death is played out, although outsider theories suggest <em>Resident Evil Requiem’s</em> wall-scrambling shambler is none-other than Lisa herself.</p>
<p><strong>8. Morpheus — <em>Resident Evil: Dead Aim</em></strong></p>
<p>While not as mechanically sophisticated as the <em>RE</em> pursuers that come chronologically earlier, Morpheus in <em>Resident Evil: Dead Aim</em> was an early example of the series’ willingness to embrace theatricality and flamboyance, particularly in its antagonists. The stalker in this lightgun-gimmicked spin-off is made all-the-more memorable by their narcissistic pursuit of physical perfection, staving death by injecting the experimental T+G-Virus – transforming into the towering, electro-magnetic powered Tyrant who proved impossible to kill via conventional weaponry during select segments. In these pursuer phases, they actively hunt you through interconnected ship compartments, creating a sense of sustained pressure which later entries would iterate on.</p>
<p><strong>7. Axe Man / Tyrant R — <em>Resident Evil Outbreak: File #2 </em></strong></p>
<p><em>Outbreak File #2’s</em> “scenario-based” structure birthed a handful of persistent, yet unkillable threats. For one, the zoo-based “Wild Things” scenario challenges you to outfox a leaping zombie lion that is impervious to gunfire. But, elsewhere, Axe Man is much more persistent; the pursuer of the “Flashback” scenario chases you throughout the hospital section. He can’t be killed outright, but you can retaliate just enough for him to back off before reappearing. Then, appearing in “The End of The Road” scenario to roundhouse kick you is Tyrant R – the final form of the mass-produced, “Mr X”-type Tyrant. Tyrant R produces the game’s biggest stress, swinging its talons and jagged edges, bringing your escape from Raccoon City’s annihilation down to the wire.</p>
<p><strong>6. Thanatos / Thanatos-R — <em>Resident Evil Outbreak</em></strong></p>
<p>Thanatos – and, after having one arm blown off and the other mutilated, Thanatos-R – is a unique specimen among the battery of Tyrants that Umbrella released into Raccoon City the night of its downfall. Bioengineered by rogue scientist Greg Mueller, Thanatos never turns on its creator (insubordination problems were typical of the other Tyrants), but goes rampaging on his order. Again, your bullets will bounce, but this guy can at least be incapacitated by electric cables. The final showdown with Thanatos-R is a tighter, seemingly inescapable arena. Just as well there’s a crashed army supplies truck with a rocket launcher in the corner. It’s a predictable outcome for what – in another <em>Resident Evil</em> game – would have been a stellar pursuer.</p>
<p><strong>5. Lady Dimitrescu — <em>Resident Evil Village</em> </strong></p>
<p>What were we saying about theatricality and flamboyance? Few <em>Resident Evil</em> villains cultivate a following quite like Lady D. Her operatic silhouette, her bellowing command, her claws; she’s simply unforgettable. Yet, as a stalker-type presence ranked within the gamut of <em>RE’s</em> stalker-type presences, she’s middling. Sure, <em>Village’s</em> Castle Dimitrescu section is exquisitely designed and paced, and for brief moments the Lady’s presence punches with unstoppable force, but mechanically her patrols, speed, and logic become predictable. Alas, somewhere along the way Lady Dimitrescu loses her intensity, making the fear she instilled an aesthetic memory rather than being the truly disruptive, hostile encounter we expected at her intro.</p>
<p><strong>4. Verdugo – <em>Resident Evil 4 Remake (2023)</em></strong></p>
<p>While not a traditional, <em>Resident Evil</em> stalker-type, before entering into a direct fight Verdugo patiently shadows you, emerging from vents, swiping its tail, and resisting any damage you throw at it. This segment is brief, but it’s masterfully executed; distilling stalker design to its purest form, showing that sustaining pressure in tight spaces while denying safe escape truly is the most effective way to hair-raising tension.</p>
<p><strong>3. Ustanak — <em>Resident Evil 6</em></strong></p>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-431710" src="https://gamingbolt.com/wp-content/uploads/2020/02/ustanak-1024x576.jpg" alt="ustanak" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2020/02/ustanak-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/02/ustanak-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/02/ustanak-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/02/ustanak.jpg 1280w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>Arguably the most aggressive pursuer throughout the entire franchise, Ustanak tracks Jake and Sherry across multiple timezones in <em>Resident Evil 6’s</em> explosive campaign. His encounters make for a rare bright spot in the uneven sixth entry, from the warehouse ambush to the relentless subterranean cave pursuit, all via a mid-air, chopper-to-chopper gunshow – one thing you can’t accuse Ustanak of is dropping momentum. Even through some of the game design’s more repetitive segments – the one-after-another valve doors, for instance – there’s palpable tension, with Ustanak pounding behind every slammed door. In a <em>Resident Evil</em> game which struggles to maintain a sense of foreboding, Ustanak briefly restores it through his predatory intent.</p>
<p><strong>Jack Baker — <em>Resident Evil 7</em></strong></p>
<p>Jack Baker is terrifying in a different way – he feels like someone you could know. He’s crude, vulgar, and violent, yes, but he doesn’t feel like a monster. His presence is all-the-more disturbing by his gleefulness, like he takes pleasure in hounding intruders with a shovel. His sequences are masterful representations of that thing <em>Resident Evil</em> does so well – you know, the caustic cut between tension and relief. You think you’ve given him the slip: BOOM, he charges through a plasterboard wall. There’s genuine unpredictability here which, given <em>RE7</em> preceded <em>RE2 Remake’s</em> Mr X by two years, many players weren’t used to or didn’t know how to react with free-roaming stalker behaviour. If only Jack was in the game more.</p>
<p><strong>2. Nemesis — <em>Resident Evil 3: Nemesis</em></strong></p>
<p>The original <em>Nemesis</em> was a watershed moment for survival horror. Now there was a threat that could appear at any moment, pursue you across multiple areas, even follow you between rooms. Crucially, while the key <em>RE</em> ingredients outlined earlier – the dim lights, scarce resources, tiptoeing exploration – still provide an illusion of safety; even just a modicum, especially when assessed with footsteps or whatever other sounds are scratching in the dark, none of this exists with <em>Nemesis</em>. The illusion is shattered. <em>Nemesis</em> re-wrote the survival rulebook, his sudden entrances forced meaningful split-second decision-making that weaponised itself in-game and across multiple titles that followed. True, compared to modern standards his sequences are probably best remembered than relived, but for historical significance the original <em>Nemesis</em> is hard to beat.</p>
<p><strong>1. Mr. X (T-00) — <em>Resident Evil 2 (2019)</em></strong></p>
<p><img decoding="async" class="aligncenter wp-image-384417" src="https://gamingbolt.com/wp-content/uploads/2019/01/resident-evil-2-image-1-1024x576.jpg" alt="resident evil 2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2019/01/resident-evil-2-image-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2019/01/resident-evil-2-image-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/01/resident-evil-2-image-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/01/resident-evil-2-image-1.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>Mr. X is the definitive <em>Resident Evil</em> pursuer, ticking all the boxes we outlined already, and then some. He takes the blueprint <em>Nemesis</em> established twenty-years earlier, and evolves it to terrifying effect: he forces you to rethink navigation, to question which route you’re going to take; he demands you manage your resources, identify safe rooms, check the volume of your footsteps and door closes. His RCPD arrival is less about being a new enemy to evade, and more an omnipotent presence that has taken over. You can hear his ominous footsteps echoing throughout the station as he marauds from door-to-door, searching for you, Leon, Claire, anyone and any survivor; relentlessly, ruthlessly, unstoppable.</p>
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		<title>Metal Gear Solid 4 and Peace Walker Have Been Delisted From the PS3 Store</title>
		<link>https://gamingbolt.com/metal-gear-solid-4-and-peace-walker-have-been-taken-down-from-ps3-store</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 17 Feb 2026 12:03:23 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[konami]]></category>
		<category><![CDATA[Metal Gear Solid 4: Guns of the Patriots]]></category>
		<category><![CDATA[Metal Gear Solid: Master Collection Vol. 2]]></category>
		<category><![CDATA[Metal Gear Solid: Peace Walker]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=637358</guid>

					<description><![CDATA[Xbox users have also noticed that Peace Walker HD, playable through backwards compatibility, has been taken down from the Microsoft Store.]]></description>
										<content:encoded><![CDATA[<p>Days after having <a href="https://gamingbolt.com/metal-gear-solid-master-collection-vol-2-out-on-august-27th-includes-metal-gear-solid-4-and-peace-walker">officially confirmed the upcoming release of <em>Metal Gear Solid: Master Collection Vol. 2</em></a>, Konami has seemingly decided to take older versions of the two major titles of the bundle—<em>Metal Gear Solid: Peace Walker</em> and <em>Metal Gear Solid 4: Guns of the Patriots</em>—down from online stores. Both titles were still available on the PlayStation Store for PS3 users, but have been taken down, as spotted by <a href="https://www.reddit.com/r/PS3/comments/1r6o33l/konami_have_delisted_the_psn_versions_of_metal/" target="_blank" rel="noopener">Reddit user Odd-Ticket-6577</a>.</p>
<p>Interestingly, Xbox users have also noticed <em>Peace Walker HD</em> being taken down from the Microsoft Store. The title was available on Xbox consoles through backwards compatibility thanks to the Xbox 360 release of <em>Metal Gear Solid HD Collection</em>, which included <em>Metal Gear Solid 2: Sons of Liberty</em>, <em>Metal Gear Solid 3: Subsistence </em>(and by extension, <em>Metal Gear</em> and <em>Metal Gear 2: Solid Snake</em>), and <em>Metal Gear Solid: Peace Walker</em>.</p>
<p><em>Metal Gear Solid: Master Collection Vol. 2</em> was unveiled last week, and will essentially fill out the empty spots of the canon games that remained unplayable on modern hardware. Along with the two games, <em>Metal Gear: Ghost Babel</em> will also be playable on consoles after having spent more than two decades exclusively available on Game Boy Color.</p>
<p><em>Metal Gear Solid: Master Collection Vol. 2</em> will be coming to PC, PS5, Xbox Series X/S, Nintendo Switch and the Switch 2, and is slated for release on August 27th.</p>
<p>The Steam listing for the collection has revealed the kind of hardware that PC players will need for the title, and most surprising in this is the fact that <a href="https://gamingbolt.com/metal-gear-solid-master-collection-vol-2-requires-windows-11-and-16-gb-ram-minimum-on-pc">it requires a minimum of 16 GB RAM</a>. Since <em>Metal Gear Solid 4: Guns of the Patriots</em> was made for PS3—a console with 512 MB of RAM—and <em>Peace Walker</em> was made for PSP —a handheld with either 32 MB or 64 MB of RAM depending on the hardware revision—the relatively higher RAM requirements might indicate the level of extra visual polish we might see.</p>
<p>The idea that the games are simply running through emulation rather than being fully ported to modern platforms also has some merit, which could go on to explain the hardware requirements since emulation software also tends to have its own hardware overhead requirements, especially in terms of processing speeds and memory.</p>
<p>Konami has also confirmed that, while <em>Metal Gear Solid 4</em> won&#8217;t be getting back its multiplayer <em>Metal Gear Online</em> mode, the online co-op mode for <em>Peace Walker</em> <a href="https://gamingbolt.com/metal-gear-solid-peace-walker-retains-its-multiplayer-modes-in-master-collection-vol-2">will be kept intact for the <em>Master Collection Vol. 2</em> release</a>. This is great for the latter since it features many optional missions structured like <em>Monster Hunter</em>&#8216;s quests. However, Konami hasn&#8217;t yet confirmed whether or not we will see the <em>Monster Hunter</em> collaboration missions make it into the <em>Master Collection Vol. 2</em> release, which involved hunting down a Rathalos, among other things.</p>
<p>Both <em>Metal Gear Solid 4</em> and <em>Peace Walker</em> fill out important gaps in the overarching story of the franchise. While the former marks the end of Solid Snake&#8217;s story, closing off all loose plot threads by its climax, the latter gives us a greater glimpse at how <em>Metal Gear Solid 3</em> protagonist Naked Snake would continue his transformation into Big Boss, with its ending and final boss fight directly leading into the events of <em>Metal Gear Solid 5: Ground Zeroes</em>.</p>
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