Tag: games

  • A Gentlemens Interview – Blast Furnace Games

    A Gentlemens Interview – Blast Furnace Games

    Check Out The Full Review Below!

    Huge Thanks To Hydrorane for taking the time to talk with me!

    For those hearing about A Gentlemens Dispute for the first time, how would you describe it in your own words?

    I’d say A Gentlemen’s Dispute is a physics party brawler with elements of conventional party fighting games and roguelike power scaling, with the ability to use the upgrades each round to make a ‘build’ for yourself. Ultimately it mixes the classic physics party brawler formula with tighter controls that allow a surprising amount of depth (combos, tech) that is meant to be fun to play and watch regardless of how seriously you are taking it. And of course in the later rounds you get the insane visuals of throwing tens of grenades or hundreds of traps at once that is really unique to this game.

    What inspired the concept and unique style behind the game?

    Originally the game was created during the Global Game Jam 2024, where the prompt was ‘Make Me Laugh’. The original idea was a worms-like game where you took turns as distinguished gentlemen, walking up to each other and hitting each other with bats and various objects. It was the contrast of the gentlemenly concept of taking turns in a duel with the visual of a dude in a tux wailing on an another dude with a baseball bat and sending him flying as a ragdoll.

    Were there any particular challenges in bringing A Gentlemen’s Dispute to life that surprised you?

    There were an enormous amount of challenges in A Gentlemen’s Dispute, none of which were anticipated when we first set out to make it. Honestly if I could go back in time, knowing how hard it is but not knowing whether we could accomplish it, I’m not sure I would have recommended the idea to my past self. The idea of having our studios first title be a PvP online game with complex physics interactions and scaling upgrades was a bit insane. By far the hardest part was making the physics and the netcode work together with performance, since detailed physics, good netcode, and good performance are a delicate balance that even AAA studios struggle with. If the concept was only slightly different (no ragdolls or no scaling perks) it would be dramatically easier, but I also think it wouldn’t have quite the same magic to it, and although it definitely cost me some gray hairs, I’m really proud of how it ended up.

    What part of development has been the most fun for you so far?

    I think just being able to pick up and play the game as a team each day has been the most fun part for us. It always lifts our spirits when we have a hard couple of days and we playtest and we’re like ‘hey, this game we made is actually pretty fun’. Especially playing with the community in our discord has been a blast. For me personally my favorite part as a developer has been making all the complex interactions work together. Like being able to stick a mine to a possessed prop and float it over to someone, reflecting a rocket back at someone with a slap, or leaping into the ocean and hitting teleswap right before you hit the ground. Seeing that stuff work in real time is awesome.

    Do you see A Gentlemen’s Dispute as more of a quick, casual play experience, or something players will dive deeper into, with, let’s say, a competitive mode or ranking system?

    I see A Gentlemen’s Dispute as very similar to something like Smash bros in being something you can pick and play with your friends quickly, without needing to pvp someone online or try really hard to have fun. I think that will be the primary audience for the game. But we’ve put a lot of work into the depth of the game and people can get really, really good at it (we’ve gotten our butts kicked in a few public lobbies). I think if theres a big audience for it in the future I could see a more competitive mode as an option, but unfortunately the way the game is designed (peer to peer) makes it very hard to create a balanced competitive environment. It would need a significant rework of the netcode and the funding for dedicated servers before I would be comfortable advertising a proper ‘competitive’ mode to players. That being said playing teams mode when you are taking the game seriously is actually insanely fun so its definitely something in the back of my mind.

    Is there a specific feature/addition coming that you are most excited for people to see?

    On the horizon the thing im most excited about is more modding support and seeing more community created content in the game. I think A Gentlemen’s Dispute is a really solid platform of mechanics and there are so many directions it could go with new items, map ideas, modes, etc. We are only one small team and theres only so much of that we can explore but with the community being involved I could see things going really interesting places.

    If you had unlimited time and resources, what’s one feature you’d love to add?

    If I had unlimited time and resources I would probably rework the entire games physics engine into something custom (or something like Unity DOTS) so we could have deterministics physics and real rollback. With normal unity physics we had to cut a lot of corners to make it performant and reliable. There’s a reason most games don’t have networked ragdolls! But if we had done that this game would have taken way too long to make and may have never come out. So its something I’d love to reassess if the game is successful, either for a future overhaul or even a sequel.

    What role do you think indie games like yours play in shaping the gaming industry today?

    I think we’re seeing a trend in games very similar to what happened in other media like movies and music, where the tools to make games are becoming increasingly accessible (games are still really hard to make so its happening slowly) and its increasingly unnecessary to need massive studios to produce quality work that people will consume. I see indies like us as the beneficiaries of those changes, not necessarily the driving force. But I think the trend will continue. When I see these large studios investing so much money on tens of artists and programmers on these huge projects I get a lot of anxiety thinking how risky that is, especially when I already feel what we are doing is risky with just our small team. The gaming audience is enormous now and its much safer (and healthier for the industry overall in my opinion) to make smaller stuff focused on passionate specific audiences than trying to make huge games that appeal to massive audiences.

    So There we go! There are some excellent Answers. They set a brilliant vision of the game and its future. We hope you’ll join us on launch day for some good fun playing the game!

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  • We’re Back – InsideXO Returns Stronger Than Ever

    We’re Back – InsideXO Returns Stronger Than Ever

    It’s been a little quiet here on InsideXO lately. I wanted to take a moment to share what’s been happening. I also want to discuss where we’re headed next.

    The past couple of weeks have been a whirlwind for me personally. I started a new job. I had to take a short break to catch my breath. With so much going on, I had to step back from the site for a little while. But the great news is this: InsideXO is back and refreshed. It is ready to bring you more of the reviews, features, and community moments you love.

    What’s Coming Next

    Over the next few weeks, you can expect:

    • Fresh Reviews – More honest, in-depth takes on indie games, movies, and shows that deserve your attention.
    • Features & Spotlights – Deep dives, lists, and special highlights that celebrate the creativity of the industries we love.
    • Community Content – From Discord events to interactive posts, we’ll be exploring different ways. Our goal is to make you part of the story.

    For now, we’re going to temporarily pause our XO News section. I love the idea. But, it makes sense to focus on what InsideXO does best, thoughtful reviews and features. We will regain a steady rhythm first. Then we’ll explore reintroducing news in a way that feels natural. It should also be sustainable.

    A Thank You to the XO Community

    Even during this break, people have still been visiting the site daily, and that means the world. It shows me that InsideXO has already built something worth returning to. Thank you for your patience, your support, and your belief in what we’re creating together.

    Let’s Get Back to It

    So here’s the deal: InsideXO is back. The next wave of reviews and features begins Imminently, and I couldn’t be more excited to share them with you.

    Alongside this, we are finally launching our XO Screen section. Keep an eye out for when that button goes live!

    This is just the beginning – let’s make InsideXO bigger, better, and more connected than ever.

    Stay tuned, and welcome back to XO.

    – SkullFireXO
    Founder & Lead Strategist, InsideXO

  • Phasmophobia Announces New Small Map – Neil’s Diner.

    Phasmophobia Announces New Small Map – Neil’s Diner.

    The Developer behind the beloved ghost-hunting horror Phasmophobia has announced their next Small Map

    ‘‘Nell’s Diner, serving the city of Tuscon, 24 hours a day, 7 days a week.’’

    Neil’s Diner takes inspiration from classic American diners. It will be the next addition to the map list for players to explore in Phasmophobia. Neil’s Diner features 13 rooms and 11 unique ghost rooms. It will become the game’s 14th map. Many players are very excited to get a new small map. I find the big maps rather tricky with only a small duo!

    One cool feature they’ve mentioned is a freezer room. It makes it just that extra bit tricky to identify the ghost. You will struggle to find the freezing temps evidence!

    Sadly there isn’t a release date just yet, but we will keep you informed as soon as one is released!

    One thing we do have a release for however, is the rework of Grafton Farmhouse!

    This will now look completely different to its sister map, and will feature as more run-down and derelict, we can’t wait to dive in and check this one out on August 12th, 2025 when the update drops!

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    What do you think of the new map? share with your Ghost-Hunting squad, and let us know what you think in the comments, or join our discord for more!

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  • Battlefield 6 Loaded with Bots? DICE have responded.

    Battlefield 6 Loaded with Bots? DICE have responded.

    With Loads of chatter about the use of Bots in Battlefield 6 Matches, DICE Have finally responded

    Battlefield 6 has just entered into its Early-Access open Beta, and along side enormous queue’s and frequent glitches, players have shifted their concerns to another issue, Bots?

    The battlefield community have responded very negatively to comments made earlier this week about the potential use of bots to help fill lobbies

    Fortunately, In a statement posted to social media, DICE offered some context. They states bots are only used on the Training Grounds playlists within the Open Beta. This week, that means Breakthrough Initiation. These playlists are designed to introduce people to the core elements of Breakthrough and as such they offer a nicer experience than a full lobby, DICE explained.

    Here’s The Full Statement.

    Clarification on AI Soldiers within Open Beta. AI Soldiers are only present on the “Training Grounds” playlists within the Open Beta. This week is “Breakthrough Initiation”. Breakthrough Initiation is a playlist that allows you to experience Breakthrough alongside 15 other players, with additional AI Soldiers filling up the match thereafter. Training Grounds playlists are here to introduce people to the core elements of Breakthrough, and offer a smoother experience than a full lobby. Additionally, you can experience Breakthrough without AI Soldiers by playing Breakthrough from the “Featured” playlist row. Training Grounds is only available for the first 15 ranks, at which point it will disappear from the front end.

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    What are your thoughts in the growing use of bots and AI in games, useful tool, or fan enemy? Let us know in the comments below, or join our discord for more!

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  • Microsoft Halts development on Contraband

    Microsoft Halts development on Contraband

    4 years after its first announcement, Avalanche have posted a statement. They said that “active development has now stopped” on the game.


    Contraband was described as an open world, co-op heist game, Set in the 70’s. It comes from the developers of the ‘Just Cause’ Game series. However, in the 4 years since its initial teaser trailer, almost nothing has been heard about it.

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    Contraband joins a growing list of games cancelled by Microsoft, titles such as ‘Perfect Dark’ and ‘Everwild’ are such named victims of these cutbacks, it comes as Microsoft continues heavy lay-offs, despite continuing to be a financial powerhouse, recently pledging spending $80bn (£68.6bn) in massive data centres to train AI models.

    What are your thoughts on the cancellation? are you surprised with all these recent cuts? Let us know below in the comments!

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