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	<title>forge studios &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Metroid Prime 4: Beyond&#8217;s Credits Feature 21 Different Studios</title>
		<link>https://gamingbolt.com/metroid-prime-4-beyonds-credits-feature-21-different-studios</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Wed, 03 Dec 2025 15:46:08 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[AMC Studio]]></category>
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		<category><![CDATA[Liquid Development]]></category>
		<category><![CDATA[Metroid Prime 4: Beyond]]></category>
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		<category><![CDATA[retro studios]]></category>
		<category><![CDATA[Room 8 Studio]]></category>
		<category><![CDATA[Smoking Gun Interactive]]></category>
		<category><![CDATA[Territory Studio]]></category>
		<category><![CDATA[Virtuos]]></category>
		<category><![CDATA[Volta]]></category>
		<category><![CDATA[Waterproof]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=632756</guid>

					<description><![CDATA[Along with Retro Studios, the newest entry in the Metroid Prime series also credits studios like Virtuos, AMC Studio and Red Hot CG.]]></description>
										<content:encoded><![CDATA[<p>Nintendo’s latest title coming to Nintendo Switch and Switch 2 – <em>Metroid Prime 4: Beyond</em> – was seemingly made with quite a few studios working together. As spotted by <a href="https://www.nintendolife.com/news/2025/12/metroid-prime-4-beyond-credits-reveal-a-plethora-of-assist-devs-including-next-level-games" target="_blank" rel="noopener">Nintendo Life</a>, the credits for the game credits Retro Studios, as well as a host of other development studios, including Virtuos, Territory Studio, Waterproof, AMC Studio, Red Hot CG, and others. You can check out the complete list of studios that were credited as having worked on <em>Metroid Prime 4: Beyond</em> below.</p>
<p>It is worth noting that, while many of the studios listed in the credits were likely teams specialising in supporting the development of major titles, others seem to be more specialised. Red Hot CG, for instance, is a development team that focuses primarily on the art assets that games need. The studio has credits across quite a few major releases, including <em>Destiny 2</em>, <em>Horizon Forbidden West</em>, <em>Valorant</em>, and even <em>Starfield</em>, among many others.</p>
<p>Keywords Studios, on the other hand, is a larger support studio that has several other listed studios under its overall banner, including GameSim and Smoking Gun Interactive.</p>
<p><em>Metroid Prime 4: Beyond</em> has been in development for quite some time. The title was originally unveiled all the way back in 2017. At the time, the title was noted as not being made with traditional <em>Metroid Prime</em> franchise developer Retro Studios. Rather, at the time, it was being made by Bandai Namco Studios based out of Japan and Singapore. Since then, however, quite a few things changed for the title, and its development had been confirmed as having been restarted under Retro Studios back in 2019.</p>
<p>The title once more puts players in the armour of Samus Aran who is stuck on the planet Viewros and must fight for survival against a variety of foes, including rival bounty hunter Sylux. Keeping to series tradition, the first-person gameplay of <em>Metroid Prime 4: Beyond</em> offers a heavy mix of exploration, platforming, puzzle solving, and action. To aid players, Samus is once more equipped with the ability to scan objects in the environment which can then help her unravel the overall story of the title.</p>
<p>The newest entry in the <em>Metroid Prime</em> franchise is also bringing with it some new features, like <a href="https://gamingbolt.com/metroid-prime-4-beyond-trailer-details-viewros-psychic-abilities-and-surprise-ai-companions">psychic powers</a> that can be used throughout the game. Along with this, Samus will also have access to the Vi-0-La bike to travel around the game’s various environments.</p>
<p>Releasing on <a href="https://gamingbolt.com/metroid-prime-4-beyond-launches-on-december-4th">both Switch and Switch 2</a>, the version of <em>Metroid Prime 4: Beyond</em> on the more recent console will feature quite a few unique features, like the ability to use the Joy-Con 2 controller as a mouse, more closely mimicking the gameplay of traditional PC-based shooters.</p>
<p>For more details about <em>Metroid Prime 4: Beyond</em>, here are <a href="https://gamingbolt.com/metroid-prime-4-beyond-15-details-you-need-to-know">15 things you need to know</a>. Also check out <a href="https://gamingbolt.com/metroid-prime-4-vs-metroid-prime-3-whats-new">what has changed since <em>Metroid Prime 3</em></a>.</p>
<p>Studios credited with work on <em>Metroid Prime 4: Beyond</em>:</p>
<ul>
<li>Retro Studios</li>
<li>Next Level Games</li>
<li>Virtuos</li>
<li>Territory Studio</li>
<li>Waterproof</li>
<li>Keywords Studios</li>
<li>Liquid Development</li>
<li>Volta</li>
<li>AMC Studio</li>
<li>GameSim</li>
<li>Smoking Gun Interactive</li>
<li>Forge Studios</li>
<li>Red Hot CG</li>
<li>Original Force</li>
<li>Devoted Studios</li>
<li>Room 8 Studio</li>
<li>Next Gen Dreams</li>
<li>Mock Science</li>
<li>Cup of Tea</li>
<li>Formosa Interactive</li>
<li>House of Moves</li>
</ul>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">632756</post-id>	</item>
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		<title>H.E.L.M.E.T. Force: Rise of the Machines Interview: Setting, Xbox One X Enhancements, Metroidvania Elements And More</title>
		<link>https://gamingbolt.com/h-e-l-m-e-t-force-rise-of-the-machines-interview-setting-xbox-one-x-enhancements-metroidvania-elements-and-more</link>
					<comments>https://gamingbolt.com/h-e-l-m-e-t-force-rise-of-the-machines-interview-setting-xbox-one-x-enhancements-metroidvania-elements-and-more#respond</comments>
		
		<dc:creator><![CDATA[Ashish Isaac]]></dc:creator>
		<pubDate>Tue, 02 Oct 2018 07:21:10 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[forge studios]]></category>
		<category><![CDATA[h.e.l.m.e.t. force: rise of the machines]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=363071</guid>

					<description><![CDATA[Stefano Pinna, Founder and CEO of Forge Studios discuss some of the core gameplay aspects of this game. ]]></description>
										<content:encoded><![CDATA[<p><em><span class="bigchar">H</span>.E.L.M.E.T. Force: Rise Of The Machines </em>is an upcoming side-scrolling platformer with brawler and action elements. From what we&#8217;ve seen of the game so far, it looks like a lot of fun to beat up robots using just your fists, and the art style immediately grabs your attention.</p>
<p>To learn more about the game and its development, Gamingbolt reached out to the developers with some questions, and Stefano Pinna, Founder and CEO of Forge Studios, provided the following answers.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-3.jpg"><img fetchpriority="high" decoding="async" class="wp-image-363075 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-3-1024x576.jpg" alt="Helmet Force Screenshot 3" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-3.jpg 1920w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"As a proper Metroidvania or Megaman game, the player will acquire new gears defeating bosses and mid-bosses during the adventure. These gears will enable new combat solutions and new level-navigation abilities."</p>
<p><strong>What is the role that Major B. Campbell’s companion AI Venus plays?</strong></p>
<p>Venus is going to be the main interlocutor for Major B. Campbell over the course of the adventure. They will be chatting from time to time and comment on the situation, dangers and enemies around. Venus is also in charge of keeping the Gauntlets 9000 up and working. Through her the player will be able to upgrade the various gears while pausing the game, and the menus are realized to match her appearance. Later in the game she will also get a support role in combat.</p>
<p>To sum up, Venus has both plot and gameplay related roles in the game.</p>
<p><strong>What can you tell us about the setting of the game<em>?</em></strong></p>
<p>The adventure takes place in the Fortress of Doom, lair of the Baroness MadHead, used to craft the army of mechanical minions. The fortress will confront the player with environments that differs in gameplay and aesthetics. Currently the game is split in 5 main areas containing numerous sub-areas. Our heroes will explore the external walls and the underground mines at the bottom of the Fortress up to the factories and research labs where the mechanical minions have been assembled. These are just an example of the areas that will be exportable in the final game.</p>
<p><strong>What can you tell us about the game’s story?</strong></p>
<p>I’ll give you the premise of the story that sees the H.E.L.M.E.T. Force HQ falling to a surprise attack from the army of minions just assembled by the Baroness. This is something unprecedented for the HELMET Force as they have successfully guard over global peace for years. This time however something went differently… but there is not time think about it now! Most of HELMET’s operatives are missing, probably kidnapped by the minions to serve evil purposes still unknown.</p>
<p>During the attack, Major Campbell and Venus where out for a mission and they only heard of the attack when it was too late.</p>
<p>Now they can only do one thing, infiltrate the Fortress of Doom and try to rescue any teammate still alive while trying to stop the Baroness from starting her plan for world domination.</p>
<p><strong>It looks like you players will be able to upgrade their fists in the game in a number of  ways. Can you tell us more about how this system works?</strong></p>
<p>As a proper Metroidvania or Megaman game, the player will acquire new gears defeating bosses and mid-bosses during the adventure. These gears will enable new combat solutions and new level-navigation abilities. To name a few, the Megaton Punches will deal greater damage while being an unstoppable attack. Only these fists will be able to break specific type of surfaces. The Electro-chainsaws will allow the player to aim in different direction, will be capable of passing through enemies and will allow the player to swing from certain point of the ceiling. These are just a couple of the gears that will be available on the game.</p>
<p>For each gear, the player will be able to increase damage, unlock new moves and custom effects.</p>
<p><strong>What are some of the Metroidvania elements present in the game?</strong></p>
<p>In pure Metroidvania fashion, the player will be encouraged to revisit previous areas with the new acquired gears, having now more skills to access secondary routes and remove obstacles from the path. Various missions will have to be cleared to unlock resources, collectibles will have to be discovered in recessed areas and hidden locations.</p>
<p>As mentioned before, new gears will be obtained defeating key enemies as mid bosses and proper end-area bosses.</p>
<p>Collecting everything and clearing all missions will result in something interesting at the later stage of the game…</p>
<p><strong>When can we expect the game to release for the Xbox One?</strong></p>
<p>We are talking with various possible partners to join forces on the development of the game. If all goes well, we look for beginning of 2020 to hit Xbox One and PC release.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-1.jpg"><img decoding="async" class="wp-image-363073 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-1-1024x576.jpg" alt="Helmet Force Screenshot 1" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-1.jpg 1920w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We are crafting everything by hand checking to find the right balance between the scenario look and the gameplay situation we can create in it."</p>
<p><strong>How many hours of content will the game provide to players?</strong></p>
<p>We want to pack the game with all we can! We aim to deliver at least 10 hours of content for a first run with a casual approach doing a bit of everything. However, to complete all the missions, challenges and extra areas we believe it will take way more!</p>
<p><strong>What are some of the major sources of inspiration behind the making of this game?</strong></p>
<p>Main inspirations for the visual design are animation features like the Incredibles, Megamind, Despicable Me and Emperor’s new groove. Some of these inspire also for the theme of world domination or just for the humor and comedy vibe.</p>
<p>Regarding he combat system, we definitely had Guacamelee, Lords of Shadow 2 mind while layering the combat options, tools and upgrade system.</p>
<p>The exploration phase looks more at proper metroidvania games like Castlevania, Guacamelee and Megaman Zero.</p>
<p><strong>Can you tell us a bit about your approach to level design for this game?</strong></p>
<p>We try to make every meter we walk as interesting as the previous one. We are crafting everything by hand checking to find the right balance between the scenario look and the gameplay situation we can create in it. We aim to provide a visually entertaining experience that feels challenging and rewarding while punching around funny little robots!</p>
<p><strong>The game will feature Xbox One X specific enhancements. What can players expect if they are playing the game on Xbox One X? Is 4K/60fps on the cards?</strong></p>
<p>Precisely what you suggested! The game is being made with 4k Screens in mind. We aim to deliver a full HD/60fps on regular Xbox One but HELMET is going to be 4k/60fps on Xbox One X.</p>
<p><strong>And the target resolution and frame rate on the base Xbox One version?</strong></p>
<p>We aim to deliver a full HD/60fps on regular Xbox One.</p>
<p><strong>From a development perspective, how do you find the Xbox One X to be? With so much GPU power, we are sure you must be doing some amazing things.</strong></p>
<p>Specs look amazing and so far we have seen amazing games running so much better on the Xbox One X. For now we are focusing on the regular Xbox One so that everything runs smooth and sharp but as mentioned earlier, we are ready to make use of that much extra power later on to boost resolution and effects!</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-2.jpg"><img decoding="async" class="wp-image-363074 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-2-1024x576.jpg" alt="Helmet Force Screenshot 2" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/09/Helmet-Force-Screenshot-2.jpg 1920w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We are talking to publishers and investors and if the right partner is found, a parallel PS4 development will look way more doable."</p>
<p><strong>Is there a specific reason why the game is not launching on the PS4?</strong></p>
<p>Forge Studios is a small indie team, lots of experience in making art for triple A games but after all still a small studio. We are focusing now on PC/Xbox One as the development is aligned. We are talking to publishers and investors and if the right partner is found, a parallel PS4 development will look way more doable.</p>
<p><strong>Do you have any plans to bring the game to Nintendo Switch? If not, why?</strong></p>
<p>We love the idea of being on the Switch! It will be a different development for the platform with much more optimization to be made. However, as for the PS4 version, with the right partner, we will do it for sure! Hopefully, we would launch it simultaneously with the PC, Xbox One and PS4 versions.</p>
<p><strong>What is your take on the recent trend of Games as a service model and the possible controversial monetization practices arising from it?</strong></p>
<p>With HELMET Force we are not going in those directions for sure. We want to release a full game that has all its content in it and we are going to charge a one-time price for it. We are ok with new content being released as paid DLC but it has to be something meaningful for an honest price.</p>
<p>Game as service and general monetization are more for other type of games than a story driven single player experience. This said, I’m old enough to remember when everything was in the game from the beginning, extra modes and content and you would just have to put more time or more effort in the game to unlock everything…</p>
<p><strong>Next gen is coming sooner or later. From a development perspective, what is your biggest expectation from PS5 and Xbox Scarlett?</strong></p>
<p>Well, as usual, more power than ever but even more ease in developing for the systems. New solutions and ecosystems to have player enjoying your game anywhere they want. I’m sure the console makers are planning big things!</p>
<p><strong>From a developer perspective, do you think the next-gen console era will be the 4K/60fps era?</strong></p>
<p>Not necessarily. I think each developer is still going to decide where he wants to put the new power available. You can steer that in higher resolution and fluidity or you can put insane amount of visual fidelity on screen and render it at lower resolution or a bit less fluid… let’s say that a current gen game, visually astonishing as a NauthyDog game can be, would probably run 4k/60fps with new amazing tech features added… if you want more visual fidelity than that, we are going to lose either fps or resolution.</p>
<p>Still, at every gen change, a few years in, we are going to see amazing games!</p>
]]></content:encoded>
					
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		<title>PS5 And Xbox Scarlett Won&#8217;t Necessarily Run Games At 4K/60 FPS, Says Dev</title>
		<link>https://gamingbolt.com/ps5-and-xbox-scarlett-wont-necessarily-run-games-at-4k-60-fps-says-dev</link>
					<comments>https://gamingbolt.com/ps5-and-xbox-scarlett-wont-necessarily-run-games-at-4k-60-fps-says-dev#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 17 Sep 2018 14:18:15 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[forge studios]]></category>
		<category><![CDATA[h.e.l.m.e.t. force: rise of the machines]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=359420</guid>

					<description><![CDATA[Bottomline: some developers might choose to sacrifice one or the other anyway.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/05/ps4-xbox-switch.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-335541" src="https://gamingbolt.com/wp-content/uploads/2018/05/ps4-xbox-switch.jpg" alt="ps4 xbox switch" width="620" height="360" srcset="https://gamingbolt.com/wp-content/uploads/2018/05/ps4-xbox-switch.jpg 655w, https://gamingbolt.com/wp-content/uploads/2018/05/ps4-xbox-switch-300x174.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Thanks to the advent of mid-generation refreshes brought about by the Xbox One X and the PS4 Pro, the prospect of <a href="https://gamingbolt.com/4k-60fps-should-be-the-baseline-for-ps5-and-next-xbox-though-not-necessarily-together-says-developer">4K and 60 FPS becoming a baseline</a> for next generation&#8217;s consoles has become a very real possibility. Some believe that that&#8217;s <a href="https://gamingbolt.com/4k-60fps-sounds-like-logical-evolution-for-ps5-and-next-xbox-more-power-required-farming-simulator-19-dev">the next logical step</a>, while others say it&#8217;s, in no vague terms, <a href="https://gamingbolt.com/4k-60fps-support-in-ps5-and-next-xbox-is-a-must-hive-altenum-wars-dev">an absolute must</a>. Others still, though, believe that that&#8217;s something that <a href="https://gamingbolt.com/ps5-and-next-xboxs-support-for-4k-60fps-shouldnt-necessarily-be-taken-for-granted-says-dev">may not necessarily happen</a>.</p>
<p>Stefano Pinna, founder and CEO of indie development team Forge Studios seems to fall in the second camp. We recently had a chat with Pinna about the indie team&#8217;s upcoming title, <em>H.E.L.M.E.T. Force: Rise of the Machines</em>, and ended up asking him about the next generation of consoles (as we so often do), and about whether or not he expects to see them support 4K and 60 FPS. His answer? &#8220;Not necessarily&#8221;.</p>
<p>&#8220;I think each developer is still going to decide where he wants to put the new power available,&#8221; Pinna told GamingBolt. &#8220;You can steer that in higher resolution and fluidity or you can put insane amount of visual fidelity on screen and render it at lower resolution or a bit less fluid… let’s say that a current-gen game, visually astonishing as a Naughty Dog game can be, would probably run 4K/60 FPS with new amazing tech features added… if you want more visual fidelity than that, we are going to lose either FPS or resolution.&#8221;</p>
<p>It&#8217;s hard to argue with that logic- if a console is powerful enough to support 4K resolutions and 60 FPS frame rates at the same times, there&#8217;s every chance that developers looking to favour either one of those two might choose to redirect the system&#8217;s utilities in that direction. And it could absolutely happen.</p>
<p>For instance, a developer making a racing game might very well choose to sacrifice resolution for a much higher frame rate, while a massive open world RPG would much rather have higher resolutions (if it <em>had </em>to choose one between the two). Then again, if 4K/60 FPS is a possibility together, I&#8217;d really rather just see that instead.</p>
<p><em>H.E.L.M.E.T. Force: Rise of the Machines</em> is currently in development for PC and consoles. A release date has currently not been announced.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">359420</post-id>	</item>
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		<title>H.E.L.M.E.T. Force: Rise of the Machines Xbox One X Will Run At 4K/60 FPS, Xbox One X Specs Looking &#8216;Amazing&#8217;</title>
		<link>https://gamingbolt.com/h-e-l-m-e-t-force-rise-of-the-machines-xbox-one-x-will-run-at-4k-60-fps-xbox-one-x-specs-looking-amazing</link>
					<comments>https://gamingbolt.com/h-e-l-m-e-t-force-rise-of-the-machines-xbox-one-x-will-run-at-4k-60-fps-xbox-one-x-specs-looking-amazing#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Sat, 08 Sep 2018 15:37:52 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[forge studios]]></category>
		<category><![CDATA[h.e.l.m.e.t. force: rise of the machines]]></category>
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		<category><![CDATA[Xbox One]]></category>
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					<description><![CDATA[The game will hit 60 FPS on base Xbox One systems as well.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/09/helmet-force-rise-of-the-machines.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-359614" src="https://gamingbolt.com/wp-content/uploads/2018/09/helmet-force-rise-of-the-machines.jpg" alt="helmet force rise of the machines" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/09/helmet-force-rise-of-the-machines.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2018/09/helmet-force-rise-of-the-machines-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/09/helmet-force-rise-of-the-machines-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/09/helmet-force-rise-of-the-machines-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><em>H.E.L.M.E.T. Force: Rise of the Machines, </em>the upcoming indie developed side scrolling action title, is sporting some impressive specs on the Xbox One X. We recently conducted an interview with Stefano Pinna, founder and CEO of developers Forge Studios, and he told us that the game would be running on 4K and 60 FPS on the Xbox One X, while on a base Xbox One, it would still run at 60 FPS, but at 1080p resolutions.</p>
<p>&#8220;The game is being made with 4K Screens in mind,&#8221; Pinna told GamingBolt. &#8220;We aim to deliver a full HD/60 FPS on regular Xbox One but <em>H.E.L.M.E.T.</em> is going to be 4K/60 FPS on Xbox One X.&#8221;</p>
<p>We then asked about Pinna about the Xbox One X as a piece of hardware, and what his and his team&#8217;s perspective on it is as developers, and in response he spoke very positively about the system, saying that the hardware&#8217;s specifications look &#8220;amazing&#8221;, which many games have been able to utilize rather well over the last year or so.</p>
<p>&#8220;Specs look amazing and so far we have seen amazing games running so much better on the Xbox One X,&#8221; he said. &#8220;For now we are focusing on the regular Xbox One so that everything runs smooth and sharp but as mentioned earlier, we are ready to make use of that much extra power later on to boost resolution and effects!&#8221;</p>
<p><em>H.E.L.M.E.T. Force: Rise of the Machines </em>is currently in development for PC and consoles. A release date for the game hasn&#8217;t yet been announced, but stay tuned for our full interview soon.</p>
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