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	<title>Lienzo &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Aztech Forgotten Gods Gets Extended Announcement Trailer</title>
		<link>https://gamingbolt.com/aztech-forgotten-gods-gets-extended-announcement-trailer</link>
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		<dc:creator><![CDATA[Will Borger]]></dc:creator>
		<pubDate>Tue, 01 Jun 2021 20:10:40 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Aztech Forgotten Gods]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=481107</guid>

					<description><![CDATA[The game, developed by Mexican studio Lienzo, is an action adventure title schedule to be released later this fall on PC and consoles.]]></description>
										<content:encoded><![CDATA[<p>Developer Lienzo has released an extended announcement trailer for action adventure game <em>Aztech Forgotten Gods</em>. The game was initially <a href="https://gamingbolt.com/aztech-forgotten-gods-is-a-mythological-sci-fi-infused-action-adventure-game-launching-this-year">announced during the Nintendo Indie World Showcase event in April</a>, and is currently scheduled to release at the end of the year.</p>
<p>According to the developer, &#8220;<em>Aztech Forgotten Gods</em> is the cyber-stone action adventure following Achtli, a young woman who battles the colossal Forgotten Gods. To uncover the truth behind her far-future Mesoamerican metropolis, she’ll have to turn the Gods’ power against them, as she soars through the city with power and grace using an ancient artifact, remnant of a time long forgotten.&#8221;</p>
<p>The game promises a huge city to explore, a &#8220;unique futuristic Mesoamerican setting,&#8221; massive bosses, an in-depth narrative, and a new take on Aztech mythology. What we&#8217;ve seen of the game looks very good thus far, so <em>Aztech Forgotten Gods </em>should be one to keep an eye on. The game is scheduled to release on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, and PC this fall.</p>
<p>You can watch the extended announcement trailer below:</p>
<p><iframe title="Aztech Forgotten Gods - Extended Announcement Trailer" width="500" height="281" src="https://www.youtube.com/embed/J1nR2PLnvOw?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">481107</post-id>	</item>
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		<title>Aztech Forgotten Gods is a Mythological Sci-fi-Infused Action-Adventure Game, Launching This Year</title>
		<link>https://gamingbolt.com/aztech-forgotten-gods-is-a-mythological-sci-fi-infused-action-adventure-game-launching-this-year</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 15 Apr 2021 11:50:35 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=475968</guid>

					<description><![CDATA[Fast traversal, punchy combat, a futuristic setting, and more will define this game. ]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2021/04/Aztech-Forgotten-Gods.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-475969" src="https://gamingbolt.com/wp-content/uploads/2021/04/Aztech-Forgotten-Gods.jpg" alt="Aztech Forgotten Gods" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2021/04/Aztech-Forgotten-Gods.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2021/04/Aztech-Forgotten-Gods-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/04/Aztech-Forgotten-Gods-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/04/Aztech-Forgotten-Gods-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/04/Aztech-Forgotten-Gods-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Nintendo put several upcoming indie titles in the spotlight during their recent Indie World showcase, and one of the ones that looked quite promising was Mexican developer Lienzo&#8217;s action-adventure title, <em>Aztech Forgotten Gods. </em>With a fascinating mythology-infused story, a futuristic setting, and what are looking like promising traversal and combat mechanics, it definitely grabbed attention.</p>
<p><em>Aztech Forgotten Gods </em>is set in a world where European powers never arrived on the shores of ancient Mesoamerica, and never settled the land. In a distant future, the Aztec Empire’s capital city Tenochtitlan has become a thriving metropolis, but when protagonist Achtli joins her archeologist mother Nantsin on an unsanctioned dig, she begins down a path of fighting colossal foes and uncovering the mystery of why the gods disappeared so long ago.</p>
<p>The game promises a vertical city with plenty of traversal options, boss fights against massive foes, a world full of quests and side quests, and a progression system that will see you improving your gauntlet which serves as your primary weapon in the game.</p>
<p><em>Aztech Forgotten Gods </em>is due out later this year for PS5, Xbox Series X/S, PS4, Xbox One, Nintendo Switch, and PC.</p>
<p><iframe title="Aztech Forgotten Gods -  Official Announcement Trailer" width="500" height="281" src="https://www.youtube.com/embed/LWKht3gpX7o?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Mulaka Interview: Heart of The Tarahumara</title>
		<link>https://gamingbolt.com/mulaka-interview-heart-of-the-tarahumara</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 26 Jul 2017 15:17:34 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=301801</guid>

					<description><![CDATA[Adolfo Aguirre of Lienzo discusses this unique entry into the action adventure genre.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>e&#8217;ve seen our fair share of action adventure games over the years based on a variety of themes and cultures. So Lienzo&#8217;s <em>Mulaka</em> promises an entirely different theme, focusing on the Tarahamura people, the journey to appease higher beings and prevent the destruction of the world, it&#8217;s worth listening to. <em>Mulaka</em> may feature the inherent tropes that define games in the genre but mixes it up with transformations, a low-poly art style that&#8217;s great to look at and a unique perspective.</p>
<p>GamingBolt had a chance to speak to Adolfo Aguirre, who is the marketing and PR manager at Lienzo, about the game, how well it captures the Tarahumara culture and much more.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-301564" src="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka.jpg" alt="Mulaka" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We met with Tarahumara leaders at some of their settlements at the Sierra Tarahumara, an extension of the Rocky Mountains that go into Mexico and home of most of the Tarahumara groups."</p>
<p><b>The concept of <i>Mulaka</i> especially with how deeply it covers the Tarahumara people. What motivated you to explore this concept and present it in video game form?</b></p>
<p>We saw little to no attention paid to these people anywhere. As gamers, we know for a fact that video games are the ultimate medium for storytelling, allowing for more empathy with the audience and a more engaging narrative. Bringing the Tarahumara lore to a video game was really a no-brainer, they’re a natural fit.</p>
<p><b>We know a bit about the effort that went into researching the Tarahumara culture. Are there any memorable stories you&#8217;d like to share while researching?</b></p>
<p>We met with Tarahumara leaders at some of their settlements at the Sierra Tarahumara, an extension of the Rocky Mountains that go into Mexico and home of most of the Tarahumara groups. We presented to them the idea of our project and they didn’t seem to understand the concept of a video game. In the end, we got their blessing and were asked to remain very respectful to their traditions and sacred deities and elements. That is a key point that we think about every day and it’s a promise that we’ll keep.</p>
<p><b>What inspired the low poly-count art-style and how do you feel it best represented the culture?</b></p>
<p>We needed a style that allowed us to create these vast landscapes in a beautiful way while keeping in mind our limited resources as a team. The low-poly visual style allows for very colorful scenarios and, after a few experiments, decided to go for it. We were definitely inspired by games like The Wind Waker, but we tried to make it unique, blending low-poly and mid-poly into the Tarahumara world.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_01.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-301802" src="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_01.jpg" alt="Mulaka_01" width="620" height="350" srcset="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_01.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_01-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"There are plenty of additional hidden stuff in the game that players who like to explore can look for and learn some extra details of the Tarahumara culture."</p>
<p><b>Considering the Tarahumara&#8217;s ability for long-distance running, will there be specific portions in the game which necessitate running or even completing certain objectives quickly?</b></p>
<p><i>Mulaka</i> is capable of running freely and endlessly in the game. The player can begin sprinting with the press of one of the triggers and you can use that to move effortlessly through the game’s vast environments. Some scenarios, like the desert of Samalayuca, are pretty big, so this comes quite in handy.</p>
<p><b>How large will the world in <i>Mulaka</i> be and what kinds of environments will players encounter?</b></p>
<p>Every single level of the game is based on a real-life location of the northern state of Chihuahua in Mexico. The state is the biggest in the country and has a very varied geography, which works wonders for the pacing of <i>Mulaka</i>. We got in the game places like the desert of Samalayuca, the town of Paquimé, the lake of Arareko, the Huérachi Jungle, the Copper Canyon, and more. It’s a big world that contains hours of exploration.</p>
<p><b>Will there be any side-quests that players can take on or lore to collect and learn more about the world?</b></p>
<p>Yes, there are plenty of additional hidden stuff in the game that players who like to explore can look for and learn some extra details of the Tarahumara culture.</p>
<p><b>What can you tell us about the combat system? Is there a progression system for upgrading one&#8217;s character?</b></p>
<p><i>Mulaka</i> is an action game with a good emphasis on combat. We were inspired by games like <em>Zelda, Dark Souls,</em> and <em>Devil May Cry</em> to create a fast-paced action experience where you battle mythological creatures from the Tarahumara lore. Battling enemies and finding collectibles grants you Korima, a currency used to buy upgrades that enhance the player’s abilities. Also, throughout the quest, the player will be unlocking new abilities and powers that can serve for exploration or combat.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_03.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-301803" src="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_03.jpg" alt="Mulaka_03" width="620" height="350" srcset="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_03.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_03-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Unity allows us to port the game to consoles with a lot of ease and that has been truly a blessing for us."</p>
<p><b>Overall, how long are you estimating <i>Mulaka</i>&#8216;s play-length to be?</b></p>
<p>At this moment, we’re still not a 100% sure of the total length of the game, but it will not be a short 3 or 4 hour experience, there’s more content in here than that.. We’ll say more about this soon.</p>
<p><b><i>Mulaka</i> will also be heading to Xbox One and PS4 along with PC. What challenges did you face in developing for three platforms at once?</b></p>
<p>This generation of consoles is the easiest to develop for because the Xbox One and PS4 run on architectures that are very similar to that of a PC. Technically speaking, porting the game from PC, which is our base platform in terms of development, over to the consoles has been quite a breeze and we love working with all three platforms.</p>
<p><b>Can you please tell us about the engine that the game is running on? The game looks absolutely spectacular.</b></p>
<p>Thanks for the compliment! We’re working with Unity. Speaking about it, Unity allows us to port the game to consoles with a lot of ease and that has been truly a blessing for us.</p>
<p><b>What kind of improvements have you made to the engine in terms of physical based rendering, global illumination and lighting?</b></p>
<p>Not at all. We’re working with the tools that Unity has for us and we’re working closely with the team at Unity Technologies to get the best possible results.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_02.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-301804" src="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_02.jpg" alt="Mulaka_02" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_02.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_02-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"If you didn’t plan to have the game on 4K and need to redo assets for 4K displays, then it’s definitely a lot more work than that."</p>
<p><b>Can this possibly run at native 4K and 60fps at all times on the PS4 Pro?</b></p>
<p>We’re not ready to talk about that or make any promises, but I can say we’re looking into it.</p>
<p><b>Along with a massive boost to resolution, what other improvements were implemented in the PS4 Pro version?</b></p>
<p>We’re still working on the improvements that the game will have on the PS4 Pro. It’s certainly beefier hardware, but we’re evaluating what would be the best way to make the best use of it. Since we’re still working on optimization of the game, we can’t really say what we’ll be able to do with the Pro, but expect news soon.</p>
<p><b>Do you agree with Mark Cerny&#8217;s estimation about converting a base PS4 game to PS4 Pro version takes just 0.2 or 0.3% of the overall effort? </b></p>
<p>It’s hard to say since a lot of it depends on the planning of the project, specifically in terms of the art assets, since the beginning. If you didn’t plan to have the game on 4K and need to redo assets for 4K displays, then it’s definitely a lot more work than that. If the assets you have are 4K-ready, then I do see the workload being significantly smaller, although I’d say it’s more than that percentage for us, but that is because of optimization and other stuff that is fairly new for our small team.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_04.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-301806" src="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_04.jpg" alt="Mulaka_04" width="620" height="350" srcset="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_04.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka_04-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<i>Mulaka</i> is on its final stretch of production and we’ll be announcing the release date, along with other surprises, very soon."</p>
<p><b>Do you think the Xbox One X outpowers most modern gaming PCs?</b></p>
<p>The Xbox One X is a beast of a machine and we can’t wait to see what we can do with it. It doesn’t overpower the most high-end machines, but it’s absolutely a powerful console that can stand side by side with some of the greatest PCs.</p>
<p><b>Will Mulaka run in 4K but at Ultra PC settings and that too at 60fps on the Xbox One X?</b></p>
<p>It’s the same case with the Xbox One X and the PlayStation 4 Pro, we’re looking into what we can do with both of these machines and we’ll talk more about this soon.</p>
<p><b>What is your take on the differences between the PS4 Pro and Xbox One X from a development perspective?</b></p>
<p>We haven’t worked with the Xbox One X yet so I can’t really say much about it, but there is indeed a significant boost when talking about the One X. We’re excited about it and we can’t wait to see the game running on that hardware.</p>
<p><b>When can we expect the game to release?</b></p>
<p><i>Mulaka</i> is on its final stretch of production and we’ll be announcing the release date, along with other surprises, very soon. It’s almost here!</p>
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		<title>Mulaka Dev: PS4 Pro is Beefy Hardware, 4K Enhancements Easier With 4K Ready Assets</title>
		<link>https://gamingbolt.com/mulaka-dev-ps4-pro-is-beefy-hardware-4k-enhancements-easier-with-4k-ready-assets</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 21 Jul 2017 15:43:35 +0000</pubDate>
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					<description><![CDATA[Lienzo's Adolfo Aguirre also addresses Mark Cerny's PS4 Pro development estimate.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-301564" src="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka.jpg" alt="Mulaka" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/07/Mulaka-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The advent of mid-generation refreshes &#8211; or whatever you want to call the PS4 Pro and Xbox One X &#8211; has opened up a lot of options for developers. While sticking to the older console&#8217;s specifications and providing enhanced visuals on the newer systems could prove challenging, somey developers are having a relatively painless experience with the process. Furthermore, it allows games like Lienzo&#8217;s <em>Mulaka</em>, an action adventure based on the Tarahumara culture, to come to life in new and exciting ways.</p>
<p>How are such developers dealing with the new hardware? GamingBolt spoke to Adolfo Aguirre, Lienzo&#8217;s marketing and PR manager, and asked about the improvements to <em>Mulaka</em> on PS4. Aside from the enhanced resolution of course.</p>
<p>Aguirre said that, &#8220;We’re still working on the improvements that the game will have on the PS4 Pro. It’s certainly beefier hardware, but we’re evaluating what would be the best way to make the best use of it. Since we’re still working on optimization of the game, we can’t really say what we’ll be able to do with the Pro, but expect news soon.&#8221;</p>
<p>He also offered his own take on PS4 Pro lead engineer Mark Cerny&#8217;s estimate of converting PS4 games to the Pro requiring only 0.2 to 0.3 percent of the total development effort. Is the actual number a lot higher?</p>
<p>&#8220;It’s hard to say since a lot of it depends on the planning of the project, specifically in terms of the art assets, since the beginning. If you didn’t plan to have the game on 4K and need to redo assets for 4K displays, then it’s definitely a lot more work than that. If the assets you have are 4K-ready, then I do see the workload being significantly smaller, although I’d say it’s more than that percentage for us, but that is because of optimization and other stuff that is fairly new for our small team,&#8221; said Aguirre.</p>
<p><em>Mulaka</em> will be releasing later this year for Xbox One, PS4 and PC. PS4 Pro enhancements aside, it will be interesting to see how the game takes advantage of Microsoft&#8217;s Xbox One X which is even more powerful and out on November 7th.</p>
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		<title>Xbox One X Doesn&#8217;t Overpower Most High End PCs, Still &#8220;Beast of A Machine&#8221; &#8211; Mulaka Dev</title>
		<link>https://gamingbolt.com/xbox-one-x-doesnt-overpower-most-high-end-pcs-still-beast-of-a-machine-mulaka-dev</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 14 Jul 2017 17:26:48 +0000</pubDate>
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		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[xbox one x]]></category>
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					<description><![CDATA[Lienzo's marketing and PR manager talks about the console's power.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/04/xbox-one-scorpio-internal-tech-.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-293808" src="https://gamingbolt.com/wp-content/uploads/2017/04/xbox-one-scorpio-internal-tech-.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/04/xbox-one-scorpio-internal-tech-.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2017/04/xbox-one-scorpio-internal-tech--300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/04/xbox-one-scorpio-internal-tech--768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/04/xbox-one-scorpio-internal-tech--1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Microsoft&#8217;s Xbox One X is only a few months away &#8211; and no, it&#8217;s not being delayed like rumours have suggested &#8211; but there are still doubts about its overall power. When you look at what most modern gaming PCs are capable of, especially in the 4K gaming space, can the Xbox One X actually compete?</p>
<p>GamingBolt spoke to Adolfo Aguirre, Lienzo&#8217;s marketing and PR manager. The developer is currently working on <em>Mulaka</em> for the Xbox One, PS4 and PC, and we thought of asking their opinion about the Xbox One X&#8217;s power.</p>
<p>With regards to overpowering most modern gaming PCs and their general thoughts on the machine, Aguirre said, &#8220;The Xbox One X is a beast of a machine and we can’t wait to see what we can do with it. It doesn’t overpower the most high-end machines, but it’s absolutely a powerful console that can stand side by side with some of the greatest PCs.&#8221;</p>
<p>Will the console be capable of running <em>Mulaka</em> in 4K resolution at Ultra PC settings, that too at 60 FPS? Aguirre noted that, &#8220;It’s the same case with the Xbox One X and the PlayStation 4 Pro, we’re looking into what we can do with both of these machines and we’ll talk more about this soon.&#8221;</p>
<p>As for the differences between the Xbox One X and PS4 Pro, Aguirre said, &#8220;We haven’t worked with the Xbox One X yet so I can’t really say much about it, but there is indeed a significant boost when talking about the One X. We’re excited about it and we can’t wait to see the game running on that hardware.&#8221;</p>
<p>The Xbox One X is out on November 7th worldwide and will retail for $500. What are your thoughts on the machine thus far? Let us know below.</p>
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