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	<title>project code: shift &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Project Code Shift Interview: Wushu Sci-Fi Combat on Xbox One</title>
		<link>https://gamingbolt.com/project-code-shift-interview-wushu-sci-fi-combat-on-xbox-one</link>
					<comments>https://gamingbolt.com/project-code-shift-interview-wushu-sci-fi-combat-on-xbox-one#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 21 Dec 2017 14:01:16 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
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		<category><![CDATA[project code: shift]]></category>
		<category><![CDATA[Seasun]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=317325</guid>

					<description><![CDATA[Seasun discusses its 2D hack and slash title (along with announcing a delay).]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">M</span>icrosoft hasn&#8217;t exactly had a year full of Xbox One exclusives but at least the future seemed to hold promise. There were titles like Seasun&#8217;s <em>Project Code: Shift</em> which offered side-scrolling, hack and slash action with a premise that stretched between different time periods. Unfortunately, while speaking to Mike Dai and Roger of Seasun in a recent interview, it was confirmed that <em>Project Code: Shift</em> <strong><em>was delayed indefinitely</em></strong>.</p>
<p>That being said, there&#8217;s still a lot more that the developer revealed about the title including its inspiration, approach and the reason for its delay. Keep reading to find out.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-317333" src="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift.jpg" alt="Project Code Shift" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift.jpg 770w, https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift-768x431.jpg 768w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The response we got from the public and media was inspiring, motivating, and exciting. Honestly, we didn’t know what to expect."</p>
<p><strong>Could you tell us about journey leading up to <i>Project Code: Shift</i>&#8216;s creation and some of the obstacles you faced along the way?</strong></p>
<p>Regarding the journey, I believe part of this was already answered in the section above. It was really born out of Mike no longer wanting to make anymore Chinese style pay-to-win products.</p>
<p>Mike has always been a fan of console and western games. Aside from producing and designing games, he also enjoyed writing science and fan fiction as a hobby. Moreover, with years of experience making martial arts games, it was really no surprise that for Mike’s first console game he wanted to merge the two genres together. <em>Project Shift</em> is a Wushu-Science Fiction game.</p>
<p>There were many obstacles. For example, no one on the team has ever worked on a console game. Moreover, due China’s 14 year ban on consoles (and other legal reasons), a lot of team members have never even played a console game. In my opinion though, the biggest obstacle is a cultural one: the lack of exposure to science fiction in China. Again, due to legal and political reasons, a lot of western movies aren’t allowed in China, especially when it came to movies and books of the science fiction genre. This lack of exposure presented a big problem when building the futuristic/cyberpunk portion of our world concept. This is one of the reasons why we have 2 Japanese designers on our team (former Konami, Tecmo, and Kojima people) who traveled back and forth between China and Japan to work with us on <em>Project Shift</em>.</p>
<p><strong>What are your thoughts on the response to <i>Project Code: Shift</i> after it was debuted at E3 2017 for Xbox One?</strong></p>
<p>The response we got from the public and media was inspiring, motivating, and exciting. Honestly, we didn’t know what to expect. We had no expectations going in. We didn’t even know what the final montage was going to look like or how much was going to be shown. When we finally saw it… it was like, wow to debut on Microsoft’s E3 briefing of all places. Even if it was just for seconds here and there, it was really uplifting and exciting for everyone on the team. When we also saw that clips were also being shown on the expo floor, that was just… I mean, everyone worked so hard and to see that… it was definitely highlight of the year for us.</p>
<p>We were actually not prepared for the type of response we were going to get. Our social channels, like YouTube, were actually created after the E3 briefing. Plans were fully drawn out to create these channels, as well as slew of content, weeks beforehand. However, everyone was just so busy (small team) preparing material for E3 that everything just kept getting pushed back and lost in the shuffle.</p>
<p><strong>What can you tell us about the story of <i>Project Code: Shift</i> and why you chose the hack and slash genre to convey it?</strong></p>
<p>“<em>Project Code Shift</em>” is actually just a working title. We haven’t even decided on the final name of the product. More importantly, after E3, we received an overwhelming response from the public about how difficult it was to search for our product on the internet. The current name is just too generic. Guys from the platform side also echoed the same sentiment about the name. One of our ideas was actually to get the community involved in naming the product.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_02.jpg"><img decoding="async" class="aligncenter wp-image-317332" src="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_02.jpg" alt="Project Code Shift_02" width="620" height="465" srcset="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_02.jpg 640w, https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_02-300x225.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"One of the first obstacles we encountered during the animation process was the movements for combat didn’t feel right."</p>
<p>In short, the “story” of <em>Project Shift</em> (first game) is one of revenge. Our hero will travel between the parallel worlds (futuristic and ancient) in search of vengeance. In this journey, he will unravel mysteries, solve puzzles, meet companions, and even fall in love. The reason I mentioned “first game” is because we’ve also been building a universe (world concept) for a story that we want to expand into a series – as opposed to cramming everything in one game. And no, this game isn’t going to be episodic and gamers wouldn’t have to “purchase” further stories. All planned DLCs were for new modes, multiplayer maps, and skins.</p>
<p>The 2.5D side-scrolling hack-and-slash genre was chosen because most of the guys on the team are old school gamers who are fans of this genre. Moreover, they also felt that this is a classic “tried and true” genre that is timeless and crosses many borders and cultures. Wrapping a Wushu (Kung Fu) + Science Fiction theme around this genre seems like something refreshing for the market. The team also felt that the story and product had enough innovation to put a new spin on this genre for this generation of gaming.</p>
<p>When it comes to the 2D side-scrolling hack-and-slash genre, there is also only so much story you can try to cram into a game without ruining the flow and tempo of the game (this is another reason why we want to spread our story out over a few titles). For combat, the team felt this was the perfect genre for displaying the Wushu the way it is presented in classic Chinese martial arts movies – you know, how they fight in midair and walk on water. <em>Project Shift</em> is an explanation for that type of mythology (that all the aerial combat and walking in the air was actually through the use of a certain technology).</p>
<p><strong><i>Project Code: Shift</i>&#8216;s art-style is very intriguing, almost appearing to be animated. What can you tell us about the visuals and the work that went into optimizing them for high speed combat?</strong></p>
<p>Wow! I can go on forever about this. In fact, we even have plans to release a book or a developer’s diary about the process we went through for the art-style and animations. However, I will try to keep it short and provide the necessary highlights.</p>
<p>It is an animated style created from 3D. We want to do a mix of cell shading for everything in the foreground and characters. In our “discovery” phase, we went through various styles. From full out anime to a more western feel. In the end, the rules and guidelines we established was more of a middle-ground because we wanted something that felt unique upon first impression. I shouldn’t say “middle-ground” actually because it’s not as if we did a mash-up or moved some sliders, but rather we preserved certain styles for certain elements that we felt gave us the look we wanted.</p>
<p>One of the first obstacles we encountered during the animation process was the movements for combat didn’t feel right. Visually, everything was fine – but there was something really off about the animations once you attached a controller to it. It wasn’t a frame rate issue or how fluid it looked, but rather it didn’t feel authentic. So what Mike decided to do was make all the animators take Kung Fu lessons, specifically, the “Baji Quan” martial arts because that’s the style our hero uses. Being located in Beijing (China’s capital), the team was able to visit the national “Baji Quan” association of China to inquire about any available private classes/instructions. Mike and his team presented <em>Project Shift</em> to one of the Grand Masters of the association, and – to everyone’s surprise – after the presentation, the Grand Master was willing to personally help teach our animators and be a consultant on our game.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_03.jpg"><img decoding="async" class="aligncenter wp-image-317331" src="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_03.jpg" alt="Project Code Shift_03" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_03.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_03-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_03-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_03-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Aside from balancing platforming and combat elements, we also wanted to make sure we did so in accordance with the story and level/environment."</p>
<p>After many lessons, the animators finally understood how the body generates force and power, how the weapons are wielded, and at exactly which points of the animation should the frames be controlled to emphasize the force being exerted. It worked! With the help of the Master, the animations of movement in combat felt more powerful and authentic. In fact, while we were at ChinaJoy (China’s largest annual game convention), one of the players that played our demo even commented on the accuracy of the moves!</p>
<p><strong>The combat itself appears very combo-heavy. What kinds of special abilities will players be able to pull off? Are there additional weapons to pick up in the game?</strong></p>
<p>The core combat experience is centered on combos. In our latest build, achieving a high combo count will also evolve the attack and effect of the weapon. Players also will be able to perform offensive and defensive counter attacks and execute fatalities on single or groups of enemies. Perhaps the most important ability is what gives our product its working title: the ability to shift between parallel worlds. Currently, there are no plans to let any characters pickup new weapons during gameplay. However, we have explored introducing other traditional weapons from Chinese martial arts into the game in the way of skins – buying skins can be boring nowadays right? But what if we packaged it with new weapons?</p>
<p><strong>How does the shifting mechanic work? Are there areas inaccessible in one time period that thus prompt shifting to another?</strong></p>
<p>We’ve made a lot of changes since E3 on the shifting mechanic. We have a few working models at play now. One of them is our hero will be able to scan a direction to detect physical layouts of the parallel world (allowing the player to see if an area is accessible). Another one is to place certain limits, either timed limitations or inaccessible areas. Another model is it requires more player input whereas an imperfect input (or even getting damaged during the process) will shift our players in between (or stuck) parallel worlds (that’s the background seen in the demo, looks like something from Tron). There’s a lot of debate about this on our team.</p>
<p><strong>Platforming seems to be a rather strong mechanic in the gameplay. When designing the levels, how did you balance between the platforming and combat elements to ensure the best flow?</strong></p>
<p>Aside from balancing platforming and combat elements, we also wanted to make sure we did so in accordance with the story and level/environment. This was one of the way we try to control the flow of the game. Most of the scenes displayed in the trailer are “single platforms” with few obstacles. This was done on purpose to fully display the quality and amount of layers that went into the scenes. However, we do have some levels that are more platform and obstacle heavy, such as some of our futuristic/cyberpunk levels. When introducing enemies into these types of scenes, it’s a challenge to make sure combat blends in seamlessly and doesn’t become an annoyance when mixed with platforming or parkour events.</p>
<p><strong><i>Project Code: Shift</i> will be coming to Xbox One and Steam but it seems to be skipping the PS4. Will it arrive on Sony&#8217;s console at some point and if not, why?</strong></p>
<p>Actually, <em>Project Shift</em> will be coming to Xbox, Steam and PlayStation (possibly Switch as well). The reason we could not comment on PlayStation during the events leading up to E3 (and after) was because there were some things on the business side of things that needed to be taken care of first.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_04.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-317330" src="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_04.jpg" alt="Project Code Shift_04" width="620" height="297" srcset="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_04.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_04-300x144.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Early in the development, one of our concerns was whether players would be able to tell the visual difference because of the animated art style and the camera distance from the action."</p>
<p><strong>Given the complaints about the name being generic, have you settled on an alternative name for <i>Project Code: Shift</i> or will it stay the same?</strong></p>
<p>Hah. No we have not. But we will definitely have a different name. <i>Project Code: Shift</i> is actually just a working title. Feel free to submit your suggestions! If we use it, we’ll credit you for it.</p>
<p><strong>The game will be receiving Xbox One X support. Is native 4K and 60 frames per second on the cards?</strong></p>
<p>Yep. The game is native 4K and 60 fps. That is one of the reasons why we aimed for the Xbox One X launch / Winter 2017. Nothing is being upscaled. On other platforms that cannot handle those specifications, it will still be HD.</p>
<p><strong>What is the resolution and frame rate of the base Xbox One version?</strong></p>
<p>1080p, 50+ fps.</p>
<p><strong>In terms of pure hardware perspective, the picture is clear. The Xbox One X is far ahead of PS4 Pro in terms of GPU and memory bandwidth. The differences in ROP counts and bandwidth are public knowledge. As a developer, who is the face of pushing visual boundaries, what is your take on the differences between the two and do you think this difference will be visible to the general audience?</strong></p>
<p>Both Microsoft and Sony are pushing the visual boundaries. Even with Nintendo, we can see that visual boundaries can be pushed with more creative ways to utilize hardware (a less powerful one too). From a development perspective, the Xbox One X is such a big leap that I’d have to say it’s Microsoft now.</p>
<p>Early in the development, one of our concerns was whether players would be able to tell the visual difference because of the animated art style and the camera distance from the action. So we’ve taken steps to make sure we utilize the hardware in as many ways possible and pull some tricks from our own sleeves to make the game stand out more on machines with more powerful hardware.</p>
<p><strong>What are your thoughts on the Xbox One X’s 6TFLOPs GPU? What kind of advantage this has given you while developing this game?</strong></p>
<p>Most of the advantage so far has been the visuals, effects, details we can put into the environments, 4K resources, frame rates, and much more. It’s a beast. If you think that’s something, the Dev Kit is even more impressive.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_05.png"><img loading="lazy" decoding="async" class="aligncenter wp-image-317335" src="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_05.png" alt="Project Code Shift_05" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_05.png 696w, https://gamingbolt.com/wp-content/uploads/2017/12/Project-Code-Shift_05-300x169.png 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Remember how <em>Gears of War 1</em> pushed the 360 to its limits early in its cycle? I don’t think we’ll see that any time soon – full potential that is."</p>
<p><strong>The Xbox One X features plenty of RAM too. 9 out 12GB is available to developers…which is undoubtedly more than the average found in gaming PCs. How has this helped you?</strong></p>
<p>It helped us create the size and scale of the levels and scenes that we envisioned in our concepts. We have a large future level with all kinds of things flying around in the background and to see that entire scene loaded and zoomed out at the same time is marvelous. For <em>Project Shift</em>…each level can zoom out pretty far. Due to the aerial combat nature of the game, some stages can be about 16 x 16 screens. So to have enough power to run it all so smoothly is so sweet.</p>
<p><strong>Do you see games using the full potential of the Xbox One X, especially given that developers also need to support the older Xbox One?</strong></p>
<p>Remember how <em>Gears of War 1</em> pushed the 360 to its limits early in its cycle? I don’t think we’ll see that any time soon – full potential that is. However, I can only speak for smaller development teams, like ours. One of the reasons for that is exactly what you said, spending time and resources on supporting the older Xbox</p>
<p><strong>Is there anything else you want to tell us about the game?</strong></p>
<p>Yes. Perhaps, at this moment, using this opportunity with Gaming Bolt to issue this announcement is appropriate. Unfortunately, due to internal politics with our investor, <em>Project Shift</em> will not be able to make its target launch date of Winter 2017. The Shift Team wanted to make this announcement sooner, but on-going internal discussions, legal issues, and investment deals prevented public discussions at the time.</p>
<p>While the Shift Team continues to look for new investors and partners, core team members will resume working on <em>Project Shift</em> (in a limited capacity) with their own time and resource.</p>
<p><strong>When exactly can we expect the game to launch? What&#8217;s left in the development process to iron out?</strong></p>
<p>The fallout between <em>Project Shift</em> and its investor began even before E3. After E3, a lot of resources were put into preparing material for investment purposes. Thus, production on most of the game ceased for about 4 months now. This is why the Chinajoy build was pretty much the same as the one featured in E3 and no new material was being published online like we planned.</p>
<p>We are currently in discussion with many possible investors and a lot of business with our previous investor has now been finalized. Until we find new investor(s), <em>Project Shift</em> is delayed indefinitely.</p>
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		<title>Xbox One X 12GB RAM Brought Envisioned Concepts to Life &#8211; Project Code: SHIFT Dev</title>
		<link>https://gamingbolt.com/xbox-one-x-12gb-ram-brought-envisioned-concepts-to-life-project-code-shift-dev</link>
					<comments>https://gamingbolt.com/xbox-one-x-12gb-ram-brought-envisioned-concepts-to-life-project-code-shift-dev#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 15 Nov 2017 15:33:59 +0000</pubDate>
				<category><![CDATA[News]]></category>
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		<category><![CDATA[xbox one x]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=311325</guid>

					<description><![CDATA[Developers of the upcoming 2D hack and slash title talk about having the power to push the game's limits.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-307059" src="https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X.jpg" alt="Xbox One X" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X.jpg 1620w, https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Microsoft&#8217;s Xbox One X is out now and reviews have been quite posituve. There&#8217;s still a lot on the development side that we don&#8217;t know, especially how specific developers are handling the increased power. GamingBolt got in touch with the developer of action hack and slash title <em>Project Code: SHIFT</em> for their take on the console&#8217;s RAM.</p>
<p>With 9 out of 12 GB being available to developers, higher than the average gaming PC, what benefits did this offer for <em>Project Code: SHIFT</em>? Lead producer Mike Dai and Roger said that it helped bring the studio&#8217;s concepts to life.</p>
<p>&#8220;It helped us create the size and scale of the levels and scenes that we envisioned in our concepts. We have a large future level with all kinds of things flying around in the background and to see that entire scene loaded and zoomed out at the same time is marvelous.</p>
<p>&#8220;For <em>Project Shift</em>&#8230;each level can zoom out pretty far. Due to the aerial combat nature of the game, some stages can be about 16 x 16 screens. So to have enough power to run it all so smoothly is so sweet.&#8221;</p>
<p><em>Project Code: SHIFT</em> was unveiled at E3 2017 as an ID@Xbox title and combines martial arts combat on a 2D plane with science fiction. Players can perform executions and string together combos to effectively combat enemies. However, the core gameplay hook is the ability to shift between the past and future, going from a medieval fantasy landscape to a futuristic metropolis.</p>
]]></content:encoded>
					
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		<title>Xbox One X Won&#8217;t Be Pushed To Its Limits Any Time Soon Like Gears of War Did With Xbox 360: Dev</title>
		<link>https://gamingbolt.com/xbox-one-x-wont-be-pushed-to-its-limits-any-time-soon-like-gears-of-war-did-with-xbox-360-dev</link>
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		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Fri, 03 Nov 2017 21:34:44 +0000</pubDate>
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					<description><![CDATA["One of the reasons for that is exactly what you said, spending time and resources on supporting the older Xbox."]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-307059" src="https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X.jpg" alt="Xbox One X" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X.jpg 1620w, https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>There was a time when consoles used custom hardware, which games would eventually be optimized for, and push visuals far beyond people might have expected. That time is long gone now, with the PS4, Xbox One, and even the Switch all using standard, off the shelf components.</p>
<p>In turn, this means that games pushing hardware to achieve the kinds of visuals we saw relative to the systems&#8217; power are probably not going to be as common anymore- especially given that most development these days is multiplatform.</p>
<p>That said, with the Xbox One X coming up, and having far more powerful hardware than any other console ever, we are wondering if the system will ever have games that tap into its power as well as games used to for consoles in the past. So when we got the chance to talk to Mike Dai and Roger from the development team of <em>Project Code: SHIFT, </em>we put the question to them.</p>
<p>According to them? That will probably not be happening, though they did clarify that maybe some larger team will put the time and resources into the system necessary to tap into its power like <em>Gears of War</em> did on the Xbox 360.</p>
<p>&#8220;Remember how<em> Gears of War 1</em> pushed the 360 to its limits early in its cycle?&#8221; they said. &#8220;I don’t think we’ll see that any time soon – full potential that is.  However, I can only speak for smaller development teams, like ours.  One of the reasons for that is exactly what you said, spending time and resources on supporting the older Xbox.&#8221;</p>
<p>I think they are not wrong- as I said before, the combination of having development being primarily multiplatform and middleware based, and hardware being off the shelf parts, means that game consoles are commoditized now. We are unlikely to see a game push boundaries like that on a console again- unless Microsoft invests in first party studios like they used to, and like Sony still does.</p>
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		<title>Xbox One X Is A &#8216;Beast&#8217;, Dev Kit Is Even More Impressive &#8211; Project Code: SHIFT Dev</title>
		<link>https://gamingbolt.com/xbox-one-x-is-a-beast-dev-kit-is-even-more-impressive-project-code-shift-dev</link>
					<comments>https://gamingbolt.com/xbox-one-x-is-a-beast-dev-kit-is-even-more-impressive-project-code-shift-dev#comments</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Sun, 29 Oct 2017 16:59:21 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[project code: shift]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[xbox one x]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=310602</guid>

					<description><![CDATA[Also confirms native 4K/60fps support for Project Code: SHIFT on Xbox One X.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-307059" src="https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X.jpg" alt="Xbox One X" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X.jpg 1620w, https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/09/Xbox-One-X-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The Xbox One X will be the most powerful console ever made when it launches later this year. We already know that a lot of developers appear to be committed to making sure their games leverage the extra power available on the system, including the developers of <em>Project Code: SHIFT. </em></p>
<p>Speaking to GamingBolt, Mike and Roger from the development team of <em>Project Code: SHIFT </em>elaborated on what form this extended support for the system will take. The game will apparently support a native 4K resolution, and 60 frames per second of performance on the console- something that other consoles cannot handle, by the developers&#8217; own admission.</p>
<p>&#8220;The game is native 4K and 60 fps on the Xbox One X,&#8221; they said to GamingBolt. &#8221; That is one of the reasons why we aimed for the Xbox One X launch. Nothing is being upscaled. On other platforms that cannot handle those specifications, it will still be HD.&#8221;</p>
<p>They also went on to talk about the Xbox One X&#8217;s GPU power, and what advantages it has afforded them. &#8220;Most of the advantage so far has been the visuals, effects, details we can put into the environments, 4K resources, frame rates, and much more.  It’s a beast. If you think that’s something, the Dev Kit is even more impressive.&#8221;</p>
<p>The Xbox One X launches on November 7. Stay tuned for our full interview on <em>Project Code: SHIFT</em> in the coming days.</p>
<p><iframe loading="lazy" title="Project Shift @ China Joy 2017 -- Microsoft Xbox&#039;s Game Developer&#039;s Conference (Full + Translated)" width="500" height="281" src="https://www.youtube.com/embed/l8XPCS09owc?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">310602</post-id>	</item>
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		<title>Xbox One X Is A Big Leap Over The PS4 Pro, Will Push Game On More Powerful Hardware &#8211; Project Code: SHIFT Dev</title>
		<link>https://gamingbolt.com/xbox-one-x-is-a-big-leap-over-the-ps4-pro-will-push-game-on-more-powerful-hardware-project-code-shift-dev</link>
					<comments>https://gamingbolt.com/xbox-one-x-is-a-big-leap-over-the-ps4-pro-will-push-game-on-more-powerful-hardware-project-code-shift-dev#comments</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Sat, 28 Oct 2017 16:45:45 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[project code: shift]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps4 pro]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[xbox one x]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=310591</guid>

					<description><![CDATA[Project Code: SHIFT Dev will leverage the more powerful hardware of the Xbox One X.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/06/Xbox-One-X.jpg"><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-298311" src="https://gamingbolt.com/wp-content/uploads/2017/06/Xbox-One-X-1024x576.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/06/Xbox-One-X-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2017/06/Xbox-One-X-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/06/Xbox-One-X-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/06/Xbox-One-X.jpg 1280w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Sony started this generation by having the most powerful home console ever made, and making sure everyone knew that fact. Microsoft is retaliating with the upcoming Xbox One X, which will now be the most powerful console ever when it launches. Nintendo decided to sit out the graphics arms race a long time ago, but still launched the Nintendo Switch earlier this year, the most sophisticated portable gaming system of all time.</p>
<p>So all three companies are now pushing tech- and this is something that Mike Dai and Roger from the development team of <em>Project Code: SHIFT</em> said to GamingBolt in an exclusive chat with us, to. When we asked them about the differences between the Xbox One X and PS4 Pro GPU ROP count, and whether they might be too visible to the end user, they said that while a difference <em>will</em> be apparent to users, all companies are doing their own bit to push technology. However, the Xbox One X is clearly the winner at this point.</p>
<p>&#8220;Both Microsoft and Sony are pushing the visual boundaries,&#8221; they said. &#8220;Even with Nintendo, we can see that visual boundaries can be pushed with more creative ways to utilize hardware (a less powerful one too). From a development perspective, the Xbox One X is such a big leap that I’d have to say it’s Microsoft now.&#8221;</p>
<p>They confirmed that they will leverage the more powerful hardware of the Xbox One X to ensure that their game stands out more on the more powerful system.</p>
<p>&#8220;Early in the development, one of our concerns was whether players would be able to tell the visual difference because of the animated art style and the camera distance from the action,&#8221; they said. &#8220;So we’ve taken steps to make sure we utilize the hardware in as many ways possible and pull some tricks from our own sleeves to make the game stand out more on machines with more powerful hardware.&#8221;</p>
<p>It&#8217;s good to see that developers are pushing the additional resources available to them on the Xbox One X. The system will launch on November 7. Stay tuned for our full interview <em>Project Code: SHIFT</em> soon.</p>
<p><iframe loading="lazy" title="Project Code: SHIFT - E3 2017 Reveal Trailer - Full Version" width="500" height="281" src="https://www.youtube.com/embed/Yt3y1dpBWzA?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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