From Gears of War to Uno: 15 Essential Xbox 360 Titles

Geometry Wars: Retro Evolved (2005)

Initially a mini-game in Project Gotham, this fast-paced twin-stick shooter, inspired by the 80s, was transformed into an exclusive digital title that gained a massive following. With its stylish vector graphics and rapid gameplay, it was the first to showcase the potential of Xbox Live Arcade.


Fast, frenetic, and incredibly stylish…Geometry Wars: Retro Evolved. Photo: Microsoft

A time sink on an epic scale… The Elder Scrolls IV: Oblivion (Screenshot of the 2025 remake) Photo: Bethesda Softworks

Countless hours were devoted to this groundbreaking open-world RPG. As one of the pioneers in true exploration, it allowed players to traverse anywhere and engage in countless activities. Journeys through Cyrodiil became adventures filled with unexpected mischief, often overshadowing the main quest of combating the gates of hell.

Uno (2006)


The most addictive rendition of the classic card game… Uno on Xbox 360 Photo: Carbonated Games/Microsoft

There’s no denying it – Uno was one of the pivotal Xbox 360 titles. A staple for many of us, it was thrilling to play with a webcam that allowed us to witness our rivals’ expressions during intense Wild Draw 4 moments. As one of the earliest accessible multiplayer game options for consoles, it often diverted players from more complex titles such as Halo or Mass Effect into late-night Uno sessions, leaving echoes of its calming sound effects lingering in our dreams.

Viva Pinata (2006)


Darwinian brutality? …Viva Piñata. Photo: Microsoft

Cultivate a stunning garden, attract vibrant piñata creatures, and watch chaotic predation unfold. While there’s an unexpected level of Darwinian cruelty lurking beneath this seemingly family-friendly game, many weekends in the 2000s were spent nurturing dangerous additions to our paradise. Orstachio lives on forever.

Bioshock (2007)

This half-dystopian adventure and critique of Ayn Rand’s Objectivism allows players to delve into a submerged metropolis fashioned by a megalomaniacal tycoon driven by radical social experiments. Can you draw parallels to today’s technological corporate elite?


Modern parallels… Bioshock. Photo: absurdity

Halo 3 (2007)


An endlessly enjoyable shooting game…Halo 3 Photo: Xbox Game Studios

While Halo may never replicate the charm of its original trilogy, it remains an expansive shooter of its era, concluding the grand space saga of the franchise. Unlike the linear shooter experiences of today, Halo promotes strategic engagement with clever adversaries and an infinite playground for chaos. Yet, the multiplayer experience is what truly resonates in memory—massive encounters powered by vehicles, customizable settings, and the ingenious Forge map editor offered unending fun.

Mass Effect (2007)


Is it better than Star Wars?…Mass Effect Photo: Electronic Arts

BioWare’s expansive sci-fi trilogy may have stumbled to an imperfect conclusion, yet its blend of interstellar battles and romantic encounters retained fans’ fascination for years. Merging RPG elements, strategic squad combat, and a compelling existential dilemma (an evil race of sentient ships), Mass Effect unfolds an unforgettable space opera featuring characters with deep emotional connections.

Fable II (2008)


Easy to enjoy…Fable II. Photo: Microsoft

Lionhead’s distinctly British fantasy title feels lively, engaging, and accessible. Although it may be completed faster than expected, its charm and character resonate more than many other RPGs on Xbox. Bursting with imaginative elements, it fosters the thrill of adventure, and let’s not forget the lovable canine sidekick, despite our enduring grief from his fate in the game.

Gears of War 2 (2008)


The ultimate testosterone-filled cover shooter…Gears of War 2. Photo: Epic Games

Gears 2 enhances its predecessor’s robust mechanics, delivering a premier cover shooter experience that features burly soldiers confronting an alien Horde in a frenzy of obliteration and chainsaw mayhem. Moreover, the introduction of the adrenaline-fueled horde mode initiated the wave-based survival challenge craze.

Lost Odyssey (2008)


Like a forgotten Final Fantasy…Lost Odyssey Photo: Mist Walker

For a brief period, Microsoft endeavored to solidify the Xbox’s presence in Japan, inviting renowned Japanese developers to create exclusive titles. While many of these titles failed, Lost Odyssey stands out, exploring humanity’s journey amidst rapid technological change. Directed by Final Fantasy veteran Hironobu Sakaguchi, it captures the essence of a missing entry from the beloved series.

Ninja Gaiden II (2008)


Choreographed violence…Ninja Gaiden II Photo: Team NINJA

Before Dark Souls, Tecmo’s notorious action series left players either infuriated or exhilarated, with beautifully orchestrated combat letting players sever limbs and unleash stylish attacks. The game brilliantly channels the spirit of classic 80s ninja films, filled with captivating locales and an arsenal of sharp weaponry.

Rock Band 2 (2008)


Rock out forever…Rock Band 2 Photo: Harmonix Music Systems

The ultimate party game, a timeless classic. After pioneering Guitar Hero, Harmonix transitioned into creating Rock Band, a collaborative music experience that invites players to sing, play, and drum using fun plastic instruments. With an exceptional setlist featuring beloved pop-punk and classic rock tunes, Rock Band 2 also offers one of the smoothest gameplay experiences available, whether playing online or with friends in person.

Limbo (2010)


It makes me feel anxious…Limbo. Photo: Triple Point

This artful title, which helped establish Xbox Live Arcade as a platform for experimental gaming, is a haunting puzzle-platformer about a boy’s journey through a hellish, monochromatic world in search of his missing sister. Selling a million copies in its first year, it proved there remains a demand for unique and avant-garde gaming experiences.

Forza Horizon (2012)


Fresh…Forza Horizon. Photo: Microsoft

Project Gotham and Forza Motorsport laid the groundwork, yet Horizon breathed new life into the franchise. It’s an exhilarating driving festival featuring a plethora of activities, from circuit races to stunning stunts, all set in a breathtaking Colorado backdrop dotted with charming roads and vintage automobiles. A perfect blend of gaming and virtual tourism.

Trials Evolution (2012)


Very difficult…Trials Evolution Photo: Ubisoft

Upon its release, Trials Evolution captivated a vast section of the Xbox Live Arcade audience, igniting an obsession with challenging physics-based motorcycle trials. Featuring tight controls and requiring unwavering concentration, this game delivers a rewarding experience, complete with four-player multiplayer and an impressive level editor.

Source: www.theguardian.com

The Xbox 360 Redefined Gaming, but Microsoft Hasn’t Found a Successor.

Anearly two decades ago (specifically on December 1, 2005), I attended the launch event for the first video game console at London’s Leicester Square. The Xbox 360 made its debut in the US on November 22, 2005, and subsequently in the UK on December 2, 2005, only a few months after I began my first role as a junior staff writer at GamesTM magazine. My recollections from that night may be foggy due to a) the significant time lapse and b) an abundance of complimentary drinks, but I can distinctly recall DJ Yoda performing on a surprisingly empty dance floor. The atmosphere was overwhelmingly green; however, my memories of the console itself and the games played on it remain sharp. Xbox Crystal stands out as one of the best consoles ever created.


In 2001, the original Xbox disrupted the gaming landscape, particularly in Japan, selling millions more than Nintendo’s GameCube and ushering in the online gaming era with Xbox Live—a multiplayer service that outpaced the PlayStation 2. Despite its innovations, the PS2 ultimately sold over 150 million units, compared to the original Xbox’s 25 million. In contrast, the Xbox 360 achieved over 80 million sales throughout its eight-year run, matching the PlayStation 3’s figures (though it exceeded in the US market), which transitioned Xbox from a newcomer to a leading player in the industry.

Defying typical Microsoft standards, the Xbox 360 boasted a unique and appealing design, featuring a double curve interior (referred to as a “suck” by its designer) and an interchangeable faceplate. Its iconic Y2K startup animation coupled with a sleek, futuristic menu introduced features such as messaging, friends lists, and music. I still find Microsoft’s marketing from that era quite cringeworthy—view this developer video showcasing former Microsoft Entertainment chief J Allard with his renowned earrings, alongside a man juggling while discussing “three symmetrical cores.” Yet, despite the marketing missteps, the machines they produced felt modern and thrilling, particularly the new controller, which featured sleek white and eye-catching colors, a significant improvement over the bulky original Xbox controller. I know several gamers who exclusively use Xbox 360 controllers for PC gaming.

As the first gaming console to provide seamless connectivity, the Xbox 360 integrated various elements that shaped a gamer’s identity. Gamers could engage with a diverse range of titles online using a single unified gamertag. This concept drew from messaging capabilities, social features, and achievements, collectively creating a personal gaming history through the completion of smaller challenges. (Sony would soon follow suit with its trophy system.) Introducing a competitive element through the Gamerscore was a stroke of brilliance, incentivizing players to seek clout and fostering a community where friendships determined gaming choices. Personally, faced with the option to purchase a game for either PS3 or 360, I’d invariably choose the 360, as that’s where all my friends played.

When an overly confident Sony rolled out its pricier and less-than-attractive successor to the PlayStation 2 in late 2006, the Xbox 360 had already spent a year revolutionizing gamers’ experiences with its high-definition gaming approach. Players were accumulating game collections and online personas linked to their Xbox accounts. Major third-party publishers, finding the PS3’s technology cumbersome, began prioritizing Xbox for multiplatform releases. While the 360 struggled to gain ground in Japan, it emerged as the definitive console elsewhere, an impressive feat for Microsoft considering Sony’s dominance in the previous two generations with the PlayStation.




A peculiar monochrome world of limbo. Photo: Triple Point

Xbox Live Arcade played a significant role in ushering in the contemporary era of indie gaming. Throughout the ’90s and late ’00s, publishers and physical retailers largely dictated which games reached players, especially on consoles. In 2008, Xbox Live Arcade began providing a platform for smaller, affordable games to be downloaded directly to consoles without dependence on physical shops or publishers. This development paralleled what Steam later achieved for PC gaming, familiarizing players with digital distribution. Titles released through the arcade included Geometry Wars, Braid, Limbo, Bastion, and notably, the finest digital rendition of Uno ever. While I immersed myself in Oblivion, Mass Effect, and BioShock during my late teens, I also eagerly anticipated each new wave of Xbox Live Arcade games.

Reflecting on that period, the designers behind the Xbox 360 displayed a keen understanding of players’ motivations and desires for the next generation of gaming consoles. They recognized the transformative potential of the Internet, not merely for multiplayer gameplay but for enriching the social experiences surrounding games and shaping how people discover and purchase them. However, when Microsoft launched the Xbox One in 2013, it was an outright disaster, suggesting a loss of that insightful perspective. By then, Microsoft seemed to think gamers wanted to juggle gaming with watching picture-in-picture sports and mandated connected cameras to monitor their activities.

Microsoft has yet to recapture its former dominance in the gaming market. A revitalized Sony harnessed invaluable lessons from the Xbox 360, integrating them into the PlayStation 4, while the Nintendo Switch debuted in 2018, outperforming all competitors. Currently, Xbox finds itself trailing in a distant third in the shrinking console wars, seemingly opting for a semi-exclusive gaming subscription model rather than focusing solely on hardware. Franchises that defined the 360 era, such as Halo and Gears of War, are now accessible on PC and PlayStation, and others, including Fable, have dwindled for over a decade.

The 360 era represented an exhilarating juncture for gaming, characterized by significant change and rivalry introduced by online play. The console market was smaller yet unpredictable; a time before free-to-play games, still leaving space for “7/10 fun” games that sometimes became more memorable than the blockbuster titles. Games hadn’t yet congealed into the five dominant mega-series that currently prevail, and the emergence of indie titles on consoles truly revolutionized my gaming preferences.

What to play




Immerse yourself… in Geometry Wars: Retro Evolved. Photo: Bizarre Creations/Steam

Writing about Xbox Live Arcade inspired me to revisit Geometry Wars: Retro Evolved, the unexpectedly addictive Xbox Live Arcade top-down shooter that dazzles like fireworks and serves as a sensory sensation. I quickly downloaded it on Steam and found myself hooked once again. Developed by Bizarre Creations, known for Project Gotham Racing, the game consistently outperformed Uno as the most downloaded digital title during the 360’s reign and still retains that status. I had forgotten how mesmerizing the grid backgrounds are as they ripple with each explosion, providing a touch of high-definition flair to this arcade classic.

Available: Steam, Xbox (if you don’t mind trying the sequel instead)
Estimated playtime:
10 minutes left until 2020.

What to read




A relentless challenge wrapped in humor… Baby Steps. Photo: Devolver Digital
  • Lately, I’ve been reflecting on challenging games. My ongoing interest led me to explore various perspectives on game design, culminating in this insightful article by veteran designer Raph Koster, titled Game design is actually simple, which is essential reading.

  • For fans of the original Xbox, you’ll be thrilled to know that Crocs has launched the Xbox Clog, inspired by the iconic black and green controller. It’s truly fantastically unattractive.

  • Poncle, creators of the BAFTA Game of the Year-winning Vampire Survivors, have announced a new title: Vampire Crawler. Check out the sarcastic trailer. It’s an eclectic mix of a card game and a classic first-person dungeon crawler.

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Question block




On another note… Cyberpunk 2077. Photo: CD Projekt

Recently, reader Jude inquired about which video game world I’d most like to inhabit (with Cyrodiil from The Elder Scrolls topping my list). We’ve now posed that question to you all. The responses were delightful and varied. Here’s what you had to say:

“For a spot to grab a drink, Cyberpunk 2077 seems surprisingly inviting. ” – Spence Bromage

“I know it’s quirky, but I’m irresistibly drawn to the ship in System Shock 2! ” – Charles Rouleau

“I long to live in the universe of Dragon Age. Give me Fereldan, Denerim, and Orlais. A skyhold to call home and a bard to manage sounds perfect for me.” – Caitland Vernon

“I can’t help it if people label me a weirdo; I wish to exist in the world of Fallout 3. Witnessing a segment of humanity navigate the conflict between good and evil in the wasteland was quite impactful for me.” – Toby Darnall

“There’s something uniquely captivating about Animal Well. The freedom to explore a self-contained map filled with hidden nooks and crannies gives me a strong sense of orientation. Even after ‘completing’ the game, I’ve found a strange solace recently just wandering its spaces for delight.” – Ben Gibb Read

If you have a question for the Question Block or want to share anything else regarding the newsletter – Email us at pushbuttons@theguardian.com.

Source: www.theguardian.com

ROG Xbox Ally X Review: A Unique Handheld Gaming Experience, for Better or Worse

TThe ROG Xbox Ally X, a handheld console resulting from a partnership between Asus and Microsoft, stands out as an impressive yet costly gaming device. The sleek all-black ROG Xbox Ally X, set to launch on October 16th, is the pricier of the two portable gaming options at £799 (€899/$999/AU$1599). (In comparison, the less powerful ROG Xbox Ally in white is priced at £499/€599/$599/AU$999.) Fortunately, the higher price tag brings with it enhanced features and performance.

Over the past few weeks, I’ve been enjoying the ROG Xbox Ally X while navigating through various indie hits and major RPGs throughout my home. Although its price is quite eye-catching (consider that its main rival, the Steam Deck OLED, starts at £479/€569/$549/AU$899), the power contained within its compact dimensions (291 x 122 x 51 mm) is truly unparalleled in the portable gaming sector.

This remarkable power, combined with the capability to stream Xbox titles via cloud gaming and the Play Anywhere initiative (interconnecting purchases between Xbox and PC), allows access to a diverse array of PC games from various storefronts, appealing to both Xbox enthusiasts and portable gaming fans. While I encountered a few minor glitches and user interface hiccups during my time with the ROG Xbox Ally X, most were easily rectifiable and quickly became forgotten as I immersed myself in gameplay.




Play at home or on the go…ROG Xbox Ally X. Photo: ROG

Setting up ROG Xbox Ally X

Configuring the ROG Xbox Ally X is a straightforward task. The device launches a full-screen Xbox experience that replicates both the Xbox console and PC app environments; however, as a handheld operating on Windows 11, it requires an initial update before usage, which took a bit of time. This might feel unusual for a gaming handheld, given the pop-up notifications and prompts typical of a standard Windows setup.

On the first day, despite promptly adding my Xbox account, the device indicated that I lacked Xbox Game Pass Ultimate, Microsoft’s highest-tier gaming subscription service, and my efforts to relink the account proved fruitless. Strangely, it randomly began functioning correctly the next day. I also faced issues connecting to my home Wi-Fi upon waking the device from sleep mode, yet this too rectified itself after the first 24 hours.

Once I successfully connected my various accounts (the ability to download PC game launchers like Steam, Epic Games Store, and Blizzard’s Battle.net is a benefit of being a Windows handheld), the ROG Xbox Ally X operated quite efficiently.

A handy feature allows direct access to the familiar Xbox user interface while aggregating games from other launchers for seamless transitions back to your gameplay, regardless of where it’s hosted.

However, should you be playing a Steam game, switching back to the Xbox-only launcher and starting a game from a different store requires taking note that ROG Xbox Ally X does not automatically close the previously opened game, nor does it ask if you wish to do so, which can affect performance. There were instances when the Xbox interface lagged or became unresponsive to my inputs.

At times, the handheld experienced difficulties downloading an RPG, repeatedly disconnecting whenever idle, necessitating a manual restart of the process. Nevertheless, subsequent to rebooting, the remaining files downloaded successfully.




Switching between applications…ROG Xbox Ally X. Photo: ROG

ROG Xbox Ally performance

I remain hopeful that these issues can be addressed with a simple user interface (UI) update. With a bit of attention, the ROG Xbox Ally X demonstrates exceptional performance. Although it shows some sluggishness when starting up with a low battery level (below 15%), titles like Hades II, Supergiant Games’ acclaimed roguelike sequel, load quickly and run flawlessly with negligible load times between areas. Heavier games like Avowed and traditional PC favorites such as Backyard Baseball maintain outstanding performance with impressive frame rates and rapid load times.

While the ROG Xbox Ally X lacks an OLED screen, the 7-inch, 1080p display more than compensates with stunning visuals. The vibrant details of Hades II’s nearly stationary characters are a visual delight. The first time Moon Goddess Selene appeared adorned in a luminous gown of blue and seafoam green, it was a breathtaking moment.

Xbox and Asus have strategically allocated some system resources for heightened frame rates, a decision that pays off in visually demanding games like Hades II. You’ll never be left so overwhelmed by the action that you lose track of the battle at hand.

The audio experience is equally immersive. In a particular sequence in Hades II, as I strolled past the goddess Artemis in a moonlit glade, I could hear her singing softly from the left speaker, signifying her presence even when out of view—such lovely details truly stand out.

Regarding its appearance, the ROG Xbox Ally X may initially seem peculiar, resembling two halves of an Xbox controller fused with a screen, yet the matte black finish is visually attractive, and the adjustable LED lights accentuating the joysticks add to the gaming aesthetic.




Powerful hardware…ROG Xbox Ally X. Photo: ROG

Game on the go or on the couch

Throughout my experience with the ROG Xbox Ally X, I’ve utilized it while lying in bed, relaxing on the couch, leaning against the kitchen counter waiting for pasta water to boil, and sitting at my desk during writing breaks. Initially, after just 10 minutes of use this summer, I questioned whether the relatively large handheld would be comfortable for extended sessions. Surprisingly, it remained comfortable to hold even after hours of gameplay. Although weighing in at 715g, it is heavier than the less powerful ROG Xbox Ally (670g) and Steam Deck OLED (640g), the difference in weight is minor, especially given how ergonomic the controller-like grips are. The only discomfort arose when I propped it against the couch without any elbow or wrist support, which caused some strain on my pinky finger due to bearing the weight.

The battery life is commendable considering the specifications (80Wh, surpassing the ROG Xbox Ally’s 60Wh). I was able to play Hades II for a solid two hours without hitches. After 20 minutes of gameplay at 22% battery, it only dropped to 10%. Although some components of the handheld warmed up during extended play, it never reached a point of overheating.

ROG Xbox Ally X game library

In terms of gaming, this device ingeniously utilizes the Xbox Play Anywhere initiative. This reflects Microsoft’s efforts to enable access to games across multiple devices, allowing gameplay on PC, Xbox consoles, and the ROG Xbox Ally handheld, all while retaining your progress, with access to over 1,000 available Xbox and Xbox Game Pass games.

Having formerly owned a Steam Deck and been a long-term Xbox Game Pass subscriber, the ROG Xbox Ally X represents the ideal handheld console for me. I favor the feel of an Xbox controller, and this device captures that essence perfectly. It allows me to access my Xbox Game Pass library to experiment with new titles, all while offering portability. Plus, for Play Anywhere titles, which a majority of the games are, there’s no need to stress over internet access.

If you have the budget and seek a robust gaming handheld capable of not only playing PC games from your favorite digital platform but also an extensive selection of Xbox games, the ROG Xbox Ally X could be an excellent investment for the year-end splurge.

Source: www.theguardian.com

Xbox Game Pass Price Increases: A Discussion on Growing Gaming Expenses | Games

IIn the realms of music, television, and film, the emergence of streaming has dramatically revolutionized the traditional business model. Instead of purchasing an album or movie, most of us now opt for a few subscriptions based on our viewing preferences, occasionally supplementing this with unique records or special Blu-ray editions. This shift poses significant challenges for musicians, as they earn roughly $0.004 per play on Spotify. In contrast, Spotify itself has achieved a billion dollars in profit (after years of operating losses). On the television side, customers are increasingly frustrated; in my household, we juggle five different TV subscriptions, based on our series interests, just to manage costs effectively.

This subscription model has not gained the same traction in video games. Apple’s Arcade service provides premium mobile games for £6.99 per month, but the free-to-play model prevails on mobile devices, generating massive profits primarily through advertising and in-game purchases. (Fun fact: approximately 85% of the gaming industry’s total revenue predominantly comes from free-to-play games in regions like China.) While Netflix offers games included in its subscription, user engagement remains low. PlayStation and Nintendo have their own subscription services, but these mainly feature older titles rather than new releases. Xbox Game Pass stands out with over 200 games available, but purchasing new exclusive games still comes with a hefty price tag—until now.

Recently, Microsoft revealed that the price of its Game Pass Ultimate subscription would rise from £14.99 to £22.99 per month. (This tier includes all the latest releases, with more affordable options still available.) Additionally, subscribers in certain countries (primarily Europe) received emails notifying them about a delay in the price increase, while those in the UK and US face the additional cost. Price hikes had long been considered unavoidable given the millions of dollars invested in blockbuster game development, alongside payments to developers for hosting on its services. A Bloomberg estimate indicated that Microsoft spent $300 million on revenue by including Call of Duty in Game Pass.

Does this imply that Game Pass isn’t achieving the success Microsoft anticipated? We consulted Christopher Doling from the Game Business Newsletter, who provided invaluable insight. “Game Pass is profitable,” he noted. “However, it affects premium game sales. Notably, titles like Halo Infinite and Starfield have not performed as well on the charts as anticipated. Microsoft’s acquisition of Activision Blizzard for $70 billion is under scrutiny by company leaders, including Chief Financial Officer Amy Hood. It’s not just about profitability; it’s about growth. Microsoft expects a significant return from the Xbox division on this investment. This isn’t excessive,” he added, simplifying matters. Thus, Xbox is cutting costs, projects, and even studios, while raising prices across the board.

With sluggish console sales for Xbox in recent years, the company is depending on Game Pass for growth. Microsoft has ceased reporting Xbox migrations, preferring to discuss revenue and engagement. However, sales of the Xbox Series S/X are estimated to be substantially lower than those of the 2013 Xbox One, putting it in a competitive third place behind Nintendo and PlayStation. Xbox executives themselves have acknowledged that console sales are no longer a priority. This is likely why Microsoft has started to release many of its games on PC and PlayStation, while heavily investing in studio acquisitions to create more content for Game Pass.

Call of Duty Warzone promotional images. Photo: Activities

However, the broader question remains: what does the future hold for subscription-based video games? Furthermore, what implications does this have for developers? One potential trajectory may mirror trends seen in the television industry where subscription costs gradually increase, and streaming services proliferate, forcing gamers to pay substantial amounts annually for the latest titles. Meanwhile, developers may feel the impact of decreased direct sales, making it harder for them to financially support ambitious projects, which could stifle the emergence of original art. Despite this, millions of gamers are still willing to spend £70 on games upon release. Titles like Mario Kart World and Assassin’s Creed Shadows were among the top-selling games in Europe the first half of this year. Why then are major companies attempting to undermine this?

“For the [smaller] developers, right now, Game Pass serves as a vital discoverability tool in an industry where that’s genuinely a concern. It also enables players to access games more economically (well, that used to be the case) and is crucial in today’s economic environment. Nonetheless, there are valid worries about what the future may hold.”

Certainly, diverse business models can coexist within the gaming landscape, with video games currently finding a balance between free-to-play and premium formats. These categories cater to different audiences, and data indicates they do not cannibalize one another’s revenue. Some consumers prefer investing in high-end consoles and premium game titles, and the market has remained relatively stable over the past decade. As more casual gamers flock to free-to-play titles, the overall gaming landscape has expanded significantly, leading to enhanced viewership. If managed effectively, subscription services like Game Pass could provide intermediary solutions that do not completely erode traditional industry business models. However, given precedents in other arts sectors and the profit-driven ambitions of large corporations like Microsoft, this may be overly optimistic.

Despite rising costs, Xbox Game Pass continues to deliver substantial value for the most engaged players. “Xbox is asking the most active players to shoulder higher prices. Game Pass Ultimate caters specifically to these individuals,” Dring points out. “Statistics show they receive considerable value, so if they can afford it, a good portion of these players will likely accept the cost. The average Game Pass Ultimate user is expected to play around $550 worth of games annually.”

Editor’s Notes: Due to an editorial oversight, last week’s issue incorrectly referred to the new president of Nintendo of America, Devon Pritchard, using the wrong pronouns despite her being the first woman to hold the position. I apologize to Devon and appreciate those who brought this to my attention.

What to play

Baby Steps. Photo: Devolver Digital

September had a host of exceptional games, and I’m still catching up on them (and engrossed by Silksong). One game I’m particularly excited about is Baby Steps, a surreal slapstick comedy experience I’ve been eagerly anticipating forever. The narrative kicks off with a not-so-promising scenario where a sluggish man and woman, Nate, are dragged from their parents’ basement and plunged into the unforgiving wilderness. Using the triggers to lift your hesitant feet and the control stick to balance, you stumble out of the cave, bound for the camp at the mountain’s base.

However, the ensuing experience is among the most exasperating in gaming history. Expect to slip, stagger, and slide down areas you’ve painstakingly navigated for 20 minutes. I once stumbled Nate’s foot into a wooden beam and plummeted down, necessitating a lengthy trek back to the campsite I had just left an hour prior. Yet, astonishingly, I was glued to the screen until 2 AM, drawn in by its bizarre humor and the persistence required to maneuver Nate’s clumsy body. It truly embodies “painful beauty in art,” and if intriguing challenges appeal to you, give it a whirl.

Available: PS5, PC
Estimated play time:
10 hours

What to read

EA Head Office. Photo: Terry Schmidt/UPI/Shutterstock
  • For those interested in the ethical implications surrounding Saudi Arabia’s Public Investment Fund – as noted last week, EA is set to co-own a part of EA – Euro Gamer highlighted, “This is the Saudi national wealth that should be harnessed to advance the economic and social rights of the Saudi populace. Instead, it’s being directed towards lavish mega projects both domestically and internationally… This appears to be a deliberate tactic to distract from the human rights situations in the country.”

  • This summer yielded an animated Netflix film, K-POP Demon Hunter (if you know, you know), which has achieved notable popularity taking over Fortnite with new modes and character skins added. This sparked some lively discussions between me and my partner, who believes young kids shouldn’t play Fortnite. I’m more okay with it since it appeals to them. Either way, I will be engaging with it.

  • Pour one out for Rock Band, the once-famous plastic instrument game and the soundtrack of my college years. Its final installment, Rock Band 4, was delisted last Sunday, marking its 10th anniversary as the music licenses for the songs have expired. If you still own a copy, make sure to beef up your track library before all songs are taken off the market. As for developer Harmonix, they’ve shifted to creating music for Fortnite, thus signaling the end of new Rock Band games.

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Question Block

“We work in the dark to serve the light.” Photo: UBISOFT

A couple of weeks ago, I asked readers for thoughts on video game quotes that resonate with them. The responses were abundant. In no particular order:

“I’ve always believed if life hands you lemons, don’t just craft lemonade! Return those lemons and get angry! You don’t need those stinking lemons right now! What should I do with this? I’m calling for an emergency meeting with my life advisor!” – Portal 2, Submitted by Helen

“We work in the dark to serve the light” – I resonate with this phrase from Assassin’s Creed. It often echoes in my job as an assistant director in the film and television sector, where I spend a fair amount of time working in both literal and metaphorical darkness as a lighting manager. – Submitted by Stephen

“Please make your determination.” Undertale submitted by Kelly

“‘Comment is never forgotten, so there’s no need to remember it'” – this quote from Breath of the Wild holds a personal significance for me. A non-gamer friend wanted to give me a baby gift, so she printed this quote alongside a baby blanket and sent it to me. I still have it on my fridge. Loving everything her about Zelda, I named my daughter after the game. This line strikes me as particularly poignant during the final battle when Link confronts the dark beast Ganon, and his wise companion encourages him: it captures the essence of our journey as new parents. – Submitted by Kelly

“‘We’re not going to Ravenholm.'” – I often recall this quote from Half Life 2 whenever I am hesitant in my job and personal spheres—iykyk.

“Okay. This won’t cease until I die, but I yearn for pain when that moment comes. As friends depart and when I must let go, even when all hope collapses, I crave to feel it all. It is daunting. I embrace loss. I want to face challenges and rise above until it all concludes. Can I express that? I wish to find light again, even through hardship. Because feeling pain signifies meaning. It confirms my existence.” …at least, at least…” From May Borowski in Night in the Woods, submitted by Keira

If you have inquiries regarding the Question Block or anything related to the newsletter, feel free to reply or email pushbuttons@theguardian.com.

Source: www.theguardian.com

Outer Worlds 2: The Priciest Xbox Game Yet | Gaming News

The Outer Worlds 2 from Obsidian is set to be his inaugural first-party Xbox release, priced at $80 (£70). While the cost of games on the Nintendo Switch 2 is notably high, particularly as Sony’s PlayStation 5 titles have been trending in that direction, you might assume this development wouldn’t ignite a debate among gamers. Yet, it has. The increasing prices of video games continue to be a hot-button issue, especially with the ballooning budgets typically associated with blockbuster titles today. Nevertheless, Outer Worlds 2 promises a more expansive and intricate experience compared to its 2019 comedic sci-fi predecessor, and one could reasonably argue that the price reflects this enhanced value.

I thoroughly enjoyed the original Outer Worlds. It was vibrant with the signature dark humor expected from an Obsidian RPG (the studio behind Fallout: New Vegas). The lush, saturated universe filled with vibrant flora, bumbling activities, and eccentric characters provided joy for approximately 20 hours, although the combat left something to be desired.

According to game director Brandon Adler, Obsidian was aware that gunplay in the Outer Worlds required enhancements from the outset, especially when developing a sequel. “We valued this feedback, so we completely reassessed our approach,” he mentioned during an interview following the Outer Worlds 2 presentation in Los Angeles. “We also consulted with Hello. Everyone…they provided us with an extensive list of suggestions, advising us on what to target and how to improve our weapon analytics.”

Obsidian’s research has yielded impressive results. Not only are there more weapons to engage with in Outer Worlds 2, but they also feel rewarding to fire and offer a variety of combat tactics based on different encounters. A solid stealth approach allows players to sneak into enemy territory without a trace, should they choose to avoid confrontation. In the original game, firing was fun but could often lead to moments of disdain before entering into large battles. This has shifted in the sequel; I found enjoyment in every encounter, skillfully aiming and executing moves as I descended upon my targets.

“We didn’t want mere tweaks. Every weapon feels distinctly unique, each with its individual purpose,” Adler expresses. “You can take these weapons, apply mods, and create all sorts of imaginative combinations.”

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The game also harnesses the capabilities of its upgraded engine (Unreal Engine 5) and modern hardware, making the world feel larger than before. For instance, entering a building no longer requires loading screens that could momentarily pull players out of the immersive experience. “These small details contribute significantly to the overall atmosphere,” Adler states. “Exploration is paramount for me; I want players to feel compelled to delve into this expansive universe, explore every avenue, and investigate even the tiniest features.”

Outer Worlds 2 promises a more expansive setting, refined combat mechanics, and an abundance of customization options, alongside its role-playing elements that can dramatically affect gameplay, including enhanced character perks and flaws. Although Adler refrained from commenting on the $80 price point, it is evident that this sequel stands on its own merit.

Source: www.theguardian.com

Microsoft to Increase Xbox Prices Globally Due to Tariff Uncertainties

On Thursday, Microsoft revealed plans to increase Xbox console prices globally, referencing “market conditions,” just days after Sony implemented a similar change for the PlayStation 5.

The tech giant will also elevate the prices of various new games produced by its video game subsidiaries.

In the US, the base model, Xbox Series S, will rise from $299.99 to $379.99, marking a 27% increase. The Premium Series X Galaxy Black model will now be available for $729.99, up 22% from the prior price of $599.99. Furthermore, selected new games from Microsoft-owned studios will cost $79.99, reflecting a 14% hike from the current $69.99.

In Europe, the Series S price has shifted from 299.99 euros to 349.99 euros, an increase of 17%. In Australia, the Series S starts at $549, while the Series X begins at $849.

“We recognize that these adjustments will be challenging and have been made after careful consideration of market conditions and escalating development expenditures,” the company stated on its website.

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Though Microsoft hasn’t explicitly cited it, Donald Trump’s tariffs on various trading partners have loomed over the gaming sector.

Xbox consoles, primarily manufactured in China, face US tariffs as high as 145% on numerous products enacted during the Trump administration.

The Series S and X models launched in late 2020 and have sold around 30 million units, according to industry analysts.

In mid-April, Sony announced price hikes for several PlayStation 5 models in select markets, including Europe, while notably excluding the US. Like Xbox, the PS5 is predominantly assembled in China. Additionally, Nintendo has similarly postponed pre-orders for the Switch 2 console, which debuted shortly before Trump’s tariff announcement.

Source: www.theguardian.com

Exploring the Unusual Legacy of Xbox Kinect: Ghost Hunting, Porn, and Interactive Art | Games

rBundle in 2010 with ELESHEST and XBOX 360, Kinect looked like the future, at least for a moment. Kinect, a camera that detects gestures and can reproduce on-screen in games, allowed players to control video games with their own body. It was a bit of a sense at first, and we were selling 1M units in the first 10 days. It remains The best-selling gaming peripherals ever.

However, the lack of games already dominated by the Nintendo WII, the unreliable performance and the motion control market have brought Kinect enthusiasm for it to cool down quickly. Microsoft released a new version of Kinect on the Xbox One in 2013, but only to become an embarrassing flop. Kinect Line was like that It was suddenly cancelled in 2017. The Guardian reached out to several people involved in the development of the surrounding area. Instead, people who were keen to discuss Microsoft’s Motion Featured Cameras didn’t use it in the game at all.

Theo Watson Co-founder of Design I/O a creative studio specializing in interactive installations – many of them use depth cameras including Kinect. “When Kinect came out, it was really like a dream situation,” he recalls. “There are probably more than 10 installations around the world, and now Kinects tracks people, but Kinect’s use of the game was blip.”

The assistant will show the Xbox 360 game Kinect Adventures during the 2010 media briefing. Photo: Mario Anzuoni / Reuters / Reuters

Watson turns 15 this year and speaks about Kinect with a rare joy. (“I can’t stop talking about depth cameras,” he adds. “That’s my passion.”) As part of a collaborative effort, Watson has contributed to making Microsoft’s gaming cameras open source, based on the work of Hector “Malkan” Martin. It quickly became clear that Kinect didn’t become the future of video games, as Microsoft originally wanted. Instead, it was a game changer in other ways: for artists, robot players, and… ghost hunters.

Kinect works with a structured optical system. In other words, it creates depth data by projecting an infrared dot cloud, reads the transformations of that matrix, and identifies the depth. From this data, its machine learning core was trained to “see” the human body. In games like Kinect Sports, the camera was able to convert the body to a controller. Meanwhile, for those who create interactive artwork, they cut out much of the programming and busy work needed by more basic infrared cameras.

“The best analogy is like going from black and white TV to color,” Watson says. “There was this whole extra world that was open for us.” The powerful depth camera, which was previously present, retailed for around $6,000 (£4,740), but Microsoft condensed it into a robust, lightweight device for $150 (£118).

Robotocists were also grateful that accessible sensors allowed vision and movement to create. “Previously, only plane 2D LIDAR information was available to detect obstacles and map the environment,” he said. Stereo LoveWe plan to release the latest version of our advanced depth detection camera and software soon. 2D LIDAR detects objects by projecting a laser and measuring the time it takes for light to reflect. However, Kinect can create detailed and accurate depth maps that provide more information. what Obstacles are a way to navigate it. “Before sensors like Kinect, Lucetti says, “Grass clusters are not perceived unlike rocks, and they have all the consequences associated with navigation.”

This type of depth camera now drives many autonomous robotics. Perseverance of the 2020s Mars Rover’s Autonav System and Apple’s facial identification technology. (Apple purchased Primesense, the Israeli company behind Kinect’s structured optical system in 2013.)

NASA’s Mars Patience Rover in 2020. Photo: NASA/UPI/REX/SHUTTERSTOCK

Kinect’s technology was quickly digged into by open source sensors and more advanced motion sensing devices that are free to use. However, since Microsoft stopped manufacturing its Kinect line in 2017, the small cameras have enjoyed something vibrant and not vibrant, not completely violated after death. have Looking at South Korea’s unarmed zone And we worked on adjusting the topography and patient. With a CT scanner; It has been revealed that it is being used in a baggage hall at the airport. Newer Liberty International Airport terminal security camera c (United Airlines declined to comment on this), and Gamify Training for the US Military. Attached to drones, rescue robots, easy uses found in porn.

“I don’t know if anyone has a solid vision of what interactive sex Kinect is involved with,” says Kyle Machulis, founder of buttplug.io Another member of the OpenKinect team. The camera is deployed primarily as a complex controller for 3D sex games, and plays “a futuristic marketing role more than anything in actual consumer use,” says Matulis. In that role, it was a success. It attracted a surge in attention from Microsoft to somehow ban porn containing Kinect. It was an interesting experiment, but it turns out that the addition of novelty devices is not a turn-on for many porn users. What’s more, as Matulis says, when the camera malfunctions, “it looks pretty scary.”

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There is less concern for ghost hunters who thrive on the ambiguity of aging technology and rebranded Kinect as a “SLS” (structured light sensor) camera. They unfold a body tracking to find numbers that are invisible to the naked eye. Ghost Hunters are excited by the Kinect’s habit of “seeing” a body that is not actually there, believing that the numbers on these skeletal sticks are unequivocal expressions of spirits.

The paranormal investigator industry doesn’t care much about false positives as long as those false positives are perceived as paranormal. Freelance Science Performance They have a show dedicated to researching ghost hunting technology. “It’s very normal for a ghost hunter to use an infrared camera and torch to photograph himself in the dark. He bathes the scene with an IR light, using sensors that measure a specific pattern of infrared dots,” he says. Given that Kinect is specifically designed to recognize the human body with the data it receives, Kinect becomes a stranger. It didn’t do it Pick up unusual numbers in this context.

Kinect has a living poem among people looking for evidence of life after death. On the right hand, the camera is still strong. Theo Watson points to me Connected Worldan exhibition held in the New York Science Hall of Fame since 2015. Of the many Kinect devices that enhance installation, they had to be replaced within 10 years of opening. One of them was a few weeks ago. Watson began stockpiling devices when Microsoft stopped production.

“Half of the projects on our website do not exist without Kinect,” he says. “If this camera had another decade, it still wouldn’t be running out of anything related to it.”

Source: www.theguardian.com

The closure of Xbox 360’s innovative online store marks the end of a gaming era | Gaming

TThe Xbox 360 digital store is the latest to go offline, following the closure of the Wii U and 3DS stores in March. About 220 games were shut down on Monday, according to the analysis. Video Game ChroniclesPreservationists at the Video Game History Foundation Made a funeral cake.

When it comes to backward compatibility and game preservation, Microsoft is arguably the best of the big companies. Despite the loss of 220 games, the majority of the Xbox 360 back catalogue is legally playable on subsequent consoles. It’s also worth noting that the Xbox 360 Marketplace lasted for nearly 20 years (the console was released in late 2005). It wasn’t the first digital store for the console, but it was the first one I used, and I’m sure many UK players did too. The Xbox 360 was the most popular console of its generation in the UK. Looking back, the Marketplace was astonishingly ahead of its time.

In the 2000s, brick-and-mortar video game retail still ruled the roost, and retailers had a lot of influence over game pricing and distribution. Back then, offering digital-only games risked retaliation from players like Electronics Boutique and Game. I remember reports at the time reporting rumors that some stores were threatening to not stock Xbox 360s at all, because allowing players to download games digitally would severely undermine retailers’ business models. (To be fair, they were right; video game retail had been in a protracted death spiral for years.)

The Xbox 360 Marketplace didn’t bring about a big change on its own. The transition to digital stores was gradual, with all the major players, from Steam to Sony to Nintendo, playing a role over the years. “Digital was somewhat additive to retail to begin with,” says Chris Dring, head of GamesIndustry.biz. “At the time, over 90% of console games were bought in a box that sat on the shelves of stores like GameShop or Tesco, but it wasn’t until 2019 that the majority of AAA console games (51%) were downloaded rather than boxed. The Xbox Live Marketplace was primarily where people bought DLC and occasional indie gems that were only accessible via digital stores. But it was fundamentally the beginning of the transition to the digital future we live in today. Now everyone is copying what Xbox did with Xbox Live and the Marketplace.”




Shoppers look at computer games at an electronics boutique on Oxford Street in London. Photo: Graham Turner/The Guardian

But what the Xbox 360 Marketplace really changed for console players was how Which There’s a limited number of games you can buy, and while it’s always been possible to download and play small, experimental games on PC, the same wasn’t possible on consoles before the Xbox 360. I think the Marketplace directly enabled the indie renaissance of 2010 and beyond by giving smaller game developers and publishers a way to sell their games to millions of console players without the expense and logistical issues of releasing boxed copies.

Starting with the original Xbox and gaining momentum in the 360 era, Xbox Live Arcade was revolutionary. Every week a new, small, downloadable game under £10 was released, from developers big and small. I played hundreds of games this way, and they were some of the first unboxed games I owned. Among them were Limbo, Fez, Geometry Wars, Super Meat Boy, and the greatest version of Uno ever (don’t @ me). There’s a strong case to be made that the Xbox 360 Marketplace introduced indie games to millions of console players.

As Dring points out, digitalisation also has its downsides: “In 2005, Xbox (and PlayStation and Nintendo) were platforms. Now they are the platform, the distributor, and the retailer. They control the whole chain. And they are increasingly becoming media themselves, through their websites, YouTube channels, and announcement videos.”

We’ve become so used to downloading games digitally that it’s easy to forget how refreshing it once was. Saying goodbye to the Xbox 360 Marketplace also means saying goodbye to an era of gaming where even DLC felt new and exciting. I rather miss those days, and the long hours of late-night gaming on Xbox 360 Uno.

What to Play




Short and sweet…Thank you so much for having me here! Photo: Panic

A very British slapstick comedy game Thank you so much for coming! It was released today, and the reviews (including our own) have been rave. Created by two Barnsley residents and set in the fictional northern town of Barnsworth, which seems to be built around visual gags, it’s short and sweet, but packed with great jokes and quirky situational comedy in the tradition of Monty Python and the Mighty Boosh.

Available on: Nintendo Switch, PlayStation 4/5, PC
Estimated playtime:
3 hours

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Question Block




XCOM: Enemy unknown. Photo: Filaxis

reader Akshay Question of the week:

“I recently finished Yakuza 7: Whereabouts of Light and Darkness and found myself completely lethargic for a few days after completing it. I’d spent nearly 180 hours playing the game and had developed some good habits, so it was a real shock when I had to say goodbye. What’s the best way to get out of a post-game slump?

Ah, I know that feeling! I remember beating XCOM (above) in one weekend, saving the world, then sitting aimlessly on the couch in my pajamas, not knowing what to do next. I remember playing The Elder Scrolls: Oblivion for so long that I left my apartment after the credits finished and walked listlessly around the city. TV shows and books can give you that same feeling when it’s time to say goodbye to characters and worlds you’ve lived with for a while. But games are much more time-intensive, and much more immersive. Ending a game can feel like a farewell.

And just like after a breakup, it’s not a good idea to jump right into a new game; it only invites negative comparisons. So in between big games, go out, read a novel, or grab a drink with a friend you temporarily lost because of Breath of the Wild, and really feel That you’re ready to try something new.

If you have any questions for the Question Block or any other comments about the newsletter, Please email us at pushingbuttons@theguardian.com.

Source: www.theguardian.com

New Xbox Games Showcase: Perfect Dark, Indiana Jones, and the Latest Gears of War Games

Xbox has faced some challenges this year. Leaked announcements in January and February about games previously exclusive to Xbox coming to PlayStation and Nintendo Switch caused uproar among fans, leading to concerns about Microsoft’s commitment to Xbox exclusivity. However, only four games remained exclusive, as clarified by Xbox executives. In May, Xbox closed two popular studios, Tango Gameworks and Arkane Austin. Meanwhile, sales of Xbox Series X/S consoles have been slow, with analysts noting a significant increase in PlayStation 5 sales.

The Xbox Games Showcase aimed to turn the tide for Microsoft, featuring big-budget games like Call of Duty: Black Ops 6, a new Indiana Jones game, and the return of Gears of War. Microsoft’s Game Pass service, which offers a monthly library of games, received a $1 billion investment. Following the merger with Activision Blizzard, Microsoft now boasts a vast number of game studios.

Exclusive Xbox games showcased included Perfect Dark and State of Decay 3, among others. The event also featured trailers for upcoming games like Fable, STALKER: Shadow of Chernobyl, and Flight Simulator. The show ended with a reveal of Gears of War: E-Day, set against an alien invasion.

The showcase also featured independent games like Mixtape and FragPunk, offering a diverse range of gameplay experiences. Overall, the event was well-received by Xbox fans and provided a positive outlook for the company after a challenging year. Compared to PlayStation’s game lineup, Xbox’s offerings for 2024 and 2025 appear more robust.

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Source: www.theguardian.com

Putting an end to the toxic rivalry between Xbox and PlayStation: The button to push

MLast week's big Xbox announcement from Microsoft turned out to be somewhat anticlimactic. Just four games, none particularly shocking, will be coming to PlayStation and Nintendo Switch in the near future. (Annoyingly, Microsoft executives declined to be named, but it was later reported by Famitsu and The Verge that the games in question were Sea of ​​Thieves, Grounded, Pentiment, and Hi-Fi Rush.) (This matches the game I have in mind; I've heard it from other sources.)

Microsoft has no intention of exiting the console market or making all its games multi-platform, as the Whiplash rumormongers have hotly speculated. And the (very valuable) Xbox Game Pass subscription service remains exclusive to Xbox and PC.

This is not essentially news. Microsoft is already one of the biggest publishers of PlayStation, especially now that it owns both Bethesda and Activision-Blizzard. So everything from Skyrim to Call of Duty to Minecraft is technically a Microsoft game. If Microsoft's head of games, Phil Spencer, announced last year that Starfield would be developed for the PlayStation 5, or if Xbox head Sarah Bond announced that Microsoft would develop an Xbox-only game, for example. If they had said they were abandoning the idea completely, well, that would have been the case. This is a big change worth reporting home (or, in my case, writing to you). Rather, it's a small extension of a strategy Microsoft has pursued for years. Every time I've talked to Microsoft executives over the years, they've always offered some variation of the line, “Play the games you want, with the people you want, wherever you want.” Last week's Xbox broadcast.

Instead, the announcement highlighted how harmful and outdated the idea of ​​console wars is.Adults are still overly invested in the idea of ​​a console identity, and some of the products Microsoft has spent billions of dollars developing or acquiring on other, far more popular gaming consoles. The very prospect of releasing it was enough to cause excitement. tantrums and emotional outbursts;. The Xbox community has been in an uproar over the issue for weeks, with X people posting wartime memes and YouTubers posting videos with titles like: “Xbox…it's over!”.

No doubt some of this anger is designed to get more clicks, but most of it is misplaced passion. Fans care a lot about Xbox and the games that Xbox Studios has brought us over the years, but fundamentally they care about which machine the video game is played on, Steam deck or Switch, Xbox or PlayStation. . Microsoft's own management has been saying this for years, and anyone who hasn't heard it hasn't.

Sea of ​​Thieves on Xbox One. Photo: Rare

The console wars were never anything more than a marketing strategy. Like when Sega vs. Nintendo created one of the great business rivalries of the 1990s (remember the catchphrase “What does Sega do that Nintendo doesn't do?”) and when Microsoft , there were times over the years when it was still very entertaining. ™'s continued fumbling with his Xbox One announcement in 2013 gave Sony ample opportunity. playful piss.

But that's no longer fun, now that the culture wars have turned every aspect of modern life, from politics to parkruns, into a hostile nightmare. It's ridiculous to see people arguing over video game consoles as if it were a matter of life and death.

But even if what we're discussing doesn't matter, how we discuss it does. Toxic fandom is a problem everywhere from football to video games to Star Wars, and its loud, illogical, and mean-spirited nature reflects trends in public discourse since 2016. doing. Bad actors have tried to use video game fandom as a weapon to direct their anger. If you set goals that align with their purpose, they will try again.

Getting back to Xbox, to me, the problem with Microsoft's presence in the gaming world is that it's a huge company focused on continued growth. Unlike Sony or Nintendo, the company has nearly limitless resources, as recent acquisition activity shows. We're still working on changing our history of acquiring great studios. crush them Through corporate intervention. I wonder if some companies have the power to buy out competitors in creative industries where competition is key to the diversity, innovation, and creative value of work. Microsoft has started bringing Xbox games to rival consoles, which actually suggests do not have It's desperate to dominate this space and allow more players to benefit from the fruits of its many studio efforts. This is safe.

This isn't the end of Xbox consoles, but let's take this opportunity to call for an end to the manufactured console wars. They really make us all look bad.

what to play

pacific drive. Photo: Ironwood Studio

I understand that pacific drive It's inspired by Jeff VanderMeer's bizarre novel, and playing it is like driving a beat-up car into the exclusion zone of Annihilation. There, strange and frightening things await you under eerie hues and thunderous skies. And your poor vehicle is the only thing standing between you and them. You ride into the zone over and over again, never knowing what you're going to see. Repair the car in the garage with what you found and try to further investigate what is going on.

Everything is very peaceful until it suddenly isn't so peaceful and you fumble to manually turn the lights and wipers on and off while running away from the storm.

Available on: PC, PS5
Estimated play time:
Still do not know…

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Stroke Tthe Animals video game by TJ Gardner. Photo: TJ Gardner
  • If you've ever absentmindedly looked at the PlayStation Store, you may have seen it. pet the animal Game – A basic, eyebrow-raising game where you press a button and pet an animal (i.e. a JPEG of an animal) for a few minutes to earn a simple trophy. When Ellie Gibson looked into the contents of these games, he discovered an unexpected story.

  • Peripheral device manufacturers PDP It is coming out as new guitar controller Used in the festival music game component of Fornite (and Rock Band 4 for those still playing). Fun fact: Fortnite Festival was developed by Harmonix, the developer of the original Guitar Hero and Rock Band games.

  • If you can get to Asda, you might be able to buy a copy of last year's ill-fated Wizard FPS Immortals of Aveum On PS5 for 1 pound. It's not a bad game, but it was released in one of the busiest gaming years on record and sadly sank without a trace.

  • Embracer grouphas gone on a wild acquisition spree funded by Saudi speculative funds that suddenly disappeared last year, laying off 1,400 people, canceling 29 games and shuttering several of the studios it acquired. Therefore, the company's CEO Definitely a popular statement Layoffs are “something everyone has to overcome.”

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Skull and Bones Review – Yo Ho Ho and some fun

Ever wanted to play Mario Kart to the accompaniment of a live jazz band? In Oklahoma, you can:

Report finds LGBTQ+ representation in video games lags behind movies and TV

Tomb Raider 1-3 Remastered Edition Review – A great remaster of Lara Croft’s Lost Ark

question block

sunset overdrive. Photo: Microsoft

This week's question from reader Paul:

“What game would you like to go back and re-score (if you could)? Were you too harsh or too lenient on the game back then?”

So, Paul, it's clear that I was right from beginning to end. Except when I'm not. Most of my early critical gaffes are thankfully hidden in the pages of his 10-20 year old magazines, but some remain in the public domain. Dear reader, may I humbly declare that I was wrong about Assassin's Creed 3? should have been more strict towards.

Source: www.theguardian.com

Microsoft makes strategic shift, offers Xbox games to PlayStation and Nintendo | Games industry

Microsoft has announced that four previously exclusive Xbox games are being made available on PlayStation and Nintendo consoles. Additionally, the company plans to reveal details about the next version of its Xbox console by the end of 2024.

In a video podcast with other Xbox executives, Phil Spencer, Microsoft gaming CEO, did not reveal the names of the four games but mentioned that each is over a year old. Two of them are live service games and the other two are smaller titles. Spencer shared that his favorite games from the selection are the multiplayer pirate adventure Sea of Thieves and the musical action game Hi-Fi Rush. It has also been confirmed that the space epic Starfield from last year and the upcoming Indiana Jones game will remain exclusive to Xbox.

This move signifies a significant shift in strategy for Microsoft, focusing on increasing sales of first-party games rather than emphasizing hardware sales for Xbox. The company has faced tough competition from PlayStation ever since the original launch of Xbox in 2001.

To strengthen its gaming business, Microsoft has been actively acquiring various studios and gaming companies, such as Minecraft developer Mojang, Elder Scrolls and Fallout studio Bethesda, and Candy Crush publisher Activision Blizzard King. The acquisition process for Activision Blizzard involved extensive legal and regulatory procedures, but Microsoft is committed to making its popular games, including Call of Duty, available on other consoles.

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Sara Bond, Xbox president, reiterated that Microsoft is not planning to exit the console business. She also mentioned that the company has exciting hardware products set to be shared later this holiday season.

Source: www.theguardian.com