It still feels like a dream that Spyro the Dragon, one of my childhood favorite platformer games, is finally getting a true successor to the classic PlayStation One trilogy with Spyro: A Realm Beyond.
Fortunately, Toys for Bob is here to remind me that it's indeed real by showing off a sneak preview of Arcadian Vale, one of the first locales you'll explore in the game, as part of a special event celebrating Spyro's 27th anniversary called Spyro Community Day.
Something from the Realmis hiding below.But what could it be?Thereβs only one way to know.Start in the center.Let the fire spread.Burn away the questionand see whatβs ahead.#HappyBirthdaySpyro pic.twitter.com/NfWBZjb9mYSeptember 9, 2026
As you can see from the concept art, the Acadian Vale is a lush and colorful locale that perfectly captures the childlike wonder you'd normally associate with Spyro games, complete with cascading waterfalls, ancient buildings, and cutesy critters running around (which I totally won't roast alive to spawn butterflies that will replenish my health like in previous games).
The art also implies that the Arcadian Vale will feature a fair degree of verticality, most likely to help players practice the new free-roaming flight mechanic that will allow us to fly anytime, anywhere instead of specific levels and boss fights like in previous games.
A special birthday surprise from Spyro's biggest fans π #HappyBirthdaySpyro #Spyroversary pic.twitter.com/tpEOvxkTMVSeptember 9, 2023
It's going to be a long, painful wait until we get to play Spyro, but in the meantime, you can celebrate Spyro's legacy by showing off fan art, appreciation messages, and other content for Spyro Community Day on social media platforms like X with the hashtag #HappyBirthdaySpyro.
Microsoft is starting to test some new Xbox console features with Insiders. Testers will be able to try out custom Xbox boot animations from the past, more personalization options for badges, a new local search feature, improved Remote Play quality, the ability to download while you play on cloud, and clearer voice chat.
Xbox testers will be able to pick between the original Xbox One boot screen, the Xbox One X startup animation, the original Xbox Series X / S boot, and the new "we are Xbox" boot animation. Unfortunately you won't be able to select the original Xbox or Xbox 360 boot animations, it's only Xbox One onwards.
This web-based recreation of the iconic Xbox 360 avatar creator features tens of thousands of clothing and prop items from the original marketplace, and it's even more impressive when you learn that '360sona' was the project of a single person, Ezra Kruger. Shared across Reddit and YouTube, it also carefully denies any direct affiliation with Microsoft.
21,425 items across every collection Microsoft released β 2,644 props and every one of them plays its animation.
Ezra Kruger
Built primarily with JavaScript and WebGL, 360sona.com is a "pixel-for-pixel" representation that lets you accurately rebuild your old-school Xbox avatar and even embed it into your personal website via an iframe. The whole project includes "every animation, every camera the console had, drawn the way the console drew them", and each part looks exactly how you remember.
"Well, bam, there it is"
I was enamored with the idea before I even opened it, as the first images took me on an instant nostalgia trip, and I love nostalgia trips. 360sona has everything I remembered, and I rebuilt my original avatar in minutes, including the Max Payne outfit I never removed back in the day. Armor from Halo, Gears of War, and Mass Effect is also here, all authentically rendered.
If I wanted to, I could even export my finished avatar as a .glb model, rigged and ready for inspection in free 3D software like Blender, with baked textures included. It's all built around a basic account system and, importantly, 360sona never asks for your email address. You only need a simple username and password (and you're given a one-time-use recovery code).
Every item, texture, animation and piece of artwork in the catalogue was created by Microsoft Corporation and its partners and licensors. They are the rights holders.
360sona Terms
The branded elephant in the room is the absolutely gigantic collection of licensed content, including logos of major sports franchises, movies, and real-world clothing icons. Again, Kruger explains in 360sona's terms that you shouldn't expect to reuse absolutely anything exported from the project, stressing the intention of personal, non-commercial use.
Still, I can't shake the feeling that a potential DMCA takedown request could be looming, even though 360sona doesn't feature any on-page ads or other money-making schemes. At face value, this is a purely fan-driven hobby project that exists only to let long-serving Xbox fans spend some time reminiscing about the Xbox 360's heyday. That hasn't stopped mega-corpos in the past, though.
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Microsoft's long-rumored disc-to-digital program for Xbox went live in testing last week, and it has grown to supporting hundreds upon hundreds of games since.
The disc doesn't become inert after licensing the digital version either. If you sell the disc or give it away, the next user can grab the digital license from your account. You won't lose your cloud save either, so if you re-acquire the disc or buy it outright digitally later on, you'll be able to continue on as normal.
Some users have been disappointed with the initial roll out, however, as some major publishers have so far not opted in.
Some outlets went with headlines today decrying Ubisoft and others for their apparent decision to boycott the system. Ubisoft has long been the target of game preservationists, given that Ubisoft's shuttering of The Crew and other games led to stronger calls for digital rights. Ubisoft denying access to digital versions from disc-based games already sold would seem a bit like their M.O. in that universe. It seems the anger was premature, though.
Microsoft has always stated that this initial testing phase doesn't represent the full scope of content coming to the disc-to-digital program. Indeed, many publishers are still likely going over the contracts and ensuring that the legalese all matches up before going ahead with it. SEGA, Square Enix, Bandai Namco, and Ubisoft were among those apparently not honoring the program.
Today, it seemed that Ubisoft games have now gone live in the system for Xbox Insider testers in the Alpha and Alpha Skip-Ahead, however.
Yeah, I just converted my Ubisoft games. Trials Fusion with the season pass, AC Ezio Collection, AC Syndicate and Far Cry Primal.September 8, 2026
As you can see in the X (Twitter) thread above, Ubisoft games are now fully available on the disc-to-digital program, with titles like Far Cry Primal, Far Cry 4, Trials Fusion, Assassin's Creed titles, and many more going live.
I received a DM about an hour ago informing me of the change, and it seems other titles are now following suit.
It remains to be seen when (or if) other publishers come on board. Given how aggressively Square Enix has supported forward-facing Xbox initiatives like Xbox Play Anywhere and Xbox Cloud Gaming, it's fairly obvious to me that Square Enix will jump on board pretty soon. I'm told other publishers are just going over the detailing before committing, which is standard practice for any big corporation.
Xbox's disc-to-digital program is one of the most impressive innovations we've seen from Microsoft's gaming efforts in recent years, although it was originally pitched in 2013 as part of the Xbox One. It was pretty poorly presented back then, though, and users in 2026 are far more knowledgeable about the potential benefits of digital gaming. Still, there's more Xbox could potentially do here to sweeten the deal. With PlayStation committing to the phase out of discs entirely by 2028, many are wondering (and hoping) on whether Xbox will continue the disc-based torch with the next-gen Xbox Helix.
What publishers are you hoping to see jump on board? Hit the comments, let us know.
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Grand Theft Auto 6 will finally launch on November 19, 2026, at midnight in your region. Technically, that means New Zealand gets it earliest, as 00:00 NZDT (New Zealand Daylight Time) aligns with 06:00 EST (Eastern Standard Time) on November 18, while the rest of us wait for our own clocks to tick over. Dedicated fans at GTAVice.net spotted the regional launch plans, but there's a catch.
The timestamps come from Sony's PlayStation Store listings, which is actually better news for Xbox fans. PS5 users can't change their console's region so easily to trick the system, while Xbox Series X|S gamers can still head to their Settings menu and change their Language & location settings to match New Zealand's kickoff of the rolling midnight launch.
PlayStation 5 owners can put extra effort into making a new account, but that also means finding a way to buy the game in the local NZ$ currency. If you already pre-ordered on Xbox in your own country, switching to a region on the furthest edge of the time zones should be a relatively simple trick for eager Xbox gamers looking to play GTA 6 early.
How to change your region on Xbox Series X|S
Find the Settings cogwheel at the top of your dashboard.Windows CentralNext, navigate to Language & location.Windows CentralFinally, change your location and restart.Windows Central
From your Xbox dashboard, enter Settings (the cogwheel)
On the left menu, scroll to System
Move to the right side and select Language & location
Choose your new region, e.g., New Zealand
Select Restart now to apply the changes
Is this trick guaranteed to work for GTA6?
Lucia is the the other playable half, waiting for a November release. (Image credit: Rockstar Games)
In theory, I can't think of any compelling reasons this shouldn't work on an Xbox Series X|S, as it has in the past for digital games with rolling midnight launches. However, that doesn't mean Rockstar Games and its publisher, Take-Two, don't have a trick up their sleeve to prevent GTA 6 from being playable a day earlier with the same region tweak we used on titles like Call of Duty.
Even though Grand Theft Auto VI doesn't have any multiplayer components planned for its launch, that doesn't mean it's a strictly offline experience. It's reasonable to assume that stat tracking will apply during the single-player campaign, presumably shared among players when their console is connected to the internet.
Otherwise, if the game verifies your previous purchase and confirms your new region is a valid location (and the game doesn't require a day-one patch to launch), we might be able to play the story of GTA 6 entirely offline. Personally, I'm not feeling the same level of excitement as many others, so I'm willing to wait, but I don't see why this wouldn't work for anyone who already pre-ordered in their local currency.
In XBOX's official messaging, the brand warns of regional caveats. For example, any local currency tied to your account will not transfer over, and Microsoft can't help with that. If you were planning to buy any GTA 6 "Ultimate Edition" add-ons, you'll need to do it before changing your region. Still, it's easy to revert your Xbox console to its original region, so it's certainly tempting.
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I've been once again building up my own Xbox 360 games collection of late, no longer limited to those supporting backwards compatibility. I've been introducing my son to the console through the summer break, and it's been a blast.
So I appreciate all the collectors out there. Including the more outrageous ones, like u/youngercolors over on Reddit, who has amassed a breathtaking collection of 400 games.
Only it's not 400 games. It's 400 copies of the same game. Kinect Adventures, to be precise.
There's game preservation, and then there's game preservation. Honestly, I love everything about this. It's not a particularly well-rated game; it's definitely not rare nor particularly valuable.
Yet one person has taken it upon themselves to amass and preserve what has to be the largest private collection of this single game anywhere on the planet. Just because they want to. I doff my cap.
I actually just picked up a copy of Kinect Adventures for my own kids to have a go on (and maybe myself, if I can get off the sofa long enough) for the princely sum of Β£2.50 from a local charity shop. We haven't played it yet, so I can't comment on it, but, well, I do like the purple cases the Kinect games came in.
Kinect is also something of a hit with the young ones in the house. My Xbox One Kinect has long since gone, mostly because there wasn't really anything to do with it. But the Xbox 360 has a healthy library of dedicated games, with Kinect Star Wars a particular hit in this household.
The Reddit post also highlights what building a game collection should be all about: fun. I've seen a lot of discourse here in the UK about PS3 game prices having gone up sharply on the used market recently, but the focus shouldn't be on what it costs or how rare it is. It should be about collecting kick-ass games and having fun doing it.
It may be old, but there's still life in the old dog yet. (Image credit: Windows Central)
The Kinect library of games seems to be plentiful on the used market as well as affordably priced. Naturally, if u/youngercolors ends up acquiring the planet's supply, that could change!
Collecting Xbox is a blast, though, and I'm definitely looking to scoop up the Kinect library. Maybe not 400 copies deep, though.
If you've got any Kinect memories from the Xbox 360 era, I'd love to hear them in the comments below.
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Microsoft says that the changes will impact "4%" of Xbox Game Pass subscribers, which in essence still amounts to well over a million players. Microsoft has rolled out Xbox Cloud Gaming to LG, Samsung, and now TCL TVs as of today, which makes for some awkward timing.
The limits have been met with derision both within and without the Xbox fanbase, and have shone a spotlight on where Xbox is falling short here.
NVIDIA GeForce Now will extend its value over Xbox Cloud Gaming
GeForce Now is pretty inarguably better value. (Image credit: NVIDIA)
Already the market leader, NVIDIA GeForce Now introduced hourly limits a few months ago in response to some criticism, although the limits GFN offers are far more generous than what Microsoft has proposed here. On GFN's highest tiers, you get 100 hours, with some hours rolling over to the next month too.
Not only that, but NVIDIA GeForce Now also just offers a generally higher-quality experience, with better bitrates, latency, and stability. Xbox Game Pass had it beat before on usability, though, with a more console-like interface and more TV-friendly apps. Game Pass also comes with a larger upfront library of games, whereas NVIDIA GeForce Now, for the most part, is made up of games you've already purchased from Steam.
The issue for me is ... 15 hours just isn't enough to complete the vast majority of decent games these days. Fable is supposedly around 30 hours long for a completionist playthrough. Will Xbox Cloud Gaming users be expected to spread their session across two months to finish the game?
Microsoft is going to offer per-hour passes to boost how much access you have, but we've not really seen the pricing yet. I have a feeling they won't be cheap.
Xbox Remote Play could be a solution ... but it seems to be abandoned
The Xbox Ally (White) model isn't particularly great for high-end native playback, but it is a great conduit for Xbox Remote Play and cloud. (Image credit: Windows Central | Jez Corden)
We live in a weird dichotomy right now, driven by the AI component crisis. Microsoft is buying up all the memory for its AI push and leaving Xbox with scraps on the side. That extends to Xbox Cloud Gaming servers too, and while they can be used for AI workloads off-peak, I'm told, they're obviously not specialized for that type of work.
Either way, servers break down and wear out; they need to be replaced regularly. Running servers 24/7 is an expensive business on the component side, even before you start thinking about electricity and water for cooling.
You can effectively turn a home Xbox Series X|S console into a "personal cloud server" and have it stream your games over a viable Wi-Fi network. The problem is, despite being similar hardware, Xbox Remote Play is inexplicably locked to 1080p. Xbox Cloud Gaming on Xbox Game Pass Ultimate offers 1440p with higher bitrates, too.
There's no real reason why, at least in the case of the Xbox Series X, we shouldn't be able to get a better Xbox Remote Play experience. But that doesn't exactly solve things for users who rely entirely on Xbox Cloud Gaming ...
Cloud-first gamers who bought an Xbox Ally base model or other cloud-first devices like the Logitech G Cloud are pretty much screwed by this change β unless Microsoft does something to improve Xbox Remote Play. That is, of course, presuming they even own an Xbox Series X|S, both of which are now insanely expensive. None of this really makes a lot of sense, does it?
Update: Since writing this piece, it seems Microsoft began testing 1440p on Xbox Remote Play too on the Xbox Insider program's Alpha Ring, which is a huge win. But there's still not a lot of information about whether they're going to respond to the backlash about cloud usage limits. I'll try and get more info later about exactly what we can expect from Xbox Remote Play.
Xbox Cloud Gaming is another victim of the RAMpocalypse
All your RAM are belong to us. (Image credit: Microsoft)
I was recently told by Microsoft figures that, given compute demands for AI, Xbox Cloud Gaming is effectively losing money when used beyond 15 hours per month. When you have Azure server rack space being used for anything other than AI, it seems Microsoft isn't particularly sentimental towards the idea anymore.
Microsoft has been on an economic grind for Xbox over the past few months, "restructuring" the org to ensure that it sends a bigger accountability margin back to the mothership. That's meant mass Xbox layoffs and cancellations of projects, and a more aggressive posture towards easy wins.
Xbox Cloud Gaming clearly isn't an easy win in this new reality. If 15 hours is the cap that prevents the service from being unprofitable ... perhaps the business model was never really viable in the first place.
Xbox Cloud Gaming isn't exactly struggling in a vacuum, though. Other companies that rely entirely on cloud inference seem to be struggling. Whether it's Roblox or Twitch, the era of "cheap cloud" seems to be over β alongside video game consoles themselves, and consumer hardware in general, seemingly.
Either way, I don't see how you can plausibly expect people to use cloud gaming as a primary vehicle with such a strict limit. Microsoft isn't able to get Xbox hardware stock to most of the world either.
Then ... you start wondering why Microsoft is so eager to let a literal billion Windows 11 users burn cash on a pyre for free access to Microsoft Copilot ... but wants to charge out the nose for Xbox Cloud Gaming? It's a pretty clear admission that they don't see much of a future for cloud gaming in general. Or perhaps it's just more AI psychosis.
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Microsoft has announced on the Xbox website that it is teaming up with the TV brand TCL to bring the Xbox app to its Smart TVs in the coming months. This makes TCL the latest brand of Smart TVs to feature Xbox Cloud Gaming alongside Samsung, LG, and Hisense.
To use it, you will need to download the Xbox app on a compatible TCL Smart TV, a supported controller, and Xbox Cloud Gaming playtime bought separately or included with Xbox Game Pass (which, as a bonus, will grant you instant access to a huge library of Xbox Cloud games).
With this, you will be able to play your favorite Xbox titles by streaming directly from the TV without the need for a console.
What's more, it's compatible with Xbox Play Anywhere, meaning your game save data will carry over to other hardware compatible with Xbox's ecosystem, so you can continue your progress on the go.
Windows Central's take
Today, we're sharing a new partnership with TCL that will bring the XBOX app to select TCL Smart TVs in the coming months: https://t.co/PG6QZcP9drSeptember 4, 2026
Normally, this would be cause for celebration, as more platforms to play Xbox games on are always good news.
Xbox Cloud Gaming used to be free, but starting in November 2026, Xbox Game Pass users will have their playtime and library of games restricted depending on which subscription tier they're on.
Essential - 5 hours per month, 50+ games, max resolution of 1080p
Premium - 10 hours per month, 200+ games, max resolution of 1080p
Ultimate - 15 hours per month, 400+ games, max resolution of 1480p
I personally never play games on the cloud, as I'm an old-school kind of guy who prefers playing games offline, but I feel sorry for those affected by this news.
Xbox Cloud Gaming on Smart TVs was a cool and affordable way to play Xbox games for those who couldn't afford to buy the expensive Xbox Series X|S consoles.
But I don't think many people will want to play Xbox Cloud Gaming on any platform now thanks to these restrictions, because being forced to play 5, 10, or 15 hours PER MONTH is just ridiculous.
But what do you think? Are you still willing to play Xbox Cloud Gaming on Smart TVs now that it's coming to TCL, or are the newly imposed playtime curfews making you quit the service altogether?
If you have any thoughts on the matter, please let us know in the comments, poll, or on our Reddit page.
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It was probably inevitable eventually, but Xbox Cloud Gaming is joining NVIDIA and other platforms in putting hourly limits on its streaming service.
Xbox Cloud Gaming is a platform tied to Xbox Game Pass right now, giving you unlimited access to stream games from Game Pass as well as hundreds upon hundreds of digital games you own. In fact, thanks to Xbox's disc-to-digital program, you can now even play disc-based Xbox games you own if they're included in Xbox Cloud Gaming.
Many users use Xbox Cloud Gaming on Xbox One to play current-gen Xbox Series X|S games that aren't available natively on older systems. It's also great for running games on laptops, tablets, and other devices that aren't powerful enough to run said titles natively.
Up until now, Xbox Cloud Gaming was unlimited, but Microsoft just announced that it will begin introducing limits.
The new hourly cloud gaming limits via Xbox Game Pass
Xbox Game Pass Tier
Features
Resolution
Price (US)
Essential
5 hours per month, with 50+ games
Up to ~1080p
$9.99/mo
Premium
10 hours per month, with 200+ games
Up to ~1080p
$14.99/mo
Ultimate
15 hours per month, with 400+ games, and day-one Xbox titles
Up to 1440p
$22.99/mo
"We recognize that introducing limits is a meaningful change, particularly for players who regularly spend more time gaming through the cloud," Microsoft said on Xbox Wire. "We expect this upcoming change to impact 4% of Game Pass subscribers. Once subscribers use their included hours, they will be able to purchase additional cloud playtime through the XBOX Store."
I'm told that the "additional cloud playtime" bundles will not have a "use by" expiry window once purchased, although Microsoft hasn't listed exactly how much these passes will cost as of yet.
Indeed, you will not need an Xbox Game Pass subscription to use these cloud playtime hours, which will grant you access to your own library of compatible Xbox Play Anywhere cloud games even if you don't fancy owning the Game Pass subscription.
"Weβre introducing this model because the cost of providing cloud gaming grows as more people use it and play for longer," Microsoft explained. "Moving to monthly limits allows us to keep offering the service while continuing to invest in its reliability and performance."
"We understand that for some players the practical result is a higher cost. In November, weβll provide more information about pricing, purchasing additional hours, eligible games, market availability, and how players can check their remaining time. Weβll listen closely to player feedback before and after the change takes effect and share any adjustments we make."
The RAMpocalypse is coming for cloud gaming, too
Xbox Cloud Gaming has improved immeasurably in recent years. (Image credit: Microsoft)
Microsoft has been long-rumored to be exploring an ad-based tier for Xbox Cloud Gaming and Xbox Game Pass in general. It's also true that the video ads business is incredibly tough, making me wonder if Microsoft decided to opt for this approach instead of trying to compete with Google / YouTube for video ad slots.
Indeed, many recent reports suggest that Twitch, despite being absolutely rammed with ads, is nowhere near profitable. What prayer would an ad-based Xbox Cloud Gaming tier have, given the monstrous amount of bandwidth required for Xbox Cloud Gaming video encoding?
The RAMpocalypse is impacting consumer electronics prices, but also cloud server prices too. Microsoft has reportedly joined NVIDIA and Google in earmarking 70% of Samsung's total DRAM output through to 2031. Unfortunately, I don't think a significant chunk of that memory is going towards gaming.
One advantage Xbox Cloud Gaming probably does have (at least in terms of Microsoft corporate politics) is that it does help keep cloud inference up β which in turn helps Microsoft justify infrastructure capital expenditure to shareholders. Xbox Cloud Gaming servers, while idle (at night, for example), can be used for training AI models potentially, which helps anchor Xbox's future in a corporation dominated by AI hype.
I suspect that introducing these limits now revolves around a plan to begin marketing Xbox Cloud Gaming more aggressively. If Microsoft ever did manage to find some form of mainstream breakthrough with Xbox Cloud Gaming, creating huge server queues (which we've seen in the past) wouldn't exactly represent a positive first-time experience for new players.
If Microsoft's goal is to form habits around Xbox Cloud Gaming in regions where console availability and affordability are low, ensuring a stable experience is obviously within their interests.
It remains to be seen if Xbox Cloud Gaming will ever be anything more than a niche kind of thing. It's useful for testing out games without installing them, but in most scenarios where you might want to use it, i.e., on a plane, on hotel Wi-Fi, or on a long-distance commute ... you're probably not going to have good enough internet speeds.
The laws of physics and the speed of light preclude Xbox Cloud Gaming from seeing any significant improvements from here, probably, but the upcoming direct-to-Wi-Fi Xbox controllers should offer a meaningful latency boost β if they ever actually come out.
It's a hot topic right now. With Xbox Helix and the PS6 threatening to be the most expensive consoles ever, perhaps even cloud gaming will end up too expensive to be worth it.
I'm tired of this AI stuff, mannnnnnnn.
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After two months of relative calm, Xbox's live services are once again suffering a major outage as of this writing.
This is confirmed by the official Xbox Status website, which states that Xbox's "Account & Profile" and "Games & Gaming" are currently unavailable.
Xbox Support's X account also confirms through an official announcement post that people are reporting they can't sign into their Xbox profiles, create new accounts, or play games that require a profile login.
We are aware that some users are encountering errors when attempting to sign in or create an account. Thank you for your patience while we investigate this issue. We'll update as soon as we have more β keep an eye on https://t.co/MGxnmqdcis.September 2, 2026
Xbox Support states they are aware of the situation and are currently investigating this issue to find a fix as soon as possible.
We'll keep you posted on the case and let you know when Xbox's online services are fully fixed and operational again.
In the meantime, let's hope this Xbox outage isn't as bad as the last one, which lasted over 15 hours straight and disabled nearly all of Xbox Network's services.
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An extended Xbox outage that began Sunday evening didnβt just cause issues for people trying to play digital games β it blocked people from playing their disc-based games, too.
Xboxβs status page initially reported the outage on Sunday at about 11PM ET, and it also prevented people from logging in, launching apps, or finding games on the Xbox store. This morning, the page also noted that users βmay have problemsβ playing their digital and disc games, which posts on social media confirmed. During that time, my colleague Richard Lawler was able to launch digital games he owned, but trying to boot up games tied to Game Pass popped up error code 0x87e107df, indicating the license couldnβt be verified.
When Sony announced that they were discontinuing physical discs for PlayStation, I was less outraged than many. The reason I felt this way wasnβt because I loved what Sony was doing. I think it came from an understanding that physical media ainβt what it used to be.
[β¦]
Itβs still just a license, and Microsoft, Sony, and Nintendo can either intentionally or, in this case, unintentionally prevent you from playing that game, even if you own the physical copy. This isnβt even to mention the fact that when you pop the disc in your drive, youβre not playing from the disc. Itβs installing it to your internal hard drive and is probably installing a bunch of updates that are required to make the game actually work at all.
For years now, the testers at DoesItPlay have been documenting this trend, testing thousands of physical game releases to see which ones live up to the promise of full βplug and playβ functionality without an Internet connection. Thus far, a full 27 percent of the physical releases theyβve tested require some sort of download to fix game-breaking bugs or obtain core game content that is not stored on the physical release itself. That ratio balloons to 34 percent for tested PS5 games and 50 percent for those on the Xbox Series X.
This is EXACTLY why cloud providers should be building (and might need to FORCED to, via consumer protection regulation) access for other online backup services into their solutions INHERENTLY. Apple⦠are you paying attention?
Weβre sorry this happened, itβs not the experience we want anyone to have when their account is compromised. We have been working to restore access to your purchases and reached out with the next steps.
I've long been a fan of XCOM, which is why when I heard two of my favorite franchises were about to collide on Xbox and PC, my interest was immediately piqued.
This is Star Wars: Zero Company, an upcoming turn-based tactics game set in the legendary sci-fi universe that needs little introduction.
Developed by Bit Reactor, who themselves are comprised heavily of XCOM and Firaxis vets, I recently was lucky enough to talk to the team behind the game, as well as go hands-on for the first time.
Bit Reactor's Greg Foertsch, art director of XCOM fame, was candid on the game's origin story. It was actually the late great Vince Zampella of Titanfall and Call of Duty fame who offered it up first, and the rest is history: "Star Wars was not on my bingo card, to be quite honest, till Vince brought it up, and frankly, I was a little terrified at first, but I had to say yes."
Terrified they might've been. But from what I've seen, I think they've absolutely nailed it and have nothing to fear whatsoever. Star Wars Zero Company is now a personal game-of-the-year contender, if indeed the full game continues to be as infectious and intriguing as the demo slice I played.
Bit Reactor noted that they felt the turn-based tactics genre still had a big story to tell, even as Take Two essentially wound down the XCOM franchise in favor of focusing on Civilization. What better way to introduce the genre to a new audience than via one of the biggest franchises in the world?
But Bit Reactor has also been keen to modernize every aspect of it for modern sensibilities: photorealistic art, a third-person camera, high-quality story writing and cinematic treatment, and a Mass Effect-like character bonding system that has enormous potential.
Star Wars: Zero Company launches on Xbox and PC on August 27, 2026.
A heaping of XCOM, a dash of Mass Effect?
Lead a rag tag group of survivors on a quest for fame and fortune, and unravel a potentially darker plot along the way. (Image credit: EA | Bit Reactor)
In Star Wars Zero Company, you take command of a "dirty dozen" style mercenary outfit, which immediately gave me Mass Effect 2 vibes.
This ragtag group of rejects, bounty hunters, and warriors of fortune come together under a variety of difficult circumstances. The Clone Wars are in full swing, and the Republic needs mercs willing to undertake missions that are perhaps beyond their remit (and missions that skirt the law ... and perhaps even basic morality.)
As such, you play as Captain Hawks, a fully customizable humanoid and former Republic officer who has gone into business for himself. You can fully tailor Hawks' identity and pick from a variety of iconic Star Wars species to lead your crew.
As you get further in, you'll meet other heroes who join your squad for a variety of their own reasons. There's Tel-Rea, who is a former Jedi Padawan, Trick, a "forcibly retired" clone trooper, and Cly, a Mandalorian driven by vengeance.
The eclectic cast led Bit Reactor to create its "Bond system," which gave me a ton of Mass Effect 2 vibes. As your crew collaborates both in missions and during trips to The Den (your base of operations), they build relationships and synergies that benefit your tactical options and also develop their characters.
Kabbney "Kabb" Uppercut is a Felshi, a completely new species created for Zero Company. (Image credit: EA | Bit Reactor)
"I wanted that to have a long arc of play over the course of the whole campaignβ¦ youβre not just learning to power your characters up, but youβre also having them develop relationships thatβs evolving in your head," game directorJames Brawley explained to us. "Characters grow stronger as a resultβ¦ thatβs why theyβre able to beat these overwhelming threats, because they know how to work together."
"This is your Star Wars gameβ¦ how you get there, what you experience, the characters you build, the relationships and bonds you make β theyβre all unique to your playthrough."
The team explained that the events of Zero Company take place adjacent to The Clone Wars, in the shadows, using an entire cast of new characters. And indeed, like any good XCOM-like, permadeath is a feature here. If you have two characters that synergize well and unlock powerful abilities as a result, having one of them die not only severs that bond but also deprives you of access to those powerful abilities. The stakes remain incredibly high as a result, in true XCOM-fashion. You'll also lose the resolution of their stories and experiences too, making every playthrough potentially unique (unless you save scum, that is ... but there are auto-saves-only Ironman modes for those who don't want to be enticed into such heretical gameplay styles.)
Set up powerful killzones with overwatch commands, and leverage unique Star Wars-inspired abilities to decimate your enemies. (Image credit: EA | Bit Reactor)
I didn't get to experience too much of the combat gameplay, but from what I played, it felt every bit as satisfying and fun as previous official XCOM-style games I've played from the team here. Bit Reactor is comprised of XCOM and Firaxis vets, as noted, and you can feel that pedigree in every aspect of play. The team said Disney was on hand too to verify the Star Wars authenticity but was also incredibly open to Bit Reactor's own agency therein. The team said they "couldn't praise Disney enough," in what sounds like a very productive working relationship.
Disney hasn't always handled the Star Wars IP as well as I would've liked ... but it's hard to deny that they've had some absolute bangers on their hands. Rogue One has been a particular highlight for me, but also the games. Cinematic delivery I'd argue is more important in a Star Wars-adjacent title, which obviously comes with certain expectations. You can expect great characters, a grand adventure across the galaxy, and big cinematic moments sprinkled throughout Zero Company, the developers tell me. But crucially, also dark villains.
The Clone Wars are in full swing in corners of the galaxy, but while bounty hunting, Hawks and his crew get caught up in a uniquely dangerous situation. The separatist-aligned cult known as the Infinite Coil rears its head early on. Its members seem infected with a mysterious space plague that, if I were a betting man, potentially has dark side origins.
"The Clone Wars offered us a place to tell a Star Wars story that touched on canon, but didnβt interfereβ¦ it allows people to attach to new characters in a way that hasnβt been done before."
The Jedi Fallen Order franchise has been well-received, and before Vince Zampella's passing, it seemed like EA was on an upward swing with its Star Wars license stewardship. Zero Company looks set to continue that legacy and also maintain the quality bar Jedi Fallen Order established.
In Zero Company, you'll fight separatist forces of all stripes, but the central antagonistic force is a shadowy cult known as the Infinite Coil. (Image credit: EA | Bit Reactor)
Indeed, I was surprised to discover how far Zero Company diverges from the typical XCOM formula from a story perspective, where most of the characters are throwaway soldiers designed to ultimately be expendable. The detailed characterization of the heroes in Zero Company are every bit as cinematic and interesting as any story-heavy action game or big-screen Star Wars experience you might expect.
Zero Company makes heavy use of a traditional third-person over-the-shoulder camera for some of these sequences too, making the game feel almost more like a CRPG in the vein of Baldur's Gate 3 or Wasteland 3, as opposed to a pure tactics game. Tactics games with fixed isometric cameras often come with stylized art given that the camera is zoomed out a lot of the time. Zero Company went deeper on visuals to accommodate its more cinematic delivery, and the results speak for themselves. Zero Company feels painstakingly authentic.
"We should be better looking, not worse. We should be better frame rates, not worse. We should have more stories, more immersion," Bit Reactor explained. "Weβre just making a great game β it just happens to be turnβbased.β
If you've never played an XCOM-like before, its RPG systems might be what entices you most
More XCOM-style games please. (Image credit: EA | Bit Reactor)
I was incredibly encouraged by Star Wars: Zero Company's preview cycle. I was immediately drawn to the characters and intrigued by the potential of the game's Bond system. What events and storytelling opportunities would I be able to unlock? What consequences would befall me for mismanaging those bonds and potentially getting some of my heroes killed? What exactly is the Infinite Coil, and what do they want?
Star Wars: Zero Company is a bit of a rarity in 2026, as big publishers chase service games, infinite experience, and microtransaction hellscapes. Take Two itself no longer seems to want to service the XCOM franchise sadly, and other companies that have attempted it have often struggled to broaden their appeal. Truly "AAA"-grade tactics games have become vanishingly rare.
Star Wars is the perfect universe to offer a take on this genre in my view, particularly in the Clone Wars era. But Bit Reactor's clear efforts on the cinematic and story-delivery side give Zero Company broad potential that similar attempts at the turn-based tactics genre have missed in recent years. Baldur's Gate 3-style cinematics and character delivery, atop modern high-quality visuals and focused XCOM-style tactical play? Zero Company has everything I didn't know I needed from this quarter's very busy slate of games.
Star Wars: Zero Company is something every Star Wars and turn-based afficionado should put on their wishlist.
If you have any questions about the game, drop them in the comments and I'll get them answered!
Star Wars Zero Company is a turn-based tactics experience with heavy cinematic leanings. Set in the Clone Wars Star Wars era, lead a merc group across the galaxy seeking fame and fortune, but perhaps finding something darker along the way.
Xbox is legally required in some territories, such as the UK and, more recently, Australia, to verify the age of its users in order to access certain features.
Whether we like it or not, there's no way around it. Governments will always government. But what most of us objected to more was the use of faceless third-parties that were being used to verify some of our most personal information. In Xbox's case, it was Yoti, a company that's found itself in hot water before over its handling of data.
Fortunately, at long, long last, if you've held out on completing Xbox age verification, it looks like you won't have to. A message is hitting the inboxes of those accounts that haven't yet verified their age through other means but have been determined as having an "adult account" through their activity.
Our own Ben Wilson was one such holdout and got the message himself last night. Here's what it says in full:
Due to longstanding account activity, we've estimated your Xbox profile to be an adult account and updated its age verification status to "Verified." You are no longer required to complete full age verification for uninterrupted access to social features on Xbox. While no further action is required, you can update your privacy and safety settings on Xbox at any time. For more information, click "Learn more" below.
Reddit is likewise lighting up with folks who've had the same message and have been released from the requirements to verify their age for full access.
This seems to be taking place predominantly in the UK, with Australian age verification recently hitting the news as frustrated users see what us Brits were faced with at first.
But since Xbox can clearly identify your age effectively using your account data, why isn't it applied automatically to everyone immediately?
I don't personally care whether I have to be verified as an adult or not, but I do care about being asked to hand over biometric data to companies I have no usual business with. I remember many years ago, being told by a local shop they wouldn't photocopy my passport for me because they wouldn't handle personal information such as this.
Now we're being asked to funnel all that into a computer somewhere, trusting that they're going to behave responsibly with it.
But a win's a win. Even if it's a win that took a little long to get here. Hopefully it can roll out quickly in any subsequent markets that require age verification.
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Fast forward to today, and the CTO of Xbox, Scott Van Vliet, took to social media to provide Xbox fans with a detailed explanation of how this disaster occurred, what Xbox's engineers did to fix it, and what their plans are to ensure this never happens again.
I wanted to provide an update on the incident affecting some players trying to launch games and access other game library features last week.What was the root cause?As I previously wrote, an underlying service required for XBOX Home Console sharing and Game Pass purchased⦠https://t.co/hqC8ebV4oyAugust 10, 2026
Scott reiterates from his interview with The Verge that this outage was caused by an update made to an underlying service within the Xbox's digital ecosystem that was required for Xbox Home Console sharing, Xbox Game Pass purchased content, and PC scenarios to function, putting them in an unresponsive state.
While this update was happening and causing these systems to shut down, a bug within the Xbox client software stack caused other digital game licence checks to fail. These multiple issues combined created a domino effect where the accumulating failure scenarios blocked some players from launching games while causing issues with library enumeration.
To combat this, Scott says Microsoft is transferring ownership of the underlying licensing service to the Xbox team while Microsoft's engineers work on improving the stability of Xbox Live's services and infrastructure for future updates.
As for the client bug, it will be fixed in an update to the Xbox that rolls out today and will become mandatory to download on August 17, 2026.
In addition, Scott says Microsoft has plans to roll out new features for players along with quality-of-life improvements for system updates as it looks for more ways to improve the stability of its products and services.
Windows Central's take
I'm sticking with physical game discs from now on. (Image credit: Windows Central)
On the one hand, it's nice to see Xbox be a little transparent for once regarding its mistakes and its attempts to fix them, as it shows there are people higher in the company who do care about the quality of their product.
To me, getting DRM-free games (like the ones you see at GOG for example) with their own dedicated launchers and storing them in external SSDs is currently the best way to preserve your modern games library and play them without being shackled to licence entitlements or online services (unless you're playing multiplayer-only games like Overwatch or World of Warcraft, in which case, you're out of luck).
Either way, time will tell if this new update to the Xbox client will prevent any future fiascos for Xbox Live's services.
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This was done because, according to Microsoft's email notice sent to Australian players, and I quote, "As part of our compliance program in Australia, beginning late August 2026, adult XBOX accounts must verify their age to be able to access apps and games rated 18+ on the Microsoft and XBOX Store. Access to such content may be restricted unless you verify your age. Apps and games you already own wonβt be affected. Select below to verify now. Please ignore if youβve already verified.β
Players consigned to this must verify their age either through Email-based age verification, facial age estimation by taking a self-portrait using their camera, providing credit card details, or providing government-issued ID like a driver's license, passport, national ID, or residence permit.
Despite every effort on our part, the Australian Classifications Board has denied βHalloween: The Gameβ a rating. The denial was not based on the presence of the iconic slasher, Michael Myers, or the outstanding kills that can be performed in the game, but rather the presence ofβ¦August 9, 2026
Around the same time this happened, Australia had banned "The Halloween: The Game", an upcoming Xbox horror game based on the iconic Halloween movie franchise because of the presence of a controlled substance, rather than the violent murders that occur in the game.
A bleak glimpse at the digital future?
Sigh...I long for the simple days of the OG Xbox when we didn't have to worry about any of this madness. (Image credit: Windows Central | Jez Corden)
Now, Australia banning a horror game is nothing new, as the country has a long history of censoring games or outright banning them in the past, such as the Grand Theft Auto series and South Park: Stick of Truth.
Although some games do manage to get released under the "Adults Only" rating, such as Hotline Miami, Outlast 2, and We Happy Few, to name a few.
However, what is concerning is the age verification enforcement, as we're seeing more Western countries like Australia, the UK, and several states in the US implementing it across many websites, online services, and video games, bottlenecking what we can or cannot access.
Either way, between this and the ongoing memory crisishiking the price of Xbox Series X|S and other related tech, the gaming industry is in a volatile and chaotic state right now that I pray we recover from soon somehow because, if things keep going the way they are...I think it may be time to invest in a new hobby we actually have ownership and freedom over.
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But wading in today is Strauss Zenick, CEO of Take Two (via IGN), otherwise known as the company that counts Rockstar Games among its portfolio. The same Rockstar Games that recently printed a ridiculous sum of money when GTA 6 pre-orders went live.
Only this time, and for the first time in the franchise, there will be no physical version at all. If you buy it from a retailer, all you get is a download code. Naturally, Zelnick is all for this.
βOur business is well over 90% digitally distributed,β Zelnick said. βIt's already a digital business. So in certain instances, especially if it's a big game, discs just β and note I said discs β don't really make sense for the consumer.
Also, most instances you have to register online to play anyhow. So if you're already connected, who cares if you download digitally? It's all the same and it's much more convenient."
GTA 6 is all digital and there's no going back. (Image credit: Rockstar Games)
Granted, I'll give Rockstar Games specifically a little more slack here. GTA V came on two discs on the Xbox 360 originally because the game was too big for one (PS3 used Blu-Ray and was a single disc). Likewise, even on the larger capacity discs for Xbox One, Red Dead Redemption 2 suffered the same fate.
Nobody wants to get up and have to change discs. Not to mention more raw materials, manufacturing costs, etc. But I take particular exception to the second part of the quote above.
It's not our fault we have to register online to play a game. It's not our fault we need to have a Microsoft or Sony account, probably also a Rockstar Games account created alongside either of those. A subscription to play online. Alongside an account for every other different publisher who says we need to have an account.
Are digital games more convenient? Of course they are. But let's not pretend that this has anything to do with making our lives easier. Without a physical copy of something in our hands, we know that at any point it could just vanish without a trace.
It's not remotely surprising GTA 6 is digital-only. Even ignoring the likely technical issues fitting much of it onto a disc, it kills the resale market stone dead. Used game stores won't have copies of GTA 6 on the shelves after players are done with it. GTA Online is the cash cow, but there are still plenty of us who will play the campaign and call it a day. Those players can't sell on or trade in their copy anymore.
Curiously, Zelnick also said that "It doesn't mean that we won't have physical additions now and then, I'm sure we will in the same way that thereβs still vinyl in the recorded music business." I don't even know where he's going with that one.
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Everyone knows Xbox isn't doing so hot these days, but new research from Statista Consumer Insights has put that common belief to the test.
Xbox is "unhealthy" according to new CEO Asha Sharma, which has led to thousands of layoffs this summer and many more throughout the next fiscal year. Gaming as a whole is struggling from a variety of headwinds, including the memory crisis, dilution of attention, competition from non-gaming hobbies, and potentially an unhealthy dependence on free-to-play forever games like Fortnite.
Indeed, Microsoft's gaming division saw a decline to the tune of 11% last fiscal year, which sources tell me almost entirely revolves around Call of Duty having an off year. I suspect diversifying the Xbox business would probably be a good idea to reduce dependence on the firm's handful of mega-games, but that's a discussion for another time.
It's no secret that Xbox One was ill-received by the core gaming community, and Microsoft is still paying for those mistakes over a decade later. New data from Statista Consumer Insights put common beliefs about Xbox's performance to the test, surveying over 3,200 gamers in the United States.
The data from Statista shows PlayStation beating Nintendo and Xbox by a healthy margin, with Xbox combined platforms languishing in last place. (Image credit: Statista Consumer Insights)
Users were asked which console platforms they frequently play on specifically, with PC and mobile excluded from the picture. Of console players in the United States, some 85% frequently play on PlayStation platforms, 76% play on Nintendo platforms, with Xbox coming in last at 58%. The figures suggest that most people own multiple consoles and frequently play across different platforms. What is perhaps most striking is how popular the Xbox 360 still is, which is even giving the Nintendo Switch 2 a run for its money. It aligns with what I've previously heard about Xbox 360 engagement, which is uniquely sticky for Microsoft.
In a universe where some service games last "forever," there are arguably few reasons to upgrade from a PS4 or an Xbox One if all you enjoy playing is Fortnite or Minecraft and the like, which are still updated and fully functional on older platforms. At least it shows that users remain engaged, even if they are playing on older platforms. The challenge is figuring out how to convince them the upgrade is worth it.
Grand Theft Auto 6 is exclusive to Xbox Series X|S and PlayStation 5, which in a usual console cycle would likely have a dramatic upward impact on the current-gen systems. That uptake is likely going to be a tad muted for Xbox, which is struggling to source memory at reasonable prices for its Xbox Series X|S range. The box is already more expensive than ever, and has firmly slipped beyond your average luxury purchase.
Can devices like the Xbox Ally and the next-gen Xbox Helix help Microsoft's struggling gaming division find its footing? (Image credit: Windows Central)
It'll be interesting to see how Xbox CEO Asha Sharma addresses the delta here. Xbox PC and Xbox Cloud Gaming are obviously excluded from the results here, and both of these platforms represent a huge growth area for Microsoft. Microsoft has barely marketed Xbox Cloud Gaming arguably, and Xbox Game Pass on PC remains a fantastic deal too. Putting more investment into these products (and maybe I dunno, marketing them?) could make for an easy win.
Sharma said that there are "200 million" Xbox players last month, but it's unclear exactly how Microsoft arrives at this figure. Does that include Minecraft players on PS5 or Nintendo Switch for example? It's hard to parse. What isn't hard to parse is the scale of the challenge facing Xbox, whose identity has been rocked by a variety of experiments that landed with mixed results.
Xbox has a new console on the horizon, in the form of Project Helix, but so too will PlayStation. The competition for the future will remain fierce, but it's unclear if Microsoft still has the stamina to keep investing in gaming as shareholders heap demands for more AI.
It'll be interesting to see how Xbox weathers the next few years, with no end in sight for memory shortages, demographic shifts to PC, and the rise of free-to-play perpetuating something of a race to the bottom.
We've seen where the United States prefers to play, but where do YOU prefer to play, Windows Central reader? Vote in our poll below!
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Five years ago back in 2021, a game was released with a famous franchise attached that initially slipped me by. I'm talking about Aliens: Fireteam Elite.
I don't really have any affinity for the movie franchise, so that's likely why I didn't even give it a look. But after catching a couple of streamers playing it, I took a punt, and boy was I in for a surprise.
To this day I think Aliens: Fireteam Elite is woefully underrated. I can't speak to whether it's a truly authentic Aliens experience, but it's a fun game with plenty of replayability, without being too serious or requiring all your time. And it's about to leave Xbox Game Pass in 9 days as I write this, so consider this your notice to check it out while you still can.
You've got various classes and loadouts to build out, perks, different weapons, and hidden caches to find to get yourself some of the better loot. It has mild elements of a looter shooter in its mechanics, but it really isn't one.
It's a run-and-gun action game where your objective primarily is slaying alien creatures. Lots and lots of alien creatures. My former colleague, Miles Dompier, summed it up perfectly in our original 2021 review.
"Aliens: Fireteam Elite genuinely caught me off guard. I was excited about the idea of playing another co-op shooter in the Aliens universe, but I wasn't confident it would be a quality title worth spending a great deal of time with. However, my squad and I are already strategizing our loadouts for the more extreme difficulties. Despite my initial reservations, I'm fully expecting to spend the next several weeks playing Aliens: Fireteam Elite with friends."
Don't stop, just mow them all down! (Image credit: 20th Century Games)
This is exactly what happened to me, though I played more solo than with others. While it's more fun with friends, it's perfectly playable solo from beginning to end.
Better still, the Pathogen expansion is currently heavily discounted, too, and I'll be honest, that passed me by. I own the game (and it has Xbox Play Anywhere, too), but with Aliens: Fireteam Elite 2 coming really soon, it's as good a time as any to revisit this gem.
But seriously, if you're stuck for something to play right now and you have Xbox Game Pass Premium, Ultimate, or PC Game Pass, take it for a spin. I think you'll be pleasantly surprised.
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Xbox has been on a bit of a tear when it comes to new platform features lately.
Yesterday, Microsoft announced the latest build for the Xbox Insider Program, with a variety of new features big and small. The features included better management for Xbox cloud saves, better sorting of your games library, and other bits and pieces. The headline act, however, is voice clip recording on the Xbox Game DVR. This is a feature people have been asking Microsoft to add for over a decade, all the way back to the Xbox One era.
When you have an epic gameplay moment with friends, it would be awesome if you could also capture their reactions without having to use a complex capture rig. You'd need to use a streaming PC with StreamLabs OBS or a capture card like the Elgato 4K S to extract the audio alongside your Xbox gameplay.But yesterday's update has made it a million times easier.
Here's a clip from a quick gameplay session on Warhammer 40K: Space Marine 2 I had this morning, showing how the first iteration works.
Here's an example of Xbox's new voice capture in the Game DVR. It's early days yet (available on the Insider ring). It seems to freeze the game for a split second when you hit capture. Also as far as I can tell, there's no way to adjust audio levels. You can barely hear me in⦠pic.twitter.com/0wmR5id4KVAugust 6, 2026
As you can see (or ... well, hear) the audio levels aren't ideal out of the box. You can barely hear me in this capture over the audio of the game. You would have to lower the gameplay sound a fair bit in order to be able to hear me, but it would be ideal if Microsoft would add settings for this.
In order for this feature to work, users have to enable it in the settings. Only users who have enabled game or party chat audio capture will appear in the sound mix, giving you total control over whether or not your reactions are captured (potentially saving your more embarrassing gameplay moments from going viral.)
You can also set whether your voice is clippable in public audio settings too, such as lobby chat on Call of Duty (oh boy) or in proximity chat games like Arc Raiders and the like.
Head into preferences, then clip settings, and then voice in captures and live streams to access the above settings. As of writing, they're available to Xbox Insider Program users in the Alpha ring. (Image credit: Windows Central | Jez Corden)
Hopefully, Microsoft will add audio mix granularity sliders in the future, as it's far too quiet in my opinion as of writing. Additionally, capturing a clip seems to temporarily freeze a game for 0.2 seconds when you have voice capture turned on. I'm not sure if that's a consequence of the feature or an instability in the latest Alpha build, but I'm sure the experience will be improved before hitting general availability.
It's potentially exciting how this feature could evolve in the future. Xbox CEO Asha Sharma is a former Meta executive, and likely has thoughts on how to leverage social media virality as a vector for growing Xbox's footprint. Perhaps there's a future where Xbox supports webcam picture-in-picture clipping too, and maybe we'll even get direct sharing to social networks back again some day on top. Perhaps even native Xbox Series X|S video editing tools will return as well, who knows?!