It was originally a PlayStation-exclusive, but Hideo Kojima cut ties with Sony after the company tried to cancel Physint without warning, as stated on his X account.
According to Bloomberg's report, "[Physint] missed deadlines and was on track to be well over budget despite being years away from release".
It then stated, "Kojima’s previous two games, Death Stranding and its sequel, didn’t meet PlayStation’s revenue expectations," and "PlayStation was reluctant to invest hundreds of millions of dollars in another game that wouldn’t remain permanently exclusive to the company’s own hardware."
Jason Schreier reports on why PlayStation ended its partnership with Hideo Kojima for Physint:• PHYSINT had missed deadlines and was on track to be well over budget despite being years away from release• Death Stranding 1 & 2 didn't hit PlayStation revenue targets•… pic.twitter.com/4izrC01XHhSeptember 11, 2026
Window's Central's take
Could this game really have what it takes to be Metal Gear Solid's successor? (Image credit: Hideo Kojima)
In short, it seems Sony was running out of patience with Hideo Kojima and wanted to cancel it for taking too long to make, going over budget, and to prevent it from being ported to other systems that aren't PlayStation.
While I'm personally ambivalent about this (my favorite Kojima game will always be Metal Gear Rising), it can't be denied that Xbox is reaping the benefits of this situation.
Microsoft now has Kojima Productions' full support for publishing Physint on Xbox and PC, and with them also working together on the upcoming horror game OD, this could be the start of a long, profitable friendship between the two studios.
With how quickly Kojima Productions' relationship with Sony has deteriorated over this situation, I wouldn't be surprised if we see an Xbox port of Death Stranding 2 with Xbox Play Anywhere in the future, as the original Death Stranding did.
But whether or not Physint and OD will turn out to be good games and make enough money to warrant Microsoft's investment, we will have to wait and see to find out.
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Tokyo Game Show is almost here, and it's ready to bring all kinds of exciting gaming news from the Land of the Rising Sun. Microsoft will be among the many publishers attending this year, and it's planning some big reveals to mark the Xbox brand's 25th anniversary.
Here's where and how you can watch Xbox's Tokyo Game Show 2026 showcase livestream and get a little taste of what to expect at the show.
Xbox Tokyo Game Show 2026: Watch times and platforms
The XBOX cat is back… it’s TGS time! 🐈⬛👀 Watch the XBOX Tokyo Game Show Broadcast on Sept 17 at 7pm JST / 3am PDT, live or on demand🎮 XBOX FanFest hits Tokyo⚔️ Minecraft Dungeons II on the TGS showfloorLearn more: https://t.co/4NqQoEyeHI pic.twitter.com/XC69Ge62YBSeptember 9, 2026
The Xbox Tokyo Game Show 2026 showcase livestream will commence on Thursday, September 17, 2026, at 7:00 pm (JST) / 3:00 am (PT) / 6:00 am (ET) / 11:00 am (BST).
It will be available to watch on the following YouTube and Twitch platforms:
Microsoft will be showing off many upcoming Xbox games during its Xbox Tokyo Game Show 2026 livestream.
Two of these games are confirmed to be Minecraft Dungeons 2 and Call of Duty: Modern Warfare 4, and they'll also be playable on the Tokyo Game Show's show floor for people attending the event in person.
Minecraft Dungeons 2 is an upcoming ARPG where you and your friends hack and slash your way through the Minecraft universe for glory and loot in a similar manner to Blizzard Entertainment's Diablo series.
Call of Duty: Modern Warfare 4 is the latest upcoming entry in the Call of Duty Modern Warfare sub-series. Players will engage enemies in thrilling military shooter combat through an epic single-player campaign and chaotic 6v6 online multiplayer modes.
The community-driven Xbox FanFest will also be at the Tokyo Game Show to host a watch party for the Xbox Tokyo Game Show livestream, with special guests Misuzu Araki and Larry Hyrb.
What are you hoping to see at Xbox's Tokyo Game Show 2026 showcase?
Could we see our first look at Hideo Kojima's successor to Metal Gear Solid at the Xbox Tokyo Game Show 2026 showcase? (Image credit: Hideo Kojima)
As for what else will be at the Xbox Tokyo Game Show, your guess is as good as mine.
While I'm personally hoping to see gameplay footage of long-awaited titles like Spyro: A Realm Beyond and Persona 6, my colleagues are hoping to see footage of Physint.
Will we see gameplay of Physint, Spyro: A Realm Beyond, and Persona 6 at the Xbox Tokyo Game Show livestream, or will we see some new games that haven't been announced yet?
Tune in next week to find out when the Xbox Tokyo Game Show 2026 livestream launches on Thursday, September 17, 2026.
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In a major coup for Xbox game publishing, Microsoft has landed the contract to publish Physint, Hideo Kojima's long-awaited follow up to Death Stranding.
Despite being announced by PlayStation, somehow, Xbox has managed to acquire the rights to publish Hideo Kojima's return to the "action-espionage" genre. It was all announced just now via Xbox Wire.
Physint in essence sounds like a spiritual successor to Kojima's classic Metal Gear Solid franchise. Metal Gear owner Konami and Hideo Kojima had a high-profile bust-up a few years ago, following the launch of MGSV: The Phantom Pain — which arguably remains unfinished to this day.
Since then, Kojima went independent, developed the award-winning Death Stranding franchise, and later landed a publishing deal with Xbox for horror title OD. Death Stranding 2 is presently a PlayStation exclusive, but the first Death Stranding since launched on Xbox with Xbox Play Anywhere. Later, Kojima re-acquired the rights to Death Stranding from PlayStation itself. It stands to reason Death Stranding 2 will eventually hit Xbox in the future as well.
During the previous announcement two years ago, PlayStation Studios' lead Herman Hulst said that Physint was "part of the PlayStation and Kojima Productions partnership," although that no longer seems to be the path Kojima chose.
“Creators have choices about where and how they bring their ideas to life," Xbox CEO Asha Sharma said in today's blog post. "We’re honored that Kojima-san has chosen XBOX to work with KOJIMA PRODUCTIONS on PHYSINT. His ambition to challenge conventions reflects the kind of creativity we want to support at XBOX."
"This expands our relationship with XBOX beyond OD," said Hideo Kojima. "As we move forward with the development of PHYSINT, we remain committed to redefining the action-espionage genre for players around the world."
Microsoft and Hideo Kojima also said that the two are collaborating across film and television as well, beyond horror title OD. It sounds as though Microsoft is investing a ton into Kojima Productions to bring this partnership to life, although it sounds as though there's some drama that has taken place behind the scenes between Kojima Productions and PlayStation. Physint was announced on the PlayStation stage, so for it to swap hands in such a stark way suggests there's a bigger story at play here.
As confirmed earlier through our official channels, in mid-June of this year, we unexpectedly received notice from PlayStation Studios that they would cancel the PHYSINT project. PHYSINT is an important project both to me personally and to KOJIMA PRODUCTIONS. Determined to keep… pic.twitter.com/rQqhxAnb7NSeptember 10, 2026
In response, Sony has released a statement confirming that it has "made the difficult decision to step away from collaborating with KOJIMA PRODUCTIONS on its project PHYSINT."
An update from PlayStation Studios: After careful consideration, we have made the difficult decision to step away from collaborating with KOJIMA PRODUCTIONS on its project PHYSINT. We continue to have great admiration for Hideo Kojima's vision for the game.Our relationship…September 10, 2026
Either way, it's a fantastic win for Xbox, potentially. Working with such high-profile developers like Hideo Kojima boosts Xbox's visibility with audiences that Microsoft has typically struggled to access. It also feeds into Asha Sharma's strategy of targeting more ambitious AAA projects with trans-media opportunities for TV and movie treatments.
Whether it all lands remains to be seen, but man oh man, this is NOT one I saw coming.
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While none of these additions are major enough to warrant their own showcase, they're all pulling Xbox in the same direction: making the platform feel more personal.
This latest update suggests Xbox sees that shift coming and wants to be the platform that adapts to the player rather than asking the player to adapt to it, and I like where that is going.
Looking through the feature list, it becomes clear that Microsoft's biggest focus is reducing friction, not just adding new features for the sake of it.
Xbox Streaming preferences menu highlighting the option "Allow downloads while cloud gaming" with a checked box. (Image credit: Microsoft | XBOX)
That philosophy appears in the new cloud gaming improvements. Xbox Insiders can nowcontinue downloading games in the background while streaming, reducing one of the small but persistent friction points that come with digital gaming.
These updates may not be groundbreaking, but they represent the kind of quality-of-life improvements that users want, which contribute to making a platform feel more refined and complete.
The new personalization features tell a similar story.
Being able to select startup animations from different eras of Xbox history may sound like a cosmetic addition, but it reflects a growing recognition that players often have a deeper connection to gaming platforms than companies traditionally acknowledge.
Users can now pick from Xbox One, Xbox One X, Xbox Series X|S, or We Are Xbox, which is kinda cool.
Xbox System Startup menu displaying startup animation choices like Xbox One and Series X|S alongside a TV preview screen. (Image credit: Microsoft | XBOX)
Remote Play is also getting some new improvements.
The company is now testing support for up to 1440p streaming and higher video bitrates through Xbox Remote Play for Xbox Series X|S users in select Insider rings. The technical upgrade matters, but the broader implication matters more.
A few years ago, Remote Play felt like an extra feature. Today, it feels increasingly central to Microsoft's vision (though we're not thrilled with those new Cloud gaming caps).
Microsoft has spent years talking about making Xbox available wherever players want to play. At first, that messaging was often interpreted as a cloud gaming pitch. What we're seeing now is something more nuanced.
Xbox Badge Showcase menu displaying user profile badges with options to remove or hide them. (Image credit: Microsoft | XBOX)
Microsoft now seems more interested in letting players decide which parts of Xbox's history they want to keep with them.
That trend extends to profile customization, where users can choose which achievements and badges are visible and which remain private. If Nintendo's strength is iconic franchises and PlayStation's strength is prestige gaming, Xbox's emerging niche may be flexibility.
Play your games where you want.
Show off your profile how you want.
Start your console how you want.
Access your library how you want.
That seems to be a definable pattern, at least for this update.
Finally, Microsoft is also testing a new Voice Clarity feature for Xbox Series X|S, designed to reduce background noise and improve voice communication in party chat and supported games. Clear communication remains one of the foundations of online gaming, particularly in co-op and competitive titles, so this is a nice nod.
The update also arrives alongside broader backend improvements aimed at making Xbox parties more reliable and secure.
Again, there's no single standout feature here (although you may disagree), but the bigger picture is that Microsoft is apparently focusing on letting users make Xbox reflect more of their personality and preferences. That's something PC fans are used to, but it's a bit new for console users, where you're more boxed in (pardon the pun).
Of course, you could always say this is what Xbox should have been like for years now, but I'm happy to see these changes and like this direction of giving users more choice.
At a time when hardware is becoming unaffordable, the Xbox user experience is becoming the real battleground to keep fans interested, and Microsoft seems to have gotten the message.
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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?There’s only one way to know.Start in the center.Let the fire spread.Burn away the questionand see what’s 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 💜 #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 – 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 £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 — 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 — 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.
"We’re 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, we’ll provide more information about pricing, purchasing additional hours, eligible games, market availability, and how players can check their remaining time. We’ll 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 — 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 — 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 — 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 didn’t just cause issues for people trying to play digital games — it blocked people from playing their disc-based games, too.
Xbox’s 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 “may have problems” 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 couldn’t 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 wasn’t because I loved what Sony was doing. I think it came from an understanding that physical media ain’t what it used to be.
[…]
It’s 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 isn’t even to mention the fact that when you pop the disc in your drive, you’re not playing from the disc. It’s 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 “plug and play” functionality without an Internet connection. Thus far, a full 27 percent of the physical releases they’ve 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?
We’re sorry this happened, it’s 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 campaign… you’re not just learning to power your characters up, but you’re also having them develop relationships that’s evolving in your head," game directorJames Brawley explained to us. "Characters grow stronger as a result… that’s why they’re able to beat these overwhelming threats, because they know how to work together."
"This is your Star Wars game… how you get there, what you experience, the characters you build, the relationships and bonds you make — they’re 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 didn’t interfere… it allows people to attach to new characters in a way that hasn’t 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. "We’re just making a great game — it just happens to be turn‑based.”
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 won’t be affected. Select below to verify now. Please ignore if you’ve already verified.”
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 “Halloween: The Game” 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 of…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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