Last week, I demonstrated the new Xbox PC app which ended up being uploaded prematurely to some users' devices (including mine, apparently!) but, some of you were asking how it works on an Xbox Ally. The answer is: pretty damn great.
The Xbox PC app has improved leaps and bounds over the past couple of years as Microsoft turned its attention more seriously to Windows and PC gaming in general. Steam OS has been giving Microsoft a well-deserved kick up the backside both in the usability and performance space for gaming, and the competition has led to improvements for those in the Xbox ecosystem on PC, both via Xbox Play Anywhere and Xbox / PC Game Pass.
The primary gain here is raw performance. The Xbox Ally paired with the Xbox PC app offers very middling navigational responsiveness, with this weird "rubber banding" quirk where the cursor gets stuck, and you have to wait for it to become unstuck for a couple of seconds. If you get frustrated and spam buttons, as I often do, the inputs will queue up and then all play out instantly, leading to the highlighted object flipping all over the place.
In the new Xbox PC app, the rubber banding is completely gone I'm happy to report, even on this early build. Navigating through even massive lists of games is smooth and pleasant, and the loading speed is vastly improved across every panel. Whether it's your own library, the Xbox Game Pass library, the store page, individual game pages, and beyond. Navigation also now feels a lot more "d-pad" native. On the existing app, sometimes the cursor moves in a diagonal direction unexpectedly, adding to the sense that it isn't truly native for console-style use.
The new Xbox PC app doesn't offer much by way of new features yet, but I am told that there are plans to add new stuff before it all goes live. Indeed, this is an early, unfinished build as mentioned, and some of the things I saw people dislike from the video I put out last week have already been addressed on internal builds I'm told.
It's unclear exactly when this will ship. I'm expecting it to go out to Xbox Insiders on PC at least towards the end of the year, by which time it should be a lot more polished and refined over what I've been messing around with now. It's unclear if the Xbox Game Bar guide will get similar treatment, but I would hope so, since now it has a very different visual style to the Xbox PC app itself.
Xbox is getting serious about PC gaming
The new Xbox Ally X20 which our editor in chief Dan Rubino got ... I'm not jealous at all. (Image credit: Daniel Rubino)
I would like to see more customization, with custom backgrounds to give us a greater sense of "ownership" in our increasingly-digital investment in the hobby. I'd like to see more data surface more quickly when navigating the store too. I shouldn't have to enter a store page to see screenshots of a game or try to figure out what it is from its thumbnail in my view. Also, I think Xbox could still improve the search tool a bit, although some of this is on the developer's side with regards to tagging their games properly and so on.
For sure, some of Xbox's issues on PC move beyond the app itself, and emerge on the developer ecosystem side. Tainted Grail: Fall of Avalon for example shipped with two builds simultaneously when it hit Xbox Play Anywhere a couple of weeks ago, allowing users to download the Xbox console version to their PC (which naturally wouldn't run). It's small issues like this which simply shouldn't be possible, and wouldn't be possible on Steam. Xbox needs to look towards fixing a litany of small things with its PC gaming ecosystem overall, and address things like native modding ecosystem support, systems for developer interactions with the community, social features potentially, and beyond. Perhaps the new Xbox Labs team will have some interesting things for Xbox PC up its sleeve in the future too.
In any case, it's great to see Microsoft double down on all of its endpoints. Xbox console has had a ton of new features lately, with Mythic Achievements, 1440p remote play streaming, and voice clipping in the Game DVR. Xbox Cloud Gaming is also getting a new interface that looks very close to the new PC app, and we should be seeing a new Xbox Elite Series 3 controller emerge soon.
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It's no secret that Microsoft's gaming division has struggled to keep pace with PlayStation and Nintendo for active console users, and this Xbox survey suggests the firm might be considering the nuclear option to fix things.
Yesterday, a new survey appeared for a subset of Xbox users on the Insider Program, presumably among those who Microsoft tracks as having multiple devices. A user sent us the below survey screens, which Windows Central has verified as real.
Microsoft's problematic Xbox multiplatform strategy has left many users who own multiple devices with fewer reasons to actually turn their consoles on. In that universe, it reduces Microsoft's chances to earn users in it's own ecosystem considerably, impacting both first party revenue and third party port viability. Microsoft sells mountains of games on PlayStation, but it has to pay a 30% cut for the privilege. Many PlayStation users already own an Xbox too, so Microsoft is potentially handing away potential users for no real reason.
These new surveys suggest Microsoft may be considering some drastic moves to change the situation.
Windows CentralWindows Central
The survey asks a variety of questions of users across multiple ecosystems, asking how likely they would be to invest in the Xbox platform if various games went timed, or even fully console exclusive.
Microsoft asks if users would switch to Xbox on a per game basis, including pitches of exclusivity for games like Fallout, The Elder Scrolls, DOOM, Hideo Kojima's PHYSINT, Diablo, and even Minecraft itself. The survey even stresses that existing titles wouldn't be removed from other platforms, but would no longer receive new content.
There's even a nuclear option question, asking users how they'd change their habits if every single Xbox game (except Call of Duty, likely owing to acquisition requirements) went fully console exclusive.
It asks users to consider the hypothetical scenario, offering multiple choice responses below it.
"Imagine it was announced that all future title releases from every XBOX-developed gaming franchise except Call of Duty will be console-exclusive to XBOX," the final survey question reads. "For Minecraft only, existing titles would no longer be available for purchase on PlayStation or Nintendo consoles, and would not receive any new content updates. However, there is no impact to any of the existing titles or content you already own. Nothing changes on PC in this announcement."
It asks users if they would move to an existing Xbox console they already own, buy a new one, switch to PC, or skip it entirely in this scenario.
Going multiplatform didn't work, would going maximum exclusivity work instead?
Is Xbox looking at ditching PlayStation completely? (Image credit: Windows Central)
In the near term, even if Microsoft did create massive desire for its platform and was somehow able to make even GTA6 magically exclusive, the RAMpocalypse has driven hardware sales to historic lows. Even if there was Xbox stock available globally, they've become prohibitively expensive for many. But, that situation (hopefully) won't last forever.
If games like Fallout 5, The Elder Scrolls 6, and Diablo 5 were Xbox Helix exclusive, it would undoubtedly drive masses of sales for Xbox hardware. But would the stock even be available? Microsoft has historically struggled with global distribution even before the component crisis. As much as I think Xbox desperately needs exclusive content, the risks are undeniable on paper.
But sacrificing the entire platform is just as risky potentially. PlayStation itself just massively clawed back from Steam and Windows PC gaming too.
There's little point in maintaining Xbox as an entity if it was to become a simple publisher. Microsoft is more of a hardware company than it has ever been arguably, powered by data centers and increasingly home grown silicon, like its new Maia chips which has driven the stock to new highs recently. Microsoft has already sacrificed mobile as a platform endpoint, greatly limiting its ability to distribute and train its AI platforms. I can't imagine they'll seek to make the same mistake with Xbox.
Surveys are just surveys, and it all might amount to nothing. It could also be a hint around Xbox's thought processes. Perhaps there's math that exists that proves that the juice just isn't worth the squeeze. Halo Campaign Evolved on PlayStation likely did irreparable brand damage to Xbox as a hardware entity, even though the game itself wasn't spectacularly well-received.
The future of Xbox could end up being more interesting than expected.
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World of Warcraft has been my main gaming love for over two decades; I have multiple tattoos dedicated to the game. I built my career on top of it, and met my partner of 14 years because of it. So believe me when I say it HURTS to be feeling this way about the game.
World of Warcraft has never boasted the most amazing writing at a granular level, but at least it was often steeped in satisfying spectacle, leading with the "rule of cool" for better or worse. The setting was always what made it stand out, atop genuinely immersive background lore and major story beats that feel like the product of something greater. Or at least, should be the product of something greater.
I feel like since the disaster that was Shadowlands in back in 2020, Blizzard hasn't been able to find its narrative voice with World of Warcraft retail. I've written more than a few articles on the topic, but this week's major story resolution as part of Patch 12.1.5 is already seeing significant backlash.
Has Blizzard completely lost the plot here? SPOILERS AHEAD.
World of Warcraft *has* to be an episodic soap opera to function, but the payoff almost never materializes
As I sit to write this, I'm wondering to myself if eventually I'll eat some crow. There's always a flicker of curiosity in my mind about the way the game has moved forward since its most hated story arc, which demystified Death itself, reducing the universal stakes to almost nothing. Shadowlands effectively rendered death and dying as relatively inconsequential in the Warcraft universe, and the inconsistent behavior of some of its major characters, namely Sylvanas, single-handedly undid decades of character development and expectation.
Blizzard doesn't seem to have learned any lessons about stakes, and it's increasingly maddening given how well Diablo 4: Lord of Hatred, and even the recent Warcraft III: Forsaken Kingdom expansions prove that Blizzard can still write good shit. Why can't we have this in WoW retail?
In World of Warcraft: Midnight Patch 12.1.5, which launched today in Europe, Lady Liadrin, matriarch of the Horde Blood Elven paladins, dies. Her death is perhaps among the most anticlimactic, unceremonious, and understated deaths for a major character I've seen in video game history.
Xal'atath has been WoW's central evil for years now, and we still have no clue what her goals or motivations are, even slightly. (Image credit: Blizzard)
Blizzard has long held a strange joy for killing off Horde figures in unsatisfying and frankly wasteful ways. Whether it's Garrosh, Saurfang, Vol'jin, Cairne Bloodhoof ... at least some of these figures got meaningful deaths as part of an epic cutscene or CGI sequence. Liandrin simply passes out on a cavern floor, in a death that felt wholly unearned narratively and undeserved figuratively.
Throughout WoW: Midnight, Lady Liadrin has basically followed the player about, giving them quests and standing around while you did most of the busywork. Blizzard has rushed through troll and elf reunification, pushing aside thousands of years of baggage in a few relatively underwhelming quest segments that often feel pretty disconnected from the central battle against Xal'atath. That sense of disconnect extends to Liadrin in general, who hasn't really enjoyed enough build-up in my view to warrant what ultimately happened next.
I guess all my hype is just for Mega Delves and the Rexxar Set for this current patch.Cause holy shit that ending was bad. Midnight has this low record of just... upping its previous patch/story's ends by being worse. Cause this is just bad.Poor Liadrin man. https://t.co/o6bC4jAB4nOctober 14, 2026
In Patch 12.1.5, she channels her faith in the Light to deal a decisive blow to returning Old God general Kith'ix, who represents this patch's mid-season boss. The power seemingly overwhelms her, leading to her pretty unexpected demise on the cavern floor. I felt sadly bemused and mildly irritated. But not exactly shocked ... this has been par for the course as a Horde player for some time.
I saw the cutscene without any exposure to reactions online, and wondered if my immediate and overwhelming sense of dissatisfaction was simply a me problem. Apparently not. The backlash so far seems pretty palpable.
I feel as if Blizzard has tried to cram far too many characters in all at once in recent years, leaving them without meaningful story arcs. Mountains of supporting characters appeared as quickly as they then disappeared from the central narrative, robbing deaths like Liadrin's of any real sense of build-up, and therefore, no sense of payoff. It just feels awful, man. It's wild I find myself not even vaguely caring about the death of a character that has been in the game for almost 20 years ... what another miserable, maddening waste.
At least 12.1.5 has a new raid, a new "Mega Delve" to explore (which looks awesome), and other new content ... but man. For me, it has always started with caring about the setting, the roleplay, and feeling immersed in the world. Blizzard has been stripping that away with reckless abandon in recent years.
Why is World of Warcraft: Retail's writing such a mess right now?
World of Warcraft: Battle for Azeroth and the Shadowlands storyline seem to have broken Blizzard's ability to write for WoW retail. (Image credit: via YouTube)
I'm still trying to speak to sources to get to the bottom of what's going on with World of Warcraft's writing so far. This isn't a matter of taste or sour grapes; I'm certainly not alone in thinking that WoW's writing has completely fallen off a cliff in recent years.
There are tons upon tons of issues with World of Warcraft's story delivery right now. I've theorized it's the self-imposed 8-week patch cadence, preventing quality and iteration from reaching the live client. I've huffed copium thinking that maybe, maybe there's going to be a payoff at the end of all this ... and that stuff like Liadrin's death will lead to something more interesting later, somehow?!
If Blizzard does somehow manage to pull off a gallery of major pay offs from all of this weirdness come The Last Titan, I'll be the first in line to apologize for my lack of faith. But right now, I can't see it.
I've clung to hopium that Blizzard's appointment of franchise architect Chris Metzen might lead to somehow fixing the disaster that is Shadowlands in the wider narrative. I still have Vol'jin's urn in my inventory ...
Yeah ... I'm most likely just deluding myself at this point. And make no mistake, if Blizzard does somehow manage to pull off a gallery of major pay offs from all of this weirdness come The Last Titan, I'll be the first in line to apologize for my lack of faith. But, right now, I can't see it. After so many disappointments, cringeworthy story beats, and years upon years of unresolved plot threads — perhaps it's time for me to accept that WoW's retail writing team just isn't capable of delivering anything I find to be vaguely engaging.
The South Park team previously talked up a writing rule they follow, by which if your story beats can be linked by "and then" statements instead of "but" and "therefore" connections to denote consequences ... you've created something boring. I can't think of something more relatable to the current WoW writing style.
Things just keep happening for no real reason; "and then," it leads to no real consequences. There are too many plot threads going nowhere. Too many characters are half-baked and then sidelined, leading to various instances of "and then" instead of "therefore." Major lore points keep getting glossed over. Villains who vaguepost and scheme and tease and spend years leading us on to nowhere. Sylvanas showed up in Midnight for literally no reason. So many things keep happening for no reason.
Arator who? Turaylon when? Thrall where? There's not a single character left in WoW that isn't constantly wracked with self-doubting introspection, suffering from a terminal lack of conviction. Everything in WoW retail has become homogeneous sludge, and it's driving me crazy.
And perhaps worst of all, it's all just getting so, so boring.
World of Warcraft players deserve better.
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It's time to finally wrap up this Gears of War: E-Day review, having now been able to grab a significant chunk of time in the multiplayer Siege mode.
For the review build, Gears of War: E-Day's new PvE multiplayer Siege mode was disabled. It felt odd to me to score a game I hadn't fully experienced as I and many others likely intended to play it. As such, this had previously been a review in progress. But now I'm ready to put a final say on proceedings.
Gears of War: E-Day is something of an important game for Xbox. It carries the flag for Microsoft's return to exclusive Xbox Series X|S games, and likely has some oversized pressure upon it to deliver. We're not here to review that aspect of the product, though — only what is here sitting in front of me.
Even upon reflection, my feelings on the campaign are a bit mixed. Thankfully, Gears of War: E-Day is a multi-faceted game, and Siege mode is an undeniably fun and genuinely well-considered evolution on the Horde-style gameplay, vastly elevating the overall package.
Gears of War: E-Day has some of the most stunning visuals I've ever seen committed to the medium, with absolutely immaculate lighting treatment, immense and meticulous city detailing, and gorgeous character work. The gunplay is also fantastic, smoothing off some of the series' rough edges with boosted mobility, without sacrificing the Gears feel.
But the overall campaign gameplay structure does the overall game a pretty sizeable disservice in my view, preventing it from reaching its full potential. Thankfully, Siege provides a satisfying canvas for future play, and the problems are by no means unfixable. Let's get into it.
Gears of War: E-Day review — Story, Art, and Tech
Gears of War: E-Day's character work is absolutely top-shelf stuff. (Image credit: Windows Central | Xbox)
Gears of War: E-Day takes place over a decade before Gears of War 1, offering us a front-row seat to the brutal and genocidal opening to the Locust's attack on humanity.
The city of Kalona serves as ground zero for that invasion. Kalona is known as a city of science and technological progress, and was instrumental in developing the COG's weapons tech and industrial war economy during the civil war against the UIR. E-Day takes place six weeks after the UIR surrenders, and Dominic Santiago and Marcus Fenix are picking up the pieces and mourning lost friends and family.
The character work on offer in E-Day is absolutely top-shelf. The trauma of loss and the shock of the Locust invasion comes through incredibly well in every single aspect of the game's delivery. The cityscape is immaculately detailed, with interiors fully rendered with a lived-in feel, complemented by some of the best lighting I've ever seen in a video game.
I wish Gears of War: E-Day ran better on my Xbox Ally X, but it's hard to expect such a visually rich game to perform well on every potentially niche device. On its main platforms, namely Xbox Series X|S and compatible desktop PCs, Gears: E-Day absolutely sings. Make no mistake, Gears of War: E-Day is at the absolute apex of Unreal Engine technological prowess, and the game deserves awards on that basis alone, most likely.
Kalona is without a doubt one of the best city designs I've ever seen in a game. (Image credit: Windows Central | Xbox)
Rendering the city in so much detail really helps serve the story. Gears of War's more recent games take place in a ruined world, where the Locust have effectively already won and decimated humanity and most of its cities. For E-Day, The Coalition had to show a city that was still thriving and populated, and the horrors therein.
From the very first cutscene, The Coalition pulls no punches: this is a horror story, a war story, and a tale of survival and desperation. The COG army is decimated and blindsided, besieged by an unknown threat that they immediately underestimate as monsters without a plan, only to discover later just how smart and organized the Locust actually are.
Civilian NPCs litter the city, sometimes fleeing, sometimes in dismembered puddles on the ground. The reactions from the characters and their development throughout the game really help to elevate that sense of loss and fear — they're not the battle-hardened survivors of the original Gears trilogy. They're young, war-weary from fighting the UIR, and in some cases wholly traumatized already.
The destruction and devastation unravels in real time throughout Gears of War: E-Day. (Image credit: Windows Central | Xbox)
I don't want to give too much away about the story, but this very much felt like the first game in a new planned trilogy ... there were aspects of the delivery that suffered as a result. Some plot threads felt designed to be resolved in future games (or DLC?), leaving me wanting somewhat. But the fact that I am eager to learn more about this Emergence Day story arc is probably a plus. It would be far worse if I didn't care, and I find myself caring a lot about the new characters, their struggles, their past lives, and what will ultimately end up happening to them ... given that some clearly aren't present in future installments.
Gears of War: E-Day's setting, visuals, and story delivery represent its best aspects. The game's performance on Xbox Series X is top-tier, with slowdown only occurring during some particularly heavy sequences towards the end. I didn't experience a single crash, and it's great to see a modern game offer split-screen co-op in the modern age as an option.
The new characters are interesting and engaging, and finding out new layers of existing characters is also rewarding as a long-time fan. I think Gears of War: E-Day could've benefitted from leaning more into civilian-oriented side stories potentially ... but as I'm going to explain in the gameplay section, Gears of War: E-Day's campaign is let down a fair bit by its gameplay structure all up.
Gears of War: E-Day review — Campaign Gameplay
Gears of War: E-Day is at its best when it stops trying to be "open" world. (Image credit: Windows Central | Xbox)
Let's get the good stuff out of the way first: this is still very much Gears of War. Everything you've loved previously about Gears is still here, and in most cases, elevated to the 11th degree.
E-Day boosts the player character's mobility by a huge amount. Sprint is now more instantaneous and on the left stick like a standard modern shooter. Cover is far more dynamic than it was previously, with the ability to take cover in lower spaces than before, making environments feel more varied and natural. You can now also climb and vault, allowing The Coalition to build on the game's verticality. Given that Kalona is a city-state with large buildings and urban environments, having these features serves the game incredibly well.
The gunplay is also very polished. Chainsaw-ing dudes in half is more rewarding than ever, with almost embarrassingly satisfying sound treatment and chunky gore physics. Watching a severed torso flip onto the floor never gets old.
There's a variety of new weapons which are also instant classics. The Locust have been scavenging the battlefields of the Pendulum wars, adapting old UIR guns with horrifyingly inhumane enhancements. As such, that satisfying M1 Garand "ping" returns from the UIR Markza, repurposed into the axe-hilted Locust Breechshot rifle, for example.
The Coalition could've done a lot to make larger enemies feel more reactive to your attacks and less like bullet sponges. (Image credit: Windows Central | Xbox)
The gunplay lets itself down a bit when it comes to fighting some of the game's bigger enemies, though. Drones, wretches, and some of the earlier enemies are by far the most satisfying to fight, reacting to your bullets and even having destructible armor that makes combat feel more dynamic and modern. I'm not sure why The Coalition didn't extend this gameplay style to some of its bigger enemies, which is where I would argue it'd be far more crucial.
Indeed, in Act 1, Gears of War: E-Day starts so strongly, and I was sitting there wondering if this was going to end up being the best game Xbox ever shipped, but over time, that feeling began to unravel.
Reavers, Brumaks, and other larger enemies barely react at all to gunfire, making them feel like robots or bullet sponges — something Gears 4 was heavily criticized for. You end up just watching the enemy's health bar in some cases for at least some semblance of reactivity, instead of the visuals The Coalition's art team painstakingly worked towards. Towards the end of the game, these types of enemies become more common too, robbing the game of some of its dynamism.
Another irritating aspect of Gears of War: E-Day pertains to its open-but-not-actually-open world design, which to me smacks of rushed or changing game design priorities throughout development.
Gears of War: E-Day has some odd design decisions behind it, but it's still an incredibly fun game — especially in co-op (Image credit: Windows Central | Xbox)
Kalona is a fully realized 3D city, with a huge variety of urban exterior and interior locations. It's a great canvas that The Coalition can build upon when designing future content, potentially both for Siege and Versus mode. The problem is, it doesn't lend itself particularly well to the campaign mode.
Gears of War: E-Day starts incredibly strongly, with a linear cinematic segment that really sets the tone for the game. Then, it opens up into this odd semi-open world structure that seemed interesting in previews, but in practice, it doesn't really reach further than the glimpses we got over the summer.
There's a map that offers the illusion of large explorable spaces, but in practice, all the segments are very linear. Even the side objectives take place in a structured way, undermining the need or desire to really explore. It felt like The Coalition tried to shoehorn in more reasons to explore by spreading weapon mods and collectibles around, but I just found this aspect of the game to be irritating and pace-breaking.
There's dozens upon dozens of weapon mods to find in the field, but half the time it'll be for weapons you don't really want to use. The game pings you with an annoying pop-up every few seconds saying "hardcase nearby," which just served as a distraction given that the reward was mostly just junk items. Even the collectibles were annoying to find, given that you had to jump through several menus then go manually searching for the item you just found from a huge list. There were more mods to find than there was gameplay canvas upon which to place them ... E-Day really would've benefitted from some kind of vendor system instead here, allowing you to buy mods at your leisure, rather than feeling forced into boring hide-and-seek gameplay every 3 minutes.
Instead of finding random mods in the field ... some kind of vendor system for simply buying the mods you actually want would've been less disruptive on the game's flow. (Image credit: Windows Central | Jez Corden | Xbox)
These might seem like minor gripes, but given that there's not much else "new" here on offer across the general Gears formula, they stand out a bit like a sore thumb.
It doesn't help that, as a result of the game's structure, you end up revisiting the same locations multiple times as part of the story, which felt anticlimactic and choring, particularly towards the end of the game.
The campaign does have some incredibly epic, cinematic, and deeply emotional moments — don't get me wrong. There are some fantastic sequences spread throughout the game, showcasing Emergence in all of its reptilian, subterranean horror. I just wish they'd doubled up on these moments instead of trying this odd "open" world experiment, which seems ill-conceived and poorly executed, with features that detract rather than elevate the overall experience.
Gears of War: E-Day review — Siege Mode
Invasion events bring all twelve players together in a raid boss-style gauntlet for big rewards. (Image credit: Windows Central)
Let me preface this by saying I've never been a big fan of Gears' brand of PvP combat, and you might want to look elsewhere for a take on that. Instead, my preference for Gears multiplayer has always fallen to its Horde mode, which has taken on a whole new life in E-Day.
Siege Mode takes twelve players split into teams of four, and drops them into a portion of Kalona's devastated township. Here, you take on the role of one of the Gears during E-Day in progress, tackling side objectives, battling waves of enemies, setting up killzones, and grinding upgrades. This is where some aspects of the campaign's "open world" gameplay really shines through in ways that it didn't when there was a cinematic story to tell on top of it all.
The new mobility gives Siege maps a great deal of verticality and strategical elements. Four character classes offer some soft class roles, with snipers lending cover while medics revive fallen players. As you progress, you can hybridize a bit, equipping your medic with a sniper rifle for example from the outset, while still maintaining access to your "ultimate" ability kit items that can change the tide of battle for your squad.
Battle waves of enemies in dynamic and frantic PvE scenarios in E-Day's siege mode. (Image credit: Windows Central)
It's impressive how well Gears of War: E-Day's multiplayer maps work in practice, they're incredibly large and have a lot going on simultaneously across the play space, giving it a sense of frantic urgency. As you're completing your missions, you may cross paths with another squad as is often the case in the campaign, leading to epic and emergent gameplay moments.
Invasion events spawn huge bosses like Brumaks and Corpsers, charging all 12 players to come together to bring them down. My complaint about them feeling a bit "spongey" persists here, but it's far more exciting tackling these towering behemoths in a big multiplayer setting, all while getting swarmed by lesser enemies like wretches and drones.
There's some mild and quite forgiving extraction gameplay here too. Side objectives and invasion events reward you with parts to upgrade your weapons and classes. If your squad fails to complete your mission for whatever reason, you will lose those weapon parts. Siege does give you a lot of leeway to avoid failure, though, even on the higher difficulties, detracting from the sense of urgency a bit.
A sizeable array of weapons, upgrades, powerful ordinance, and placeable defenses await in Siege mode. (Image credit: Windows Central)
I think The Coalition could've done a bit more to enhance the "emergent" gameplay moments and social interaction aspects. There are no emotes for example, which feels odd. Siege clearly takes some inspiration from Helldivers 2, but omits some of its more interactive and engaging innovations, which is a shame. But hey, it's all potential things to include in future seasons and updates, maybe?
We're not reviewing the future though, we're reviewing the now. And the now of Siege mode is already fantastic. Getting a capable squad together and putting yourself through the meat grinder is a ton of fun. Setting up batteries of mortar sentries and watching them rain down shells like an explosive hailstorm is endlessly satisfying. The potential here is clear and exciting.
What The Coalition has built here is as technically impressive as it is infectious. If the update cadence is solid, I can see me sticking with Gears of War: E-Day's Siege Mode remaining in my multiplayer rotation for some time.
Gears of War: E-Day review — Conclusion
Gears of War: E-Day is a ton of fun and genuinely incredible, but it's frustrating how much better it could've been with a few tweaks. (Image credit: Windows Central | Xbox)
I thoroughly enjoyed Gears of War: E-Day overall, and am already enjoying my second playthrough on a higher difficulty, but I would be lying if I said the game didn't have large campaign issues — particularly given how easily avoided many of them could've been.
Kalona is an immaculate canvas ripe for telling epic stories. The new, horror-laden tone is absolutely the right direction for Gears of War: E-Day. The existential dread oozes throughout every character delivery, and the city design is among the best the medium has ever seen.
The gameplay structure placed on top of the campaign becomes the problem. It could've used a lot more iteration and forethought. It felt a bit like E-Day was originally intended to be some form of open-world, but at some point, they retreated, leaving it feeling disjointed. The "open world" aspects work far better in Gears of War: E-Day's siege mode, where side objectives, upgrades, and mission rewards actually feed a far more satisfying upgrade loop. In the campaign, they feel a bit more like irritants and roadbumps.
If I were to score the game based on the campaign alone, I'd probably give it an 8/10 overall — it's still incredibly fun, and the downsides are frustrating but not game-breaking. Siege mode elevates the overall package to a 9/10 for me. What doesn't work as well in the Campaign works incredibly well in Siege, and the potential for its future is quite clear.
The Coalition could probably do a little more to think outside of the box to stave off franchise fatigue and defy expectations, but the consistency of this franchise feels like coming home every time — which certainly has its own merits in today's times.
Long may Gears live.
Gears of War: E-Day launched October 6, 2026, exclusively on Xbox Series X|S on console with Xbox Play Anywhere for PC, it's also on Steam and Xbox Game Pass.
Gears of War: E-Day is a fantastic co-op shooter that brings the franchise closer to pure horror than ever before. Some campaign design decisions frustrate the experience and prevent it from hitting its full potential, but the overall package is well worth your time.
Microsoft has been responsible for some pretty compelling innovations in the gaming space over the years, from everything including DirectX in decades past to more recent stuff like Xbox's disc-to-digital program or Xbox backwards compatibility on console and now Windows PC. Microsoft is now formalizing a team dedicated to exploring these unique and potentially transformative features.
Dubbed "Xbox Labs," Microsoft is formalizing the team that will research and work on new technologies across its gaming stack. The team there will work on new compatibility layers, such as bringing Xbox games to Apple silicon and WebGL, while also exploring the rise of reverse-engineered AI mods and games such as the recent 128-player Halo title that went viral a few weeks ago.
Microsoft, like many in the gaming industry, are wondering about how to reach more users. Xbox announced "XP" recently, designed to bring more of its franchises into the real world via marketing collabs, merchandising, and even theme parks. Microsoft has also been putting its biggest franchises onto PlayStation as it seeks more users therein, and also pushing Xbox Cloud Gaming as an option for those who don't want the upfront cost of buying a console.
Today we're standing up XBOX LABS (https://t.co/dJSufI1vni). Here is the note that I sent to the team:Team,The first video games emerged some 75 years ago. In the time since, there have been booms and busts, but every year there are more great games to play, more devices to play them, and best of all, more people than ever playing. That growth helped make XBOX what it is today, and we've helped shape the industry in return, from bringing hard drives to consoles and online gaming through Xbox Live to Game Pass and cloud gaming, alongside franchises that have brought millions of people together.In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another.These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models.To explore these possibilities, I’ve asked Scott to stand-up XBOX LABS, a small group of game makers, engineers and scientists whose job is to turn emerging ideas into things our players and developers can experience. We'll build in the open, learn from what people do, and measure success by whether more people are playing and creating.I think XBOX has an important role to play here. Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties, and people spend more than 72 billion hours a year playing XBOX games, roughly five times the estimated time spent writing code worldwide. We've spent 25 years learning how to make great games, and I want our game makers to help shape what these new technologies make possible. As we learn, we’ll share the tools we build with developers across the industry, just as we always have.Our priorities aren't changing. We remain committed to the 4Cs, to making great games, to our hardware and to being responsible stewards of IP and the communities built around it. LABS gives us a way to explore new technology that is game design led without abandoning the work already underway.AshaOctober 13, 2026
Microsoft has struggled to maintain pace with the growth of the PlayStation 5, Nintendo Switch platform, or Steam on PC, but made a sprint of acquisitions in a bet to at least sell games on those platforms. Titles like Call of Duty, Minecraft, and Forza Horizon are dominant off Xbox, but the decline of Xbox as a platform has been painful for fans to watch.
Incoming Xbox CEO Asha Sharma is charged with reviving Xbox's fortunes in this space. There's been a lot of promises to fans, including returning to exclusive games (starting with Gears of War: E-Day), and doubling down on new updates for Xbox Series X|S consoles, which recently included the addition of Mythic completion achievements. However, it has come at the cost of thousands of Xbox job losses via redundancies and divestitures, leaving a vast trail of disrupted lives in its wake.
Sharma noted in a town hall meeting with Xbox staff last week that it can't rely on past wins as it seeks to shape the future. AI and other technologies are rapidly disrupting what gaming will actually be in the next decade, as attention and access gets disrupted by AI-borne RAMpocalypse. The content cadence is likely to vastly saturate the addressable audience too, leading to a dilution in attention and spend.
In my view, it's pretty clear Sharma is right that technological platform innovation is absolutely necessary to navigate this "new world" being foisted upon us (by, well ... Microsoft itself), but it remains unclear when Xbox Labs' first innovations will materialize for users or developers. For those interested, a bit more "wait and see" is likely on the menu.
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BlizzCon 2026 was an absolute banger this year, with Diablo V, STARCRAFT, Heroes of the Storm revival, and more revealed.
The show ended with World of Warcraft Forever, which is Blizzard's take on the popular "Classic+" request. WoW Classic players prefer the old-school, social-first experience the game delivered in its early years, before retail added matchmaking systems and other "modern" features that arguably decimated the game's sense of community building.
WoW Forever builds on the original classic experience, adding new "old school" zones, raids, dungeons, quests, and new race/class combinations previously unavailable. The game will take place in a separate but adjacent timeline to the current WoW lore, offering alternative "what if" scenarios that won't impact the official timeline.
One example of this is the new race coming to World of Warcraft Forever: the Skyborne elves, available to both Horde and Alliance players when the game goes live in just under two months.
The first bit of controversy is the fact that Skyborne elves aren't simply included as part of WoW Forever. They come as part of a $29.99 pack, which marks the first time Blizzard has ever "sold" a race. If this race has particularly powerful racial abilities, i.e., so powerful that they become "meta," many are wondering if this doesn't effectively constitute a pay-to-win scenario.
I didn't know that aspect of the Skyborne when I went into my interview with Blizzard earlier today at BlizzCon, but I did want to know exactly why they decided to add yet "another" elf race to the game. People on social media have already been mocking the inclusion a bit, given the fact that WoW's narrative and race additions have been effectively dominated by elves for years at this point. Void elves, Nightborne elves, Dracthyr human-form elves — the main storyline is all about elves — and now WoW Forever is adding yet another new elf. I wanted to know why Blizzard leaned further into this, knowing the memes already circling about "World of Elfcraft."
The answer might be exactly what you expect it to be.
"We know that being an elf is extremely popular," Lead Classic Designer Tim Jones tells me, "We know from our own experiences we went through going into Burning Crusade, the ability to have a so-called 'pretty character' on the Horde was a big deal. If you go back to 2004, 2005, the balance of the factions was 60% Alliance, 40% Horde, and we discovered once we added Blood Elves to the Horde, it actually flipped to 60% Horde. Being able to make a very 'attractive' character is important to our players. We knew players were going to enjoy it. We have a really cool story to tell about it ... so why not? They're not the same as the elves we know."
"There are stories that we want to tell here," explains Kris Zierhut, Principal Designer."One of the places we talked about was Shen'dralas, that space in between Mulgore and Desolace ... where you'll get more of the story about the history of Eldre'thalas, which is what became Dire Maul. Who opposed Prince Tortheldrin when he decided to sap his own people for power to summon demons? We thought it would be a cool opportunity when we're exploring that storyline among many untold stories that we want to finish and expand upon in the Classic space ... we tied that to the Skyborne."
So, there you have it. And its core ... the reason both Horde and the Alliance are getting access to the blood elf model is for faction balance, in essence. It's absolutely true that "elves" are WoW's most popular race according to the data ... although as a long-suffering Ogre enjoyer, I can't deny that I am immensely disappointed in the tastes of my fellow Azerothian brethren. I'm never getting playable Ogres, am I?
It's perhaps "not ideal" that they're admitting here that the reason they're adding elves is due to their popularity, only for the powers that be to paywall them behind a $29.99 package ... at that point, wouldn't it just be better to sell WoW Forever as a boxed product? I'll let the community debate that aspect of it ... clearly a lot of work has gone into WoW Forever. But monetizing races is potentially a slippery slope in my view.
In any case, how are you feeling about WoW Forever and BlizzCon 2026 in general? Hit the comments and let me know.
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Blizzard's worst-kept secret of recent times has been revealed. This is World of Warcraft's take on "Classic+".
World of Warcraft's current retail incarnation is fun, but it's an oddly lonely experience. The game's matchmaking systems introduced some years ago, at this point, really damaged the social fabric of the game, reducing player interactions to the bare-bones functional basics for maximum efficiency.
World of Warcraft Classic, complete with retro graphics, was an attempt by Blizzard to recapture the old-style WoW used to provide, in response to pirated servers from players craving the old-school WoW. WoW arguably had far more RPG depth back in the day, even if it was mechanically more simplistic overall (I do not miss one-button damage rotations and effectively useless talent specs).
At BlizzCon 2026, Blizzard revealed "World of Warcraft Forever," which is their take on the community's "Classic+" request. Here's how it works.
Players have long asked Blizzard to offer something that retains the experience of World of Warcraft classic, while also providing new content. Blizzard's "Season of Discovery" was their first attempt at this, but WoW Forever seems far more ambitious.
WoW Forever revamps three classic zones and adds three additional ones on top. It also adds three new raids, a new battleground, and a new race in the Skyborne elves (yes ... more elves). WoW Forever also adds "Thousands" of new quests and new content in existing classic zones.
WoW Forever exists in something of a time bubble. The idea is that Blizzard will continue expanding the level 60 experience in WoW Forever, adding new raids, quests, and content in a horizontal way rather than a vertical way.
It's unclear as of writing if this exists in a separate timeline from the current WoW, giving Blizzard narrative license to diverge from the Retail pipeline.
Skyborne elves aren't mentioned anywhere in the current lore to my knowledge, for example, unless Blizzard is going to figure out some clever way to incorporate them retroactively.
Blizzard also teased the next WoW retail content patch in the form of "Eclipse," where players will take the fight to Xal'atath for one final showdown. Given that we already know the next expansion is called "The Last Titan," it doesn't sound as though we'll be victorious in our battle with Xal'atath here ... Blizzard also offered a small teaser for said expansion, although it sounds as though it'll be further out into 2027.
World of Warcraft Forever launches in just six weeks from now, so you won't have to wait long to try it out for yourself.
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Finally, after over a decade of waiting, Blizzard is returning to StarCraft.
Revealed at BlizzCon 2026, Blizzard lifted the lid on one of gaming's biggest rumor mills of recent memory. STARCRAFT is coming in 2030, and here's the first cinematic trailer.
StarCraft has historically been a real-time strategy franchise, often credited with kickstarting the mainstreaming of live esports. The franchise focuses on three main factions: humans of the United Earth Directorate, advanced aliens known as the Protoss, and the Xenomorph-like Zerg swarm.
The classic RTS and its follow-up, StarCraft II, have effectively been on ice since StarCraft II shipped its final expansion, Legacy of the Void, some years ago.
StarCraft has previously attempted a foray into shooters too, with the famously canceled "StarCraft: Ghost." The new STARCRAFT seems like something of a soft reignition of the franchise, particularly given the fact it shares its namesake with the original StarCraft (which is always a tad annoying when discussing games which literally share a name ...). But to me, it feels indicative of a Blizzard intent on reintroducing the franchise to a new, potentially more mainstream audience.
What remains to be seen is whether or not we get a tried-and-true StarCraft 3 RTS, as I'm sure many StarCraft fans will be slighted by the decision to step away from the franchise's traditional roots.
There are rumors that Nexon and other companies have pitched Blizzard to work in the StarCraft franchise, so we'll have to wait and see.
I'm curious why Blizzard decided to announce it so early too, considering we're literally four years away from its stated landing strip. I guess this helps Blizzard ramp up hiring for the game's development; it could also be indicative of the game's potential scope.
From what I've heard and seen, the game has been in development for quite a while already. Blizzard may also have its work cut out differentiating StarCraft from a surging Warhammer 40K, which has truly found mainstream success in recent years. It'll be interesting to see how Blizzard navigates some of that.
In any case, what do you think of StarCraft's pending return? Hit the comments, let us know.
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Long-suffering Heroes of the Storm fans got a small reprieve at BlizzCon 2026 with the reveal of a new hero.
Heroes of the Storm is a MOBA in the vein of League of Legends, inspired by the classic Warcraft 3 DOTA mod. It's perhaps ironic that it was a Warcraft 3 mod in the first place, but Blizzard was unfortunately a bit slow to capitalize on the trend. Riot took full advantage, and effectively cornered almost the entire market.
Blizzard's answer was Heroes of the Storm, which is generally seen as more approachable than League of Legends, which ended up being a double-edged sword in some ways. Without an item economy and slower gameplay, Heroes of the Storm failed to draw in interest from League of Legends and other similar games, but remained popular with a dedicated Blizzard audience niche.
Heroes of the Storm is comprised of characters from across the Blizzard mythos, including Overwatch, Warcraft, StarCraft, Diablo, and more. There are still dozens of characters from across the Blizzard metaverse that fans have hoped to see emerge in the game, but unfortunately Blizzard put the game in "maintenance mode" after the launch of Hogger back in December 2020, promising bug fixes and occasional balance patches only. That changed at BlizzCon 2026 this week.
Blizzard revealed that Xal'atath is now coming to Heroes of the Storm, hitting Heroes' public test realm on Monday, with a launch penned in for towards the end of September.
Xal'atath is the current big evil in World of Warcraft, threatening to take over the cosmos itself by taking control of Azeroth's planetary world soul.
She's a bit of an enigma, with her origins shrouded in mystery, but what's less of an enigma is how powerful she is. She has the capability to level entire cities with her void powers, responsible for the destruction of Dalaran itself.
Blizzard has cautioned players not to expect Heroes of the Storm to be fully revived yet, though ... noting to me that future updates will depend on how well-received Xal'atath is.
It's something of an industry trend to revive classic games at the moment, with games like Age of Empires 3, Witcher 3, Diablo 2, and other old-school titles getting updates after decades of dormancy in some cases. Heroes of the Storm has huge potential to be Xbox's answer to Super Smash Bros. in my view, if Blizzard was willing to add heroes from other franchises. I could see characters like Geralt of Rivia given Blizzard's new collab with CD Projekt RED, and other Xbox characters like DOOM Slayer or Master Chief jumping into the Nexus.
Blizzard faithful might find it annoying ... but a dead game is potentially more annoying in my view. Expanding to other franchises (and even putting the game on console) could give Heroes of the Storm the unique hook it needs to exist in a niche dominated by League of Legends.
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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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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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There still exists enormous untapped potential within Blizzard franchises, in my view. World of Warcraft has yet to reclaim the heights of the Wrath of the Lich King days, although I would argue the potential still exists therein. Dormant franchises like StarCraft are waiting in the wings for a big-budget revival, and even classic games like Heroes of the Storm would likely have a new audience with the right business model and investment.
We haven't seen BlizzCon since 2023, as the firm now typically waits for a wider variety of announcements to coalesce before spinning up the event. As such, I'm expecting this year's BlizzCon to be perhaps its biggest and most important yet — in an age where competition for Blizzard's staples is also more aggressive than ever.
Here are some spoiler-free hopes, dreams, speculations, and information about what to expect from Blizzard Entertainment's big show.
The big one: StarCraft at Blizzcon 2026
Long dormant, StarCraft remains one of Blizzard's most beloved and nostalgic franchises. (Image credit: Blizzard Entertainment)
StarCraft is coming back this year, after a long period in cryostasis.
StarCraft is Blizzard's flagship sci-fi franchise, although it has been dormant since the conclusion of StarCraft II: Legacy of the Void back in 2015. If we're talking about major tentpole releases, the wait has been even longer.
StarCraft is set in a bleak future where humanity is besieged by futuristic Protoss and Alien-like infesting Zerg. StarCraft and Battle.net were both instrumental in legitimizing esports in general, particularly in Korea, where the game's demanding real-time strategic gameplay won over millions.
In the Activision era, former CEO Bobby Kotick preferred franchises that could reach mass mainstream audiences, and eschewed "niche" genres even if their fans were incredibly engaged. Now under Xbox, which arguably specializes in "niche," there's every chance we could see StarCraft see a bombastic revival.
Even in 2026, the classic StarCraft games more than hold up. We all know about the long-rumored StarCraft shooter, but what about a revival for the RTS games too? (Image credit: Blizzard Entertainment Inc.)
Blizzard has been hiring for an "open world shooter" for many years, seeking disciplinary expertise for vehicular gameplay and first- and third-person combat. I've personally seen some early test footage of the project Schreier first reported on, featuring playable Terran marines battling Zerg threats in what appears to be an open-world setting, complete with high-end visuals and cinematic campaign treatment.
It's unclear exactly what the finished product will be like, but I'm expecting and hoping for a full-blown co-op campaign with multiplayer PvE content, akin to Gears of War's new Siege mode, for example, or perhaps something broader like Helldivers 2. Schreier recently said on his podcast not to expect it to be an MMO-lite akin to Destiny, but StarCraft would surely be a ripe option for multiplayer PvE content on the side, or maybe even PvP content, pitting Protoss, human, and Zerg players against each other somehow.
I'm also curious if Blizzard plans to revive some of the StarCraft RTS games as well. Nexon has reportedly pitched to Blizzard to build a game within the StarCraft IP. I've heard rumors that Blackbird Interactive, which was a co-dev on Warcraft Remastered, might also be once again involved in Blizzard's classic RTS efforts — although perhaps that is for Warcraft itself again. Speaking of ...
Warcraft at BlizzCon 2026
The conclusion of Xal'atath's story arc should be revealed at BlizzCon 2026. (Image credit: Blizzard)
Warcraft remains Blizzard's most visible franchise, more than likely, as the industry-leading subscription-based MMORPG enters its third decade.
I'm fully expecting that Blizzard will reveal not only the next major content patch for the current expansion, Midnight, but also give us the full rundown of The Last Titan.
World of Warcraft is in a bit of an odd place in my view, with something of an identity crisis. Warcraft's writing team seems intent on making it more "cozy" and appealing to broader audiences, at the cost of the franchise's historical bite and edge. Horde and Alliance faction war has been edited out of the story, and the game's writing in general has been a lot more "gentle" in recent times.
I've long thought World of Warcraft still has a ton of untapped potential to reach its old-school audience; whether that comes in the form of gameplay or story direction (or a combination of both) remains to be seen, but I'm expecting Blizzard to over-deliver for World of Warcraft in the near future. Why? Blizzard potentially has some serious competition looming on the horizon in the form of the League of Legends MMO, long in development at Riot Games. Final Fantasy 14 has also proven itself to be a viable alternative. Blizzard tends to do best when it has competitors biting at its heels.
With RTS games like Age of Empires and WH40K: Dawn of War getting a lot of love this year, could Blizzard circle back on classic Warcraft RTS games too? (Image credit: Blizzard)
Beyond World of Warcraft retail, there are strong rumors of a so-called "Classic+" reveal on the horizon.
Blizzard has been trying to deliver two separate experiences of WoW for some time, with the more RPG-leaning classic rendition of the game re-emerging as a separate experience. Fans of that gameplay style want something more, leading many to think that codename "Camelot" might represent a World of Warcraft Classic "prequel" of sorts, taking place in Azeroth's ancient history.
On top of that, there are also rumors that Blizzard might be exploring Warcraft's RTS roots again. A title, "Warcraft Chronicles," emerged alongside the Camelot codename, and given rumors I've heard about RTS aficionados Blackbird Interactive being on board with Blizzard again, perhaps we could see new expansions for Warcraft 3, or remakes of Warcraft 1 or 2 even.
It does seem like a general industry trend right now to bring new content to older games. Witcher 3 is getting a new expansion, for example, and Microsoft un-canceled expansions for Age of Empires II and III both, as the franchise finds a small but very passionate audience. I think new content for Blizzard's classic RTS games is something I personally highly expect, given what we've heard.
Overwatch, Diablo, and ... Heroes of the Storm?!
Could we see an Age of Empires-style Heroes of the Storm revival? (Image credit: Windows Central)
Finally, we have Overwatch and Diablo. Overwatch is arguably Blizzard's biggest franchise now, enjoyed by millions across the world. Blizzard's strategy of over-delivering a huge tranche of heroes all at once really helped Overwatch regain popularity, and remains one of the few big service games capable of tapping both Gen-Z and Millennial audiences in equal measure.
I'm expecting Overwatch to continue its upward trajectory with new hero announcements, and perhaps, finally, we'll see some form of transmedia announcement for the franchise. Overwatch's lore and characterization have received a ton of investment in recent months. What better way to top that off than a big-budget Netflix Anime or perhaps even an animated movie?
Speaking of, I'm also expecting Diablo to get the same transmedia treatment. I've been hearing for months that Diablo has a TV show in development. It's unclear whether it's at Netflix or Amazon or whoever else. Perhaps we'll see that revealed in full here at BlizzCon 2026, if it's indeed true.
Lillith's story arc might be over, but Diablol (Image credit: Blizzard)
I expect we'll also hear what's next for Diablo. One thing I've heard is that Blizzard wants the waiting time between tentpole Diablo launches to be shorter, although it's probably still too early for a reveal of Diablo 5 if I had to guess. It's more likely we'll see a big season reveal for Diablo 4, and if we're lucky, maybe more classic content for Diablo 2 like the recent Warlock DLC. This is one area where Blizzard could surprise me, though.
I'm not expecting a new Diablo 4 expansion right now, instead with resources flowing towards Diablo 5. But I could be wrong; I'm excited to find out what they're cooking here.
Beyond that, we'll likely get new content for Hearthstone (perhaps the long-awaited Monk class inclusion?), and I wouldn't be surprised if Blizzard also announces other new mobile game spin-offs from third parties, such as Overwatch Rush.
But what about ... Heroes of the Storm? Blizzard's long-dormant MOBA has been getting an uptick in love recently, with updates filtering through, and it even has some esports tournaments at BlizzCon this year as well. A little birdie has been teasing me that this upcoming weekend could be exciting for Heroes of the Storm fans ... what would it look like if Heroes of the Storm got a similar Overwatch-style multi-hero announcement?! Let me have my hopium ...
What do YOU want to see from BlizzCon 2026?
Heroes of the Storm is ready for a revival in my view. Bring on the classics! (Image credit: Blizzard)
Blizzard is one of the game industry's most legendary outlets, on par with the likes of Nintendo. Few studios have managed to deliver so consistently for so long, creating so many millions of fans across such a wide variety of genres.
I have my issues with Blizzard's direction at times, particularly with World of Warcraft's writing, and the lack of love for games like StarCraft and Heroes of the Storm. BlizzCon is always an opportunity to see Blizzard addressing feedback, however. And we know that they can do it: Overwatch is proof that awesome games can be revived with the right amount of love and investment. Diablo 4 is proof that Blizzard can still deliver top-shelf story writing, too.
BlizzCon 2026 feels like the first time in years every major Blizzard franchise has real momentum again.
I'd love to see Heroes of the Storm get a console port to Xbox, PlayStation, and even Nintendo Switch. MOBAs absolutely can work on console, and with an eclectic cast of known characters, I think Heroes of the Storm could find a huge new audience, especially if they opened it up to third-party characters. Microsoft-owned characters like The Doom Slayer, Master Chief, and even weirder stuff like Banjo would be a perfect fit for the game in my view, even if some Heroes fans might consider it sacrilegious ... it hardly makes a ton of sense for Tracer to be fighting Deathwing in the first place, no?
Adding new content to Warcraft 3 or remaking classic RTS titles like StarCraft 1 or Warcraft 1 and 2 would also help the genre's resurgence. I'd love to see something surprising and new for Overwatch too, beyond new heroes, and I'm intrigued to see where Blizzard takes Diablo from here.
Writing a spoiler-free BlizzCon predictions/preview/hopes and dreams article today. What do YOU want to see?September 8, 2026
Either way, there's still so so much potential within Blizzard in my view, despite how big it already is. BlizzCon is becoming an industry event in its own right, now featuring content from third parties like CD Projekt RED for the first time. Could we eventually see it evolve to include even more games and franchises? It's exciting to think about.
Let me know what you want to see from BlizzCon 2026 in the comments. I'll be out there, so say hi if you see me!
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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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I've been following this story for a while, but it seems like Call of Duty fans of at least one of their PC versions have cause to celebrate this week.
Microsoft has been hard at work leveraging its Call of Duty acquisition to boost Xbox's fortunes in recent years, shipping Black Ops 1 and 2 "classic" versions exclusively onto PlayStation to huge fanfare.
Indeed, the "classic" Call of Duty versions have been in the spotlight somewhat lately, as fans clamor for an era of a more grounded, less microtransaction-laden Call of Duty. Modern versions are replete with pop culture bloat and mountains of "features" nobody really asked for, leaving nostalgic millennials and older gen-z players yearning for simpler times.
Remote Code Execution (RCE) exploits allow players in multiplayer titles to literally upload malware to your computer. The way some older games work with regard to peer-to-peer networking, if left unpatched, facilitate this malignant type of attack. Modern Warfare 2 on PC has been notorious for these types of vulnerabilities unfortunately, but there may be light at the end of the tunnel.
In a statement to Windows Central, Activision claimed the following: "An update released this week addressed all known vulnerabilities in Modern Warfare 2. The team continues to support our legacy titles, with additional updates coming soon. We encourage anyone aware of additional issues to report them through Activision's Bug Bounty Portal."
There are other reports of aimbots, wall hacks, and even RCE exploits in other classic Call of Duty PC games, but it sounds as though Activision is now actively working through these after realizing the potential goldmine it's sitting on. Indeed, Call of Duty: Black Ops 1 and 2 dominated the PlayStation store over the summer, potentially opening up new revenue streams for the legendary franchise.
What about Call of Duty on Xbox backwards compatibility?
Classic Call of Duty games are available on Xbox backwards compatibility ... but it's a double edged sword somewhat. (Image credit: Activision)
I've also requested for Activision to comment on the Xbox backwards compatible versions of Call of Duty, which are similarly replete with hackers and aimbots and the like.
Xbox backwards compatibility is one of the best features Xbox Series X|S and Xbox One have in my view. It allows hundreds of classic Xbox and Xbox 360 games to carry forward, ensuring that your purchases travel with you.
In the early days, having all of the classic Call of Duty titles in one place is arguably a huge selling point for Xbox as a console ecosystem. However, Microsoft itself offered a huge flaw in the system this summer, when it ported the classic Black Ops 1 and 2 exclusively to PlayStation, complete with modernized security updates and server infrastructure.
It's a sad state of affairs for Xbox fans of classic Call of Duty games potentially. Despite Xbox literally owning Call of Duty, Xbox fans are left with the worst experience thanks to the unpatched security vulnerabilities.
Since the classic Call of Duty titles available on Xbox Series X|S today are effectively Xbox 360 versions, the source code of which is likely archived, it seems incredibly unlikely Microsoft and Activision will be willing to patch some of these. The Xbox 360 security layers are easily bypassed these days, with modded consoles opening up old school backwards compatible multiplayer titles to a variety of vulnerabilities.
It's a sad state of affairs for Xbox fans of classic Call of Duty games potentially. Despite Xbox literally owning Call of Duty, Xbox fans are left with the worst experience thanks to the unpatched security vulnerabilities.
I'll update this article if Activision responds to my queries on the topic, but at least for now, PC players of Call of Duty: Modern Warfare 2 should feel a bit safer for the time being. I'll monitor the situation and let you know of any updates as soon as I'm able.
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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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I've been using Razer mice for decades, and have tested dozens upon dozens of iterations of the firm's products. I'm also a dedicated MMORPG and MOBA player on PC, flipping between games like World of Warcraft and Heroes of the Storm as seasons wax and wane.
For the Warcraft-faithful, I play a Demonology Warlock, which has been simplified over the years, but in previous expansions I had anywhere up to 30+ keybinds for playing the class effectively in PvE and PvP. It was a bit like learning a musical instrument back in the day, particularly when you throw in battle potions, trinkets and other additional buttons.
As such, I've tended towards Razer mice with extra inputs to make my gaming life easier. I had no idea how much easier it was going to get until I went palm-on with the new Razer Naga V3 Pro — which is quite easily one of the best mice of 2026.
Razer Naga V3 Pro: Specs and price
MMO player's best friend. (Image credit: Windows Central | Jez Corden)
The Razer Naga V3 Pro builds on its predecessor in a variety of ways, but chief among those is the inclusion of a further three configurable inputs, bringing the maximum total to 23 (and many, many more if you use HyperShift and other modifier keys).
1000 Hz native; upgradeable to true 8000 Hz (Mouse Dock Pro / HyperPolling Dongle); HyperSpeed Wireless (2.4 GHz), Bluetooth LE, USB-C wired
Battery & Lighting
Up to 155 hours (HyperSpeed); 3-zone RGB (logo, wheel, 12-button plate); 5 onboard profiles
Materials & Accessories
100% PTFE feet; USB-A to USB-C cable; HyperSpeed dongle; compatible with Mouse Dock Pro & HyperFlux V2
Dimensions & Weight
119.5 × 75.5 × 43.5 mm; 117 g base weight; Side plates: 12-button (20 g), 6-button (17 g), 2-button (15 g)
Price & Availability
$179.99 USD / £179.99 GBP / €199.99 EUR — Available worldwide Aug 11, 2026
Razer also doubled down on durability with reinforced molding processes for the switches, which the firm says will now last up to and potentially beyond 100 million actuations.
The obvious headline feature is the magnetic button plates that can be customized at will, adding between two, six, and twelve additional buttons. Razer has also included a uniquely configurable scroll wheel that comes with haptic feedback capabilities.
The mouse goes into general availability on August 11, 2026, and will set you back $179.99 from Best Buy in the United States.
Razer Naga V3 Pro: Features
Three's a crowd they say. Not here. (Image credit: Windows Central | Jez Corden)
The Razer Naga range has long been designed with MMO and MOBA gameplay in mind, adding a huge amount of additional inputs via a unique magnetic side plate feature.
Razer has enhanced the force of the magnets to ensure it feels well and truly part of the mouse when connected, and I can say without doubt that it well and truly does. The buttons can be programmed at will using Synapse, and modified further with a ring-finger button that defaults to Razer's dedicated "Hyper Shift" modifier key. Of course, all of these can be reconfigured too.
What struck me immediately when going palm-on was the new scroll wheel. Razer has included some unique functionality here that I've not experienced previously in other mice. You can set it to free-wheeling mode, which allows it to quite literally spin indefinitely under its own weight. There's also a standard step-stop function that most users will be familiar with, but also a precision-stop feature that adds some haptic feedback and shortens the actuation for rapid hot bar or weapon switching with more forceful control.
There is a parade of other buttons and functions too. The DPI rates have been placed in the top right corner of the mouse out of the way, requiring a little more intent to reach to prevent accidents, I suppose. There are two buttons below the scroll wheel, and the scroll wheel itself can be tilted and clicked for additional inputs too.
It sports 155 hours of battery life out of the box, and supports Razer's new Mouse Dock as well as its wireless Hyper Flux charging mouse mat. Either plugged in or connected to a compatible Hyper Speed dongle, this bad boy can go all the way up to 8,000 Hz. You will not be left wanting for speed.
Razer Naga V3 Pro: Comfort and usage
All the buttons. Windows Central | Jez CordenLight weight, maximum function. Windows Central | Jez CordenIt feels good in the hand, although some users may find it a little too high. Windows Central | Jez CordenRazer magnetic charge dock capable, but not included. Windows Central | Jez Corden
How does it feel to actually use, though? I dropped into a couple of World of Warcraft raids and played a few games of Heroes of the Storm to get a feel for it, but it was in games like Age of Empires where it truly felt transformative.
As noted, you can add up to 12 extra buttons with the side plate feature. It does take some getting used to, and I think Razer could've perhaps done a bit more to help differentiate the keys, particularly on the 12-button plate. The six button plate felt like the sweet spot for me, given that the profile of the buttons made them easier to memorize, but also I didn't find it as hard to squeeze my thumb backwards to hit the keys closest to my palm.
Indeed, you might struggle with this mouse if you don't have the most flexible hands. I found its palm hump to be a bit tall for my tastes (small ass hands maybe, or perhaps poor desk ergonomics on my end), but overall it was incredibly comfortable. I suspect most people won't have any issues with it. I also suspect that it was designed quite intentionally to be "palm grippy" to facilitate the fact users will be reaching for buttons on the side more often than on other mice.
Six buttons felt like the sweet spot for me. (Image credit: Windows Central | Jez Corden)
There are probably neuroscientific reasons for this, but it does feel genuinely more intuitive to actuate inputs on the same hand as your movement intentions. Perhaps it stems from my console-oriented history in some ways, but I found it a lot easier to drop Guldan's ult with a mouse swipe and mouse click, as opposed to lining up my mouse with a keyboard press.
For Age of Empires, it was particularly fun binding various quick keys directly to the mouse. Assigning regiments, bypassing certain menus, and being able to select specific units instantly from anywhere won't make up for my lack of skill with RTS, but it did boost the fun factor.
Razer Synapse is a fantastic piece of software that ties everything together. It's still better than solutions from other companies by a country mile. Configure RGB lighting, set up profiles for specific games, configure literally all the things — quick and easy.
Sync all the Razer things. (Image credit: Windows Central)
Some of the less useful features include Razer's macro functionality, which will sadly get you banned in a lot of online games for "automation."
The Naga V3 Pro also comes with an AI assistant key by default, which lets you bind certain Copilot prompts to mouse inputs for some reason. You can turn it off, but it's 2026 so everything has to have some kind of "AI" feature in it apparently, even if it's effectively useless. Perhaps this might become more useful if Microsoft ever ships agents to consumers, but as for right now it feels like boardroom fluff. Thankfully, that's the only "feature" here I could describe as such. Practically everything else is genuinely useful and represents a demonstrable upgrade.
There is a lot of functionality in the Razer Naga V3 Pro, and you won't need all of it all of the time. It is designed primarily for people who want maximum control over their games, and indeed, it is priced as such.
Razer Naga V3 Pro: Conclusion
It ain't cheap! (Image credit: Windows Central | Jez Corden)
The Razer Naga V3 Pro is a tour de force of functionality, with unmatched versatility for practically every genre of game you can throw at it. FPS, RTS, MOBA, MMORPG, and beyond — even the most control-complex games fall before the Naga and its capacity to inject intuitiveness into the least intuitive games and control schemes possible.
But yes, it will require configuring to get there. That's ultimately who it's designed for, though; people who play more complex games to a hardcore level, and want their peripherals to reflect their desire to configure and control their experience.
You should buy this if ...
✅ You play complex input-heavy games like MMORPGs and RTS.
✅ You like to configure your controls to the nth degree.
✅ You prefer your inputs on your mouse, rather than your keyboard.
You should not buy this if ...
❌ You find configuring keybinds exhaustive and annoying.
❌ You have particularly small hands (you might find its height uncomfy).
❌ Price might be a concern.
This will become my default mouse moving forward. Being able to effectively keybind number keys 5, 6, 7, 8, 9, 0, etc. without needing to physically reach away from WASD is a big boost in some games I play.
However, I am cognizant of the fact that I got the review unit here. Almost $200 for a mouse is tough to justify unless you're particularly passionate about the functionality the Razer Naga V3 Pro is going to provide for you. For configuration enthusiasts, there's well and truly nothing better than the Razer Naga V3 Pro right now.
Razer
Naga V3 Pro
"Stay one step ahead—no matter how the game changes."
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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.
Microsoft purchased Blizzard as part of its big Activision acquisition a few years ago. The Warcraft maker has had a roller coaster decade in a variety of ways, with downturns in hit franchises like Warcraft and Overwatch prevented the legendary studio from finding its mojo.
Free from the reins of Activision, Blizzard now operates as a limited-integration entity within Microsoft's Xbox division, and the results well and truly speak for themselves. Overwatch is arguably better than ever, with a razor-sharp focus on fan feedback and new content. World of Warcraft still has issues with its writing and polish, but the content cadence has never been so consistent. Genre-defining franchise Diablo has also seen a stunning return to form, with an overhaul of the endgame loop atop a truly spectacular expansion in the form of Lord of Hatred.
All of that painstakingly hard work has seemingly paid off. A new email sent by Blizzard President Johanna Faries to staff this past week celebrated the division's roaring return to growth.
Blizzard President Johanna Faries opened the email rallying the team ahead of BlizzCon 2026, set to go live in Anaheim on September 12, "the weekend will reflect the bold and collaborative work of everyone reading this," she said. "It's my hope that the event can shine a light on the work underway at Blizzard, and that it can serve as a powerful springboard into a new era of momentum and excitement behind our mission to bring joy and belonging for communities worldwide."
Faries also laid out Blizzard's performance through FY26, which just ended for Microsoft with Xbox 11% down overall (owing to some big franchises like Call of Duty and Candy Crush having a difficult year). While Xbox overall has struggled, Blizzard is one area that continues to thrive and grow.
"In FY26 Blizzard ended the year as the top-performing studio in Xbox's studios division, and this past year has marked our third highest fiscal for top line revenue in Blizzard's history."
Faries went on to explain that Blizzard has begun seeing consecutive years of growth again for the first time since Overwatch launched back in 2016. It's a huge feat considering intense competition from the likes of Roblox, Fortnite, and other service-type entities eating up a lot of the attention.
"FY25 and FY26 were our first back-to-back years of growth since FY17," Faries explained. "Diablo 4: Lord of Hatred and Overwatch drove exceptional performance in particular, with Overwatch delivering its strongest quarter since 2022." Faries emphasized that the success will help them invest even more in Blizzard games, staff, and other initiatives that will "shape Blizzard's future."
BlizzCon could be a really huge moment
Blizzard stewards some of the most popular franchises in gaming history. (Image credit: Jennifer Young)
More StarCraft could be on the horizon. (Image credit: Blizzard)
In September, BlizzCon will offer a glimpse at the near and long-term future of Blizzard's universes. We should see the next Warcraft expansion, dubbed The Last Titan, revealed in full. I've heard Blizzard is working on a variety of mobile game spin offs with partners too, as well as potential trans-media projects similar to Cyberpunk Edgerunners or the Fallout TV show for its own franchises. Blizzard is also known to be working on a StarCraft third-person shooter led by Far Cry director Dan Hay, and the next core Diablo project is also moving ahead.
Who knows what other surprises could be awaiting us? A Heroes of the Storm revival maybe?! Higher-quality remakes of Blizzard classics? Something completely new?! It's exciting to think about as a long-time Blizzard fan, but more importantly, it's encouraging to see Blizzard's industry-leading devs have a spot in the sun after many years of turbulence. Faries and the team at Blizzard should serve as an example for Xbox CCO Matt Booty to follow. Let's hope (and pray) Microsoft continues to let them cook.
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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.
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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?!