Vue normale

'The Witcher 3: Remastered' drops on Sept. 29 — with SURPRISE Xbox Play Anywhere support and FSR 4.0 for the Xbox Ally. Here's what's new.

Gamescom 2026 is in full swing, and there's already a bunch of big wins emerging for Xbox.

My Gears of War: E-Day campaign preview just went live (and it looks amazing), a metric ton of Gamescom titles just got revealed for Xbox, and we have even more goodies being announced throughout the week (stay tuned for tomorrow ...). But, here's a personal big win that I'm very excited about.

The Witcher 3 is inarguably one of the best games ever made, and it's getting a big remaster version on September 29, 2026, and is also COMPLETELY FREE for users who own the existing game.

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"Remastered is a free upgrade for players who own The Witcher 3 on GOG, Steam, Epic Games Store, PlayStation 5, and Xbox Series X|S, and includes both Hearts of Stone and Blood and Wine expansions. It is also available for pre-purchase on Battle.net and Nintendo Switch 2."

Update: I missed this part on the initial write up, but yes, The Witcher 3 is also coming to Microsoft and Blizzard's Battle.net. It's part of a wider initiative to open up Battle.net to third-party developers so I'm told, which we should hear more about at BlizzCon 2026 in September. Stay tuned for that one.

Furthermore, CD Projekt RED revealed in the small print that it also grabs Xbox Play Anywhere support, finally bridging the gap between Xbox Series X|S and Xbox Ally versions. It'll also get FSR 4.0 support on the Xbox Ally X, giving it massively improved performance.

Here's just some of the changes you can expect in the free update:

  • Improved combat flow, with new finishing moves and skills.
  • Boosted traversal with more intelligent and dynamic vaulting, platforming, etc.
  • Overhauled visuals, with improved lighting and spell effects.
  • Improved monster AI, giving them new moves of their own.
  • Revamped horse riding.
  • A complete Cyberpunk 2077-style overhaul of the skill tree.
  • Armor transmogrification.
  • Improved photo mode.
  • A variety of other smaller enhancements, such as boosted looting systems, UI interactions, tutorial modernization, HDR improvements, lighting overhaul, Xbox Play Anywhere, and more.
  • DLSS 4.5, AMD FSR 4.0 (great for Xbox Ally), Path Tracing on high-end systems, raytraced hair (wtf?), and more visual features.

Witcher 3 expansion "Songs of the Past" gets teased, too!

CD Projekt RED also recently announced that The Witcher 4 is slated for 2028, with yet another Witcher 3 expansion slated for later in 2027.

Additionally, CD Projekt RED also showed off the first teaser trailer for the third and final Witcher 3 DLC, titled "Songs of the Past."

"This full-fledged third expansion takes the White Wolf on a new adventure to the peaceful realm of Letten, where dark secrets lurk beneath the surface… Coming in 2027."

In the trailer, we catch a glimpse at a new hook-like tool Geralt has for pulling in enemies, as well as twisted nature-oriented enemies.

CD Projekt RED has been over-delivering almost none-stop since Cyberpunk 2077's launch, which disappointed users on PS4 and Xbox One owing to its performance. Fast forward half a decade, and Cyberpunk 2077 was fully revived and revamped, it had an award-winning TV show, and now we're getting an absolute mountain of free content for Witcher 3, the game that helped CD Projekt RED claim its top spot at the RPG pile.

Witcher 4 and Cyberpunk 2 are deep in development as well, and there's every reason to think they too will continue CD Projekt RED's path towards legendary status.

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The Witcher 3 Remastered logo

The Witcher 3

PREVIEW: Gears of War: E-Day might be remembered as the best Gears story ever, if the entire campaign is as good as this

Gears of War is having something of a renaissance right now, as The Coalition go all out to put the franchise back on the map.

Gears has been one of the most consistent Xbox staples in the brand's history, popularizing the third-person shooter genre with its gritty storytelling and bleak world. Gears 4 and 5 experimented away from the formula a bit, and perhaps got lost in the weeds in some ways as they sought to give the franchise new footing. After a successful Gears of War: E-Day beta event, increasingly it's looking like the key to Gears' future may, in fact, lie in the past.

Recently, I was lucky enough to go hands-on with two missions from Gears of War: E-Day's campaign, set during the initial attacks from the vile Locust swarm.

E-Day follows a younger Marcus Fenix and Dominic Santiago, worn down already from a major civil war that society had only just begun to recover from. Then, subterranean horrors emerged from the ground, bringing with them a whole host of terrifying war beasts and brutal makeshift weaponry in a legendary surprise attack that would eventually leave humanity on the brink of extinction.

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E-Day is about those early years, and if the full game is even close to as good as what I experienced last week, Gears of War: E-Day could cement its place as the best Gears of War story in history.

A painstakingly detailed, reactive world

Gears of War: E-Day Campaign Preview Screenshots running on an Xbox Series X

The older Gears of War titles took place in dilapidated ruins. Gears of War: E-Day demands something more detailed. (Image credit: Windows Central | Jez Corden | Xbox)

The original Gears of War is very much a product of its time, but also its setting. The game is essentially post-apocalyptic, taking place years after E-Day, with much of civilization already reduced to grey-brown ash and ruins.

Given that Gears of War: E-Day takes place at the very start of the war, The Coalition had to approach it like it is: a very different beast, ultimately. The stakes are far higher; there are still survivors running around, trapped in their homes, and The Coalition weaves that bleak reality into every pixel of E-Day's presentation and gameplay.

Taking place in the town of Kalona, the levels I experienced are right up there with the most painstakingly detailed urban environments I've experienced this gen. It feels less like it's designed specifically as a gameplay canvas, and more like it's designed to feel lived in. The Coalition absolutely delivered here, while still sneakily dotting the map with chest-high (and now shin-high) walls to hide behind with its dynamic cover system.

Gears of War: E-Day Campaign Preview Screenshots running on an Xbox Series X

A Silent Hill-esque map greets you in some segments. Marcus will literally doodle notes onto the map as you explore, adding side objectives and exploration opportunities as you go. (Image credit: Windows Central | Jez Corden | Xbox)

If you played Gears of War's Siege mode beta, you might already have some idea of what I'm talking about with regard to environmental detail. Car tires puncture and deflate under gunfire, windows shatter, and cover deforms, giving E-Day a sense of life that was missing from the older games.

The town is full of storefronts and interiors, without even a whiff of copy-and-paste. Gears' campaign seems to connect linear segments into wider areas, complete with a mapping tool that was reminiscent of Silent Hill's own. Marcus will sketch notes and routes on the map as you move, which opens up exploration opportunities and side objectives for unlocking weapon mods and equipment for your loadout, as well as lore-enriching collectibles.

It's still unmistakably Gears, complete with a rough prototype chainsaw lancer machine gun, canned execution animations, atop a more dynamic cover system. But it also feels fresh in a way that many franchises struggle with several games deep. I dare say The Coalition cooked here.

A darker, more desperate tone

Gears of War: E-Day Campaign Preview Screenshots running on an Xbox Series X

You can still saw enemies in half, of course. (Image credit: Windows Central | Jez Corden | Xbox)

Gears of War: E-Day is every bit as violent as the previous games, although I feel like we're getting more up close and personal with the reptilian Locust than ever before.

I mentioned stakes in the intro, but there's a keen sense of vulnerability for a C.O.G. that has been caught with its collective pants down — NPCs are seen fleeing the warzone, being gunned down (or worse) in cold blood, as wretches screech through, devouring up the remains.

This first wave of Locust is chaotic and visceral, armed with the ballistic equivalent of axes and clubs intent on murdering anything and everything with a human pulse. The top brass have no idea what's going on. One day, everyone woke up to murderous, hungry monsters writhing out of the ground, and E-Day leans hard into that dark fantasy.

Gears of War: E-Day Campaign Preview Screenshots running on an Xbox Series X

The Locust Horde are not here to give mercy. (Image credit: Windows Central | Jez Corden | Xbox)

Marcus' self-assured stoicism hasn't fully hardened in E-Day; that sense of inexperience is oddly exposing, giving E-Day a tangible sense of vulnerability. The Coalition uses the game's side objectives to tell short stories within the game's world as well, giving you opportunities to see how regular civilians are being slaughtered en masse in the Locust feeding frenzy. It's an extension of the side-objectives system The Coalition seemed to explore a bit in Gears 5, although I'd argue it makes a lot more sense in E-Day's dense urban climbs. It doesn't rely on vehicular traversal, which arguably tripped up the game's pacing a bit in 5, and there are fewer engine limitations on injecting new areas on the fly.

Speaking of the engine, I think Gears of War: E-Day is probably the most visually impressive game I've played so far this gen. The Coalition are without a doubt the masters of Unreal Engine, perhaps surpassing Epic Games itself. The visual density, the lighting quality, the detailing, all while running at 60 FPS in an inexplicably crisp resolution, demand wonder and immersion like few other developers can muster.

The visuals and music delivery make Gears of War: E-Day's darkly cinematic presentation all the more evocative as you scrape through the blood-soaked streets of cities that are undoubtedly in the process of total destruction.

The Coalition takes Gears to the next level with total and complete confidence

Gears of War: E-Day Campaign Preview Screenshots running on an Xbox Series X

Delta Squad is back. (Image credit: Windows Central | Jez Corden | Xbox)

There's little room for hope in Gears of War: E-Day. We all know the conclusion. But for the first time, we're going to experience that hopelessness firsthand.

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Right after playing through the E-Day campaign preview, I loaded up the original Gears of War to do a direct comparison. It's easy to forget sometimes just how far we've come in terms of visuals, presentation, gameplay fidelity, and general polish. It's also easy to fill in the blanks with your imagination — that's practically what we had to do back in the day, playing games at 480p.

The Coalition and other developers working on legacy franchises have some of the toughest jobs in the business. How can you deliver experiences that compete with our nostalgia-tinted imagination? How can you exceed expectations that are, in part, misremembered through fragments of fading memories?

The Coalition's answer seems to be: "you have to over-deliver."

If Gears of War: E-Day's full campaign offers the kind of quality I experienced last week throughout — I'm confident it'll not only be remembered as the best entry in the franchise ... Gears: E-Day could also represent the starting point for a new decade of an Xbox dominated by The Coalition.

Gears of War: E-Day drops on October 6, 2026, for Xbox Series X|S and PC exclusively. Experience Emergence Day, when the Locust originally emerged and destroyed Sera's civilization. Guerrilla warfare in destroyed urban environments wrapped in the best visuals this gen has seen yet.

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Gears of War: E-Day Campaign Preview Screenshots running on an Xbox Series X

B O O M.

OpenAI's Sam Altman just admitted he was "wrong" about AI — laments that he made the tech seem "scary"

The big AI era isn't going as some might've hoped.

OpenAI and other big companies are losing billions chasing artificial intelligence technology, and it's only clever accounting and circular investments keeping the entire industry afloat. OpenAI specifically is in hot water, with spending commitments through to 2030 coming scarily close to $1 trillion dollars, and is operating purely on the basis of handouts from the likes of SoftBank, NVIDIA, Oracle, and Microsoft. OpenAI is looking to spend $50 billion in compute alone in 2026 on roughly $25~ billion in revenue, revenue which is also made up at least in part with IOUs.

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Despite the scary numbers, OpenAI is trucking along on faith and fumes alone, as companies' belief in the tech keeps the firm alive, for now.

Yet, even Sam Altman is having doubts about the impact of large language models. In a new podcast, Altman lamented "economic inertia" for the lack of adoption, and also called out the AI industry for making the tech seem "scary."

"A lot of the people building AI have been off saying there's a 25% chance we're going to destroy the world ..."

Altman effectively blamed those pesky humans for not adopting ChatGPT and other AI products, lamenting that "people keep using their tools in the same way" they had previously been using them.

"I thought when we got to [ChatGPT]-4, which was back in 2023, I thought very quickly after that there'd be much more disruption, with the software business up for grabs right away. I was wrong about a few things, one of them, in terms of the speed ... the economy just has so much inertia. People keep doing the same things they're doing, they keep buying from the same company, they keep wanting to use their tools in the same way ..."

Altman implied that the "slow" pace of change would make the "transition" to AI "smoother." Elsewhere in the podcast, Sam Altman remarked that AI leaders had "not done a very good job" explaining AI tech, referring to the broad backlash to the technology.

"I also think a lot of the people building AI have been off saying there's a 25% chance we're going to destroy the world ... and yeah, we're going to race ahead and do it because otherwise those bad guys will do it first. Or it's like, 'man, this thing is going to be really terrible, and 50% of the jobs are going to go away in the next year, and we hope you are all okay,' but it seems really scary.

We have not, as a field, done a very good job of explaining to people what the benefits are and how the downsides can be mitigated. We certainly have not done a good job ... even if people have had answers like, 'well, there's going to be universal basic income, or work will be optional', or whatever. There's been very little discussion from people about how and why it's important that people have more power and freedom in the world, not less."

My take: Altman just doesn't get it

Open AI CEO Sam Altman speaks during a talk session with SoftBank Group.

(Image credit: Getty Images | Tomohiro Ohsumi, Stringer)

I think the key issue with this AI tech is that most people just don't find it very useful. I work in an industry that, at least on paper, should benefit from some kind of automagical writing tool. The problem is that it loses so much nuance and accuracy that, even if I wanted to use it for work, I literally can't.

I think a lot of these very technical, mathematically-inclined dudebros pushing this format have little knowledge or understanding about how and where this technology should be applied. Spotify, YouTube, Instagram, gaming platforms, and other services are actively trying to filter out AI content, as it is repeatedly proven to decrease engagement — users actively hate it. Companies that are using tokens to try to boost productivity are finding that they're actually just boosting costs, and that they're simply finding a new bottleneck in the finite amount of addressable customers.

LLMs undoubtedly have uses, but when 90% of the compute is being spent on utterly unproductive use cases, the economics simply seem primed to implode. If you're spending tokens for the sake of spending tokens, and it doesn't lead to any discernible increase in sales — what is the point? You could use AI to make hundreds of slop video games, but people already have more than enough to play built by an ironically more affordable human workforce.

RELATED: Ed Zitron talks to us about Microsoft, OpenAI, and the future

In the future, I think we'll find AI probably ends up as a tool of governments in things like law enforcement and medical fields. Specific industries will benefit from tools that can parse and summarize large, complex data sets, albeit with the unfortunate knowledge of LLMs' penchant for hallucinations and outright lies. Just yesterday I asked Copilot to find some links to some old Windows Central articles I did. It just straight up lied and gave me some completely made-up links instead. Extrapolate these simple mistakes to medical fields or military applications, where lives are literally at stake ... is it worth the risk?

Perhaps the issue is that AI's inaccuracy renders it only viable in low-stakes businesses ... and those low-stakes businesses simply won't see a real return over doing things the "old way," which Altman describes as economic "inertia."

Perhaps it's not inertia. Perhaps the AI business model is just not the disruptor it was cracked up to be.

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Sam Altman on David Senra's podcast

Altman laments.

The Xbox release of Wuthering Waves still suffers from issues that make it hard to recommend (for now)

Last July, Xbox users finally got their hands on one of the most viral games of the past couple of years. The celebrations were shortlived.

Wuthering Waves is a free-to-play gatcha RPG, similar to the likes of Genshin Impact. Wuthering Waves is available on every platform now, including Xbox, consoles, mobile, and PC, complete with a high-quality story and decent combat depth.

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The game is incredibly popular and has amassed a global audience across every platform, landing itself 30 million~ players across its versions. It won the Player's Choice award at last year's Game Awards, and continues to find growth owing to large free content updates.

Unfortunately, though, the Xbox version is broken.

Current state of Wuthering Waves on Xbox#Xbox #WutheringWaves #WuWa pic.twitter.com/7CNhPQMVDYAugust 24, 2026

Wuthering Waves (affectionally nicknamed WuWa by the community) recently got a sizeable content patch, adding new story beats and features to the game. The update has, however, once again put a spotlight on the Xbox version, which seems more broken than ever.

"The situation has worsened as I’ve progressed through the game. I’m currently in Lahai-Roi, and it’s been impossible to play for 40 minutes without the game closing unexpectedly," one user wrote on Reddit. "I play on Xbox Series X, but the same bug persists even on Xbox Cloud Gaming, where high local processing power isn't required. Other players have reported similar issues."

The most recent video showcases new visual glitches introduced in this week's patch, where textures get stretched infinitely across the playspace until the game crashes.

We are still waiting for Wuthering Waves to be fixed on Xbox btw. Waiting two years for an Xbox port and getting worse experience is just sad. Absolutely unacceptable. https://t.co/3zHVBoElObAugust 4, 2026

Users have been tracking Wuthering Waves' lack of quality on Xbox since the game launched, and had hoped it would be improved in subsequent updates. Sadly, things have gotten worse rather than better.

There are theories that Wuthering Waves on Xbox is a port of the iOS and Android version of the game, owing to a lack of shadows, foilage, and other post-processing improvements. The PlayStation 5 version is is far far better looking, far less crash-prone, and generally more performant than the Xbox Series X version. This absolutely shouldn't be the case in a game designed to run on low-end mobile phones.

Side-by-side comparison of Wuthering Waves running on PC and Xbox Series X, highlighting noticeably lower image quality, reduced shadows, and less detailed textures on the Xbox version.

Wuthering Waves on Xbox is missing foilage, shadows, and other features, leading many to assume that the Xbox version is a bad mobile port. (Image credit: @jianxin501st)

We've reached out to Wuthering Waves' developer Kuro Games via their PR firm to get a comment, but I would be surprised if they offered one up.

If they thought the Xbox audience wasn't worth providing a high-quality port for, I'm confused as to why they bothered spending the money to deliver a port in the first place. Genshin Impact and other HoYoverse gatcha games like Zenless Zone Zero run incredibly well on Xbox. HoYoverse also did dedicated launches for Xbox, complete with bonuses and freebies for new players joining the ranks via Team Green.

Wuthering Waves' treatment of the Xbox audience by comparison has been a sad joke.

Xbox version is downright unacceptable and genuinely a joke
 from r/WutheringWaves

There's also some blame to be levied at Microsoft here I would argue. PlayStation demands that developers create visual parity with their multiplatform versions within reason. Xbox's certification processes are also notoriously strict compared to other platforms — what's the point of those apparent strict rules if they allow games like Wuthering Waves to launch in such a lamentable state? It makes Xbox look inferior for one thing, and treats Xbox customers like second class citizens in the other.

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Either way, it sucks for Wuthering Waves fans on Xbox that Kuro Games doesn't seem to consider them worthwhile. I would recommend players stick to HoYoverse options instead. Hopefully Honkai Star Rail makes its way across to Xbox in the future too. PerhaHoYoverse' next big games come to Xbox on day one as well, further reducing the need to consider Wuthering Waves as an option.

If Kuro replies, I'll be sure to update this piece, but I wouldn't hold my breath. They don't seem to care about the Xbox version even slightly.

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Wuthering Waves: Winged villain.

The game sadly looks nowhere near this good on Xbox.

Microsoft has been served a 'Grand Theft Auto 6' court subpoena by Take-Two (UPDATE)

We are working closely with Take-Two and Rockstar Games to support efforts to protect creative works and intellectual property.August 21, 2026

It hasn't been a fun week if you're working on Grand Theft Auto 6.

GTA is no stranger to controversy, but this year seems to have cranked it up a notch. Take-Two has thrown the rule book out of the window for traditional game launches, and it's to be expected given the scale and hype around GTA 6. People have been waiting well over a decade for a follow up to GTA V, in what promises to be potentially the biggest entertainment launch in history.

Take-Two has raised the ire of long-time fans, however, partially for the price of GTA 6, but also for cutting out standard features and placing them in a $100 edition. Take-Two has also paywalled the first real GTA 6 gameplay footage behind a Netflix subscription, set for premier on August 27, 2026. Then came the hackers.

A self-styled group known as Cyberleeks began spreading footage of GTA 6 on X and other sites last week. The leakers are drip-feeding content from the build, while taking donations in crypto currency. The leaks have knocked Take-Two's share price down 2% over the past week, although it's still up 6% for the year overall. Either way, the firm isn't taking the leaks lying down.

Shared by Kotaku, the subpeona filed in New York City in the United States, calls on Microsoft, Discord, Google, and others to produce evidence that could lead to the arrest of the leakers.

"The copyrighted material includes but is not limited to audio visual content, artwork, images, dialogue, or other creative elements. Take-Two, through its counsel of record, has submitted a sworn declaration confirming that the purpose for which the DMCA subpoena is sought is to obtain the identity of an alleged infringer or infringers, and that such information will only be used for the purpose of protecting Take-Two’s rights."

"All internal Microsoft business records and investigative records associated with Microsoft’s internal investigation of the ‘cyberleek’ persona sufficient to identify the user(s), person(s) and/or entity/ies associated with that persona."

It's unclear what involvement Microsoft has here directly, although the subpoena suggests Microsoft is conducting an internal investigation of its own into the leaks. There had been some rumors that the GTA 6 builds had emerged from an Xbox dev kit, although it's unclear exactly if that's true right now.

Grand Theft Auto 6 trailer image

Grand Theft Auto is arguably the most legendary video game franchise in history, owing to its penchant for setting new standards for quality, detail, and sandbox immersion. (Image credit: Rockstar Games)

Either way, Microsoft's vast cloud platform means that it often acts as a first layer of cyber defence for all sorts of companies and even nation states. There's at least some potential here that the Cyberleeks group used or accessed Xbox or Microsoft services in their activities. It could be that the leaked build pings back to Microsoft's Xbox servers, for example, either for uploading telemetry or accessing online services.

Take-Two has also requested information from Discord and Google, and I wouldn't be surprised if they eventually subpoena the crypto exchanges Cyberleeks are using as well.

Grand Theft Auto 6 is set for launch on November 19, 2026, exclusively on Xbox Series X|S and PS5. Other major games have been desperately trying to tailor their launches away from GTA 6, leaving the November launch window somewhat barren.

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Xbox Series S GTA 6 styled

Xbox Series S GTA 6 styled

Xbox Insiders are getting a wave of new Xbox Series X|S dashboard features today, here's what's new

Xbox has been on a bit of a tear recently with platform updates, and Microsoft just announced another raft of improvements big and small.

The biggest features recently include boosts to how Xbox Cloud saves work, the ability to record your own voice in gameplay clips, and improvements on Xbox achievement visibility. Announced today on Xbox Wire, we're now getting some other goodies, set to go live later today to Alpha Skip-Ahead and Alpha members.

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Here's what's new for Xbox Insiders today

What's new for Xbox insiders today

Some solid improvements here, methinks. (Image credit: Microsoft)
  • Users can now customize any item in the recent games and apps list.

Using the Menu button (start button) you can remove items from the list of recents apps and games, including the "Play History" segment which some don't find as useful as others. I personally like it, but understand those who don't.

  • You can also hide all the home screen tiles by pressing the right stick, leaving your dynamic background to take center stage on your TV.

This is a fun cosmetic change I've seen people ask for. Xbox has a range of dynamic backgrounds which are hidden by the tiles and ads on the home screen. If you want to show off your dynamic background and turn your wall-mounted TV into an interactive work of art, now you can, simply by pressing the right stick. Would be cool if they could add slideshows to this in the future too. A connected OneDrive photos album might be rad.

  • Improvements to local game storage management.

Microsoft is now letting you manage local game saves more easily, giving you the ability to sort save files by size. For those using smaller storage solutions, sometimes games can take up deceptively large amounts of space. In the new Settings > System > Storage > Manage Local Game Saves section, you can now see all of your local saves in one place, and delete them at will.

If you eventually want to play the game again, Xbox will download your most recent save file from the cloud instead, saving you local storage. Xbox Cloud saves are free by the way, unlike many other platforms.

Profile badge improvements

Xbox profile badges are getting some beefy improvements. (Image credit: Xbox)
  • You can now click into profile badges, giving users an explanation of what they represent.

Xbox profile badges are getting a big improvement. You can now click on a user's profile badge to see an explanation of what the badge represents.

Part of me is wondering whether this change is designed to facilitate Xbox's future "Platinum" trophies. I wouldn't be surprised if the reward for 100%'ing an Xbox game's achievements comes not with a "platinum" trophy, but instead a custom badge you can place on your profile instead. It would give developers an extra way to let their biggest fans show off some flair for their games, but we'll have to wait and see on that.

  • More wishlist improvements.

Wishlisting games has become a major part of the industry's marketing layer, with Steam wishlists becoming a cornerstone for financial projections on how well a game is likely to perform. Microsoft is also trying to ride this wave, adding a variety of improvements and visibility options for its own wishlisting system.

Now, purchased games will automatically be removed from your wishlist for example, which I think is a good change considering how often I've fallen afoul of this one.

I think Microsoft could/should do more to surface wishlisting features on the web, and I'm sure they're working on doing more in this space.

More goodies

The Xbox Insider Program has been pretty boring the last few years, with Microsoft's engineering teams focusing primarily on features like Xbox Cloud Gaming and things beyond Xbox Series X|S. With Xbox CEO Asha Sharma coming on board, the focus has returned to the core user base (namely us), delivering many long-awaited improvements a lot of us have been asking for for over a decade in some cases.

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Microsoft says this update will hit Xbox Insiders on the Alpha Skip Ahead and Alpha rings today, with other updates arriving for all users as well more quickly.

If you want to leave feedback for the Xbox Series X|S OS, you should check out the Xbox Feedback Portal over here.

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Xbox home screen

New stuff is always good, right?

The future of id Software — alumni from the legendary DOOM studio speaks on its future with Xbox. The good, and the bad.

As the dust settles from Microsoft's big summer layoffs, many of those impacted are still enduring. Whether it's visa expiry countdown timers, supporting their families, paying bills, etc., the gaming industry in general has a variety of problems, and it's more often than not workers and developers paying the price.

For whatever reason, Microsoft seems to be disproportionately targeting Bethesda and ZeniMax for this layoff round. Hundreds of staffers from teams like ZeniMax Online Studios were laid off, and it looks like Arkane Lyon might end up being spun off to another publisher or taken independent. A lot of the alarm among the gaming community has focused on id Software, whose penchant for consistent quality and stewardship of the legendary DOOM IP has, in my view, represented a highlight of Microsoft's general gaming output.

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Recently, id Software's Chris Hays spoke on a podcast, stating that Microsoft had left legendary DOOM maker id Software a shell of its former self, noting that it was "impossible" for the studio to deliver AAA games like DOOM 2016 with its current staffing levels. Rumors began swirling that Microsoft had well and truly gutted id Software, relegating its potential to a support studio, potentially ditching its legendary id Tech engine and focusing on building Unreal Engine games with other Microsoft studios.

I wanted to begin to learn more about what the truth is — and ultimately the proof will emerge when id Software's next title does eventually materialize. But it seems clear that id Software has been significantly disrupted by Microsoft's actions, and the path back to the top might be a tough one.

The impact of Xbox's id Software layoffs

id Software team photo from 2014

id Software as of 2014. The team has gone through several eras since the 90s, counting industry legends like Tim Willits, John Carmack, and John Romero among its alumni. (Image credit: id Software / Xbox)

One person I spoke to recently was Andrew Willis, who was id Software's VFX/Technical Art and Design Producer and most recently worked on DOOM: The Dark Ages and its (very awesome) Revelations DLC.

He explained Microsoft was very blunt with its announcements, which had been rumored in the press for a hot minute. Microsoft told id Software staff not to come into the office on July 6th, then invited everyone onto Microsoft Teams.

"I received a Microsoft Teams invite, there were about 95 of us, no cameras on with chat disabled, everyone muted except [Executive Producer] Marty Stratton. He took about 50 seconds to say that if you were on this call, your positions were eliminated. He said it wasn't a reflection on our performance," Willis explained.

A warrior in a battle-scarred helmet and green armor lies on a gritty surface, covered in blood. His expression is defiant, with a futuristic and intense atmosphere.

DOOM: The Dark Ages' Revelations DLC is an absolute masterpiece, and might be one of the best expansion packs of the gen. (Image credit: Bethesda Softworks)

I asked Willis to touch on something other Xbox studio leads have told me in recent months — that Microsoft poorly communicated its metrics for success. Not a couple of weeks before Microsoft shut down and later sold off Tango Gameworks a few years back, they'd called its most recent game 'Hi-Fi Rush' a big success.

"They never explained anything." Willis said, "They never told us what metric they wanted, which is extremely confusing given Xbox Game Pass. If there was something they wanted (downloads, playtime, Game Pass subscriptions, etc.), they never told us." Willis said that had id Software known what targets they were supposed to be hitting, they would've been able to design around it.

"It was frustrating to get laid off before we even saw how successful the [Revelations] DLC was. How can you lay off a team right before they release what gets called 'their best work yet'?"

Willis has been joined by other id Software and ZeniMax union members in protests at Bethesda's HQ in the United States, with more planned in the future.

I also spoke to Executive Producer Marty Stratton, who has been with id Software for over 25 years. Stratton remarked on the "emotion and pain" surrounding id Software's layoffs, but also spoke about the studio's future capabilities.

"I start a lot of conversations internally on how much I understand the emotion and the pain of the layoffs. It really is that. Any time I'm talking about the future, none of that is meant to diminish what people have gone through and their friends and colleagues who have been around for a very, very long time in some cases. I want to make sure that people understand that."

The future of id Software

id Software studio display, showcasing DOOM memorabilia

DOOM helped popularize the FPS genre, which has made the industry billions upon billions of dollars since the 90s. (Image credit: id Software / Xbox)

A lot of the conjecture around id Software's future revolves around just how much capacity the studio is going to realistically have moving forward. It seems as though the studio has lost more than half of its staffers, wiping out decades of expertise and institutional knowledge, reducing the studio to roughly the same size it was when it shipped DOOM (2016).

Some have worried that id Software might be forced to ditch id Tech in favor of Unreal Engine to leverage contractors and the like. Some have expressed concerns that id Software will be reduced to a "support studio" of other Xbox projects; Stratton tells me that isn't the case. id Software will continue to make its own games, lead its projects, and also develop the id Tech engine, says Stratton.

"We're all in on id Tech; we're not moving to Unreal Engine," Stratton tells me. Stratton emphasized that MachineGames, of Wolfenstein fame, also remains all-in on id Tech, and the two studios will collaborate more closely on the tech stack moving forward.

"We're all in on id Tech, we're not moving to Unreal Engine."

Marty Stratton, id Software

"We had a meeting yesterday with five or six tech directors; sometimes you wish that the audience could've been in that tech meeting to see some of the excitement around some of this stuff. I don't think people should worry; we're going to continue to be a tech powerhouse moving forward."

Former VFX/Technical Art Producer Andrew Willis was a lot less upbeat about the near term. I asked Willis if he felt id Software's previous comments about the studio being the "same size" as it was for DOOM (2016) were cause for optimism for fans.

"This has been one of the most frustrating mischaracterizations I've seen. It is just damage control," Willis said. "Id is now objectively smaller than it was during 2016. They also fired 2/3rds of the folks that were left from 2016; these would be the people who have the experience needed to make a game like that. There are still amazing people there, no doubt. Some of my best friends still work there. But the amount of institutional knowledge lost was just incredible."

I noted to id Software Executive Producer Marty Stratton that fans are generally concerned about the capacity for id to deliver at the quality bar the team has become known for. He said that the recent QuakeCon event, while tough, had been a boost for the community.

"It was nice to be able to kind of share with attendees that, 'you know, hey, we're doing fine. It's tough, but we're going to move forward.' We've always persevered as a studio. We're going to again, we're going to continue to make great games, with great technology. And, like always, you know, we really appreciate the passion and support that they bring to us and the fuel that that gives us."

The industry is in a tough spot

id Software studio logo

id Software will persevere. (Image credit: id Software / Xbox )

Regardless of the reasons why this happened, the human cost is always the most apparent thing in my mind. Hundreds of staffers across Microsoft have had their lives upended, in Stratton's own words, with no reflection on their performance or skill.

As for id Software, the beloved DOOM maker seems like it will persevere and fight through, but Stratton also acknowledged that the ultimate proof of id Software's future viability will need to come through in the work.

"The verdict is going to be in how we move forward, what we deliver to fans, and whether or not that meets the bar. That's how we go into every single project we make. That's how we're going into what we're doing next."

"As hard as it's been, you know, over the course of the last month to have friends and long-time colleagues leave. I've been here 26 years now. This was my 26th anniversary. When I started, we were 12 people. We finished Doom 3 with 19 people. And again, I know it's a long time ago. That's an old game. Things change; we go through lots of transitions, but every single dev project is different from, you know, this combination of people, technological capability, and then marrying that to a design ambition. And I really believe in our team's ability to create amazing work moving forward."

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The industry has huge challenges, but the disruption from non-gaming external factors is also a stressor. Microsoft is ironically one of the causes of those stressors, in partially facilitating the memory and component crisis, as it chases an uncertain AI bet that at least today, seems to be causing more problems than it's purported to solve.

"I would say to hang in there to developers," Andrew Willis offered. "To fans, I'd say please support the developers during this tough time. We all care about and love games like you, and we need to stop the people who do not care about game industry from ruining it."

DOOM: The Dark Ages is a generational FPS with an emphasis on melee combat and dimension-hopping ultra violence. It's also available on Xbox Game Pass. Coupled with the Revelations DLC, you're looking at around 30 hours of satisfying mayhem.

See at: Xbox | SteamView Deal

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id Software studio logo with a Revenant figure in the foreground

What's the future for id Software?

Is gaming discourse more negative than ever? — And if so, is it deserved? How did we get here?

Everyone on the internet is angry. I guess that's nothing new, but are things worse than usual?

Over the past week, the X (Twitter) algorithm has been serving me more negativity than usual. When your feeds are algorithmic, you have to stay cognizant of the fact that the platform has basically engineered what you see. Platforms like X, Instagram, etc. have billions of posts covering thousands upon thousands of topics. What you engage with is ultimately what you end up seeing. For me, that's obviously gaming and Microsoft-adjacent topics.

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For whatever reason, X has been boosting visibility for negativity on a variety of upcoming and recently released games. Wolverine for PS5 for example, is currently the subject of memes and mockery. GTA 6 also has a pretty broad hate campaign going on, and Halo Campaign Evolved too has been picked apart and torn to shreds as well.

Are things worse than usual? Is this par for the course? Have you noticed an upswing in negative discourse? Or is it all symptomatic of something else ...?

How much is grift, how much is genuine?

El gameplay de Wolverine es increíble. pic.twitter.com/y3Qz6z8ZKDAugust 16, 2026

At least with regards to X, since the platform began paying people for their tweets, it seems to have amplified and incentivized some negative behaviors. Humans seem hard wired to engage with negativity in general, and there's likely evolutionary reasons for it if you dig deep enough — avoiding and mitigating negative outcomes is a survival trait oft-exploited by social media platforms to boost engagement. Everyone knows it. Articles with negative headlines simply get more clicks, with Google etc. use as a positive signal. It's why you'll more often see negative headlines even if the outlet or author in question tries to keep things balanced — positive content simply doesn't surface as often.

I do my absolute best to stay out of it and keep things balanced, but the algorithm doesn't really help my visibility therein. I get as many hate comments saying I'm an Xbox shill as I do saying I'm an Xbox hater, because it's ultimately the algorithm that decides which aspects of my content you see.

It could be a simple case of algorithmic perception here on my end, but I also see an uptick in people commenting on said negativity and nitpicking. Whether it's recent games like Wolverine or hate campaigns against recent movies like Nolan's The Odyssey, needless politicization and polarization seems to be social media strategy du jour right now.

James Stevenson from Insomniac on the strange hate towards Wolverine

Reacting to the hate wave for Wolverine at the weekend, Insomniac's James Stevenson points to Twitter's algorithm for amplifying negativity. (Image credit: @JamesStevenson on X)

There should always be room for genuine, constructive criticism of course. I'd argue that even less-constructive criticism is valid in a free speech context as long as you know you'll get push back for anything that is either outright dumb or at the very least, ill-conceived.

Where it becomes exhausting is when it's either obviously in bad faith or steeped in some kind of agenda. I think in the case of Wolverine for PS5 for example, it's getting a lot of collateral negativity right now owing to PlayStation's decision to kill physical discs — a plan that has large swaths of the internet up in arms. It reminds me of negative blowback some Xbox One games got back in the day unfairly too in my view, like RYSE, Killer Instinct, and even Titanfall, as Xbox's DRM plan was met with similar consternation fairly or not.

Hahaha, even good old Sonic R on Sega Saturn offers more gameplay than Wolverine on PS5. 😂 pic.twitter.com/fZWrltffbdAugust 15, 2026

People seem to be mocking Wolverine based on a slice of gameplay that showcases some cinematic gameplay, with users suggesting it seems too "on rails" or something. I'm curious if those users have ever played a cinematic action game before ... because these sequences are hardly representative of the full package. Maybe I'm wrong, but it just seems like hate for the sake of hate, rather than genuine feedback.

Grand Theft Auto 6 also has a huge amount of hate flowing towards it right now, partially for Netflix's "exclusive" trailer, partially for its pay-walling of features behind expensive deluxe editions. People seem to be actively hoping for some of these games to fail, and it all seems to share a common thread.

Sometimes it seems to be less about the gameplay really. People seem to be less tolerant and more aware of corporate greed than I've known in previous years covering this industry, and maybe they're using other avenues to express it — regardless of the collateral.

It feels beyond gaming too

Master Chief wearing green tactical armor and a gold visor, holding a futuristic assault rifle inside a glowing blue geometric corridor structure.

Halo Campaign Evolved took clear liberties with the art style, and the new missions are very "flat" I would say ... but at what point does critique devolve into hate? (Image credit: Xbox Game Studios)

The problem is that the anger is feeding grifters who are less concerned with actual corporate shenanigans, and more interested in riding negativity to highlight a political agenda. Many of these people evidently don't even game with any regularity, and have just seen an opportunity to farm engagement.

Furthermore, I'd argue the grift, political or not, buries legitimate feedback at times. I'm not sure humans were designed to be subjected to 24/7 drip feeds of negativity, least of all individual game developers and creators who aren't responsible for the decisions of their higher ups. I have written some pretty scathing critiques of World of Warcraft's writing in recent months, but I'd hope that they're at least constructive and presented in good faith.

I think it's the algorithm and the fact that negativity is easier to monetizeGo talk to people IRL and you don't get this negative discourse about gaming https://t.co/NeSkX5KJJmAugust 17, 2026

Perhaps people are just generally angry right now too. Wealth inequality has become absurd. Global economies revolve around benefitting the few over the many, with opportunities limited and honest work no longer providing a decent quality of life.

Perhaps gaming is a convenient outlet for expressing anger that isn't necessarily stemming from gaming directly. Gaming companies are visible online and individuals who work there often interact with the public, unlike other types of industries.

It perplexes me somewhat, because I feel as though I've got more high-quality games to play than I've ever had access to in my life. Mortal Shell II just came out and it's awesome, Star Wars Zero Company is on the horizon and that seems awesome too. Gears of War: E-Day plays fantastically well too. Onimusha is almost here, that seems excellent as well from what I've played. Blood of the Dawn Walker looks interesting. There are dozens of indie games I haven't gotten around to yet that I want to play as well.

There's plenty of games that have disappointed me ... but I tend to just move on from those, rather than make hating them my entire personality. They're just video games, right? Something else will come along, something better.

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But I could also be wrong, sure. Maybe I'm naïve and overly optimistic, or am more tolerant of the issues. The gaming industry is facing unprecedented disruption, producing more layoffs than I've ever known since doing this. Traditional gaming audiences are being devoured by non-gaming activities and spend, and users are spending more time in free-to-play games without actually spending any money. Ownership rights are under threat by digitization. It's unclear if our hobby will even be affordable in the future thanks to Team Altman hogging all the RAM.

It's an odd thing: there's more games worth playing than ever, but more reasons to be genuinely concerned about the direction of the industry as well.

What's your take? Is it all just a social media bubble? Are games actually worse than ever? Are people aging out and don't want to accept it? I want to hear your thoughts.

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Master Chief with an angry emoji face

Everyone is mad on the internet, and I guess that's nothing new.

The big Xbox exclusivity debate: SHOULD Fallout 5 and The Elder Scrolls 6 be Xbox console exclusive?

Console war. Console war never changes. Or well, maybe a little bit.

You all know the story. Xbox ran away from exclusives a couple of years ago to boost margins, but all it ended up doing was hollowing out their own platform, with first and third-party sales declines while giving away its market share to competitors without so much as a fight.

It started with Sea of Thieves, and ended with Halo itself going to PlayStation, robbing Xbox of, potentially, a reason to exist at all. "If PlayStation has its own exclusives and Xbox's exclusives, why ever buy an Xbox?" Some might ask.

Fast forward to 2026, and things are changing. Incoming Xbox CEO Asha Sharma is intent on giving Xbox exclusives again, starting with Gears of War: E-Day and Clockwork Revolution next year.

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But, at the same time, you can't help but wonder "why" on paper.

Live playthrough of The Elder Scrolls VI: ******** this morning. The scale and grandeur are incredible. The story is even greater.August 11, 2026

This week, Xbox CEO Asha Sharma teased The Elder Scrolls 6, which seems to be subtitled "Sentinel."

Following the tease, debate began spreading across social media about whether or not Microsoft should truly go all in and bring the big guns: for Xbox Helix, would it move the needle if Elder Scrolls 6 or Fallout 5 were console exclusive, or would Xbox simply be cutting its nose off to spite its face?

The argument against Xbox console exclusivity

The Elder Scrolls Online Blackwood

Fans have been waiting over a decade for a new mainline Elder Scrolls, although Elder Scrolls Online has filled the void for many between then and now. (Image credit: Bethesda Softworks)

It feels like the era of hardware subsidization is pretty much over. As the bulk of playtime hours go to games like Fortnite, which have very fickle monetization per user, platform holders are increasingly looking to the point of purchase itself to make money. Sony itself said it will no longer sell PlayStation hardware at a loss, and it seems Xbox is following suit.

In that world, it potentially makes far more sense to meet players where they are. With console hardware more expensive than ever, players are less likely than ever to switch platform or buy multiple consoles potentially.

It's pretty simple, really. By skipping PS5 or Nintendo Switch 2 and taking Elder Scrolls 6 Xbox console exclusive, you're potentially going to be harming the very expensive game's margins and profitability, at least on paper. It's not as if PlayStation's audience would deliver a 100% attach rate for Elder Scrolls 6 or Fallout 5, but there are many millions of potential customers who would potentially simply skip the game were it not available on their platform of choice.

Is turning The Elder Scrolls 6 and things like Fallout 5 into a "loss leader" something 2026 Xbox and Microsoft is willing to do?

The argument for Xbox console exclusivity

Xbox Helix logos

It's going to be pricy ... (Image credit: Windows Central)

Microsoft and others don't really really release data on how many users own both an Xbox Series X|S and a PS5, but some analysts suggest it could be up to 50%. Indeed, I've been told that a lot of the users Xbox sees across its network show up on different platforms, suggesting that even if Elder Scrolls 6 were exclusive, it would still have a pretty huge addressable audience to the tune of tens of millions even without PlayStation.

If Microsoft were to take Elder Scrolls 6 exclusive, it would send a very strong signal that Xbox is truly in it to win it (particularly if Elder Scrolls 6 is actually very good) and, the sales would come in strong regardless. If users can't buy it on PS5, they'd probably either grab it via Steam (which I can't see Xbox ditching any time soon) or their dusty Xbox Series X|S they haven't had any reason to turn on for several years.

By the time The Elder Scrolls 6 launches, Xbox will also have a range of new Cloud Gaming initiatives in the market place too. Direct-to-WiFi Xbox controllers will be available, shaving a non-trivial amount of latency off proceedings. Elder Scrolls 6 exclusivity might not just be a "loss leader" for Xbox Helix or Xbox Series X|S in that context, it could also be a marketing vehicle for "buy-to-own" Xbox Cloud Gaming, which I presume Xbox will be looking to market more seriously by the time the game launches.

If sales could become an issue under a console exclusivity package, Xbox could also take the step of keeping it off Xbox Game Pass Ultimate for a time, similar to what we're seeing with Call of Duty — although I imagine such a move would be pretty unpopular.

Poll: What do YOU think?

I can see both sides of the argument. Xbox Helix would have a massive boost in visibility with a tentpole exclusive like The Elder Scrolls 6 for its launch, but I'm not sure if The Elder Scrolls alone would be enough to convince users to drop a potential $1000 dollars on a video game console in this economy.

Xbox would need a steady cadence of high quality exclusives, and a visible strategy that says "if you buy this; you can expect more of these types of exclusives." The sorta "one offs" here and there with Gears of War: E-Day and Clockwork Revolution aren't going to cut it, I really feel like they need to be all-in and have all studios shoulder the burden of such a strategy, that would take years potentially to ferment.

The other argument is pretty simple: Xbox might end up just harming its studios' potential by limiting access arbitrarily. It's something CEO Satya Nadella touched on in court while explaining to lawmakers why Call of Duty would never go exclusive: the business model revolves around blanket market access.

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POLL: Should 'The Elder Scrolls 6' go Xbox console exclusive?https://t.co/X65yuU8Id0 📊 VOTE. People are debating whether or not Microsoft should take tentpole games like The Elder Scrolls 6 or Fallout 5 console exclusive for Xbox Helix ... I can see both sides of the…August 14, 2026

The Elder Scrolls is arguably not like that, though ... nor are single player games in general. Xbox, PC, and Cloud Gaming should give Elder Scrolls the addressable audience to do gangbusters regardless. I heard Starfield was profitable before hitting PlayStation, for example, and so was Avowed. But is "profitable" enough for Microsoft shareholders, who are already likely annoyed by Xbox's drag on Microsoft's overall profit margin?

I think Xbox needs exclusive games to survive, and I think The Elder Scrolls 6 going exclusive would give the platform its best chance to make up lost ground over the previous two generations. I think a healthier Xbox is better for the industry, better for third-party developers, and better for Xbox customers in general. It's just unclear whether making The Elder Scrolls 6 exclusive actually would lead to a healthier Xbox ... since it would need to be part of a wider, and more visible strategy that I'm not sure Microsoft has the competitive spirit for in 2026.

At the end of the day: what would PlayStation or Nintendo do if they owned The Elder Scrolls 6 or Fallout 5? I think we all know the answer ...

But, what do YOU think? Vote in our poll above, let us know your thoughts in the comments.

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The Elder Scrolls 6 logo with Xbox behind it

We're still waiting ...

"If it was opt in ... nobody would opt-in." Twitch CPO squirms, admits everyone hates its new AI training 'feature'

Twitch has another backlash on its hands, this time for forcibly opting-in all of its users to wanton content theft.

Twitch is a generally awful platform. The business has been a major drag on Amazon's bottom line since they acquired the brand losing billions of dollars year in, year out. Amazon has simply been unable to figure out how to adequately monetize the platform in a video streaming universe dominated by YouTube and Google ads, but its treatment of its userbase and content creators has hardly helped.

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Indeed, Twitch is facing another backlash right now for forcibly opting users into "ai training." Now, when you stream on Twitch, by default your likeness, content, voice, and other interactions will be used to train Amazon's AI stuff, in a move nobody could've seen coming.

they know we don't want it. they do not care.

— @witchytq.bsky.social (@witchytq.bsky.social.bsky.social) 2026-08-12T22:25:50.671Z

Responding to the backlash, Twitch Chief Product Officer Mike Minton admitted that they knew everyone hates it, but they don't care.

"Why is not opt-in?" Minton responded, acknowledging Twitch's very angry chat during a live stream this past week. "I get it ... let me opt-in vs. making me opt out. The honest answer, and I think most of you can probably appreciate this ... if it was opt-in, nobody would opt-in. That's honestly the answer. It's gonna' be on by default."

You can opt out of Twitch's AI content theft machine by going to settings, security and privacy, then toggling off "training for generative AI."

Sam Altman gets ratioed for telling parents to make podcasts for their kids instead of talking to them

Shame AI can't teach tech bros to be normal, functional human beings. (Image credit: @_AlexHirsch on X (Twitter))

The entire tech world seems steeped in AI psychosis right now, expecting us plebians to just sit down and take generative slop and its painfully useless and forced "features" flooding into every corner of the web. AI Nutjob-In-Chief Sam Altman recently was fried alive on X (Twitter) for suggesting parents use ChatGPT to generate podcasts for their kids, rather than simply ... yanno, talk to them.

The latest Twitch backlash is just another long list in self-defeating stuff the platform has implemented over the last few years. For what it's worth, competitor YouTube does not give creators any control whatsoever over whether or not their content is used for training. Your content on YouTube is used automatically for Gemini's video training. Google only lets you opt-out of "third-party" training. At least Twitch is giving users an opt out ... which is something, I suppose.

As the tech world struggles to figure out how to make any of this AI stuff make sense, I suspect we'll see more dumb stuff emerge from the gaming universe, not less, in the near term.

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Twitch CPO Mike Minton admitting that Twitch hates its users

By default, Twitch will now steal your content to train AI. You can turn it off at least, unlike Google's YouTube.

Razer Naga V3 Pro review: The ultimate modular MMO/MOBA gaming mouse built for serious players

Windows Central Best Award

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

Razer Naga V3 Pro mouse

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).

Category

Details

Design & Build

Right-handed ergonomic; 3 swappable side plates (12-button MMO, 6-button MOBA/BR, 2-button FPS)

Buttons & Controls

Up to 23 programmable buttons; Gen-4 Optical Switches (100M clicks); HyperScroll Tilt Wheel Gen-2 with Free-Spin, Tactile, Precision Tactile, Smart-Reel modes

Sensor & Performance

Razer Focus Pro 50K Optical Sensor Gen-3; 50,000 DPI; 930 IPS; 90 G acceleration; Frame Sync, Smart Tracking, 1-DPI steps, Sensitivity Matcher

Polling & Connectivity

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

Razer Naga V3 Pro mouse

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

Razer Naga V3 Pro mouse
All the buttons. Windows Central | Jez Corden
Razer Naga V3 Pro mouse
Light weight, maximum function. Windows Central | Jez Corden
Razer Naga V3 Pro mouse
It feels good in the hand, although some users may find it a little too high. Windows Central | Jez Corden
Razer Naga V3 Pro mouse
Razer 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.

Razer Naga V3 Pro mouse

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.

Razer Synapse

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

Razer Naga V3 Pro mouse

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 mouse render

Razer
Naga V3 Pro

"Stay one step ahead—no matter how the game changes."

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Razer Naga V3 Pro mouse

Customize the thumb buttons with a variety of options for maximum MMO-bility. Yes, I just made up a word; it's Monday, and I can.

'Star Wars: Zero Company' preview — the XCOM (and Mass Effect?!) successor I didn't know I needed is a personal GOTY contender

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?

Star Wars: Zero Company

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.

Star Wars: Zero Company

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 director James 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.)

Star Wars: Zero Company

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.

Star Wars: Zero Company

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

Star Wars: Zero Company

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.

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Star Wars: Zero Company

XCOM meets Star Wars meets deeper RPG relationships? Sign me up.

Blizzard is now the "top performing" Xbox studio, says internal emails — as the Overwatch-maker ends FY26 over-delivering on Microsoft's projections

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.

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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

Image of Blizzard logo

Blizzard stewards some of the most popular franchises in gaming history. (Image credit: Jennifer Young)

The news comes against a fairly negative backdrop at Xbox over the summer, who is known to be seeking cuts to the tune of thousands of employees throughout the next 12 months. Microsoft has already laid off thousands of staff across its divisions, with divestitures hitting Xbox staples like Undead Labs, Ninja Theory, and others. id Software of DOOM fame has been particularly hard hit with cuts, and it remains to be seen what other studios might be hard hit in the coming months.

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Given Faries' upbeat note, it would be dire indeed if Microsoft's c-suite spreadsheet spectres decided Blizzard also needed to bear some of the burden of higher-up managerial failings of late. Xbox's confused strategy over the last few years hurt the division's revenue diversification, leading to an over-reliance on mega-franchises like Candy Crush, Minecraft, and Call of Duty to subsidize growth. A lack of investment in Xbox's core, i.e. console, has led to a decline in the division's most lucrative user base by Microsoft's own admission. Although incoming Xbox CEO Asha Sharma has begun work to strengthen this aspect of the business.

Starcraft 2

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.

What Blizzard franchise do you want to hear most about at BlizzCon? Vote in our poll!

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Pictures taken around Blizzard campus of logo and artwork

Blizzard is having a stunning year, per internal emails.

A new survey shows the scale of Xbox's fall vs. PlayStation and Nintendo in the U.S. — and the scale of the opportunity

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.

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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.

Chart showing PlayStation and Nintendo beating Xbox in the United States, per a survey of 3200 gamers.

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.

Xbox Helix logos

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.

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Xbox has a new console on the horizon, in the form of Project Helix, but so too will PlayStation. The competition for the future will remain fierce, but it's unclear if Microsoft still has the stamina to keep investing in gaming as shareholders heap demands for more AI.

It'll be interesting to see how Xbox weathers the next few years, with no end in sight for memory shortages, demographic shifts to PC, and the rise of free-to-play perpetuating something of a race to the bottom.

We've seen where the United States prefers to play, but where do YOU prefer to play, Windows Central reader? Vote in our poll below!

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Chart showing PlayStation beating Xbox and Nintendo in the United States

The console war is back on. Seriously, check the comments on any positive or negative Xbox article we post on Twitter.

Here's a quick look (and listen) at Xbox's new voice clip recording feature, available to insiders

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.

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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.

Xbox party chat audio capture settings

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?!

Microsoft has been listening to user feature ideas more aggressively lately via the Xbox Player Voice portal over here. The top most requested feedback is still "Xbox exclusive games," which Xbox has delivered in the form of Clockwork Revolution and Gears of War: E-Day. Xbox also confirmed it will deliver "Platinum" completion achievements later in 2026.

What features would YOU like to see Xbox deliver? Let us know in the comments.

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Macro shot of the circular Xbox logo power button on the corner of the console, under a purple metallic sheen.

NEW features are cool. Here's a quick look at the latest.

Microsoft filings suggest "around 70%" of its AI revenue is concentrated entirely on OpenAI — which seems rather unhealthy

Microsoft's stocks rallied this past week on accelerating AI growth, but the devil is always in the details.

Over the past month, Microsoft's shares have surged almost 30% following its quarterly filings, which beat Wall Street estimates by a significant margin. Microsoft proved that its AI business is accelerating in growth, and that cash flows remain healthy despite the firm's extensive capital expenditure on new data centers. However, new information suggests that there's still an enormous caveat to this news.

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Analysis from Bloomberg has poured cold water over Microsoft's AI earnings potential. Disclosures from Microsoft suggest that OpenAI accounts for around 70% of Microsoft's total AI-related income, based on projected growth and previous disclosures that relate to revenue derived from OpenAI.

Microsoft reported that Copilot has millions of paid seats in Microsoft 365, and is being gradually adopted by a wide variety of governmental, public, and private sector businesses. But when you tally it against previous disclosures, it shows that GPU and infrastructure consumption specifically from OpenAI still drives between 65 to 70% of Microsoft's total AI business. Training platforms like ChatGPT and simply serving it to customers remains the cornerstone of Microsoft's AI business. That's potentially problematic and comes with a huge amount of risk.

Microsoft Azure is being displayed on a smartphone with a Windows blue screen visible in the background

Azure has turned Microsoft into an absolute powerhouse, but I would argue its AI bets still threaten that. (Image credit: Getty Images | NurPhoto)

On the gaming side, Call of Duty having an off year was enough to drive Xbox's total revenue down by 11%, leading to masses of layoffs. OpenAI, by comparison, is estimated to be losing anywhere between 10 and 20 billion dollars per year, on a comparatively modest $2-5 billion in revenue. OpenAI has a mountain of investors keeping it afloat right now, and Microsoft itself remains one of OpenAI's biggest backers, investing to the tune of billions in cash, infra, compute credits, and other instruments. On the face of it, Microsoft's AI bookings simply represent OpenAI's compute bill packaged as revenue.

It's not unheard of in business. Spotify ran losses for years until eventually becoming profitable (to the tune of billions, I might add). The idea is that you burn through debt, scale rapidly, change user behavior, and create new markets. Then, you lock people in and make them dependent, and start monetizing. Microsoft and OpenAI's other creditors are betting that one day, ChatGPT will become the default — an inescapable cornerstone of computing for billions of people.

But what if that doesn't happen?

What if people end up choosing Claude or Gemini over ChatGPT? What if regulatory scrutiny or public opinion sours ever further? What if elections are won on the promise of blocking new data centers, rather than enabling them?

Twitter screenshot: Sam Altman suggests using ChatGPT to generate podcasts for kids to listen to on the way to school. Alex Hirsch replies

Public perception of AI remains incredibly negative, owing to the damage data centers cause in communities, and the theft and destruction of art and human-created content. (Image credit: Alex Hirsch on X (Twitter))

The disclosures suggest that Microsoft's AI growth is inorganic and revolves almost entirely around training ChatGPT's models. If OpenAI imploded or decelerated, Microsoft would be on the hook for billions in sunk cost and enormous amounts of excess data center capacity.

There's no suggestion of a deceleration, quite the opposite — which is why the stock price has surged. But there's also little reason to believe that this entire segment is even vaguely organic.

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Microsoft is already trying to diversify by training its own "more efficient" MAI models for consumer applications while boosting external enterprise adoption. It's started to devote more attention to its legacy consumer businesses too, namely Xbox and Windows, as neglect therein becomes untenable. But none of this will save Microsoft or its shareholders if the so-called "AI bubble" well and truly does pop.

It'll be interesting to watch how CEO Satya Nadella navigates Microsoft through this somewhat unprecedented era.

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Satya Nadella with Sam Altman at a conference

Microsoft and OpenAI don't see eye to eye.

Confirmed: Xbox 'Platinum' completion achievements are coming "later this year"

Xbox is back with a flurry of updates for the Xbox Series X|S, including one headline act that I think will make many people very happy.

Today, Xbox revealed that it has acted on some of the top feedback requests from the Xbox Feedback site, including voice clip and party chat recording inside the Xbox game DVR. Recordings will now also capture your team mates' cries of valor or wails of defeat (if you enable it, that is), alongside other various Xbox system improvements.

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Microsoft has been on a bit of a tear with regards to fan feedback through 2026. It started delivering Xbox exclusives again, added the Xbox backward compatibility emulator to PC, and also reverted the much-hated Xbox Game Pass price hike from last year. And now, Xbox CEO Asha Sharma just confirmed one of the most-requested features for "later this year."

Team is working on something for later this year!August 5, 2026

Speaking on X (Twitter), Xbox CEO Asha Sharma replied to a fan "team is working on something for later this year," when asked if Microsoft would implement "Platinum"-styled completion achievements.

Players have been pining for an answer to PlayStation's platinum trophy system, which rewards players with a trophy for achieving 100% completion rates in games. Xbox games typically come with 1000 gamer score to earn per title, but there's no reward for acquiring all of the achievements.

I suspect Xbox was probably working out some of the finer details about how it would work in continuity with gamer score. Many games receive extra achievements post-launch, which would obviously remove your "100%" completion status. Perhaps you get the platinum achievement simply for hitting the base 1000 gamer score in the title? Who knows. Either way, it seems that Xbox will have an answer for it later this year!

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Xbox achievement banner saying "Finally, we're getting platinum achievements"

It's been 84 years ...

"It's a pretty cool part of the Xbox ecosystem," Larian explains why 'Baldur's Gate 3' hits Play Anywhere — as the service grows faster than ever

My favorite Xbox feature is having a bit of a moment in the sun.

The Xbox ecosystem is a lot better than people give it credit for in my view. Xbox Game Pass is still a fantastic deal for those who want to graze a large library of content. Xbox Cloud Gaming is more viable than ever for single-player games, and things like cloud saves remain free, while paid on other platforms.

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My favorite feature however is Xbox Play Anywhere. The ability to buy once, and take my games across Windows PCs, cloud, my laptop, Xbox Series X|S and Xbox Ally X handheld is a cornerstone of how I want to access games now. It's a vastly underrated feature, and something I think Microsoft could do a lot more to promote.

I was over the moon when I saw Larian announce Baldur's Gate 3 for Xbox Play Anywhere this week, in what has been a pretty great sprint for the service.

Baldur's Gate 3

Baldur's Gate 3 is one of the best RPGs of modern times. (Image credit: Larian Studios)

I sent Larian publishing lead Michael Douse a message and asked for comment on why Baldur's Gate 3 ended up hitting Xbox Play Anywhere, almost three years after its initial launch.

"We just did it because it's a pretty cool part of the Xbox ecosystem and it would mean a lot to the players who enjoy that ecosystem," Douse explained. "We had the resources & time and figured it would make a few folks happy."

Indeed, there's been a huge sprint of fantastic AAA games hitting Xbox Play Anywhere recently, including 007: First Light, Beast of Reincarnation, Hell is Us, Palworld 1.0, Dispatch, Subnautica 2, and many more. Upcoming we also have things like Blood of the Dawnwalker and Onimusha: Way of the Sword. Historically, games only hit Xbox Play Anywhere via Xbox Game Pass, but increasingly, developers are dropping Xbox Play Anywhere on a discretionary basis.

I also asked Sascha Reuter from Fullset about Project Neon, a classic SHMUP that originally launched on the Neo Geo. Project Neon has now been ported to Xbox Series X|S and other platforms, and is launching straight into Xbox Play Anywhere.

"We always love to give players as much bang for for their buck as we can," Reuter explained. "So adding all the versions was pretty much a no-brainer, so was to allow players to switch between their systems however they like."

Reuter told me that developing for Xbox Play Anywhere is as simple as "using a Dropbox folder," as developers can deliver app packages that target multiple platforms via Microsoft's developer back end. Reuter said that Xbox's API for designating a save folder is simple to set up for cross-platform saves, and prevents overwriting and handles syncing via Azure.

Microsoft last year revealed new APIs for cross-platform save syncing for developers who want to take their games even further afield beyond the Xbox ecosystem, as more and more of us go cross-platform.

Increasingly, it feels like developers are actively opting into Xbox Play Anywhere by default, but challenges remain.

The future of Xbox is PC

Xbox Helix logos

Xbox Helix is set to bridge the gap between Xbox and Windows. (Image credit: Windows Central)

Microsoft is doing a lot of work to bridge the gap between its Xbox and Windows ecosystems. Xbox Play Anywhere helps developers target Xbox customers regardless of platform, and Microsoft has long suggested games with Xbox Play Anywhere see higher sales and boosted retention.

Still, it's difficult to retroactively set up Xbox Play Anywhere. If codebases diverge too much across separate versions, applying Xbox Play Anywhere can create errors when synchronizing progress. Games like Fallout 76 have never received Xbox Play Anywhere support for that reason — although it's not unheard of. Resident Evil 8 gained Xbox Play Anywhere support several years after launch too, just like Baldur's Gate 3.

Some publishers perhaps simply don't seem to see the value in it. Ubisoft has begun offering free versions of some of its PC games to owners who already own the Xbox version, but Xbox achievements aren't supported on PC. EA doesn't offer any form of synchronicity at all between its Xbox and PC versions either.

Recent data suggests that Xbox Play Anywhere is seeing more organic adoption than ever, consistently hitting a 50% compatibility rate for newly released games. Microsoft's impending Xbox backward compatibility emulator on PC could see even more Xbox games hit PC via Play Anywhere by default, by virtue of the fact they're already Xbox games regardless.

I love this feature, so it's great to see more developers opt-in. Hopefully, we're starting to see

Baldur's Gate 3 and Project Neon are available to buy now on Xbox Play Anywhere, across Xbox PC and Xbox Series X|S.

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Baldur's Gate 3 on Xbox Ally X

The Xbox Ally X has been an incredible companion for Xbox and PC gamers alike.

No, Xbox isn't quitting Steam — but it IS doubling down on PC gaming. Here's how.

Something I said on our Xbox Two Podcast this weekend was taken a little bit out of context by some news aggregates, and it led to rumors that Microsoft was exploring quitting Steam. They are absolutely not exploring that (right now), but there is good reason to think Microsoft is evaluating how it engages with Windows gaming all up.

Someone superchatted in during the live show and asked if there was a scenario where Xbox would ever quit Steam. Microsoft has been re-engaging with exclusive content as of late, with Gears of War: E-Day being the tip of that spear. It'll be exclusively on Xbox Series X|S on console, removing PlayStation from the equation. It is, however, still launching on Steam on PC, in addition to Xbox PC.

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PC gaming seems to be core to Xbox's future. Xbox Helix is going to be a gaming PC in essence, and component prices are making the Xbox Series X|S a non-starter for many. At least for the duration of the memory crisis, Microsoft likely isn't expecting to sell a ton of its own hardware. So, targeting users where they already are, without completely exiting the hardware landscape, is likely the play for now.

So, given that Microsoft literally owns Windows, how are they hoping to corner a bigger piece of the lucrative PC gaming market, even if it doesn't mean undermining Steam directly?

Xbox will continue to support Steam, but it's planning to expand its PC business too

Google on Steam Deck: Library.

Is Microsoft starting to see SteamOS as a legitimate threat? (Image credit: Rebecca Spear / Windows Central)

Xbox Game Pass remains core to how Microsoft plans to show up on PC. Game Pass is designed to capture a separate audience from Steam, targeting users who are perhaps more inclined to otherwise stick to free-to-play titles or seek savings in as many ways as possible.

Xbox is still investing a ton in improving the Xbox PC app, which now sports Xbox Mode on Xbox handhelds and Windows 11 PCs, turning your desktop environment into a more optimized, controller-focused interface. The Windows 11 team wrote just last week about how it intends to further boost the OS for gaming and optimization in general. We live in a world where Linux and SteamOS seem to offer significant gaming performance gains by simple virtue of not being Windows — Microsoft absolutely wants to solve that gap.

But furthermore, I've received information from multiple trusted sources that Microsoft and Blizzard have been planning to open Battle.net up to third-party developers. It's unclear if that's still the plan under new Xbox CEO Asha Sharma, but so far, I'm not yet seeing evidence that the plans here were canceled.

Battle.net on Windows

With Xbox PC, the Minecraft Launcher, and Battle.net combined, Microsoft already has a sizeable presence on PC. (Image credit: Windows Central)

Battle.net boasts enormous monthly active users in its own right, and technically has its own "exclusives" in the form of World of Warcraft, Heroes of the Storm, and some other Blizzard classics.

Microsoft already tested launching some Xbox games through Battle.net, including Avowed, The Outer Worlds 2, and DOOM: The Dark Ages. It seems Battle.net is being redesigned to offer more third-party content beyond the Microsoft ecosystem in the future, while still acting as the primary delivery platform for Blizzard games like Diablo IV and Overwatch.

Battle.net and the Xbox PC app already form a "bridge" of sorts via Xbox PC's plugins section. Microsoft is also working with publishers like Ubisoft and EA to integrate their own PC stores to give publishers the opportunity to deliver their content directly while integrating Xbox Series X|S, Xbox Cloud, and Xbox PC ecosystems and features. Ubisoft announced last week that owners of some Xbox Series X|S console games will receive their Xbox PC versions for free, for example, and it's likely the program there will expand over time.

Fortnite PC

Xbox PC has improved a ton in recent years. Dare I say it, it's actually a truly viable alternative for basic PC gaming now. (Image credit: Windows Central | Jez Corden)

There's a lot of unknowns here, of course. There are some gaps and pitfalls when it comes to third-party titles on the Xbox PC store. Diablo IV, for example, doesn't support Xbox Play Anywhere, meaning users have to buy DLC multiple times for multiple platforms. Ubisoft games on PC don't support Xbox achievements either, even though you can sync your progress on some games to Xbox Series X|S devices.

Just how seamless the synchronicity between platforms will be remains to be seen, but the core of it is pretty simple: it's about giving developers more options for selling games, and putting more games in front of users where they already are on PC. The PC market is pretty fragmented given its open nature, with different launchers, stores, and platforms competing for attention. Xbox is trying to make it more seamless for PC players who want the integrations using its plug-in systems, while also leveraging the platforms it already has to create more opportunities for developers in general.

Blizzard games are generally seasonal in delivery, so it's a potential win for Xbox if, during typical patch cycles, Blizzard gamers pick up another game inside the ecosystem rather than leave for something external on the Riot Client, Epic Games Store, HoYoverse launcher, or wherever else.

Positron and Xbox emulation on PC

Xbox announces back compat for PC, with Blinx, Fusion Frenzy, Crimson Skies, and Conker leading the charge.

This is just the start. (Image credit: Microsoft)

Microsoft is also known to be creating a bridge between console and PC with its Positron platform.

Xbox "Positron" is a system designed to help gamers convert disc-based games into digital licenses. If those games support Xbox Play Anywhere (and up to 50% of new releases currently do these days), then you will also get the PC version of any Xbox Series X|S disc-based game you connect to your Microsoft Account.

Sources suggest to me that Positron is expected to be revealed some time in August as Microsoft works out some of the finer details. It won't support every single game on Xbox 360, Series X|S, and Xbox One, but it will support a significant amount of titles pending licensing hurdles and agreements with publishers.

Another tool Microsoft is using to grow its presence on PC is the unassuming backwards compatibility emulator we saw ship a few weeks ago.

Xbox Ally X handheld on a table

Finding users where they are has become core to Xbox's recent strategy, although it clearly doesn't want to sacrifice its own ecosystem in the process. (Image credit: Windows Central | Jez Corden)

Xbox has arguably been a leader in the digital preservation space, ensuring games from decades ago still function on modern systems. In some cases, the only way to play certain old school games has been on Xbox consoles via backward compatibility. But Microsoft is planning to expand that even further to include PC gamers in the mix as well.

For now, the Xbox backward compatibility emulator on PC includes four OG Xbox games, including Conker, Blinx, and Crimson Skies. Future plans also include Xbox 360 games, which could light up some major classics that have, in some cases, up to now, been completely locked to consoles.

It would help Microsoft close some big gaps in its PC ecosystem, which came in pretty late and is sadly still missing out on mountains of classic games. It would also help Xbox gain access to a wealth of new content that would potentially perform better on lower-end handheld devices, such as the Xbox Ally S, in a universe where hardware prices have become truly insane.

Lots of potential, but polish is paramount

Xbox Cloud Gaming on an Xbox Ally X handheld

Xbox PC, Xbox handhelds, Xbox cloud gaming, Xbox Series X|S — Xbox's sprawling network is battling to find new users more seriously than ever. (Image credit: Windows Central | Jez Corden)

Xbox's history with PC gaming has been checkered, to say the least. PC gamers of a certain age still call back to the dark days of Games for Windows Live. Even those who might've dabbled more recently lament Xbox PC's feature and app gaps when compared to Steam.

On lower-end devices especially, the Xbox PC store is still not as performant as it probably should be, especially on that initial load. The Xbox PC store search functionality isn't particularly great either, and curation is a mixed bag. It's hard to find new games at times, and many games to this day still skip the platform, even though Xbox PC offers a far more generous cut than Steam does.

The Xbox PC store has improved by a huge amount, and now probably represents roughly 50% of my play time. I'm currently bouncing between Xbox Series X|S and Xbox Ally X while playing Hell is Us, for example, and many upcoming major AAA titles like Blood of the Dawnwalker and Onimusha from Capcom do support Xbox Play Anywhere.

Indie developers still aren't huge fans of the Xbox PC platform either, sadly, with long certification times and difficult policies making shipping on Xbox PC needlessly complex. Without some form of Game Pass deal, it seems many indie developers simply don't think it's worth the effort.

It'll be interesting to see what Xbox does to continue improving adoption on their end, and particularly how Battle.net handles some of this stuff in the future (if plans don't change under new CEO Asha Sharma). None of it means Xbox will walk away from Steam; there's simply too much money to be left on the table. PC has long been a place of platform plurality, and Xbox is seemingly embracing that aspect of Windows gaming in a big way.

RELATED: Xbox Helix and Steam — does it still make sense?

If it works, could Microsoft look to a future where it focuses on its own platforms rather than Steam or Epic Games? It's perhaps a window at best, but not likely in the medium or even long term. But given how Microsoft is pressuring Xbox to deliver bigger margins at all costs, I suspect today's incarnation of Xbox would be less philosophically inclined towards supporting Steam if it felt it didn't have to. But that's just my (potentially cynical) opinion.

As far as I know, Xbox has no plans whatsoever to quit Steam, even as it doubles up on Xbox PC and potentially Battle.net as store destinations for its developer ecosystem.

All of this is before we learn more about Xbox Helix, and how Microsoft plans to bridge the console and PC ecosystems with its own hardware ... More competition should be good for consumers, at least in theory. Ideally, whether you're on Steam or not, Microsoft's boosted attention towards Windows should improve PC gaming in general.

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Xbox PC app and Steam on a Windows desktop

Xbox is getting serious about PC gaming.

Microsoft's most-underrated gaming feature is steadily gaining traction, but big gaps remain — Xbox Play Anywhere report card

I have become one of the world's only Xbox Ally-first gamers, and as you might expect, I'm a big fan of Xbox Play Anywhere.

For those who don't know, Xbox Play Anywhere is a truly remarkable program by which Xbox Series X|S and Xbox PC players get both the PC and console version of a game on a single purchase. In an era where digital rights and preservation have become central, the fact a huge chunk of my Xbox console library is playable on any Windows PC is something that is probably critically overlooked.

It's a great service in particular for the Xbox Ally handheld range, but it's true that many, many games simply don't support the feature. Support has been generally inconsistent, despite some big wins throughout the past couple of years.

New data shows that Xbox Play Anywhere support is still improving, but there's still a ton of work to be done here.

Chart showing a steady increase in the amount of games with Xbox Play Anywhere

The ratio of games supporting Xbox Play Anywhere continues to increase, but Microsoft needs to do more to land some of the "bigger" titles (via KoreaXboxNews). (Image credit: KoreaXboxNews @ X (Twitter))

Korean Xbox resource @KoreaXboxNews has been manually tracking the ratio of games that support Xbox Play Anywhere throughout 2026, and the general trend has been pretty impressive.

Microsoft lists new games on the Xbox Store page and lets you filter games by the features they support. KoreaXboxNews' data shows that Microsoft is steadily approaching a ~50% ratio for new games launching that allow users to buy once and then play anywhere.

Microsoft indeed landed some big AAA wins in this regard recently. IO Interactive's 007: First Light was particularly notable. Typically, Microsoft requests that Xbox Game Pass partners deliver titles with Xbox Play Anywhere in exchange for the funding deal. 007: First Light was notable for the fact it was a rare AAA game that opted for Xbox Play Anywhere without any form of discernible incentive.

007: First Light review screenshots from Xbox Series X

007: First Light brought its considerable assets to Xbox Play Anywhere this year, and ran really great on Xbox Ally devices. (Image credit: Windows Central)

Other major Xbox Play Anywhere wins recently include Hell is Us, Palworld 1.0, Subnautica 2, Arc Raiders, Cronos: The New Dawn, STALKER 2, Persona 4 Revival, Final Fantasy Resonance, Valor Mortis, Control Resonant, Onimusha: Way of the Sword, Blood of the Dawnwalker, Beast of Reincarnation, and many more. Although there have been some downsides too.

Ubisoft continues to be a particular frustration in this area. Ubisoft+ Classics is an Xbox Game Pass benefit, but the PC versions come with no achievements, inconsistent cloud save support, and a Ubisoft Connect PC app requirement that offers no discernible benefits to the player. Some games that were formerly Xbox Play Anywhere, including Resident Evil 7, and Mortal Shell, have irritatingly dropped Xbox Play Anywhere for their sequels. Although sometimes support has arrived post-launch or post-announcement. Aliens Fireteam Elite 2 was certified for Xbox Play Anywhere recently, despite not initially including it.

There's also no real benefit for developers to offer Xbox Play Anywhere on older games. We have seen older games arrive on Xbox Play Anywhere with a Game Pass deal, such as Resident Evil Village, but there are so many classics and new games alike that may likely never arrive. Even many of Microsoft's own back catalog have never been ported to Xbox Play Anywhere, and if Xbox itself doesn't think it's worth it — why should third-party developers?

Crimson Desert on Xbox PC store listing

Many AAA hits are adopting Xbox PC, but many many others are not. Indie developers in particular seem to have a tough time justifying the work involved to bring their games to Xbox on PC. (Image credit: Windows Central | Jez Corden)

Xbox Play Anywhere is one of the best features of the Xbox ecosystem in my view, and it's great to see more upcoming titles adopt it out of the box.

RELATED: Best Xbox Ally accessories

Clearly more work needs to be done to convince third-party developers that it's worthwhile. Games sold on Xbox PC deliver more revenue to developers than Steam does, and longer term, building up a credible PC store alternative to Steam would benefit creators in the industry in the long run. I'd argue Microsoft should continue to invest in shouldering some of the burden to support developers willing to support Xbox PC, but Xbox already has its work cut out with a variety of other problems.

It's unclear if hoping developers will "organically" support Xbox Play Anywhere and Xbox PC in general will be enough in the long term.

Do you use Xbox Play Anywhere? What games are missing from the platform? What could Microsoft do to improve adoption? Let us know your thoughts in the comments!

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Xbox Play Anywhere logo on an Xbox Ally handheld

Xbox Play Anywhere is awesome, but not a lot of devs want to support it.

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