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Call of Duty: Modern Warfare 2 now supports cross-play without any console mods

I honestly wasn't sure where to begin, or even how this is remotely possible, but here we are in 2026: Call of Duty: Modern Warfare 2, a 17-year-old game, now has full cross-play between PlayStation 3, Xbox 360, and PC with absolutely zero modding required.

Developed by @ClassicsGG on X (formerly Twitter), the project is now live. For more details, you can join their Discord. It hasn’t been all smooth sailing, though. The original clip was taken down due to a copyright claim; whether that claim was legitimate or not, it's worth mentioning.

Modern Warfare 2 cross-play sounds impossible, but it works

I find this whole endeavor incredibly ambitious. There’s a full page dedicated to explaining how it works. For example, if you’re on Xbox 360 and want to join a cross-play lobby, you need to:

  • Search for the Team Tactical Playlist.
  • Or find the host’s gamertag (classicsgg) on Xbox Live and join their session.
  • Or send Classicsgg an Xbox Live message or game invite, and they’ll send one back.

That said, joining their Discord seems like the best bet to get things working. Still, it’s incredible that this is even possible. I have fond memories of the older Call of Duty titles; they definitely helped shape my early years of online gaming.

I remember when cross-play between consoles was first being introduced during the Xbox One and PS4 era for Fortnite. It was rather exciting. Being able to play across platforms was pretty cool, even though Sony threw a fit at the thought of it, complete with its mandatory cross-platform revenue share system.

Now, whether this project was pushed through thanks to AI or not, I really don't know for sure, but AI is often the propelling factor with things like this these days. That said, seeing cross-play without the need for mods on a nearly two-decade-old game is a use case I can get behind. Fair warning, though: PC players are a bit out of luck and will require a subscription to the Classics Discord server to help deter and prevent cheating.

Let me know whether you find this as cool as I do by leaving a comment and taking part in our poll below:

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Final Fantasy VII Remake is finally coming to Xbox Game Pass in October's wave

Final Fantasy fans on Xbox are eating good this month. Not only do we have the Final Fantasy Resonance (which I personally found to be amazing) coming out this week, but Microsoft has announced (via Xbox Wire) that Final Fantasy VII Remake Intergrade is finally coming to Xbox Game Pass as part of its latest batch of new games.

The batch also includes some more niche titles like Planets Vs. Zombies: Replanted and The Séance of Blake Manor, but Final Fantasy VII Remake Intergrade is the star of the show.

Here's the full list of games coming and leaving Xbox Game Pass for the second half of October 2026.

Game

Date Available

Available on (Game Pass versions)

Sandustry (Game Preview)

October 21, 2026

PC (Ultimate, Premium, PC Game Pass)

Dodo Duckie

October 22, 2026

Cloud, Xbox Series X|S, and PC (Premium, Ultimate and PC Game Pass)

Scramble Knights Online (Game Preview)

October 22, 2026

Cloud, Xbox Series X|S, and PC (Ultimate and PC Game Pass)

The Séance of Blake Manor

October 27, 2026

Cloud, Xbox Series X|S, and PC (Premium, Ultimate and PC Game Pass)

Final Fantasy VII Remake Intergrade

October 29, 2026

Cloud, Xbox Series X|S, and PC (Premium, Ultimate and PC Game Pass)

Plants vs. Zombies: Replanted

October 29, 2026

Cloud, Console, and PC (Ultimate and PC Game Pass)

Terrible Lizards 

October 29, 2026

Cloud, Xbox Series X|S, and PC (Ultimate and PC Game Pass)

Pit of Goblin

November 3, 2026

Cloud, Xbox Series X|S, and PC (Ultimate and PC Game Pass)

Games leaving Xbox Game Pass (October 31)

  • Day of the Tentacle Remastered (Cloud, Console, and PC)
  • Dead Static Drive (Cloud, Console, and PC)
  • Deep Rock Galactic (Cloud, Console, and PC)
  • Full Throttle Remastered (Cloud, Console, and PC)
  • Grim Fandango Remastered (Cloud, Console, and PC)
  • Lara Croft and the Temple of Osiris (Cloud, Console, and PC)
  • Lego Star Wars: The Skywalker Saga (Cloud, Console, and PC)
  • Wartales (Cloud, Console, and PC)
  • Wildgate (Cloud, Console, and PC)

Games leaving Xbox Game Pass (November 10)

  • Football Manager 26 (PC)
  • Football Manager 26 – Console Edition (Cloud, Console, and PC)

Windows Central's take

Final Fantasy VII Remake Intergrade is an action-RPG reimagining of the classic 1990s JRPG, Final Fantasy VII, that tells the beginning of Cloud's journey to save his planet from destruction at the hands of the evil megacorp Shinra and the megalomaniacal Sephiroth.

While I prefer the PC version of Final Fantasy VII Remake Intergrade for its hilarious mods featuring Darth Vader, I can't deny that it coming to Xbox Game Pass finally feels like a satisfying full-circle moment.

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We've gone from speculating about rumors of an Xbox version for years, to Square Enix announcing Final Fantasy VII Remake Intergrade's Xbox port while shadow-dropping Final Fantasy XVI's Xbox port, to making the entire Final Fantasy VII Remake trilogy available on Xbox, and now this.

With its inclusion in Xbox Game Pass, Xbox fans will now have more ways to enjoy Final Fantasy VII Remake Intergrade's thrilling combat, complex characters, and in-depth story.

Plus, it will serve as a great appetizer for Final Fantasy VII Rebirth's eventual inclusion in Xbox Game Pass and the epic finale of the FF7 Remake trilogy, Final Fantasy VII: Revelations, which will drop on April 8, 2027, for Xbox Series X|S (with Xbox Play Anywhere support), PlayStation 5, Nintendo Switch 2, and PC via Steam.

FINAL FANTASY VII Remake Series Trilogy Edition (Xbox): $84.99

Embark on an epic journey through the entire reimagining of one of the greatest JRPGs of all time with the FINAL FANTASY VII Remake Series Trilogy Edition, which features Final Fantasy VII Remake Intergrade, Final Fantasy VII Rebirth, and Final Fantasy VII Revelation.

• Xbox Store
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When will Xbox Series X|S and Xbox Ally get FSR 4.1? Sooner than you think!

Xbox Ally and Xbox Series X|S consoles are about to get a big AMD-shaped boost.

Yesterday, AMD and Microsoft revealed that FSR 4.1 is coming to the entire suite of current-gen Xbox devices. That includes Xbox Ally (base model), Xbox Ally X, and Xbox Series X|S consoles.

FSR 4.1 is an upscaling technology that allows games to render images at a lower resolution, passing overhead to performance. Then, FSR 4.1 upscales the image to create a sharper image, granting the appearance of higher native resolution. Technologies like FSR and DLSS have been boosting the lifespan of older and less-powerful hardware for some time now, and given the on-going RAMpocalypse and component crisis, anything that extends the usability of more affordable hardware is a win in my book.

But, when can we expect to get our hands (and eyes) on it? Here's what our sources are telling us so far.

FSR 4.1 will become available to Xbox Series X|S game developers in the next couple of weeks. Some partner developers have already had early access in preview builds, and will enable FSR 4.1 earlier than others. In the AMD video above, the firm used Blood of Dawnwalker to demonstrates FSR 4.1 boosts on Xbox Ally devices, so you can probably expect that to be among the first batch.

For Xbox Ally X and the Xbox Ally base model, AMD and ASUS will ship updated drives to the Armoury Crate's new "Preview Update" segment by Friday, Oct 23. The new preview segment which lets users test out early builds if they don't mind risking some bugs and polish, similar to the Xbox and Windows Insider programs.

AMD confirms FSR upscaling 4.1 is coming to Xbox Series X|S and both Xbox Ally models.

(Image credit: AMD)

Developers that have enabled FSR 4.1 on existing PC games will automatically get enhanced when the drivers go live on Xbox Ally devices.

On Xbox Series X|S console, FSR 4.1 won't be retroactively injected into existing games. Developers will have to implement it into their existing games via updates, or support it out of the box in future games.

Sources tell me that there is a "handful" of FSR 4.1-enhanced titles slated for the holiday season on Xbox Series X|S, with a steady feed of new games gaining FSR 4.1 throughout 2027 and beyond.

Blood of Dawnwalker with FSR 4.1

FSR 4.1 upscaling is a big leap over previous versions. (Image credit: AMD)

FSR 4.1 should provide a meaningful quality bump for all sorts of games across Xbox Series X|S and Xbox Ally X and the base model, but perhaps more so on the lower-end devices. The Xbox Series S has been notorious for performance trade offs, with developers struggling with the irregular RAM allocation.

Games on Xbox Series X|S that presently trade resolution down for frame rates should get noticeably sharper even in performance mode when implemented.

People have been using apps like Optiscaler on Github to inject FSR 4 on devices like the Steam Deck, and the results have been impressive, but setting it up can be a chore. Native, official support should bring a ton of performance benefits for the Xbox range across the board without the headaches of using workarounds.

As soon as it's available, I'll be demonstrating how it all works in practice right here on Windows Central.

The big question is ... will GTA 6 support it? Time will tell.

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Windows PC games are running natively on iPhone — without any jailbreak

I’ve already seen Windows games running on Android, and while I found that impressive, it wasn’t entirely out of the realm of possibility. Android is a relatively open ecosystem, and it’s technically Linux underneath, so given that modern hardware is more than capable, the leap wasn’t as massive as it first appeared.

Running Windows games on an iPhone, however, is a different story. Apple’s ecosystem has opened its door a notch or two over the past few years, but I never imagined it had opened enough to allow Windows gaming to run directly on the hardware.

Fortunately, I just so happened to stumble across a GitHub repository, PlayPort. Created by playportdev with contributions from Claude — because of course, everything uses AI now, but regardless — PlayPort is able to run Steam, GOG, or Epic Games titles directly on your iPhone.

So far, Portal 2, Hollow Knight, and even The Witcher 3 are all working at relatively playable framerates. According to the project’s documentation, Portal 2 specifically hits about 60 FPS at 720p, with each 32-bit game getting its own 4 GB memory window to work with.

Playing Windows games on an iPhone isn't exactly straightforward

Portal 2 running at nearly 60 FPS on an iPhone using PlayPort, with performance statistics displayed in the top-right corner.

Portal 2 running at 720p and nearly 60 FPS on an iPhone through PlayPort. (Image credit: PlayPort)

Installation is not the simplest process. You have to sideload the PlayPort app onto your device, enable Developer Mode, and be familiar with JIT to get it enabled. There’s also a catch: If you use a free Apple ID to sign the app, it only lasts for seven days. You’ll need to re-sign it once a week, though your games and saves remain on the phone.

Honestly, I am impressed. I was just as impressed to see Game Pass games working on a Steam Deck, which gives me hope that, who knows, maybe one day we’ll see Game Pass running on an iPhone with the ability to install and play games directly off the service. Heck, I doubt we’ll have to wait too long before something like that exists for Android at the rate things are progressing.

If all that eventually comes to pass, I’ll be sure to shed a tear, as I often do over what could have been for Windows Phone, but alas. Projects like these are super cool, brute-forced by AI or not. I’m all for more ways for people to play and access their library of games.

Let me know how you feel about this. Would you try it, or is it more so just cool to see? Let me know in the comments, and be sure to take part in our poll!

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Cyberpunk 2077 finally gets dual-wielding weapon and more in a new update this week

The long-awaited second season of Cyberpunk: Edgerunners has arrived on Netflix, ready to take viewers on another dark journey through Night City filled with violence, introspection, and vengeance.

To celebrate, CD Projekt Red has announced that it will update Cyberpunk 2077 this week, on October 22, 2026, with a new patch called the "Cyberpunk: Edgerunners 2 Update (2.5)".

New Edgerunners, new chrome, new playstyle? Sounds like we need another REDstreams!Join us this Wednesday, October 21st at 5 PM CEST for a closer look at Cyberpunk: Edgerunners 2 Update (2.5) and some of the features coming to Cyberpunk 2077. We're talking cyberware customization, a new dual-wielding playstyle, and more!Tune in on Twitch, YouTube or Steam:📺 https://t.co/crpXzrC6VR 📺 https://t.co/gQnOGLaa0IOctober 20, 2026

All CD Projekt Red has revealed about the 2.5 update thus far is that it will bring new gameplay features like Cyberware customization and a dual-wielding playstyle to Cyberpunk 2077.

As for the rest of the update's content, you will tune in to CD Projekt Red's REDStream via their official Twitch and YouTube channels and Steam on October 21, 2026, where the developers will unload more details regarding the "Cyberpunk: Edgerunners 2 Update (2.5)."

Are you ready for one more journey into Night City with this update?

Honestly, it's kind of shocking that the player couldn't dual-wield weapons in Cyberpunk 2077 until this update got announced, especially when many characters in the game (including our good old pal, Jackie Wells) are able to.

The closest approximation we had for dual-wielding weapons until now was the Mantis Blade Cyberware upgrade that granted the use of robot Mantis arms to stab people with.

Hopefully this update means I can finally get to gun down enemies while dual-wielding submachine guns or bash Adam Smasher's head in while dual-wielding hammers.

Either way, I'm curious to see what Cyberpunk 2077's update will bring and how it will tie into Cyberpunk: Edgerunners Season 2.

Cyberpunk 2077: Ultimate Edition (PC, GOG): was $59.99 now $22.99

Fight, kill, and survive the dystopian nightmare of Night City and become a legend in the hit open-world RPG, Cyberpunk 2077. The Ultimate Edition combines the base game with its Phantom Liberty DLC into one definitive package.

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Forza Horizon is reportedly banning users for anime car liveries — what's going on?

Over the past couple of weeks, I've been investigating an apparent wave of undeserved bans across the Forza Horizon community on Xbox, particularly in Japan.

Japan has a strong and unique car culture, and Playground Games acknowledged that Japan has been the most-requested setting for their popular Forza Horizon franchise. Forza Horizon is now in its 6th installment, which is currently available exclusively on Xbox Series X|S and PC.

Indeed, general Xbox adoption in Japan has generally been anemic at best. Microsoft has historically struggled to compete against PlayStation and Nintendo in the region for a variety of reasons. Microsoft's U.S.-centricity has long prevented it from achieving reasonable penetration outside of its traditional English-first markets.

Forza Horizon set in Japan should've been a chance to change Xbox's fortunes in at least one region, but the RAMpocalypse has put a stop to that. But even beyond simply maintaining Xbox Series X|S stock levels, Microsoft has drawn the ire of some Japanese Forza Horizon players, who have once again put a spotlight on its haphazard community management systems.

Ban waves have been hitting some Forza Horizon 6 players in Japan and beyond over anime-styled skins

Forza Horizon livery with anime stylings

Itasha (痛車) liveries have been catching bans, even if the liveries seem generally harmless. (Image credit: @vinylkotuosiete)

Japanese "Itasha (痛車)" user-generated liveries seem to be at the center of the ban waves Playground Games has been handing out for Forza Horizon 6 players.

Itasha is a car subculture, literally meaning "painful car," ironically celebrating overly flashy or "cringy" car liveries. The culture represents a nexus of sorts between car culture and anime culture, going all the way back to the 1980s.

As vinyl printing got more sophisticated and affordable, full-blown car skins became prevalent in Japan and even in the West, with otakus with more money than perhaps good taste (or armed with a strong sense of irony) jumping on board. Even major brands have been on the trend in recent years, too.

Naturally, since Forza Horizon 6 allows users to generate their own custom designs, Itasha car culture has proliferated within the game as well. However, sometimes the designs have fallen afoul of Forza Horizon's "E for Everyone" rating. Or at least, on paper.

Forza Horizon Itasha livery

While some of the skins are pretty clearly not suitable for "E for Everyone" ESRB ratings, others caught in the ban were using very mild skins. (Image credit: @vinylkotuosiete)

Some of the skins that have caught bans are pretty clearly in violation of the policies like the above, but others seem relatively innocuous, making users wonder if Microsoft is being a bit heavy-handed.

One user told me that they had been banned for a month, potentially for the above livery, which they had designed and then kept in storage. I say potentially, because Forza doesn't exactly tell you why you've been banned or for which livery.

"This game has a forum for appealing penalties, and although I submitted a post there, I haven't received a reply in over a month," he said. "Consequently, I have no idea which livery caused my ban."

"Furthermore, there are people who received harsher penalties than I did—such as permanent bans or device bans—despite creating vinyls featuring female characters that were clearly less revealing than mine."

Other livery creators have seen their entire Xbox accounts permanently banned without so much of an explanation. If you live in the U.S. or UK and have ever had to deal with Microsoft's Kafka-esque AI-powered support systems, imagine how much worse they are outside of Microsoft's core markets. There's little viable recourse to appeal bans, seemingly, and Microsoft's systems aren't transparent enough about the reasons as to why a user might catch a ban, permanent or temporary.

FH6における性的表現の規制と、運営ポリシーの不明確さについてイギリスと日本では、性的表現に対する認識や許容範囲に大きな隔たりがあると感じています。グローバル展開するゲームにおいて、この文化的な認識の違いが十分に考慮されていないことは、問題ではないでしょうか。イギリスでは、子供っぽく見えるアバターを使用しているだけで逮捕されることがある、という話を耳にします。一方、日本ではテレビやSNS、公共の場でも、水着姿のゲーム・アニメキャラクターを目にすることは珍しくありません。現在FH6とコラボしているセブン-イレブンでも、グラビアが掲載された少年誌が普通に販売されています。もちろん、各国の法律やゲーム運営の規約は別のものです。しかし、こうした文化的背景の違いを考慮せずに一律の基準を適用すれば、認識の食い違いが生じるのは当然だと思います。9月のBAN祭りの前日に追加されたとされる運営ポリシーでは、痛車そのものは禁止しない一方、以下のような表現を禁止対象としています。胸元・臀部など、特定の身体部位を強調する構図性的なポーズ、身振り、表情露骨な性描写や性器の描写下着・水着姿のキャラクター露骨な性描写や性器の描写が禁止対象となることは理解できます。しかし、それ以外の基準については、具体的な判断基準が不明確です。例えば、「胸元・臀部など、特定の身体部位を強調する構図」とは、該当する部位だけを切り取ったアップの構図を指すのでしょうか。それとも、キャラクターの全身が描かれていても、胸元や臀部が認識できる時点で問題になるのでしょうか。「性的なポーズ、身振り、表情」についても、文化圏によって表現の受け止め方は異なります。ある国では性的な表現と認識されるものが、別の国では一般的なキャラクター表現として受け入れられている場合もあります。こうした違いを、どのような基準で判断するのでしょうか。また、下着や水着姿のキャラクターは、一律に禁止されるのでしょうか。それとも、性的な演出を伴う場合に限られるのでしょうか。もともとアニメやゲームの公式デザインとして存在するキャラクターであっても、同様に禁止対象となるのでしょうか。このような疑問に対する明確な説明がなく、公式資料を確認しても判断できないのであれば、日本の感覚では問題ないと思えるデザインであっても、運営の判断では違反とされる事態が頻発するのではないでしょうか。さらに、規制の対象となる行為そのものについても、明確な説明が必要です。自作したリバリーを使用する場合と、ゲーム内で公開されていた他人の作品を偶然ダウンロードして使用する場合とでは、行為の性質が異なります。制作・公開した本人と、単にダウンロードしただけのプレイヤーを、同じ基準で処分するのでしょうか。また、ソロモードで使用する場合も違反となるのでしょうか。オンラインの道路やレースで他のプレイヤーに見せることなく、外部からの閲覧を制限したガレージ内に展示し、自分で鑑賞するだけでも処分対象になるのでしょうか。それとも、単に所持しているだけで違反となるのでしょうか。こうした点が明確でない以上、プレイヤーは何をすれば違反になるのか、どこまでなら許されるのかを判断できません。今回、当事者となった自分としては、運営に対して以下の点を再考・改善するよう求めていただきたいと考えています。1. 文化圏ごとの表現の違いへの配慮グローバルなゲームの規約が、各文化圏における表現の違いを十分に吸収できていない現状を改善すること。世界共通の基準を設けるのであれば、その基準が各国の文化や表現慣習とどのように折り合いをつけるのか、運営として明確な方針を示す必要があります。2. 表現基準の明確化何が性的な強調に該当し、何が許容されるのかについて、具体例を交えて判定基準を補足すること。胸元や臀部の強調、水着姿、性的と判断されるポーズや表情などについて、禁止例だけでなく許容例も提示し、一般のプレイヤーが事前に判断できるようわかりやすく明示するべきです。3. 文化的文脈を考慮した説明日本のアニメ・ゲーム文化で一般的に見られる表現を、世界共通の基準のもとでどこまで許容するのか、一般ユーザーにも理解できる形で公開すること。公式作品に登場するキャラクターのデザインであっても禁止対象となるのかなど、プレイヤーが特に判断に迷う点について、明確な説明を求めます。4. 制裁の比例性と透明性の確保軽微な違反、判断が分かれる表現、悪質で露骨な性的コンテンツを区別し、違反の重大度に応じた処分を行うこと。さらに、個々の処分について、どの表現が、どの規約の、どの項目に違反したのかを具体的に説明する必要があります。判断に異議がある場合に、適切な再審査を受けられる仕組みも重要です。これらの問題が改善されない限り、プレイヤーは常に通報やBANを恐れながら活動することになります。本来、FH6は車を走らせるだけでなく、自分の好きなデザインを制作し、共有し、他のプレイヤーと交流することも楽しみの一つであるはずです。痛車の制作や鑑賞も、そのクリエイティブな楽しみを支える重要な要素です。しかし、規約の境界線が曖昧なまま重い処分を受ける可能性があるのであれば、プレイヤーが自主的に表現を控えるようになるのは当然です。結果として、リバリー制作や交流といった創造的な活動が衰退し、プレイリストを消化するだけのゲームになってしまうのではないでしょうか。必要なのは、性的表現を無制限に認めることではありません。何が禁止され、何が許容されるのかを明確にし、プレイヤーが納得できる基準と、公平で透明性のある運営を実現することです。それができなければ、プレイヤーの創作意欲を損ない、Forzaシリーズが長年培ってきたリバリー文化そのものを衰退させることにつながると考えます。October 11, 2026

Some users have speculated that Forza Horizon is using some form of auto-banning system, AI-powered or otherwise, handing out false bans. There are also conspiracy theories of mass reporting to trigger the automated ban systems. Forza Horizon's Code of Conduct claims that all reports are reviewed by a human moderator and now contains a segment regarding "Itasha-style" designs.

"Itasha-style designs are permitted; however, explicit sexual content and sexually suggestive content are forbidden. While we cannot show specific examples of suggestive imagery in this article, designs that depict provocative poses, associated gestures and facial expressions, and attention to specific body parts can be examples of suggestive imagery."

The problem here could pertain to a lack of "specific examples" more than likely. When it comes to art, what could be deemed "sexually suggestive" is subjective across cultures and demographics. But it also continues a general trend of Microsoft's opaque systems for enforcement across its platforms.

A former Xbox staffer told me that the teams that handle moderation within Forza and other games had effectively been gutted by Microsoft's layoffs, leaving a big gap for community management in general across Microsoft's platforms.

Indeed, even beyond the Itasha ban waves, I've been investigating hacked Xbox users being locked out of their accounts due to the way Microsoft handles account support for Xbox as well, and the above could just be symptomatic of overstretched staff unable to handle the workload placed upon them.

The situation underpins Microsoft's struggles in Japan, but also account management systems in general

Forza Horizon 6 screenshot of

Forza Horizon 6 is spectacular, but it hasn't been plain sailing post-launch. (Image credit: Michael Hoglund)

Microsoft has struggled to get Xbox stock to its main markets, let alone some of its smaller markets like Europe, the Middle East, and indeed, Japan itself. But there's a cultural issue too. Microsoft generally doesn't make or publish games that have strong appeal outside of its U.S.-centric markets, and Japanese publishers have historically arrived on Xbox last.

The situation has improved over time with companies like Square Enix, Capcom, and Konami pledging greater support, but I would argue things still aren't where they should be.

Forza Horizon 6 is currently Xbox exclusive, and if the RAMpocalypse wasn't destroying stock levels, it might've been a good source of progress for the brand in Japan. Regardless, the situation with the Itasha liveries highlights, again, Microsoft's opaque systems for enforcement and account management.

Over the summer, a Brazilian user who was locked out of his account by a hacker actually sued Microsoft and won after the big M admitted he was hacked but claimed they couldn't do anything about it. Since then, Xbox has been working through a backlog to help users locked out of their accounts to regain access, but it shouldn't be this hard.

As more of our content goes digital, and with AI-powered mods and user-generated art becoming more commonplace, the systems that govern access to our digital platforms need to improve a ton. Losing access to years of content and hundreds or thousands of dollars of investment shouldn't come without a clear explanation of why you lost access. Nor should appealing those bans be so slow and difficult.

It'll probably end with some form of legislation, but that won't help today's users.

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MW4's camo grind can be sped up in the early stages, here's how

Now that the early access period has begun for Call of Duty: Modern Warfare 4 DMZ, so too has the camo grind. This year's is very different from the last two Black Ops games, with one big benefit being that a lot of it is global across multiplayer, DMZ, and Warzone.

In fact, you can unlock everything up to the Divergence completionist camo in any of the three modes before switching to each's dedicated Mode Mastery camos.

The early stages can be sped up a little, too. If you're playing DMZ already, you'll be working on the military camos, but you can also work on the special camos at the same time, which you may not have realized.

MW4 camo grind at least is sped up a little by the fact you can work on Specials before you've even unlocked the Military ones. So long as you've reached the unlocks for each one, you can work on them side-by-side. Get to level 10, get the Gunsmith, and get cracking. https://t.co/nrnGh0Pz4POctober 20, 2026

In Black Ops 7, you couldn't start on the special camos until you'd completed the headshot requirements for all the military-tier ones. In Modern Warfare 4, each special camo has a challenge requirement, such as kills with a suppressor attached, but it also has a weapon unlock requirement just like the military ones.

As I noticed last night, you can work on both military and special camos simultaneously, and this won't just apply to DMZ. I picked up a WZ.55 Striga SMG during a DMZ run and started using it and leveling it up.

Once I'd earned "19 more weapon unlocks" (and I'm not sure how many it needed because it looks like half the weapons I've used in DMZ were silently leveled up during the campaign), I was able to start working on the first special camo and get kills using a silencer. All while still having four more military camos left to unlock.

This is a pretty great way to help accelerate that early part of the grind before you get to the first completionist camo. So long as you pay attention to when the specials unlock and what their challenge is, you can work on them side-by-side with any remaining military camos.

A screenshot of the Gunsmith in Call of Duty: Modern Warfare 4 DMZ showing the Han 86 and its available attachments.

This is just a bog-standard Han 86 I picked up from an enemy with a new character, but I can customize it in the Gunsmith for DMZ Cash. (Image credit: Windows Central)

For DMZ, an essential part of this is to get to DMZ Level 10 and unlock the Gunsmith station at the FOB. Because some of these challenges require using specific attachments, the easiest way to make sure you have them is by using the Gunsmith.

You can add attachments to weapons you find during your DMZ runs at the Gunsmith, too. It doesn't only apply to weapons you buy here. So if you extract with a weapon you don't have a manual for, you can still put on the necessary attachments and work on the special camos. Applying attachments does require DMZ Cash, though, so keep your bank balance high.

Of course the downside to DMZ is that if you die during a run, you could lose that weapon. But any progress is global, and while we don't know what the conversion rate is for progress in DMZ to progress in multiplayer or Warzone on these camo challenges, you can at least get a head start right now.

The final mode for Modern Warfare 4 to go live is multiplayer, and this begins on the global launch date, October 23.

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Xbox and Windows at odds over OS for next-gen Xbox Helix console, now scheduled for 2028

Microsoft's next-gen Xbox hardware lineup is beginning to come into focus. According to a new report from Fortune, the company is gearing up to ship new hardware in the form of a handheld in 2027, followed by a full-blown console in 2028.

It's unclear if the handheld project is a first party Xbox device, or a third-party device designed and manufactured by an OEM partner like ASUS and the ROG Ally X. The console is expected to be first-party, and is likely to run a specialized version of Windows.

The report claims that Xbox and Windows have been at odds about how the OS should run on Project Helix. Windows leaders wanted the consoles to run a modified version of Windows desktop, but Xbox leaders wanted a more boutique OS experience designed for gaming.

"Tensions ran high enough that a senior Xbox executive threatened to scrap the handheld project rather than adopt the Windows build ... Xbox is now largely controlling the direction of the operating system for the project" Fortune claims.

Microsoft's Xbox CTO, Scott Van Vliet has taken to X to refute Fortune's claims, stating that the report "misrepresents both the technical work and the relationship between the teams." But Windows and Xbox have a long history of clashing, and is the least surprising part of this report.

My own sources tell me that both Windows and Xbox teams have disagreed over the direction of the platform for certain gaming-specific experiences, but that doesn't mean the teams aren't still working together.

Windows already powers the current Xbox Series consoles, as well as Xbox One. It's a modified version of the OS that the Xbox team has customized, built on top of the Windows OS core that is developed by the Windows team.

It sounds like the Xbox team has decided to maintain this approach with Project Helix consoles, expanding and building upon it with new features and capabilities such as running PC games.

This is why you've seen an uptick in Xbox OS features for existing Xbox consoles over the last handful of months, as the Xbox org has started reinvesting in the OS experience they already control. This work will naturally also benefit the next-gen consoles.

Alarmingly, Fortune claims that Microsoft is currently expecting the next-gen Xbox console to cost somewhere between $1,200 and $1,800, making it the most expensive gaming console ever. It's possible that Microsoft may choose to subsidize the cost, which would bring it closer to $1,000, but nothing is confirmed.

Of course, these rumors are unconfirmed. Plans could change and schedules could slip, so nothing is set in stone until Microsoft is ready to formalize its plans officially. For now, we know that Project Helix is still in development, with first devkits expected to debut in early 2027.

Let us know in the comments what you think about Project Helix so far.

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I tested MW4’s new DMZ mode, and the experience was way stranger (and better) than expected

Before the DMZ Beta went live in 2022 as a bonus mode for Call of Duty: Modern Warfare 2, it was widely considered one of gaming's worst-kept secrets. Pretty much everything about it had leaked in the months leading up to its launch.

When players did get their hands on it, the fledgling extraction mode was notably undercooked. The smarter AI for the time was impressive, but there was just not enough substance to keep a large player base active and excited.

Don't get me wrong, there were definitely DMZ die-hards in the Call of Duty community, but I was not among them. I liked the premise, and it certainly wanted to fill a void that had been left empty since I completed The Division's "Survival" DLC. But ultimately, I was convinced that I just wasn't meant to be an extraction shooter girly, and I made my way back to multiplayer and Warzone, where I belonged.

Earlier this year, I had the opportunity to visit Infinity Ward's studio and be among the first to see the reveal for Call of Duty: Modern Warfare 4. This included the upcoming third mode — DMZ.

I'm not going to act like I wasn't surprised. Signs were pointing to DMZ's potential return, especially with the rise in the success of extraction shooters like Arc Raiders, for example, but I just wasn't sold on the idea that the previous DMZ Beta had warranted enough fanfare to justify spending 4 years of resources on this extraction mode over some other third mode like classic Spec Ops.

Players have barely got a taste of what Call of Duty: Modern Warfare 4 has to offer, and the game is already breaking records. Preorder now to experience a brand-new, thrilling campaign, reworked multiplayer, and a new DMZ experience this October. Digital preorders unlock early access to the MW4 Campaign starting on October 16.View Deal

I grew even more nervous about the state of DMZ after the reveal, as launch inched closer and closer with absolutely zero marketing or reveals for the returning mode. No mention of DMZ during the MW4 Open Beta.

Finally, we had "DMZ Week", with a rush of information about the new mode flooding Call of Duty's marketing. When I returned to the studio to go hands-on with Call of Duty: Modern Warfare 4 this month, it was DMZ that I was most looking forward to playing, surprisingly. I was starting to warm to the idea of the mode in general, at least.

Artwork from Call of Duty: Modern Warfare 4 depicting three operators in the Forward Operating Base (FOB).

Operators in the DMZ FOB. (Image credit: Activision)

For me, these hybrid PvEvP modes can be a hard sell. In the original DMZ Beta of yesteryear, I often felt like the AI combatants were more of an annoyance than an actual threat — just an obstacle in the way of finding the next squad to take down because I was thoroughly Warzone-brained. While there were tasks to complete on the inside, they felt menial and didn't really add much to the overall experience. Looting was an option, but it just didn't mean much at the end of the day.

We started our hands-on time in the Forward Operating Base, the opening hub world for all things DMZ. It's nicely designed, but I do find that overall the HUB itself is a bit disjointed. There's a laptop for every feature. Walk over to this side of the HUB to check your dog tag collection; go back to that side to buy intel on Lieutenants you can hunt. Certain features are locked until you reach the minimum level requirement. Once we were familiar with the layout, we were placed into teams and turned loose to explore Hajin.

Welcome to Hajin

The Hajin tactical map for Call of Duty: Modern Warfare 4 DMZ.

Hajin is stunning: a sprawling map with large cities, beautiful foliage, and plenty of threats. (Image credit: Activision)

Before I get too deep into overall gameplay, I want to talk about the design of Hajin. The map for DMZ is absolutely massive, especially when compared to the previous map used for the DMZ Beta, Al Mazrah. Al Mazrah felt spacious, but barren. Hajin, however, is a massive map that feels dense and alive. The large buildings tower against the DMZ's skybox, teeming with enemy AI that pose legitimate threats to your safety in the zone. Lush open outdoor areas offer plenty of trees with beautiful foliage and tall grass as cover, making it possible to take a stealthy approach when hunting targets.

The world of Hajin feels real. If you're looking for bandages, check a hospital. Need ammo? Head to a police station. This isn't a new concept, not even for Call of Duty. The original DMZ and the first attempt at Warzone 2.0 both relied on this mechanic of lootable items being found in areas that made sense instead of just stuffed in a box against the wall. For DMZ, it serves an added benefit of forcing players to explore areas outside of popular hot zones.

It's easy for communities to lock into certain areas of maps, especially ones this big, and only want to fight for control of a certain building or lootable box. But the most basic mechanics of Hajin are designed around that. If you're going to level up your operator, you're going to have to eventually go into dangerous areas to collect valuable gear and crafting materials.

Gameplay with meaning and depth

First person view of a thermal scoped sniper rifle against a lieutenant in Modern Warfare 4 DMZ.

Targeted LT hunt in Call of Duty: Modern Warfare 4 DMZ. (Image credit: Cole Martin for Windows Central, Activision)

My biggest complaint with the original DMZ Beta was that completing tasks felt like they had little to no purpose. I'm happy to report that Modern Warfare 4's DMZ is overflowing with opportunity. From the story missions that continue the events of the campaign, to the dynamic ops that piece together new challenges with every deployment, to lieutenant hunts, and PvP encounters, this year's DMZ has plenty to offer players of all skill levels.

In my first attempt at DMZ during the hands-on period, I was paired up with a Sherpa from the development team and another player. We were pretty amenable to just exploring Hajin, taking in whatever came our way. Our Sherpa set us up with some dynamic ops that would let us get a little extra XP, and we dove in with the intent to free roam. We didn't start empty-handed; we had beginner-level vests and basic free loadouts to get us started.

Before long, we were collecting the necessary gear to take on bigger challenges, exploring areas with increased threat levels. Collecting gear and returning to the FOB gave us the opportunity to upgrade our operators' skill trees, making our progress feel even more meaningful than just "go in, grab things, get out." We became attached to our operators and their kits.

That is, until another team saw us heading for an exfil and opted to run us over with their trucks.

A player in the Forward Operating Base with mission directives in MW4 DMZ.

Back to the FOB between missions. (Image credit: Cole Martin for Windows Central, Activision)

With my operator now MIA in the exclusion zone, I was left with a choice: Pay the ransom to get her back, or take the loss and go in as a fresh little newbie again.

I paid the ransom.

But then I decided to return to the DMZ for another run, this time solo. I'm too agreeable for my own good, and playing with a squad had left me following along with what they wanted to do. I wanted to see what happened if I went in and followed my own whims. I headed to a laptop in the base and ponied up $10,000 for intel on the location of a Lieutenant, a sniper with a ghillie suit and deer skull mask.

I didn't head straight for the marked lieutenant; I gave myself some time to look for important gear in case I ran into trouble. A med kit, some bandages, extra ammo. When I felt confident I could handle the fight, I headed that way. The lieutenant I had picked wasn't a particularly challenging one, but for a solo player with lower-tier weapons and armor, it certainly proved to be a challenge. I grabbed the dog tags when all was said and done and made my way to exfil, where I threw up a truce flag from the menu wheel and hoped for the best.

A player collects legendary dog tags in Call of Duty: Modern Warfare 4 DMZ.

Collecting dog tags is an increased risk, as you become marked for all players in Hajin. (Image credit: Cole Martin for Windows Central, Activision)

My next deployment into DMZ was once again with two additional players. This time our group took a more adventurous approach, diving into some of the more extreme areas of Hajin. We were grossly underleveled, but that didn't stop us from tackling the enemies that were coming at us. By playing it smart and working together, we were able to slowly fight our way through the mission and take down its in-world boss. We hadn't yet finished the mission in its entirety, and there was one other problem: the gas was coming.

We had a choice to hit the only exfil left, which was 900+m away, or we could attempt to finish the mission and hope that an in-place exfil would drop as a reward. Right as our helicopter took the air, the gas overtook the zone. We made it out, but only barely.

DMZ is an exhilarating addition to Call of Duty: Modern Warfare 4

Combat in MW4 DMZ.

Clearing the path to a safe exfil site in DMZ. (Image credit: Cole Martin for Windows Central, Activision)

Call of Duty's third modes have always been a bit of an enigma. Treyarch's Zombies mode is an actual gold mine, building up a completely separate world that still ties in with the mainline title it's attached to and creating an intense alternative to multiplayer and Warzone that you can easily get lost in for hours, both solo and as a squad. It's genuinely impressive, but Infinity Ward's third mode, namely Spec Ops, never quite hit the community the same way that Zombies did.

The DMZ Beta was a dice roll for Modern Warfare 2, and whether it genuinely paid off at the time is dependent entirely on who you ask. But if we scope out and look at how the DMZ Beta has evolved into the DMZ that is part of Call of Duty: Modern Warfare 4, I think it is safe to say that Infinity Ward has finally struck third-mode gold.

And I've finally found something to fill the void left behind by The Division.

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Turtle Beach just launched a new Stealth Ultra 2

I've reviewed loads of controllers in my time, but one particularly memorable one was the Turtle Beach Stealth Ultra as it was the first I'd seen with an in-built screen. Today Turtle Beach have announced a sequel in the Turtle Beach Stealth Ultra 2 and I'm intrigued on how they can improve on the previous model.

I originally walked away thoroughly impressed by how premium the OG version felt with its clicky micro-switch buttons. Still, the companion software was buggy at launch and the social notification capabilities felt a bit gimmicky and worse, kind of useless. Ironically, while the promo art looks like it was yanked straight out of a GTA 6 trailer, Turtle Beach seems to have dropped the social gimmicks entirely. So instead of replying to your real-life girlfriend on your gamepad, you can just focus on Lucia in peace.

The Turtle Beach Stealth Ultra II High-Performance Wireless Controller is available for pre-order today at $199.99 / £179.99 / €199.99 ahead of its November 12, 2026 launch, and Turtle Beach seems to have focused on some serious, meaningful hardware upgrades this time around.

TMR sticks and a 8kHz polling rate

Game controller with built in screen
Turtle Beach
Game controller with built in screen
Turtle Beach
Game controller with built in screen
Turtle Beach
Game controller with built in screen
Turtle Beach
Game controller with built in screen
Turtle Beach
Back of the Turtle Beach Stealth Ultra 2 controller
Turtle Beach

The biggest change that stands out to me is the addition of TMR thumbsticks. The original had Hall Effect, which is perfectly fine, but TMR (tunnel magnetoresistance) sensors will be more precise and have improved power efficiency and I'm always glad to see manufacturers moving ahead with this tech (while Xbox still haven't adopted Hall Effect...) Competitive players also get an upgrade with the pad now supporting up to an 8 kHz wired polling rate and up to a 1 kHz wireless polling rate for ultra-responsive input tracking.

As for the Connected Command Display on the controller, it's making a comeback, but with some far more practical on-the-fly adjustments (meaning less fiddling with that software). From the screen, you will now be able to tune audio profiles, trigger modes, Pro-Aim focus sensitivity, button remapping, and RGB lighting. The list goes on. Turtle Beach seems to have pivoted away from phone notification gimmicks altogether and toward pure, functional controller customization.

Rounding out the package, you get tactile microswitch face buttons, adjustable trigger stops, four mappable back buttons, Bluetooth support for Android and Smart TVs, and up to 12 hours of battery life out of the box (extending to 34 hours in Eco mode).

Pre-orders are live today ahead of its November 12, 2026 launch. At $199.99 / £179.99 / €199.99, it remains an investment strictly for the hardcore crowd, but just like the first model, it comes bundled with a Rapid Charge Dock and a hard-shell charge-through travel case, which helps make the premium price tag that much easier to swallow.

Game controller with built in screen

Turtle Beach
Stealth Ultra 2 Wireless Controller

The Turtle Beach Stealth Ultra II is a premium, high-performance wireless gaming controller equipped with an on-board Connected Command Display, precision Anti-Drift TMR thumbsticks, and tactile microswitch buttons. Officially licensed for Xbox, it offers low-latency connectivity across Xbox Series X|S, Xbox One, and Windows PC, alongside Bluetooth support for Android mobile devices and Smart TVs.

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AMD’s FSR 4.1 update could be a game‑changer for Xbox Series X|S and Xbox Ally

Surprise! Hot on the heels of PlayStation's own upscaling tech announcements, Microsoft and AMD just revealed that the firm's flagship FSR 4.1 tech is coming to the Xbox platform.

FSR (FidelityFX Super Resolution) is a technology from AMD that renders games at a lower resolution, and then uses machine learning to generate a sharper image. Since the hardware isn't working as hard, that overhead can be used for performance.

FSR 4.1 is a big leap over previous versions, and Microsoft has partnered with AMD to bring it not only to Xbox Series X, but also Xbox Ally X, Xbox Ally S and Xbox Series S — the latter two of which should benefit from very, very big performance boosts as a result.

"At Xbox, we're building a gaming platform designed to meet players where they are, and make it easier for creators to reach them," Xbox CTO Scott Van Vilet explained. "AMD has been an important partner in that journey for more than two decades. Together our teams have been pushing gaming forward, across Xbox and Windows. From the silicon at the heart of our consoles and handhelds, to technologies like DirectX, Advanced Shader Delivery, and AutoSR that helps developers get more from the hardware and deliver better experiences for our players."

"Today, we're excited to take another step forward together. With FSR 4.1 coming to Xbox. Now, we've worked very closely with AMD to optimize this technology, giving developers another powerful tool for great performance and visual quality for players. Now, whether you're playing on an Xbox Ally handheld, as well as coming soon to Xbox Series X and Series S consoles. And this is just the beginning. Our teams are continuing to work together across hardware and software, and there's even more ahead with Project Helix, leveraging FSR Diamond to power what comes next."

It's unclear exactly when these technologies will roll out to Xbox devices. It sounds as though FSR 4.1 will hit Xbox Ally X before the year end, but Xbox Series X|S are listed as "coming soon," with no exact window offered.

Blood of Dawnwalker with FSR 4.1

AMD showed how much of a boost FSR 4.1 can offer. (Image credit: AMD)

Sadly, it seems the Xbox Ally base model is fully incompatible with FSR 4.1, which is a bit of a shame, but it should prove transformative for those with the Xbox Ally X and the just-released Xbox Ally X20, as well as the Xbox Series S.

The Xbox Series S has historically been difficult for developers owing to its irregular RAM allocation, but if FSR 4.1 can do some of the heavy lifting, it should ease the pressure on developers to deliver a native 1080p image.

We're reaching out to Microsoft for some clarification on timelines for Xbox Ally and Xbox Series X|S consoles, and will get back to you if we hear from them.

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  • ✇Windows Central - News, Forums, Reviews, Help for Windows 10 and all things Microsoft.
  • Call of Duty: Modern Warfare 4
    Call of Duty: Modern Warfare 4 is the epic conclusion of the Task Force 141 story, launching globally on October 23, 2026. Prior to this, the campaign went live in early access on October 16, followed by the extraction shooter mode, DMZ, on October 20.This year's Call of Duty is made by Infinity Ward, coming after back-to-back years of Treyarch's Black Ops series. It's fair to say Modern Warfare 4 has a lot riding on it, but early reception has been excellent tha
     

Call of Duty: Modern Warfare 4

Call of Duty: Modern Warfare 4 is the epic conclusion of the Task Force 141 story, launching globally on October 23, 2026. Prior to this, the campaign went live in early access on October 16, followed by the extraction shooter mode, DMZ, on October 20.

This year's Call of Duty is made by Infinity Ward, coming after back-to-back years of Treyarch's Black Ops series. It's fair to say Modern Warfare 4 has a lot riding on it, but early reception has been excellent thanks to a return to form for the campaign.

Modern Warfare 4 is made up of three modes: Campaign, DMZ, and multiplayer, with shared progression across the latter two. Warzone will be integrated with Modern Warfare 4 on November 6, when Season 1 begins.

We rounded up the best Xbox 25th Anniversary merch

This year marks Xbox's 25th anniversary on November 15th, and over the last 6 months, we've seen more marketing from the brand than I've seen in the past decade. From a completely unexpected IKEA collaboration to the return of the Xbox Gear Store, Microsoft and third parties have teamed up to tempt Xbox fans with their hard-earned cash for some nostalgic goodies, as well as touring the globe with Xbox Fanfest.

I can't really complain, as there is some fantastic stuff available right now or for pre-order. Well, unless you wanted the limited-edition Xbox Series X25, of course, which got scalped in minutes. On the bright side, plenty of awesome collectibles won't cost you $900 buckaroos. Here’s everything worth checking out to help celebrate Xbox's 25th anniversary.

Xbox Series X25 Controller

Xbox
Series X|S Controller (X25 Edition)

Gaming controller

8BitDo
Ultimate 3-mode controller

8BitDo Ultimate Charging Dock for Xbox Controllers, X25 Special Edition

8BitDo
Ultimate Charging Dock for Xbox Controllers, X25 Special Edition

Even if you missed out on the $900 console, you can still get your hands on the official Xbox Series X|S Controller (X25 Edition) ($79.99). I’ve been practically begging Microsoft for an official transparent green gamepad ever since the Cipher series hit store shelves in Blue, Red, and White, but predictably, Xbox held out until the anniversary for the iconic Team Green aesthetic. Units start shipping on October 20, and like standard Xbox pads, it offers full cross-platform compatibility across PC, Android, and Xbox consoles.

If you’re looking for a slightly more budget-friendly route, the 8BitDo Ultimate 3-Mode Controller ($59.99 at Best Buy) is a stellar alternative. While it does require a wired connection when playing directly on Xbox consoles, it connects wirelessly to PC and Android, and it comes bundled with a charging dock right out of the box. It looks gorgeous on a desk setup, especially if you're pairing it with other retro-styled PC accessories.

Speaking of docks, the standalone 8BitDo Ultimate Charging Dock for Xbox Controllers (X25 Special Edition) ($39.99 at Amazon US) solves a very specific pet peeve of mine. I was so annoyed when my green 8BitDo controller originally shipped with a plain black charging cradle, so seeing them release a matching translucent green wireless dock for official Xbox Series X|S pads feels like a personal victory. Built specifically for official Xbox controllers, you simply drop your gamepad onto the magnetic contact points and charging begins automatically.

Green gaming keyboard

8BitDo
Retro 87 Mechanical Keyboard - Xbox Edition

8BitDo Retro R8 Mouse - Xbox Edition

8BitDo
R8 Mouse (Xbox Edition)

PowerA Sling Bag

PowerA
XBOX Sling Bag

While not created strictly for the 25th anniversary, this green version of the 8BitDo Retro 87 Mechanical Keyboard (Xbox Edition) $94 at Amazon matches the Team Green aesthetic too well to ignore. Since it’s been on the market for a while, you can often catch it on sale. It sports a matte finish, very clicky Kailh Box Jellyfish switches, and 8BitDo’s iconic programmable Dual Super Buttons that let you map custom shortcuts.

If you’re grabbing the keyboard, pairing it with the matching 8BitDo R8 Wireless Mouse (Xbox Edition) ($59.99 at Amazon US) is a no brainer. The big advantage here over competitor options is that it comes bundled with its own magnetic charging dock right out of the box. Its design leans heavily into chunky 2001 retro vibes too, just like the keyboard.

For gaming on the go, PowerA has created a delightful leatherette PowerA Xbox Sling Bag ($39.99 at PowerA) that’s custom-built for handheld PC gaming, and specifically sized to fit an ROG Ally. It would easily fit a Steam Deck or Lenovo Legion Go though, so pick your poison. There are four storage compartments, internal cable pass-throughs for charging, and 25th-anniversary green accents. It’s currently showing as out of stock on PowerA’s site, as it hasn't officially gone up for sale yet, but it should be available very soon (we've reached out to confirm an exact date because I want it!).

Green gaming keyboard

Razer
Black Widow V4 75%

Razer Basilisk V3 Pro 35K

Razer
Basilisk V3 Pro 35K

Razer Hammerhead V3 X HyperSpeed for XBOX

Razer
Hammerhead V3 X HyperSpeed for XBOX

Razer has delivered some of the absolute best-looking gear for Xbox’s 25th Anniversary (see our hands-on with them), and predictably, some of the priciest, but hey, it's Razer, and you're worth it. The translucent green Razer BlackWidow V4 75% ($209.99 at Razer) is stunning and serves as a tactile, much quieter alternative to 8BitDo’s loud, chunky retro board. Thanks to the clearer finish across the keycaps, the Razer Chroma RGB lighting shines through with a neater glow. Pre-orders will officially ship from October 20 onward.

If you're looking for a matching mouse, the Razer Basilisk lineup has long been hailed as one of the best gaming mice in the business, and the Razer Basilisk V3 Pro 35K ($179.99) now comes Xbox-flavored. Beyond the shell, it packs up to 140 hours of wireless battery life, the customizable HyperScroll tilt wheel, and plenty of that all-important Razer Chroma RGB.

I wasn't completely sold on the concept of dedicated gaming earbuds initially, but having a lightweight pair for gaming, whether plugged into the Xbox or connected to my ROG Ally, has totally won me over. I'm currently using the SteelSeries Arctis Gamebuds, but these Razer Hammerhead V3 X HyperSpeed for XBOX ($119.99) look the business. They have up to 35 hours of total battery life (10 hours on the buds plus an extra 25 from the charging case) and offer seamless multi-platform compatibility across Xbox, PC, and mobile (oh, and PS5 if you like)

Backbone Pro controller

Backbone
Pro XBOX 25th Anniversary Edition

GameSir X5 Lite

GameSir
X5 Lite for XBOX

Green X shaped cushion

IKEA
XBOX x YXSTABY D-pad cushion

Backbone was one of the first to ever hit the mobile controllers market, making them a natural fit for Xbox Cloud Gaming. Rather than sticking purely to translucent green, the Backbone Pro XBOX 25th Anniversary Edition ($179.99) comes in the real deep cut throwbacks like Halo Orange, Smoke Blue, and Crystal White. It’s an awesome nod for those of us old enough to remember. The catch is they are in blind boxes, and you have no way of knowing which color you will get!

Then onto GameSir, which makes some of my absolute favorite handheld controllers. They are seriously hard-wearing, ridiculously good value for the price, and come packed with drift-resistant Hall Effect sticks to boot. The GameSir X5 Lite for XBOX ($44.99) wraps all of that into an anniversary special edition.

Finally, the IKEA x Xbox "YXSTABY" collaboration has some surprisingly tasteful gaming chairs and more in-your-face gear-stick stools to wall-mounted controller shelves. But if you just want a small, fun piece of memorabilia without redecorating your whole living room, the XBOX x YXSTABY D-pad cushion ($17.99 at IKEA) is an easy win. It’s cheap and adds a subtle splash of gamer flair to any couch.

Black sweater with green Xbox logo

Xbox
Gloss Sweater

Xbox clothing

73studio X Xbox
25th Anniversary Console T-Shirt

Xbox clothing

73studio X Xbox
25th Anniversary Play More Zip Hoodie Black

The Xbox Gloss Sweater ($59.99) is just one highlight from the official Xbox Gear Store, which features a surprisingly understated line of official 25th-anniversary apparel. Alongside minimalist sweaters and graphic tees, there’s even a bona fide "throwback" bucket hat if you really want to embrace early-2000s fashion. While a few popular sizes have already sold out, remaining stock is expected to ship by the end of October.

Over on Culture Kings, streetwear label 73 Studio has dropped its own collection, offering a broader and much more imaginative lineup of anniversary gear. My personal fave is the 73STUDIO X XBOX 25th Anniversary Console T-Shirt ($39), featuring a graphic of the original 2001 Xbox console across the back alongside the chonky Duke controller. Unlike pre-order drops, 73 Studio’s collection is available to buy and ship right now.

Another pick from me is the 73STUDIO X XBOX 25th Anniversary Play More Zip Hoodie ($95), which might be the ultimate cozy gaming hoodie for Fall.

Could there be more in store?

Monitor showing Xbox background, and keyboard placed on a desk

(Image credit: Jennifer Young - Windows Central)

Now that's a hell of a lot of merch to choose from, and with the anniversary itself just around the corner on November 15th, it makes you wonder if Xbox still has a surprise or two up its sleeve for the big day. We've just had the Xbox Nano Controller drop (but only in white, boo!), but what else could be in store?

My money is on a long-awaited Xbox Elite Controller Series 3, which would make fans thrilled regardless of whether it comes in translucent green. I’d also be happy if they just sorted out proper Xbox Gear Store shipping to Europe (shakes fist)! Either way, I'm pretty sure we're in for at least one more unexpected drop when the big day finally arrives.

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Final Fantasy Resonance review: This return to turn-based combat was a joyous homecoming party

When I think of turn-based JRPGs where you explore vast worlds, Final Fantasy was once the first thing that came to mind. Yet for over two decades, Square Enix has deprived the Final Fantasy franchise of the gameplay style that made it a household name by taking it in an action-RPG direction with mixed degrees of success.

Over the years, I cynically grew to accept that Final Fantasy would never return to the classic turn-based gameplay style I loved and instead opted for Square Enix's other turn-based franchises like Bravely Default and Octopath Traveler.

That is, until this year, when Square Enix announced Final Fantasy Resonance. This game is the franchise's first HD-2D JRPG, and it aims to bring back the classic turn-based combat and open-world exploration gameplay that made retro fans like me love it in the first place.

It felt too good to be true at first, but after being impressed by Final Fantasy Resonance's playable demo, I decided to give the game a chance when I was given an opportunity to review it on Xbox Series X with a code provided by Square Enix.

After playing it for the past few weeks, I can confidently say that, despite some minor issues, Final Fantasy Resonance (available for $49.99 on the Xbox Store) is a heartwarming return to form that players who grew up on Final Fantasy's 16-bit and PlayStation One golden age should not miss out on.

Final Fantasy Resonance launches on October 22, 2026, for Xbox Series X|S (with Xbox Play Anywhere support), PlayStation 5, Nintendo Switch, Nintendo Switch 2, and PC via Windows and Steam.

This review was made possible thanks to an Xbox Series X code provided by Square Enix. The company had no input nor saw the contents of this review before publication.

Final Fantasy Resonance — Story, setting, art

Two pixel-art characters engage in a dynamic battle with glowing purple energy orbs and sweeping white light effects against a dark background.

The forces of good and evil clash once more. (Image credit: Square Enix)

Final Fantasy Resonance is a home console adaptation of Final Fantasy Brave Exvius’s first story arc, a 2015 free-to-play mobile game that was shut down in 2024.

Like its source material, Final Fantasy Resonance tells the story of Rain and Lasswell, two noble knights hailing from the kingdom of Grandshelt, and a mysterious girl with magical powers named Fina.

They're on a quest to save their world's life-giving crystals from being destroyed by a group of evil knights who call themselves the ‘Sworn Six’. These despicable knights have dark, vengeful goals that they seek to accomplish by any means, regardless of collateral damage or casualties.

An ornate fantasy ship with patterned gray sails carries colorful characters across a sparkling blue ocean, creating a playful, adventurous mood.

Adventure, ho! (Image credit: Windows Central (Alex Cope) | Square Enix)

The story of Final Fantasy Resonance is a fairly standard JRPG fantasy adventure laden with tropes and clichés that players experienced in the JRPG genre will see coming (although it did a couple of admittedly surprising twists).

The story also has a couple of annoying moments that disrupted the pacing, which could've been fixed if they played out as cutscenes instead of pointless boss fights, but I won't get too deep into that as it's very spoilery.

However, these are minor quibbles, as Final Fantasy Resonance's story beats, lore, and action set pieces are well put together with satisfying dramatic payoffs. Not to mention, its story is refreshingly easy to understand and follow, which is a blessing because many modern Final Fantasy games tend to have needlessly convoluted plots.

A hulking red-armored warrior faces a group of colorful heroes in a fantasy arena; a dialogue box adds a tense, dramatic video game tone.

Final Fantasy V's dimension-hopping Gilgamesh returns to bring us a whole barrel of laughs and challenges. (Image credit: Windows Central (Alex Cope) | Square Enix)

Additionally, Final Fantasy Resonance does have moments where it actually managed to make me laugh as the game snuck in some cheeky jokes that will tickle the nostalgia funny bones of long-time Final Fantasy fans like me.

As for its characters, Final Fantasy Resonance does have a cast of interesting villains once you start to discover who they are underneath their armor. Its playable heroes are also competently written and likable, with some decent character development but nothing too thought-provoking.

Silhouetted figures face a towering, spiked creature amid explosions and debris; fiery orange light reflects off the dark battlefield, creating a tense, apocalyptic mood.

The Sworn Six on a path of destruction in a gloriously animated HD-2D cutscene. (Image credit: Windows Central (Alex Cope) | Square Enix)

What helps Final Fantasy Resonance's story and characters resonate with the player is its presentation. This is the first Final Fantasy game to use HD-2D graphics, and Square Enix spared no expense in making them look absolutely STUNNING.

The pixel-art character sprites and 3D models look so immaculately detailed and animated with their charming facial expressions and epic battle moves. The HD-2D art style gets even more lavishly detailed during cinematic cutscenes and in-game boss battles to create some magnificent works of digital art.

Final Fantasy Resonance's presentation elevates its story further with some respectable voice acting in both English and Japanese and an incredible soundtrack that's filled with extremely catchy tunes, epic battle themes, and emotional melodies.

Final Fantasy Resonance — Gameplay

A party of armed adventurers explores a dim industrial street glowing with neon signs and lamps; a quest marker and minimap frame the tense cyberpunk scene.

Final Fantasy Resonance has a wide variety of locales from medieval castles to technologically-advanced cities to explore. (Image credit: Windows Central (Alex Cope) | Square Enix)

The gameplay of Final Fantasy Resonance follows the classic formulae set by earlier Final Fantasy games. You travel across a world map, visiting towns for quests, gear, and lore, exploring dungeons to loot treasure, and fighting monsters and bosses in turn-based combat.

It starts very linear, but the game opens up fairly quickly with plenty of side-quests to complete, optional dungeons to explore, and hidden areas you can only find with a trusty airship.

You have no idea how much this game filled me with nostalgic joy riding in an airship and exploring a world map to find all its secrets again after being restricted to grounded corridors for decades in modern Final Fantasy games.

The turn-based combat is simple at first, but Final Fantasy Resonance quickly adds lots of fun mechanics to improve its complexity as you progress, keeping it from becoming stale.

Alex Cope, Windows Central

Its dungeons, however, are somewhat disappointing, as Final Fantasy Resonance took a quantity-over-quality approach. Many dungeons in this game are painfully short, as they feature two or three rooms with very basic puzzles to solve.

I would've liked these dungeons to be made in-depth, with more labyrinthine layouts so the player could get into more random encounters to stress-test their dungeon-crawling and resource-conservation skills like the older games.

Turn-based pixel-art RPG battle in a desert: heroes face a huge sand worm and animated wooden monsters, with an attack menu and health bars visible.

This is the most horrify depiction of the Sand Worm I've ever seen in a Final Fantasy game. (Image credit: Windows Central (Alex Cope) | Square Enix)

Let's move to the main reason that made me want to play this game in the first place: turn-based combat.

Like the first ten mainline Final Fantasy games, Final Fantasy Resonance's turn-based combat system has your party take turns to defeat enemies using weapons and magic, while keeping each other alive with healing magic and restorative items.

The turn-based combat is simple at first, but Final Fantasy Resonance quickly adds lots of fun mechanics to improve its complexity as you progress, keeping it from becoming stale.

A character in red armor stands in the center of a large group of mechanical, yellow bird-like creatures and small winged beings against a dark, sparkling background.

Unleash the Mechabos, Mecha Behemoths, and Mecha Moogles. (Image credit: Windows Central (Alex Cope) | Square Enix)

These mechanics include Limit Bursts, which allow you to unleash a player character's ultimate attack if their Limit Gauge gets filled in battle by either getting hurt or stunning enemies; summoning Espers in battle to aid you for a few turns and also depleting an enemy’s Stagger Gauge by hitting their elemental weakness to stun them for a turn.

Once you stagger all enemies at once, you will be rewarded with a free round of turns to batter the stunned enemies for extra damage without fear of retaliation, culminating in a devastating super-move performed by your Visions.

A fantasy RPG battle fills the screen as red-orange energy spirals around fighters amid glowing sparks, damage numbers, and character status bars.

Summon Cloud Strife from Final Fantasy VII to decimate enemies with lightning-based slash attacks. (Image credit: Windows Central (Alex Cope) | Square Enix)

What are Visions, you may ask? Visions are spiritual manifestations of heroes from previous Final Fantasy games and Final Fantasy Resonance-exclusive heroes who grant the player characters powerful abilities and passive traits to help them excel in battle.

Some of these abilities include being able to stagger enemies more easily, protect the entire party from incoming damage, prevent incoming status effects, perform multiple actions in a single turn, and so much more.

Experimenting with Visions to create the ultimate party and using their newfound powers to stun-lock challenging bosses before they got a single turn was so empowering and cathartic.

Alex Cope, Windows Central

I love the Visions system because it offers so much character-building potential on par with Final Fantasy's classic Job System from previous games.

You can use it to double down on a player character's inherent skills (like turning the main hero Rain into an unstoppable tank) or turn a character into a jack-of-all-trades fighter (like giving a healer character a damage-dealing Vision so they can hurt enemies and heal allies).

Blue-lit fantasy battle erupts with a blinding white energy burst and radiating beams, while a party of heroes faces enemies; RPG status bars line the bottom.

Final Fantasy VIII's Squal Leonhart unleashing the Blasting Zone attack. (Image credit: Windows Central (Alex Cope) | Square Enix)

Experimenting with Visions to create the ultimate party and using their newfound powers to stun-lock challenging bosses before they got a single turn was so empowering and cathartic.

Yet after playing the game for 75 hours, I still felt like I was scratching the surface of what the Visions system can do, so I can't imagine what will happen once pro JRPG players get their hands on it.

A muscular video-game fighter raises a clenched fist amid swirling flames and smoke, as a red-orange energy flare creates a fierce, dramatic mood.

Bow before Titan. (Image credit: Windows Central (Alex Cope) | Square Enix)

Granted, level-grinding the Visions to gain all their abilities can be pretty tedious and repetitive. But it's so worth it in the end, especially when you hit Final Fantasy Resonance's late-game and post-game bosses because they do not mess around.

They hit fast and hard, have tons of health, and are hard to stagger (especially on Expert Mode). Plus, these endgame bosses will often require you to change your Vision builds to defeat them due to their varying strategies and countermeasures that will punish players for being too aggressive or too passive.

They're extremely tough but so satisfying to beat once you figure out their gimmicks and get the right Vision abilities equipped.

Final Fantasy Resonance — Conclusion

Pixel-art fantasy adventurers gather around a glowing blue portal between towering stone guardians in a misty forest, creating a mysterious, heroic mood.Windows Central

Turn-based Final Fantasy is back and let's hope it's here to stay. (Image credit: Windows Central (Alex Cope) | Square Enix)

Overall, I was thoroughly astonished and surprised by how good Final Fantasy Resonance was.

It's a loving tribute to Final Fantasy's classic turn-based era that's able to stand on its own merits with addictive combat, an in-depth Vision system, and an entertaining story with decently written characters. Not to mention it has a great wealth of side-quests and difficult optional bosses to take on even after finishing the main campaign as icing on the cake.

If you're an old-school Final Fantasy fan who doesn't like the action-RPG direction the mainline Final Fantasy games have been taking, or just love turn-based JRPGs you can play on go via Xbox Play Anywhere, then I highly recommend not sleeping on Final Fantasy Resonance.

If this game is just based on Final Fantasy Brave Exvius's first story arc, then I hope Square Enix makes more adaptations of this mobile game so I can see the rest of its story arcs in full HD-2D glory.

A cloaked woman with flowing hair gazes intently, surrounded by red and black hues. Text reads

Final Fantasy's debut HD-2D JRPG 🤴


Final Fantasy Resonance isn't going to make you rethink how you see JRPGs, but it will certainly leave you entertained with its addictive Visions system, refreshingly simple story with amiable characters, and extremely well-done turn-based combat that's sure to please old-school Final Fantasy fans who prefer that style over modern Action-RPG Final Fantasy titles.

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Xbox is struggling for stock so bad that it's asking ex-users to trade-in

The console industry continues to reel from the RAMpocalypse, and Xbox is certainly feeling it.

Circana analysis suggested a few weeks ago that Xbox hardware sales are at their lowest level ever, with PlayStation also suffering their lowest hardware sell-through situation since 2013. Without a doubt, the so-called RAMpocalypse is to blame, with companies like Google, Anthropic, OpenAI, and indeed, Microsoft itself buying up all the RAM for their AI-tinted ambitions.

That leaves little left over for "niche" consumer electronics scenarios, such as video game consoles ... ballooning Xbox, PlayStation, and Nintendo console prices to their highest levels ever in some cases.

The timing couldn't be worse really. Grand Theft Auto 6 launches in a month from now, and its mainstream appeal would've driven huge amounts of users to upgrade older consoles or perhaps enter the hobby for the first time. With global stock levels battered and prices otherwise impossible for most to consider, Microsoft is turning towards a novel approach to try to increase stock availability.

Xbox email detailing how to trade in an old console.

Microsoft is emailing users with dormant Xbox Series X|S hardware to recommend that they trade them in so that other users can potentially get their hands on it. (Image credit: H on X)

Spotted by users on X (cheers H!) and covered first by PowerUP, Microsoft is actually sending out emails to users who have dormant Xbox Series X|S hardware, recommending that they trade them in, offering links and advice on how to do so. The email specifically cites Best Buy, which has a trade-in system here you can explore for Xbox hardware.

It seems the emails are going out specifically to users who have hardware that they aren't actively using, including users who own multiple consoles potentially.

Indeed, the economics on console hardware is so bad right now that any user sitting on a dormant PS5, Xbox Series X|S, or Nintendo Switch potentially represents a big net loss for the big three. The margins are so bad, and the stock availability so low, that trying to convince users to move their consoles to others who might actually become more active players (and spenders) is more than preferable.

Ahead of Grand Theft Auto 6's launch, Microsoft and its competitors are working around the clock to source components for their hardware provisions. Call of Duty has also stopped shipping on past-gen consoles, and it seems fairly likely given how popular Modern Warfare 4 has been so far that many users would want to upgrade for that as well ... if indeed there was stock available.

Stock availability of new (and very pricy) Xbox Series X|S hardware has generally remains stable in Microsoft core markets like the U.S., UK, Canada, Australia, and so on. In Asia, mainland Europe, the Middle East, and South America Xbox console stock has been almost non-existent. Tariffs, the RAMpocalypse, and general global economic instability has left the console market in a precarious state ... despite an unprecedented density of high-quality games.

Some analysts expect the "RAMpocalypse" to last through to 2028, maybe even 2029, with consumer electronics expected to take a battering between now and then. Smartphone, PC, laptop, and of course, game console shipments are all down as a direct result of the AI build out. It doesn't look like things will change any time soon.

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Turn Raw Gameplay Into Shareable Clips With This $50 AI Editor

20 octobre 2026 à 07:56

ViceForge Gamer Pro finds wins, eliminations, and clutch plays in your footage, then exports polished clips.

The post Turn Raw Gameplay Into Shareable Clips With This $50 AI Editor appeared first on TechRepublic.

Oblivion Remastered gets an FPS performance boost from an AI-generated PC patch

The Elder Scrolls IV: Oblivion Remastered launched last year to massive success, surpassing nine million players in its first three months and selling over two million copies on Steam, according to SteamDB.

Despite the sales figures, fans have been vocal about the game's performance. Stuttering, frame spikes, and poor optimization have been common complaints, often attributed to the use of Unreal Engine 5. However, one fan on Reddit decided to take matters into their own hands and "vibe code" a fix.

Yes, people are now using AI to generate performance patches for games. User u/LTSharpe, posting on the r/ChatGPT subreddit, explained that they are a huge Oblivion fan who was struggling with the game’s performance despite running a high-end PC setup featuring an AMD 9070 XT, 32GB of DDR4 RAM, and a Ryzen 9 5800X processor.

Can AI really fix Oblivion Remastered's performance issues?

Opting to use Claude instead of ChatGPT, LTSharpe managed to boost the game’s average FPS by 37%. If you’re interested in trying the patch yourself, you can try the GitHub repository (using proper precautions, of course).

I played the Oblivion Remaster on Xbox, and even on that hardware, I noticed stuttering and frame spikes. While I’m usually cautious about how AI is used in development, I think this is a pretty clever use case, one that most people likely won’t mind.

Seeing someone take their framerate from 30 to a stable 60, while also fixing bugs that the developers missed, is impressive, even if an AI did the heavy lifting.

We are, of course, in the midst of an AI wave in the gaming space. Community-driven projects are cropping up everywhere thanks to these tools, whether it’s mashups between games or impossible ports. We’re seeing it all lately, and it’s enough for Xbox to take notice, having launched Xbox Labs to explore these emerging AI technologies.

Let me know if you agree or disagree with me on whether this is a good use case for AI. Both views are valid, so do share your thoughts in the comments, and be sure to take part in our poll below:

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RTX 5070 Ti vs RTX 5080: Which GPU Is Better Value in 2026?

20 octobre 2026 à 05:04

The RTX 5080 offers more processing power, but the RTX 5070 Ti shares its 16GB VRAM and DLSS capabilities. Here's how performance, power, and 2026 pricing compare.

The post RTX 5070 Ti vs RTX 5080: Which GPU Is Better Value in 2026? appeared first on TechRepublic.

  • ✇Korben
  • La Disquette - Un vieux jeu PC par semaine, sans rien installer
    La Disquette , j'sais pas si vous êtes déjà tombés dessus, mais c'est un site qui propose chaque semaine un ancien jeu PC Windows jouable gratuitement durant sept jours, sans rien installer. Et cette semaine, et jusqu'au lundi 26 octobre, c'est Grand Theft Auto 2, le Rockstar de 1999. Et ensuite, ce sera Counter-Strike 1.6 à partir du 26, puis Crimson Skies le 2 novembre. Vous l'aurez compris, le jeu ne tourne pas chez vous puisqu'il s'exécute sur les serveurs du site et déboule e
     

La Disquette - Un vieux jeu PC par semaine, sans rien installer

20 octobre 2026 à 01:14

La Disquette , j'sais pas si vous êtes déjà tombés dessus, mais c'est un site qui propose chaque semaine un ancien jeu PC Windows jouable gratuitement durant sept jours, sans rien installer. Et cette semaine, et jusqu'au lundi 26 octobre, c'est Grand Theft Auto 2, le Rockstar de 1999. Et ensuite, ce sera Counter-Strike 1.6 à partir du 26, puis Crimson Skies le 2 novembre.

Vous l'aurez compris, le jeu ne tourne pas chez vous puisqu'il s'exécute sur les serveurs du site et déboule en streaming vidéo H.264 avec le son via WebSocket, tout ça décodé par votre navigateur. Du cloud gaming quoi mais pour les vieux jeux. Même GoG n'y avait pas pensé !!

Votre clavier AZERTY est bien sûr pris en charge, la souris peut se verrouiller pour les jeux de tir, et le plein écran capture même les touches Échap, Ctrl+W et la touche Windows (Chrome et Edge) pour éviter les sorties intempestives du jeu.

Le menu de GTA 2 dans sa fenêtre, lancé en invité

Et tout ça s'affiche dans un faux bureau Windows XP bien kitsch comme je l'aime avec ses collines vertes, son bouton démarrer et une fenêtre façon Internet Explorer pour la fiche.

J'ai donc lancé GTA 2 en invité depuis Chrome pour voir ce que ça donne et après un petit son de lecteur de disquette que j'ai adoré, le jeu s'est lancé.

Côté sauvegardes, en mode invité, votre progression ne sera pas conservée à la fermeture de la fenêtre donc pour vraiment vous y mettre, il vous faudra un compte joueur, et cliquer sur le bouton "Garder ma progression" de la fenêtre de jeu. Aucune adresse email n'est demandée, ce qui est cool pour nos data, mais faudra pas oublier votre mot de passe.

Avec un compte, le site enregistrera alors tout seul votre partie, jeu par jeu, et vous la retrouvez le jour où le titre repasse dans la rotation. Sachez juste qu'une session de gaming s'arrête également au bout 15 minutes d'inactivité donc ne vous absentez pas trop longtemps.

Et un grand merci à Bastien, qui développe ce projet sur son temps libre, pour le kiff !

One of Modern Warfare 4's most degenerate challenges has already been beaten

Call of Duty: Modern Warfare 4 doesn't even launch fully until October 23, but one of the hardest challenges in this year's game has already been beaten.

Exhibiting truly heroic levels of degeneracy, the first players have cleared the hardest difficulty setting in the campaign and unlocked their reward. Not realism, of course; this year we've got YOLO.

The reward is a Calling Card that you're definitely not going to see all that many players showing off because of how difficult it is to acquire. And also you can't show it off until at least DMZ early access begins on October 20. If you don't know why this is so hard, let me set out the path you have to take.

  • Beat the campaign
  • Beat the campaign again on Realism to unlock YOLO.
  • Beat the campaign with one life to unlock the Calling Card.

So you have to beat the campaign twice before you can even begin, because Realism difficulty isn't available until you've done one completion. At least it doesn't seem to matter which difficulty you do first to get the Realism unlock.

I've done my traditional first run on Regular to get it done quickly and get cracking with the achievements, and I've got Realism waiting to destroy me.

YOLO is a permadeath mode on Realism difficulty. You get one life. If you go down, your run is over, and you go back to the very beginning of the campaign. It is brutal. And yet we're already seeing the first players having completed it. Presumably they haven't slept much since Friday.

There is an apparent 'cheese' some folks have suggested works, which involves quickly restarting the current mission from the menu if it looks like you're about to go down. But I've also seen people say that you can't save and quit and do it over multiple sessions, because it warns you that you'll lose your progress.

Others have said they've been able to quit just fine and come back. If you know for sure, do please put it in the comments below, because who knows what's real on the internet these days.

The apparent Calling Card reward can be seen here, though since the Calling Card collection doesn't go live until DMZ early access, it could also be a troll. We'll soon know.

If you see this Calling Card pop up in one of your lobbies, though, know what you're dealing with. A player who doesn't sleep. Or a hacker. Either way, probably run the opposite direction.

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