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

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I've been using Razer mice for decades, and have tested dozens upon dozens of iterations of the firm's products. I'm also a dedicated MMORPG and MOBA player on PC, flipping between games like World of Warcraft and Heroes of the Storm as seasons wax and wane.

For the Warcraft-faithful, I play a Demonology Warlock, which has been simplified over the years, but in previous expansions I had anywhere up to 30+ keybinds for playing the class effectively in PvE and PvP. It was a bit like learning a musical instrument back in the day, particularly when you throw in battle potions, trinkets and other additional buttons.

As such, I've tended towards Razer mice with extra inputs to make my gaming life easier. I had no idea how much easier it was going to get until I went palm-on with the new Razer Naga V3 Pro — which is quite easily one of the best mice of 2026.

Razer Naga V3 Pro: Specs and price

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.

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'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.

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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.

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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.

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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.

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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.

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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 ...

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"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.

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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.

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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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Halo Campaign Evolved performed well on Xbox, but PS5 gamers give it a collective shrug — just 1% of PS5 gamers tried it, hurting Xbox's brand identity for no real return

Nobody could've seen this one coming!

Much has been said about Xbox's previous approach to its gaming portfolio. In a sprint to boost margin mandates seeded by Microsoft CFO Amy Hood, Xbox leadership put together a haphazard plan to publish icons like Gears of War, Halo, and Forza onto PlayStation. Forza has been an utterly resounding success, but ... the other two not so much.

It's arguably been particularly damaging with regards to Halo. Halo is to Xbox what Mario is to Nintendo, and for Xbox to put Halo on its arch-rival could be interpreted as a very visible signal that Microsoft isn't in it for the long haul.

Every hardware ecosystem tends to have some form of exclusive content, whether it's creative software on Apple products or native Google services on Android. Microsoft decided it wanted Xbox to be the only closed platform in history without any form of exclusive content. Was the juice worth the squeeze?

Well, the data very much says "not," I think.

According to Circana's Player Engagement Tracker, on July 28th Halo: Campaign Evolved ranked 4th in US DAU on Xbox platforms (8% of total Xbox players on that date launched the game), while placing 14th on Steam (2% of actives) and 29th on PlayStation (1% of actives).

— @matpiscatella.bsky.social (@matpiscatella.bsky.social.bsky.social) 2026-08-01T08:44:24.344Z

Despite some clear sales success, Halo: Campaign Evolved has hardly lit the PlayStation world on fire. Halo: Campaign Evolved defeated some service game staples on Xbox during its launch week, claiming the 4th highest daily active users across Xbox Series X|S consoles. It managed to rank a lowly 14th on Steam, and an even worse 29th on PlayStation, claiming just 1% of PlayStation's install base.

I would argue that the immeasurable brand damage putting Halo on PlayStation has wrought on Xbox is hardly worth this paltry figure. Circana senior director Mat Piscatella noted that the data shows "the massive challenge for new games in an environment dominated by the live service behemoths."

For Xbox, I would argue that Halo Campaign Evolved's performance represents a larger problem.

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 is a decent throwback to the classic that kickstarted Xbox, but ... the franchise's future is still befuddled. (Image credit: Xbox Game Studios)

Halo Campaign Evolved has been generally controversial for its lack of multiplayer, perceived (or unperceived) "liberties" taken with the art direction and detailing, while accentuating a lack of visible roadmap for the future of the franchise. Sources familiar tell us that Halo Studios recently canceled a multiplayer-focused Halo game titled Project "Ekur," formerly "Tatanka," a short while ago, leaving the franchise somewhat adrift.

Microsoft's handling of Halo in general has been legendarily poor. The franchise was formerly a staple of the industry landscape and a cornerstone of Xbox's identity. In 2026, it feels like a shadow of its former glory, with a weak TV adaptation doing its own damage to the brand, and repeated "soft reboots" leaving the central narrative in a confused state.

The PS5 version doing poorly is a reflection on how much lustre Halo has lost in the wider gamer consciousness. Xbox fans have been jumping in for the nostalgia, but the fact nobody else cares is an indictment of how the franchise has been handled in general.

Putting Halo on PlayStation 5 did a ton of brand damage to Xbox in general, and I seriously doubt any future Halo will launch on PS5 given Xbox's shift back towards exclusive games. Gears of War: E-Day will be permanently Xbox exclusive, for example, and the E-Day previews have come in extremely positively recently.

Making Halo exclusive to Xbox again is low-hanging fruit ... delivering a Halo that can reclaim the franchise's lost glory is going to be much, much harder, as faith in Halo Studios seems to be in short supply, to put it politely.

As incoming Xbox CEO Asha Sharma seeks to reset the brand and double down on Microsoft's core IP library ... I think of all Xbox's problems, repairing Halo's prestige is by far the biggest challenge facing Xbox. What do you think?

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Master Chief in green armor holds a pistol with a flashlight in a dark environment, facing a glowing blue and green alien creature in the background.

If you're a PlayStation gamer, chances are high you didn't care about Halo Campaign Evolved.

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Xbox CEO Asha Sharma and Microsoft CEO Satya Nadella promise Xbox will "return to growth" by the end of FY27 — What went wrong last fiscal?

Yesterday, Microsoft unveiled its fiscal performance for the past year, and most segments were up, save for Windows and Xbox.

Microsoft's consumer-oriented segments saw material declines, albeit coming in slightly ahead of expected guidance. The memory crisis has weighed on PC shipments as we all know, and Xbox has seen an immense amount of disruption in various ways.

Microsoft was up overall, buoyed by demand for its Azure AI service delivery. Where does that leave Xbox in a world where shareholders are demanding more of Microsoft than ever? Here's what Xbox CEO Asha Sharma and Microsoft CEO Satya Nadella had to say on the matter.

Microsoft's c-suite promises Xbox will return to growth by the end of FY27

In FY26, over 200 million new players came to XBOX and our games, but our business did not grow with our audience. We need to close that gap by investing in what players value. That will take time, but we expect to return to growth by the end of FY27.July 29, 2026

In comments on X (Twitter), Xbox CEO Asha Sharma remarked upon Xbox's journey, noting that it now had "200 million" active players, although it's hard to quantify exactly what that means in real terms. Xbox's platform is incredibly confusing and fragmented; does 200 million include players on PlayStation 5? Does it only include players on Xbox Series X|S, One, and Xbox PC? Does it include Candy Crush Saga players on Android? Who knows.

Either way, 200 million is nothing to scoff at, but she hinted at a core issue: Xbox isn't monetizing those players as well as they perhaps could or should be.

"Regarding Xbox, we are making the necessary decisions in our portfolio, platform, and operations to restructure the business and ensure sustainable long-term growth," Microsoft CEO Satya Nadella told investors. "We have the best titles in the industry along with highly talented studios around the world. We trust in our ability to unite these assets and leverage them, and we expect Xbox to return to the path of growth during fiscal year 2027."

I've seen some try to pin blame on last year's Game Pass u-turn for Xbox's decline this year, but the timeline doesn't really add up. Game Pass did lose a ton of subscribers in the short-lived price hike, but it would've also monetized remaining users more heavily. In fact, subscription services remain a bright spot in an otherwise pressured industry.

"US non-mobile subscription video game spending grew 16% in the first half of 2026 when compared to the same time a year ago, to $3.6 billion," Circana Senior Director Mat Piscatella told us. "Total video game content spending across, PC, console, mobile, VR and cloud was flat, at $24.3 billion. Non-mobile subscription spending includes everything subscription, from service like Xbox Game Pass, Switch Online, etc. to the MMOs and everything in between."

What's the real culprit for Xbox's decline here?

Call of Duty

Call of Duty's stray from its core audience in attempts to compete with Fortnite has seen it become the subject of ridicule in some corners of the net. (Image credit: Activision)

Xbox insiders point to Call of Duty: Black Ops 7 as the primary driver of this past year's decline, although the lack of major tentpole AAA titles is also worth pointing the finger at as well. The previous fiscal year saw a pretty huge amount of content hit Xbox's coffers, and Call of Duty: Black Ops 6 was touted as the biggest in franchise history. Exceeding that expectation simply didn't come to bear.

Call of Duty had some unprecedented competition last year from a resurgent Battlefield 6 and incumbents like Arc Raiders. And debates around Call of Duty's cartoony skins impacted perceptions around the game in general.

There are also other major titles at Xbox seeing pressure right now. Minecraft saw a huge explosion on the back of the 2025 movie in the previous fiscal, and hasn't really had a comparable boost in 2026. Roblox is likely doing more damage to Minecraft than Microsoft is willing to publicly admit right now, as Asha Sharma brings Mojang in-house as a direct report to her.

Candy Crush Saga is an absolutely monstrously huge franchise that core gamers often ignore, and even that has seen immense pressure on mobile from similar casual games, like Monopoly Go.

Xbox Game Pass has seen disruption from its ill-advised price hike last year, and Xbox hardware is under strain from the memory rout. But they're a drop in the bucket compared to the mega franchises Xbox now governs.

The challenge facing Xbox is tough, but is NOWHERE near insumountable

Xbox logo at the Xbox Showcase 2026

Xbox enters its 25th year.

Despite challenges, there are already green shoots of recovery worth pointing towards. Call of Duty Black Ops 1+2's unexpected bare-bones (i.e. very cheap) ports to PlayStation 5 has seen it inexplicably claim the top spot on PS5, beating out Fortnite itself. It could open up a very big opportunity for Call of Duty "Classic" ports that nostalgic millennial cohorts are eager to re-experience, without the ridiculous skins and pop-culture bloat the modern games often tout.

Xbox is also returning to exclusive games to try and boost its hardware visibility. The memory crisis will likely prevent real growth in this area for at least a year or more, but Xbox Helix is around the corner — there's an opportunity for Xbox to innovate on the traditional console business model here.

Microsoft insiders have reiterated to me that Microsoft CEO Satya Nadella and CFO Amy Hood are giving Asha Sharma some breathing space on accountability margin expectations, in order to let the new strategy play out. The price of this has been absolutely massive layoffs, the biggest in Xbox history, as the brand resets various studios to staffing levels seen pre-Covid.

Fallout 4 power armor

Microsoft acquired mountains of franchises from Minecraft, to Warcraft to Fallout, and has in some cases struggled to capitalize on the opportunities they present. (Image credit: Bethesda Softworks)

Xbox has become an enormous and unwieldy operation, though. Ensuring each part of the business is delivering on the opportunities ahead of it represents a massive and complex undertaking that Xbox arguably has struggled with. Since it acquired Minecraft, Activision, Blizzard, ZeniMax, and others over the past twelve years, Xbox has solidified itself as arguably the biggest content house on Earth this side of Disney. Maximizing the opportunities therein will take real investment, innovation, and risk-taking that I'm not sure Microsoft (or its shareholders) have the stomach for.

It should be clear how much potential there is here. The Fallout TV show, the Minecraft movie, and other big wins have proven beyond all doubt that Xbox can create a cohesive content portfolio that spans mediums and devices. But can it achieve this without sacrificing the core of what Xbox is?

It'll be interesting to see how Asha Sharma navigates all of these challenges in the coming years ahead. Asha Sharma arguably has the biggest business challenge in all of gaming right now.

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Asha Sharma photo op

Asha Sharma has her work cut out!

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Microsoft stock price rips on earnings, jumping a 'record breaking' 18% in a week — Wall Street *really* liked Microsoft's earnings

Microsoft's stock price has seen a huge spike upwards as a result of its FY26 earnings report, which outstripped expectations by a considerable margin.

While Xbox and Windows were down 4% overall, with Xbox specifically down 11%. But these consumer-facing businesses are not what moves Microsoft's stock price in 2026. The core of Microsoft's operation, essentially Azure and AI, is vastly beating expectations.

Microsoft's stock has seen declines over the past year as investors worried the company was over-extending on its AI build out. Google has seen some volatility as its cash flows flipped negative — a historic first for the firm, as it continues to race to build out its AI stack.

Microsoft has also seen similar fears, but the FY26 report showed its Azure AI delivery is actually accelerating growth — and not just capital expenditure.

CEO Satya Nadella is positioning Microsoft's AI as a more "efficient" option over competitors, as cost increasingly drives conversations around the tech. OpenAI and Anthropic's assistants win out in benchmarks, but are orders of magnitude more expensive than Microsoft's home-grown models, as well as Chinese incumbents. Nadella stated to investors that Microsoft's home-grown chips and models are driving up to "40%" efficiency gains, beating out its previous reliance on OpenAI's ChatGPT.

Microsoft stock price jumps 18% in a single week, setting a record

Microsoft's market cap jumped $450 billion in a single day, setting a new world record. (Image credit: MSN Money)

Microsoft's overall revenue increased 18% YoY, to an insane $90 billion, its operating income hit $40.6 billion, up 18%, and Azure saw growth hit 45%, beating expectations by 5%. Microsoft 365 Copilot hit 30 million paid seats, up 20 million since the Spring. Microsoft also reported a pretty staggering 84% YoY increase in contracted AI revenue, which now represents an eye-watering $678 billion demand backlog.

Despite committing almost $116 billion in capital expenditure the past year, Microsoft still managed to keep operating cash flows positive to the tune of $55 billion, a 30% jump. Its free cash flow was down YoY to $19.64 billion, but still beat out expectations.

It's the type of fiscal discipline Wall Street really likes, and they rewarded Microsoft with a record-breaking stock rip. Microsoft's market capitalization increased by $450 billion in a single day, beating out a previous world record set by NVIDIA.

Increasingly it seems like the AI business is coalescing around a small handful of companies, namely Microsoft and Google. Meta has seen its stock price take a beating this past year, as investors fear it has fallen too far behind to keep up.

Great stock gains in the short term ... but questions remain

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

Azure is making investors very happy, but how happy will they be if AI literally destroys society? (Image credit: Getty Images | NurPhoto)

Perhaps philosophically, there's still a pretty large question mark hanging over the AI build out. Socially, data centers have become increasingly unpopular, owing to their vast negative impact on local communities, in terms of both noise and electricity prices. Indeed, AI data centers are also massive carbon emitters, and the benefit to society in general remains fairly unclear. Many of the lofty promises from the likes of OpenAI's Sam Altman have failed to materialize in real terms, and there's still a big discrepancy over how it could impact the global economy, and the social contract in general.

If AI puts millions, or billions even out of work, that'll simply create a consumption and productivity bottle neck that no amount of AI data centers could feasibly close. Microsoft itself has laid off thousands of workers this year, and will likely lay off many thousands more next year too. Microsoft and other big tech companies seemingly have no answer for this.

In the short term, investors stand to make a lot of money. But ... umm, will the AI build out actually be good for humanity in the long term? Does anyone actually care? I guess that's not something that tech billionaires worry themselves thinking about too much, eh?

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Microsoft CEO Satya Nadella with a stock price rally background

Microsoft stock jumps an enormous 18% in a single week on earnings, beating expectations.

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PREVIEW: Gears of War: E-Day's 'Horde Siege' is the most fun I've ever had in the entire history of the Gears franchise

I always liked me some Gears of War Horde mode, but nothing prepared me for how ambitious the new Siege mode turned out to be.

Gears of War: E-Day is slated for launch on October 6, exclusively on Xbox Series X|S and PC, marking Xbox's official return to exclusive console games for the first time in a couple of years. There's potentially a lot riding on Gears in that context, but we're not here to talk about that aspect of the launch today.

Last week, I had the opportunity to go hands-on with Gears of War: E-Day's new Horde Siege mode, which extends the old-school PvE offering with bigger, sharper teeth.

Gears of War: E-Day is set in the early days of humanity's fight against the subterranean Locust swarm. The humans of Sera just ended their own bloody civil war, and all hope for peace is shattered under the reptilian fist of this horrific new threat.

Horde mode has long been a staple of the Gears franchise, pitting small groups of players against endless waves of Locust monsters in a shooter-meets-tower-defence hybrid game mode. But Siege mode is a bold reimagining of the formula, now pitting 12 players in huge maps with dynamic objectives and defensible locations, complete with raid boss style events and biting extraction climaxes.

Gears of War: E-Day's Horde Siege is the most fun I've ever had with Gears multiplayer, and I think it could be a big deal.

The sheer chaos of 12-player Horde is sublime

Gears of War: E-Day Horde Siege mode gameplay screenshots, showcasing locust combat and PvE third-person gameplay

Gears of War's Horde Siege will be immediately familiar for players of the OG Horde modes, albeit with an even more chaotic twist. (Image credit: Windows Central | Jez Corden)

Gears of War's Horde mode was a key innovation from the franchise's early days, and spawned a variety of copycats over the years. The key premise is pretty simple: teams of friends bunker in, collect energy from fallen monsters, build turrets and other traps, and defend points from an increasingly difficult assault of Gears of War monsters.

Siege mode evolves the formula, taking inspiration from some of the biggest PvE games of the current era. It'll now rock up to 12 players, split into squads of 4 soldiers, complete with soft class roles to enhance tactical play and reward cohesion.

12 players means a bigger play space. The area for the demo was absolutely huge, and was once again represented a new bar for visual fidelity for Unreal Engine — a tradition that The Coalition and the Gears of War franchise seems to have on some form of uncanny lockdown.

Gears of War: E-Day Horde Siege mode gameplay screenshots, showcasing locust combat and PvE third-person gameplay

Waves upon waves of Locust beg to be slaughtered in horrific ways in Gears of War: E-Day. They also want nothing more than to slaughter you in return. (Image credit: Windows Central | Jez Corden)

I didn't get a ton of breathing space to admire the apocalyptic locales, though. Gears of War: E-Day is utterly chaotic and frantic in the best possible ways. The game drives your squad from objective to objective in a near-constant fight for survival as you move through the rubble of Jacinto's cities.

Siege Mode brings in classes from previous Horde versions, promoting unit cohesion and tactical play. I picked up a basic Assault class for my sessions, giving me access to a stimpack healing ability on a beefy cooldown. Great in a pinch, but not particularly helpful for other squad mates. Other classes got boosts to energy collection, used for building defensive facilities, while others got improvements to healing and squad support. It's easy to imagine how The Coalition could extend Horde Siege mode with post-launch class additions, similar to what we've seen in games like Warhammer 40K: Space Marine 2 and the like.

The classes aren't as deep as some other games, though. The emphasis is entirely on combat in keeping with the typical Gears tradition. And the combat is as brutal, cinematic, and spectacular as you'd hope.

Evolving objectives, insane weapons, and raid bosses?!

Gears of War: E-Day Horde Siege mode gameplay screenshots, showcasing locust combat and PvE third-person gameplay

Bigger play areas give The Coalition more room to build locations specifically for certain monsters and set piece moments. (Image credit: Windows Central | Jez Corden)

Emergence Day is a particularly brutal and violent time in Gears' long, bloody canon. Humanity was caught completely unawares and unprepared for the Locust, and that disarray is reflected well in the barrage of objectives Horde Siege mode throws at you.

As you move around the map, event recommendations pop-up spawning a variety of objectives, including defending a point, taking down a bigger enemy, a certain amount of smaller enemies, and so on. You can pick from a variety of difficulty settings (higher was way more fun and brutal), and also match lengths. You can jump in for a quick 15-minute session, up to 45-minute gauntlets of increasingly difficult and increasingly epic challenges.

The bigger play areas designed to accommodate more players are also perfectly suited for creating set piece events that feel a bit more sensical than Horde has occasionally felt in previous games. For example, the central area of the map is a huge circular courtyard, with a raised monument in the middle for taking cover. The outer area is perfectly sized to accommodate some of Gears of War's largest and most iconic threats, such as the spider-like Corpsers or T-Rex-like Brumaks.

The Brumaks now have a truly obscene amount of health in Siege mode's higher difficulty settings, really forcing all three squads to come together to take it down effectively. The battle feels far more spectacular and cinematic as a result, seeing 12 COG soldiers desperately unload their clips while getting swarmed by smaller minions on the flank. The threat level felt far more in-line with battles depicted in Gears' books and cinematics — reflecting Gears' true scale and horrors for the first time.

Gears of War: E-Day Horde Siege mode gameplay screenshots, showcasing locust combat and PvE third-person gameplay

A menagerie of malicious gadgets await Horde players. (Image credit: Windows Central | Jez Corden)

One thing I was hoping to see more of in the game revolves around progression layers and Siege mode gadgets. We didn't get a ton of toys to play with in the beta, which is fine — more surprises for later. But I didn't get a good sense of what to expect from the energy collection gameplay.

In typical Horde fashion, players can pick up energy from downed enemies, and then spend that energy at specific vendors for ammo and other gadgets. The only ones available in the beta were explosive decoys, spike traps which slow enemies down, and smoke grenades. I suspect the full game will offer a lot more in this area, but it would've been nice to catch a glimpse at what those might look like.

One thing I can say for sure — Gears of War: E-Day Horde Siege mode is a metric fuckton of frantic, frenzied fun

The game did give access to some of the new weapons. The early Locust Horde have incredibly primitive and inelegantly brutal weapons. The heavy boomshot was particularly effective, firing out a cluster of explosions that can gib large contingents of enemies in chokepoints.

The biggest question mark I'm left with pertains to server performance, though. Playing from Europe at present, the game was very laggy, although I doubt I was in there with many other content creators from the EU. I imagine I was connecting to U.S. servers here, it's hard to know for sure.

Hopefully, when populated properly, the latency won't impede the fun for you as it did me. You'll get the chance to try for yourself on August 6 when the Early Access beta goes live for those who have pre-ordered Gears of War: E-Day.

A potentially powerful canvas for post-launch support

Gears of War: E-Day Horde Siege mode gameplay screenshots, showcasing locust combat and PvE third-person gameplay

It'll be interesting to see how well supported Gears of War: E-Day i (Image credit: Windows Central | Jez Corden)

It's a strange time for the game industry. PlayStation has killed Destiny, which at one point seemed like it would be an utterly invincible industry staple. Fortnite was just dethroned on PS5 by a bare bones Call of Duty: Black Ops 2 port of all things. More games are launching than ever, but there are also more layoffs than ever.

I'm curious what kind of unique pressure that puts on Gears of War: E-Day and The Coalition, who are launching Xbox CEO Asha Sharma's well-publicized return to Xbox console exclusive games. Can E-Day sustain itself without PlayStation's mega audience? Does it even need to? Is it enough for Gears of War: E-Day to be an amazing, albeit transitory experience? Or does Microsoft hope for it to have a lengthy post-launch content regime?

Gears of War: E-Day Horde Siege mode gameplay screenshots, showcasing locust combat and PvE third-person gameplay

Gears of War: E-Day "Horde Siege" mode represents the most fun and most frantic experience I've ever had with Gears. (Image credit: Windows Central | Jez Corden)

I'm not sure what the future will hold for Gears of War: E-Day overall, but one thing I can say for sure is that Gears of War: E-Day Horde Siege mode is a metric fuckton of frantic, frenzied fun, wrapped in some of the best visuals the franchise has ever produced. I can see myself playing this for a really long time across Xbox Series X|S and particularly the Xbox Ally X.

If both Versus mode and Campaign mode land anywhere near as hard as Siege Horde, it could end up being remembered as the best Gears of War ever.

Pre-ordering Gears of War: E-Day will give you access to the multiplayer beta on August 6, ahead of the game's full launch on October 6th.

Buy/Wishlist at: Xbox | SteamView Deal

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Gears of War: E-Day Boomer

Chaotic, cinematic, and bloody violent.

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Discussion: What are the top 5 upcoming games you're most excited for? Hard mode: No GTA 6.

There's a ton of games on the horizon, in what looks to be another outstanding year for new content.

The big Xbox headliner is without a doubt Grand Theft Auto 6, but it comes against a backdrop of industry turmoil. The memory crisis has vastly constrained console supplies across Nintendo, Xbox, and PlayStation alike, and competition from non-gaming "hobbies" like YouTube Shorts and TikTok continues to compete for attention.

That's not stopping the monstrously talented games industry from putting out endless bangers, though. Inspired by a conversation I was having IRL, I thought I'd put the question to you guys too: what are your top 5 most anticipated games for the rest of the year, and maybe some that are also flying under the radar?

Here are some of my picks.

Star Wars: Zero Company (August 27, 2026)

I absolutely adore XCOM, and I've been endlessly irritated that Take-Two has put the franchise on ice. Thankfully, various members of the OG Firaxis XCOM team formed a new studio, Bit Reactor, and they've teamed up with EA for a next-gen XCOM-like set in the Star Wars universe. Do not sleep on this one, tactics fans.

Beast of Reincarnation (August 4, 2026)

Beast of Reincarnation is from the publisher of Pokemon of all things, proving that they can deliver modernized visuals and combat in a wholly original IP.

Beast of Reincarnation draws upon the likes of Sekiro, Nier Automata, and Final Fantasy 7 Remake's hybrid tactics-action combat, and it looks fantastic.

Gears of War: E-Day (October 6, 2026)

Gears of War: E-Day is the first fully forever Xbox console exclusive in years, and it looks to be something special. E-Day is a prequel showcasing the initial attack on humanity, as the Locust horde springs forth from the ground and begins carving humanity into dust. More horrific and brutal than ever, Gears: E-Day might end up being the best entry in the franchise's history.

Onimusha: Way of the Sword (September 4, 2026)

Capcom is arguably having one of its best years in history, with Resident Evil 9 and Pragmata selling millions of copies at the start of the year. It looks set to make it a hat trick with Onimusha: Way of the Sword, which modernizes the classic horror-hack-n-slash for a new era.

Guns of Eschaton (TBC)

Guns of Eschaton is the final game from legendary artist Viktor Antonov, known for shaping the worlds of Dishonored and Half-Life. Antonov sadly passed away in 2025, but not before leaving his mark on Guns of Eschaton, a mind-warping horror Western FPS with soulslike traditions baked in.

Over to you! What games are you most excited for?

There are tons of games I could also mention on top of this list. I'm excited for Final Fantasy Resonance, Mortal Shell 2, Minecraft Dungeons 2, Fable, Clockwork Revolution, Blood of the Dawnwalker, Castlevania Belmont's Curse, and of course, GTA 6. There's also tons of DLCs I'm interested in playing too, such as STALKER 2's Cost of Hope expansion, and Dragon's Dogma 2's on top.

There are probably dozens I'm forgetting as well, which is why I'm handing it over to you.

Hit the comments and let us know what your most anticipated upcoming games are, and there are bonus points for highlighting games flying under the radar right now.

The industry is in turmoil in some ways, but the creativity on display despite all the pressures is inspiring in its own right.

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Upcoming Xbox and PC games for August 2026 and beyond: Onimusha, Star Wars Zero Company, Beast of Reincarnation, Control Resonant

Star Wars Zero Company, Beast of Reincarnation, Onimusha, Control Resonant, and many more are hyping me up for the rest of the year.

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Xbox Helix and Steam — and why it no longer makes sense

One thing I've been thinking about a fair bit recently is Microsoft's original pitch for Xbox Helix.

Former CEO Phil Spencer was teasing for years before Project Helix was revealed that it would run PC games. He talked about platforms like the Epic Games Store on Xbox Helix, for example, opening up the platform to new business models and aligning more closely with traditional PC gaming — albeit designed for the living room.

In 2026, we're in a very different universe, though. The memory crisis has made consumer tech less affordable than ever. The console market has traditionally been the "affordable, simple" alternative to PC gaming. Several price increases later, it increasingly looks less like the "affordable" option and more like the "nerfed" version of PC gaming.

As an "open" PC, Xbox Helix could end up being absurdly expensive

Xbox Series X Motherboard

Closed systems are subsidized by software sales, open systems are not. (Image credit: Microsoft)

As an open device, Xbox Helix would likely be far too expensive to justify purchase for the vast majority of traditional console gamers, and parents raising the next generation of potential console gamers as well.

Users are already stretched on affordability, and gravitating towards cheaper experiences. Free-to-play titles are eating into legacy core gaming paradigms, and parents are putting their kids on Roblox and old iPads instead of considering increasingly expensive consoles. Roblox is bigger than Steam and PlayStation combined right now ... driven in large part by Gen Alpha and younger Gen Z audiences.

By making Xbox Helix an "open" device, that traditional software sales subsidy goes out of the window. Microsoft would have to price Helix as a high-end PC, profiting on the hardware, rather than the software, if it couldn't guarantee users would remain in its ecosystem. This is one reason why the Steam Machine ended up being so expensive. If you can install Windows on it and ignore Steam, why would Valve ssell the hardware at a loss? It simply isn't viable.

So ... if Xbox Helix is to come in at a reasonable console-like price point, doesn't that mean it has to be a closed box, subsidized by software sales rather than hardware profitability? These are the questions Xbox CEO Asha Sharma and Xbox CSO Matthew Ball are likely grappling with right now.

PlayStation has pulled out of PC, eliminating one potential major advantage

Three vertical panels display logos: Steam on gradient blue, PlayStation on solid blue, and Xbox on green, symbolizing major gaming platforms.

In an era where Xbox had given up on exclusives, the idea of getting PlayStation games via Steam was pretty compelling. (Image credit: Valve | PlayStation | Xbox)

Under former CEO Phil Spencer, Xbox began putting their games on rival platforms, including PlayStation. This did a huge amount of brand damage to Xbox, leading customers current and potential to think that Xbox was preparing to exit its ecosystem all together.

I've written extensively on why Xbox ditching all forms of exclusive content seemed like a terrible idea, but the crux is ultimately why would you choose an Xbox when you can choose a PlayStation which will ultimately have both Xbox and PlayStation's games?

New CEO Asha Sharma is pulling Xbox games off PlayStation in the future, though, bringing Xbox in line with other major industry players again. But where does that leave Xbox Helix?

PlayStation announced internally a short while ago that it was planning to drop Steam and PC ports for its single player titles entirely. It experimented putting some PlayStation classics like God of War and The Last of Us on PC. But Sony clearly feels (rightly, in my view) that they're simply training users to ignore PS5, and maybe consoles in general.

God Of War World Serpent

I have God of War on PC, eliminating the need to buy a PS5 to play it. Sony decided that's probably not great for them long term. (Image credit: PlayStation)

Obviously, in a world where Xbox wasn't going to have any form of console-exclusive content, Xbox rocking up with Steam and Epic Games Store would incidentally impose the same limitation on PlayStation.

Even if Sony wasn't going to offer Xbox users its games, at least you could open up Steam and play Sony's back catalog there instead. I doubt Sony considers Xbox Helix to be a big threat to PlayStation, but the idea of an "Xbox branded" device having carte blanche access to Sony "exclusive" games probably felt at least a little uncomfortable to them.

Now PlayStation has pretty much officially jumped ship, and Xbox is also doubling down on its own exclusives, it disrupts at least one long-term major selling point of Xbox Helix's previously planned model.

But the truth is, PlayStation games on PC have hardly moved the needle. PC has reams of Windows-exclusive titles that haven't ever come to console, and in some cases likely never will. Factor in mods, big-hit indie titles, and other PC franchises that aren't even on Steam like World of Warcraft ... well, perhaps PlayStation ditching PC isn't even a big deal in the Helix model.

... But, what about money?

The memory crisis breaks the economics: open consoles would be priced like high-end PCs

RAM sinking into the ocean

The RAMpocalypse has done immense damage to consumer tech industries. (Image credit: Windows Central | Jez Corden)

The current-gen consoles are now the most expensive video game consoles in decades thanks to the RAMpocalypse. Demand for AI infrastructure has pushed prices of memory chips to historically high levels, decimating consumer electronics across the board. PC shipments are down, smartphones are getting ever more expensive, and lower-volume systems are also getting hard hit.

Nintendo Switch, PS5, and Xbox Series X|S consoles are far more expensive than they were at launch, marking a historic first. Typically prices come down over the course of a generation, but no longer.

For Xbox Helix and the PlayStation 6, this presents a huge dilemma. Next-gen consoles are usually expected to be more powerful than their predecessors, not less powerful. Price increases have historically been expected, but nobody expected, much less wanted, a $1000+ video game console.

The Steam Machine represents a scary vision of what next-gen could look like for Xbox Helix. This is a "console" that behaves like a PC, is fully open, and thus not subsidized by closed-ecosystem software sales. Because of that, it costs over $1000 for the base model, while simultaneously being less powerful than a much cheaper PS5 or Xbox Series X.

Steam Machine for 2026

Valve's Steam Machine is less powerful than the Xbox Series X and PS5, while also costing over $1000 dollars for the base model. (Image credit: Valve)

If Xbox Helix is indeed an "open" PC, Xbox would have no choice but to price it like an "open" PC. The Xbox Ally also costs $999.99 because ASUS cannot make their money back on the software sales, given that they have no real distribution platform of their own.

Thanks to the RAMpocalypse, those wafer thin margins get even trickier. I've been told Xbox is losing around $150~ per Xbox Series X|S sold recently due to memory price increases, and will continue to lose money per device even after the planned August 2026 price hike. Now imagine 50% or more of those Xbox Series X|S users bypassed the Xbox ecosystem and went straight to Steam to buy games. The margins would be even worse, without any form of software sales subsidy. Xbox wouldn't have a business at all.

Indeed, internal Xbox documents from around last winter received and verified by Windows Central offer some insights into how Microsoft's Xbox Ally gaming PC is going on that front.

Around 75% of Xbox Ally owners also own Xbox Game Pass Ultimate or PC Game Pass, which is an impressive figure. But the purchasing behavior of non-subscription holders offers a bleak picture for the Xbox PC store attach rate — an insight into how Xbox Helix could go if it were "open."

Around 75% of Xbox Ally owners also own Xbox Game Pass Ultimate or PC Game Pass, which is an impressive figure. But the purchasing behavior of non-subscription holders offers a bleak picture for the Xbox PC store attach rate — an insight into how Xbox Helix could go if it were "open."

Of non-subscribing users: If an Xbox Ally user was also an Xbox console owner, around a quarter of those users also made purchases on the Xbox PC ecosystem. However, if the Xbox Ally owner was not an Xbox console owner, that figure dropped to a measly 2%. Suggesting that almost 100% of non-Xbox owning, new Xbox Ally owners simply went straight to Steam.

If Xbox Helix simply became a defacto "Steambox" for new users, the profitability would have to come out of the upfront hardware cost, otherwise Microsoft stands to potentially lose millions on the hardware ecosystem in general. With the RAMpocalypse and user behavior data from the Xbox Ally experiment, Microsoft might be reconsidering this aspect of the box. Otherwise, it stands to just accelerate another generation of users to free-to-play games, Steam, and mobile slop.

But ... Asha Sharma has professed that Xbox Helix WILL support PC games ...?

A photograph of Asha Sharma from her recent interview with Bloomberg Technology.

CEO Asha Sharma is tasked with reviving the Xbox brand. (Image credit: Bloomberg Technology)

But ... the contracts for AMD's Xbox "Magnus" PC-console hybrid chips are already in place. The silicon is already being pressed, the whole platform has been costed up and approved.

Indeed, Xbox CEO Asha Sharma reiterated fairly recently that Xbox Helix will "play your PC games." Although, Xbox CSO Matthew Ball did say that "aspects" of Xbox Helix were being re-evaluated.

In light of the constraints outlined above, how might this end up going down?

  • Option 1: Some kind of paywall or subscription to open up to third-party stores?

This one seems fairly unlikely to me frankly, but I've seen some suggest that Xbox could set up some kind of paywall to trigger access to Steam and other storefronts.

If we assume that Microsoft doesn't want to make a box that is straight up unaffordable, one way it could ensure it still has a software subsidy and make the margins work on the other side is by having users pay for a "Pro" version that actually is open.

Perhaps they could do two separate versions, similar to Windows RT or "S Mode" which was locked to the Microsoft Store, and offer a premium version that is fully like a PC, but comes with PC-style price tag.

I suspect that would be difficult to market and explain, particularly given how Asha has suggested that Xbox Helix will play "your PC games," ... but they've never explicitly said Steam would be on it.

  • Option 2: Semi-open, revenue sharing model with Epic Games' on PC or other strategic partners.

One thing that struck me as odd is, when Phil Spencer talked about the next-gen Xbox having other stores, he actually never did mention Steam. He mentioned things like GOG, and the Epic Game Store, but he never actually did say Steam itself would be on the box to my knowledge.

Indeed, maybe Microsoft's plan has been to work with partners directly in a more curated fashion. On the Xbox PC store for example, we see platforms with extensions plug-in to Xbox PC, such as Battle.net and Ubisoft Connect.

Perhaps it was never really about Steam, but more about giving platforms the option to work directly with Microsoft on some sort of revenue-sharing model, which would keep the hardware subsidized but give platform holders more control, and a bigger cut of the profits.

Xbox PC sales do pay out at 90% to developers, rather than the console-oriented 70%. But ... we get into hardware subsidy problems again when we talk about some of this stuff.

  • Option 3: Fully open, absurd price point and all?

The third and final option ... perhaps it will simply sport a PC-style price tag. Perhaps the plan is for Xbox Series X|S to have an unnaturally long life span, and for Xbox Cloud Gaming to do some heavy lifting for those who can't afford the Unaffordable-Console-Future.

I find it hard to imagine an Xbox console with a >$1000 price tag. I'm not sure how Xbox can achieve a

If Xbox has to make a profit on the hardware, and is effectively making a Steam Machine in all but name, nobody will buy it. But Asha has promised access to PC games on Xbox Helix ... but then, surely that does mean it'll have Steam, right? Could it be a half-way house with direct partnerships with Epic Games and other platform holders? Or will it have some kind of paywall "Pro" option to remove an artificial, arbitrary block, like Windows "S Mode"?

I'm sure these discussions are happening at a high level at Xbox right now ... what do you think should happen? Hit the comments, lets discuss it.

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Xbox Helix logos

Project Helix is still coming, but what will it look like under Xbox CEO Asha Sharma? Will it radically change?

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Bethesda confirms 'Fallout 5' and 'The Elder Scrolls VI' are built on new Creation Engine 3 — Todd Howard explains the goal to give more power to devs and creators

Today, Bethesda offered a big update on how the studio is mapping its future.

Xbox's massive cuts have left many of its subsidiaries reeling, with fans worried that Microsoft may have cut the legs off many of the industry's most beloved franchises. id Software sought to reassure fans on the topic this week, and now Bethesda is also doing its bit on top.

Bethesda just confirmed in a big note that Elder Scrolls VI is coming along nicely and hitting milestones, Starfield will continue to get new content, and finally, Fallout is getting a ton of new projects. Fallout 5 is in pre-production, Obsidian is returning with its own Fallout spin-off, and Fallout 3 and New Vegas are getting remakes, confirming our previous reporting.

One piece of news that might go under the radar here a bit is on Creation Engine 3, which Bethesda is developing specifically for Elder Scrolls VI and Fallout 5. I recently caught up with Todd Howard to learn a bit more about how the studio is positioning Creation Engine 3, Creation Club, and how it's becoming an increasingly critical part of Bethesda's future.

"I can't say enough about our tech team. It's just incredible."

Starfield

Starfield's Creation Engine 2 upgrades really boosted environmental visuals for Bethesda's games. (Image credit: Xbox Game Studios)

Creation Engine has been a bit controversial in some corners, with some gamers feeling it lacks the fidelity of engines like Unreal or the cinematic qualities of in-house engines like RE Engine.

Creation Engine has always been more of a sandbox play in my view, designed for extensibility first and foremost and rapid iteration on huge-scale worlds. It's also designed for modding at its core, with Creation Club members earning over $10 million in revenue since the platform's inception.

I caught up with Todd Howard recently to talk about a variety of topics, including how Creation Engine 3 is being leveraged in Fallout 5 and Elder Scrolls VI, and how he's thinking about the platform given the rise of Roblox and Minecraft's own platform-extensible features.

"When we build these worlds, it starts with the tech. A lot of people think engine, they think rendering, but there's so much more that goes into it from a tool side and a system side," Todd explains.

"For the kind of worlds that we want to build and also knowing that we were going to be doing Fallout 5, and just how do we do those simultaneously in a way where it's not start and stop. And we're really happy. I can't say enough about our tech team. It's just incredible. Our designers ask for so much crazy stuff, and our tech team finds a way to do it. And I think that's really defined our games where you feel like anything is possible."

A river vista in The Elder Scrolls 4: Oblivion Remastered

To update Oblivion's fidelity, Virtuous put Unreal Engine visuals on top of the classic Gamebryo underbelly. (Image credit: Windows Central)

I mentioned the stat Bethesda brought up: $10 million has been paid out to creators in the Creation Club program across games like Fallout 4 and Starfield. Given the rise of Roblox as a user-generated content juggernaut, I asked if these industry shifts have informed how Creation Engine 3 will show up.

"If you go back, something we've been super passionate about since we sort of started this run with Morrowind, I was adamant that I wanted the Elder Scrolls Construction Set to come with the game, like as a separate disc. And we've been doing it for decades. We have a creator group that have been doing it for decades, it's what's kept games like Skyrim alive after fifteen years.

It harkens back to when you played D&D and you can make your own adventures. That spirit of creation. It takes a lot of different flavors, so it's really about supporting all those different flavors. I think we're in an awesome spot with Creations, with verified creators, and they're getting that revenue. It has risen all boats, free modding too, with those things being more popular. You see people who maybe they were a hobbyist on the side now becoming a professional. The the content in there blows us away. They just do an incredible job. And for some, now this is their career, and that makes us ecstatic."

Could Creation Club and Creation Engine be another answer to Xbox's Roblox problem?

Creation Club in Starfield

Creation Club has been a huge driver of content for Starfield and other Bethesda hits, like Fallout 4. (Image credit: Bethesda | Starfield)

On the Xbox layoffs, Todd Howard lamented for friends who will no longer remain at the studio with visible hurt, but noted that the game industry more broadly is undergoing a massive shift. He called back to 2016, just before the Xbox acquisition, on Bethesda's sprint towards mobile and multiplayer as gamers seemed to be shifting away from single-player titles en masse.

That similar change now revolves around user-generated content in a lot of ways. Roblox is now bigger than Steam and PlayStation combined, as creators build out entire games and worlds and build entire businesses inside Roblox itself. Bethesda's Creation Club was a pioneer in that space to some degree, alongside Minecraft, giving the modding community ways to turn their hobbies and passions into careers that pay the bills.

It'll be interesting to see how Creation Engine 3 shows up in Fallout 5 and The Elder Scrolls VI, but we're probably going to be waiting a while to see how it all shakes out.

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Creation Engine with Fallout background

Creation Engine has been a bit controversial in recent years, but its extensibility cannot be denied.

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Some Xbox studio leads reportedly "detest" Game Pass — so why did Xbox push ahead with it? "It felt like a race to zero."

It's a little conspicuous that, in among all the strategy changes at Xbox thus far, new CEO Asha Sharma hasn't mentioned Xbox Game Pass all that much.

Inspired by the Netflix and Spotify era, Xbox built Game Pass, as an all-you-can-eat subscription service serving everything from AAA blockbusters to hidden indie gems. During its heyday, it was hailed as "the best value in gaming," and often times seemed too good to be true. Increasingly, it looks like it might be the case.

Xbox's huge cuts this past month have been driven in large part due to a decline in Game Pass revenue and a decline in Call of Duty, so I'm told. Last year's Black Ops 7 didn't resonate as dominantly as the franchise previously has, as strong competition from Battlefield 6 and Arc Raiders ate into its traditional user base. Call of Duty: Black Ops 7 still went on to sell monstrous amounts, but the operation is so vast and expensive, even small disruptions can have big consequences.

Indeed, the fact Call of Duty showed up in Xbox Game Pass disrupted the business model at both ends. Fewer people purchased Call of Duty outright, and the Game Pass price hike to pay for it led to an exodus of users over time, disrupting both business models quite heavily. There are various other factors, but that's the core of what went down, ultimately. As user behavior evolves, is Xbox Game Pass now having a net negative impact on Xbox's overall operation?

Bloomberg's Jason Schreier discussed sentiments I've also heard about Xbox Game Pass' impact on Microsoft's gaming studios, in no uncertain terms.

"There are a lot of people out there in studio leadership within Xbox who absolutely detest Game Pass," Schreier said on his Triple Click Podcast, "[They] think it has destroyed the value of their games, think it has taken away the value from all games in general and has been a detriment to the games industry in those people's view, because of how it devalues games."

I was curious what my own sources felt on the topic. Speaking to a former Xbox studio lead, they were pretty upfront about echoing what Schreier reported: "Giving games away for 'free' in Game Pass from day 1 sends a message to consumers that the games don't have inherent market value. It almost creates an assumption that these titles could not sell on their own," one said. "It felt like a race to zero."

I asked another former Xbox lead with intimate knowledge of the Game Pass strategy previously, who explained that the idea around the whole platform was to offer core games a stable revenue stream as many core users increasingly opt for free-to-play titles, or wait for deep cuts and sales, such as those often found on Steam.

They explained that Xbox has an engagement formula it uses to allocate profits from Xbox Game Pass back to studios. Although some studio figures I've spoken to feel that these accounting mechanisms aren't transparent, nor are they motivating for studios — whose bonuses have traditionally been tied to direct sales rather than oft-vague "engagement" metrics.

Circana Player Engagement Tracker US MAU charts for June 2026:- Meccha Chameleon debuted on top of the Steam US monthly active user chart- Destiny 2 jumped to 5th from 32nd in May on Steam- Where Winds Meet launched in top 10 on Xbox with Game Pass release

— @matpiscatella.bsky.social (@matpiscatella.bsky.social.bsky.social) 2026-07-19T13:46:40.715Z

Despite Xbox Game Pass, it is true that the top 10 most-played charts are generally dominated by the same handful of free-to-play titles, or service titles, that monetize primarily via bite-sized microtransactions. Xbox Game Pass was designed to encourage users who are perhaps less inclined to spent $70 on a full priced title to try something outside of their typical free-to-play habits.

There was a time early in Xbox Game Pass' life where the instant-audience Game Pass would grant helped games achieve free-to-play-like virality, actually boosting retail sales. As Xbox Game Pass habits become embedded and expectations become set, it seems the positive impacts of Xbox Game Pass become increasingly difficult to quantify.

It's true that Xbox Game Pass by itself is driving billions in revenue for Microsoft, and consumers obviously love it. Many independent developers have remarked on funds from Xbox Game Pass as being a financial lifeline, too. But, Xbox is not exactly transparent about how the profits are allocated to first-party studios, even internally it seems from those I've spoken to on the topic.

If Game Pass is subsidizing studios over retail sales, the harm of any potential decline seems to be distributed across the board, even across studios and teams that might've otherwise had good years in a traditionalist retail model. That is speculative, though, given how opaque the Xbox Game Pass business model is. We don't have a crystal ball to deduce how well a game might've performed outside of Game Pass, as well.

Xbox Game Pass display at Gamescom

Xbox Game Pass has been core to Xbox's identity in the Phil Spencer era. Could that be about to change under new CEO Asha Sharma? (Image credit: Windows Central | Jez Corden)

Jason Schreier speculates that Microsoft might move away from its day one Xbox Game Pass model. Microsoft hasn't signalled intent to do that (yet), but the fact that it will no longer include the latest Call of Duty titles in the service could be a hint.

I suspect what we might get instead is some sort of "build your own" Xbox Game Pass, where users can pay a premium for titles like Call of Duty, Forza Horizon, or even things like World of Warcraft's or Minecraft's subscriptions on an à la carte basis. Microsoft's Xbox margins are being crushed by a variety of crises, whether it's tariffs, supply chain problems, geopolitical issues, or the on-going memory crisis. Microsoft has also seen interest in its Xbox hardware reach unprecedented declines, owing to the fact it pivoted away from any form of exclusive content.

Xbox Game Pass has remained a bright spot in Microsoft's overall gaming offering with consumers. Even as exclusive games failed to materialize, games got cancelled, and price hikes bit, Xbox fans and customers could usually point to Xbox Game Pass as a reason to stick with the platform. That changed when Microsoft hiked its price to $30 last year to offset Call of Duty potential losses. Without a strong line-up of exclusive titles, Microsoft is likely cautious to do harm to one of the only unique selling points Xbox Series X|S consoles have left.

RELATED: Xbox's Todd Howard on the future of Fallout, Starfield, and The Elder Scrolls

Right now I would imagine Microsoft is looking at every lever it can pull to boost up Xbox's margins. It has angled for devastating and potentially self-defeating layoffs in the short term. We've seen price hikes on hardware. I suspect addressing ways to tighten up the Xbox Game Pass model might be next.

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Xbox Game Pass shattered screen

Is Xbox Game Pass going to survive the Asha Sharma era?

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"Personally very difficult, and very difficult for our teams." —Bethesda's Todd Howard discusses Microsoft's deep Xbox cuts, and finding optimism for the industry's future

Today, Bethesda moved to reassure fans that its upcoming games, Fallout 5 and Elder Scrolls VI, are still trucking along.

Microsoft's absolutely massive cuts to its Xbox division have left fans wondering if the developers left are enough to even reproduce the kind of quality we've come to expect at the AAA level. DOOM studio id Software sent a note to fans yesterday on the topic, and now Bethesda has followed up with its own.

Bethesda said that it's still working on Fallout 5 and The Elder Scrolls VI, alongside new content for Starfield. The firm also revealed that Obsidian's Fallout project has been greenlit and that fans of Fallout 76 and The Elder Scrolls Online can also expect new content in the coming months.

I got a chance to speak to studio director Todd Howard about how Bethesda is navigating this unprecedented time in the games industry, and how the studio hopes to show up in the future.

"Very difficult, very difficult for our teams."

Fallout 4 power armor

Fallout is arguably the most recognizable game this side of Grand Theft Auto and Minecraft now, thanks to the TV show. (Image credit: Bethesda Softworks)

I asked Todd Howard how the studio is doing, given Xbox's cuts. Many Bethesda, Obsidian, id Software, and other veterans from across the Xboxosphere were let go in the past couple of weeks, alarming fans and industry insiders alike.

"I've been doing this a long time, whenever you've worked with people for, in some cases, many decades, and they're no longer here, that's really personally very difficult, and very difficult for our teams."

Howard called back to other difficult periods in Bethesda's tenure, noting its struggle to land a big hit in the 90s before Morrowind. And also before the Xbox acquisition, where Bethesda came under pressure to produce mobile games and multiplayer service titles as tastes changed.

"If I think back, and people hear me say this internally, Bethesda is turning 40 this year. There have been difficult periods, I look at like Bethesda 1.0 from kind of 86 to 99. I was there for that. We had to change who we were and how we did some things then. And then we kind of became ZeniMax and did a bunch of things, and then we had to change again in 2016. Moving to different studios ... how do we support these franchises?

"I think we're at another change moment for how we support each other, and what we do with these games and for our fans."

Finding optimism in an uncertain games industry

Xbox's Todd Howard on stage at E3

Todd Howard has been stewarding Bethesda since the mid 90s. (Image credit: Christian Petersen/Getty Images)

I asked Todd Howard how he stays optimistic given the way the game industry is shifting. More and more younger users are choosing Roblox over traditional gaming options, for example, and big companies have come under increasing pressure to find megahits to stay afloat in the face of inflation, tariffs, the memory crisis, and other issues.

"The wider industry, this is not an Xbox comment, really. You know, you see it going on across the gaming industry," Todd explained. "So it's a wider industry thing — level setting, figuring out how some things are going to work in the future."

"If I zoom out from the video game industry, I look at who was nominated for Game of the Year last year. As someone in the industry, I was so proud of that list, and what it says about what's being created, and the creativity. There were periods of times where a lot of the games were kind of getting samey. You worry things like, 'will adventure games ever have a home in the future, or this, or that, will this type of game finds success?' And so on. And so from kind of a creative standpoint, as far as the content that's being made out there. As a player, it's been really good."

Todd Howard said that he generally doesn't use social media, but does say he reads commentary on Reddit to get the lay of the land. He said that seeing the quality of the work his teams are putting together drives his optimism, as Bethesda looks ahead to Fallout 5, The Elder Scrolls VI, and beyond.

"I think I have the benefit of being able to work [in the games industry], I see the work we're doing. So, I get to be there with the team and see the passion, see us channelling how we do better every week. Crafting games that we absolutely love. It's easy for me to be optimistic when I when I look at the work."

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Todd Howard on stage for Bethesda

Bethesda remains one of the most legendary video game studios on Earth.

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Obsidian's new Fallout spin-off is REAL — alongside 'Fallout 5' and '3' and 'New Vegas' remakes, as Todd Howard offers praise: "a huge amount of respect."

Today, Bethesda offered an update on its studio, following Xbox's brutal cuts across its games business.

Microsoft is laying off thousands of gaming staffers and contractors in its gaming operation, as bets on Xbox Game Pass, Call of Duty, and multi-platform games didn't pan out. To that end, many fans have been worrying that the future is bleak for games like Fallout and The Elder Scrolls, as ZeniMax seemed disproportionately targeted by management.

In a note shared by Bethesda today, the firm not only confirmed that The Elder Scrolls VI is coming along nicely, but also that Starfield and Fallout will continue to be built upon. Not only that, but Fallout 5 is now in pre-production, and Fallout 3 and New Vegas will get Oblivion-style remakes, confirming my previous reporting.

Fans will also be excited to learn that Obsidian's long-rumored Fallout project has now been fully greenlit, and is being developed in collaboration with Bethesda.

"The wasteland continues to expand as we team up once again with our longtime friends at Obsidian Entertainment," Bethesda remarked. "We're happy to confirm they're working with us on a new Fallout project. We'll have more to share in the future."

Fallout: New Vegas

New Vegas has long been held as one of the greatest Fallout titles. (Image credit: Bethesda Softworks)

Details on the Obsidian Fallout project have been rumored for a while. In my own research, I learned that Obsidian had been building a prototype on the side for as long as two years, pending collaboration with Bethesda.

Update (July 17, 2026): To clarify, sources felt that this project (which was not officially Fallout by name) was very Fallout-y in nature, to the point where there were debates at the upper levels of Xbox Games Studios about whether or not it should be made in Unreal or Creation Engine. I was told that Obsidian's previous project wasn't officially Fallout, at least in part because Todd Howard wanted to be involved in any potential formal Obsidian-Bethesda collaboration on the IP. It purportedly wasn't possible at the time due to the various on-going commitments to the Fallout TV show, Elder Scrolls 6, and Starfield. It does sound like the extent to which the previous incubated apocalypse-style franchise was potentially "Fallout-adjacent" amounts to a matter of perspective to onlookers, but Obsidian is obviously very cognizant of fans' long-time hopes for them to return to the genre.

With Xbox's CEO Asha Sharma signalling intent to speed up production on Fallout titles, it seemed increasingly inevitable that more spin-off projects like New Vegas and 76 would emerge.

I caught up with Todd Howard in an exclusive interview yesterday to learn more about the plans, and talk about the "mythology" fans often curate surrounding some kind of rivalry between Obsidian and Bethesda.

"I appreciate some of the fan chatter, but behind the scenes, there's a huge amount of like mutual respect [between us]. We're always wondering if we could find a way to work together in the right way. And when those things come up, I think I definitely look at the franchise all up, as you see in the note, everything that's kind of happening with Fallout."

"You sort of say, is there a way or a window or a pocket where we could do something together that really, really made sense? And so we're super excited about the opportunity, working together."

Fallout 4 power armor

Fallout is arguably one of the most recognizable video game franchises, particularly since the popularity of the TV show. (Image credit: Bethesda Softworks)

I asked about the possibility of other spin-offs, given that under Xbox, you now have Fallout legends like Tim Cain and Brian Fargo of InXile all under one roof. Could we see a return to an isometric-style tactical CRPG Fallout, given the success of Baldur's Gate 3 more recently? Todd Howard's response, 'never say never.'

"Sometimes you find your way there and sometimes you don't, or you do it later. It takes time. You mentioned the Fallout show. And that was a 10-year journey. As a caretaker of these things, the number one job is to make sure we serve the franchise as best we can."

Todd Howard couldn't give us more details on what Obsidian's Fallout might look like, as it's still early on. I've been investigating rumors that it would be built in Unreal Engine, although given Bethesda's focus on growing Creation Club, perhaps that could change. I asked whether or not it would be multiplatform or Xbox exclusive on console, but Todd Howard said again, they'll announce those things "when the time is right."

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Fallout: New Vegas

Fallout New Vegas is among the most beloved Fallout properties.

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