One of my favorite things about the Xbox ecosystem has historically also been one of its most frustrating. Why? Primarily due to a "lack" of adoption.
Xbox Play Anywhere is by far and away my favorite thing about being an Xbox owner. As a heavy (figuratively and literally) Xbox gamer with hundreds upon hundreds of owned games, I'm always excited to see when one of my games supports Xbox Play Anywhere — a feature that allows me to take my game to Xbox Cloud Gaming or Windows PCs or gaming handhelds on the same license, with the same save file.
However, in years past, adoption was pretty anemic. Xbox's first-party titles (mostly) came to the service, but third-party games generally turned their nose up at it. What's worse, the idea of older games getting support was almost unheard of. That changed in a big way in 2026.
Games both old and new are getting Xbox Play Anywhere support out of the blue
One of my most anticipated upcoming Xbox games is Xbox Play Anywhere, and today, 4A announced Metro's predecessors are getting Xbox Play Anywhere too in a free update. (Image credit: 4A Games)
I will remember 2026 as the year Xbox Play Anywhere really saw a watershed moment.
Before, it felt like to expect Xbox Play Anywhere, Microsoft had to drop an Xbox Game Pass deal on the game in order to acquire the rights and convince the developers to play nice. But this year, we've seen a steady cadence of games both large and small hitting Xbox Play Anywhere without any form of Game Pass integration.
Yes, many AAA games still aren't arriving as part of Xbox Play Anywhere (notably ones from the "bigger" publishers like EA and Ubisoft), but it seems even they are coming around to the idea. A few weeks ago, Ubisoft began offering some of its games on Xbox PC "for free" if you own the Xbox console version, making them Xbox Play Anywhere in all but name. Now if we could just get Star Wars Zero Company too ... if you're listening, EA.
Other publishers have been sporadic. Capcom brought Onimusha: Way of the Sword to Xbox Play Anywhere, but not Resident Evil 9 or Pragmata, for example. Others have been fully on board, with Square-Enix pledging virtually every new release, including re-releases like the upcoming Kingdom Hearts remasters and Final Fantasy Resonance.
Increasingly, even older games are getting Xbox Play Anywhere treatment, which is huge. (Image credit: CD Projekt Red)
Indeed, one of the bigger issues with Xbox Play Anywhere revolves around gaps in the overall content line-up. It reminded me a bit of the Windows Phone app gap ... wherein developers didn't see enough users to justify the port, and users didn't see enough content to justify using the store. But somehow, Xbox seems to have overcome this issue with Xbox Play Anywhere.
Witcher 3 recently got retroactively updated with Xbox Play Anywhere support, for example. Today, Metro 2033 and Last Light were announced with HD refreshes, complete with Xbox Play Anywhere support. Baldur's Gate 3 too, also grabbed Xbox Play Anywhere support, with Larian remarking that it's just "a cool part of the ecosystem." Even some of the more obscure games like Tainted Grail: Fall of Avalon, a game I was secretly hoping would grab Xbox Play Anywhere, just randomly got certified today. I also had no idea other viral indie hits like TCG Card Shop Simulator were Xbox Play Anywhere until I checked what was available today.
There's been a huge, generalized sprint of solid Xbox Play Anywhere support recently. Blood of Dawnwalker, Control Resonant, Resonance: A Plague Tale Legacy, Aliens Fireteam Elite 2, Beast of Reincarnation, Dispatch, 007: First Light, Subnautica 2, Vampire Crawlers, RuneScape: Dragonwilds, Replaced, Monster Hunter Stories 3, Deep Dish Dungeon, Clive Barker's Hellraiser Revival, Demeo x Dungeons & Dragons, and many more — have all hit the service in recent months, or will in the near future.
There are tons more as well, on top of first-party titles which are all but guaranteed to hit Xbox Play Anywhere by default. Crucially, all of the games play incredibly well natively on Xbox Ally X, optimized for handhelds out of the box in most cases.
Microsoft hasn't been shy about its intentions to improve the Xbox back-end systems to facilitate these kinds of features. But I'm curious what is driving this increased adoption of late ... could it be the Xbox Ally and Xbox Ally X effect? Is it simply a no-brainer if you're also moving copies via Xbox Cloud Gaming? Is the Xbox PC store seeing more rapid adoption than people think?
Whatever the cause is, as an Xbox Ally X gamer, I'm loving it.
Now if you don't mind, I'm going to rock up with some more Deep Dish Dungeon for a bit while the WoW: Forever servers are in maintenance ...
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As I write this, I just wrapped up my run-through of Gears of War: E-Day, start to finish. Although, I have yet to experience the full actual game.
For the review build, Gears of War: E-Day's new siege mode is disabled, as is versus multiplayer. It felt odd to me to score a game I haven't fully played yet; as such, this will be a review-in-progress pending the launch state of versus and siege mode, which I presume goes live with the game itself on October 6, 2026.
Gears of War: E-Day is something of an important game for Xbox. It carries the flag for Microsoft's return to exclusive Xbox Series X|S games, and likely has some oversized pressure upon it to deliver. We're not here to review that aspect of the product, though — only what is here sitting in front of me.
And my feelings are a bit mixed.
Gears of War: E-Day has some of the most stunning visuals I've ever seen committed to the medium, with absolutely immaculate lighting treatment, immense and meticulous city detailing, and gorgeous character work. The gunplay is also fantastic, smoothing off some of the series' rough edges with boosted mobility, without sacrificing the Gears feel.
But the overall gameplay structure does the overall game a pretty sizeable disservice in my view, preventing it from reaching its full potential.
Gears of War: E-Day review — Story, Art, and Tech
Gears of War: E-Day's character work is absolutely top-shelf stuff. (Image credit: Windows Central | Xbox)
Gears of War: E-Day takes place over a decade before Gears of War 1, offering us a front-row seat to the brutal and genocidal opening to the Locust's attack on humanity.
The city of Kalona serves as ground zero for that invasion. Kalona is known as a city of science and technological progress, and was instrumental in developing the COG's weapons tech and industrial war economy during the civil war against the UIR. E-Day takes place six weeks after the UIR surrenders, and Dominic Santiago and Marcus Fenix are picking up the pieces and mourning lost friends and family.
The character work on offer in E-Day is absolutely top-shelf. The trauma of loss and the shock of the Locust invasion comes through incredibly well in every single aspect of the game's delivery. The cityscape is immaculately detailed, with interiors fully rendered with a lived-in feel, complemented by some of the best lighting I've ever seen in a video game. Well and truly, Gears of War: E-Day is at the absolute apex of Unreal Engine technological prowess, and the game deserves awards on that basis alone, most likely.
Kalona is without a doubt one of the best city designs I've ever seen in a game. (Image credit: Windows Central | Xbox)
Rendering the city in so much detail really helps serve the story. Gears of War's more recent games take place in a ruined world, where the Locust have effectively already won and decimated humanity and most of its cities. For E-Day, The Coalition had to show a city that was still thriving and populated, and the horrors therein.
From the very first cutscene, The Coalition pulls no punches: this is a horror story, a war story, and a tale of survival and desperation. The COG army is decimated and blindsided, besieged by an unknown threat that they immediately underestimate as monsters without a plan, only to discover later just how smart and organized the Locust actually are.
Civilian NPCs litter the city, sometimes fleeing, sometimes in dismembered puddles on the ground. The reactions from the characters and their development throughout the game really help to elevate that sense of loss and fear — they're not the battle-hardened survivors of the original Gears trilogy. They're young, war-weary from fighting the UIR, and in some cases wholly traumatized already.
The destruction and devastation unravels in real time throughout Gears of War: E-Day. (Image credit: Windows Central | Xbox)
I don't want to give too much away about the story, but this very much felt like the first game in a new planned trilogy ... there were aspects of the delivery that suffered as a result. Some plot threads felt designed to be resolved in future games (or DLC?), leaving me wanting somewhat. But the fact that I am eager to learn more about this Emergence Day story arc is probably a plus. It would be far worse if I didn't care, and I find myself caring a lot about the new characters, their struggles, their past lives, and what will ultimately end up happening to them ... given that some clearly aren't present in future installments.
Gears of War: E-Day's setting, visuals, and story delivery represent its best aspects. The game's performance on Xbox Series X is top-tier, with slowdown only occurring during some particularly heavy sequences towards the end. I didn't experience a single crash, and it's great to see a modern game offer split-screen co-op in the modern age as an option.
The new characters are interesting and engaging, and finding out new layers of existing characters is also rewarding as a long-time fan. I think Gears of War: E-Day could've benefitted from leaning more into civilian-oriented side stories potentially ... but as I'm going to explain in the gameplay section, Gears of War: E-Day is let down a fair bit by its gameplay structure all up.
Gears of War: E-Day review — Campaign Gameplay
Gears of War: E-Day is at its best when it stops trying to be "open" world. (Image credit: Windows Central | Xbox)
Let's get the good stuff out of the way first: this is still very much Gears of War. Everything you've loved previously about Gears is still here, and in most cases, elevated to the 11th degree.
E-Day boosts the player character's mobility by a huge amount. Sprint is now more instantaneous and on the left stick like a standard modern shooter. Cover is far more dynamic than it was previously, with the ability to take cover in lower spaces than before, making environments feel more varied and natural. You can now also climb and vault, allowing The Coalition to build on the game's verticality. Given that Kalona is a city-state with large buildings and urban environments, having these features serves the game incredibly well.
The gunplay is also very polished. Chainsaw-ing dudes in half is more rewarding than ever, with almost embarrassingly satisfying sound treatment and chunky gore physics. Watching a severed torso flip onto the floor never gets old.
There's a variety of new weapons which are also instant classics. The Locust have been scavenging the battlefields of the Pendulum wars, adapting old UIR guns with horrifyingly inhumane enhancements. As such, that satisfying M1 Garand "ping" returns from the UIR Markza, repurposed into the axe-hilted Locust Breechshot rifle, for example.
The Coalition could've done a lot to make larger enemies feel more reactive to your attacks and less like bullet sponges. (Image credit: Windows Central | Xbox)
The gunplay lets itself down a bit when it comes to fighting some of the game's bigger enemies, though. Drones, wretches, and some of the earlier enemies are by far the most satisfying to fight, reacting to your bullets and even having destructible armor that makes combat feel more dynamic and modern. I'm not sure why The Coalition didn't extend this gameplay style to some of its bigger enemies, which is where I would argue it'd be far more crucial.
Indeed, in Act 1, Gears of War: E-Day starts so strongly, and I was sitting there wondering if this was going to end up being the best game Xbox ever shipped, but over time, that feeling began to unravel.
Reavers, Brumaks, and other larger enemies barely react at all to gunfire, making them feel like robots or bullet sponges — something Gears 4 was heavily criticized for. You end up just watching the enemy's health bar in some cases for at least some semblance of reactivity, instead of the visuals The Coalition's art team painstakingly worked towards. Towards the end of the game, these types of enemies become more common too, robbing the game of some of its dynamism.
Another irritating aspect of Gears of War: E-Day pertains to its open-but-not-actually-open world design, which to me smacks of rushed or changing game design priorities throughout development.
Gears of War: E-Day has some odd design decisions behind it, but it's still an incredibly fun game — especially in co-op (Image credit: Windows Central | Xbox)
Kalona is a fully realized 3D city, with a huge variety of urban exterior and interior locations. It's a great canvas that The Coalition can build upon when designing future content, potentially both for Siege and Versus mode. The problem is, it doesn't lend itself particularly well to the campaign mode.
Gears of War: E-Day starts incredibly strongly, with a linear cinematic segment that really sets the tone for the game. Then, it opens up into this odd semi-open world structure that seemed interesting in previews, but in practice, it doesn't really reach further than the glimpses we got over the summer.
There's a map that offers the illusion of large explorable spaces, but in practice, all the segments are very linear. Even the side objectives take place in a structured way, undermining the need or desire to really explore. It felt like The Coalition tried to shoehorn in more reasons to explore by spreading weapon mods and collectibles around, but I just found this aspect of the game to be irritating and pace-breaking.
There's dozens upon dozens of weapon mods to find in the field, but half the time it'll be for weapons you don't really want to use. The game pings you with an annoying pop-up every few seconds saying "hardcase nearby," which just served as a distraction given that the reward was mostly just junk items. Even the collectibles were annoying to find, given that you had to jump through several menus then go manually searching for the item you just found from a huge list. There were more mods to find than there was gameplay canvas upon which to place them ... E-Day really would've benefitted from some kind of vendor system instead here, allowing you to buy mods at your leisure, rather than feeling forced into boring hide-and-seek gameplay every 3 minutes.
Instead of finding random mods in the field ... some kind of vendor system for simply buying the mods you actually want would've been less disruptive on the game's flow. (Image credit: Windows Central | Jez Corden | Xbox)
These might seem like minor gripes, but given that there's not much else "new" here on offer across the general Gears formula, they stand out a bit like a sore thumb.
It doesn't help that, as a result of the game's structure, you end up revisiting the same locations multiple times as part of the story, which felt anticlimactic and choring, particularly towards the end of the game.
The campaign does have some incredibly epic, cinematic, and deeply emotional moments — don't get me wrong. There are some fantastic sequences spread throughout the game, showcasing Emergence in all of its reptilian, subterranean horror. I just wish they'd doubled up on these moments instead of trying this odd "open" world experiment, which seems ill-conceived and poorly executed, with features that detract rather than elevate the overall experience.
Gears of War: E-Day review — Conclusion (so far)
Gears of War: E-Day is a ton of fun and genuinely incredible, but it's frustrating how much better it could've been with a few tweaks. (Image credit: Windows Central | Xbox)
I thoroughly enjoyed Gears of War: E-Day overall, and am already enjoying my second playthrough on a higher difficulty, but I would be lying if I said the game didn't have large issues — particularly given how easily avoided many of them could've been.
Kalona is an immaculate canvas ripe for telling epic stories. The new, horror-laden tone is absolutely the right direction for Gears of War: E-Day. The existential dread oozes throughout every character delivery, and the city design is among the best the medium has ever seen.
The gameplay structure placed on top of it becomes the problem, that could've used a lot more iteration and forethought. It felt a bit like E-Day was originally intended to be some form of open-world, but at some point, they retreated, leaving it feeling disjointed. The "open world" exploration aspects are unrewarding and more often than not simply frustrating, and a lot more work could've gone into making boss-level enemies more dynamic and interesting to fight.
If I were to score the game based on the campaign alone, I'd probably give it an 8/10 overall — it's still incredibly fun, and the downsides are frustrating but not game-breaking. In any case, we haven't experienced the full package Gears of War: E-Day represents. We still have Siege and Versus to talk about, and it remains to be seen how fun or even functional those will be at launch. Stay tuned.
Gears of War: E-Day launches October 6, 2026, exclusively on Xbox Series X|S on console with Xbox Play Anywhere for PC, it's also coming to Steam and Xbox Game Pass.
Gears of War: E-Day is a fantastic co-op shooter that brings the franchise closer to pure horror than ever before. Some campaign design decisions frustrate the experience and prevent it from hitting its full potential, but the overall package is well worth your time.
The last couple of Xbox events I've attended, including BlizzCon, I noticed I was getting the same question from industry figures and fans alike: is Microsoft gearing up to sell Xbox?
A decade that might not arrive, that is, if these "sell off" rumors turned out to be true. Many analysts and industry figures have opined that the cuts are designed to make Xbox "leaner" and more attractive to a potential buyer. When you dig down into it, these commentaries don't make a lot of sense; why would Xbox keep smaller franchises like Age of Empires even at a reduced clip, or try to rebuild Halo at all if it was indeed looking to sell?
Halo Studios has been shuttered, essentially, with Activision taking over stewardship of Xbox's most iconic IP.
Regardless, even senior industry figures like Shawn Layden of PlayStation fame described Xbox as being in its "Dreamcast phase" recently, referring to the time Sega exited the hardware business. A lot of these comments tend to emerge from industry figures who seem particularly aggrieved by Xbox, though, regardless of actually being a customer or not.
Indeed, actual Xbox customers have been generally optimistic about the way Xbox has been heading. Nobody (sane) revels in layoffs, but purely mathematically speaking, it was unclear how some of Xbox's 'niche' kind of games like Keeper, Kiln, or Hellblade 2 were going to be self-sustainable for the studios that produced them. There's a lot of valid criticism to be levied at the leadership figures that allowed for projects that were quite obviously going to be unsustainable.
The NYT interviewed (paywall) Sharma recently covering the Xbox layoffs generally. The outlet said that Asha "did not stall" in declaring Xbox not-for-sale.
"Xbox is not for sale. [...] We will do whatever it takes to set the company up for success, and we will look at the right partnerships, the right operating model and everything needed to achieve that. [...] We’ve got a long way to go with Microsoft and we’re going to take the long-term view."
Microsoft CEO Satya Nadella is to blame for the lack of faith in the Xbox business from mainstream figures
Former Xbox CEO Phil Spencer has formally retired in full from Microsoft as of this month, completing the transition to the Asha era. (Image credit: Windows Central)
The NYT quite patronizingly called the comment a "bob and weave" seemingly unwilling to let go of the idea of divestiture. It's great shareholder bait; Xbox has long been an aspirational type of product, and it has been a loss leader in some regards. Microsoft CEO Satya Nadella has remarked in the past about how, despite the fact Xbox isn't a huge profit generator, fandom of the brand has led to lucrative deals for Azure on the business side of things. Yet, shareholders would love nothing more than for Microsoft to quit the difficult and risky game industry to dive all-in on AI psychosis products instead.
Indeed, under Microsoft CEO Satya Nadella, the company has seen a near total retreat from consumers in general. Surface is on its death bed, Windows Phone was killed off, all consumer hardware products were effectively shelved. Microsoft's retail stores were closed, customer support is anaemic to non-existent, and Windows itself has seen huge declines in popularity and trust. Even Microsoft Copilot has undergone a work-focused update, ditching their (admittedly terrible) consumer-oriented features.
Nadella is absolutely not consumer-savvy in general. Nadella's Microsoft strategy paints the Xbox business as a sore thumb on a very boring, cold, sad, and business-oriented IBM-style Microsoft — a Microsoft chasing cultural irrelevancy.
It's no wonder that mainstream media can't understand why Xbox could exist in this current incarnation of Microsoft, and it's through no fault of previous Xbox leaders, Asha Sharma or Xbox in general.
The one saving grace here is that Nadella has, for some reason, continued to allow Xbox to exist — likely against the wishes of shareholders and his generalized anti-consumer and anti-customer instincts. Nadella claimed in an internal meeting that Microsoft will "always" be in gaming, and will take a "long view" on its future. But it's really, really easy to understand why the trust isn't there. We wouldn't even have this commentary from Nadella if I hadn't literally leaked the meeting's audio myself.
The NYT noted that Nadella declined to participate in the interview. He really should have participated in my opinion, because this generalized lack of faith comes from his strategies and public-facing comments.
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I've reviewed a lot of chairs in my day, but as I've gotten older and more decrepit, demands on my fragile bones have only grown.
There was a time I could rock a gaming chair and gun for maximum style and recline, but as I spend more and more time at my desk hunched over and typing rather than reclined back and gaming, my needs have evolved.
Recently, a friend with similar back issues to me recommended this chair from FlexiSpot, dubbed the Heavy Duty C3 Ergonomic Chair to be precise. It's currently on sale for £199, down £50 from the typical asking price. I've reviewed chairs running all the way up to $700, so my expectations for this "cheaper" chair were pretty low.
How wrong I was. Well and truly, this is by far the best chair I've ever used at home, and a chair so nice I'm going to buy it twice for when I'm visiting family out of the country. It's that good.
Sometimes, basic is better
Mind the bed, tiny room not great for photos. Thankfully the chair's quality speaks for itself. (Image credit: Windows Central | Jez Corden)
Forgive my photographs, it's hard to get a good angle in my tiny office/bedroom, but as you can see it's a pretty simple and unassuming set up here.
This is a seat designed for heavy and tall individuals but also just generally heavy use. It has an incredibly thick cushioned seat with an ergonomic W shape, which has become a popular seating configuration in recent years. I've often seen ads for seat cushions with this shape, the C3 built it right into the product.
It has a mesh back rest which offers maximum breathability for those heatwave months we had this year, and a wide base with very tall arm rests to align your elbows against your desk. The seat tilt also aligns with the back rest, which FlexiSpot research says promotes better posture health than separate tilt mechanisms.
God forgive my cable management. (Image credit: Windows Central | Jez Corden)
Despite being on the "cheaper" side, every aspect of this seat feels premium to me. The materials and metals are incredibly thick with high quality welding. The whole frame is made from iron and certified for 227kg, meaning that the vast majority of users won't even come close to delivering wear and tear here.
The arm rests have 4D movement and positioning, and have a smooth-feel leatherette finish, complete with buttons and levers where you'd expect to find them for locking in your adjustments, both on the seat tilt and the gas-powered lift itself. There's also a lumbar rest at the base of the backrest, adjustable for different heights.
The FlexiSpot C3 is by a mile the best chair I've ever used for desk-based work and play.
If you were looking for a chair with a headrest and upper back rest for maximum coziness and rest, this chair might not be for you. But, if you are like me who spends a lot of time at a desk, I would argue that ditching the upper back rest promotes better posture. It forces you to position your head and neck more naturally, which I will attest has directly alleviated a long run of general lower back pain.
I ditched a gaming chair for a similar mesh office chair at my partner's place for when I'm staying there recently, and found it to be a huge improvement on my general back health. This FlexiSpot chair is cheaper and better than the other one I purchased by a mile, and I think it's really the seat cushion that is the x-factor. This is just a fantastic, pleasant product.
Should you buy it?
Even the biggest booties will appreciate this. (Image credit: Windows Central | Jez Corden)
You should definitely consider buying this chair if you have a gaming chair presently and find yourself in or approaching middle age-adjacent back problems. I spend more time at my PC than most, so having a high quality and ergonomic seating arrangement is absolutely crucial.
I long thought that it was just general bad health and lifestyle giving me back pain (and that is no doubt a factor here), but having a good chair that matches the height of my desk and eyeline of my monitor has given me a huge boost. Having reduced back issues has made me more active in general too, and it's hard to put a price on that.
Unless you want something with headrest and recline features you can get truly cozy in, the FlexiSpot C3 is by a mile the best chair I've ever used for desk-based work and play.
C3: was £249.99 now £199.99 This is by far the best chair I've ever used for desk-based work and play, boasting a massive weight limit and a similarly massive cushioned seat for max ergonomics.
Microsoft's moves over Xbox Cloud Gaming in recent months have painted a picture of a company that isn't entirely sure of its long-term viability.
At one point, it seemed like Microsoft was all-in with Xbox Cloud Gaming, building up marketing campaigns like "This is an Xbox" that actively told consumers that Xbox consoles were stupid, and that in fact, devices like the Samsung Smart Fridge was a far better option for gaming instead. The landscape looks very different in 2026.
Thanks to the RAMpocalypse and the apparent "demand" for data center space for AI tokens, it seems Microsoft has soured on cloud gaming in general as a viable option.
At the same time, Microsoft has also opted to limit Xbox Cloud Gaming to 15-hours a month at the highest tier, down from unlimited, with piecemeal hourly passes to be sold separately. And today, Microsoft announced quietly to some users that Xbox Cloud Gaming will vanish entirely from some devices.
In an email sent to myself earlier today, Microsoft says its first batch of third-party supported devices, 2020 Samsung Smart TVs, will lose access to Xbox Cloud Gaming from November 3rd.
You’re receiving this email because your account previously accessed the XBOX app on a 2020 Samsung Smart TV. Starting 3 November, the XBOX app will no longer be supported on 2020 Samsung Smart TVs as updates to the technology that powers XBOX Cloud Gaming are no longer compatible with the operating system version available on these models.You can continue streaming on newer Samsung Smart TVs (2021 and later), as well as across a wide range of supported devices, including PCs, smartphones, tablets and XBOX consoles. To explore all supported devices, visit: http://www.xbox.com/cloud-devices.
Microsoft
Microsoft claims that its due to a compatibility issue, but I don't see how that's really possible given that it's literally a web app and a video feed. It would be like Netflix or Prime TV retiring on those Samsung smart televisions, which is obviously not going to happen any time soon.
Color me cynical as a 2020 Samsung TV owner, but it's hard not to wonder if it is in fact these devices that see the highest use out of all the third-party screens attaching to Xbox Cloud Gaming. Perhaps Microsoft has discovered a way to quickly and easily save bandwidth by screwing over thousands of existing users in the name of "compatibility," given that Xbox Cloud Gaming is reportedly simply unable to make money in the current business model.
For a while, the conspiracy theory was that Microsoft and other companies wanted to shift us all over to cloud gaming services to deprive us of any form of ownership. But ironically, it seems that providing these services in the RAMpocalypse era is too for Microsoft and NVIDIA to even run. Both Xbox Cloud Gaming and NVIDIA GeForce Now have pretty stringent restrictions upon them, and both platforms are exploring ads as a way to try and boost revenue.
First it was upgrade your console, now it's upgrade your TV? Maybe it's just going to end up being smarter to unsubscribe to Xbox Game Pass instead ...
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Given the absolutely astronomical hype of GTA 6, the headline here might read as crazy. Madness, INSANITY! ... But it's only crazy if you're living within a particularly specific social media bubble, in my humble opinion.
Last week, buddy o' mine Tom Warren made waves by mentioning nerves at Xbox HQ over the potential sales viability of Grand Theft Auto 6 on Xbox Series X|S. It led to Xbox CSO Matthew Ball coming in to deny the rumors, stating that GTA 6 is "creating records" for Xbox preorders.
Tom, we are very happy with GTA VI pre-orders. The title is breaking records for XBOX, we expect even more records will be broken throughout the fall, and our internal analysis shows our share of pre-orders to be matching our share of the console market.September 24, 2026
Even if that's true, GTA 6 presents something of a headache for Xbox. Thanks to an astronomical marketing deal with PlayStation, Xbox isn't even allowed to formally mention the existence of GTA 6 on its Xbox Series X|S consoles. All of the GTA 6 marketing is flowing directly towards PlayStation 5, and there's no guarantee GTA 6 Online will feature cross-play either, much like its predecessor.
Whether it's the PlayStation's marketing deal or the simple lack of available Xbox Series X|S stock to sell through (due to the RAMpocalypse), GTA 6 is shaping up to be something of a missed opportunity for Xbox this autumn.
... But does it even matter?
Perhaps out of nowhere, an unexpected savior has emerged. A savior from our past ... a video game that may well and truly last forever.
World of Warcraft: Forever can beat GTA 6
I'm just as shocked as you are. Although not really. (Image credit: Blizzard Entertainment)
The hype around GTA 6 has seen publishers desperately swerve to avoid the Vice City-shaped train about to plow through the games industry. I've been inundated with games to review between September and October, and there's simply no time at all to realistically play through all of them. Blood of Dawnwalker, Control Resonant, Gears: E-Day, Star Wars: Zero Company, Valor Mortis, Sinking City 2, Onimusha, Minecraft Dungeons 2 ... dozens of great indie games, and even more AA and AAA titles ... all swerving to avoid GTA 6.
MW4 hype does seem muted this year, likely in part because of GTA 6 and maybe generalized franchise fatigue, but the same absolutely cannot be said for WoW: Forever. Even as an unashamed WoW fanboy, I've been utterly stunned by the popularity of the beta, which generally requires a purchase to even access. It doesn't come out until November, yet it seems to be breaking franchise records already for Blizzard, and by extension, Xbox.
Blizzard devs have said they haven't seen the game this busy in 17 years, and my own sources within Blizzard have echoed similar. Perhaps crucially, I've been told that WoW: Forever is not cannibalizing WoW: Retail either. These are all new or long-dormant returning players, buoyed by hype from massively influential streamers like Asmongold. The servers are struggling under the load, as players new and long-dormant return in their hundreds of thousands to march upon Azeroth once again.
WoW: Forever is basically a remaster/remix of the OG WoW from 23 years ago ... and it's going to take on GTA 6 in the same launch window, which isn't yet on PC. WoW: Forever will have a near-blank runway on PC as a result of multi-platform games swerving to avoid Grand Theft Auto 6.
Xbox is far, far bigger now than people seem to realize
World of Warcraft rises from the dead, again. (Image credit: Blizzard Entertainment)
Indeed, if you're in the Xbox discourse bubble, it's potentially easy to forget that World of Warcraft: Forever will feed that bottom line. Minecraft also announced a new dimension in "The Sift," coming to the game in 2027. I can see from Windows Central's traffic that this is also going to be a huge deal for the game, but also Xbox as a business unit.
So, even if GTA 6 was a flop on Xbox (and there's no evidence to suggest it would be, really), Xbox has a variety of backup plans on the docket. Some intentional, some not-so-intentional.
This is the thing about modern Xbox. A lot of the commentary tends to focus on console — it ignores mobile, it ignores PC service games like WoWF, and other revenue streams Xbox is setting up with TV and movie licensing. There's even the Minecraft theme park coming to the UK, which will be a test bed for broader expansion across the world in the coming years. Could we eventually see "Blizzard World" set up shop next door to Minecraft World? I mean, it's not entirely outside of the realm of possibility. There's even been internal chatter about an "XboxCon" in a similar vein to BlizzCon in the future ...
Yes, GTA 6 is important for Xbox ... but there's also a component crisis. PS5 and Xbox Series X|S are not overstocked. They're selling every box they can muster even without GTA 6. Perhaps if the RAMpocalypse wasn't ongoing, GTA 6 would be more crucial than it otherwise is. But Xbox is stronger than ever off Xbox Series X|S hardware right now.
Xbox CSO Matthew Ball said GTA 6 is breaking records for Xbox regardless, but even if that wasn't true ... the Xbox operation is so, so much bigger, and has so, so much more potential beyond the traditional box these days. This is before Xbox has even announced the console versions of World of Warcraft: Forever, which you just know are undoubtedly on the way. World of Warcraft has never been on console. WoW:F as a timed console exclusive would drive more sales to Xbox Series X|S than GTA 6 with PlayStation marketing ever could, in my humble opinion.
But I digress. The point is simple. GTA 6 is only the cherry on top for the modern Xbox business; it's not the entire cake.
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Is it likely? Probably not, but as a Killer Instinct fan, one can hope.
Despite backlash to some aspects of the console, the Xbox One had arguably one of the strongest launch line-ups in the platform's history, with titles like RYSE and Titanfall from first-party, and games like Battlefield 4 and Assassin's Creed: Black Flag from third. For me, the best launch title was Killer Instinct, however, which revived Rare's classic fighting game for a new era.
Killer Instinct is a combo-heavy fighting game that is easy to play, and difficult to master. Breaking enemy combos with a satisying "C-C-C-C-COMBO BREAKER" announcer effect elevated the game to its legendary status, atop its violence and creative character line-up.
PlayStation cornered the fighting game audience pretty hard in the years to follow, landing exclusivity for Street Fighter for a time, alongside other major fighting games.
Play as a cyborg raptor? Why not. (Image credit: Microsoft)
Killer Instinct struggled to maintain pace, and ultimately fell into maintenance mode not long after, although it had strong post-launch support bringing in fan-favorite fighters alongside various new ones. It even picked up combatants from other Xbox franchises, such as RAAM from Gears of War and the Arbiter from Halo.
Aside from the occasional update and balance change, Killer Instinct has remained largely dormant over the last few years. There is a small team at Xbox who works on maintaining the game, but the player base is miniscule, likely in the dozens rather than hundreds going from Steam stats.
Could it be revived, though? Mortal Kombat creator Ed Boon has once again polled users on the state of the fighting game industry, and it's not the first time Boon has spoken about interest in picking up Killer Instinct.
If you could have just ONE game come back for another swing at the plate.....September 27, 2026
He asked users to vote on which recent fighting game should grab a second chance, including Riot's ill-fated 2XKO, Rumbleverse, Warner Bros' cancelled Smash-clone MultiVersus, and Xbox's dormant Killer Instinct.
As of writing, Killer Instinct leads by a sizeable margin with over 50% of the vote.
There's probably not a ton of bandwidth at Microsoft right now to explore what a new Killer Instinct might look like ... but what if Warner Bros' studio NetherRealm and Ed Boon's Mortal Kombat team picked up the flag?
Killer Instinct always had huge potential in my view, it was always my personal preferred fighting game. There are major influencers who often advocate for its revival, like Maximilian_Dood.
As a Spinal enjoyer, I still had a ton of fun playing it despite how invariably poor I was at PvP. It would be intriguing to see a Mortal Kombat-style cinematic take on Killer Instinct's lore and universe — which is undeniably intriguing. It's unclear whether or not Warner Bros. would have appetite for involvement here too, given its attempts to turn Mortal Kombat into a viable movie franchise.
There's probably a universe where Killer Instinct could be revived as a high-quality fighting game, with a cinematic single player experience, with franchising potential into TV and movies. You could draft characters from Blizzard games, or Fallout, and beyond too ... alas, it's probably unlikely.
Still, it's fun to dream, no? What IF?
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There have been some questions about the timing of Xbox's announcement in partnership with Hideo Kojima's "PHYSINT," as a result. With some (erroneously) speculating that the closures have been designed to fund Kojima's long-awaited return to the espionage genre. Metal Gear Solid is arguably among the top 5 (or maybe even top 3) most legendary franchises of all time. To get the spiritual successor to that on Xbox is a pretty huge coup, considering it was originally announced by PlayStation.
But uh, is this project going to cost almost half a billion dollars? And did it lay off thousands in order to do it? The answer is "no," trusted and verified sources tell me.
Chris Dring says “PHYSINT budget at Xbox is reportedly around $400 Million”Jason Schreier was asked to comment; he said the Xbox deal for PHYSINT potentially significantly less than $400 Million “I am hesitant to get into exact numbers without seeing documentation or… pic.twitter.com/KCIHiADaO4September 26, 2026
Speaking on his podcast, Chris Dring of The Game Business reported that Xbox's budget for PHYSINT is at $400 million. He has since walked back the claim after Bloomberg's Jason Schreier poured cold water on the figure.
I was told similarly by first-hand sources with direct knowledge of the contracts that the figure for PHYSINT is far lower than what is being reported here. It has been suggested to me that the "$400 million" figure is potentially what Sony and PlayStation might've been on the hook for until they cancelled the deal. Xbox and Kojima are building towards their Xbox projects on a "fraction" of this reported figure.
We're seeing a more thrifty Xbox, and a more thrifty AAA industry in general
Hideo Kojima brings a level of prestige to Xbox that the brand has lacked in the past. (Image credit: Kojima Productions | Microsoft)
There has been a lot of discussion about budgets in recent years. Some estimates suggest Grand Theft Auto 6 has had a budget upwards of a billion dollars, for example. Developers from the likes of Saber Interactive, Remedy, and Bloober Team have all commented on building AAA-grade experiences on budgets in the tens of millions, rather than hundreds of millions.
Game development in the United States has become incredibly expensive. I'm told part of this revolves around salary competition for AI-adjacent software engineering disciplines, that often share cross-over hiring processes and salary scales with gaming companies. The closer you are to an AI development hub (like Microsoft HQ in Redmond, WA), the greater the competition for salaries becomes ... making game development potentially unviable from a purely fiscal perspective in some regions.
Movies and TV shows are also becoming an increasingly crucial tool for both marketing and offsetting costs for gaming projects. Selling the rights to streaming platforms like Netflix and Amazon Prime can feed back into game development budgets, and creates a symbiotic marketing beat (if indeed, the content is actually good). Given Kojima's penchant for cinematic games, PHYSINT should be at least one project that pays dividends if everything is executed well.
... I suspect Xbox will have to give Kojima more flexibility than they may want to if they do want the game to hit that coveted quality bar.
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Microsoft just revealed another round of "restructures" for Xbox and its game studios, with Ninja Theory, Obsidian, Turn 10, Halo Studios, and others impacted in various ways.
One way Microsoft has sought to achieve some of this is via divestitures. Double Fine and Compulsion have both returned to being independent game studios, for example, with the former starting a Kickstarter to fund its next title. Undead Labs of State of Decay fame is also moving to another publisher, although it has not been revealed exactly who this is just yet. Discussions around the future of Arkane are still ongoing.
Unfortunately, Microsoft revealed today that two previous attempts to divest Ninja Theory of Hellblade fame have fallen through. Microsoft has entered into redundancy consultations with the UK government as a result, per local law. Sources say Microsoft is still trying to find a buyer for Ninja Theory and the Hellblade franchise, but it's still looking a bit bleak.
Furthermore, Halo Studios is also looking at major layoffs in the 100s, as Microsoft seeks a major restructure to the way Halo is run.
Halo represents Xbox's biggest missed opportunity. (Image credit: Xbox Game Studios)
In its heyday, Halo was a cultural phenomenon. It turbo-charged the Xbox platform, giving Microsoft's incumbent console a strong basis for growth in a market dominated by Nintendo and PlayStation. Halo 2 and 3 sent the platform even higher, and defined a new era of console-oriented first-person shooters. Those times are well and truly behind it, though.
Through years of mismanagement, Halo is now a shadow of its former self. A disastrous TV show, and two previous games that arguably missed the mark in different ways, Halo Studios' most recent outing (yet another remaster of Halo Combat Evolved) also received mixed reviews from fans and critics for various reasons.
Microsoft announced that it is effectively downsizing Halo Studios into the franchise's production and administration arm, and will place stewardship of the franchise under Activision — confirming some vague industry rumors I'd heard over the summer. Microsoft says around 230 roles will be lost as a result.
We’re thrilled to welcome Halo, Rare, and World’s Edge to Activision. It’s an honor and a responsibility that we do not take lightly. These teams and their games have inspired fans around the world for decades.For Halo, our goal is clear: make the greatest Halo game ever, worthy of its universe and legacy, while staying true to what made players love it in the first place. It is a bold ambition, one that this franchise deserves. We have already begun assembling a purpose-built team, unique in capability and talent, ready and excited to deliver this next chapter with the community.To the World’s Edge and Rare teams, we can’t wait to get to work together.
Activision
Exactly which Activision studio will handle Halo going forward remains to be seen, but it's certainly true that Activision's Call of Duty teams have had far more success than Halo Studios has at building broadly appealing live service shooters.
Furthermore, Microsoft is also placing Rare and Sea of Thieves under Activision too, with Obsidian and Grounded moving under ZeniMax to work more closely with Bethesda Softworks on Fallout. World's Edge and the Age of Empires franchise will also move under Activision. Xbox Game Studios will remain as Playground (which is absorbing Turn 10), The Coalition, InXile, and Xbox's publishing arm, handling games like Hideo Kojima's PHYSINT.
A new dawn for Halo?
Nobody likes to see job losses, but it was hard to see a path forward for Halo in this current structure. (Image credit: 343 Industries)
The job losses at Xbox have been regrettable over the summer, but it's hard to overlook the fact that in order to have a sustainable business ... games need to actually sell. Whether it's small and quirky projects like Keeper or mismanaged live service ops like Halo Infinite, Microsoft hasn't exactly handled its portfolio effectively in recent years. There's less free time and money for gaming among consumers, and more competition than ever, making the stakes higher than they likely were previously.
Microsoft has seen some big success stories. Minecraft is bigger than ever, as is Forza Horizon, Flight Simulator, Age of Empires, and Blizzard has well and truly thrived in its post-Activision era. Microsoft wants to double down on the bigger opportunities like Fallout and The Elder Scrolls, building TV and movie adaptations for its bigger properties like Diablo and Overwatch.
There's also a corporate structural issue here that Microsoft is looking to address. Moving some of its game teams out from the Microsoft umbrella also moves employees out from under Microsoft's bureaucracy and corporate structure, potentially reducing overheads and costs.
Halo Studios' proximity to Microsoft HQ, I've heard, has long been a source of corporate inertia and cost bloating — which is absolutely no fault of the employees working there. Those employees and projects also have to deal with A.I. money inflating wages of software engineering-adjacent professions, making some game projects unsustainable purely on the basis of the A.I. bubble. It's a weird economy right now.
As for Halo and other games, it remains to be seen if the restructure will actually lead to higher quality products. Halo fans have been long-suffering, waiting years upon years for a truly consistent delivery schedule for the franchise. I've often wondered myself what an Infinity Ward-led Halo might look like ... perhaps we'll find out exactly what that'll be like in the coming years.
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When I learned that it wouldn't be StarCraft, but instead World of Warcraft: Forever to close out BlizzCon 2026, I was admittedly a bit puzzled. After seeing how World of Warcraft: Forever's beta has been going, though, now I get it.
I've been playing WoW since vanilla, and I've seen every permutation of the game since its inception. All the bugs, content droughts, story highs and lows ... World of Warcraft has been an absolutely wild ride since my teens, and it's showing no signs of slowing down.
At BlizzCon 2026, Blizzard revealed the latest incarnation of its legendary MMORPG with thousands of WoW fans and Xbox execs in attendance. World of Warcraft: Forever was received to huge fanfare and promises to deliver on a "Classic+" experience many fans have been asking for for years.
In essence, WoW: Forever is a take on the game's classic era, remixing the original game with new content in a slightly divergent timeline. It adds new characters, thousands of new quests, a variety of new features, new dungeons and raids, and aims to double down on what made classic WoW such a legend. The world itself will be the main character, with leveling, immersion, and social systems as the core driver of play.
World of Warcraft's retail version has shortened its gameplay loop to the game's detriment in my view, hyper-optimizing for maximum convenience and minimal friction. The leveling experience has become trivial, immersion is practically non-existent given that you can just fly over all the content, and the rewards revolve around a weekly chest which feels a bit like picking up a salary from a job.
It's still fun tackling high-end challenges in Mythic difficulty in modern WoW — but many players yearn for a time when WoW felt more like an RPG, and less like an arcade game. That's what WoW: Forever aims to deliver, and thousands have poured into the beta to catch a glimpse.
To learn more, I spoke to World of Warcraft Forever's lead game designer, Tim Jones, and lead software engineer Nora Valleta all about what the plans are.
World of Warcraft Forever vs. World of Warcraft retail
The new Skyborne elves will give WoW players on both Horde and Alliance access to the inexplicably popular Blood Elf model. (Image credit: Blizzard Entertainment)
"I think [World of Warcraft] Classic and Retail just serve different types of audience at this point," Nora Valleta explains. "Like Retail has evolved over the many years, and I was part of that evolution, part of making those decisions along the way."
"For Classic players, it's much more about a social experience. They don't want to queue, they want to be out in the world exploring and have to physically make their way to the dungeon. They like being immersed in the world, meeting people in the wilds. The world is the main character. It's not about Thrall or Jaina, it's about your friends, these places. Your story of, 'oh, we went into this cave, Bob did something dumb, then we had to rescue Tim, and then Tim died.' That story is more important than stories about the NPCs ... and we're providing the immersive world for it to happen."
The team talked about overlap between the two audiences here, and I mentioned that there are things about Classic that I miss in Retail, such as the immersive open world — something I would argue is universally better and more appealing than simply flying over all the content completely free of any sort of danger per Retail.
"I think we [the Classic team] often inspire them to try new things. Retail now has World Bosses inside of a Lair for example now, we borrow ideas from each other," Tim Jones explains. "I could see them borrowing the camping system from us very easily, and perhaps connect it to Player Housing? I would love some day to maybe take Player Housing and bring it into the Classic world."
Lore building and horizontal progression in World of Warcraft: Forever
Bandarion Keep in Tirisfal Glades is a new area inspired by the new lore established in the recent surprise-drop Warcraft 3 expansion. (Image credit: Windows Central)
I asked the team to explain their approach to lore and world-building in WoW: Forever, given that it seems to sit in a slightly different timeline than WoW's modern era. I already wrote a piece about why WoW: Forever's developers decided to include Skyborne elves as the new playable race, despite the fact that there's no mention of them in the modern lore. The team said they want to explore some of the grey areas from Classic, Skyborne will tell the story of Eldre'Thalas and Dire Maul, for example, which was previously never fully fleshed out.
"This is a new continuity," Nora Valleta explains. "We're starting from the same place. Think of adjacent timelines. Some things might be a bit different ... we're not going to do something that is super divergent, like, stopping Arthas from becoming the Lich King for example. Or that Jaina is secretly a Dreadlord ... but who knows?"
"The same philosophy applies to how we'll expand continents. The new zone River Glades for example, the landmass existed in the classic map ... but there was nothing there. It was an opportunity to fill in those spaces and complete those stories too."
"Honestly, every memory you have, every memory that our Classic fans have, we're trying to capitalize on and make something cool out of it. What was that weird gate in Azshara all that time, for example? That's now Timbermaw Hold, right? What's inside Old Ironforge?"
World of Warcraft: Forever features the first iteration of Xbox-native gamepad controls, and they work pretty great already. (Image credit: Windows Central | Jez Corden)
Blizzard is also building a new Legacy system into WoW: Forever to incentivize building alts and experiencing the game in new ways. Indeed, WoW: Forever will be locked at level 60 cap in perpetuity and designed for horizontal progression rather than vertical progression.
"We're really hoping the legacy system will incentivize people to make alternate characters and level up their account through perks, giving them reasons to experience new paths through the world."
Different gameplay milestones will award legacy points in this new system, granting perks in a small talent tree that can boost trade skills, offer extra convenience, and so on. Blizzard says that there are achievements tied to the Legacy system too, which will reward hardcore grinders with exclusive cosmetics. Blizzard wants to add new content at all levels to serve this system, not just the end-game.
"We might add an update where we put in a new zone designed not for level 60, but for level 27 to 32 for example, with a new dungeon. The best way to experience that would be to make a new character. It's not all about level 60, we're going to serve across all levels, as well as awesome level 60 endgame content too."
Approach to difficulty, and Class balance in Classic+
The floating undead fortress of Naxxramas was the capstone raid of WoW classic back in the day. Will it return in WoW: Forever? (Image credit: Blizzard Entertainment)
One of the interesting talking points around Classic vs. Retail pertains to difficulty. If you're pushing Mythic+ keys or doing Heroic or Mythic difficulty raiding in Retail, I think there's no real question about which version requires more active involvement. However, Classic's open world is far more punishing than Retail's is. Even if the dungeons and raids are easier, actually acquiring gear is also far more difficult and therefore more rewarding, in my view.
I had a full set of heroic items within a week in the current Retail patch. I remember grinding BWL raids for months before my Nemesis shoulders dropped back in the day. It felt so, sooooo good when I finally got them. In Retail, gear is basically throwaway and forgettable.
There are things about Classic I definitely do not miss, though, and it's how classes were actually balanced. Some specs were just unviable. Prot Paladins couldn't tank serious content owing to not having a taunt, for example. Blizzard is changing its philosophy a bit for WoW: Forever.
"Every single one of our 27 talent trees is now viable for all content in WoW: Forever," says Tim Jones. "That's one big class design goal. That doesn't mean they're all the same ... or all equal. They have strengths and weaknesses. But they're all worthy to bring. None are so powerful that you'll stack your raid with them either."
World of Warcraft: Forever features new talent trees to improve upon general class balance. Shame Avenger's Shield didn't make the cut, though ... (Image credit: Windows Central)
"You can be a Ret Paladin in raids, you can Seal twist," says Nora Valetta, in reference to how Retribution spec Paladins weren't really raid-viable back in the day. "On the flip side, our attitude towards tuning and dungeon difficulty and raids is that the world should be scary ... raids should be difficult. You'll need to prepare, craft potions, make sure you have class diversity and buffs. Get all the gear you can, do reputation grinds. You should need a good amount of research on what bosses do. But ... we're not going to stomp your face into the ground."
The team explained to me that while they want raids to be tough, they're not gunning for WoW Retail's 100+ wipes Mythic raid difficulty.
"We're going to consistently deliver new 10 and 20 player content every patch. Onyxia will be our 40 man raid. Classic players enjoy a casual experience, we don't want people to do 100 attempts on a boss. If you've formed the group and done your homework, you should be on the road to success. Over-prepare and crush the content, that's what Classic players want to do."
Am I too old for WoW: Forever?
Not quite grey yet ... but getting there. (Image credit: Blizzard Entertainment)
I've been playing through WoW: Forever beta over the past week, and it's equal parts nostalgic and intriguing. The new lighting and fog effects make a big difference to the mood of zones like Tirisfal Glades, and new lore and quests make the world feel fresh in a way that reminisces of the Cataclysm revamp of yore.
I'm curious how rewarding and active WoW: Forever's endgame might end up being for me personally, though. WoW: Forever made me feel old, and maybe a bit broken. Will I have the attention span to spend weeks upon weeks hunting for specific drops in WoW: Forever? Have WoW Retail's Creation Catalyst "insta-gearing" system and infinite epic drops spoiled me? Do I have the free time to build up in-game relationships necessary to find decent raid teams and groups in WoW: Forever?
I'm going to try my best ... at least.
World of Warcraft: Forever launches on November 4, 2026, for Windows PC.
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BlizzCon 2026 was epic, but as a World of Warcraft retail enjoyer, I was a tad disappointed at the lack of information.
World of Warcraft: Forever more than stole the show. The announcements of Diablo V and StarCraft were huge, but the fact they're both around half a decade away at least definitely put a dampner on things. WoW: Forever is much closer, set to launch in mid-November (going up against GTA 6 no less).
WoW: Forever is a remix of the original World of Warcraft experience, complete with OG visuals, old-school simplicity, but deep and immersive open-world gameplay. The game is in beta now, and has already blown up on Twitch and other streaming platforms, as aging gamers (like myself) pile in for a healthy dose of nostalgia.
World of Warcraft retail (also known as 'modern' internally) is ticking over in its own right, with the current expansion "Midnight" holding ground as a solid entry in the game's storied expac pantheon. The next expansion is dubbed "The Last Titan," although Blizzard hasn't really shared much of ... well, anything, about what we can expect from it beyond its Northrend setting.
In my recent interview with Game Director Ion Hazzikostas, I asked how Blizzard would handle the dichotomy between World of Warcraft: Forever and World of Warcraft's modern timeline. There are things about the "classic" game that were objectively better in the old days, one being world-building atop the general levelling experience.
I mentioned how WoW Classic and WoW: Forever's lower stakes and racial starting zones provide a more engaging and immersive experience than anything offered in WoW retail. As such, I asked Hazzikostas if it's reasonable to expect that World of Warcraft's open world in the "modern" game would effectively be forgotten now developers can point to WoW: Forever as an alternative. Ion Hazzikostas said that isn't the goal.
"We do not think along those lines. Those are problems that I acknowledge are real problems in Modern, and things we want to fix," Hazzikostas explained.
Indeed, WoW: Forever even in beta offers a far more cohesive and immersive levelling experience, where players can more slowly and methodically learn their class alongside the RPG setting and racial fantasy. WoW's modern gameplay is designed to speed you as quickly as possible into its choring endgame loop, which while fun ... is definitely less "RPG"-like than the old school game.
Many players yearn for a time World of Warcraft felt more like ... well, Warcraft. (Image credit: Windows Central | Blizzard Entertainment)
Hazzikostas thinks that offering two experiences to players in WoW retail might be the answer, in the form of a new "Heroic World Tier," similar to Diablo. Blizzard already experimented with this in both Legion Remix and a recent mid-season patch in WoW, where some new instanced zones came with a more difficult "Heroic" mode, removing flying mounts and making monsters more challenging to deal with.
"We've done experiments like the Heroic World Tier in Remix ... I think they're promising," Hazzikostas said. "I think we would like to offer something like that in The Last Titan, for people who want a more challenging, rewarding outdoor experience ... as well as more friction, and more purpose. A world where the outer world is devoid of threats or excitement is missing something. We would never say 'Go play Classic if you want that.' All versions of WoW should have that."
Hazzikostas also said that Blizzard is aware that WoW's modern "new player" experience is lacking, and plans to address it again in the future. At present, retail players are dropped into a random island with patronizingly easy and anachronistic gameplay that not only isn't relevant to current in-game timelines, but is miserably easy and unengaging for most players.
WoW: Forever and WoW: Classic offer a far more sensical levelling experience, moving players through slower-paced and more meaningful progression layers on the road to endgame.
The disparity in quality between aspects of WoW: Forever and WoW's modern era will likely become a broader talking point as both platforms diverge over time. I'm already planning to riot if WoW: Forever gets playable ogres before retail does ...
WoW: Forever already has better lighting, water, and fog effects than retail. Can Blizzard keep both versions of the game well-catered for, or are they going to end up spreading themselves thin? Time will surely tell.
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"Never say never" is the common refrain, but BlizzCon revealed a bit more about the future of Blizzard's games on console than perhaps you might expect.
BlizzCon 2026 was pretty amazing. We got new trailers for Diablo V and the revival of StarCraft, as well as a revival for Warcraft 3, Heroes of the Storm, and WoW Classic in the form of World of Warcraft: Forever.
Blizzard also revealed Diablo 4 for Nintendo Switch 2 for the first time, and World of Warcraft also includes native Xbox controller support on PC as well — eliminating the need to use addons like Console Port.
World of Warcraft + Xbox controller works really well, really easy to get used to. - RB+LB for interface shortcuts like bags etc.- 32 keybinds on LT+RT, using ABXY and d-pad. - Radial menu on Menu button.- Targeting enemies and friendlies is intuitive, but unclear how viable… pic.twitter.com/B3yPGxryqDSeptember 18, 2026
When I asked Xbox customers on my Patreon and on X (Twitter) for questions to serve up at BlizzCon 2026, the top ask was always about potential Xbox ports.
So to honor your requests, I put the questions to the teams across Heroes of the Storm, Warcraft 3, and World of Warcraft about the potential for the games to hit Xbox or other traditional gaming consoles.
All of them offered variations on the same response ... Here's what they said.
"Never say never."
A World of Warcraft Forever dwarf dreams of one day being available on Xbox. (Image credit: Blizzard Entertainment)
Warcraft 3 had a big moment at BlizzCon when it revealed Forsaken Kingdom, the first expansion pack in over two decades. I asked Warcraft 3 Project Lead Brad Chan if we could eventually see the RTS emerge on Xbox and other consoles, given that games like Halo Wars and Age of Empires have been successfully adapted for controller.
"You know, we're going to talk about it," Chan said, "Maybe, maybe not, I don't know. Many things are possible, but right now we're focused [on PC]."
Echoing that sentiment was World of Warcraft Game Director Ion Hazzikostas, when I asked if we could eventually see World of Warcraft itself emerge on Xbox and other consoles. World of Warcraft: Forever is launching in November, and will be the first version of WoW with native Xbox controller support on PC. Is that a hint at a console version down the line?
"Our focus remains PC," Hazzikostas said, referring to World of Warcraft Forever's new Xbox gamepad controllers. "It's not just Xbox, it's just gamepad in general. Right? I think we've seen tons of people in the community use addons like Console Port over the years, and jump through a lot of hoops to get WoW playable on gamepad — we want to make that easier."
Hazzikostas said the Classic and Forever eras of WoW are potentially better suited to Xbox, given the slower, more methodical pace of combat before the Haste stat was added, for example. "Our focus remains [on PC], but many possibilities exist in the future, and we'll see where that leads us."
Could we eventually see Heroes of the Storm hit Xbox? (Image credit: Windows Central)
Speaking to Heroes lead developer James Yen, I asked if the game might find new audiences and growth were it ported to Xbox, consoles, or even mobile, given the popularity of things like Pokémon Unite. Yen quite rightly noted that their focus today is mostly about getting Heroes of the Storm back on its feet.
"We think about all avenues for where [Heroes of the Storm] could go, but that kind of distracts us right now ... from 'we just came back, let's make sure that the players that have been here for so long — let's take care of them, let's keep building content for them.'
We do have long-term goals, but you know those are more like stars, as you know. Our stars were like, 'Hey, let's come back. BlizzCon, that was just perfect timing,' but we are driving towards thinking about other things. But right now, the focus is, ' Let's give something to the players."
I think it's inevitable, at least for World of Warcraft
World of Warcraft: Forever beta is already blowing up the servers. (Image credit: Blizzard Entertainment)
World of Warcraft: Forever is already poised to be a huge hit, taking the top spot on Twitch despite being weeks out from launch and rocking in closed beta. The fact that it has native Xbox controller support will open up the game to new audiences across PCs, potentially among users who prefer playing MMORPGs in that format. Naturally, bringing it to consoles across Xbox, PlayStation, and Nintendo Switch would also vastly open it up to new players, particularly among aging millennials who moved to console from PC through the past two generations. The fact that WoW: Forever is based on classic graphics also means it'll run on practically any modern device at 60 FPS, including the Nintendo Switch 2 and the Steam Deck.
It gets a bit trickier for Heroes of the Storm and Warcraft 3, potentially, though. Warcraft 3 is very much a PC game all up, and RTS has never really found a big audience on Xbox consoles. The Age of Empires 2 Xbox controls are very well realized, but there's probably not an audience big enough to justify the work.
Heroes of the Storm is a bit different in my view. I feel as though Heroes and other MOBAs would control great with a gamepad; Pokémon Unite and Smite proved that it's possible. Heroes of the Storm would be virtually without competition on Xbox and PlayStation, and including heroes and characters from franchises beyond Blizzard would also potentially help it find new audiences Fortnite-style. But it's like James Yen said ... it's still early days for the Heroes' revival.
What do you think? Would you like to see any of these games hit Xbox, PlayStation, or Nintendo Switch? Hit the comments, let us know.
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The future ironically lies in the past, as WoW players finally get their wish: a version of the game inspired by the Classic era, albeit with new dungeons and raids, refreshed visuals, new storylines, and new class balancing.
World of Warcraft: Forever launches in November, but I got an opportunity to speak with World of Warcraft Game Director Ion Hazzikostas to learn all about what the future holds for the franchise in general, and answer some burning philosophical questions about the game's direction.
On the popularity of WoW "Classic+", and its future
I remarked to Ion Hazzikostas that I was a tad surprised Blizzard ended on World of Warcraft: Forever rather than StarCraft, which I would've expected to have broader appeal. Hazzikostas remarked upon Blizzard's commitment to the BlizzCon audience and the company's core, who have been very patiently waiting for their answer to "Classic+."
"It's going to be a huge part of the future, and will shape World of Warcraft going forward," Hazzikostas told me, "A big part of it is, that this isn't 'Classic,' right? Classic remains, with Vanilla, Burning Crusade ... that ecosystem will continue. Forever is designed to be a third pillar alongside Retail and Classic."
He explained that WoW: Forever will maintain roots in Classic, drawing on philosophical design ideas pioneered by the old-school version of the game. That means a more grounded storyline, more "crunchy" systems, and a bigger emphasis on community building over auto-matchmaking systems. Although he did acknowledge that WoW Forever will streamline many things beyond Classic. Talent trees and specs will be rebalanced, trying to make every class viable (which was not the case in Vanilla), and things like tedious World Buff farming for raiding will also be removed from WoW Forever.
"There's a large pre-existing audience that has been asking for something like this, who are closely connected to Classic. We are trying to position this as a truly new experience, right? This is a new game. There are new adventures here. Everyone can start at the beginning, and will be updated for years to come. That's not something that comes along very often in World of Warcraft. We've got expansions people have come to expect and re-releases of prior expansions ... but this is something truly new and open-ended. That's quite exciting."
Talking WoW Forever vs. WoW Retail, and community fragmentation
On the topic of something new, as a World of Warcraft retail enjoyer, I couldn't help but wonder if Blizzard is going to end up stretching themselves too thin here. There are already things in WoW Forever that retail players are hoping to see emerge in the modern era of the game.
I asked Ion Hazzikostas pretty broadly, will WoW Forever lead to further degradation of WoW Retail's "social" fabric as players seeking social experiences drain out even more from Retail? I made the point that chat channels on my server on WoW Retail are already dead, and WoW Forever will likely make it even worse.
"Anytime we think about any new WoW experience, even if it's something simple or as like a Plunderstorm or a Remix, we think about fragmentation, the risk of splintering communities — because of how important that is to World of Warcraft. So we do it very carefully."
"In no way, shape, or form, do we see any perceived withdrawal from social systems in WoW retail as desirable, or as a good thing. I think there's a lot more we can and should do there. There are still strong communities in retail, but a lot of that organization now happens outside of the game in Discord. It's inevitable that when you offer more solo convenience and reduce friction, many take the path of least resistance, and you end up with a more solitary experience.
"The presence of friction, the lack of automatic matchmaking ... that lends itself to establishing social connections. It's part of the thing that makes Classic inherently more social. On the other hand, it can be alienating for a number of players. It's inconvenient. It means if you log in and want to run a dungeon on your lunch break, you likely can't. There are inherent trade offs here. There remains very large differences between Classic and Modern, in terms of pace, difficulty, right? People who enjoy gameplay at a cutting edge level, Heroic or Mythic raiding, pushing keys ... that is not what Forever is going to be about."
A world where the outer world is devoid of threats or excitement is missing something. We would never say 'Go play Classic if you want that.' All versions of WoW should have that.
Ion Hazzikostas
Hazzikostas emphasized that Blizzard wants to make WoW Retail a place where you can make new friends too, even in an era where it's designed for maximum convenience. I really wanted to drill down into this point of divergence, though, as the Classic and Modern games develop away from each other.
Does this mean that we should no longer expect the Modern WoW games to get things that are objectively more interesting in Classic, like a more consistent world for leveling alts? A more polished and immersive new-player experience? A more engaging open world?
"No," says Ion Hazzikostas. "We do not think along those lines. Those are problems that I acknowledge are real problems in Modern, and things we want to fix. We've done experiments like the Heroic World Tier in Remix ... I think they're promising. I think we would like to offer something like that in The Last Titan, for people who want a more challenging, rewarding outdoor experience ... as well as more friction, and more purpose. A world where the outer world is devoid of threats or excitement is missing something. We would never say 'Go play Classic if you want that.' All versions of WoW should have that."
Hazzikostas also commented on the difficulty of performing another "revamp" on WoW's modern leveling system for new players, Cataclysm style, noting that it's a "challenging pitch" to ask players to stick through dozens of hours of leveling to catch up to friends. However, he emphasized that Blizzard knows it has "a lot more" work to do to make the new player experience up to par in WoW's modern version, to help players get immersed in their class fantasy, and learn the story.
On the Horde vs. Alliance, and the future of faction identity
Blizzard has worked to de-emphasize faction conflict in recent WoW expansions, to mixed reviews. (Image credit: Blizzard Entertainment)
On the topic of class fantasy, I wanted to ask how Ion and the WoW team are thinking about reactions to World of Warcraft's modern story direction, with Horde and Alliance de-emphasized in favor of a single neutral storyline every player experiences. I asked if the choices therein represent budget constraints ... or something more philosophical.
"It's a bit of both, right? Resources are finite, and while the WoW dev team is bigger than ever, we still have to choose where we place our time and efforts. Building two versions of the levelling storyline inherently means giving players half as much of an experience, times two. But it's also a function of the story, and feedback we do get from our players. If a majority of players were saying they wanted faction conflict, then we'd lean into faction conflict. That isn't what we're hearing ... they want more cross-faction gameplay ... it's also story credibility to some extent. The Horde and Alliance being at each other's throats in the face of world-ending threats ..."
I noted here that I wasn't necessarily talking about Horde vs. Alliance conflict open war, but more about faction identity and world-building consistency.
"Horde and Alliance identity is something we definitely want to preserve," says Hazzikostas. "We want to make it clear that there's a deep history of enmity and conflict here that shouldn't be forgotten or brushed over ... but there is a need to co-operate in the face of ... just as was the case back in Warcraft 3 at Mount Hyjal. Nothing else mattered except saving Azeroth. Given the current storyline, faction enmity gets pushed aside a bit, but they're still there. I think it's something we intend to return to in a more central way further down the line ..."
I'm still not getting my playable ogres ... though ...
Not more elves?!!? (Image credit: Blizzard Entertainment)
World of Warcraft remains near and dear to my heart despite having played it for decades. I'm not always a fan of the game's direction (where are my playable ogres, Blizzard?!), but it remains a valuable source of rest and relaxation for me. I have an awesome guild, made lifelong friends therein, and still find myself as intrigued by its potential today as I was over 20 years ago, which is not something you can say about most games.
BlizzCon offered a glimpse at World of Warcraft's near future, and the franchise's potential more broadly. We're still left wondering what's on the horizon for World of Warcraft: The Last Titan, and what might lie beyond the Worldsoul saga in general.
I'm concerned that Blizzard might split itself too thinly attempting to develop three separate pillars of the game in tandem ... I'm also concerned that community fragmentation may become an issue as players drain out of regular Classic and Retail looking for the "newness" of Forever. But it's also exciting too. I've always hoped Blizzard would look to Classic for inspiration when shaping Retail, because I do think Retail could use a little more danger and immersion. Whether or not we ever get it remains to be seen.
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BlizzCon 2026 was an absolute banger this year, with Diablo V, STARCRAFT, Heroes of the Storm revival, and more revealed.
The show ended with World of Warcraft Forever, which is Blizzard's take on the popular "Classic+" request. WoW Classic players prefer the old-school, social-first experience the game delivered in its early years, before retail added matchmaking systems and other "modern" features that arguably decimated the game's sense of community building.
WoW Forever builds on the original classic experience, adding new "old school" zones, raids, dungeons, quests, and new race/class combinations previously unavailable. The game will take place in a separate but adjacent timeline to the current WoW lore, offering alternative "what if" scenarios that won't impact the official timeline.
One example of this is the new race coming to World of Warcraft Forever: the Skyborne elves, available to both Horde and Alliance players when the game goes live in just under two months.
The first bit of controversy is the fact that Skyborne elves aren't simply included as part of WoW Forever. They come as part of a $29.99 pack, which marks the first time Blizzard has ever "sold" a race. If this race has particularly powerful racial abilities, i.e., so powerful that they become "meta," many are wondering if this doesn't effectively constitute a pay-to-win scenario.
I didn't know that aspect of the Skyborne when I went into my interview with Blizzard earlier today at BlizzCon, but I did want to know exactly why they decided to add yet "another" elf race to the game. People on social media have already been mocking the inclusion a bit, given the fact that WoW's narrative and race additions have been effectively dominated by elves for years at this point. Void elves, Nightborne elves, Dracthyr human-form elves — the main storyline is all about elves — and now WoW Forever is adding yet another new elf. I wanted to know why Blizzard leaned further into this, knowing the memes already circling about "World of Elfcraft."
The answer might be exactly what you expect it to be.
"We know that being an elf is extremely popular," Lead Classic Designer Tim Jones tells me, "We know from our own experiences we went through going into Burning Crusade, the ability to have a so-called 'pretty character' on the Horde was a big deal. If you go back to 2004, 2005, the balance of the factions was 60% Alliance, 40% Horde, and we discovered once we added Blood Elves to the Horde, it actually flipped to 60% Horde. Being able to make a very 'attractive' character is important to our players. We knew players were going to enjoy it. We have a really cool story to tell about it ... so why not? They're not the same as the elves we know."
"There are stories that we want to tell here," explains Kris Zierhut, Principal Designer."One of the places we talked about was Shen'dralas, that space in between Mulgore and Desolace ... where you'll get more of the story about the history of Eldre'thalas, which is what became Dire Maul. Who opposed Prince Tortheldrin when he decided to sap his own people for power to summon demons? We thought it would be a cool opportunity when we're exploring that storyline among many untold stories that we want to finish and expand upon in the Classic space ... we tied that to the Skyborne."
So, there you have it. And its core ... the reason both Horde and the Alliance are getting access to the blood elf model is for faction balance, in essence. It's absolutely true that "elves" are WoW's most popular race according to the data ... although as a long-suffering Ogre enjoyer, I can't deny that I am immensely disappointed in the tastes of my fellow Azerothian brethren. I'm never getting playable Ogres, am I?
It's perhaps "not ideal" that they're admitting here that the reason they're adding elves is due to their popularity, only for the powers that be to paywall them behind a $29.99 package ... at that point, wouldn't it just be better to sell WoW Forever as a boxed product? I'll let the community debate that aspect of it ... clearly a lot of work has gone into WoW Forever. But monetizing races is potentially a slippery slope in my view.
In any case, how are you feeling about WoW Forever and BlizzCon 2026 in general? Hit the comments and let me know.
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Blizzard's worst-kept secret of recent times has been revealed. This is World of Warcraft's take on "Classic+".
World of Warcraft's current retail incarnation is fun, but it's an oddly lonely experience. The game's matchmaking systems introduced some years ago, at this point, really damaged the social fabric of the game, reducing player interactions to the bare-bones functional basics for maximum efficiency.
World of Warcraft Classic, complete with retro graphics, was an attempt by Blizzard to recapture the old-style WoW used to provide, in response to pirated servers from players craving the old-school WoW. WoW arguably had far more RPG depth back in the day, even if it was mechanically more simplistic overall (I do not miss one-button damage rotations and effectively useless talent specs).
At BlizzCon 2026, Blizzard revealed "World of Warcraft Forever," which is their take on the community's "Classic+" request. Here's how it works.
Players have long asked Blizzard to offer something that retains the experience of World of Warcraft classic, while also providing new content. Blizzard's "Season of Discovery" was their first attempt at this, but WoW Forever seems far more ambitious.
WoW Forever revamps three classic zones and adds three additional ones on top. It also adds three new raids, a new battleground, and a new race in the Skyborne elves (yes ... more elves). WoW Forever also adds "Thousands" of new quests and new content in existing classic zones.
WoW Forever exists in something of a time bubble. The idea is that Blizzard will continue expanding the level 60 experience in WoW Forever, adding new raids, quests, and content in a horizontal way rather than a vertical way.
It's unclear as of writing if this exists in a separate timeline from the current WoW, giving Blizzard narrative license to diverge from the Retail pipeline.
Skyborne elves aren't mentioned anywhere in the current lore to my knowledge, for example, unless Blizzard is going to figure out some clever way to incorporate them retroactively.
Blizzard also teased the next WoW retail content patch in the form of "Eclipse," where players will take the fight to Xal'atath for one final showdown. Given that we already know the next expansion is called "The Last Titan," it doesn't sound as though we'll be victorious in our battle with Xal'atath here ... Blizzard also offered a small teaser for said expansion, although it sounds as though it'll be further out into 2027.
World of Warcraft Forever launches in just six weeks from now, so you won't have to wait long to try it out for yourself.
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Finally, after over a decade of waiting, Blizzard is returning to StarCraft.
Revealed at BlizzCon 2026, Blizzard lifted the lid on one of gaming's biggest rumor mills of recent memory. STARCRAFT is coming in 2030, and here's the first cinematic trailer.
StarCraft has historically been a real-time strategy franchise, often credited with kickstarting the mainstreaming of live esports. The franchise focuses on three main factions: humans of the United Earth Directorate, advanced aliens known as the Protoss, and the Xenomorph-like Zerg swarm.
The classic RTS and its follow-up, StarCraft II, have effectively been on ice since StarCraft II shipped its final expansion, Legacy of the Void, some years ago.
StarCraft has previously attempted a foray into shooters too, with the famously canceled "StarCraft: Ghost." The new STARCRAFT seems like something of a soft reignition of the franchise, particularly given the fact it shares its namesake with the original StarCraft (which is always a tad annoying when discussing games which literally share a name ...). But to me, it feels indicative of a Blizzard intent on reintroducing the franchise to a new, potentially more mainstream audience.
What remains to be seen is whether or not we get a tried-and-true StarCraft 3 RTS, as I'm sure many StarCraft fans will be slighted by the decision to step away from the franchise's traditional roots.
There are rumors that Nexon and other companies have pitched Blizzard to work in the StarCraft franchise, so we'll have to wait and see.
I'm curious why Blizzard decided to announce it so early too, considering we're literally four years away from its stated landing strip. I guess this helps Blizzard ramp up hiring for the game's development; it could also be indicative of the game's potential scope.
From what I've heard and seen, the game has been in development for quite a while already. Blizzard may also have its work cut out differentiating StarCraft from a surging Warhammer 40K, which has truly found mainstream success in recent years. It'll be interesting to see how Blizzard navigates some of that.
In any case, what do you think of StarCraft's pending return? Hit the comments, let us know.
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Long-suffering Heroes of the Storm fans got a small reprieve at BlizzCon 2026 with the reveal of a new hero.
Heroes of the Storm is a MOBA in the vein of League of Legends, inspired by the classic Warcraft 3 DOTA mod. It's perhaps ironic that it was a Warcraft 3 mod in the first place, but Blizzard was unfortunately a bit slow to capitalize on the trend. Riot took full advantage, and effectively cornered almost the entire market.
Blizzard's answer was Heroes of the Storm, which is generally seen as more approachable than League of Legends, which ended up being a double-edged sword in some ways. Without an item economy and slower gameplay, Heroes of the Storm failed to draw in interest from League of Legends and other similar games, but remained popular with a dedicated Blizzard audience niche.
Heroes of the Storm is comprised of characters from across the Blizzard mythos, including Overwatch, Warcraft, StarCraft, Diablo, and more. There are still dozens of characters from across the Blizzard metaverse that fans have hoped to see emerge in the game, but unfortunately Blizzard put the game in "maintenance mode" after the launch of Hogger back in December 2020, promising bug fixes and occasional balance patches only. That changed at BlizzCon 2026 this week.
Blizzard revealed that Xal'atath is now coming to Heroes of the Storm, hitting Heroes' public test realm on Monday, with a launch penned in for towards the end of September.
Xal'atath is the current big evil in World of Warcraft, threatening to take over the cosmos itself by taking control of Azeroth's planetary world soul.
She's a bit of an enigma, with her origins shrouded in mystery, but what's less of an enigma is how powerful she is. She has the capability to level entire cities with her void powers, responsible for the destruction of Dalaran itself.
Blizzard has cautioned players not to expect Heroes of the Storm to be fully revived yet, though ... noting to me that future updates will depend on how well-received Xal'atath is.
It's something of an industry trend to revive classic games at the moment, with games like Age of Empires 3, Witcher 3, Diablo 2, and other old-school titles getting updates after decades of dormancy in some cases. Heroes of the Storm has huge potential to be Xbox's answer to Super Smash Bros. in my view, if Blizzard was willing to add heroes from other franchises. I could see characters like Geralt of Rivia given Blizzard's new collab with CD Projekt RED, and other Xbox characters like DOOM Slayer or Master Chief jumping into the Nexus.
Blizzard faithful might find it annoying ... but a dead game is potentially more annoying in my view. Expanding to other franchises (and even putting the game on console) could give Heroes of the Storm the unique hook it needs to exist in a niche dominated by League of Legends.
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In a major coup for Xbox game publishing, Microsoft has landed the contract to publish Physint, Hideo Kojima's long-awaited follow up to Death Stranding.
Despite being announced by PlayStation, somehow, Xbox has managed to acquire the rights to publish Hideo Kojima's return to the "action-espionage" genre. It was all announced just now via Xbox Wire.
Physint in essence sounds like a spiritual successor to Kojima's classic Metal Gear Solid franchise. Metal Gear owner Konami and Hideo Kojima had a high-profile bust-up a few years ago, following the launch of MGSV: The Phantom Pain — which arguably remains unfinished to this day.
Since then, Kojima went independent, developed the award-winning Death Stranding franchise, and later landed a publishing deal with Xbox for horror title OD. Death Stranding 2 is presently a PlayStation exclusive, but the first Death Stranding since launched on Xbox with Xbox Play Anywhere. Later, Kojima re-acquired the rights to Death Stranding from PlayStation itself. It stands to reason Death Stranding 2 will eventually hit Xbox in the future as well.
During the previous announcement two years ago, PlayStation Studios' lead Herman Hulst said that Physint was "part of the PlayStation and Kojima Productions partnership," although that no longer seems to be the path Kojima chose.
“Creators have choices about where and how they bring their ideas to life," Xbox CEO Asha Sharma said in today's blog post. "We’re honored that Kojima-san has chosen XBOX to work with KOJIMA PRODUCTIONS on PHYSINT. His ambition to challenge conventions reflects the kind of creativity we want to support at XBOX."
"This expands our relationship with XBOX beyond OD," said Hideo Kojima. "As we move forward with the development of PHYSINT, we remain committed to redefining the action-espionage genre for players around the world."
Microsoft and Hideo Kojima also said that the two are collaborating across film and television as well, beyond horror title OD. It sounds as though Microsoft is investing a ton into Kojima Productions to bring this partnership to life, although it sounds as though there's some drama that has taken place behind the scenes between Kojima Productions and PlayStation. Physint was announced on the PlayStation stage, so for it to swap hands in such a stark way suggests there's a bigger story at play here.
As confirmed earlier through our official channels, in mid-June of this year, we unexpectedly received notice from PlayStation Studios that they would cancel the PHYSINT project. PHYSINT is an important project both to me personally and to KOJIMA PRODUCTIONS. Determined to keep… pic.twitter.com/rQqhxAnb7NSeptember 10, 2026
In response, Sony has released a statement confirming that it has "made the difficult decision to step away from collaborating with KOJIMA PRODUCTIONS on its project PHYSINT."
An update from PlayStation Studios: After careful consideration, we have made the difficult decision to step away from collaborating with KOJIMA PRODUCTIONS on its project PHYSINT. We continue to have great admiration for Hideo Kojima's vision for the game.Our relationship…September 10, 2026
Either way, it's a fantastic win for Xbox, potentially. Working with such high-profile developers like Hideo Kojima boosts Xbox's visibility with audiences that Microsoft has typically struggled to access. It also feeds into Asha Sharma's strategy of targeting more ambitious AAA projects with trans-media opportunities for TV and movie treatments.
Whether it all lands remains to be seen, but man oh man, this is NOT one I saw coming.
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Microsoft's long-rumored disc-to-digital program for Xbox went live in testing last week, and it has grown to supporting hundreds upon hundreds of games since.
The disc doesn't become inert after licensing the digital version either. If you sell the disc or give it away, the next user can grab the digital license from your account. You won't lose your cloud save either, so if you re-acquire the disc or buy it outright digitally later on, you'll be able to continue on as normal.
Some users have been disappointed with the initial roll out, however, as some major publishers have so far not opted in.
Some outlets went with headlines today decrying Ubisoft and others for their apparent decision to boycott the system. Ubisoft has long been the target of game preservationists, given that Ubisoft's shuttering of The Crew and other games led to stronger calls for digital rights. Ubisoft denying access to digital versions from disc-based games already sold would seem a bit like their M.O. in that universe. It seems the anger was premature, though.
Microsoft has always stated that this initial testing phase doesn't represent the full scope of content coming to the disc-to-digital program. Indeed, many publishers are still likely going over the contracts and ensuring that the legalese all matches up before going ahead with it. SEGA, Square Enix, Bandai Namco, and Ubisoft were among those apparently not honoring the program.
Today, it seemed that Ubisoft games have now gone live in the system for Xbox Insider testers in the Alpha and Alpha Skip-Ahead, however.
Yeah, I just converted my Ubisoft games. Trials Fusion with the season pass, AC Ezio Collection, AC Syndicate and Far Cry Primal.September 8, 2026
As you can see in the X (Twitter) thread above, Ubisoft games are now fully available on the disc-to-digital program, with titles like Far Cry Primal, Far Cry 4, Trials Fusion, Assassin's Creed titles, and many more going live.
I received a DM about an hour ago informing me of the change, and it seems other titles are now following suit.
It remains to be seen when (or if) other publishers come on board. Given how aggressively Square Enix has supported forward-facing Xbox initiatives like Xbox Play Anywhere and Xbox Cloud Gaming, it's fairly obvious to me that Square Enix will jump on board pretty soon. I'm told other publishers are just going over the detailing before committing, which is standard practice for any big corporation.
Xbox's disc-to-digital program is one of the most impressive innovations we've seen from Microsoft's gaming efforts in recent years, although it was originally pitched in 2013 as part of the Xbox One. It was pretty poorly presented back then, though, and users in 2026 are far more knowledgeable about the potential benefits of digital gaming. Still, there's more Xbox could potentially do here to sweeten the deal. With PlayStation committing to the phase out of discs entirely by 2028, many are wondering (and hoping) on whether Xbox will continue the disc-based torch with the next-gen Xbox Helix.
What publishers are you hoping to see jump on board? Hit the comments, let us know.
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There still exists enormous untapped potential within Blizzard franchises, in my view. World of Warcraft has yet to reclaim the heights of the Wrath of the Lich King days, although I would argue the potential still exists therein. Dormant franchises like StarCraft are waiting in the wings for a big-budget revival, and even classic games like Heroes of the Storm would likely have a new audience with the right business model and investment.
We haven't seen BlizzCon since 2023, as the firm now typically waits for a wider variety of announcements to coalesce before spinning up the event. As such, I'm expecting this year's BlizzCon to be perhaps its biggest and most important yet — in an age where competition for Blizzard's staples is also more aggressive than ever.
Here are some spoiler-free hopes, dreams, speculations, and information about what to expect from Blizzard Entertainment's big show.
The big one: StarCraft at Blizzcon 2026
Long dormant, StarCraft remains one of Blizzard's most beloved and nostalgic franchises. (Image credit: Blizzard Entertainment)
StarCraft is coming back this year, after a long period in cryostasis.
StarCraft is Blizzard's flagship sci-fi franchise, although it has been dormant since the conclusion of StarCraft II: Legacy of the Void back in 2015. If we're talking about major tentpole releases, the wait has been even longer.
StarCraft is set in a bleak future where humanity is besieged by futuristic Protoss and Alien-like infesting Zerg. StarCraft and Battle.net were both instrumental in legitimizing esports in general, particularly in Korea, where the game's demanding real-time strategic gameplay won over millions.
In the Activision era, former CEO Bobby Kotick preferred franchises that could reach mass mainstream audiences, and eschewed "niche" genres even if their fans were incredibly engaged. Now under Xbox, which arguably specializes in "niche," there's every chance we could see StarCraft see a bombastic revival.
Even in 2026, the classic StarCraft games more than hold up. We all know about the long-rumored StarCraft shooter, but what about a revival for the RTS games too? (Image credit: Blizzard Entertainment Inc.)
Blizzard has been hiring for an "open world shooter" for many years, seeking disciplinary expertise for vehicular gameplay and first- and third-person combat. I've personally seen some early test footage of the project Schreier first reported on, featuring playable Terran marines battling Zerg threats in what appears to be an open-world setting, complete with high-end visuals and cinematic campaign treatment.
It's unclear exactly what the finished product will be like, but I'm expecting and hoping for a full-blown co-op campaign with multiplayer PvE content, akin to Gears of War's new Siege mode, for example, or perhaps something broader like Helldivers 2. Schreier recently said on his podcast not to expect it to be an MMO-lite akin to Destiny, but StarCraft would surely be a ripe option for multiplayer PvE content on the side, or maybe even PvP content, pitting Protoss, human, and Zerg players against each other somehow.
I'm also curious if Blizzard plans to revive some of the StarCraft RTS games as well. Nexon has reportedly pitched to Blizzard to build a game within the StarCraft IP. I've heard rumors that Blackbird Interactive, which was a co-dev on Warcraft Remastered, might also be once again involved in Blizzard's classic RTS efforts — although perhaps that is for Warcraft itself again. Speaking of ...
Warcraft at BlizzCon 2026
The conclusion of Xal'atath's story arc should be revealed at BlizzCon 2026. (Image credit: Blizzard)
Warcraft remains Blizzard's most visible franchise, more than likely, as the industry-leading subscription-based MMORPG enters its third decade.
I'm fully expecting that Blizzard will reveal not only the next major content patch for the current expansion, Midnight, but also give us the full rundown of The Last Titan.
World of Warcraft is in a bit of an odd place in my view, with something of an identity crisis. Warcraft's writing team seems intent on making it more "cozy" and appealing to broader audiences, at the cost of the franchise's historical bite and edge. Horde and Alliance faction war has been edited out of the story, and the game's writing in general has been a lot more "gentle" in recent times.
I've long thought World of Warcraft still has a ton of untapped potential to reach its old-school audience; whether that comes in the form of gameplay or story direction (or a combination of both) remains to be seen, but I'm expecting Blizzard to over-deliver for World of Warcraft in the near future. Why? Blizzard potentially has some serious competition looming on the horizon in the form of the League of Legends MMO, long in development at Riot Games. Final Fantasy 14 has also proven itself to be a viable alternative. Blizzard tends to do best when it has competitors biting at its heels.
With RTS games like Age of Empires and WH40K: Dawn of War getting a lot of love this year, could Blizzard circle back on classic Warcraft RTS games too? (Image credit: Blizzard)
Beyond World of Warcraft retail, there are strong rumors of a so-called "Classic+" reveal on the horizon.
Blizzard has been trying to deliver two separate experiences of WoW for some time, with the more RPG-leaning classic rendition of the game re-emerging as a separate experience. Fans of that gameplay style want something more, leading many to think that codename "Camelot" might represent a World of Warcraft Classic "prequel" of sorts, taking place in Azeroth's ancient history.
On top of that, there are also rumors that Blizzard might be exploring Warcraft's RTS roots again. A title, "Warcraft Chronicles," emerged alongside the Camelot codename, and given rumors I've heard about RTS aficionados Blackbird Interactive being on board with Blizzard again, perhaps we could see new expansions for Warcraft 3, or remakes of Warcraft 1 or 2 even.
It does seem like a general industry trend right now to bring new content to older games. Witcher 3 is getting a new expansion, for example, and Microsoft un-canceled expansions for Age of Empires II and III both, as the franchise finds a small but very passionate audience. I think new content for Blizzard's classic RTS games is something I personally highly expect, given what we've heard.
Overwatch, Diablo, and ... Heroes of the Storm?!
Could we see an Age of Empires-style Heroes of the Storm revival? (Image credit: Windows Central)
Finally, we have Overwatch and Diablo. Overwatch is arguably Blizzard's biggest franchise now, enjoyed by millions across the world. Blizzard's strategy of over-delivering a huge tranche of heroes all at once really helped Overwatch regain popularity, and remains one of the few big service games capable of tapping both Gen-Z and Millennial audiences in equal measure.
I'm expecting Overwatch to continue its upward trajectory with new hero announcements, and perhaps, finally, we'll see some form of transmedia announcement for the franchise. Overwatch's lore and characterization have received a ton of investment in recent months. What better way to top that off than a big-budget Netflix Anime or perhaps even an animated movie?
Speaking of, I'm also expecting Diablo to get the same transmedia treatment. I've been hearing for months that Diablo has a TV show in development. It's unclear whether it's at Netflix or Amazon or whoever else. Perhaps we'll see that revealed in full here at BlizzCon 2026, if it's indeed true.
Lillith's story arc might be over, but Diablol (Image credit: Blizzard)
I expect we'll also hear what's next for Diablo. One thing I've heard is that Blizzard wants the waiting time between tentpole Diablo launches to be shorter, although it's probably still too early for a reveal of Diablo 5 if I had to guess. It's more likely we'll see a big season reveal for Diablo 4, and if we're lucky, maybe more classic content for Diablo 2 like the recent Warlock DLC. This is one area where Blizzard could surprise me, though.
I'm not expecting a new Diablo 4 expansion right now, instead with resources flowing towards Diablo 5. But I could be wrong; I'm excited to find out what they're cooking here.
Beyond that, we'll likely get new content for Hearthstone (perhaps the long-awaited Monk class inclusion?), and I wouldn't be surprised if Blizzard also announces other new mobile game spin-offs from third parties, such as Overwatch Rush.
But what about ... Heroes of the Storm? Blizzard's long-dormant MOBA has been getting an uptick in love recently, with updates filtering through, and it even has some esports tournaments at BlizzCon this year as well. A little birdie has been teasing me that this upcoming weekend could be exciting for Heroes of the Storm fans ... what would it look like if Heroes of the Storm got a similar Overwatch-style multi-hero announcement?! Let me have my hopium ...
What do YOU want to see from BlizzCon 2026?
Heroes of the Storm is ready for a revival in my view. Bring on the classics! (Image credit: Blizzard)
Blizzard is one of the game industry's most legendary outlets, on par with the likes of Nintendo. Few studios have managed to deliver so consistently for so long, creating so many millions of fans across such a wide variety of genres.
I have my issues with Blizzard's direction at times, particularly with World of Warcraft's writing, and the lack of love for games like StarCraft and Heroes of the Storm. BlizzCon is always an opportunity to see Blizzard addressing feedback, however. And we know that they can do it: Overwatch is proof that awesome games can be revived with the right amount of love and investment. Diablo 4 is proof that Blizzard can still deliver top-shelf story writing, too.
BlizzCon 2026 feels like the first time in years every major Blizzard franchise has real momentum again.
I'd love to see Heroes of the Storm get a console port to Xbox, PlayStation, and even Nintendo Switch. MOBAs absolutely can work on console, and with an eclectic cast of known characters, I think Heroes of the Storm could find a huge new audience, especially if they opened it up to third-party characters. Microsoft-owned characters like The Doom Slayer, Master Chief, and even weirder stuff like Banjo would be a perfect fit for the game in my view, even if some Heroes fans might consider it sacrilegious ... it hardly makes a ton of sense for Tracer to be fighting Deathwing in the first place, no?
Adding new content to Warcraft 3 or remaking classic RTS titles like StarCraft 1 or Warcraft 1 and 2 would also help the genre's resurgence. I'd love to see something surprising and new for Overwatch too, beyond new heroes, and I'm intrigued to see where Blizzard takes Diablo from here.
Writing a spoiler-free BlizzCon predictions/preview/hopes and dreams article today. What do YOU want to see?September 8, 2026
Either way, there's still so so much potential within Blizzard in my view, despite how big it already is. BlizzCon is becoming an industry event in its own right, now featuring content from third parties like CD Projekt RED for the first time. Could we eventually see it evolve to include even more games and franchises? It's exciting to think about.
Let me know what you want to see from BlizzCon 2026 in the comments. I'll be out there, so say hi if you see me!
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