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Big Walk developers rule out an Xbox release due to a BDS boycott of Microsoft

Big Walk is one of the biggest indie game releases of this year, selling over 1 million copies in just six days following its release on August 4, 2026. It's a light-hearted, co-operative adventure game that requires friends to work together to explore its world and solve puzzles.

The game is currently available on PC, PlayStation 5, and Nintendo Switch 2, which has led many fans to wonder why the Xbox release hasn't arrived yet. Well, now we have our answer. Developers House House have broken their silence, citing a line that the studio refuses to cross.

House House is boycotting Microsoft and Xbox

A glowing red Xbox logo sits centered on a black background, surrounded by a soft red light with a faint reflection beneath it.

(Image credit: Microsoft)

In a new blog post, the studio behind Big Walk and Untitled Goose Game has explained its decision not to bring the game to Xbox:

“We have made the decision not to release Big Walk on Xbox, in accordance with the Palestinian-led BDS (Boycott, Divestment, Sanctions) movement’s call to boycott Microsoft, and their designation of Microsoft Games (and Xbox) as a priority boycott target. If you need help understanding our motives, we would recommend reading about why Microsoft is a BDS priority target, the successes this kind of pressure has already had on Microsoft, and especially, watching this great introductory piece by People Make Games.”

BDS is a Palestinian-led movement that calls for boycotts, divestment, and sanctions against Israel and companies it considers complicit in violations of Palestinian rights. Since the announcement, I've seen plenty of discussion online about the decision. Ultimately, it's up to the developer to decide which platforms it wants to release its games on.

How is Microsoft connected to this?

A Microsoft office in New York, US, on Tuesday, July 22, 2025.

(Image credit: Getty Images | Bloomberg)

According to BDS, Microsoft is considered a priority boycott target because of its provision of Azure cloud and AI services to the Israeli military, which the movement alleges have contributed to Israel's military operations. House House goes into some more detail in its statement, acknowledging that the decision will prevent some Xbox players from enjoying Big Walk with their friends:

“It has always been our intention for Big Walk to be played by groups of friends, and we know that keeping the game off Xbox runs counter to those intentions. This decision means that some people will miss out on playing Big Walk with their friends, and we understand the disappointment we’re causing. We are disappointed too. We would love for people to be able to play the game on Xbox, but not until Microsoft and/or Xbox have been removed as BDS boycott targets.”

For now, Xbox players hoping to jump into Big Walk with their friends will have to look elsewhere for an alternative, as House House has made its position clear. Whether that changes in the future is unknown, but the studio hasn't ruled out bringing the game to Xbox forever. However, unless Microsoft or Xbox is removed from the BDS movement's boycott targets, it seems an Xbox release of Big Walk is off limits.

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Xbox Surveys Fans on Full Console Exclusivity for Major Franchises like Minecraft and Fallout

Microsoft appears to be taking a fresh look at its multi-platform strategy. The Xbox Research team has begun distributing targeted surveys to Xbox Insiders and multi-platform gamers, floating bold hypothetical scenarios about strict console exclusivity for Microsoft’s biggest gaming IPs. The survey poses a critical question to gamers: What if virtually all future Xbox-developed titles—with […]

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Microsoft reveals a new pocket-sized Xbox Nano Controller

Microsoft announced (via on Xbox Wire) a brand new Xbox controller called the Xbox Nano Controller, and it will be released in November 2026 for Xbox consoles, Windows PC, iOS and Android mobile devices, and select Smart TVs.

The Xbox Nano Controller is an extremely small gamepad (5 inches long and 3.5 ounces in weight) that can fit into your pocket for easier portability while still packing the form factor and standard 18-button layout of regular Xbox controllers.

Additionally, its smaller size makes the Xbox Nano Controller easier for players with smaller hands to use who struggle to use larger controllers.

Meet the XBOX Nano Controller. Smaller, lighter and shorter than most modern smartphones, and designed to fit nearly every pocket and budget. Find out more:https://t.co/reB7PdakGaOctober 14, 2026

The Xbox Nano Controller also includes a rechargeable battery, an extra reprogrammable Action Button, and Xbox Wireless and Bluetooth support.

Plus, it's designed for Xbox Cloud Gaming and casual use. It mimics a TV remote in form factor and weight, so it can sit on the sofa or coffee table without taking up space.

You can pre-order the Xbox Nano Controller right now on the Xbox website for $49.99.

It will be made available in the following countries: Argentina, Australia, Austria, Belgium, Brazil, Canada, China, Colombia, Czechia, Denmark, Dominican Republic, Finland, France, Germany, Guatemala, Hong Kong SAR, Hungary, Ireland, Italy, Japan, Korea, Mexico, Netherlands, New Zealand, Norway, Panama, Peru, Poland, Portugal, Slovakia, Spain, Switzerland, Taiwan, Trinidad & Tobago, the United Kingdom, and the United States, with additional markets to follow.

For a limited time, Xbox is partnering with Samsung to offer a special Xbox Nano Controller with two months of Xbox Game Pass Ultimate membership (for new users) in the US for anyone who purchases select Samsung TVs during the holiday season.

Additionally, Xbox is partnering with Meta to offer an Xbox Nano Controller with two months of Xbox Game Pass Ultimate membership (for new users) in the US for anyone purchasing a Meta Quest.

The Xbox Nano Controller has a cool nostalgic design, but some of its spec choices and price leave it to be desired

A white Xbox-style game controller with black thumbsticks, directional pad, and colored ABXY buttons, shown alone on a clean white background.

A full render of the Xbox Nano Controller (Image credit: Microsoft)

Upon first impressions of this controller, I got a wave of nostalgia, as its design reminds me a lot of the Super Nintendo controller I used as a kid. However, my interest in the Xbox Nano controller suddenly dropped upon looking at its MSRP and specs.

$49.99 is a lot of money for a controller these days. For that price, it better have some advanced tech like Hall Effect or TMR thumbsticks to justify such a cost.

Sadly, the Xbox Nano Controller does not have any such tech. On top of that, the Xbox Nano Controller has no direct WiFi connection for Xbox Cloud Gaming and instead relies on Xbox Wireless and Bluetooth connections, which are more laggy and unresponsive by comparison.

So on paper, the Xbox Nano Controller doesn't sound like a good controller at that price point. However, that won't stop us from reviewing the gamepad in the future to see if its performance, design, and ergonomics can make up for the Xbox Nano Controller's omissions of advanced tech and its steep price.


The Xbox Nano Controller is a pint-sized gamepad built for easy portability and compatibility with Xbox Cloud Gaming while maintaining the solid form factor and intuitive button layout of traditional Xbox controllers.

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Microsoft is asking players if its biggest franchises should go Xbox‑only — including Minecraft

It's no secret that Microsoft's gaming division has struggled to keep pace with PlayStation and Nintendo for active console users, and this Xbox survey suggests the firm might be considering the nuclear option to fix things.

Yesterday, a new survey appeared for a subset of Xbox users on the Insider Program, presumably among those who Microsoft tracks as having multiple devices. A user sent us the below survey screens, which Windows Central has verified as real.

Microsoft's problematic Xbox multiplatform strategy has left many users who own multiple devices with fewer reasons to actually turn their consoles on. In that universe, it reduces Microsoft's chances to earn users in it's own ecosystem considerably, impacting both first party revenue and third party port viability. Microsoft sells mountains of games on PlayStation, but it has to pay a 30% cut for the privilege. Many PlayStation users already own an Xbox too, so Microsoft is potentially handing away potential users for no real reason.

These new surveys suggest Microsoft may be considering some drastic moves to change the situation.

Xbox surveys asking about exclusivity
Windows Central
Xbox surveys asking about exclusivity
Windows Central

The survey asks a variety of questions of users across multiple ecosystems, asking how likely they would be to invest in the Xbox platform if various games went timed, or even fully console exclusive.

Microsoft asks if users would switch to Xbox on a per game basis, including pitches of exclusivity for games like Fallout, The Elder Scrolls, DOOM, Hideo Kojima's PHYSINT, Diablo, and even Minecraft itself. The survey even stresses that existing titles wouldn't be removed from other platforms, but would no longer receive new content.

There's even a nuclear option question, asking users how they'd change their habits if every single Xbox game (except Call of Duty, likely owing to acquisition requirements) went fully console exclusive.

It asks users to consider the hypothetical scenario, offering multiple choice responses below it.

"Imagine it was announced that all future title releases from every XBOX-developed gaming franchise except Call of Duty will be console-exclusive to XBOX," the final survey question reads. "For Minecraft only, existing titles would no longer be available for purchase on PlayStation or Nintendo consoles, and would not receive any new content updates. However, there is no impact to any of the existing titles or content you already own. Nothing changes on PC in this announcement."

It asks users if they would move to an existing Xbox console they already own, buy a new one, switch to PC, or skip it entirely in this scenario.

Going multiplatform didn't work, would going maximum exclusivity work instead?

PS5 controller with Xbox logo

Is Xbox looking at ditching PlayStation completely? (Image credit: Windows Central)

In the near term, even if Microsoft did create massive desire for its platform and was somehow able to make even GTA6 magically exclusive, the RAMpocalypse has driven hardware sales to historic lows. Even if there was Xbox stock available globally, they've become prohibitively expensive for many. But, that situation (hopefully) won't last forever.

If games like Fallout 5, The Elder Scrolls 6, and Diablo 5 were Xbox Helix exclusive, it would undoubtedly drive masses of sales for Xbox hardware. But would the stock even be available? Microsoft has historically struggled with global distribution even before the component crisis. As much as I think Xbox desperately needs exclusive content, the risks are undeniable on paper.

But sacrificing the entire platform is just as risky potentially. PlayStation itself just massively clawed back from Steam and Windows PC gaming too.

There's little point in maintaining Xbox as an entity if it was to become a simple publisher. Microsoft is more of a hardware company than it has ever been arguably, powered by data centers and increasingly home grown silicon, like its new Maia chips which has driven the stock to new highs recently. Microsoft has already sacrificed mobile as a platform endpoint, greatly limiting its ability to distribute and train its AI platforms. I can't imagine they'll seek to make the same mistake with Xbox.

Surveys are just surveys, and it all might amount to nothing. It could also be a hint around Xbox's thought processes. Perhaps there's math that exists that proves that the juice just isn't worth the squeeze. Halo Campaign Evolved on PlayStation likely did irreparable brand damage to Xbox as a hardware entity, even though the game itself wasn't spectacularly well-received.

The future of Xbox could end up being more interesting than expected.

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xboxrecomp - Transformer un jeu Xbox en .exe Windows

xboxrecomp est un outil de recompilation qui vient de voir le jour et qui devrait vous intéresser si vous êtes nostalgique de la première Xbox. En effet, ce dernier prend l'exécutable d'un jeu de la Xbox originale, traduit chacune de ses fonctions x86 en code C, puis recompile le résultat en programme Windows 100% natif. Cela veut dire que le jeu ensuite peut tourner directement sur votre ordinateur, sans faire appel à un interpréteur ni à un émulateur. C'est ce qui s'appelle de la recompilation statique, et je vous en parle régulièrement parce que je trouve ça assez magique (rappelez vous de Zelda 64 recompilé ).

Le dépôt de xboxrecomp ne contient évidemment aucun fichier de jeu pour ne pas s'exposer au courroux des ayants-droits. Vous devez donc avoir votre propre disque, en extraire le default.xbe, et la chaîne d'outils (du Python avec capstone, puis Visual Studio 2022 pour compiler) génèrera chez vous tout le code C du jeu. Pas de bouton magique, par contre, le premier lancement d'un jeu recompilé plantera et ensuite, ça avancera crash après crash. Notez que ce projet s'est construit avec Claude Code également.

Pour le moment, le seul jeu qui va au bout de sa recompilation, c'est Burnout 3: Takedown. Tous les modes démarrent et se jouent, seul ou à deux, mais les menus tournent à environ 14 images par seconde et les courses à 2 à 4 FPS sur une machine à 12 cœurs. Y'a pas non plus de possibilité de faire des sauvegardes et c'est manette obligatoire. Bref, c'est pas encore très jouable.

En fait le problème c'est le GPU de la Xbox (le NV2A) qui est émulé en logiciel, et c'est malheureusement ça qui fait chuter les FPS. Le "No emulation" du slogan ne vaut donc que pour le processeur, mais pas les morceaux audio ni le GPU repris de xemu. Mais ça changera peut-être bientôt.

Maintenant, si vous cherchez un jeu Xbox précis à installer, regardez plutôt du côté de SCDA-XBERecomp , qui est l'inverse de xboxrecomp. C'est n'est pas un outil universel mais une recompilation uniquement du jeu Splinter Cell: Double Agent. Celui-ci réimplémente le noyau, Direct3D et DirectSound côté Windows, et vous laisse régler le champ de vision ou lever la limite de 30 images par seconde.

Et si vous voulez juste rejouer à vos jeux Xbox ce soir, un émulateur comme xemu fera très bien comme d'hab.

Moi de mon côté, j'avance toujours sur mon recompilateur universel de ROMs Kompote et ça marche vraiment très bien. Là je suis en train d'implémenter le support des jeux Amiga... je pense que dans quelques jours, ce sera cuit à point.

Source : xboxrecomp sur GitHub

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Gears of War: E-Day review — Gorgeous, satisfying, harrowing ... imperfect, while still representing the ideal canvas for a new era

It's time to finally wrap up this Gears of War: E-Day review, having now been able to grab a significant chunk of time in the multiplayer Siege mode.

For the review build, Gears of War: E-Day's new PvE multiplayer Siege mode was disabled. It felt odd to me to score a game I hadn't fully experienced as I and many others likely intended to play it. As such, this had previously been a review in progress. But now I'm ready to put a final say on proceedings.

Gears of War: E-Day is something of an important game for Xbox. It carries the flag for Microsoft's return to exclusive Xbox Series X|S games, and likely has some oversized pressure upon it to deliver. We're not here to review that aspect of the product, though — only what is here sitting in front of me.

Even upon reflection, my feelings on the campaign are a bit mixed. Thankfully, Gears of War: E-Day is a multi-faceted game, and Siege mode is an undeniably fun and genuinely well-considered evolution on the Horde-style gameplay, vastly elevating the overall package.

Gears of War: E-Day has some of the most stunning visuals I've ever seen committed to the medium, with absolutely immaculate lighting treatment, immense and meticulous city detailing, and gorgeous character work. The gunplay is also fantastic, smoothing off some of the series' rough edges with boosted mobility, without sacrificing the Gears feel.

But the overall campaign gameplay structure does the overall game a pretty sizeable disservice in my view, preventing it from reaching its full potential. Thankfully, Siege provides a satisfying canvas for future play, and the problems are by no means unfixable. Let's get into it.

Gears of War: E-Day review — Story, Art, and Tech

Gears of War: E-Day review screenshots

Gears of War: E-Day's character work is absolutely top-shelf stuff. (Image credit: Windows Central | Xbox)

Gears of War: E-Day takes place over a decade before Gears of War 1, offering us a front-row seat to the brutal and genocidal opening to the Locust's attack on humanity.

The city of Kalona serves as ground zero for that invasion. Kalona is known as a city of science and technological progress, and was instrumental in developing the COG's weapons tech and industrial war economy during the civil war against the UIR. E-Day takes place six weeks after the UIR surrenders, and Dominic Santiago and Marcus Fenix are picking up the pieces and mourning lost friends and family.

The character work on offer in E-Day is absolutely top-shelf. The trauma of loss and the shock of the Locust invasion comes through incredibly well in every single aspect of the game's delivery. The cityscape is immaculately detailed, with interiors fully rendered with a lived-in feel, complemented by some of the best lighting I've ever seen in a video game.

I wish Gears of War: E-Day ran better on my Xbox Ally X, but it's hard to expect such a visually rich game to perform well on every potentially niche device. On its main platforms, namely Xbox Series X|S and compatible desktop PCs, Gears: E-Day absolutely sings. Make no mistake, Gears of War: E-Day is at the absolute apex of Unreal Engine technological prowess, and the game deserves awards on that basis alone, most likely.

Gears of War: E-Day review screenshots

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.

Gears of War: E-Day review screenshots

The destruction and devastation unravels in real time throughout Gears of War: E-Day. (Image credit: Windows Central | Xbox)

I don't want to give too much away about the story, but this very much felt like the first game in a new planned trilogy ... there were aspects of the delivery that suffered as a result. Some plot threads felt designed to be resolved in future games (or DLC?), leaving me wanting somewhat. But the fact that I am eager to learn more about this Emergence Day story arc is probably a plus. It would be far worse if I didn't care, and I find myself caring a lot about the new characters, their struggles, their past lives, and what will ultimately end up happening to them ... given that some clearly aren't present in future installments.

Gears of War: E-Day's setting, visuals, and story delivery represent its best aspects. The game's performance on Xbox Series X is top-tier, with slowdown only occurring during some particularly heavy sequences towards the end. I didn't experience a single crash, and it's great to see a modern game offer split-screen co-op in the modern age as an option.

The new characters are interesting and engaging, and finding out new layers of existing characters is also rewarding as a long-time fan. I think Gears of War: E-Day could've benefitted from leaning more into civilian-oriented side stories potentially ... but as I'm going to explain in the gameplay section, Gears of War: E-Day's campaign is let down a fair bit by its gameplay structure all up.

Gears of War: E-Day review — Campaign Gameplay

Gears of War: E-Day review screenshots

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.

Gears of War: E-Day review screenshots

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 review screenshots

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.

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

Instead of finding random mods in the field ... some kind of vendor system for simply buying the mods you actually want would've been less disruptive on the game's flow. (Image credit: Windows Central | Jez Corden | Xbox)

These might seem like minor gripes, but given that there's not much else "new" here on offer across the general Gears formula, they stand out a bit like a sore thumb.

It doesn't help that, as a result of the game's structure, you end up revisiting the same locations multiple times as part of the story, which felt anticlimactic and choring, particularly towards the end of the game.

The campaign does have some incredibly epic, cinematic, and deeply emotional moments — don't get me wrong. There are some fantastic sequences spread throughout the game, showcasing Emergence in all of its reptilian, subterranean horror. I just wish they'd doubled up on these moments instead of trying this odd "open" world experiment, which seems ill-conceived and poorly executed, with features that detract rather than elevate the overall experience.

Gears of War: E-Day review — Siege Mode

Gears of War: E-Day Siege Mode

Invasion events bring all twelve players together in a raid boss-style gauntlet for big rewards. (Image credit: Windows Central)

Let me preface this by saying I've never been a big fan of Gears' brand of PvP combat, and you might want to look elsewhere for a take on that. Instead, my preference for Gears multiplayer has always fallen to its Horde mode, which has taken on a whole new life in E-Day.

Siege Mode takes twelve players split into teams of four, and drops them into a portion of Kalona's devastated township. Here, you take on the role of one of the Gears during E-Day in progress, tackling side objectives, battling waves of enemies, setting up killzones, and grinding upgrades. This is where some aspects of the campaign's "open world" gameplay really shines through in ways that it didn't when there was a cinematic story to tell on top of it all.

The new mobility gives Siege maps a great deal of verticality and strategical elements. Four character classes offer some soft class roles, with snipers lending cover while medics revive fallen players. As you progress, you can hybridize a bit, equipping your medic with a sniper rifle for example from the outset, while still maintaining access to your "ultimate" ability kit items that can change the tide of battle for your squad.

Gears of War: E-Day siege mode

Battle waves of enemies in dynamic and frantic PvE scenarios in E-Day's siege mode. (Image credit: Windows Central)

It's impressive how well Gears of War: E-Day's multiplayer maps work in practice, they're incredibly large and have a lot going on simultaneously across the play space, giving it a sense of frantic urgency. As you're completing your missions, you may cross paths with another squad as is often the case in the campaign, leading to epic and emergent gameplay moments.

Invasion events spawn huge bosses like Brumaks and Corpsers, charging all 12 players to come together to bring them down. My complaint about them feeling a bit "spongey" persists here, but it's far more exciting tackling these towering behemoths in a big multiplayer setting, all while getting swarmed by lesser enemies like wretches and drones.

There's some mild and quite forgiving extraction gameplay here too. Side objectives and invasion events reward you with parts to upgrade your weapons and classes. If your squad fails to complete your mission for whatever reason, you will lose those weapon parts. Siege does give you a lot of leeway to avoid failure, though, even on the higher difficulties, detracting from the sense of urgency a bit.

Gears of War: E-Day Siege Mode

A sizeable array of weapons, upgrades, powerful ordinance, and placeable defenses await in Siege mode. (Image credit: Windows Central)

I think The Coalition could've done a bit more to enhance the "emergent" gameplay moments and social interaction aspects. There are no emotes for example, which feels odd. Siege clearly takes some inspiration from Helldivers 2, but omits some of its more interactive and engaging innovations, which is a shame. But hey, it's all potential things to include in future seasons and updates, maybe?

We're not reviewing the future though, we're reviewing the now. And the now of Siege mode is already fantastic. Getting a capable squad together and putting yourself through the meat grinder is a ton of fun. Setting up batteries of mortar sentries and watching them rain down shells like an explosive hailstorm is endlessly satisfying. The potential here is clear and exciting.

What The Coalition has built here is as technically impressive as it is infectious. If the update cadence is solid, I can see me sticking with Gears of War: E-Day's Siege Mode remaining in my multiplayer rotation for some time.

Gears of War: E-Day review — Conclusion

Gears of War: E-Day review screenshots

Gears of War: E-Day is a ton of fun and genuinely incredible, but it's frustrating how much better it could've been with a few tweaks. (Image credit: Windows Central | Xbox)

I thoroughly enjoyed Gears of War: E-Day overall, and am already enjoying my second playthrough on a higher difficulty, but I would be lying if I said the game didn't have large campaign issues — particularly given how easily avoided many of them could've been.

Kalona is an immaculate canvas ripe for telling epic stories. The new, horror-laden tone is absolutely the right direction for Gears of War: E-Day. The existential dread oozes throughout every character delivery, and the city design is among the best the medium has ever seen.

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The gameplay structure placed on top of the campaign becomes the problem. It could've used a lot more iteration and forethought. It felt a bit like E-Day was originally intended to be some form of open-world, but at some point, they retreated, leaving it feeling disjointed. The "open world" aspects work far better in Gears of War: E-Day's siege mode, where side objectives, upgrades, and mission rewards actually feed a far more satisfying upgrade loop. In the campaign, they feel a bit more like irritants and roadbumps.

If I were to score the game based on the campaign alone, I'd probably give it an 8/10 overall — it's still incredibly fun, and the downsides are frustrating but not game-breaking. Siege mode elevates the overall package to a 9/10 for me. What doesn't work as well in the Campaign works incredibly well in Siege, and the potential for its future is quite clear.

The Coalition could probably do a little more to think outside of the box to stave off franchise fatigue and defy expectations, but the consistency of this franchise feels like coming home every time — which certainly has its own merits in today's times.

Long may Gears live.

Gears of War: E-Day launched October 6, 2026, exclusively on Xbox Series X|S on console with Xbox Play Anywhere for PC, it's also on Steam and Xbox Game Pass.

Gears of War: E-Day is a fantastic co-op shooter that brings the franchise closer to pure horror than ever before. Some campaign design decisions frustrate the experience and prevent it from hitting its full potential, but the overall package is well worth your time.

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Microsoft formalizes "Xbox Labs" team, focused on compatibility and emerging tech

Microsoft has been responsible for some pretty compelling innovations in the gaming space over the years, from everything including DirectX in decades past to more recent stuff like Xbox's disc-to-digital program or Xbox backwards compatibility on console and now Windows PC. Microsoft is now formalizing a team dedicated to exploring these unique and potentially transformative features.

Dubbed "Xbox Labs," Microsoft is formalizing the team that will research and work on new technologies across its gaming stack. The team there will work on new compatibility layers, such as bringing Xbox games to Apple silicon and WebGL, while also exploring the rise of reverse-engineered AI mods and games such as the recent 128-player Halo title that went viral a few weeks ago.

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Microsoft, like many in the gaming industry, are wondering about how to reach more users. Xbox announced "XP" recently, designed to bring more of its franchises into the real world via marketing collabs, merchandising, and even theme parks. Microsoft has also been putting its biggest franchises onto PlayStation as it seeks more users therein, and also pushing Xbox Cloud Gaming as an option for those who don't want the upfront cost of buying a console.

Today we're standing up XBOX LABS (https://t.co/dJSufI1vni). Here is the note that I sent to the team:Team,The first video games emerged some 75 years ago. In the time since, there have been booms and busts, but every year there are more great games to play, more devices to play them, and best of all, more people than ever playing. That growth helped make XBOX what it is today, and we've helped shape the industry in return, from bringing hard drives to consoles and online gaming through Xbox Live to Game Pass and cloud gaming, alongside franchises that have brought millions of people together.In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another.These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models.To explore these possibilities, I’ve asked Scott to stand-up XBOX LABS, a small group of game makers, engineers and scientists whose job is to turn emerging ideas into things our players and developers can experience. We'll build in the open, learn from what people do, and measure success by whether more people are playing and creating.I think XBOX has an important role to play here. Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties, and people spend more than 72 billion hours a year playing XBOX games, roughly five times the estimated time spent writing code worldwide. We've spent 25 years learning how to make great games, and I want our game makers to help shape what these new technologies make possible. As we learn, we’ll share the tools we build with developers across the industry, just as we always have.Our priorities aren't changing. We remain committed to the 4Cs, to making great games, to our hardware and to being responsible stewards of IP and the communities built around it. LABS gives us a way to explore new technology that is game design led without abandoning the work already underway.AshaOctober 13, 2026

Microsoft has struggled to maintain pace with the growth of the PlayStation 5, Nintendo Switch platform, or Steam on PC, but made a sprint of acquisitions in a bet to at least sell games on those platforms. Titles like Call of Duty, Minecraft, and Forza Horizon are dominant off Xbox, but the decline of Xbox as a platform has been painful for fans to watch.

Incoming Xbox CEO Asha Sharma is charged with reviving Xbox's fortunes in this space. There's been a lot of promises to fans, including returning to exclusive games (starting with Gears of War: E-Day), and doubling down on new updates for Xbox Series X|S consoles, which recently included the addition of Mythic completion achievements. However, it has come at the cost of thousands of Xbox job losses via redundancies and divestitures, leaving a vast trail of disrupted lives in its wake.

Sharma noted in a town hall meeting with Xbox staff last week that it can't rely on past wins as it seeks to shape the future. AI and other technologies are rapidly disrupting what gaming will actually be in the next decade, as attention and access gets disrupted by AI-borne RAMpocalypse. The content cadence is likely to vastly saturate the addressable audience too, leading to a dilution in attention and spend.

In my view, it's pretty clear Sharma is right that technological platform innovation is absolutely necessary to navigate this "new world" being foisted upon us (by, well ... Microsoft itself), but it remains unclear when Xbox Labs' first innovations will materialize for users or developers. For those interested, a bit more "wait and see" is likely on the menu.

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This studio made all the killer games that sold me on almost every XBOX console

I grew up a SEGA and Sony kid, at least until XBOX started tempting me with exclusives. I didn't make any of my own money until the XBOX 360 era, but when I did, one studio had the killer apps in my eyes: Remedy Entertainment.

Xbox 25 year anniversary celebration badge for Windows Central

During the OG XBOX era, I split my gaming between a PlayStation 2 and the family PC, which was chiefly used to play Max Payne.

Its slow-motion, John Woo-esque gunfighting gameplay landed at the perfect time; I was already obsessed with The Matrix, after all.

Obsessively playing Remedy's noir shooter while dipping my toes into the PC modding scene convinced me that Remedy were icons.

Indeed, I held them in the same regard as Rockstar Games and Valve, as gaming stalwarts that could seemingly do no wrong, especially after Max Payne 2 delivered everything I had hoped. For their next adventure, I'd need Microsoft's new console, so I started saving my money.

XBOX 360 — Alan Wake

Alan Wake gameplay screenshot with protagonist firing a shotgun into the darkness

Alan Wake is all about light and dark, with a fair amount of guns. (Image credit: Remedy Entertainment)

Mechanically, Alan Wake isn't much different from Max Payne. It's a third-person shooter with a strong narrative focus, pushing me toward cutscenes and literal story scraps as I unravel a mystery of light vs. darkness. Enemies creep out of the shadows, totally invulnerable until I burn away their armor with a flashlight, flare, or whatever other luminous weapons I have on hand.

It started as a more open-world game, but the clever twist on the otherwise familiar run-and-gun mechanics drew me in. I didn't even mind giving up the slow-motion 'Bullet Time' feature that defined Max Payne, because it still lingered in Alan Wake's gameplay loop, showing up in well-timed dodges. This time, Remedy's writing was less clichéd and more sincere — I wanted more.

This time, Remedy's writing was less clichéd and more sincere — I wanted more.

Of course, I had plenty of other games on the XBOX 360 to tide me over, including Grand Theft Auto IV and Gears of War, so I wasn't bereft of choice after buying into this iconic console. Besides, Alan Wake's American Nightmare arrived soon after as the game's largest DLC expansion, but we wouldn't see a true sequel for another couple of generations.

Alan Wake Remastered: $29.99 at XBOX.com

"In this award-winning cinematic action-thriller, troubled author Alan Wake embarks on a desperate search for his missing wife, Alice."View Deal

XBOX One — Quantum Break

Quantum Break gameplay screenshot with protagonist firing a pistol into a bright explosion

Quantum Break goes off the wall with time-stopping abilities, but keeps the guns. (Image credit: Remedy Entertainment)

Would another time-bending action shooter convince me to buy into Microsoft's latest console? It did, and I went all in on its unified platform with the XBOX One, a Nokia Lumia 735 running Windows 10 Mobile, and, of course, a Windows 10 PC. I even bought the console's official digital TV tuner, fully adopting the all-in-one media pitch, though I'd never get my hands on the promised DVR feature.

And what better game to start with than Quantum Break with its live-action cinematics, cut like a TV mini-series? It certainly had some interesting combat mechanics that let me completely freeze time in isolated bubbles, but it felt more like a treat for the eyes. Visually, the game was (and still is) incredible.

If Alan Wake were a Stephen King novel blended with David Lynch's Twin Peaks sensibilities, then Quantum Break is more like Tenet's time-twisting motif wrapped around the gratuitous slow-motion bullet barrages of The Matrix. It's still easy to recommend, with Remedy's refined storytelling DNA on full display, and it can be beaten in a single weekend if you have the time.

Quantum Break: $39.99 at XBOX.com

"In the aftermath of a split-second of destruction that fractures time itself, two people find they have changed and gained extraordinary abilities."View Deal

XBOX Series X — Alan Wake 2

Alan Wake 2 screenshot with protagonist wielding a revolver in a smoky night street scene

Alan Wake 2 is an even more warped adventure than the first, but yes, there are guns. (Image credit: Remedy Entertainment)

Thirteen years after the first game, I finally had the Alan Wake sequel within reach, and I wanted to savor every moment. This is the game that not only convinced me to pick up the XBOX Series X console, but also a 4K OLED TV with HDR and all the other trimmings. It annihilated my savings, but it was worth it in the long run, since my wife and I play on this console almost daily.

Alan Wake 2 had some launch bugs, but they were soon cleaned up, and it didn't tarnish my view of this brilliant sequel. It's Remedy in top gear, running at maximum speed with a twisting story, gorgeous visuals, and layers upon layers of references and outright fan service. I loved almost every minute.

It's Remedy in top gear, running at maximum speed with a twisting story, gorgeous visuals, and layers upon layers of references.

There are some sudden stops, like a playable representation of the co-protagonist's "Mind Place" that had me connecting yarns to various photographs and clue scraps. It betters the story, but ultimately, I always wish I could speed past some of this part when I replay the game. Nevertheless, it's one of the best games I've ever played, and I easily forgave its missteps. Don't miss out.

Alan Wake 2: $59.99 at XBOX.com

"A string of ritualistic murders threatens Bright Falls, a small-town community surrounded by Pacific Northwest wilderness."View Deal

Project Helix — Will there be another killer app?

Max Payne game logo

Max Payne couldn't be any more focused on guns if it tried, and to great effect. (Image credit: Remedy Entertainment | Rockstar Games)

Microsoft's plans for a follow-up console fall under the 'Project Helix' codename as an "XBOX-PC hybrid", with no set release date. Game studios might expect to receive developer-centric hardware sometime in 2027, but for now, the company is simply encouraging those devs to keep "developing for Xbox on PC". You know, I'd be more excited if it weren't for the ongoing memory shortage crisis.

Remedy announced a 'Max Payne 1 & 2 Remake' in 2022, and I haven't heard much about it since then. It's a partner project with Rockstar Games, and Take-Two still owns the series IP, making it the most mysterious project that I've ever felt this excited for. If this silence continues, it might just launch on Project Helix, but will it be unique (or exclusive) enough to keep me from playing it on PC?

It's almost impossible to predict, but I'd rather be an optimist when I can. With any luck, RAM and storage production costs will gradually return to more reasonable levels over the next year, which could kick-start an exciting lead-up to the reveal of whatever Project Helix calls itself. What kinds of games do you hope to see in the next generation of XBOX?

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Gears of War: E-Day takes the #1 spot on Xbox stores across the globe

Gears of War: E-Day is seemingly still full of surprises, and according to the latest Xbox US store data, the game is flying off (digital) shelves. It has secured the number one spot, overtaking titles like Minecraft Dungeons 2 and the critically acclaimed Star Wars: Galactic Racer.

Gears of War: E-Day reaching the top spot in the US isn’t the only news, too. The game also topped the UK store and many others across the globe, which is great to see.

I will say, I am a bit surprised, obviously given the games on Game Pass, that does come with a certain, how would you say, online drama? Especially as it's often thought Xbox gamers don’t buy games, which of course has been debunked time and time again, but I digress.

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We also know, thanks to reporting from TrueAchievements, that Gears of War: E-Day is 2026’s second-biggest Xbox launch. It surpassed Halo: Campaign Evolved by 8.6% but fell just shy of Forza Horizon 6, managing only 67.3% of Forza’s player count at launch, which of course was a massive success on both Xbox and PC.

I’m impressed with how well Gears of War: E-Day has done, and it's honestly well deserved. Having beaten the game myself, it has given me the Gears itch, and I am probably going to run through Gears 2, 3, 4, and 5 on Insane, just like I have done with the first game and E-Day.

Hopefully, everyone has enjoyed E-Day as much as I have, and I hope the game continues to perform well. There was, of course, reporting from Alinea Analytics, which estimated 230,000 copies sold across both Steam and Xbox. Steam accounted for 168,000 of those, with Xbox (console and PC) selling 62,000.

Alinea also estimated that 1.7 million people played the game via Game Pass, and of that 1.7 million, 722,000 paid for the five-day early access upgrade. Alinea also reported that the game grossed $37 million in revenue, and they called for the game to be released on PlayStation 5 too to help recoup development costs.

I won’t dive into that drama, though. Don't worry. For now, let me know your thoughts on E-Day, how it's performed, whether you're impressed, or if you expected it to do better, in the comments, and be sure to take part in our poll!

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Xbox developers just gained support for another free game engine with 'Defold'

Following Xbox's recent push to simplify development for its platform, we have a new engine joining the party with official hardware support: Defold. For those unfamiliar, Defold is a game engine originally created by King, the studio behind Candy Crush, which is now owned by Microsoft.

Naturally, given its origins, the engine was heavily utilized for mobile titles like Blossom Blast Saga. However, it has since evolved into a solid option for indie developers, with existing support for Nintendo Switch and PlayStation consoles.

While Defold might not be the first engine that comes to mind for most people, I’m a strong believer that making development easier across whatever engines people choose is a fantastic move. In this case, it seems Defold has managed to make Xbox support as straightforward as possible.

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According to its creators, Xbox support is now available in Defold 1.14.0, provided free of charge to approved developers. This completes a major expansion of the engine’s console capabilities, meaning it now supports all three major platforms.

Developers must first be approved for Xbox console development through programs like ID@Xbox before they can access the specific resources. Once approved, they can request access to the Xbox extension, which includes platform integrations such as user management and game saves, along with the necessary tools and workflows for building and testing Xbox games.

The engine itself has been around since 2008, so it’s been a long wait for official Xbox support. When asked why it took so long by @Danielon5538 on X (formerly Twitter), Defold responded:

“We (at Defold Foundation) developed Xbox support alongside our ongoing work on Defold, using the Foundation's own savings. Defold is free and all its console ports are completely free for approved developers too. We sustain development through partnerships and community donations. It took some time and sweat, but we're happy to finally make it available!”

You can also help fund Defold, which helps pay developers, and support core services, donations can be made here.

Hopefully, this is a sign of more things to come to make development easier for Xbox. While I can’t speak to what other engines might be lacking in the Xbox development space, lowering barriers in any way possible is one of Xbox’s best chances of getting as many developers on board with their platform as possible.

Let me know in the comments if you use Defold, if you’re glad it now has Xbox support, or if you just heard of the engine today. And, as always, don’t forget to take part in our poll!

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Asha Sharma: Xbox must make “hard choices” but still commit to building enduring new IP

Xbox has been "restructuring" over the past summer, which has seen thousands of job losses via cuts and divestitures, and has left Xbox fans wondering what the aftermath will ultimately look like.

Xbox CEO Asha Sharma has made no secret of her intent for content moving forward: Microsoft will double down on its biggest and most visible Xbox franchises, including the likes of Fallout, Call of Duty, Candy Crush, World of Warcraft, among others.

Some of Xbox's more eclectic studios, such as Ninja Theory, Double Fine, and Compulsion have either been spun off as separate, or outright shut down. These studios were all working on new franchises generally speaking, and while they didn't become financial success stories, the creativity was often award-winning.

Sharma's comments about Xbox's biggest franchises have left many wondering if there'd still be space for creativity and newness at Xbox, and it seems the answer is "yes," complete with a warning on over-relying on existing franchises.

A screenshot of the trailer from Clockwork Revolution by inXile entertainment.

InXile Entertainment's upcoming "Clockwork Revolution" potentially represents one of Xbox's most unique new franchises in a long time, set to hit Xbox Series X|S exclusively next year. (Image credit: Xbox Games Studios)

"On content, I think this is probably the thing that you are all seeing the most about as we're making a lot of changes," Sharma said at the Xbox Town Hall this past week, in wholly unauthorized transcripts shared to Windows Central via multiple trusted sources.

Sharma reiterated the plan to focus on the biggest Xbox franchises, but also noted that relying on past victories won't help Xbox win the future.

"We're backing our strongest franchises. I want our great games to become great global billion-dollar franchises. I would also like to see us continue to create enduring new IP. We will not survive if we only revive on the past. We have to find new ways, and courage, to have invention on new IP, that reaches new sets of audiences."

Sharma remarked upon opportunities to grow King and the casual gaming segment in general, where titles like Monopoly Go and Block Blast have eaten into Candy Crush's casual gaming market share in recent years. Asha Sharma also talked about simplifying their studios, reiterating decisions to move some IP, like Halo and Sea of Thieves under Activision, hinting that more "simplification" could be on the way ... what that "simplification" might look like remains to be seen.

"Everything big once started as something small."

Xbox Ally

More games than ever, less free time, less spare cash. Is there still room for Xbox to grow? (Image credit: Windows Central | Jez Corden)

Xbox has been aggressively exploring ways to drive down costs in general this year. The opportunity within Xbox's ecosystem has diminished as hardware stock levels collapse, owing to the RAMpocalypse. Xbox's disastrous multi-platform strategy of yesteryear saw the platform lose relevancy while boosting competitors, leading to declines for major third-party games like FIFA, Fortnite, and NBA 2K titles on Xbox Series X|S as well.

Moving back to exclusive games has given Xbox a boost, with users returning to the platform for titles like Gears of War: E-Day and Forza Horizon 6, but growing Xbox again will probably take a multi-year, multi-game, multi-franchise effort, coupled with some sort of miracle on the hardware side. Xbox Series X|S and console hardware in general has moved wholly to being a luxury purchase, putting pressure on Xbox's chances.

In an interview with Windows Central at the start of the year, Chief Content Officer Matt Booty remarked that "everything big once started as something small," in reference to investing in new IP, which has always resonated with me. Indeed, Microsoft has partnered up with Hideo Kojima of Metal Gear fame for PHYSINT, complete with movie and TV rights in development with Xbox's new XP entertainment licensing division.

It'll be interesting to see if Sharma's Xbox does more in this space ... even if Xbox has made stark, quite devastating cuts within its existing teams. AI is muddying the water and blowing up component costs. There are more games than ever, and for many, less free time and money than ever. Micro-spend in service games continue eating up all the spend and users, and finding new cohorts seems more difficult than ever ...

The challenges on Xbox's plate are numerous, but being able to land exclusivity over the next Fortnite, Roblox, or indeed, Minecraft, is doubtless the dream of every major entertainment company. Does Sharma's Xbox have it in them? As usual, only time will tell.

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PS5 Jailbreak Brings Xbox 360 and Original Xbox Games

For the second time today, I’m writing about PlayStation, and I have a feeling this won’t be the last time I discuss Sony’s console. The jailbreaking scene is offering a whole slew of reasons to revisit what I once considered Sony’s worst console to date. Thanks to community efforts, it’s quickly becoming a machine I might actually pick up secondhand.

If you’ve been out of the loop and aren’t sure what I’m talking about, the PlayStation 5 has been jailbroken. This allows users to install custom software on the platform, ranging from Xbox Cloud Gaming, which lets you play the latest Xbox exclusive, Gears of War: E-Day, on a PS5, to Xbox 360 and Original Xbox emulation.

Honestly, I’ve started to not get shocked by what people are doing with their jailbroken PS5s. We’ve even got a mod that allows you to insert PS2 games into your PS5 and play them directly on the console, with work currently underway to get PS3 games working as well.

It feels like the Wild West out there for PlayStation right now, and Xbox emulation is just the tip of the iceberg. Currently, fans can play titles like Gears of War 2 and 3, with the list of compatible games expanding as more work is done. The software itself is actually just a port of the existing Xenia emulator for PC, which allows 360 games to run on Windows through emulation.

As for Original Xbox games, it’s a similar story. XPSEmu can let PlayStation fans experience Halo 2 and even Forza. It’s honestly extremely impressive what modders are doing here. Whether these mods are being rushed through thanks to recent advancements in AI, I really don’t know. We’re seeing some genuinely crazy stuff happen with games lately, from Minecraft in Elden Ring to all sorts of whacky mods.

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I’ll be honest, I do have concerns over where all this eventually leads, especially with people reportedly making open-source versions of Microsoft Office and Adobe’s suite of apps, all made thanks to AI. But for now, seeing the PS5 do all these things is impressive at the very least.

Let me know your thoughts in the comments. Do you find this cool, or does it worry you? And don’t forget to take part in our poll!

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Gears of War: E-Day is playable on PS5, thanks to a homebrew xCloud app

The PlayStation 5 is currently going through a bit of a nightmare, at least for Sony. For fans, however, they’re in for quite the treat.

I’ll be the first to admit that I don’t particularly like PlayStation. The PS5 is the first Sony console I’ve actively avoided. But there’s been a lot happening in the jailbreak scene that actually makes it seem like it could be the best console to buy, at least second-hand anyway.

For those unfamiliar with what I’m referring to, the PlayStation 5 has basically been cracked open. Users can now install custom software and do as they please, though that comes at the cost of accessing PlayStation’s servers for games on the console.

It’s not the only thing developing in the PlayStation scene, either. The console is also being emulated on PC lately, much to Sony’s dismay, I imagine. But let’s get back on topic. Users who jailbreak their PS5 can now play Xbox games with the console, thanks to a new app that’s appeared on GitHub: PSBox Cloud Gaming. It natively runs Xbox’s cloud gaming service on the PlayStation 5.

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A year or so ago, this wouldn’t have really mattered much. Xbox was in full swing with its multiplatform strategy. But given recent changes, specifically with the return of Xbox exclusives like Gears of War: E-Day never releasing on PlayStation, fans of the franchise who are willing to jailbreak their console can experience what I’d personally describe as a fantastic game. I finished it myself on Insane difficulty last week with a friend, and enjoyed every second.

Of course, cloud gaming isn’t as good as actually playing the game on the console itself. But I’d say it’s a pretty good compromise, and something I’ve started to come around to lately. Granted, Xbox just threw a massive spanner in the works by egregiously limiting cloud gaming hours to pitiful numbers. But if you’re willing to put up with that, you can play through E-Day on Insane and get all the collectibles in about 20 hours or so. At least that’s what it took me.

Let me know your thoughts. Would you jailbreak a PS5, or do you think this is all far too silly? At the very least, it’s interesting to see. So do be sure to leave a comment and take part in our poll!

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The next Gears of War could arrive much sooner than we expected

Gears of War: E-Day is out, and I’m personally having a fun time with it. I’ve been running through the campaign on Insane with a friend, and while it hasn’t been a struggle, collecting everything has genuinely been fun.

So much fun, in fact, that I’d be disappointed if the next Gears of War was years away. Luckily, we might not have to wait that long. In a recent interview with the BBC, The Coalition studio head Mike Crump discussed what it means for the series to be exclusive to Xbox, whilst also hinting that the development timeline could be shorter going forward.

“The next game will not take nearly as long,” Crump said, noting that E-Day provides a “great foundation” for future entries.

There have, of course, been concerns floating around online about whether Gears will perform at the level it needs to, with some even speculating about potential layoffs at the studio.

Critics have questioned the exclusivity strategy given the game’s long development cycle and estimated budget, arguing that keeping it away from other platforms could make it harder to recoup those costs. However, contrary to that, I believe titles like this are essential in proving that Xbox deserves to stay around.

That said, current numbers seem to be good. According to Circana, E-Day is off to a strong start on console. That’s without even mentioning its solid performance on Steam, where it peaked at 30,000 concurrent players.

I’m currently enjoying the game through Game Pass on my PC, but it’s definitely a title worth purchasing. As I typically do when I enjoy a game on Game Pass, I’ll probably pick it up at some point. Who knows, I might even grab the physical version thanks to Xbox’s generous disc-to-digital program.

As for Crump’s remarks on exclusivity, he emphasized the franchise’s long history with the console. “Gears has been an exclusive franchise to Xbox for 20 years now. It's sort of entwined deeply with the brand... and we’re proud of that,” he said. He added that the series gives people a “reason to be in the Xbox ecosystem.”

It’s great to see one Xbox flagship franchise deliver this year. Yes, I am a longtime Halo fan, and I can’t resist taking a slight jab at a franchise I’ve seen butchered over the years, but at least Gears of War fans have been treated well, and I really do hope the next installment is no more than three years away at most.

Let me know your thoughts in the comments. Are you enjoying E-Day, or are you finding it a slog?

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Xbox’s new PC app feels like the first real step toward a proper Windows gaming experience

Surprise! Here's a quick look at Xbox's new PC app, potentially set to go live to Xbox Insiders before the end of the year.

Over the summer, Microsoft began testing a new Xbox Cloud Gaming interface codenamed Bastion, which aimed to bring the user experience closer to the Xbox Series X|S console. The Xbox PC app looks a lot different from this general ident at present, and has a variety of performance concerns, particularly when loading into large libraries or the general Xbox PC game store.

This week, Xbox CEO Asha Sharma noted her intention to elevate Microsoft's gaming offering on PC, and here's an early glimpse at at least part of what that looks like.

Microsoft is preparing to ship the below interface, codenamed Garrison, some time in the near future. I got access to an early version of the app this evening, and thought I'd give you a quick run through.

In the video above, I give you a quick tour guide of the new app's interfacing on PC, which includes designs for both mouse and keyboard and controller. You can set this app as your default home screen when loading into Windows 11's new "Game Mode" setting, and it will default to the controller scaling — ideal for devices like the Xbox Ally.

First impressions revolve around performance for me. This is a lot faster than the previous app, particularly when it comes to loading in my large 1400+ library of Xbox titles from across the years. It's a lot easier to see when something is actually installable now, or just stream-capable from Xbox Cloud Gaming.

The navigation between game listings is also a lot more streamlined. There's no longer two separate pages for games, and both the store listing and game listing now share a single interface.

New Xbox PC app 2026

It's early days, but there's not a ton of new functionality here yet. (Image credit: Windows Central | Jez Corden)

For the most part, there isn't a ton of new functionality on offer just yet. This seems to be about boosting performance and usability first and foremost.

Xbox's PC offering has diverged immensely from Steam, as Steam offers a lot more community tooling, developer dialogue systems, and more visible reviews. Steam arguably has better curation too, and while the store pages on this version of the app aren't fully implemented yet, I'm eager to discover if Microsoft has improved visibility for developers through this app. It would be good if developers end up with more tools to communicate with their audiences on the Xbox PC app too, and Microsoft has an opportunity to integrate Minecraft and its other live service games more deeply to boost its community-building chops potentially.

I suspect this version of the app could go live to Xbox Insiders on PC in the coming weeks given that it's already getting bundled into Windows 11 builds now.

Microsoft has been on a bit of a tear over the summer, restructuring its business, divesting studios, and re-focusing its efforts on Xbox Series X|S consoles. It's encouraging to see Microsoft hasn't left its Xbox PC efforts fall by the wayside either. This week, it announced a huge partnership with NVIDIA for their new RTX Spark Arm laptop line, which includes the Surface Laptop Ultra — which is a gaming powerhouse in its own right. Microsoft also announced Xbox XP this week, focused on building player retention and community outside of its traditional console channels. I wonder if the Xbox PC app will play a role here too.

In any case, let me know what you think of the new Xbox PC app in the comments, and what you'd like to see added to Xbox PC in the future!

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Monster Hunter Stories 3 will come to Xbox on PC with Play Anywhere support

One of my favorite Xbox games this year has been, without a doubt, Monster Hunter Stories 3: Reflection, the latest entry in Capcom's JRPG series that combines the monster-capture gameplay of Pokémon with the action-hunting thrills and awesome beasts of Monster Hunter.

However, when Monster Hunter Stories 3: Reflection launched earlier this year on Xbox Series X|S, many of my Xbox friends (including Jez Corden) were sad it didn't have Xbox Play Anywhere support, as this game was made for gaming on the go due to it being on Nintendo Switch 2 and Steam.

Monster Hunter Stories 3: Twisted Reflection is heading to XBOX on PC November 18, 2026, with XBOX Play Anywhere support. Take a look back at the Monster Hunter Stories series on its 10th anniversary:https://t.co/VxUtF44a2UOctober 8, 2026

However, Microsoft has come forward to rectify that missed opportunity by announcing via Xbox Wire that Monster Hunter Stories 3: Twisted Reflection will finally receive Xbox Play Anywhere support and also launch on 'Xbox on PC' on November 18, 2026.

With this, Xbox players will be able to play Monster Hunter Stories 3: Twisted Reflection on Xbox consoles, Windows 11 PCs, and compatible gaming handhelds like the Xbox Ally with just one purchase on Xbox digital storefronts at no additional cost.

Plus, Xbox players can carry over their save data, achievements, and DLC content seamlessly across all the aforementioned platforms, so they won't have to worry about losing progress.

Here's hoping Monster Hunter Stories 3 gets a DLC expansion in the future

As a longtime fan of turn-based JRPGs, Pokémon-likes, and Monster Hunter, I loved Monster Hunter Stories 3: Twisted Reflection.

It has an intriguing plot with charming characters, beautiful anime-style graphics that performed amazingly at launch, a fun turn-based combat system that isn't afraid to put the player in danger early on, and an incredibly addictive Habitat Restoration system that puts a unique twist on the monster-taming genre.

However, I was extremely annoyed that this game didn't come with a proper High Rank post-game like previous titles, and its post-launch support has been middling at best, with just cosmetics, beefier versions of regular monsters called Royal Monsters, and a single DLC quest chain.

I'm hoping that this game gets a proper DLC expansion like the mainline Monster Hunter games because Monster Hunter Stories 3: Twisted Reflection's base game has an extremely solid foundation that deserves to be expanded upon with more areas, challenges, gear, and playable Monsties.

So, if you've been holding out on Monster Hunter Stories 3: Twisted Reflection's Xbox version because of a lack of Xbox Play Anywhere support, you'll have no more excuses to sleep on one of my personal Game of the Year contenders when it receives it on November 18, 2026.

Monster Hunter Stories 3: Twisted Reflection (Xbox): was $69.99 now $55.99

Ride on to save your kingdom from war and a life-threatening phenomenon turning all life into crystal in the biggest, most ambitious entry in Monster Hunter Stories to date.

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Xbox Testing “Garrison” PC Interface: Ultra-Fast UI, Seamless Control & The Future of Project Helix

A brand-new desktop interface prototype codenamed “Garrison” represents Xbox’s fresh approach to native PC gaming software. Engineered to solve longstanding performance bottlenecks, Garrison delivers a lightning-fast ecosystem capable of handling massive game libraries without sluggish menu delays or memory bloat. Beyond under-the-hood engine overhauls, Garrison bridges input gaps with a rebuilt dual UI optimized for […]

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Xbox launches a new division, "XP," for movies, TV, merch, and theme parks

In among the litany of failures across Xbox and Microsoft in general, there are at least a few dozen undeniable epic business wins. One of those is undoubtedly Minecraft.

The blocky craft 'em up adventure already had huge momentum when Microsoft acquired it, but the firm has since turned Minecraft into a cultural powerhouse, with a merchandising and licensing empire that is often overlooked in general gaming discourse. Microsoft thinks there are more opportunities like this ... and that's why it is creating a new division under Xbox today.

"XP" is a new department under Microsoft's gaming team, led by new XP CEO Kayleen Walters, former president of Minecraft.

During Xbox's internal Town Hall meeting this week, Xbox CEO Asha Sharma described "four Cs" of focus for Xbox, with the session focusing mainly on Core and Content, i.e. console growth and uplifting Xbox's first and third-party content. Sharma described XP forging ahead with the Creator and Connection segments of the plan, aimed at developing other Xbox franchises to the same heights as Minecraft itself.

Minecraft Hero

It's virtually impossible to go to any city or toy store in the world and not see mountains of Minecraft merch. (Image credit: Mojang Studios)

Microsoft put out a blog post today outlining the vision for XP, which will essentially operate as a licensing pipeline across all of Xbox's major franchises.

"Xbox Pictures" will focus on opportunities to bring Microsoft gaming franchises to the big and small screen, in the forms of movies and TV shows. Microsoft has already revealed a range of content in this area, including content for Gears of War, Wolfenstein, Diablo, among others. Big wins here include the Minecraft movie and Fallout TV show, both of which were huge successes in their own right, and vastly boosted interest in the games.

"Xbox Products" will extend what Walters has already done for Minecraft in the form of merchandising and other product lines. Microsoft says that these will be "authentic" to the fandoms. Toys 'R' Us recently announced plans to open dozens of new stores, focusing on the new adult toy-collector cohort. I suspect Microsoft may seek to join in here ... perhaps we could see Skylanders return?!

BlizzardWorld map from Overwatch

Could the Overwatch map "Blizzard World" theme park become a reality?! (Image credit: Blizzard Entertainment)

"Xbox Places" will be a new division focusing on fan events and theme park experiences. Microsoft specifically referred to BlizzCon in the press release here, and I recently heard whispers that Microsoft was interested in extending the BlizzCon model to other major Xbox franchises. Microsoft also has a theme park for Minecraft going live in the UK next year, set as a test bed for this type of thing. Perhaps the Overwatch map "Blizzard World" will become a reality some day ...

Finally, we have "Xbox Partnerships," which will continue the work Microsoft already does bringing its universes into other brands. The recent IKEA Xbox furniture line is an example of this, as well as the Blizzard McDonalds promotion in the UK, and the recent Fanta Xbox Game Pass integrations.

Kayleen Walters spent 13 years at Lucasfilm doing the same kind of work between Disney's theme parks and merchandising empires for Star Wars, and delivered the same for Minecraft during her tenure at Xbox. Now, Microsoft is hoping to extend that even further to franchises like Fallout, Call of Duty, Candy Crush, and more.

Reaching Xbox fans outside of Xbox

Speaking on the appointment, Kayleen Walters had this to say about XP and the potential that exists in Xbox's franchises.

"XP was created from a simple but powerful belief: the world's most beloved gaming franchises have an opportunity to reach people far beyond the boundaries of the game itself. Fans don't just play our franchises. They watch them, wear them, attend them, celebrate them, and connect with them in countless ways. XP brings together the teams responsible for helping XBOX franchises show up in the world in bigger, more meaningful ways."

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Microsoft has also appointed former Reddit and Meta executive to run Minecraft in Walters' stead, with a goal of growing Minecraft's chops as a developer platform, taking on Roblox and the like.

This era of Xbox revolves around synchronizing and utilizing Microsoft's acquisitions of the last few years, identifying the clear opportunities that the Minecraft movie and Fallout TV show has presented. Other big media properties of recent years, spanning Cyberpunk, to Castlevania, to Resident Evil, have all seen significant uplift as a result of successful delivery of these shows and movies.

Halo TV Series

The Halo TV show was universally panned by fans as a huge missed opportunity. (Image credit: Microsoft / Paramount+)

Of course, those movies and TV shows have to actually be good. And as the Halo TV show has taught us ... a flop can actually do more harm than good to a gaming brand and its potential. There's no guarantee Microsoft and its partners can easily emulate the success of the Fallout TV show and Minecraft movie with other properties. I would like to see them take another stab at a Warcraft movie, though.

In any case, Microsoft has explored this segment before with Xbox Entertainment Studios, which fell apart quite rapidly. Microsoft knew this segment was going to be big, as far back as 2012. Although it seems Microsoft now has the good sense to work with external experts (like Netflix and Amazon Prime) rather than try to develop some of these products in-house.

It remains to be seen if the results of this venture will actually deliver. There's definitely a clear and obvious opportunity here, and Xbox's primary competitors, Nintendo and PlayStation, are leaning heavily in this direction already.

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Why State of Decay 3 Is Still Launching on Game Pass

Splitting up with your partner usually leaves both parties on rather poor terms, or is that just me? In the case of Undead Labs, the developer behind State of Decay, that seemingly isn’t the case.

In a recent interview with Game File, Undead Labs Studio Head Philip Holt was asked why the studio is still sticking with Game Pass, and here’s what he said:

I don’t know that we’d be in the place we are today if not for the Game Pass audience

Philip Holt - Undead Labs Studio head

Shocking many I'm sure, as again another developer comes out in defence of Game Pass, but Holt does go on, stating:

"Even today, we have several thousand people coming through the door every day. The benefit of State of Decay is that it’s a very retentive game. Last time I looked, something like half of our monthly active users have been in the game for close to two years, and a quarter for more than five. A lot of players from Game Pass come in and they’re like ‘this isn’t for me’ and leave. There is a high churn rate. But of the players we capture, we capture for a long time. And then they become franchise fans and consume other titles, and they’re excited for State of Decay 3. It’s really helped us achieve scale."

He continues, lamenting Game Passes reach:

"How do we make the most of that for State of Decay 3? Our biggest investment by far is the four-player co-op shared world, so a large audience that comes through Game Pass becomes a huge benefit. They play State of Decay 3, it is a great experience with friends, they invite their friends, and many of them will be on other platforms. It is a vector of growth for us."

The full interview dives into a plethora of additional details, including how the studio is working with three co-development teams to keep the project on track, so I do suggest you dive in and read it yourselves. But it’s great for us Xbox fans to see Holt take this position and recognize the value of a service like Game Pass despite the split with Xbox.

Thankfully, State of Decay 3 is full steam ahead for next year. As quite the zombie fanatic, I’m excited and hopeful that the game does well. It remains the one game I wish Xbox hadn’t chucked out amid their restructuring, but alas.

Do let me know your thoughts on Holt’s comments down below!

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Xbox promises major changes to make developing for the platform easier

Xbox CTO Scott Van Vliet has taken to X (formerly Twitter) to confirm that more is coming to make development on the platform easier. Despite already rolling out numerous positive changes for developers, Van Vliet states that the company is actively working to remove further friction.

“We’ve heard the feedback from developers: bringing a game to XBOX should be easier than it is today. We agree, and we’re working to make it better. We care deeply about ID@XBOX and the developers who build for XBOX. We’re starting with some of the areas we know can create unnecessary friction, including our concept and publishing processes, and simplifying them so developers can spend less time navigating process and more time bringing great games to players. More soon.”

It’s great to see Xbox address developers directly here and whilst what exactly will change is kept rather vague for now, and doesn’t give much away, outside of simplifying concept and publishing processes, it's still nice to see acknowledged, and publicly no less.

Not long ago, I was getting quite giddy over changes made to PlayFab, specifically with the introduction of Foundation Mode. This gives developers access to backend services for free, including infrastructure for multiplayer lobbies and other essential features.

At the same time, Microsoft expressed confidence that developers could now get working within the Xbox development environment in about 30 minutes, making the onboarding process significantly simpler than before.

For folks like me, and you, it won’t really mean much if you just play games. But for developers, Xbox is making serious strides to lower as many barriers as possible. Eventually, maybe skipping Xbox won’t be an option anymore? Who knows?

Hopefully, we hear more soon about the specific changes Van Vliet is referring to. Despite not being all too technically inclined with game development, I do enjoy dabbling here and there, and as an Xbox fan, it’s exciting that more and more developers might see the platform as more viable in the future.

With that said, let me know if things like this excite you or not by commenting down below, and be sure to take part in our poll.

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