The good news is we’ve got you covered. Whether you’re stuck at home for the holidays and itching for something to play, or you just want to make sure you don’t let any hidden gems slip under your radar, here are five games from this year’s slate you should not miss.
Blippo+
Courtesy of Yacht; Telefantasy Studios; Noble Robot
If you’re in the mood for something a little out there, start with Blippo+. First released in May on the handheld Playdate console, the game arrived on PC and Switch in September.
At first blush, it’s a game about channel surfing. You browse different broadcasts, each of which feature bizarre, retro, live-action transmissions about a minute or so long, from nightly news and soap operas to quiz shows and fuzzy softcore. Every channel runs according to a schedule, which means you’ll need to decide which broadcasts to watch as they run live, and which to try again the next night. The more you watch, the easier it becomes to piece together the overall strange, sci-fi story of Blippo+, which plays out across these endearingly weird channels. Think ‘80s TV show Max Headroom, but with those vibes sprinkled into everything—including the retro soundtrack by Jona Bechtolt of Yacht and the composer Rob Kieswetter.
Blippo+ is one of the year’s most original games, so much so that it almost defies explanation. The less you know, the better. Best to embrace its absurdity by diving directly in.
Dogubomb’s Blue Prince (a play on “blueprints”) is for puzzle lovers. In House of Leaves fashion, players explore a mansion whose rooms are constantly changing in search of Room 46. Things are made even more difficult by the fact that, to start, you’ll only be able to take 50 steps per day, and your path will be redrafted anew every cycle depending on which rooms you choose to explore.
SteveTheGamer55 is live on YouTube. He’s streaming a session to his 4.6 million subscribers of GTA 5 RP, a Grand Theft Auto 5 mod that allows people to role-play with other players. “Really wanna show you guys some real-life scenarios,” he says, offering a little background on his character, a man headed to his job while on a work visa.
His character doesn’t get far before an SUV swings onto the sidewalk in front of him; masked ICE agents spill out of the vehicle. “Stop right there,” one of the uniformed players says. It isn’t long before SteveTheGamer55 is surrounded by agents. He hands over his ID while bystander players yell at the agents and demand his release. “Why are you harassing people?” one says, before the worker is finally let go. Later in SteveTheGamer55’s play session, he stands in front of a large iron gate reminiscent of those in ICE detention centers seen in cities like Chicago. More in-game ICE agents have gathered. He records from his phone. Just in front of him, a player in a red suit demands to see a warrant for his client.
The “special event” held on November 20, where players took on different roles that reflect real-life ICE raids, was the first initiative by New Save Collective, a baker’s dozen of gamers with backgrounds in activism and organizing, whose goal is to educate gamers and teach people about their rights when dealing with ICE in real-world situations. On November 21, at 7:30 pm ET, gamers will gather in Epic’s massively popular battle royale, Fortnite, to hold a closed scavenger hunt that will serve as a more casual educational opportunity. The group is working with several immigration advocacy groups, as well as collaborating with content creators, to spread their message online.
Online gaming spaces have long appealed to the right as a place to push conservative or even extremist ideologies. The US military has been open about its attempts to use games as a recruitment tool, and immigration authorities are no different. In October, the Department of Homeland Security posted an image aping marketing for the Halo series. “Finishing this fight,” the agency’s official account tweeted—a reference to Halo 3’s tagline—alongside an image with the text “Destroy the Flood” slapped over a blurry depiction of the game’s supersoldiers; the Flood are Halo’s alien antagonists. DHS has also riffed off of Pokémon’s “gotta catch ‘em all” tagline,” going as far as to post a video of ICE agents destroying property and arresting people, interspersed with the show’s opening.
A spokesperson previously told The Hill that the DHS “will reach people where they are with content they can relate to and understand, whether that be Halo, Pokémon, TheLord of The Rings, or any other medium.” But where movements like Gamergate peddled in harassment, hatred, and exclusion, New Save Collective’s goal is to foster a community that is kind, authentic, and oriented towards doing good.
“Most of us are immigrants, or children of immigrants, or children of refugees,” says one organizer who goes by PitaBreadFace online. (The organizer requested WIRED not use his name out of safety concerns.) “We’re here at this stage in the political climate to cultivate some belonging, but also move people towards a shared purpose that everyone seems pretty hungry for.”
However, because the X-ROGs are fundamentally regular PCs, they’re a lot more versatile than Nintendo or Valve’s efforts. Not only can you play media, web browse, or do anything else you might do on a PC (even Office tasks, if you hate joy), but you can install any other PC gaming client—Steam, Epic, GOG, and more are all available. Better still, the Xbox app aggregates all games installed on the system into one library view, regardless of where they originate. You can even turn your Xbox ROG into an ersatz Steam Deck by running Steam in Big Picture mode (although some of its controller keybindings may not work).
The big win—pardon the pun—is that you can install mods with ease. While I’ve gotten a few mods running on my Steam Deck over the years, its Linux underbelly makes things trickier. On the X-ROGs, I’ve been able to use mods as easily as on my main gaming desktop, with no second guessing if they’ll actually work. It’s a great feature that’s facilitated by having standard Windows as the base.
Soft Where?
But wait, there’s a third UI player in the mix: Asus’ own Armoury Crate SE software. Broadly, this is more of a device manager, with a dedicated button on both consoles to bring up a Command Center quick menu. This allows you to instantly switch power profiles, create custom control inputs, or set frame rate limits. It also offers a real-time monitor displaying useful system information like temperature, CPU and GPU performance, battery level and power drain, and the current frame rate.
However, fully open Armoury Crate and you’ll find an array of far deeper controls, from granular system settings to tweaking color profiles of the LED rings that sit under each thumbstick. It also has its own Update Center—yet another to check—and its own unified library, distinct from the Xbox app’s. After a week with the X-ROGs, I’m finally familiar with where functions live, but the learning curve is steep, and having essentially three central interfaces—Xbox, Windows, Armoury Crate—for a single device is ridiculous.
Like it or loathe it, we live in a subscription economy. Music, movies, meal boxes, and more are no longer things you buy once. They’re a constant draw on your wallet. Gaming is no exception, and while every major player in the sector has some form of sub for players—from PlayStation Plus and Nintendo Switch Online for consoles to Apple Arcade on phones—none of them offered quite as much for a modest monthly fee as Xbox Game Pass.
Depending on the subscription tier, the service gave players access to a significant library of titles and was available on Xbox consoles, PC, or via cloud gaming. While most of its competitors focused on back-catalog titles for their gaming subscriptions, Game Pass stood apart by including major first-party titles on their day of release for subscribers to its Ultimate tier.
Microsoft long claimed it was “the best deal in gaming,” and with new releases costing upwards of $70 per title versus a $19.99 monthly price tag on Game Pass Ultimate, it was hard to argue. Recent changes to the service, however—including some hefty price rises—have upset users in a big way, sending so many people rushing to cancel their subscriptions that the membership site crashed.
What’s Happened?
On October 1, Microsoft revamped the entire structure of Game Pass. Previously, and following an earlier rejig in September 2024, players had essentially four options—Game Pass for PC, Game Pass Core, Game Pass Standard, and Game Pass Ultimate. Going forward, Core is replaced with Essential, and Standard is replaced with Premium, while Ultimate retains its name. All tiers are now accessible on PC, although a dedicated PC-only plan remains available.
It’s not the rebrand that’s had people canceling, though—it’s the hefty price hikes that have come with the upper tiers. While Essential keeps the almost totemic $9.99-per-month pricing of Core, Premium jumps to $14.99 from Standard’s $11.99 (a 25 percent increase), and the PC-only offering goes from $11.99 to $16.49 (a 38 percent increase). It’s Game Pass Ultimate that’s proven the most contentious, leaping from $19.99 to $29.99. Price increases on subscription services routinely boil the frog and creep up in price slowly—just look at what you used to pay for Netflix—but a massive 50 percent spike overnight, the equivalent of $120 more a year, has caught many off guard.
It doesn’t help that it follows two price hikes on Xbox consoles themselves in the span of less than a year, at least in the US. In May 2025, the 512-GB Xbox Series S went from $299.99 to $379.99, the 1-TB Xbox Series X from $499.99 to $599.99, and the 2-TB Series X from $599.99 to $729.99. These prices rose globally, with prices reflected in each territory. But then, in September, prices rose again for buyers in America, taking those same models to $399.99, $649.99, and $799.99, respectively. Microsoft cited the increases being “due to changes in the macroeconomic environment”—read: tariffs—but the combined effect on pricing across the whole Xbox ecosystem really challenges that “best deal in gaming” idea.
“Panic gave the platform a playful and friendly character from the start, and promoted an openness that other platforms simply don’t have, allowing anyone to cheaply and easily make games for it with a variety of different tools,” says Nicola Cocchiaro, a veteran developer and software engineer. After working on Red Dead Redemption 2, he set up his own studio Synaptic Sugar in 2022, “to explore options to make my own games: smaller in scope but still polished, centering around hopefully interesting mechanics.”
Alongside wife Kimberly, Cocchiaro is developing Agents of Groove, an upcoming “story-driven rhythm game” set to be a Playdate exclusive. “For us, the openness has represented an opportunity to dive in, learn how best to make a game together, and put our art out into the world,” he says. “The relative youth of the platform and its SDK, as well as its intended experimental nature, also put some roadblocks in our way on occasion. But I like to think that through our experience and collaboration with the developer community, we helped make the development tools and the platform stronger.”
Courtesy of Panic Inc.
Both the unique form factor and the restrictions of the Playdate hardware are part of the appeal for some developers.
“When I discovered the Playdate, I knew that its capabilities would leverage creativity,” says Ludovic Bas, founder of indie studio Lugludum. “Since I have succumbed to scope creep in the past, I thought Playdate could put me on the right track. A one-bit screen, no shaders and limited RAM are definitely part of appeal. It allows developers to focus on the gameplay instead of spending a lot of time in a very complicated art pipeline.”
Fittingly, Bas’ first game for Playdate, 2024’s The Scrolling Enigma, was highly experimental. A string of microgames that tap into vintage gaming memories, it’s also a puzzle box, challenging players to figure out which of Playdate’s hardware features, including the accelerometer and mic, to use to master each one. Bas calls it “not really marketable, a niche game on a niche platform,” but it’s also something that could exist only on Playdate. His newest game, Crankstone, continues that experimental streak, offering a Wild West shooter crammed with Warioware-style minigames.
Community Center
Another factor that has kept Playdate going strong over the past three years is a dedicated community. This is partly by design—Panic’s weekly rollout of games was intended to make for water-cooler moments as players discussed each week’s titles. It never quite panned out, as supply issues meant even early adopters didn’t necessarily get their consoles at once, and jumping in now means missing out on what I can only imagine was shared mass confusion over what season two’s cable-TV-channel-hopping sim Blippo+ even was.
A thriving fan scene emerged nonetheless, one vibrant enough to warrant at least two dedicated print zines, Uncrank’d and Cranko!, annual community awards, and regular themed game jams. The latter is especially important for developers, not only as a way to hone and showcase their talents but also because the Playdate fanbase is keen on putting money into creator’s pockets.
Nintendo’s Switch andSwitch 2 release calendars are bulking up. During a packed Nintendo Direct livestream on Friday, the company announced on-sale dates for several games as well as the return of the Virtual Boy, the proto VR headset Nintendo originally launched in the mid-1990s.
One of the biggest of Friday’s announcements was that of the release date for the sequel to Supergiant’s wildly popular Hades. Hades II will hit Switch, Switch 2, and PC on September 25. The long-awaited new Metroid game, Metroid Prime 4: Beyond, will also finally launch December 4 for Switch and Switch 2.
The news comes ahead of the upcoming holiday season, which will be the Switch 2’s first since its launch this summer.
While Hades II has been available on PC as an early access game—an unfinished version players can test out and give feedback on—since last year, the version coming to Switch at the end of the month will be the full “1.0” launch game. Players who already own the game on Steam will be able to update theirs for free. The game stars Melinoë, sister to the original game’s hero Zagreus, on her quest to kill the Titan of Time, Chronos.
Metroid Prime 4: Beyond sees the return of Samus running and gunning against alien foes. Along with a firm release date, the trailer shown Friday debuted a new tool for the heroine: Vi-O-La, a techy motorbike Samus can use alongside her psychic abilities.
Nintendo is also expanding some of its games with downloadable content. New DLC for Donkey Kong Banaza, which launched July 17, is now available for $20. The pack, called DK Island & Emerald Rush, adds extra missions and levels to explore (and presumably punch). Pokémon Legends: Z-A, which is launching October 16, will do so alongside a Mega Dimension DLC that adds additional Mega Evolutions.
Nintendo also teased several 2026 releases, including a surprise announcement for a new Pokémon game, Pokémon Pokopia. As a human-shaped Ditto (as horrifying as that sounds), players befriend other pokémon, build homes, and collect food to create a tiny paradise. It launches for Switch 2 next year.
Additionally, a new entry in the turn-based tactical series Fire Emblem, called Fire Emblem: Fortune’s Weave, is headed to Switch 2 in 2026. A trailer shown today teases its heroes in an arena-style battle; a familiar face at the end of the trailer suggests the game is set after 2019’s Fire Emblem: Three Houses. A new Resident Evil game, Resident Evil Requiem, will also be released for Switch 2 on February 27.
After six years of waiting, Team Cherry’s long awaited Hollow Knight sequel, Silksong, launched globally today at 10 am eastern. Unfortunately, fans may have to wait a little longer to play the action-adventure game. Online retailers such as the Xbox and PlayStation stores, Steam, and Nintendo eShop, are rife with loading screens and error messages as people rush to buy it.
On Steam, players trying to add the game to their cart or complete their purchase are being met with the same message: an image of a frustrated blob with the caption “Something went wrong.” Switch players on Bluesky say the eShop hangs on loading screens or error messages. On the PlayStation store, the game appears to have disappeared entirely for some players, while it’s not available to purchase for others. According to Verge reporter Tom Warren, fans trying to buy the game on Xbox Game Pass should remote install it via the console’s website.
In lieu of playing the game, many fans are turning to social media to vent their frustrations.
“STEAM, LET ME PLAY SILKSONG,” posted one Bluesky user. “First boss of #Silksong is really tough,” wrote another with a picture of Steam’s error message. Twitch streamers trying to play the game for their viewers are running into similar problems. On X, user @HaydenSchiff posted a screenshot of many streamers encountering the same Steam error message.
Players who’ve successfully managed to buy the game, meanwhile, are gloating about their success. “God’s favorite,” wrote one with a picture of Silksong on their Switch 2.
Silksong, announced in 2019, is the followup to Team Cherry’s debut title, Hollow Knight. A winning combination of Dark Souls-like difficulty and cartoonish charm, Hollow Knight became an award-winning indie darling that sold over 15 million copies—an impressive feat for its tiny, Australia-based developer. While the team initially planned to release Silksong as downloadable content, the project eventually ballooned into a full-fledged title that took seven years to finish.
Despite years of few updates and little news, the Silksong fanbase has remained active. Some fan communities have even turned waiting into a game, while others dedicated their time to (mostly non-existent) daily news updates.
The weeks leading up to Silksong, available today for Nintendo Switch and Switch 2, PS4/PS5, Xbox One, Xbox Series X/S, and PC, have been chaotic for both gamemakers and fans. After developers made a surprise announcement in August that the game would launch in two weeks, at least half a dozen fellow indie developers delayed their own games to make way. “Dropping the GTA of indie games with 2 weeks notice makes everyone freak out,” wrote one developer, Demonschool developer Necrosoft on Bluesky after announcing its own delay.
The game’s popularity is undeniable. As of writing, Silksong is Steam’s top-selling game; it already has more than 100,000 concurrent players on that platform alone. For the rest still waiting to buy a copy, it turns out years of waiting may have been good practice for launch day.
Looking for a healthy dose of gaming nostalgia? You can save $15 on Tony Hawk’s Pro Skater 3+4, freshly remastered for basically every gaming console, including the Nintendo Switch 2. It’s relatively uncommon for newer titles to get a discount, especially on the latest Nintendo console, so this is a good time to scoop them if you’re interested.
Tony Hawk’s Pro Skater 3+4
If you’ve never played a Tony Hawk’s Pro Skater game, you’re missing out! The first game dropped in 1999, and they have steadily evolved over the years with bigger tricks, more points, and an ever-growing cast of real professional skaters. In recent years, Vicarious Visions and Iron Galaxy have buckled up the proverbial helmet and remastered the early games in the series, starting with Tony Hawk’s Pro Skater 1+2 in 2020.
Notably, the Tony Hawk’s Pro Skater 3+4 remasters don’t include the career mode, a big shift made by the original Tony Hawk’s Pro Skater 4 that gave quests to NPCs around each map. Instead, both games use more traditional two-minute rounds, with a list of objectives to try and complete during that time.
There are three entirely new maps for the remaster, my favorite of which is set on a huge pinball machine, complete with an even larger Tony Hawk looking down on you as you skate. I like that it feels unique and new, while still having that fun, slightly off-kilter vibe that made the games great in the first place.
All of the existing maps have been revamped as well, with updated textures and models, new objectives, and fun little Easter eggs to find as you play. In addition to create-a-skater, and the original cast of pro skaters, there are new additions as well, like Andy Anderson, Bam Margera, and even Doom Guy from Doom. There are even remixed soundtracks with both classic tracks and new songs that fit the THPS vibe.
After beating the career mode, there’s a surprising amount of replayability here, with tons of extra challenges and achievements to complete. I sunk countless hours in Tony Hawk’s Pro Skater 1+2 working on the “Get There” challenges, trying to perform precise combinations of tricks and gaps on each map. I’ve already worked my way through the regular and pro goals for each map in Tony Hawk’s Pro Skater 3+4, and I’m slowly chiseling away at the hardest challenges in the game, which ask for combos in the millions of points.
We recently told you why the Nintendo 64 controller was actually terrible, contrary to any flawed childhood memories you may have. Now let’s take a look at why the GameCube controller is quite the opposite. In fact, it stands as one of the best joypads Nintendo has ever released, and a brilliant example of how much Nintendo could improve in just one console generation.
Launched alongside the diminutive GameCube in 2001, the controller beautifully refined the inputs of the N64’s. Its main thumbstick and D-Pad were aligned for easy reach, while the four C-buttons of its predecessor evolved into their final form, the C-stick, a long-overdue second thumbstick that allowed for better camera controls.
The awkwardly placed Z-trigger of the N64 became the GameCube’s Z-button, sitting atop the right shoulder trigger, while the left and right triggers themselves curved outwards to naturally hug players’ fingers.
The classic, and much loved, GameCube pad.
Photograph: Courtesy of Nintendo
The GameCube pad also offered some bold design choices of its own, such as the ultra prominent A button, surrounded by satellite B, X, and Y buttons—the latter two returning for the first time since the SNES. The asymmetry is still a bit odd to look at, but mechanically it works marvelously.
Making Mario jump, his raison d’etre, is mapped to that colossal A button in Super Mario Sunshine; it’s the main interaction button for Luigi’s Mansion or The Legend of Zelda: The Wind Waker, the shoot button in Metroid Prime. It gently reminded players—and perhaps even developers—how often a single face button dominates control layouts, and how controls can often be simplified to minimize inputs in the first place.
Overall, it was an incredibly ergonomic controller, more comfortable to hold than its predecessor, and a better fit for the grip of homo sapiens—a species which, as previously discussed, evolved to typically have two hands, not three.
Free As a Bird
Nintendo even improved on the GameCube controller just a year later, with the glorious WaveBird model—a wireless upgrade that finally cut the cord for console gaming.
The GameCube wasn’t the first console to introduce a cordless controller—that honor probably, technically, goes to the Atari 2600—but the WaveBird did make the idea finally viable. Many earlier efforts relied on an infrared detector (such as Nintendo’s own NES Satellite, which allowed up to four players to connect to the humble NES from 4.5 meters away), but as the tech required a strict line-of-sight from controller to receiver to work, they often flopped. Others, such as this monstrosity Intel attempted as a wireless PC controller in 1999, required prominent base stations to be installed.
The problem isn’t bandwidth though, it’s latency. Video games are built on instant feedback. Some games can fudge the definition of “instant” a bit, but anything more than half a second of delay between input and action would be unplayable for even the most forgiving games.
This is the problem I faced when trying out Xbox Cloud Gaming on an Amazon Fire TV Stick 4K Max. On paper, this is one of the most accessible ways to get into Xbox gaming. With this $60 streaming stick and a Bluetooth Xbox controller, you can stream games from the cloud to any device that has an HDMI input.
In practice, the input lag was problematic. I tried playing Starfield on the Fire TV, and I was able to role-play just fine, but as soon as combat began, I felt like I was learning how to control a marionette in real time. Under gunfire. I’d briefly flick my control stick in a direction for a moment, let go, and watch the stick snap back to its default position, and then my character would move. That’s not a good way to dodge bullets. It worked a bit better for more casual games like Donut County, but even then it felt a bit like dictating an email to someone who’s a slow typer.
Bluetooth is fine for basic things like streaming music, but when you need to sync visuals and inputs to audio, the cracks start showing. Add that to the natural latency that comes from pinging a remote server somewhere in the world, and it can feel pretty bad. Even when playing locally, console manufacturers either use proprietary wireless protocols or add custom enhancements on top of Bluetooth to deal with the latency problem.
One fix is to use a controller that skips Bluetooth and connects directly to Wi-Fi. This is something Google’s ill-fated Stadia tried—and Microsoft may also be working on—which takes out one link in the chain. Currently, my Xbox controller connects via Bluetooth to my Fire TV Stick, which then passes that signal onto my Wi-Fi router, each step adding precious milliseconds.
A Wi-Fi controller could help cut that down. But until Wi-Fi—or some version of low-latency—controllers are common, cloud streaming is always going to struggle. It might still struggle even with such a device, as long as internet speeds vary so widely by region. This means there will probably still be a need for a console to play games locally. But does it have to be an Xbox?
The Windows Factor
Microsoft may own Windows, but Valve has dominated the PC gaming space for more than a decade. Valve operates the Steam gaming storefront, and while its dominance is slowly (very slowly) eroding, it’s almost a guarantee that you have a Steam library with hundreds of games if you play on a desktop or laptop.
I’m here to make friends, bask in the kind, accepting glow of internet comments, and speak the dark truth you’ve all long known to be true: The N64 controller, Nintendo‘s infamous trident joypad for its third home console, is, and always was, awful.
You may think you like it. If you’re of a “certain age,” there’s a fair chance you have fond memories of being huddled around a TV screen, screeching with fury as you got hit by a blue shell in Mario Kart 64; losing yourself in the frenetic chaos of multiplayer Super Smash Bros.; or exploring Hyrule with wide-eyed wonder in Ocarina of Time.
Nostalgia is a powerful force, though—and those warm fuzzy memories of what is undeniably one of gaming’s golden eras blinds you to the fact that you were doing all that with an abomination of a controller wedged into your hands.
Hate’s a strong term to level at a video game controller, but I hate the N64 controller with a passion that must be unhealthy to direct at a bundle of plastic and wires. And, being of that certain age, it’s a hatred I’ve carried since childhood. Yet, as time passed, the hatred had subsided, or at least moved to the background. This week, however, my rage has been brought back to the fore.
Analog Days
The reason for this renewed odium? The reveal of the Analogue3D, an upcoming third-party console that not only plays original Nintendo 64 game cartridges, but makes them palatable on a modern 4K TV screen. Unlike the string of “mini” consoles released over the last few years, such as the SNES Classic Mini or Sega Genesis/Mega Drive Mini, Analogue’s gear doesn’t rely on emulation of games, but rather runs those original cartridges and uses an FPGA chip to—essentially—emulate the hardware of the original console.
It’s not Analogue’s first attempt at reviving classic hardware, having previously launched the likes of the Analogue Pocket, a Game Boy–shaped handheld that plays original Game Boy, Game Boy Color, and Game Boy Advance carts. It can also be kitted out with adaptors to handle Game Gear, Neo Geo Pocket Color, TurboGrafx-16, and Atari Lynx carts, too, making for a retro game collector’s dream system.
The Analogue3D looks to be a promising bit of tech too. Analogue says it’s built around “a 220k LE Altera Cyclone 10GX, the most powerful FPGA Analogue has ever used in a product,” offers region-free support for N64 cartridges from anywhere in the world in NTSC or PAL format, an inbuilt version of the Nintendo Expansion Pak (an N64 accessory that doubled the console’s available memory from 4 MB to a whopping 8 MB, improving performance on select games), and outputs in 4K, or original display modes maintaining “true CRT reference quality” with “immersive scanlines and shadow masks.”
It’s been a few years since the Xbox Series X and Series S launch, and while the console hasn’t broken sales records, there’s a respectable number in the wild. It’s about time for a refresh, and Microsoft is delivering new all-digital versions of its consoles (say goodbye to the optical drive). You can order themright now.
Whether you should is another question entirely. Microsoft has been pretty open about the fact that the company envisions a future where “every screen is an Xbox.” PC gaming on Windows—whether on gaming laptops or handhelds—is just as important to the company as the living room console. You can even stream Xbox games through a Fire TV stick now. Still, there are plenty of reasons to buy an Xbox Series X/S. It’s the most convenient way to set up a Microsoft-centric gaming system to play from your couch. So, if you’re interested, here’s how to buy one.
Updated October 2024: We’ve updated the language for the official launch day of the Xbox consoles.
Power up with unlimited access to WIRED.Get best-in-class reporting that’s too important to ignore for just $2.50 $1 per month for 1 year. Includes unlimited digital access and exclusive subscriber-only content. Subscribe Today.
What’s Different About the New Xbox Consoles?
Similar to the recent PS5 Slim, there’s not much of a difference in this mid-cycle refresh of the Xbox. The Series X and Series S have more or less the same hardware under the hood. But there are a couple of small changes.
The Xbox Series X loses the disc drive and gets a white coat of paint. As an unapologetic Xbox Series S-owner, I like the white look more, so it’s nice to see it available on the more powerful hardware. This “all-digital” Xbox Series X starts at $450, about $50 less than its predecessor, a decent trade-off if you never bought physical copies of Xbox games.
The smaller Xbox Series S never had a disc drive, so there’s no drive to eliminate. Instead, for this refresh, Microsoft doubled the storage from 512 GB to 1 TB. The price has also gone up by $50 to $350. Given how huge AAA games can get, this seems like a no-brainer, though it’s worth noting that you can easily increase the storage of the current Xbox Series X or Series S with an expansion card.
Finally, Microsoft is releasing a special, limited-edition version of the original Xbox Series X (which has a disc drive) with a unique “Galaxy Black” paint job. This one has a space-like pattern of white and green dots with a generous 2 TB of storage. This model costs $600 and ships when the other upgraded consoles drop in mid-October.
Microsoft also recently replaced the Xbox Game Pass for Console tier of its subscription service with a new offering called Xbox Game Pass Standard. This includes the same library of console games as well as online console multiplayer service. The catch is you won’t get access to day-one releases. You’ll have to wait for some time to play certain games after release. Microsoft’s FAQ says this could be “up to 12 months or more,” which technically includes all possible lengths of time, but it seems the average delay for new releases is likely around a year. This new tier costs $15 per month, while Game Pass Ultimate—which previously cost $17 a month—has been bumped to $20 monthly.
Hot on the heels of its PS5 Pro announcement, Sony has once more upped the pre-holidays ante with its reveal of the PlayStation 30th Anniversary Collection, on sale November 21. But for some of us, the thought of enhanced ray-tracing and boosted performance aren’t its most exciting proposition.
Readers of a certain vintage go misty-eyed at the thought of their old PS1s—arguably the first console that consciously looked beyond the kids’ market and fully embraced adult players—not to mention the roster of stone-cold classic titles and a clubbing-culture-influenced ad campaign that propelled it to sales of 100 million units over its lifetime.
Now Sony has revived its ’90s groove to celebrate three decades since the console that changed everything—think gray. Lots and lots of gray. And it’s so good!
Gray Scale
The resulting makeover has injected some pre-millennium charm into perhaps Sony’s most unloved design of recent years. Yes, this writer is biased, but one look at the PS1-ified Slim and Pro models in their cool and calm slate, with none of the tackiness one only gets from too much glossy black plastic, and you can’t help but feel this is the color scheme Sony should have gone for in the first place.
Are both models still behemoths? Oh yes. But their fresh, flinty coats are balm for the eyes—and can it be that they even look less “swoopy” in their drab guise? Clearly proud of its work, Sony has even deigned to include a matching vertical stand (usually only available separately) so it can be appreciated, monolith-style (though purists like me will opt for flat, of course).
And yet this is not the console’s greatest design triumph. That is reserved for something far more humble: a special-edition charging cord for the controller. The DualSense and DualSense Edge have joined the pre-2000 party by emulating the colors of the original SCPH-1010, but in a glorious display of skeuomorphism, one end of the USB-C charging cable has been embedded in a simulacra of the PS1’s controller-connector plug, so you can pretend you’re in the good old days of being tethered a couple of feet from your TV. (Sadly, you can’t also upgrade your storage the old-fashioned way by plugging a memory module in the front—you’ll still need to crack this beast open with a screwdriver.)
Cable Guy
The decision to include this little Easter egg shows that someone at Sony has a long memory: The previous anniversary console, a PS4 marking the 20th in 2014, also embraced the gray but didn’t commit to the nostalgia quite so thoroughly. (It did, however, include the iconic PS1 startup sound, a feature we haven’t yet confirmed for this new iteration.)
The fake connector is not functional; it harks back to a less-convenient time; most of today’s wireless-native gamers will regard it with utter bewilderment. But to Gen-Xers it is beautiful, demonstrating a rare level of detail and care—Sony understands us. Sony was there.
As a person who spends a great deal of his PS5 time playing much, much older titles—Tomb Raider Remastered! Resident Evil: Director’s Cut! Assassin’s Creed! (OK, that one’s PS3, but you get the drift)—the Anniversary Edition Collection is a dream come true, spreading ’90s goodness across most of PlayStation’s current range.
Heck, it’s even made me wonder whether I might have a use for the baffling PlayStation Portal now it’s got tasteful ashen grips. For everyone else, the retro Pro is a distinct improvement on both hardware and aesthetics, squeezing that bit more longevity out of a pretty expensive gaming platform—and let’s not forget the potential resale value a few years down the line.
For those seeking a more recent bout of nostalgia, this limited edition of 12,300 numbered Pro consoles (a reference to the first release date of December 30, 1994) will almost certainly let you relive the unseemly scrambles of the PS5’s original release just four years ago. We can only hope that Sony will go full ’90s here as well, and encourage all-night, in-person queues outside Radio Shack come November 21. And note that Sony isn’t revealing the bundle price yet.
The PlayStation 5 was arguably one of Sony’s most controversial designs. After a few years, I have to admit it’s growing on me. The only downside is its gargantuan size, which made the PS5 Slim a welcome redesign. The upcoming PS5 Pro further iterates on the design, adding some welcome hardware upgrades. If you’re unsure which model is for you, we have some insight.
Unlike past midcycle refreshes like the PS4 Pro, the PS5 Slim is more of a replacement than an addition to the lineup. When inventory of the original sells out, you’ll only be able to find the Slim. The Slim model doesn’t upgrade any of the core specs like processor or RAM, though it does come with a bit of extra storage; the original PS5 came with 825 GB of internal storage, while the PS5 Slim bumps that to a full 1 TB.
Meanwhile, the PS5 Pro is more in line with what we expect from a midcycle refresh. It features significant processing upgrades, a relatively large 2 TB of internal storage right out of the gate, and a price to match. At $700, the sticker shock is real. Let’s dive into the details.
Power up with unlimited access to WIRED.Get best-in-class reporting that’s too important to ignore for just $2.50 $1 per month for 1 year. Includes unlimited digital access and exclusive subscriber-only content. Subscribe Today.
PS5 Slim: A Space Saving Successor
The biggest difference between the PS5 and the PS5 Slim is the size. The original PS5 was an absolute unit, easily one of the biggest consoles ever. The PS5 Slim is about 30 percent smaller by volume than its big brother, and like the original, the discless versions take up even less space. Here are the dimensions of all four models:
You can see a comparison of all four sizes here and rotate the models around in 3D space to get a sense of the difference. The drop in size is significant, and your entertainment unit will appreciate the extra space, though it’s worth pointing out that even the Slim models are still substantially bigger than, say, the Xbox Series X/S consoles.
However, as shooter veterans know, playing with a keyboard and mouse provides a considerable advantage in terms of aiming. So if you’re on a console, you can choose to turn off crossplay and stick to players on your own platform. PC players, on the other hand, are stuck with the feature turned on, so just hope you’re better at clicking heads than someone with a control stick.
Arkane Studios, the team behind widely popular games like Dishonored and Prey, introduced Deathloop as a whole new franchise in 2021. In this game, you take on the role of an assassin named Colt who finds himself stuck in a time loop while trying to take out eight different targets. Fail to take out even one, and the loop starts over, but this time you start with more knowledge and experience.
As a bonus, Deathloop also has an invasion system that, in WIRED staff writer Will Bedingfield’s opinion, is the game’s best feature. Invasions let players, well, invade each other’s games. After a certain point, you can play as Colt’s rival, Juliana, and try to prevent other players from succeeding. This feature has some limited crossplay. Xbox players can play with PC players who bought the game via the Microsoft Store, while Steam users can play with Epic users.
In developer miHoYo’s action RPG gacha game Genshin Impact, players can join each others’ adventures to tackle challenges together by sharing a UID code. This works across all the platforms the game supports, including Windows, PlayStation 4 and 5, and Android and iOS. The company has also announced a Switch version but hasn’t announced a release window. When it does arrive, it should also be cross-compatible with all the other platforms.
The night before Cecil’s Defcon talk, Maselewski wrote in a final email to WIRED that he believes those alleging that he cheated are using faulty tools with an incomplete picture of Diablo‘s complexities. “Dwango is out to tell a story. Did I cheat? No,” Maselewski writes. “But what is true or not does not matter at this point, because the wonder of exploration has already overstayed its welcome for a small group of people, and the script has already been written.”
When WIRED reached out to the Guinness Book of World Records to ask if it would take down Maselewski’s record, a spokesperson responded noncommittally that “we value any feedback on our record titles and are committed to maintaining the highest standards of accuracy.” An administrator for Speed Demos Archive or SDA, another speedrun record-keeping website where Maselewski holds a similar Diablo record, seemed to be more persuaded by Cecil’s evidence. That administrator, who goes by the handle “ktwo” and asked that WIRED not include their real name, says that SDA hasn’t officially reached a verdict and is still waiting to hear Maselewski’s explanation.
Things are not looking good for groobo, however. “To be clear, we have made a preliminary decision, based on the available information,” ktwo writes “The staff agrees that the analysis raises questions about the validity of the run that need to be addressed, or else the run will be unpublished from SDA. The admin team is currently discussing these questions with the runner. Once that discussion has concluded, a final decision will be made.”
Cecil’s involvement in investigating gaming records began in 2017, when the speedrunner Eric “Omnigamer” Koziel, who was writing a book about speedrunning, began re-examining a record set by Todd Rogers for the Atari 2600 racing game Dragster. Rogers’ record time, 5.51 seconds, had persisted for a remarkable 35 years. But when Koziel reverse engineered Dragster’s code to try to understand how Rogers had achieved that time, he found that tricks Rogers said he’d used—such as starting the game in second gear—wouldn’t have provided the advantage Rogers claimed.
“The goal was never to point to someone and say, ‘Hey, they’re cheating,’” says Koziel. “It was to try to find the truth.”
Cecil, who knew Koziel from the speedrun community, offered to help develop a tool-assisted speedrun they could replay via TASbot on a real Atari 2600 to show that, even on that original hardware, Rogers’ record was impossible. They found that TASbot’s theoretically perfect performance was 5.57 seconds, slower than Rogers’ alleged time. Despite Rogers’ objections, his three-and-a-half-decade-old record was erased from the annals of the gaming records keeper Twin Galaxies—along with all his other records on the site—and Guinness stripped his world record for “longest-standing video game record.”
“Although I disagree with their decision, I must applaud them for their strong stance on the matter of cheating,” Rogers wrote in a lengthy public Facebook post responding to the Twin Galaxies decision.
Eons ago, I worked a retail job selling gaming headsets (among other things) during the PS3 era. Even back then, I was annoyed that most headphone manufacturers had virtually identical versions of the same headset, distinguished solely by whether they were compatible with the Xbox or PlayStation. The SteelSeries Arctis Nova 5X Wireless may not be the first headset to put this particular nuisance to bed, but it’s my favorite.
The core of this particular problem comes down to how the different console manufacturers handle wireless audio. Bluetooth is the default system for wireless audio on most devices, but there’s just enough of a latency issue that gamers would notice. Especially if you play online competitive games, where split-second timing matters.
Both Microsoft and Sony have their own proprietary wireless audio systems to deal with this problem, but, surprise, they’re not interoperable. Worse yet, it’s usually too expensive to bother adding support for both into a single headset, since most gamers tend to have either one console or the other. Fortunately, the Arctis Nova 5X Wireless has a handy solution to this problem.
Enter the Dongle
The Arctis Nova 5X headset is designed for the Xbox Series X/S (as denoted by the “X” in its name), but the USB-C 2.4-GHz dongle has a small switch that lets it swap between Xbox compatibility and … everything else. You can use this headset with your PlayStation 5, Nintendo Switch, PC, heck even your phone just by plugging this little guy in.
Photograph: Eric Ravenscraft
This isn’t the first SteelSeries headset with this feature—my previous top gaming headset recommendation for Xbox, the Arctis Nova 7X, included the same dongle. However, it’s still uncommon for most wireless gaming headsets to support such a wide array of devices. Most often, the Xbox is the odd one on the compatibility list.
On top of this, the Arctis Nova 5X Wireless has a separate Bluetooth connection, so you can pair it with your phone or other devices to answer calls, listen to music, or put on your favorite podcast. While the 7X can play audio from both Bluetooth and 2.4 GHz at the same time, the 5X only lets you listen to one or the other, though there’s a handy button on the right ear cup to swap between them. In my experience, the handoff was nearly instant. While it won’t help you listen to music while you game, it’s incredibly useful for swapping tasks.
More Power
The Arctis Nova 7X Wireless was a solid contender for a while, but the battery life on the 5X puts it to shame. SteelSeries advertises about 60 hours of battery life on a single charge (compared to less than 40 on the 7X), though that can be cut quite short if you swap to Bluetooth mode. In my testing, I was able to get close to 40 hours of life from mixed use, which is still longer than most (though not all) gaming headsets on the market.
The headset also supports quick charging via USB-C, and it gets an impressive amount of mileage from just 15 minutes of charging. SteelSeries claims that you’ll get six hours of gameplay from such a short charging session. I put my unit on the charger and walked away long enough to make a sandwich and watch a quick episode of a show. By the time I came back, it was close to 50 percent, more than enough to get me through the rest of the day and then some.
The Arctis Nova 5X is also the first SteelSeries headset to support its new mobile companion app. I say “first” not because SteelSeries has promised to support other headsets, but because I badly hope it does. The SteelSeries GG app for PC may be a powerful tool to customize your game’s audio, but I found the companion app simpler and more enjoyable to use.
In the original, Mario and his friends are flat planes with black outlines, to give the impression they’re drawings rather than computer graphics. While that design is still present in the remake, you can also see a faint hint of a white highlight around the edges of the character model, much like you’d see on actual paper cutouts. It’s subtle but pervasive, and it contributes to the sense that these models really were cut out by hand.
Every piece of the world has this attention to detail. When you first enter Rogueport, there’s a platform in the main square with a noose on it. In the original, the wooden steps are straight and flat, and everything is at a right angle. It’s fine for a background element, and the flat noose cutout sways in the wind, so the effect works.
In the remake, however, the steps are a little crooked and janky. The side pieces of the steps look bent, like a child accidentally forced it too hard while slotting in the step pieces. It’s standing, but only barely. A mild gust of wind might blow the whole thing over. It might seem unimportant, but details like this make it easy to get drawn into Paper Mario’s world.
This is one situation where the improved graphics of a more modern console augmented the design choices from the original game. Switch graphics might mean Mario and his pals can look more realistic, but in this case that just means they look more handmade, like a paper craft model of the Mario from Super Mario 64.
The rich detail that the remake adds—with more complex models, better lighting and reflection systems, and higher resolution textures—makes the illusion so much more immersive and delightful. It’s apparent in every new setting how much effort was put into re-creating every aspect of the game.
Quality-of-Life Upgrades
Faithful re-creation isn’t always the most ideal way to approach a remake, and thankfully Nintendo agrees. This new version of The Thousand-Year Door comes with a few features that aren’t present in the original but would’ve been welcome additions.
The most useful of these, in my opinion, is the Partner Ring. In the original game, you had to open up a menu to swap between different members of your party. It wasn’t difficult per se, but it was tedious. In the remake, you can hold L and tilt the control stick to rapidly swap partners. It’s a shortcut that doesn’t fundamentally alter the game, but is a welcome convenience.
Similarly, there’s a new option when you fail a battle. Previously, if you lost a fight, you would have to reload from the last time you saved, which could sometimes be annoyingly far from where you were. In the remake, when you lose, you’ll see a new “Try again” option that will bring you back on the most recent section of the map, cutting down on huge amounts of tedious backtracking.
Red vs. Blue is officially over. On Tuesday, Warner Bros. Discovery released Red vs. Blue: Restoration, the final installment in the long-running saga that was once at the forefront of a whole new form of entertainment: web videos created from in-game footage. Machinima signaled a new world where that footage—of Halo, in Red vs. Blue’s case—could power viral clips. That was 2003. Now it seems as if Restoration might be machinima’s swan song.
“Machinima directors use game engines, which allow them to record a scene from any conceivable angle, like a Hollywood director uses a cinematographer,” WIRED wrote in a 2002 piece heralding the potential of this new filmmaking technique. When it launched a year later, Red vs. Blueexemplified those possibilities. The series was created by linking several Xboxes together and recording footage of a Halo multiplayer match, then adding voiceover. The absurdist, existential tone of the dialogue was a hilarious counterpoint to (and commentary on) the run-and-gun gameplay of the first-person shooter used to create it. The show’s creators founded a production company, Rooster Teeth, and made over a dozen more seasons worth of episodes.
Red vs. Blue would go on to develop a huge fan base and become a geek touchstone in the two decades that followed. Which is why Restoration’s release feels like an ignominious sendoff. In March, Rooster Teeth general manager Jordan Levin announced that Warner Bros. Discovery, now Rooster Teeth’s parent company, was shutting down the studio, and it soon became clear that the IP was being split up and sold off for parts. Today, the final installment of Red vs. Blue is being unceremoniously dumped onto streaming platforms with minimal fanfare or promotion.
It’s a sad moment for fans of Red vs. Blue and Rooster Teeth, but it’s a great moment to reflect on the impact the web series had. Machinima isn’t talked about much these days, but across the media landscape, you’ll find people using games to create everything from streams to clips to GIFs to art films, and doing it in ways that were unimaginable 21 years ago. “Machinima is not a word we use anymore, and it’s not really something we think of as like a medium or a genre anymore,” says Adam Bumas, a writer for the Internet culture newsletter Garbage Day. “But it’s still going strong. In fact, it’s everywhere.”
What hath machinima wrought? For starters, look at the phenomenon of Fortnite concerts. Over the last few years, major recording artists like Kid Laroi,Ariana Grande, and Travis Scott have performed sets for millions of people logged in to the game world. (Lil Nas X did a similar virtual event inside of Roblox.)
“The reason those concerts happened is because Epic realized that people were just hanging out in Fortnite and not even playing,” notes Bumas. “It’s like an evolution of a social space.” And since Fortnite’s gameplay is centered on building and creating things as well as shooting each other, it was only natural that Epic would also lean into developing tools that help people express themselves and entertain each other within the game world.
The game publisher has also developed tools that let filmmakers use the underlying game engine that Fortnite runs on in their production process. For instance, Industrial Light & Magic has employed Epic’s Unreal Engine in its StageCraft virtual on-set production process since the first season of The Mandalorian. For the most recent season, the company used Unreal to help actors and filmmakers visualize how a CG droid character would interact with flesh-and-blood actors.
“When you’re confronted with a sea of green and representations of characters on ping-pong balls or tennis balls, it becomes a pretty daunting experience for the actors and the director,” Epic Games’ chief technology officer, Kim Liberi, tells WIRED. “I think what we’ve been able to do here is give control back to the filmmakers.”
In a different galaxy far, far away, artist Tim Richardson recently collaborated with fashion designer Iris van Herpen on the CG short Neon Rapture, which was also made with Unreal. The tech allowed van Herpen to push her eye-popping concepts and designs further than she ever could have in the real world, and Richardson says that the game engine was his “sound stage” for the production. Where the Red vs. Blue creators had had to simply capture footage of themselves playing Halo, Richardson had a toolkit to work with that was specially designed for someone intending to render content rather than have a play experience. It allowed the filmmaking team and the fashion designer to prototype every aspect of the shoot from designs to lighting to costume to sets, and mix motion capture data with a digital environment on the fly to figure out their shots.
“It was the closest thing to shooting live-action I’ve experienced in VFX-based filmmaking,” Richardson says. “I was able to share ideas and collaborate with Iris on a time-scale impossible in linear VFX. I see game engines as an essential aspect of my future work.”
The Switch is one of Nintendo’s most successful and influential systems ever. There’s something unique about carrying a home-console-quality gaming device everywhere you go. Figuring out what to play, though—that’s getting harder every year, as the roster of first-party and indie games grows deeper and deeper.
Updated April 2024: We’ve added Super Mario Bros. Wonder, Super Mario Party, Mario Party Superstars, and Bayonetta 3, and removed older games.
Special offer for Gear readers: Get a1-year subscription toWIREDfor $5 ($25 off). This includes unlimited access to WIRED.com and our print magazine (if you’d like). Subscriptions help fund the work we do every day.