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Tag: Minecraft

  • How I Fell Back In Love With Minecraft After 10 Years Away

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    When I first began playing Minecraft in 2010, I instantly fell in love. In its early, simple form, it was essentially a Lego kit, but one where monsters came out at night. That combination of a freedom to build whatever I wanted, but also the need to find somewhere safe and secure to hide in the dark, was all-consuming for me, and for a while there I wanted to play nothing else. Of course, I drifted away, and over time it’s felt like it’s become someone else’s game, perhaps even the rest of the world’s game. Even as my son has gone through multiple phases of playing, I’ve not found myself motivated to reconnect. That is, until this winter holiday, when he insisted I join him in playing on the Donut SMP. And in doing so, I’ve discovered that original love all over again.

    At some point, for me Minecraft became about something other than digging for ores and building a lovely home. In those very early days (the game wasn’t officially released until November 2011), it was uncomplicated. The scope was infinite, but the approach was basic—again, think Lego. I spent an inordinate amount of time playing it, such that when I started dating my now-wife she was quickly introduced to the obsessive nature of the games player, bemused to learn I’d regularly stay up until 2 or 3 a.m. just to dig for diamonds and then attempt to escape from a cave of spiders. Then, I suppose a combination of burnout and the political misery in which the game became embroiled saw me move on.

    © John Walker / Kotaku

    Taking things down a Notch

    Before that, however, things became even more complicated for me as I got to know its creator, Markus “Notch” Persson. I first interviewed Persson in November 2010, when Minecraft had became a hot property through word-of-mouth and downloaded java files. Then, in March 2011 I sort of invited myself over to visit Mojang, the fledgling developer Persson had created to continue the development of the game. A sweet Swedish guy who’d only just moved his business operations out of his mom’s basement, he’d made his first $10 million at this point, and the small team were literally moving into their first office when I arrived. The only exterior sign on the building was a torn sheet of file paper with “MojangAB” scrawled on it in green pen, taped to the inside of the door. Business developer Daniel Kaplan showed me around, at one point announcing, “This is the conference room,” as we entered a completely bare room but for an upturned cardboard box in one corner. “It still needs some work,” he added.

    While there, I again interviewed Persson, and again spoke to a very modest, very bemused man, who rather sweetly believed that the game had already sold more copies than it would after going gold later that year (it had sold about one million at that point, it’s now at well over 350 million). We got on well. It was a good time. I would go on to be one of Persson’s regular targets of online harassment when everything went bad.

    And it was not long after, in fact, that things started to sour. It’s tempting to pinpoint this to when Microsoft bought Minecraft for an astonishing $2.5 billion, with at least $2 billion of that going directly to Persson, in 2014. But Persson had been through a lot of personal tragedy from the end of 2011 onward, and his online behavior had already begun to shift. By 2014 GamerGate had started, and while Persson began as a decent voice against that movement, it didn’t last. Given that I repeatedly had Notch’s over one million Twitter followers sicced upon me, I felt the shift very personally. Minecraft began to stink of that, of Persson’s revolting comments against feminism and LGBTQ rights, and then his complete collapse into QAnon. By 2019 I kinda hated the game.

    I have this cursed object in my house, a totem of all this: a cardboard Steve head signed by Persson in early 2011. God knows if it’s valuable—it precedes any official Mojang merch having been made, instead created by some local Swedish company Persson had commissioned. It sits in the cupboard above the water tank, covered in dust, this peculiar emblem of that incredible time of optimistic joy for indie gaming.

    The madness of the DonutSMP lobby.
    © Microsoft / Kotaku

    Doing Donuts

    Donut SMP is one of the most popular public “Survival MultiPlayer” servers Minecraft players can join, seeing a peak of nearly 46,000 players in the last 24 hours, where anyone can log in for free and start exploring its enormous world. It’s the creation of high-profile Minecraft YouTuber DrDonut (known to his mom as Nate Filson), and offers players a space to build, craft, raid and, perhaps more than anything else, generate in-game income. An intricate in-game market where anyone can buy and sell resources and crafted items (and again, I stress, for free) encourages new players to start making money by selling the basic resources needed by the long-term super-rich players who can’t be bothered to mine them for themselves. Quickly, enterprising kids can start raking in cash, allowing them to buy coveted powerful tools in order to craft impressive bases, or more likely, start running their own farms to profit even further.

    Before the Christmas break, my 11-year-old son asked about getting a Minecraft Realm. These are essentially rented spaces on a server that allow up to 10 people to simultaneously play in the same Minecraft world. It’s pretty cheap, so I said sure, and the boy began inviting his classmates to join him. And it was, for maybe three weeks, glorious! It was incredible to see these kids come together, building wonderful bases, designing amazing XP farms, and then cooperating on adventures for resources. Then, factions developed, people made “alliances” that were rapidly broken, betrayal was felt, and revenge was sought. Those wonderful bases would be sabotaged, even blown up by one child who felt aggrieved with the rest. One kid started killing the others indiscriminately and stealing their prized items. In-game anger became real-world anger, friendships were harmed at school, and eventually my son didn’t want to go back. It was too sad in there now. But, instead, he asked if it might be possible to join the server he had spent countless hours watching others play in on YouTube.

    It turns out, joining servers on a Nintendo Switch is no easy task. It involves editing DNS settings, then spoofing server access to force the console build of the game to let you enter server addresses, and the whole thing is fraught with crashing and errors. But, once figured out, the boy got in and immediately knew what he was doing. And given it was the holidays and I wasn’t chained to my desk, he asked if I would join him too.

    Our bamboo and sugarcane farm.
    © Microsoft / Kotaku

    Farming joy

    I was reluctant because, as I say, my relationship with Minecraft had become fraught. I’ve played with him in local multiplayer a bunch over the years, but it’s never really clicked for us; all I ever want to do is dig down and find diamonds, while he wants to do far more interesting and complicated things like farm skeletons or investigate other arcane mysteries. But here, in DonutSMP, our desires matched perfectly! To get started, we needed to make money, and to make money we needed someone to dig stupid amounts of resources, and someone who knew how to craft them into something worthwhile. Together we’re the perfect team!

    We now have the most extraordinary secret base, in which my son has figured out how to use redstone to build contraptions that automatically harvest sugarcane and cacti, then push them into channels of water that sort them into chests. And I really mean he figured it out—rather than following a guide, or copying a YouTuber, he somehow intuited the method of observers and pistons needed to automate all this. He informs me that he’s equally surprised at his own discovered skills. I randomly teleport away to try to gather some rails or cobwebs, while he deftly battles mobs that spawn above us and designs increasingly clever new machines. Then it’s his turn to explore great distances away where he inevitably finds something incredible like an ancient underground city, or the half-looted remains of another player’s base.

    Oh, and that’s the constant threat. DonutSMP is, ultimately, a hostile place. Funnily enough, in many ways it’s like Arc Raiders in the sense of a PvE world that contains the constant threat of unexpected PvP. The 40,000 people playing are spread across so much space that it’s very unlikely to see someone else at any point—I never have—but you’ll see signs of other players everywhere. The ground often bears the scars of battles, or peculiar towers of blocks stretching impossibly into the sky, giving this sense of an abandoned world in which you’re scraping to survive, yet one constantly belied by the menu-based market in which other players greedily buy your stacks of iron bars or enchanted shears. (Seriously, no one copy me, but I’ve made a fortune selling Unbreaking III shears for ridiculous prices!) But all the time, we’re surrounded by the existential fear that another player might stumble upon our underground realm, most likely when we’re not playing, and take everything from us. Or perhaps even just wantonly vandalize our hours of labor. (Hence our location being blurred out in all the screenshots!)

    Those markets have also been the most extraordinary introduction to the perils and cruel machinations of capitalism for the boy. Seriously, this should be used in schools to explain the concept of supply and demand. There we are, bringing in $50,000 a stack for our piles of crafted rails, when some bastard gets on and starts listing the same for $15,000. What to do? Reduce our prices to compete? Wait until those bargain tracks are gone and hope the market recovers? Or, as I cannot resist, buying up everything the twerp is selling, then relisting it on the store at a sensible price. The speed with which it mimics (satirizes, even) the stock markets is chilling and hilarious.

    And through all of this, I’ve realized I’ve rediscovered that first love. Once again, there’s a purpose and a reason for me to dig down for diamonds, just now with the bonus ending of crafting pickaxes we can then enchant and sell for $150,000 to someone who can’t be bothered to make them for themselves. Between us, me and the boy have made millions, and perhaps far more importantly, we’ve had a brilliant time together in this equalizing environment during cold wintry mornings.

    Everything I loved about Minecraft is relevant here, with that infinite possibility given a deeper, more resonant meaning through both the vulnerability and the sense of a shared space with the person I love most in the world. I can forget all that grimness of the mid-2010s and return to this splendid game in a way that feels meaningful, and rather more importantly, enormously fun. That weird Steve head sits sadly in the cupboard, this adumbration of a lost time, but it can be forgotten. I’ve got shears to enchant.

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    John Walker

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  • Get Cozy with Co-op This Holiday Season – 14 Mega Multiplayer Picks on Xbox – Xbox Wire

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    It’s that time of year again, when friends and loved ones huddle together, safe from crisp winter air, looking for entertainment. Fortunately, we’ve got you covered, with a vast array of multiplayer games that can be enjoyed together across console, PC, and supported gaming handhelds.  

    Whether you’re looking for quick bursts of action to keep the family entertained, a cozy co-op adventure with a partner, or something casual to catch up with friends online, Xbox has something to offer for every gaming fan this holiday season. Here’s some highlights, ranging from 2025 releases to timeless games worth revisiting: 

    Multiplayer Party Time

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    Danielle Partis, Xbox Wire Editor

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  • From Our Worlds to Yours: Thank You for an Incredible 2025 – Xbox Wire

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    What would you like to say to your players after releasing Ninja Gaiden 4 this year?

    Our deepest thanks to everyone who has played the game, from the Master Ninjas who have been supporting the series for a long time, to those who are playing the series for the first time! Our days were spent developing the game so that players can enjoy the series’ signature intensity and a variety of actions to overcome difficult situations, so I’m happy if you experienced even a bit of the game! I think the flavor of the action really comes through the more you play it, so please continue to enjoy the different characteristics of the two Master Ninjas, Yakumo and Ryu! – Hirayama

    To everyone who has supported Ninja Gaiden over the years, and to those how have started playing the series from this entry, thank you for playing the game. I enjoy watching your gameplay videos and comments on social media every day. In this game, we aimed for the revival of pure action that transcends time, and the three companies put everything into developing it. The action is really exciting and it’s a stoically made game, so those of you who have played the game please continue to thoroughly study it… and those who haven’t played it yet, I’ll be thrilled if you give this feel good slash action a try! – Nakao

    How does it feel to have the game out there after development?

    First of all, to be able to deliver a new numbered title in the series after 13 years is something that our entire team is truly happy about. We continuously debated and adjusted the game towards its launch, and once it was released it felt like it passed in an instant so I didn’t feel anything immediately, but as I saw social posts and videos being posted every day, little by little I began to feel joy. – Hirayama

    For our development team, there are many members who, during the golden age of slash action games, were players or were involved as developers. So, while we had confidence in the game itself, I felt more nervous and excited than I have ever been before. And my current feeling is of relief, since the action has been well received. – Nakao

    Are there any stories about how players have engaged with your game that you’d like to reflect on?

    For a long time, we were in the dark while developing this game but seeing everyone playing and reacting to it at gaming events was a big driving force in development, and we made use of it in the final adjustments towards launch. Thank you again for your support! Post-launch, we are checking every single piece of feedback, so please look forward to future in-game updates! – Hirayama

    Although I’ve mentioned it several times, we’ve been receiving a lot of feedback that, “the action definitely feels good!”, and it’s the part we’ve put our most effort into, so I am extremely happy that everyone is pleased with it. In this game we’ve taken the big challenge of mixing the best parts of Ninja Gaiden with the best parts of PlatinumGames’ action, so nothing makes me happier than hearing everyone enjoying the action. – Nakao

    What is your studio most looking forward to in 2026?

    We are really looking forward to everyone playing “The Two Masters,” the additional content currently in development! In addition to new weapons for Yakumo and Ryu, we are planning on an additional story and other replayable content. We’re working hard to deliver it as soon as we can, so please wait a little bit longer! – Hirayama

    There are many games coming out next year, and as always, several action games will be released, so as an action game maker we are looking forward to seeing these games. For us, in 2026 we are planning to release additional content for Ninja Gaiden 4, “The Two Masters,” which we are currently hard at work developing. Not only is there content such as a new story, but above all the new weapons for each character will provide a new play experience unlike any of the previous weapons, so we hope you look forward to it! – Nakao

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    Xbox Play Anywhere

    NINJA GAIDEN 4 Standard Edition

    Xbox Game Studios


    447


    $69.99

    $48.99

    PC Game Pass

    Xbox Game Pass

    The definitive ninja hack & slash franchise returns with NINJA GAIDEN 4! Embark on a cutting-edge adventure where legacy meets innovation in this high-octane blend of style and no-holds-barred combat.

    Return of the Legend
    Experience a return to the intense, high-speed combat that established NINJA GAIDEN as a premier action game series. Prepare for a legacy reborn with captivating style for a new generation of players.

    Epic Hack and Slash Combat, Evolved
    NINJA GAIDEN 4 fuses Team NINJA’s tempered combat philosophy with the stylish, dynamic action gameplay of PlatinumGames. Engage in visually stunning combat that rewards precision and strategy. Use Bloodbind Ninjutsu to transform your weapons and unleash devastation upon your enemies, alongside legacy techniques like the Izuna Drop and Flying Swallow. The legendary Ryu Hayabusa also returns with a revamped yet familiar set of tools to master. With a customizable player experience, NINJA GAIDEN 4 will push action game veterans to their limits while allowing newcomers to enjoy a heart-pounding adventure full of twists and turns.

    An Ancient Enemy Returns
    An endless rain of miasma hangs over a near-future Tokyo in the wake of an ancient enemy’s resurrection. The fate of the city lies in the hands of young ninja prodigy, Yakumo. Fighting his way through cybernetic ninja soldiers and otherworldly creatures, Yakumo must reconcile a destiny he shares with the legendary Ryu Hayabusa himself and free Tokyo from the ancient curse that brought the city to its knees.

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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  • ROG Xbox Ally Handhelds: Great Games to Play Right Away – Xbox Wire

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    The ROG Xbox Ally and ROG Xbox Ally X arrive tomorrow, October 16 – and if you already play with Xbox on PC, own an Xbox console, have a Game Pass subscription, or play games on other leading PC storefronts, you’ll almost certainly have a gaming library waiting for you as soon as you boot it up.

    With the Xbox Ally handhelds, and the aggregated gaming library, thousands of games will be available to play from day one. For extra flexibility, you can play natively, via the cloud (where available), or via Remote Play from your Xbox console anywhere in your home.

    But with so much choice, where to begin? Let us provide some suggestions – we’ve put together a (very non-comprehensive) list of some of our favorite games that are Handheld Optimized or Mostly Compatible (learn more about the Handheld Compatibility Program here), giving confidence that games will play well on your handheld. Even better, with the majority of games available as Xbox Play Anywhere titles, a single purchase means you can play with Xbox right away, including your progress and achievements.

    This list is made up of games you can play right now, but there’s so much more to come. In the coming months, you’ll be able to use your Xbox Ally to try out the likes of Call of Duty: Black Ops 7, Final Fantasy VII Remake Intergrade, Ninja Gaiden 4, and many more. If you’re looking for more tips on getting the most out of your new Xbox Ally, we’ve compiled a list here.


    Xbox Play Anywhere

    Balatro

    Playstack Ltd



    338




    $14.99

    $11.99


    PC Game Pass


    Xbox Game Pass

    Balatro

    Handheld Optimized, Xbox Play Anywhere, Xbox Game Pass

    Starting with a standard 52-card deck and trying to assemble the highest scoring poker hands you can, this roguelike deckbuilder quickly spirals into an addictive score chase. Change the number of your cards, add powerful modifiers to your deck, and discover a tableau of game-changing jokers that radically alter your strategy as you reach for exponentially higher scores. With endless mode, multiple difficulty stakes, and special challenges to master, Balatro is a perfect handheld game that will have you squeezing in runs wherever and whenever you can.


    Xbox Play Anywhere

    DOOM: The Dark Ages

    Bethesda Softworks



    621




    $69.99

    $55.99


    PC Game Pass


    Xbox Game Pass

    Doom: The Dark Ages

    Handheld Optimized, Xbox Game Pass

    Launch the Slayer! Step into the blood-stained boots of the Doom Slayer in the critically acclaimed Doom: The Dark Ages. As the super weapon of gods and kings, players shred enemies with devastating medieval-inspired weaponry, take flight atop a fierce Mecha Dragon and pilot a 30-story Atlan mech as they wage war through epic battlefields and never-before-seen realms. And now you can take Doom: The Dark Ages on the go via handheld, so whether you’re commuting or couch surfing, the Slayer’s legend travels with you.


    Xbox Play Anywhere

    DRAGON QUEST III HD-2D Remake

    SQUARE ENIX CO., LTD.



    118



    $59.99

    Dragon Quest III HD-2D Remake

    Handheld Optimized, Xbox Play Anywhere

    Square Enix’s HD-2D-ification of the renowned Dragon Quest III not only looks and feels great in 2025, it’s also a perfect game for RPG fans on the go. The turn-based nature of Dragon Quest III means you won’t need to panic during battle if there are interruptions on the bus, or if you need to look away from the screen while playing on the sofa. Plus, the Xbox Ally’s spectacular speakers pair perfectly with a captivating orchestral soundtrack. Once you’ve defeated the villainous Archfiend Baramos and saved the world, look towards the imminently upcoming Dragon Quest I & II HD-2D Remake on October 30 for more portable-friendly HD-2D goodness.


    Xbox Play Anywhere

    Forza Horizon 5 Standard Edition

    Xbox Game Studios



    1620




    $59.99

    $47.99


    PC Game Pass


    Xbox Game Pass

    Forza Horizon 5

    Mostly Compatible, Xbox Play Anywhere, Xbox Game Pass

    Forza Horizon 5 is another perfect choice for the Xbox Ally handhelds, offering fast-paced driving action through impeccable landscapes. Speed through sun-baked dunes, drift by dazzling coastlines and cruise through lush jungles in in the driving seat of some of the world’s greatest cars. Built to offer a smooth, realistic driving experience and the perfect road trip fantasy, Forza Horizon 5 is a gorgeous adventure for both hardcore car lovers and casual drivers alike, offering a thrilling escape, wherever you are in the real world.


    Xbox Play Anywhere

    Gears of War: Reloaded

    Xbox Game Studios



    306




    $39.99

    $29.99


    PC Game Pass


    Xbox Game Pass

    Gears of War: Reloaded

    Handheld Optimized, Xbox Play Anywhere, Xbox Game Pass

    This remaster is already a new way to revisit a classic, but what about a new way to do that? With so many memories already tied up in this game, it’s a genuine wonder to do it on a handheld – and Gears of War’s frenetic combat feel instantly at home in the smaller format, short and distinct enough to make that “just one more grub” feeling a legitimate thrill while you’re out and about.


    Xbox Play Anywhere

    Hogwarts Legacy

    Warner Bros. Games



    926




    $69.99

    $55.99


    PC Game Pass


    Xbox Game Pass

    Hogwarts Legacy

    Mostly Compatible, Xbox Play Anywhere, Xbox Game Pass

    Open world games lend themselves wonderfully to handheld play – if you’re offered total freedom, your choice of how to spend your time is also up to you. Hogwarts Legacy, broken down not just by quests, but by day-night cycles, and even school lessons, is perfectly primed to make the most of those quick bursts on an Xbox Ally. Take a break to soar around the open world on a Hippogriff, enjoy a stroll through the Forbidden Forest, or pop by the Room of Requirement to top up your potions – Hogwarts Legacy and Xbox Ally are a perfect fit.


    Xbox Play Anywhere

    Hollow Knight: Silksong

    Team Cherry



    450




    $19.99

    $17.99


    PC Game Pass


    Xbox Game Pass

    Hollow Knight: Silksong

    Handheld Optimized, Xbox Play Anywhere, Xbox Game Pass

    Explore and fight your way through the mysterious bug kingdom of Pharloom as the lethal hunter Hornet, in Hollow Knight: Silksong. This hotly-anticipated sequel to the genre-revitalizing metroidvania, Hollow Knight, is even bigger than its predecessor and dripping with just as much atmosphere and charm. Expand and master Hornet’s acrobatic move-set as you uncover Pharloom’s secrets and face its fierce foes and tricky platforming challenges. The genre has a storied history with handhelds, and Silksong is no different — there’s always another little corner of the map to uncover or tricky arena to clear whenever you pick up and play.


    Xbox Play Anywhere

    Indiana Jones and the Great Circle

    Bethesda Softworks



    781




    $69.99

    $55.99


    PC Game Pass


    Xbox Game Pass

    Indiana Jones and the Great Circle

    Handheld Optimized, Xbox Play Anywhere, Xbox Game Pass

    A globe-trotting adventure might not immediately spring to mind as a perfect handheld game, but MachineGames’ masterful take on the Indiana Jones franchise is replete with hidden puzzles, side-quests, and sequences of pure exploration. It makes for a perfect use of Play Anywhere – tackle some smaller objectives while you’re out and about, reap the rewards, and then switch to your big screen at home to take on the next main story beat.


    Minecraft for Windows

    Microsoft Studios



    91


    Minecraft

    Handheld Optimized, Xbox Game Pass

    Minecraft has endured as one of the richest sandboxes ever made, and its array of regular updates combined with the ultimate freedom to build whatever you can dream up makes for a fresh, creative experience every time. Whether you’re on a solo adventure or building with friends online, the only limits in Minecraft are your imagination, and perhaps uncontested access to the living room TV – but on a handheld, you don’t even need to worry about that!


    Xbox Play Anywhere

    Monster Train 2

    Big Fan Games



    202




    $24.99

    $19.99


    PC Game Pass


    Xbox Game Pass

    Monster Train 2

    Mostly Compatible, Xbox Play Anywhere, Xbox Game Pass

    Like the best card games, Monster Train 2 takes a simple concept – a ‘Magic: The Gathering’-like battler set across three vertical rooms – and uses wildly differing mechanics to blow it up into a game of dazzling complexity. With a huge variety of hero cards (each with their own distinct decks) and a constantly gratifying progression system, this has slowly but surely taken up literal days of our playtime since release this year. Its relatively short runs, and constant avenues offering something new to try, make for a natural handheld game.


    Xbox Play Anywhere

    Ori and the Will of the Wisps

    Xbox Game Studios



    430




    $29.99

    $9.89


    Xbox One X Enhanced


    PC Game Pass


    Xbox Game Pass

    Ori and the Will of the Wisps

    Handheld Optimized, Xbox Play Anywhere, Xbox Game Pass

    From Moon Studios, the acclaimed developers behind Ori and the Blind Forest, comes an enchanting sequel that reunites us with the little spirit Ori – joined now by the owlet Ku. The critically acclaimed Ori and the Will of the Wisps was nominated for multiple Game of the Year awards the year it was released, thanks to its tightly crafted platforming, beautiful, orchestrated score, and delightful art design that brought its exotic world to life — it continues to resonate with gamers all these years later.


    Xbox Play Anywhere

    Persona 4 Golden

    SEGA



    277




    $19.99

    $15.99


    PC Game Pass


    Xbox Game Pass

    Persona 4 Golden

    Handheld Optimized, Xbox Play Anywhere, Xbox Game Pass

    It’s no surprise this flashy Atlus JRPG fares so well on the Xbox Ally – it was originally designed for portable play. Persona 4 Golden delivers everything that’s made the series a global hit: a fast-paced, yet strategic battle system, and a soundtrack that you’ll be humming for… potentially the rest of your life. It’s not all style and no substance; Persona 4 Golden delivers a compelling story that could last you on a trip around the world – and back again.


    The Rogue Prince of Persia™

    Ubisoft



    The Rogue Prince of Persia

    Mostly Compatible, Xbox Game Pass

    In The Rogue Prince of Persia, agility is your greatest asset. In this latest challenging entry in the acclaimed series that continues its return to its platforming roots, you’ll step once again into the shoes of the Prince (and his many acrobatic abilities) to fight back against the evil chief, Nogai, and his army of haunted soldiers. With roguelite elements that allow you to rewind fate, you’ll have to master fluid, acrobatic combat, as well as wall-running parkour abilities, as you explore the kingdom of Clesiphon to right your wrongs – or die trying.


    Xbox Play Anywhere

    South of Midnight

    Xbox Game Studios



    613




    $39.99

    $31.99


    PC Game Pass


    Xbox Game Pass

    South of Midnight

    Handheld Optimized, Xbox Play Anywhere, Xbox Game Pass

    Explore the magic and mythos of the Deep South in South of Midnight, a gothic folklore adventure with a fantasy twist. As Hazel, you’ll wield an ancient power known as weaving to fight Haints, mend spirits, and confront your family’s hidden past. With its mesmerizing surroundings, approachable combat and rich levels, this whimsical action-adventure is a perfect story to chew on during a cozy afternoon or a long journey.


    Xbox Play Anywhere

    Tony Hawk’s™ Pro Skater™ 3 + 4

    Activision Publishing Inc.



    294



    PC Game Pass


    Xbox Game Pass

    Tony Hawk’s Pro Skater 3 + 4

    Mostly Compatible, Xbox Play Anywhere, Xbox Game Pass

    The classic two-minute Career Mode runs of Tony Hawk games make this a perfect fit for your Xbox Ally on the go – long enough to let you rack up points, smash S-K-A-T-E challenges, and beat your last score, but short enough that you’ll never miss your next stop. And for longer sessions, it’s the perfect chance to hit Free Skate and go exploring, working out new ways to up the ante next time you go up against the timer.


    Xbox Play Anywhere

    Vampire Survivors

    Poncle



    558




    $4.99

    $3.99


    PC Game Pass


    Xbox Game Pass

    Vampire Survivors

    Handheld Optimized, Xbox Play Anywhere, Xbox Game Pass

    Not many games can say they meaningfully contributed to a new genre but this “reverse bullet hell shooter” has a serious claim. Vampire Survivors builds an entire game out of using just the left thumbstick, pitting your tiny Survivor against thousands of enemies each run – pick up upgrades and weaponry as you go, with your character spewing increasingly apocalyptic firepower over the course of short, action-packed runs. It’s the kind of game you can squeeze into a bus ride, or sit back at home and play for hours on end.


    For a list of Handheld Optimized and Mostly Compatible games, see here.

    For a list of Handheld Optimized games, see here.

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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  • Kotaku’s Weekend Guide: 5 Great Games We Can’t Wait To Spend Time With

    Kotaku’s Weekend Guide: 5 Great Games We Can’t Wait To Spend Time With

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    Play it on: PlayStation 4, PlayStation 5, Xbox Series X/S, Xbox One, Nintendo Switch, PC
    Current goal: Get some gaming spooks in for the season

    This year, Halloween fell on a Thursday, and I was so busy with work and other things that I didn’t manage to make much time for spooky gaming in the days leading up to it. I still have a hankering for some interactive scares, however, so this weekend, I hope to play one of the landmark games in the history of survival horror, officially translated into English and released in the States for the first time: Clock Tower. The new version, Clock Tower: Rewind, comes to us courtesy of WayForward and represents my first real chance to play the 1995 SNES horror classic.

    I actually don’t know much about the original Clock Tower, and I’ve kept it that way on purpose, as I want to go in knowing as little as possible and figure it out for myself. It’s scarier that way. But in short, it’s a 2D, survival horror point-and-click game that tells the story of Jennifer, a teenage orphan who’s adopted by a family with a big, spooky manor, and finds herself stalked by a horrifying entity known as Scissorman. WayForward’s release lets you play an enhanced version of the game “which features numerous gameplay additions and quality-of-life refinements,” and I may check that out as well, but for starters, I’ll be playing in Original mode, and experiencing the game just like it was when it scared the socks off of so many Japanese players way back in 1995. Sure, it may be November now, but I’m gonna linger in late October for just a little bit longer if it’s all the same to you. — Carolyn Petit

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    Kenneth Shepard, Moises Taveras, Carolyn Petit, Ethan Gach, and John Walker

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  • A Compelling Destiny 2 Conspiracy Theory, Black Ops 6’s Terrific Zombies Mode, And More Topics We Had Strong Feelings On This Week

    A Compelling Destiny 2 Conspiracy Theory, Black Ops 6’s Terrific Zombies Mode, And More Topics We Had Strong Feelings On This Week

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    Photo: Roblox Corp / Kotaku, Image: Black Tabby Games, Bungie, CSA Images / Sony / Kotaku, Treyarch / Activision

    This week saw the arrival of Call of Duty: Black Ops 6 and with it, the return of a classic Zombies experience. It’s terrific, and took our writer right back to the nights he spent happily playing the mode with friends back in the days of Black Ops 3. Meanwhile, the arrival of Destiny 2‘s latest content update, and the terrible drop rate for god rolls on its hottest weapon, has some fans certain that there’s a statistical disadvantage for that drop to occur. The result is a compelling conspiracy theory about how loot drops actually work in Destiny 2, and given that the community has the statistics to back it up, Bungie is now conducting its own investigation. Find these stories and more in the pages ahead.

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    Kotaku Staff

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  • Here’s a peek at how A Minecraft Movie will handle crafting

    Here’s a peek at how A Minecraft Movie will handle crafting

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    The team behind the upcoming Minecraft movie shared a new clip during Minecraft Live that expands on the brief crafting moment we saw in the polarizing first teaser. The scene comes in the middle of a discussion between Mojang creative director Torfi Frans Olafsson and A Minecraft Movie director Jared Hess, at 4:51. The segment also gives us our first look at the movie’s interpretation of a Minecraft bee, which I’m not quite sure how to feel about yet. That you can find toward the end of the video.

    A Minecraft Movie is slated for release in April 2025 and stars Jack Black as Steve, alongside Jason Momoa, Danielle Brooks, Emma Myers and Sebastian Eugene Hansen. Plans for it were first announced a decade ago, and potential release dates were set and scrapped on multiple occasions in the time since. At long last, it’s actually now happening — for better or worse.

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    Cheyenne MacDonald

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  • Jack Black Takes Jason Momoa and Danielle Brooks Under His Wing in ‘A Minecraft Movie’ Teaser

    Jack Black Takes Jason Momoa and Danielle Brooks Under His Wing in ‘A Minecraft Movie’ Teaser

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    Garrett “The Garbage Man” Garrison (Jason Momoa sporting shaggy bangs), Henry (Sebastian Eugene Hansen), Natalie (Emma Myers) and Dawn (Danielle Brooks) are transported into the world of Minecraft in the A Minecraft Movie teaser.

    In the preview, the humans are mystified by the new realm they find themselves in. “What the hell?!,” exclaims Dawn, as she finds a pink, square sheep. That doesn’t even scratch the surface of what awaits for them. As they find out, “anything you can dream about here, you can make.” The group is guided by a fellow human named Steve (Jack Black), who teaches them how to survive in this new universe.

    However, Steve’s introduction doesn’t make such a good impression on the group at first, with Natalie declaring, “This guy is such a toolbag.”

    The official synopsis for the film reads, “Welcome to the world of Minecraft, where creativity doesn’t just help you craft, it’s essential to one’s survival! Four misfits—Garrett “The Garbage Man” Garrison (Momoa), Henry (Hansen), Natalie (Myers) and Dawn (Brooks)—find themselves struggling with ordinary problems when they are suddenly pulled through a mysterious portal into the Overworld: a bizarre, cubic wonderland that thrives on imagination. To get back home, they’ll have to master this world (and protect it from evil things like Piglins and Zombies, too) while embarking on a magical quest with an unexpected, expert crafter, Steve (Black). Together, their adventure will challenge all five to be bold and to reconnect with the qualities that make each of them uniquely creative … the very skills they need to thrive back in the real world.”

    Jennifer Coolidge (who is not featured in the teaser) also has a starring role. The film was helmed by Jared Hess, with Roy Lee, Jon Berg, Mary Parent, Cale Boyter, Jill Messick, Torfi Frans Olafsson, Vu Bui and Momoa serving as producers. Todd Hallowell, Kayleen Walters, Brian Mendoza, Jonathan Spaihts, Pete Chiappetta, Andrew Lary and Anthony Tittanegro are also credited as executive producers.

    A Minecraft Movie hits theaters on April 4, 2025.

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    Tatiana Tenreyro

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  • Kotaku’s Weekend Guide: 5 New And Old Games We Can’t Wait To Play

    Kotaku’s Weekend Guide: 5 New And Old Games We Can’t Wait To Play

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    The Crimson Diamond is AVAILABLE NOW!! (Launch trailer)

    Play it on: Steam
    Current goal: Solve an old-fashioned mystery

    A few weeks ago, I mentioned how I was captivated by Unavowed, a point-and-click adventure from the folks at Wadjet Eye. Well, I’ve finished that one (it was great) just in time for a brand-new entry in the genre to come along. And while Wadjet Eye’s output is most reminiscent of ‘90s adventure games that offered full voice acting and elegant drag-and-drop interfaces, this new game, The Crimson Diamond from designer Julia Minamata, is influenced by an earlier era of adventures, ones that ran in EGA and had you typing in what you wanted your character to do. I can’t wait to explore its mysteries.

    The Crimson Diamond is perhaps most reminiscent of Sierra adventures, especially the Clara Bow games which saw their plucky heroine tossed into murder mysteries during the roaring ‘20s. It casts you as Nancy Maple, a young woman investigating the discovery of an unusually large and valuable diamond in a town in northern Ontario, Canada. It’s clear from the trailer that her investigations will find her encountering people with motives of their own, some of them sinister, and land her in no small amount of peril. Sign me up!

    People often talk about the evolution of adventure games from text parsers to purely graphical interfaces as a net good, as if text parsers were just a crutch, a relic from the genre’s early days that we no longer needed, but I’ve always thought of them as two fundamentally different approaches, each with their own strengths. I think there are ways in which the presence of a text parser can encourage creative thinking that a purely graphics-based interface doesn’t always allow for, and in addition to digging into the plot of The Crimson Diamond, I’m eager to see how it uses this design element that so rarely gets employed in modern games. All in all, it sounds like a perfect fit for a cozy weekend. —Carolyn Petit

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    Austin Williams, Carolyn Petit, Moises Taveras, Kenneth Shepard, and Ethan Gach

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  • Destiny 2 Pointers, How To Nab Fallout 76’s Union Power Armor, And More Of The Week’s Top Tips

    Destiny 2 Pointers, How To Nab Fallout 76’s Union Power Armor, And More Of The Week’s Top Tips

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    Screenshot: The Gentlebros / Kotaku

    Cat Quest III departs from the first two games of this light-hearted action-adventure series in a variety of ways, especially with its pirate-themed naval combat. Still, it also retains a lot of familiar gameplay mechanics and concepts that ensure if you played the previous games, you’ll feel right at home. Whether you’re a returning player well-versed in Cat Quest’s history, or you’re brand new to the franchise, we’ve compiled a solid list of tips to help you get started in this feline-focused adventure. – Billy Givens Read More

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    Kotaku Staff

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  • What We Loved And Miss About The Xbox 360

    What We Loved And Miss About The Xbox 360

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    Microsoft shutdown the Xbox 360’s marketplace this week and nearly two decades after the console first launched it feels like the final nail in the coffin for a particular era of gaming we’ll probably never see again.

    The Xbox 360 came out a year earlier than the competition and $100 cheaper than the base PlayStation 3. It seemed to make all the right moves, using Halo, Gears of War, and Call of Duty to jump start online multiplayer into the soon-to-be dominant form of gaming, while investing it all back into indie curation, big exclusives, and marketing deal that made the console feel like the place everyone had to be.

    In some ways it felt like the best of all worlds, and by the end of the generation you could pick up an Xbox 360 for just $100 and play dozens of the best games ever made. The culture was far from healthy, and some of the places making everything were a mess to work for. But it was also a fun time, and a weird one. Here’s what we’ll miss about it and why the Xbox 360 still feels so special to us.


    Ethan Gach: Let’s remember some Xbox 360s! What’s your Xbox 360 origin story Carolyn?

    Carolyn Petit: The first E3 I ever attended was in 2005, with the Xbox 360’s launch still some months out and I have to say, the games I saw on the show floor looked amazing. It’s hilarious to me now considering I haven’t even thought about this game in probably 15 years, but at that time, the game that blew me away the most was probably GRAW. Interestingly, though, despite my initial excitement about the console being rooted in its graphical power and my lust for next-gen spectacle, now, when I think back on what made the console so special to me, it’s not really about that aspect of it at all. What about you Alyssa?

    Alyssa Mercante: I’ve told mine on Kotaku.com more than once, but I had borrowed my high school sweetheart’s original Xbox to play Halo 2 when he went away to college, but not long after that Halo 3 came out, which wasn’t backwards compat. So I went out during my free period in high school (we had an open campus for seniors, you could take your car and leave if you didn’t have class), and drove to a Target where I spent my summer job savings on a 360, Halo 3, and Xbox Live.

    Ethan: I have zero recollection of the Xbox 360’s launch. What was I even doing at the time? 2005. Hmm. I was going into my senior year in high school, barely playing anything except for the occasional late-stage PS2 game—Shadow of the Colossus and Dragon Ball Z: Budokai, followed eventually by Okami and Final Fantasy XII. My only real memory of the beginning of that console cycle is my brother getting a PS3 and me having almost no interest in it. It wasn’t until my girlfriend’s roommate’s boyfriend in college got me hooked on Call of Duty: Modern Warfare 2 that I finally picked up a super cheap used Xbox 360 arcade edition for like $150. That four years after the console launched but still somehow only the mid-way point.

    Carolyn: Yeah, I don’t remember exactly when I finally got one myself—I certainly couldn’t afford one at launch, and my memories of the time around release have a lot to do with playing Peter Jackson’s King Kong: The Official Game of the Movie (lol) at GameStop kiosks.

    Moises Taveras: The first time I ever played an Xbox 360 also had to do with Call of Duty: MW2. It was all the rage with the kids in my middle school, but I was largely looking from the outside in as a) a PlayStation kid since my youth and b) someone who came from a family too poor to afford more than one console. But eventually, I made friends who had 360s and I remember us all cramming onto a couch in the smallest bedroom imaginable at our friend Howard’s house and playing local multiplayer matches till we lost our voices from shouting. I learned really quickly then that the 360 was synonymous with multiplayer and socializing with folks and it made me want one so bad. Little did I know I wouldn’t get a 360 till the very end of the console generation!

    Carolyn: I think part of the Xbox 360’s dominance in that era can be attributed to the fact that it offered the best online experience for folks wanting to play Call of Duty, but it also did something incredible that totally won over people like me. I’m not saying I didn’t have an amazing time playing Gears of War co-op, I absolutely did, and huge credit to Microsoft for putting out a steady stream of banger exclusives that really made Xbox Live feel essential. But for me, when I think about the Xbox 360, what still gets me excited most is Xbox Live Arcade, and particularly amazing games like Pac-Man Championship Edition. Games like this took the arcade leaderboard competition of my childhood and absolutely exploded it. Suddenly I was staying up nights pouring everything I had into beating my friends’ high scores on online leaderboards for all the world to see. Man, it was incredible.

    Moises: Supergiant Games’ Bastion absolutely blew my mind as far as what I thought games could be. It being a console exclusive to the 360 through XBLA broke my heart and kept me from the portfolio of what’d become my favorite studio, and then Xbox just kept pumping out indie titles like it. Honestly, my working definition of an indie game was largely informed by this era of XBLA games.

    Xbox Dashboard Evolution 2001-2019 (Xbox Original, Xbox 360, One)

    Kenneth Shepard: The Xbox 360 was the first console launch I was really tuned into the industry for. I was full-blown sicko mode for that thing as a kid, and was counting down the days. I was a huge Rare fan at the time and Kameo and Perfect Dark Zero were a huge deal to me. But broadly, I think I fell off video games for a bit because the system just didn’t speak to my tendencies. As Moises said, the 360 became the multiplayer system and I preferred gaming in solitude, and eventually pivoted to the PS3 in the final years of that generation. But I played the Mass Effect trilogy on the 360, so I ended up keeping an old 360 in my home longer than any other system. I had to replace the household 360 more times than probably any other system my family owned.

    We got a launch window system that died by the time Halo 3 came out, so we had to replace it swiftly. Then I got my own 360 for Christmas 2009, just before the launch of Mass Effect 2. That sucker lasted over a decade. It gathered dust for large swaths of the time, but since I didn’t own an Xbox One, it was the only way for me to go back to my old Mass Effect trilogy saves until the Legendary Edition came out in 2021. So while I had mostly abandoned the system by the end of the generation, the 360 is still a defining system in my life because it gave me one of the most important video game experiences of my life. I’ll always be grateful for it, even if I think the Microsoft was a trailblazer for some of the industry’s worst modern tendencies with it.

    Ethan: That was the other thing that I think tipped me in the direction of the Xbox 360 besides the price and walled multiplayer gardens. As someone coming from the PS1 and PS2, it just had more of the RPGs I was craving earlier or in better condition. I came to the original Mass Effect late but it blew my mind. I got to catch up on Star Wars: The Old Republic. It was synonymous with retro and couch-coop indie games for me like Castle Crashers and Super Meat Boy. It really did just nail a lot of the same things that the PS4 did a generation later and which ultimately helped Sony to reverse the tide.

    Moises: it’s so weird to think about now given Xbox’s current situation and catalog, but the 360 was where all the games were!

    Carolyn: Another thing that was a big factor for me, I have to admit, is that I was totally cheevo-pilled. The Xbox 360 brought about the advent of achievements and I got extremely excited about pulling off absurd things like beating Call of Duty campaigns on Veteran to get all the achievements. I no longer put much stock in achievements or trophies, but to this day I greatly prefer the at-a-glance number that reflects your achievements compared to all the trophies of PlayStation’s system. And on top of that, the whole interface on Xbox just felt so much more inviting to me than that on Sony. I think avatars were really smart of them to introduce in that era. I loved signing on and seeing little cartoon versions of all my good friends online, playing games of their own. In comparison to that, the whole interface of the PS3 just felt cold and impersonal to me, and that console would end up gathering dust in my entertainment center.

    Ethan: The Xbox 360 home screen definitely felt a lot more inviting and hit that sweet spot of clutter to chill. The controller was also very solid. Have any of you gone back and tried to hold a PS3 DualShock? It feels like you’re being pranked. I take it none of you ever had an issue with red-ringing or other hardware failures?

    People attend a midnight release for Halo 3.

    Photo: Mark Davis (Getty Images)

    Moises: Nope! Correct me if I’m wrong but those issues got ironed out with later iterations of the console, so by the time one of my best friends let me indefinitely borrow his 360, it was smooth sailing for me.

    Carolyn: I did have to send mine back for repairs once, and for a while there at least, it felt like everyone I knew who owned one was hitting the red ring. There was a period there, at least in my circle of friends, where there was real disbelief and anger that Microsoft had sold us all a product that was so prone to failure. I think it speaks to just how fond people were overall of the console—its library, its interface, its online features—that today, when you bring it up, you’re far more likely to get fond recollections than bitter complaints. It was so good that even the considerable irritations so many of us experienced with it are now just a footnote in our memories.

    Ethan: My console ended up red-ringing in like, 2012? But then I read that you can just put it in the oven and bake it at a low temperature to loosen up the glue. Has worked like a charm ever since.

    Carolyn: Wow, I never knew that!

    Ethan: I think one of the reasons people look back so fondly on the Xbox 360 is that, in retrospect, it felt like the last time you could contain the entirety of what was going on, coming out, and being talked about in your head at any given time. It was still very intimate and physical, with midnight launches and stacks of controllers in the split-screen coop session. There was spectacle with E3 but also the feeling you alone were discovering these incredible hidden treasures on Xbox Live Arcade, which was like a return to finding the internet for the first time again.

    Carolyn: I agree. And they just had so many games that became sensations for a time, from Braid to Geometry Wars. The curation was exceptional, and it was an era in which it still felt like the whole culture, or much of it at least, could still come together for a few weeks around some exciting new downloadable game.

    Moises: Yeah. By comparison, when the PS4 really started to pivot to those smaller more intimate games early in its lifetime, it wasn’t that those games were lesser, but it did feel like they were being more haphazardly thrown on the platform to fill gaps between big exclusives. Meanwhile XBLA had these clearly thought out rollouts and events that made a big deal of Arcade titles. Also everything was less shitty. Xbox Live Gold was the original multiplayer subscription, and the only one for quite some time, but it at least seemed to provide value with great deals and a platform that produced rock solid multiplayer hits. It also wasn’t as expensive as anything is nowadays.

    Carolyn: Before we wrap things up here, I think we can’t talk about what an amazing console the 360 was without saying a little more about its games. Are there any games y’all want to shout out as particular favorites that really helped make that library great or were emblematic of what the console was doing? When I think about the 360, I think about how the grittiness of Gears of War coexisted harmoniously alongside the whimsy of Viva Pinata, and I’ll never forget the dozens of hours my friends and I spent driving around doing challenges together in Burnout Paradise. It really did feel, more than a lot of other consoles, like it offered something for everyone, and like the people behind it thought deeply about how to bring people together to share in the experiences it offered.

    And even though some of its games were also on PlayStation, at least everyone in my friend group, won over by the cheevos and online features of Xbox, always bought multiplatform games there, which perpetuated the console’s dominance in that generation. It’s a little wild to think how this generation it feels somewhat the opposite for me, like most people I know play most multiplatform games on PlayStation. Wild how the tables have turned. But yeah, any other 360 shoutouts?

    Moises: I cannot separate the 360 from the stunning role it did in promoting so many smaller studios to the mainstream. I already invoked Bastion from Supergiant Games, but I can’t not shoutout Limbo and Playdead, which has now delivered two absolutely singular game experiences in a row. Oh and Shadow Complex does still own.

    Ethan: Limbo was incredible. While the indie darling backlash was fair and warranted, it was really an incredible run of curation there for several years. The Dishwasher games were great, and really spoke to that sense of Newgrounds 2.0 animating the grungy vibe of XBLA. It’s also wild how much Microsoft tried to court Japanese RPG fans with Blue Dragon and Lost Odyssey. For me personally, Dungeon Defenders is still an all-time great. One of the last times I was able to rope friends into playing something for hours with me on a couch.

    I was trying to think of my top five favorite 360 games, exclusive or no, and couldn’t stop listing stuff. The end of that console generation was so strong, on both 360 and PS3, maybe there’s hope that the Series X/S and PS5 pick up in their final years. But with massive budgets, long development times, and so much risk-averse consolidation, I’m not hopeful.

    Carolyn: Whether it picks up to some degree or not, I think it’s safe to say that there will never be an era quite like that exemplified by the 360 again. The console was just perfectly poised to take advantage of a given moment in gaming culture and technology, employing exciting new ideas like achievements to build a sense of both community and friendly competition around games in ways that its library and online service leveraged brilliantly. Also, Sneak King was great.

    Ethan: Any parting thoughts since you vanished, Alyssa?

    Alyssa: LMAO. The time my 360 red ringed right before I went up for senior year of college. The day before. And I went out and bought another because not having one wasn’t an option. That or the time my mother heard me cursing out misogynists in Italian?

    Ethan: Was it on the $3 phone bank operator Xbox 360 headset?

    Alyssa: Beninteso!

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    Ethan Gach, Carolyn Petit, Alyssa Mercante, Moises Taveras, and Kenneth Shepard

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  • Higround x Minecraft: Gaming Peripherals as Art

    Higround x Minecraft: Gaming Peripherals as Art

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    Gaming enthusiasts have something new to celebrate as Higround collaborates with Minecraft to bring an innovative collection of gaming peripherals. This unique partnership showcases the intersection of gaming and art, emphasizing the creative potential within the gaming world. Let’s dive into what makes the Higround x Minecraft collection special and how it brings the beloved blocky universe to life.

    A Fusion of Creativity and Functionality

    The Higround x Minecraft collection is more than just gaming accessories; it’s a testament to the creativity that video games can inspire. The collaboration includes a variety of peripherals such as the Basecamp 65, Summit 65, and Performance 65 keyboards, along with matching mousepads and other accessories. Each item in the collection features detailed artwork from Minecraft, capturing the essence of its vibrant landscapes and iconic characters. From lush forests to deep mines, these designs invite gamers to bring a piece of their virtual adventures into their physical gaming spaces.

    Celebrating Minecraft’s Artistic Legacy

    Minecraft has long been recognized for its ability to unleash players’ creativity, allowing them to build intricate structures, design elaborate worlds, and express themselves in countless ways. This collection acknowledges and celebrates that legacy. According to Rustin Sotoodeh, Creative Director and co-founder of Higround, video games like Minecraft are much more than just pastimes—they are platforms for artistic expression. By incorporating Minecraft’s distinctive aesthetic into high-quality peripherals, Higround highlights the game’s role in fostering a generation of young creatives.

    Unique Designs and High-Quality Craftsmanship

    What sets the Higround x Minecraft collection apart is the meticulous attention to detail in both design and craftsmanship. Each peripheral is not only a functional tool for gaming but also a piece of art. The keyboards, for instance, feature custom keycaps that depict various elements from Minecraft, such as creepers, blocks, and landscapes. These designs are not just printed on the keys but are intricately crafted to ensure durability and a premium feel. The mousepads complement the keyboards, creating a cohesive look that enhances any gaming setup.

    Bridging the Gap Between Gaming and Lifestyle

    Higround has always been about more than just gaming peripherals; the brand aims to embody an elevated gaming culture that merges fashion, technology, and lifestyle. This collaboration with Minecraft fits perfectly into that vision. It’s not just about playing a game—it’s about embracing a lifestyle where gaming is seen as a form of art and personal expression. Higround’s previous collaborations with brands like Naruto and SEGA have set a precedent for this approach, and the Minecraft collection continues to push those boundaries.

    Conclusion

    The Higround x Minecraft collection is a celebration of gaming as an art form, offering players a way to express their creativity both in-game and in their physical gaming environments. This thoughtfully designed collection will be available for purchase on May 29 at 12 PM PT, allowing gamers to incorporate iconic Minecraft elements into their setups. By merging high-quality craftsmanship with the beloved aesthetics of Minecraft, Higround reaffirms its commitment to enhancing the gaming experience through art and design.

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    Al Hilal

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  • Will Marijuana Appear In The Minecraft Film

    Will Marijuana Appear In The Minecraft Film

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    Jack Black is set to appear as “Steve” and we know he has been a fan of cannabis.  He and his Tenacious D bandmate Kyle Gass appeared on the cover of cannabis magazine High Times in 2002. He spoke about “waking and baking” during the press tour for Tropic Thunder in 2008 but also stated that he had used Wellbutrin during the process of quitting marijuana for good. But has used some since and we hope will champion the plant in the film.

    Gamers are usually ahead of the mainstream and marijuana appeared before the sweep of legalization across Canada and the US.  Minecraft’s Herblore is a popular mod which acknowledges weed as part of daily life.  Around the same time it premiered, action-adventure Grand Theft Auto V was released. While the game revolves around stealing cars, running away from police and criminals, and completing missions in stolen vehicles, there’s a side mission called “Grass Roots” for cannabis users to trip out on.

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    Anthony Washington

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  • There’s A New Worst Game Of 2023, And It’s A Switch Exclusive

    There’s A New Worst Game Of 2023, And It’s A Switch Exclusive

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    Remember that awful looking The Last of Us clone, The Last Hope, that got released earlier this month? Well, it turns out the game is much worse than the trailer first suggested. Apparently, the whole game is only about 20 minutes long, takes place in one street, and is a broken mess.

    Let’s cast our minds back to last week. That’s when a horrible-looking Nintendo Switch The Last of Us clone went viral online. A trailer for the game looked like a blatant copy of Naughty Dog’s award-winning franchise, complete with its own Ellie-like companion. It was even called The Last Hope. Yeah, the people who made it weren’t being subtle about where they were pulling their “inspiration” from. Most would agree, it looked bad, but now thanks to Digital Foundry, it’s clear this is much worse than we thought. In fact, it might be the worst game of 2023.

    In a new upload on Thursday, the video game tech analysts at Digital Foundry ripped The Last Hope apart in a video that is about as long as the actual game.

    Digital Foundry / West Connection Limited / VG Games

    Where to even begin? For starters—this might be the most shocking—the entire game seems to take place mainly on one U-shaped street in a generic city. Thanks to the game’s reliance on Unity store props, it’s a rather confusing place. American flags can be seen next to European power outlets. Other assets also don’t seem to work together, with some being far too detailed compared to other, lower-res objects scattered about.

    Playing The Last Hope is a frustrating, bad experience

    When you actually start to play The Last Hope, you’ll also notice that the framerate is horrendous, often dipping well below 30. This makes it hard to play, as the game’s performance goes up and down constantly. What also makes it hard to play is that the game seems to have barely been playtested. As shown in the Digital Foundry video, it gives the player very limited resources.

    For example, your stamina meter doesn’t recharge over time, limiting how many times you can swing your baseball bat. And there are only three MREs, that partially refill your stamina, in the entire game. Bullets are also rare, meaning that if you miss too many shots you could end up in an unwinnable situation.

    At one part, players have to use a lockpick to unlock a police car, and while doing this you can be killed by zombies. The problem is the game doesn’t tell you this is happening. So you do your lockpicking, finish, and exit to a screen that simply states “You Dead.” This means that you’ll need to clear out the area of zombies before starting the lockpicking mini-game. But based on Digital Foundry’s math, you can only kill around 65 zombies with the resources offered in-game. So don’t miss a single shot, don’t sprint (as that wastes stamina), and also hope the game doesn’t randomly crash during all of this, erasing your progress in the process.

    Oh and keep in mind that it’s only about 15 minutes long, assuming you manage your limited resources correctly and don’t get stuck trying to open a door that can only be opened with the “E” key. (Note: The Switch doesn’t have an E key.)

    The Switch’s digital store is filled with this crap

    The Last Hope is a comically bad video game from developers who have a track record of awful Switch shovelware, stuff like World War: Battle Heroes Field Army Call of Prison Duty Simulator.

    And it’s easy to laugh at it, which I did and continue to do. But it’s sadly not an oddity on the Switch’s eShop, which in recent years has become filled with shovelware garbage that, some might say, is getting very close to scam territory. Not that I’m calling The Last Hope—a game that can be completed in 15 minutes and looks to be directly ripping off The Last of Us using poorly cobbled together Unity assets—a scam. Just, you know, some people might be saying that.

    I think some folks just assume these shovelware games are bad and don’t think much of it. But I think Nintendo should try to bring back some quality control to its store.

    For one, so many indie devs are working really hard on games that end up getting lost in a massive sea of content. Pruning some of the worst, most broken shovelware from the store might help these devs find more success. The Switch platform also has a lot of younger players and they or their parents might not know better and waste some money on something awful, broken, and terrible. Something like The Last Hope.

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    Zack Zwiezen

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  • Minecraft Legends: The Kotaku Review

    Minecraft Legends: The Kotaku Review

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    The writer O. Henry is alleged to have said of New York City, “It’ll be a great place if they ever finish it.” I have a very similar feeling about Minecraft Legends. Its mix of real-time strategy and third-person action seems like it could be a splendid game, should Mojang ever get around to completing it.

    Legends is an ambitious concept. As Minecraft Dungeons is to the action-RPG, Minecraft Legends is to the strategy game, another spin-off from the almighty franchise that attempts to make a complicated genre more immediately palatable to a family audience. However, where Dungeons is a roaring success, a delightful game to sit and blast through, Legends is a bemusing and messy creation that runs out of ideas before it runs out of tutorial.

    How Minecraft Legends Becomes Strategic

    Screenshot: Mojang / Kotaku

    It’s peculiar, reviewing something in the Minecraft milieu. It doesn’t matter a bit what I or anyone else has to say about it, because it’s predestined to be a phenomenon. My local department store is already filled with tie-in promotional products, from toys to t-shirts, a week before it’s even released. “Friends & Allies” reads one such kids’ shirt, showing the traditional Minecraft enemies stood alongside a heroic Steve-like, capturing the game’s USP: This time you fight alongside the Creepers, Zombies, Skeletons and so on, in a united front against a Piglin invasion of the Overworld.

    In a large map (growing in size depending upon your difficulty level) that’s randomly arranged at the start of a single-player campaign, you are selected by three somewhat celestial beings, Knowledge, Action, and Foresight to repel the piggy invasion. These porcine pests are determined to take over the villages of the franchise’s erstwhile Villagers, building their own encampments, and despoiling the very ground beneath them. To fight against this, you play in third-person controlling your hero, accompanied by a team of golems that you create via spawners, who (are supposed to) follow you wherever you go, and follow your issued orders during on-the-fly battles.

    Some naughty Piglins.

    Screenshot: Mojang / Kotaku

    It all begins pretty well. Knowledge, Action, and Foresight are all brilliant characters, excellently voiced and welcoming to new players. They are there to explain the basics of the game, as new concepts are introduced in the initial stages of play. You learn how to gather resources, starting off with wood and stone. Then how to build spawners, generate golems (and later Skeletons, Creepers, Zombies, etc), beginning with two types, a ranged arrow-firing block-like creature, and a melee rock-type, that furiously punches at enemies and enemy structures. Once this is established, Minecraft Legends lets you get into scraps with the Piglins, then you find a village, and get a rundown on the basics of protecting each location’s central well, done by building walls and defensive structures.

    You roam the beautiful world on the back of one of four mount types (one’s a beetle that’s great at climbing, another’s a bird that can glide from heights without taking damage), all used to negotiate those familiar Minecraft biomes, mountains, and seas. But you can also build in this world by holding down the left trigger, then placing objects RTS-style around you, or drag-dropping lengths of wall into place on the ground near your character.

    With all of these gameplay elements put in place, Minecraft Legends then just sets you free with almost none of the most important mechanics properly explained, while blathering new information at you while you’re trying to come to grips with what a complete mess the controls are. Devolving entirely into “tell, don’t show,” I was left struggling to work out how I was supposed to improve my tools, as it keeps demanding you should. Via trial and error, I eventually figured out it’s about building new structures at a central location, using materials it hasn’t told me how to get yet, and oh good Lord.

    Why Minecraft Legends Is So Frustrating

    Creepers are on our side in Minecraft Legends!

    Screenshot: Mojang / Kotaku

    Eventually, I figure all Minecraft Legends’ mechanics out. I get there. But it’s such aa frustrating experience, only to learn that one whole mess—of placing special towers that can variously improve the amounts of resources you can carry, the numbers of golems you can have in your army, the ability to have your alleys gather new resource types, and even the ability to gather other tower types—would have been far better as a skill tree in the menus. Then it would be clear, visibly understandable, and much better communicated to players.

    But communication is Legends greatest failure. There’s just so much that’s so peculiarly missing here, not least when it comes to the game’s map. It allows you to fast travel between discovered villages, and also shows the location of different biomes, mount types, potential allies (the Skeletons, Creepers, etc), and the Piglin encampments. Hover over many of these and one of the characters will—after a weirdly long delay—tell you some information. Perhaps this Piglin camp is planning to create a new site tonight, or that this village is intended for attack by the Piglins and needs your help defending itself.

    But what it absolutely doesn’t tell you, neither in the pop-up text nor the voice over, is whether a Piglin camp is possible to attack. To find that out, you have to run vast distances across the terrain to reach its borders, where either a (splendid) cutscene will play introducing that battle, or a text box will pop up saying you’re not yet ready to attack it. Again, get close enough and its difficulty level will appear on screen—1 to 4—giving you an idea of the challenge ahead. But that information isn’t on the map, either before or after you’ve learned it elsewhere. Why not? This is such basic stuff. The amount of time I wasted running toward battles I couldn’t play is galling, and could so easily have been prevented.

    A beautiful sunrise view of Legends' world.

    Screenshot: Mojang / Kotaku

    And when Minecraft Legends does give you valuable on-screen information, it’s often obfuscated and unexplained. I eventually work out which unlabeled number represents how many characters I currently have following me anywhere, and which represents how many of my total possible golems currently exist in the world. The two can’t usefully be matched up, because the former contains any random animals you might have picked up on your travels, given the only way to select units around you is to hit X, and grab the attention of anyone in a very small circle. Which means, yes, there’s literally no way to call your units to you when exploring or battling without going up to their immediate vicinity and hitting X. Instruct them to attack that structure over there, and they’ll rush off to do so, and then when it’s done, stand there. Forever. You have to run to them, and meticulously select them all, to issue another instruction. Which is bewildering.

    It gets significantly worse because of the atrocious pathfinding. Most of the Piglin bases are on raised platforms, requiring you to build ramps for your troops to ascend between the rocky plateaus. But none of them can cope with the narrow paths and enemy structures that bounce them off the platform, meaning you constantly lose your units to the ground below. Down there, rather than make their way back to you, they’ll instead just stand there, uselessly, not even defending themselves from attacks. If you’re five platforms up, trying to fight an enormous Piglin elephant-thing, while attempting to destroy enemy towers that are raining fire on you, at the same time as thirty Piglins are fighting you from all sides, you are forced to jump all the way down, gather your stragglers, guide them all the way back up to the battle, and then watch them idiotically walk off the sides again. Over and over and over.

    Lose your troops entirely, as you often will, and you need to run away from the battle site to the nearest spawners you’ve placed to generate some fighters. In a traditional RTS game, this would involve zooming out from your godlike view of the map, clicking on facilities that generate new units, then commanding them to head toward your fight. But in Legends, it involves riding your purple tiger away from the hundreds of enemies all attacking you, bounding across the terrain to your nearest spawners (only possible to place on non-enemy terrain, hence the journey), create new ones, then manically gather them to follow you because they’ll just stand there if you don’t get every single one within your tiny X-circle, then run with them all back to the battle, up all your ramps again, into the fray, likely to see half of them immediately killed by a massive fireball, and the other half throw themselves off the sides to get lost in the ground below.

    How Minecraft Legends Buries Its Fun

    My character riding a donkey by a fountain.

    Screenshot: Mojang / Kotaku

    I’ve described the above at such meticulous lengths, because that’s the majority of the experience of playing Minecraft Legends. It’s about painstakingly guiding these gormless troops via punishingly poor interaction into distant battles, over and over until you’ve finally whittled away at things enough to destroy the central portal. And all the time, you can see the fun you should be having, the solid family-friendly game that hides beneath all this clumsy crap, but you can never quite touch it.

    Everything is so opaque. New structures are added with no fanfare, no notice, and are only discovered when you remember that there’s an in-game book-thing that lets you rearrange your UI. As the game progresses, you end up with the farcical issue of having about 15 different structures you want to have access to at any time, but a UI that only lets you select eight of them at a time. You’re supposed to endlessly juggle them about, which would be massively annoying if it weren’t for the next huge issue: you can’t sodding pause.

    Because the game has been designed with co-op or combative multiplayer in mind, the single-player campaign that it presents as its main mode is forced to be an always-online experience. So when you hit pause to answer the front door, or deal with the kids, Minecraft Legends just carries on playing almost invisibly behind the apparent pause menu, killing your troops, and advancing time so the Piglin bases expand unchecked, villages are attacked, and allies lose faith in your support. The same is true when you’re opening the ‘book’ to try to rearrange your UI, so you can build the attacking structure you need to defend a village, but have your units wiped out while forced to fight with these menus. Idiotic.

    An 8-Year-Old’s Review Of Minecraft Legends

    Sadly taking damage adds an irritating red border to the entire game.

    Screenshot: Mojang / Kotaku

    All these frustrations aside, the game beneath them sadly all also falls short. Once you’ve defended a bunch of villages, and attacked a bunch of Piglin bases, it very quickly becomes apparent that you’ve seen all it has to offer. And unlike Dungeons, where replaying the same dungeons lets you make progress in your armor, equipment, etc, there’s nothing like that in Minecraft Legends. You get access to more golem types and more structures, but once they’re all in place there’s no carrot remaining to motivate continued play.

    Of course, this is all based on the single-player game—my many hours with it were spent before release, and as such, before there was anyone else to cooperate or compete with. However, given the mad mess of awful unit controls, dreadful pathfinding and AI, and a lack of variety in what you get to do, I struggle to see how things could be dramatically improved by subjecting someone else. And it’s crucially important to note that unlike Dungeons, there’s no couch co-op here, and never will be, which is disastrous.

    However, and this is a very significant however, I’m not the only one in my house who played Minecraft Legends. I was accompanied for much of my time by my 8-year-old son, currently on his school vacations, and he’s spent a good deal of time playing it for himself. His view is different. In fact, I commissioned him to write about them (paying him from my fee for this review, I stress). His view, from a much more relaxed approach to playing, just muddling about and not focused on attempting to make strong progress, was far more positive. Here’s Toby’s review:

    I much prefer Minecraft Legends than normal Minecraft but Legends has bad things about it,too. Like for instance, I much prefer animals in normal Minecraft than in Legends though, I do quite like the Piglins so mixed feelings. I prefer mining in normal Minecraft and I prefer how you level up and beat the game in normal Minecraft. Minecraft Legends brings fights to another level. The Piglin bases are fun to fight, challenging and not too challenging. Also defending villages is super fun because of building defenses and attacking the mobs. I prefer building in normal Minecraft but that’s no big deal. So overall I think that Minecraft Legends is great and I really like it. THE END!!!

    A Piglin portal you need to destroy.

    Screenshot: Mojang / Kotaku

    So there you have it. As I said at the beginning, a 45-year-old games journalist’s views on Minecraft Legends are close to irrelevant. It’s going to be on Game Pass (along with the grimly inevitable in-app purchases for skins and cosmetic nonsense). It seamlessly transfers between your PC and your Xbox (we played the game on both, picking up downstairs where we left off upstairs), meaning it’ll be there on the couch or on your laptop. And perhaps most significantly, it’s going to be in every toy store, supermarket, and bus stop for the foreseeable future.

    That it’s not a very good game, and one that desperately needed a lot more development before this seemingly premature release, will matter almost not at all. It’s stunningly pretty, it lets you make friends with the Creepers, and the cutscenes are brilliant. And it matches those new pyjamas. Should they ever finish Minecraft Legends, allowing you to instantly gather your spawned troops from anywhere, fixing the atrocious UI, giving your units some vestiges of pathfinding, and hugely increasing the mission variation, I think it could be a great place.

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    John Walker

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  • Microsoft Reportedly Made An AI That Plays Minecraft For You

    Microsoft Reportedly Made An AI That Plays Minecraft For You

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    Image: Mojang

    Much of the science fiction genre would have you believe that artificial intelligence would bring about humanity’s downfall by rising up and slaughtering its creators, but the recent boom in AI tech has instead amounted to labor crimes like journalistic malpractice and robbing artists of their commissions. So while AI is mostly being used to make creatives obsolete, Microsoft is apparently doing internal testing on a demo that makes AI essentially play Minecraft for you.

    Read more: What People Get Wrong When They Think About Video Game AI

    According to a report from Semafor, the demo recently showcased technology that allowed the user to simply tell Minecraft what to do, and it would move your character, collect materials, and more based on your directions.. Minecraft’s open-ended nature has apparently presented somewhat of a challenge for the tech, however, as there are multiple ways to accomplish a task in Mojang’s game. The example given in the report is building a car in Minecraft, which can be done in myriad ways depending on what supplies you have on-hand. So saying something broad like “build a car” would likely not get you as precise an in-game action as “build a car out of stone blocks.”

    While the tech could be interesting, and maybe make Minecraft more accessible to people who have trouble playing with traditional controllers or mouse and keyboard, Semafor’s sources say Microsoft has no plans to implement the AI tech into a public version of Minecraft. These kinds of tech demos happen internally at big companies all the time with no real-world application. But applying something like AI tech to a mainstream video game like Minecraft in a way that could make it more easily playable to some people is at least a more comprehensible use for the tech rather than “we want to replace the human element of an industry so we don’t have to pay people.”

    At the moment, this sounds similar to voice command tech Microsoft has tried to implement in peripherals like the Kinect motion sensor, which added voice options to games like The Elder Scrolls V: Skyrim and Mass Effect 3. But given how poorly that turned out, it remains to be seen if this is something the company plans to pursue in the future or if it’s just trying something out.

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    Kenneth Shepard

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  • The Best Games To Play With A Partner To Save And End Relationships

    The Best Games To Play With A Partner To Save And End Relationships

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    Portal 2 – Full Co-op Trailer

    Both Portal games are always a joy to rediscover, even if you’ve already played them countless times. Portal 2’s co-op campaign, Cooperative Testing Initiative, is no different. It’s a fantastic series of puzzles along five official testing courses, each with its own number of testing chambers, that lose none of the mainline Portal puzzles’ charms. Instead, the sequel’s co-op campaign deftly weaves in two-player gameplay mechanics in increasingly complex ways. Each course focuses on a specific testing mechanic, all seen in Portal 2, but reimagined with co-op play in mind.

    Portal is also an excellent choice because it’s so approachable. It doesn’t take too long to get the hang of the movement and physics, so even if your partner (or you!) isn’t a “Gamer,” they can still have a ton of fun with this pickup.

    You can play local or online co-op, as well. It’s available on PC and Nintendo Switch (and PlayStation 3 and Xbox 360, if you’ve still got those plugged in).

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    Lisa Marie Segarra

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  • Everything We Saw At Today’s Xbox Developer Direct

    Everything We Saw At Today’s Xbox Developer Direct

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    Screenshot: Tango Gameworks / Kotaku

    Today Microsoft held its Developer Direct presentation, focusing on a number of new games coming to Xbox, PC, and Game Pass. We got a fresh look at some anticipated titles, as well as a neat little rhythmic surprise from the developers of The Evil Within. But enough chatter, let’s get into what Microsoft showed off today.


    Minecraft Legends

    We first learned of Minecraft Legends last year. A spin-off of the ultra-popular sandbox survival game, Legends is, perhaps unexpectedly, a multiplayer action-strategy game. Legends will have both a narrative co-op mode, as well as a PvP mode with procedurally generated environments, which is much of what we saw today. Check it out here:

    Microsoft


    Forza Motorsport

    The folks over at Turn 10 showed off some wildly pretty footage of the upcoming Forza Motorsport, which is expected to arrive this year. This presentation focused on the finer details of Motorsport’s visual flair, including highly detailed dirt, damage, and “battle scars” that’ll build up on your digital cars, as well as extra detail added to the game’s dynamic time of day and trackside vegetation. Cars are also expected to get more realistic physical behaviors, with improvements to the suspension and exhaust.

    Read More: This Racing Game Promises The Best Dirty Video Game Cars You’ve Ever Seen

    Forza Motorsport – Developer Game Overview

    Hi-Fi Rush

    Surely we’ve all thought “why can’t we take down corporate overlords in a brightly colored action game with rhythmic action cues? Oh, and made by the folks who did The Evil Within.” Well think no more: Hi-Fi Rush was today’s biggest surprise, putting players in the role of an aspiring rock star with a rhythmic robot arm who kicks butt on the beat with a flying V guitar…which makes sense as that’s about all a flying V is good for. It looks like good fun, and by the way, it’s coming out today! On Game Pass, even.

    Read More: Horror Devs Surprise World With Bright Action Game, On Game Pass Tonight

    Hi-Fi Rush – Launch Trailer

    Redfall

    Arkane, the studio that brought us Dishonored, Prey 2017, and Deathloop is currently working on Redfall, an open-world, sandbox FPS with four-player co-op. With some friends, you’ll wield appropriately gothic firearms to take down oodles of blood-sucking vampires. Arkane describes the setting as its largest world yet. While it does look very much like Left 4 Dead with vampires, today’s gameplay dive showed off Arkane’s immersive sim strengths, meaning there are a variety of ways to take on foes and objectives, with some uncertain outcomes. Redfall is expected on May 2 of this year.

    Microsoft / Bethesda


    The Elder Scrolls Online: Necrom

    ESO continues on with a new expansion: Necrom. Expect a brand new class, the Arcanist, and some terrestrial and extraplanar adventures as there’s a new peninsula to explore in the mushroom kingdom of Morrowind. You’ll also get to go for a jog in Apocrypha, one of the Elder Scrolls’ lovely hellish realms. Coming on June 5 and June 20 for PC and consoles, respectively.

    Microsoft / Bethesda


    While last year was a little lacking in terms of exclusives for Xbox and Game Pass, with High On Life being perhaps the most notable, 2023 is certainly looking a bit more action packed. Bethesda’s much-hyped, much-delayed Starfield is also supposed out, in June no less. Think they’re gonna stick it this time?

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    Claire Jackson

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