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Tag: Xbox Series X|S

  • Free Play Days – The Escapists: The Walking Dead, Bad North, Rogue Waters and Empyreal – Xbox Wire

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    Stay in this weekend and explore some fun games with Free Play Days! The Escapists: The Walking Dead and Empyreal are available this weekend for Xbox Game Pass Ultimate, Standard and Core members to play from Thursday September 11 until Sunday, September 14.

    Bad North and Rogue Waters are free to play for all Xbox members, each with a two-hour timed trial during Free Play Days (Xbox Game Pass Game Pass Ultimate, Standard and Core membership not required).


    How To Start Playing


    Find and install the games on each of the individual game details page on Xbox.com. Clicking through will send you to the Microsoft Store, where you must be signed in to see the option to install with your Xbox Game Pass Ultimate, Standard and Core membership. To download on console, click on the Subscriptions tab in the Xbox Store and navigate down to the Free Play Days collection on your Xbox One and Xbox Series X|S.


    Keep The Fun Going


    Purchase the game and other editions at a limited time discount and continue playing while keeping your Gamerscore and achievements earned during the event! Please note that discounts, percentages, and title availability may vary by title and region.


    Free Play Days


    The Escapists: The Walking Dead

    Team17 Digital Ltd



    250




    $19.99

    $3.99

    The Escapists: The Walking Dead
    What do you get when a smash-hit indie prison game merges with one of the biggest zombie franchises of all time? Find out in The Escapists: The Walking Dead. This unique 8-bit pixel art survival game that sees you playing as Rick Grimes, in charge of a band of survivors including many of the original comic book cast. Work out how to escape from each zombie infested area drawn directly from the comics and try to keep as many people alive as you can.


    Bad North: Jotunn Edition

    Raw Fury



    215




    $14.99

    $2.99


    Xbox One X Enhanced


    Free Trial

    Bad North
    Your home is under attack. The king is dead at the hands of Viking invaders. Hope is a distant glimmer in the fog, fading fast with every passing moment. As you rise to take your father’s place as ruler, it will fall to you to stage your defenses. But make no mistake – this is no fight for victory, but a desperate grasp for survival.


    Xbox Play Anywhere

    Rogue Waters

    Tripwire Interactive LLC



    36




    $29.99

    $14.99

    Rogue Waters
    Optimized for Xbox Series X|S, Smart Delivery, Xbox Play Anywhere
    Rogue Waters is an addictive Tactical Turn-Based Rogue-lite pirate adventure. Play as Captain Cutter, commanding your ship and crew through procedurally generated encounters to seek revenge. Free to play during Xbox’s Free Play Days and 50% OFF to buy! The high seas await. Will ye heed the call?


    Empyreal

    Secret Mode



    27




    $29.99

    $9.89

    Empyreal
    Optimized for Xbox Series X|S
    Delve into a world of cosmic secrets and high stakes combat with Empyreal, the sci-fi action RPG that puts your skills to the ultimate test. As a mercenary hired to explore a colossal and dangerous Monolith, you’ll uncover the mysteries of an ancient, lost civilization. Featuring a deep combat system, extensive character customization, and an innovative “Cartogram” system that ensures every run is a unique experience, Empyreal is a journey of discovery, survival, and enlightenment.


    Don’t miss out on these exciting Free Play Days for Xbox Game Pass Ultimate, Standard and Core members! Learn more about Free Play Days here and stay tuned to Xbox Wire to find out about future Free Play Days and all the latest Xbox gaming news. 

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    Danielle Partis

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  • High On Life 2: Why Squanch Added a Whole New Hub-Based Design – Xbox Wire

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    High On Life 2 is doing the things you’d expect this sequel to do – it’s bigger, more packed with jokes, even more experimental than the first game, and now has a skateboard you can use at any time (naturally). But it’s also doing something we didn’t expect: changing the first game’s structure fundamentally. High On Life 2 is taking cues from Metroidvania games, but using them to its own ends.

    In an episode of the Official Xbox Podcast, Squanch Games’ COO & Executive Producer, Matty Studivan, and Creative & Art Director, Mikey Spano explained – among many other things – about how the team changed their thinking to offer a whole new hub-based design for the game.

    “Our Design Director, Erich Meyr, and I early on decided we wanted to do something that had Metroidvania elements to it, but we also wanted to support telling really tight stories,” explained Spano. “So, this time around, we tried to keep all of the Metroidvania elements in the hubs.”

    While the original High On Life was built around a single hub, Blim City, the sequel will take you to three different hubs, each with a lot more to them and, in classic Metroidvania style, offering more and more interactions the more you play and earn.

    “It’s a big step up for us from the first game,” said Studivan. “If you played it and you know Blim City, it’s a really cool spot, but pretty small geographically.”

    “We have three decent-sized hubs in [High On Life 2],” adds Spano, “and each one of those hubs has a lot of little side things you can do, NPCs you can find, tons of collectibles, tons of unlockable things. And obviously with the skateboard; there’s a lot of cool stuff related to the skateboard that you can do in the hubs.”

    The change is effectively about letting Squanch have their cake and eat it – the new structure means that the team can pack in the stupendously weird moments that made High On Life beloved, without needing to derail the core story to get non-sequitur jokes in there. It’s an elegant mix:

    “In terms of how it all flows together, you’ve got your home base that you’re always returning to,” explained Spano. “And in there, you’re talking to your crew about what you’re going to do next. And then, you’ll be dropped down into the hub. And then from there, you’re navigating to a target that you’re following. But once you get to a certain point, it triggers a more linear experience where we can tell the story in a tighter way. We still always have choices that you’re making and stuff like that.

    “But in terms of finishing a level and then coming back with new power-ups, we try to keep all that in the hub so that we can tell a complete story without needing players to come back and hear the same things over and over again.”

    The upshot is that Squanch can tell the story they want to, but give players the freedom to step away and explore just how odd the surrounding world is at their leisure. To help create all that side content, Squanch took a very fun approach:

    “One of the ways we were able to do that is that we do game jams at the studio, because the entire team is so creative,” added Studivan. “And so, we had eight or nine teams [jam] for a week – and I think like seven of the game jams are in the hubs in this game.”

    It should make exploring the hubs rewarding in itself – with entire other game types hidden away, every discovery can become something new. We’ll get more of what we learned to expect from the first game, too – High On Life included entire, real-life movies to watch, and that will return (with a movie theater to watch them in). We also know that Squanch has licensed full games (NES game Bible Adventures formed a pivotal part of the demo we recently played) that will appear along the way.

    “We’re spending a lot more resources and time on [side content]. It really makes the world feel like you’re somewhere lived-in,” said Studivan.

    The big changes to structure are also about catering to different kinds of players. Those who just want the story can jump from main mission to main mission without friction. Those who want to do everything can do so without having to repeat missions, and at their own pace. And there are also those who might waver between quick blasts and marathon sessions:

    “So, with the missions, we try to keep them at a certain length so that if you’re like, ‘I’m going to go take down this bounty,’ you actually can finish it in a night and then get back to putting your kids to bed or whatever it is that you have to do,” said Spano. “And then for the gamers that want a more free-form experience, they know they can just hang out in the hub for a while and do whatever they want and take on missions whenever they want.”

    For a game that presents itself as unabashedly dumb, there’s a core of smart, classic game design thinking sitting beneath all the madness. With that design in place, it allows Squanch to go as wild as they want with the ideas we, as players, will interact with.

    Even in the earliest looks at the game, we’re seeing how far they can push this – one boss fight suddenly sees your enemy hack your game, sending you navigating your own menu screens to fight him off. And, best of all:

    “That’s one of the more normal parts of the game,” Spano said. “This demo is early in the game. By Act Three it’s just so off the rails and insane. I think people are going to be really surprised.”

    I’m very much looking forward to seeing how much weirder this can get – High on Life 2 arrives for Xbox Series X|S and Xbox on PC on February 13, 2026, and will be available on day one with Game Pass Ultimate.

    If you want to hear much, much more about the game, make sure to check out the full Official Xbox Podcast episode, which dives into how Squanch turned around a sequel so quickly, the difficult art of writing comedy for games, the benefits of switching to Unreal Engine 5 and… the wonder of Microsoft Excel.

    Xbox Play Anywhere

    High On Life 2

    Squanch Games, Inc.




    You’ve done it. You’ve taken down an intergalactic cartel, brought humanity back from the brink of extinction, and hunted dangerous bounties to the far corners of the galaxy. Bounty hunting has brought you fortune, fame and love; but when a mysterious figure from your past reappears and puts a price on your sister’s head, your cushy life gets thrown into chaos.

    Do you have what it takes to risk it all and bring down an intergalactic conspiracy that once again threatens your favorite species (humans)?

    High On Life RETURNS as you and your beloved rag-tag team of alien misfits shoot, stab, and skate your way through gorgeous, dangerous worlds all across the galaxy to blow up the EVIL pharmaceutical conglomerate hell-bent on putting price tags on HUMAN LIFE!

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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  • Assassin’s Creed Shadows: What To Know Before the Claws of Awaji Expansion – Xbox Wire

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    Summary

    • Assassin’s Creed Shadows expansion Claws of Awaji launches September 16.
    • The expansion follows on from the story of Naoe and Yasuke, and introduces over 10 hours of brand-new content.
    • Here’s what players need to do to prepare themselves to explore the mysterious region of Awaji.

    Assassin’s Creed Shadows’ expansion, Claws of Awaji, is launching on September 16, bringing over 10 hours of new content to the game, furthering the story of Naoe and Yasuke. Set after the main events of Assassin’s Creed Shadows, Claws of Awaji will introduce a mysterious new region, Awaji Island.

    Awaji is an isolated island, separate from the main game map, full of different biomes such as beaches, swamps and jungles. The island is filled with deadly ambushes, dangerous traps, and Naoe and Yasuke become the target of a powerful and terrifying faction. Enemies on Awaji Island can ambush you when you least expect it; some are even disguised as citizens, so stay on your toes. The expansion will also bring new, unique bosses…but no spoilers here!

    At the expansion’s release, all Shadows players will be able to get a new weapon for Naoe – the Bo staff. This weapon can be elevated through multiple legendary Bo Staves, only available in the expansion, that can be found across the island of Awaji. The Bo is a very agile weapon, designed to execute spectacular combos. It can help Naoe attack different enemies in quick sequence or even throw one enemy into another. Players who dive into the expansion will also uncover brand new armor and gear, each featuring fresh designs and abilities.

    To prepare for Claws of Awaji, you must finish Shadows’ main story, as the expansion will pick up right where things leave off after completing each of Naoe and Yasuke’s full personal quests.

    If you haven’t finished Shadows’ main story – here’s your warning to look away now, as we’re going to spoil the end of it to tease Claws of Awaji’s story.

    Still with us? Good. At the end of Shadows, Naoe hears rumors about a mysterious shinobi who is facing a dangerous faction on the island. As Naoe thinks it’s her mother – Tsuyu – she goes there with Yasuke to find out and soon encounter the nefarious faction for themselves.

    Claws of Awaji will also incorporate the upcoming level cap increase for its progression, so we recommend hitting at least level 60 before September 16 so you can dive into the action fully prepared and ready to take advantage of the extra levels.  

    For those who haven’t played since launch, Assassin’s Creed Shadows has since implemented a number of robust updates, including New Game+, a level cap increase (80, up from 60), Knowledge Rank 9 and 10, Forge Level 4 and 5, a new Animus Hub project, new achievements a new Critical Role-inspired ally, bonus free missions, and the Nightmare Difficulty mode. Multiple community-suggested features have also been added, including new parkour mechanics, greater HUD customization, Photomode improvements, and more.

    The expansion will be available for purchase or playable with a Ubisoft+ subscription. We hope you enjoy your time exploring Awaji Island on Xbox Series X|S, September 16!

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    Danielle Partis

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  • How Real Blacksmith History Helped Shape Kingdom Come: Deliverance 2’s Legacy of the Forge DLC – Xbox Wire

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    Summary

    • Legacy of the Forge builds on Kingdom Come: Deliverance II’s blacksmithing profession with new recipes, assistants and a customisable forge and homestead.
    • Learn how the upcoming DLC uses authentic medieval history for inspiration, drawing on historical records, archaeology, and guild traditions.
    • A new Blacksmith Prestige stat helps players expand and personalise their new home and workshop.

    Legacy of the Forge is the next slice of DLC lined up for this year’s bestselling medieval RPG, Kingdom Come: Deliverance II. With its focus on blacksmithing, the update’s been designed to not only add a host of satisfying new gameplay features, but also give players fresh new avenues for customisation and roleplaying.

    As with all things at Warhorse Studios, the process of building on this intriguing world begins with a deep understanding of life in the real medieval Europe. Thankfully, the team is well-resourced when it comes to looking back through time.

    “We have historians here in Warhorse and it’s part of their job to study all of the papers and the books from this time,” says Jan Zeman, Narrative & Gameplay Designer, when asked about the process of building out Legacy of the Forge’s historical foundations.“We also have old tax documents which state how much you might pay to a baker, or a blacksmith. In the Old Town of Prague, for example, we know that there were a certain number of people working in a certain kind of job.

    “Then we have the archaeological evidence – even a proper forge! Or we’ll find a document that describes the tax list of burghers in Prague at the time. It tells us that a Mr Turnowsky had a mill located on this part of the riverbank.”

    “We have information from all around the Czech Republic, and from looking further around Europe too because this information is so rare. You need to read all of them and then think: ‘How might this look in Kuttenberg at this time?

    “We may not have the evidence to say exactly where the forges in Kuttenberg were, but it’s an industrial town in a medieval time so there’s going to be one. It’s a game, and we need to put it somewhere!”

    As you develop your own forge in the new update, you’ll eventually entice a pair of assistants to work alongside you. These workshop companions not only provide you with useful wares as you go about your own blacksmithing business, but are essential helpers when it comes to crafting some of the new recipes you’ll discover in Legacy of the Forge.

    While the assistants in the DLC are older and more experienced than the apprentices who would have served a 15th Century Bohemian blacksmith, the inspiration for their presence here is clear enough.

    “In Legacy of the Forge these guys are more like your colleagues, rather than apprentices,” says Zeman. “The more important point is that in medieval times there were only a few places for workshops.

    “Let’s say there were three blacksmith workshops in the area, as dictated by the guild. That means you could only have three proper blacksmiths, and if you wanted to do more work you needed some apprentices to help you. If they grew enough in skill, they could perhaps go on to open their own workshop. “

    It would not have been easy for these apprentices to set up shop wherever they pleased, however. This was an intensely political world, after all, and blacksmiths were an essential (not to mention highly-trusted) component of a functioning feudal society.

    “It was seriously strict. It was very hard in medieval times to have your own workshop in the town as a stranger. You could be the son of the blacksmith, you could marry into family, or you could be the stranger – but that last way is hard.

    “No-one wants strangers getting into these positions because of the politics involved. You wouldn’t want to elevate outsiders to a high position of influence. In this DLC, the workshop is empty and available to Henry for a reason!”

    Another example where the past is used as just a gentle pointer for development can be found in the new Blacksmith Prestige stat. As you increase the level of your Prestige, you’ll gain access to new colour options for your house, new furniture and new structures for your garden like bee hives and an alchemy lab.

    “Historically if you wanted to repair your house, you needed a permit from the town council.  The guild not only owned the house but controlled the number of workshops and apprentices in the area, as well as the technology any given blacksmith could use. You didn’t have to pay rent to the guild, but you did have to take care of the place.”

    “We needed something easy for our players to understand though, rather than some complicated political interactions about changing your house’s appearance. It’s not fun to do paperwork in the game, and so we have a Prestige stat you can raise through activities, and then buy things from there.”

    These are just a handful of the clever ways Warhorse has taken inspiration from the past, without sacrificing gameplay for the sake of historical accuracy. As for your own personal workshop, you’ll be able to open for business when Legacy of the Forge lands on September 9.

    Legacy of the Forge

    Deep Silver



    9



    $13.99


    Return to Kuttenberg and put your blacksmithing skills to the test to acquire and repair a legendary burned-down forge, where your father, Martin, spent his youth as an apprentice. Establish your own home in the heart of Kuttenberg, designing the forge itself as well as its surroundings and your very own private quarters, with the ability to customize and furnish to aid your gameplay.

    Venture down memory lane and learn of your father’s legacy as a blacksmith, revealing a part of his life that has remained hidden—until now. Uncover the mystery of an ambitious masterpiece your father once worked on and follow in his footsteps to complete it. Become a forge master and build upon your new blacksmith prestige, helping the people of Kuttenberg with sword crafting, and some more quirky requests.

    In addition to new daily quests, Henry will unlock the ability to earn cash, enabling a brand-new home customization system with over 100 million combinations to personalize your forge, private quarters, and its surroundings. Once decked out, your forge becomes a place to return to and call home.

    Legacy of the Forge is the second story expansion for Kingdom Come: Deliverance II and is included for Expansion Pass and Gold Edition owners.

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    Danielle Partis

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  • Path of Exile 2: The Third Edict – Introducing Some of the 12 New Bosses in the Latest Update – Xbox Wire

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    The Third Edict, the next major update for Path of Exile 2 in Game Preview, is out now, and brings a massive amount of new content alongside overall improvements to the game. One of the largest additions is the introduction of Act Four, with 12 new bosses to challenge players.

    Alongside diving deeper on some of those bosses, we’d like to offer an introduction to some of the new areas included in The Third Edict.

    In Act Four, you will have 8 islands to explore, each with its own dangers and, of course… bosses! As each island has a distinct identity, we were able to create a completely unique set of monsters on every single island, allowing us to explore many different cultures of Wraeclast. In total, Act Four brings over 100 new monster varieties to Path of Exile 2!

    With nature left to its devices, it seems the creatures on these islands have evolved in rather interesting ways. One such fierce creature is The Great White One. This boss is a trophy kill, dropping a quest item for an optional quest. This is just one of many optional boss encounters throughout Act Four.

    The Great White One is a shark – at least at first. As you approach the edge of the rocks on its island you’ll see its fin swim by. You feel safe and comfortable on land, but only for a moment – because, in short order, it will leap out of the water to reveal a very unexpected form. It’s at this moment the player will think “Of course I should have seen this coming… It’s Wraeclast!” as you begin in an epic battle against this land-shark, which attacks with vicious bites and tail swipes, and frequently burrows underground to attack you from below. If it manages to land a bite on you, you’ll find it frenzied by your blood loss, making its attacks more accurate, and more deadly.

    After you’ve faced the creatures of the island above, you’ll descend into the Singing Caverns beneath. In these eerie caves, a beautifully disturbing voice echoes throughout, enticing you to its origin. The Siren, Diamora, Song of Death, is the reason the settlements have been abandoned on the shores of Whakapanu Island. Countless Karui and wanderers have met their end here, but perhaps you can put a stop to it.

    Diamora is an awesome boss fight that utilizes some pretty difficult mechanics. Diamora initially appears as a Siren, singing and conveying absolute beauty as she shines and maneuvers in the serene water filling her arena. As you approach, you are lured in by her voice and glow. Just as you get close, that’s when things turn dark – she immediately goes into the water, and what emerges is the opposite of what initially brought you there. She is a mutant hybrid fish creature that uses a human form to attract people in to be eaten.

    As she dives in and out of the water, summons walls of water, fires concentrated water beams and performs deafening screeches, you’re left fighting to survive. Look closely at her arena and you’ll notice that, in the darkness, there are figures turned to stone – unlucky victims preserved as pets until she grows tired and uses them for food.

    This attention to detail is reflected in a mechanic in the fight – as she dives back into the middle and begins singing, you find yourself turning to stone if you look at her directly. You must avoid looking at her, while fighting off swarms of her siren spawn. As you progress through this mechanic, walls of reflective water appear around the outside of the arena too, which can also turn you to stone if facing in the wrong direction. You’ll need to keep moving, face in the right direction, and survive the swarm in order to overcome Diamora. Good luck!

    In your travels you may eventually visit the most sacred of all Karui locations: The Eye of Hinekora, a massive sinkhole in the middle of the ocean. After venturing down into the Eye, the worthy are invited into The Halls of the Dead, where notable Karui spend their afterlife. If you are so lucky to be invited, you will face many tests of mettle within.

    One such test comes from The Mother of Death’s Speaker – Navali. Navali gives this task to her faithful companion, Yama, the White. This monkey may not look like much at first, but don’t be fooled… his true form reveals a challenging final test you must pass before you can speak with the Mother of Death herself.

    Yama, the White combines high agility combat with two powerful spells to truly test your limits. He is extremely agile, able to maneuver around the arena with ease, and jump on top of clusters of totems to get a height advantage over you – only to flip off them, slamming down back onto you. On top of that he embraces Chaos Magic, a type of damage rarely seen in Wraeclast, which shreds your Energy Shield, and your Life.

    His true power, though, is one granted to him by Hinekora herself –  the power of Foresight. Yama has the capability to see many futures all at once, meaning he can predict what you will often do. This is reflected by a unique mechanic where, all of a sudden, the arena becomes completely dark. You are alone – until you see a copy of yourself running and dying. Then another… and another. These are alternate futures, showing what will happen to you if you follow them.  Your job is to find the one version of your future where you don’t die, and attempt to follow it – easier said than done…

    As if all of that wasn’t enough, the final boss of Act Four is an entirely different challenge — but we will not be spoiling that fight for you today. Let’s just say we can’t wait to see your reactions…

    Path of Exile 2: The Third Edict is available on Xbox Series X|S now.

    Path of Exile 2 (Game Preview)

    Grinding Gear Games



    293



    This game is a work in progress. It may or may not change over time or release as a final product. Purchase only if you are comfortable with the current state of the unfinished game. Path of Exile 2 is a next generation free-to-play Action RPG created by Grinding Gear Games. Journey across the deadly continent of Wraeclast, meeting multiple immersive cultures while facing off against evil in many forms. Path of Exile 2 features twelve character classes, 240 Skill Gems, hundreds of equipment base types, a six-act campaign, more than a hundred unique boss fights, a deep endgame system and so much more. Play with your friends without losing any progress with couch co-op, cross-play and cross-progression on all available platforms. Full details on the latest status of the game, how you can give feedback and report issues can be found at pathofexile2.com.

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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  • Free Play Days – Madden 26, TopSpin 2K25, Beyond Galaxyland and Naruto to Boruto: Shinobi Striker – Xbox Wire

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    Kick off September in style with Free Play Days! Madden 26, TopSpin 2K25, Beyond Galaxyland and Naruto to Boruto: Shinobi Striker are available this weekend for Xbox Game Pass Ultimate, Standard and Core members to play from Thursday September 4 until Sunday, September 7.


    How To Start Playing


    Find and install the games on each of the individual game details page on Xbox.com. Clicking through will send you to the Microsoft Store, where you must be signed in to see the option to install with your Xbox Game Pass Ultimate, Standard and Core membership. To download on console, click on the Subscriptions tab in the Xbox Store and navigate down to the Free Play Days collection on your Xbox One and Xbox Series X|S.


    Keep The Fun Going


    Purchase the game and other editions at a limited time discount and continue playing while keeping your Gamerscore and achievements earned during the event! Please note that discounts, percentages, and title availability may vary by title and region.


    Free Play Days


    EA SPORTS™ Madden NFL 26

    Electronic Arts



    310




    $69.99

    $62.99

    Madden 26
    Optimized for Xbox Series X|S
    EA Sports Madden NFL 26 leverages a new AI-powered machine learning system trained by real play calls and game situations over nearly a decade to deliver more explosive gameplay—with new coach and player-specific traits, authentic playstyles, and more.


    TopSpin 2K25 for Xbox Series X|S

    2K



    134


    TopSpin 2K25
    Optimized for Xbox Series X|S
    Experience exhilarating gameplay and immersive game modes, resulting in the ultimate tennis simulation. Featuring tennis legends Roger Federer, Serena Williams, and a cast of other playable pros, TopSpin 2K25 offers competitive single-player and multiplayer modes, and all four historic Grand Slam tournaments. Take the court in casual exhibition matches, travel to larger-than-life venues and storied Grand Slam arenas, prove you’re the best MyPLAYER in the world on the TopSpin World Tour, and make a name for yourself.


    Beyond Galaxyland

    United Label



    48




    $17.99

    $9.89

    Beyond Galaxyland
    Smart Delivery
    Inspired by classic sci-fi movies, Beyond Galaxyland is an intergalactic, 2.5D adventure-RPG set among the stars. Step into the sneakers of high-schooler Doug, as he’s whisked away to ‘Galaxyland’ – a zoo-like solar system of planets – on an epic quest to save Earth itself. Successfully capture the many weird and wonderful creatures you encounter, to later unleash them in battle, with each possessing a number of exclusive abilities. Will you acquire every last one?


    NARUTO TO BORUTO: SHINOBI STRIKER

    BANDAI NAMCO Entertainment



    710




    $19.99

    $4.99

    Naruto to Boruto: Shinobi Striker
    Answer the call of the shinobi! Create your own custom shinobi, or select your favorite character, and participate in 4v4 battles where you can unleash a multitude of ninja techniques on your opponents. Follow your ninja way and lead your team to victory! Naruto to Boruto: Shinobi Striker is on sale now for a limited time during this Free Play Days Weekend.


    Don’t miss out on these exciting Free Play Days for Xbox Game Pass Ultimate, Standard and Core members! Learn more about Free Play Days here and stay tuned to Xbox Wire to find out about future Free Play Days and all the latest Xbox gaming news. 

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    Danielle Partis

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  • 007 First Light Is So Much More Than A Hitman Game in Disguise – Xbox Wire

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    The question I’ve asked myself while waiting for my first taste of 007 First Light has been this: is this going to be a Bond game with Hitman-like levels, drawing on IO’s experience with lethal sandboxes? Or is this going to be a classic action-adventure game, mixing combat and platforming with wild set pieces? The answer, I’ve recently found out, is: both.

    After a hands-off demo at gamescom, 007 First Light has shot up to the heights of my most anticipated games. Combining the thoughtful, self-directed stealth of IO’s recent triumphs with some incredible action scenes, this is a game that sees a studio recognizing its own strengths, and then stretching them so much further.

    Doing the Fieldwork

    Across around 40 minutes, I see sections of a lengthy, multi-stage mission from relatively early in the game. A young James Bond has been sent into the Carpathian Mountains – along with a squad of other budding spies – to attend the World Chess Championship, in the hope of discovering and detaining a rogue 009. Much to Bond’s chagrin, however, he’s been assigned only as the getaway driver.

    In set-up, it’s pure Hitman – the lavish hotel you visit is packed with well-dressed, chattering NPCs, and your goal is tantalizingly vague, giving plenty of scope for you interpret the mission in your own way. But the presence of Bond lends it a different feeling – in a Hitman game, you’re empowered to go lethal as early as you’d like, its murkier worldview allowing you to act with impunity. Bond, however, has to abide (at least somewhat) by the rules.

    In 007 First Light, your License to Kill is an actual game mechanic – you’re only allowed to employ lethal force if an enemy tries to take you down first. As a result, the opening parts of this mission force you to engage with the subtler elements of international espionage. After noticing some suspicious activity from a bellhop while waiting by the car (a gorgeous green Jaguar, naturally), Bond begins searching for a way into the hotel.

    We see him try to talk his way in through the front door (with a dialogue choice-based conversation system), before attempting a stealthier route. First, he uses his Q-Lab branded watch (which is also your minimap) to identify opportunities, and spots a sprinkler system that can be used to distract a guard. Using stealth, he creeps into a staff-only area, waits for the guard to hit a less visible corner, and uses his phone to fire an incapacitating dart – I’m very excited to see how far the gadgets go here.

    Collecting a dropped lighter, he then makes his way to a gardener’s wheelbarrow, and surreptitiously sets the leaf litter inside on fire, causing a larger distraction, before using a parkour system to scale the hotel and sneak in through a window. In a beautifully Bond-y touch, he startles some hotel staff as he climbs in, and casually explains that he’s testing the security while strolling by.

    IO assures us that this is just a single way of many to gain entrance to the building and, based on their history with Hitman, that feels very clear – this is a huge playspace, and I can only imagine there are many other routes that could be taken to begin the mission proper. Speaking of the building, IO is employing all its Hitman tricks to make it feel like a real place here, too – every detail feels meticulously designed to both look good, while offering true opportunities for play. Once we reach the Chess Championship, it’s a true wow moment, with some incredible lighting playing over the frankly enormous crowd of NPCs watching on in a retooled ballroom.

    But, as I’ve alluded to, this is only half of the experience.

    Becoming a Blockbuster

    The demo skips forward at this point to show us the other side of the First Light coin. When we rejoin Bond, 009 has been discovered but escapes in a car – which begins a series of wild set pieces.

    Bond commandeers a guest’s vehicle (this time, a vintage Aston Martin), and we’re plunged into a car chase down the mountains. It’s pure Bond movie – the player is surrounded by gorgeous scenery, and forced into dangerous shortcuts by scripted moments of high action. At one point, Bond’s forced to ramp off of a car truck, and the camera offers a full, filmic moment of slow-mo to give you the full effect.

    Reaching the end of the chase, 009 has decamped into a nearby airfield, rammed with henchmen, and so begins a true combat sequence. As a first goon raises their weapon, time slows down and “License to Kill” flashes up on screen, and all hell breaks loose.

    First Light looks to be combining ranged and melee combat seamlessly, with a brutality clearly drawing on the Daniel Craig era of the films. This younger, more off-the-rails Bond picks up and swaps weapons with abandon – and when he runs out of ammo, he simply throws it at his nearest opponent, enters hand-to-hand mode, disarms them and, hey presto, a new gun to use.

    There’s a real emphasis on movie-like fun over painstaking reality here. At one point, IO shows off a move where Bond charges into an armored enemy, tackles them off of a gantry, and rides their body to the ground, before charging back into the fray at ground level. Parked cars seem to explode incredibly easily after a few gunshots, transforming what could be tedious cover shooting into something more like a firework-filled shooting gallery.

    Eventually, 009 gets onto a cargo plane, which begins taxiing up the runway – so Bond steals an airport stair car, drives it alongside the plane, then climbs up the stairs onto the wing. A short melee sequence on the back of a moving plane sees him chucking enemies into the wind, before he climbs inside just as it takes off.

    At this point, I was sure we were going to see a “predator stealth” section, with Bond silently dispatching enemies across the plane. Instead, it was so much less predictable. Bond can hack the plane’s controls, and what we get is a sequence of combat where – at any time – the player can violently bank the plane left and right, sending everything (enemies, cargo, entire vehicles) lurching from side to side, clearing a path. It’s a set piece that promises so much – First Light won’t simply reuse a set of game mechanics that repeat from mission to mission, but seems to aim to give you a more movie-like sense of pacing, changing based on what’s most entertaining for a given moment.

    To finish our demonstration, Bond realizes he won’t be able to catch 009 – instead turning his watch to tracker mode, attaching it to the hull, and jumping out of the plane. The only issue? He doesn’t have a parachute. Instead, we get a skydiving section where he catches up to bailed out enemies, fights them in mid-air, and uses their parachute to his own ends.

    Taken altogether, it’s a ludicrously enjoyable sequence, one that shows IO understands its mission intimately. Yes, this is a studio with a background in a specific kind of game, but taking on the 007 license allows them to have their cake and eat it. The fact that First Light will include the kinds of open-ended sandbox spy missions we’d expect from this studio is deeply exciting – but that they’re so willing to stitch them together with movie-indebted action set pieces is the true mark that they’re going further with their ambitions than ever before.

    007 First Light comes to Xbox Series X|S on March 27, 2026.


    007 First Light

    IO Interactive A/S



    3



    $69.99


    Pre-Order 007 First Light and receive the Deluxe Edition Upgrade and 24 hour early access for free:

    4 outfits:
    • Day of the Dead
    • Desert Explorer
    • Silent Anchor
    • Gentleman Operator

    Weapon skin:
    • Agent’s Mark

    Gleaming Pack, including 4 gadget skins:
    • Gleaming Lighter
    • Gleaming Earphones
    • Gleaming Dart Gun
    • Gleaming Pen

    Follow James Bond as a young, resourceful and sometimes reckless recruit in MI6’s training program, and discover an origin story of the world’s most famous spy.

    After a heroic act, young Naval air crewman James Bond is offered to join the newly revived Double 0 program. But when a mission to stop a rogue agent ends in tragedy, he must join forces with his reluctant mentor Greenway to expose a deep conspiracy and stop a looming coup at the heart of the State.

    BECOME 007
    Discover a new standalone, re-imagined James Bond origin story, and the events that lead an audacious young hero to become the best MI6 agent.

    A THRILLING ESPIONAGE ADVENTURE
    Embark on missions in breathtaking locations, drive iconic vehicles, and dive into a cinematic adventure in pursuit of a rogue agent who’s always one step ahead.

    SPYING, YOUR WAY
    Go silent or go loud. Whether fighting with fists or firepower, using gadgets to infiltrate, or bluffing your way past guards, the approach is entirely up to you.

    WELCOME TO MI6
    Test your skills and replay your favorite missions with additional modifiers, for endless espionage fun!


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  • Play Like A Superstar in EA Sports NHL 26 with the EA Play 10-Hour Trial – Xbox Wire

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    Summary

    • The EA Sports NHL 26 10-hour EA Play early access trial is available on Xbox Series X|S.
    • NHL Edge data powers how your favorite superstars think, move, and play in true-to-life fashion.
    • Score 3,000 WOC Coins and Season Pass XP Multiplier Tokens, plus recurring rewards.

    Game Pass Ultimate members can now take to the ice for up to 10 hours in EA Sports NHL 26. If they decide to buy, their progress carries over to the full game, so they can get ready for the next match.

    Members can save 10% off EA digital purchases, including the full version of the game and NHL Points. Plus, score in-game rewards, including 3,000 WOC Coins and Season Pass XP Multiplier Tokens. It’s time to show out and tell the world to check my game.

    Ice-Q 2.0 powered by NHL Edge

    Think, move, and play like your favorite superstars. By informing player Attributes, Tendencies, and with the all-new Goalie Crease Control System, NHL Edge data brings a deeper level of authenticity to Chel.

    NHL Visual Package

    Enjoy a litany of visual updates, including the addition of the Delta Center as a playable arena, all-new net mesh behavior, neck guards for players, and a dynamic new menu screen. From Dynamic Cinematic Lighting that turns all preplays and off-play camera moments into a thing of beauty, to a font update for increased legibility, there are a ton of new updates to Chel’s overall visual package.

    Be A Pro

    The revamped Be A Pro mode lets you live your hockey journey from rookie to superstar with fresh storylines, characters, challenges, and cutscenes. Play your way from World Juniors to the draft. Experience the emotions of your first pro game: the highs of being a human highlight reel, getting grilled at post-game pressers for a lingering dry spell — and if that keeps up, having to work your way back to the big league from the minors.

    The EA Sports NHL 26 10-hour EA Play trial is available on Xbox Series X|S. Conditions, limitations and exclusions apply. See EA Play Terms for details.

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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  • Shinobi: Art of Vengeance – How the Passion of a French Studio Brought a Japanese Legend Back to Life – Xbox Wire

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    The legendary Shinobi returns today with Shinobi: Art of Vengeance, available on Xbox Series X|S and Xbox One. At the helm of this revival is French studio Lizardcube, led by CEO and Creative Director Ben Fiquet. We spoke with him to understand how his team managed to balance respect for the series’ heritage with a modern touch, all while pouring an incredible amount of passion into every detail.

    To appreciate the importance of this comeback, it’s worth remembering that Shinobi defined a whole generation of players back in the late ’80s. Born in the arcades and later released on the Master System and Mega Drive, the white-clad ninja Musashi became an icon of Sega’s golden years. Demanding gameplay, striking visuals, and unforgettable soundtracks made Shinobi a symbol of the 2D action genre’s golden age.

    As launch day draws near, emotions are running high at Lizardcube: “Of course there’s some apprehension, but also a lot of excitement,” explains Fiquet. “We released a demo at the end of July, and the feedback has been excellent. That really reassures us about how the game will be received and about bringing this iconic series back to life.”

    This excitement fuels the team, who see this release not only as an achievement but also as a huge responsibility: to deliver an experience worthy of the Shinobi name.

    Reviving such an emblematic series requires striking a delicate balance. For Fiquet, the challenge was clear – extend players’ memories without simply replicating the past: “Players don’t want to replay exactly the same game they knew on Master System or Mega Drive. They hold on to strong memories, but gameplay has evolved. Our role is to prolong those memories while adapting them to today’s expectations.” This is the philosophy that guided Lizardcube: staying true to the franchise’s identity while refining its mechanics for a new era.

    This expertise isn’t new for the Paris-based studio. Having already worked on Wonder Boy: The Dragon’s Trap (2017) and Streets of Rage 4 (2020), Lizardcube has earned its reputation as a specialist in bringing beloved franchises back to life. Their strength lies in recreating a faithful atmosphere while adding artistic and gameplay polish that elevates nostalgia into something fresh. With Shinobi: Art of Vengeance, this vision takes on a whole new scale.

    From the very first images, the studio’s distinctive style is unmistakable. Instead of opting for a realistic 3D approach, the team chose to embrace traditional 2D animation—a bold choice in today’s landscape.

    “2D gives us finer control, almost an intimacy, over every pixel. There’s a warmth and honesty in hand-drawn animation that you don’t always find in 3D.” This artistic direction gives the game a sense of timelessness, reminiscent of classics like Cuphead or Street Fighter III: 3rd Strike, while paying tribute to Shinobi’s visual legacy.

    But beyond aesthetics, the feel of the game was central to development. “I love games that get straight to the point: you launch, you play, and you immediately have fun,” explains Fiquet. The combat system reflects this philosophy: combos, dashes, double jumps, and executions flow naturally without heavy tutorials.

    Each encounter feels like a rewarding little challenge, almost a mini-game within the game. A unique “execution” mechanic even rewards players for skilfully chaining enemies, turning combat into a rhythmic and spectacular dance.

    Demanding yet approachable, the game also includes options to adjust difficulty, making it accessible to newcomers without compromising depth for veterans. Shinobi: Art of Vengeance was designed so that every type of player can find their rhythm—an inviting entry point for the curious and a perfect playground for seasoned players on Xbox.

    While Shinobi is a quintessential Japanese franchise, Fiquet highlights the project’s dual identity. “I’m a Sega kid. I grew up with the Master System and the Mega Drive, and Shinobi was one of my very first games.” This personal connection is paired with deep respect for Japanese craftsmanship: “We don’t make Japanese games, but we have enormous respect for Japanese game culture. Our French touch blends with that heritage, and that’s what convinced Sega.”

    Breathing new life into such a legendary franchise is no easy task, but Lizardcube’s relationship with Sega has been built over time. “There was real mutual respect. Of course, there are cultural differences and different working rhythms, but every discussion was about improving the game. We found a great synergy.” Thanks to this mutual trust, every exchange with Sega was focused on improving the game, always with respect for the original spirit of Shinobi.

    To extend the experience, Shinobi: Art of Vengeance also includes secrets, powers, and unlockable skins. And that’s just the beginning: the first DLC has already been revealed. “It’s the ‘Sega Villains Stage’. You’ll get to face iconic antagonists from across the Sega universe. The first one we announced is Robotnik. Seeing Musashi take on Robotnik is pure fan service, but it’s exactly the kind of thing that makes working with Sega so exciting.”

    With Shinobi: Art of Vengeance, Lizardcube delivers far more than the return of a legendary hero on Xbox—it offers a love letter to video games: to their heritage, their challenge, and their ability to evolve. It’s a bold gamble, crafted with passion and precision, proving that a legend can return without losing its soul.

    SHINOBI: Art of Vengeance

    SEGA



    19



    Pre-order SHINOBI: Art of Vengeance and receive a 10% discount, the Original Arcade Outfit, and Fortune Hunter Amulet.The iconic SHINOBI returns in an all-new 2D action platformer with a unique hand-drawn look created by the team behind the hit brawler Streets of Rage 4.

    Play as the legendary Shinobi Joe Musashi, master of the ninja arts. After finding your village burned to the ground and your clan turned into stone, you must set off on a quest for vengeance, ready to face an unparalleled evil and avenge your clan.

    • EXECUTE THE NINJA ARTS WITH PRECISION
    Wield your vast ninja arsenal including the great Katana Oborozuki, Kunai, Ninjutsu arts, and Ninpo to vanquish your foes.

    • MASTER THE WAY OF THE SHINOBI
    Unleash limitless combos with unique combat moves, acquire Amulets for enhanced abilities, and discover Ningi tools to overcome obstacles and uncover new paths.

    • JOURNEY THROUGH A STYLISTIC NEW WORLD
    Venture through more than a dozen unique and visually striking stages, from military bases to a scorching desert, challenging platforming puzzles, and hidden secrets.

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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  • Free Play Days – EA Sports College Football 26, Surviving Mars, The Knightling and Lost Eidolons – Xbox Wire

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    Lock in this weekend, as we’ve got plenty to play with Free Play Days! EA Sports College Football 26, Surviving Mars and Lost Eidolons are available this weekend for Xbox Game Pass Ultimate, Standard and Core members to play from Thursday, August 28 until Sunday, August 31.

    The Knightling is free for all Xbox members to try during Free Play Days with a 2-hour timed trial (Xbox Game Pass Game Pass Ultimate, Standard and Core membership not required).


    How To Start Playing


    Find and install the games on each of the individual game details page on Xbox.com. Clicking through will send you to the Microsoft Store, where you must be signed in to see the option to install with your Xbox Game Pass Ultimate, Standard and Core membership. To download on console, click on the Subscriptions tab in the Xbox Store and navigate down to the Free Play Days collection on your Xbox One and Xbox Series X|S.


    Keep The Fun Going


    Purchase the game and other editions at a limited time discount and continue playing while keeping your Gamerscore and achievements earned during the event! Please note that discounts, percentages, and title availability may vary by title and region.


    Free Play Days


    EA SPORTS™ College Football 26

    Electronic Arts



    447




    $69.99

    $62.99

    EA Sports College Football 26
    Optimized for Xbox Series X|S
    Bring Glory Home in EA Sports College Football 26 and experience the world of college football. Whatever path to greatness you choose, from high school recruit to the Heisman, or as a coach, you can forge your legacy.


    Surviving Mars

    Paradox Interactive



    2000



    $29.99

    Surviving Mars
    There will be challenges to overcome. Execute your strategy and improve your colony’s chances of survival while unlocking the mysteries of this alien world. Are you ready? Mars is waiting for you.


    The Knightling

    Saber Interactive Inc





    $29.99

    $23.99

    The Knightling
    Optimized for Xbox Series X|S
    The Knightling is a platforming action adventure where you play as an aspiring knight in search of their missing mentor, Sir Lionstone. Equipped with only a legendary shield, you’ll brave your way through the lands of Clesseia to become the unlikely hero.


    Lost Eidolons

    PID Games



    53




    $34.99

    $20.99

    Lost Eidolons
    Optimized for Xbox Series X|S
    Try our turn-based tactical RPG with a gripping cinematic narrative for a limited time. Set in a waning empire riven by civil war, take on the role of a charming mercenary captain, Eden, and lead his band of allies through epic encounters on a classic turn-based battlefield during Free Play Days. Enjoy a special 40% discount until September 8.


    Don’t miss out on these exciting Free Play Days for Xbox Game Pass Ultimate, Standard and Core members! Learn more about Free Play Days here and stay tuned to Xbox Wire to find out about future Free Play Days and all the latest Xbox gaming news. 

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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  • Taking You Back to School: Indie Selects for August 2025 – Xbox Wire

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    Every Wednesday, dive into the Indie Select Hub—your gateway to a fresh, curated indie collection plus four themed spotlights that rotate weekly!  You can always find this collection hub in the Xbox Store and on Xbox.com/IndieSelects.

    Indie Selects is back for another month and, in honor of the new school year, we are pleased to inform you that the (definitely, absolutely real) ID@Xbox School of Independent Gamers has put together a curriculum of indie games that will give you an education in new ideas, advanced mechanics, and “having a really good time”. Here are the courses we think you should attend this month:

    • Platforming, Ninjas, and You with Ninja Gaiden: Ragebound
    • Interpretive Loot-and-Shoot with Wildgate
    • The Politics of Ratshaking with, er, Ratshaker
    • Adrenaline 101 with Killing Floor 3
    • Illusionary Architecture Theory with Monument Valley 3
    • Advanced Communication and Coordination with Ready or Not

    Here’s more on what we’ve got for you this month (in no particular order):

    From the studio behind the Blasphemous series, Ninja Gaiden: Ragebound is a new 2D action platformer that serves as a side-quel to Ninja Gaiden (NES), with all the modern-retro polish that publisher Dotemu (Streets of Rage 4, Teenage Mutant Ninja Turtles: Shredder’s Revenge) has become known for. Players control Kenji, a student of Ryu Hayabusa (franchise main protag, former Halo 3 armor), who’s merged with a rival ninja, Kumori, to fight off a demon invasion… and maybe the CIA.

    If you’re wondering whether this can capture the gratifying difficulty of classic Ninja Gaiden, well, I’d say the game is called “Ragebound” for a reason (please don’t roll your eyes). It’s hard but it feels rewarding.

    A combination of compulsive storytelling and satisfying gameplay mechanics helped me overlook the hours I’ve accumulated fighting the same boss, or when navigating the unforgiving level design. The emphasis on combat mastery and skill has been a staple of the modern series, while the tight platforming, pattern recognition and frankly, punishing enemy placement has been around since its first title on the NES. Developer The Game Kitchen has done an excellent job of bridging the two eras of Ninja Gaiden – leveraging a refined, classic 2D formula as the base while interweaving the combat complexity of the later installments.

    Don’t be discouraged by the promise of difficulty, though – Ragebound does a great job of onboarding new players, and the difficulty curve is pretty graceful between acts. It doesn’t feel sudden, rushed or unexpected and instead played well into the narrative. Things got harder as the situation for Kenji became worse, which made sense, so I couldn’t really be mad (even if I frequently was). Regardless of what this game put me through, I could not put it down – I recommend this to you if you’re into old-school action and gameplay, if you’re a fan of the franchise… or if you just like ninjas – Deron Mann

    NINJA GAIDEN: Ragebound

    Dotemu



    110



    $24.99


    A NEW TWIST TO THE SIDE-SCROLLING NINJA GAIDEN SERIES EXPERIENCE

    From the acclaimed team behind Blasphemous, NINJA GAIDEN: Ragebound successfully unites the classic lore and gameplay of the Tecmo-developed (now KOEI TECMO GAMES) NINJA GAIDEN series from the classic era with the depth and intensity of the modern 3D entries. The best of both eras come together to create an epic and thrilling adventure.

    DIVE INTO AN UNTOLD CHAPTER OF THE NINJA GAIDEN SAGA

    Our story begins when Ryu Hayabusa journeys to America to honor his father’s will. While he is away, the barrier between the human and the demon worlds suddenly shatters, unleashing a terrifying army upon the Hayabusa Village, which now faces an unprecedented threat in Ryu’s absence.

    To stand against this new threat, Kenji Mozu, a young ninja from the Hayabusa Village, rises to the challenge! Trained by Ryu, he fights fiercely but soon finds himself in desperate straits. Forced to tap into forbidden power, Kenji sets aside centuries of animosity and forms an alliance with the sinister Black Spider Clan, convinced that combining their souls and skills is the only way to protect the world out of the Demon Lord’s grasp!

    OLD SCHOOL GAMEPLAY WITH A BRAND-NEW POLISH

    Combining old-school feeling with modern precision, NINJA GAIDEN: Ragebound retains the pick-up-and-play action of the classic titles, while introducing new layers of depth.

    Alongside the new protagonist, Kenji Mozu, is the skilled assassin Kumori. Take control of these two powerful ninjas simultaneously and unravel their interconnected stories.

    Use the Ninja Fusion to unleash devastating abilities and obliterate your enemies. NINJA GAIDEN: Ragebound features impeccable mechanics that are easy to learn but hard to truly master, challenging the skills of even the most seasoned fans of the NINJA GAIDEN series!

    A SPECTACULAR PIXEL ART SHOWDOWN

    Step into a reimagined version of the classic NINJA GAIDEN universe, brought to life through stunning, meticulously crafted visuals. Every enemy is recreated with a level of detail that was once impossible.

    The brutal, nostalgia-filled aesthetic of NINJA GAIDEN: Ragebound pays homage to the past while pushing the boundaries of modern pixel art, making every battle a feast for the eyes.

    Do you have what it takes to become a true ninja master?

    Wildgate is a team-based PvPvE extraction shooter that throws players into the chaos of deep space, blending high-stakes spaceship battles with close-quarters crew combat. Each match features 20 space pirates called Prospectors split into squads of four. The mission? Dive into space, raid PvE dungeons for loot, upgrade your ship, outgun rival crews, secure the mysterious artifact, and make your escape through the Wildgate. The game features a variety of weapons and abilities to contend with, deadly environmental hazards, and, of course, loot worth fighting for. If you’ve ever wondered what it would be like if Sea of Thieves and Overwatch had a baby—this is it.

    From the very first match, it’s clear to me that Wildgate isn’t your typical multiplayer experience. Coordination over voice chat isn’t just helpful, but essential. You and your crew will be leaping from asteroid to asteroid, raiding different spots in pursuit of loot, upgrades, and the elusive artifact that everyone’s after. That means the faster you can be in and out, the less likely you are to run into an unexpected ambush.

    But running and gunning is just half the battle, as your crew will have to coordinate piloting the ship, performing repairs, and boarding rival ships. With the right team, few things are more satisfying than hopping onto an enemy ship, picking it clean, and making a daring escape. But I’ve also been in squads that were either eerily silent or loud and chaotic – both of which can make the experience feel overwhelming or, worse, made us cannon fodder for more organized crews. You truly need to find a squad for this one.

    Customization in Wildgate is impressively well-designed. Each of the characters you have to choose from, called Prospectors, have unique traits, loadouts, and a signature ability that can dramatically shift the tide of a match. Traits can include not needing to breathe, healing while aboard your ship, seeing through walls, or punching through enemy hulls, all of which can lead to some wild and memorable encounters with rival crews. The same goes for weapons, gear, and unlockable ships offering plenty of room for creative builds and min-maxing opportunities.

    Wildgate’s design is layered and impressively polished, yet it still feels like it’s in its initial stages – there’s so much scope to grow from here. This could easily become a standout in the fiercely competitive extraction shooter genre as more content rolls out. If you’re a fan of the genre already, this needs to be in your queue – and if you’re a newcomer, get yourself a crew and come aboard – Raymond Estrada

    Wildgate

    Dreamhaven, Inc.



    151



    $29.99


    Blast off into high-stakes spaceship battles and intense first-person shootouts, where no two matches are ever the same. If you want to claim the ultimate prize — the mysterious and priceless Artifact — you’ll need to improvise on the fly, whether it’s chasing down rival crews and stealing their gear, repairing your damaged ship, or scanning for precious resources.

    Your ship is your home and lifeline — for you, and your prospector crew. Keep it topped up with ice, fuel and ammo so you’re ready for anyone or anything the Reach throws at you.

    EPIC SPACESHIP BATTLES
    Blast your enemies with hi-tech cannons and gadgets, lure them into deadly traps, or even mess with their ship… as long as they don’t sabotage yours first. When your perfect plan goes out the airlock, there’s only one option… wing it!

    NEW ADVENTURES, EVERY MATCH
    Stay one step ahead as you and your crew navigate the Reach — a vast, procedurally-generated map that changes with every game.

    UNIQUE PROSPECTORS
    Choose from a variety of daring prospectors, each with their own abilities and tools. Whether you’re a brave pilot or a clever trickster, there’s no wrong way to commit space crimes!

    EXPLORE THE REACH
    The Reach is a dangerous, unpredictable place, filled with deadly hazards and treasure beyond your wildest dreams. Navigate through cosmic storms, battle space vermin, and plunder alien ruins for lost caches of loot. Just make sure you beat the other prospectors to the punch, or you’ll fly away empty-handed!

    OUTRUN OR OUTGUN
    The Artifact is the most valuable object in the known universe. Be the first to find it, snatch it, and pass through the Wildgate, or destroy the ships of every other crew and be the last crew standing.

    I still remember my first time booting up the original Killing Floor – the frantic reloads, the eerie silence before a wave, and the absolute panic when a Scrake rounded the corner. Killing Floor 2 dialed it all up: better weapons, bloodier battles, and a glorious soundtrack that made every fight feel like a metal concert in a warzone. So, when Killing Floor 3 dropped, I didn’t hesitate. I was already home.

    Developed by Tripwire Interactive, Killing Floor 3 is a co-op FPS that throws you and your squad into the heart of a sci-fi nightmare. You’ll face relentless waves of Zeds – genetically engineered monstrosities that are faster, meaner, and somehow even uglier than before. The combat is crunchy and satisfying, the maps are drenched in neon and dread, and the pacing keeps you constantly on edge.

    It’s everything longtime fans love, but sharper. The atmosphere feels like Doom and Aliens had a baby, raised in a bunker lit by strobe lights and soaked in adrenaline. I’ve spent hours perfecting my loadout, yelling “Cover me, I’m reloading!” with unnecessary action hero bravado , and laughing with friends as we barely survived wave ten.

    Tripwire Interactive knows exactly what makes this franchise tick – and they’ve delivered a third chapter that’s as brutal and brilliant as ever. If you’ve been with the series since the beginning, Killing Floor 3 feels like a love letter to the chaos we grew up with – just louder, faster, and somehow even more fun. And if you’re new? Welcome to the party. Just don’t forget to heal your teammates. Or at least pretend you tried – Steven Allen

    Killing Floor 3

    Tripwire Interactive



    229



    $39.99


    It’s 2091. Join up with Nightfall, the last line of defense against megacorp Horzine’s inhuman army of monstrous zeds. The future is in your hands… if you can survive long enough to reach it.

    Killing Floor 3 is the next installment in the legendary action/horror series. This intense FPS puts you in the boots of a Nightfall specialist joining forces with up to five teammates to battle waves of Zeds, earn dosh, unlock skills, and build the ultimate arsenal.

    KILLER CO-OP
    Assemble the ultimate zed extermination squad for frenzied 6-player co-op. You can also brave the battlefield alone in tense single-player mode.

    RELENTLESS ZEDS
    Brace yourself for the most lethal zeds yet. Every enemy has been redesigned and retuned with smarter AI; making them faster, deadlier, and more strategic than ever.

    SURVIVAL TECH
    From flamethrowers to shotguns to katanas, you’ll have an expansive arsenal at your disposal. Customize your own unique brand of bloodletting with hundreds of mods, gadgets, and skills to choose from.

    DANGEROUS LOCATIONS
    Drop into a variety of treacherous hot zones where you’ll have to contain the further spread of the Outbreak. Thankfully, you can use the environment to your advantage by activating turrets, fans, and other devastating traps.

    MORE GORE
    Our MEAT System returns to deliver even more realistic carnage. Featuring additional points of dismemberment and persistent blood, the game responds to your attacks with gruesome authenticity.

    Monument Valley 3, the newest installment in the acclaimed puzzle series, has arrived on Xbox. Renowned for its serene, visually captivating gameplay, this series challenges players with clever puzzles while immersing them in stunning, artful environments. With its fixed perspectives, Persian-inspired aesthetics, and mesmerizing Escher-like architecture, this latest chapter continues to offer a soothing yet stimulating experience that’s as beautiful as it is brain-bending.

    New to the series? No worries! While Monument Valley 3 follows in the footsteps of its predecessors, it tells a completely standalone story. With minimal dialogue and text, the game relies on subtle visual storytelling through movement, animation, and atmosphere to convey its themes. The crux of the story is that the world is crumbling, the water is rising, and you must find a way to restore light back into the world by navigating architecture-based puzzles.

    After the introduction, you’ll find yourself guiding the protagonist, Noor, to the exit of each area by moving parts of the environment around – the architecture bending reality through optical illusions. Structures that go across an axis can sometimes blend into one another, changing the structure of the environment just by altering its perspective. At times, it feels like solving a living Magic Eye puzzle – spotting the hidden path can make your eyes work overtime.

    The puzzle difficulty in Monument Valley 3 ramps up nicely. Early levels gently ease you into the game’s signature perspective-shifting mechanics before gradually presenting more and more intricate challenges that will have you scanning every detail for clues. A standout new feature in this installment is the addition of a boat, which you can navigate across rising waters. This mechanic adds a new layer of complexity, especially in puzzles that require you to coordinate movement between multiple areas to progress.

    Monument Valley 3 is a beautiful, bite-sized puzzler that is very enjoyable while it lasts. I would recommend it for anyone that enjoys a calm serene puzzle but won’t get frustrated when the answer is literally staring you in the face – Raymond Estrada

    Monument Valley 3

    ustwo games



    7



    $19.99


    Set sail for adventure in MONUMENT VALLEY 3, a brand new story in the award-winning Monument Valley series.

    Guide Noor, an apprentice lightkeeper, through impossible monuments, shifting landscapes, and tranquil seascapes to uncover the Sacred Light and save her home.

    Monument Valley 3 takes you beyond the monuments and into the open sea. As Noor, you’ll navigate stunning, changing environments, solve mind-bending puzzles, and uncover the secrets of the Sacred Light. With her village threatened by rising tides, Noor must chart her own course—and discover her own strength—in this stunning, emotional adventure.

    Sail between geometry, manipulate architecture to reveal hidden paths, and let the iconic soundtrack guide you forward. With new mechanics, breathtaking visuals, and the series’ signature charm, Monument Valley 3 is a voyage like no other.

    Features:

    – Defy Perspective: Rotate and manipulate the environment to reveal hidden paths, solve intricate puzzles

    – Uncover The Mystery: Help Noor unlock the secrets of this ever-changing world.

    – Beautiful Art: A stunning world inspired by modern design, global architecture and hand-crafted, personal stories.

    – Every Update Included: Full Story is included, with brand new updates to come

    Adventure awaits—will you uncover the light that guides the way?

    ustwo games are proud independent developers, best known for the award-winning Monument Valley series, Land’s End, Assemble with Care and Alba: A Wildlife Adventure.

    Every so often, a game comes along that defies neat descriptions. RatShaker is one of those. It’s short, strange, and unlike anything else I’ve played on Xbox and that’s exactly why it stuck with me. This isn’t the kind of game where you grind levels or chase loot. Instead, RatShaker asks you to slow down, lean into the absurd, and let yourself experience something that feels more like an experiment than a traditional adventure. The controls are simple, the pacing deliberate, and yet the effect is oddly captivating.

    This is a game for players who appreciate the unconventional. If you enjoy titles like What Remains of Edith Finch, The Stanley Parable, or Don’t Touch Anything, you’ll likely find RatShaker intriguing. It’s perfect for those who value atmosphere, experimental design, and games that make you think (or squirm). If I had to pin it down, I’d call RatShaker a surreal narrative experience with elements of psychological comedy. It blends interactive storytelling with absurdist humor and a touch of eerie tension – think walking simulator meets performance art.

    What impressed me most was how RatShaker balances its humor and its tension. It never feels like it’s trying to be a blockbuster or a polished crowd-pleaser – instead, it leans fully into its own identity. You’re invited to play along, to laugh, to feel uneasy, and, above all, to experience something you probably didn’t expect when you pressed start. It’s the kind of game I recommend not because it’s “fun” in the conventional sense, but because it’s memorable.

    You’ll finish RatShaker in one sitting. It’s roughly 1 to 2 hours, depending on how much you explore or linger. It’s designed to be brief but impactful. You might finish RatShaker in an evening, but you’ll likely be thinking about it the next day, wondering how such a simple idea managed to get under your skin in such a playful way. If you’re looking for something different, something you can’t quite compare to anything else, RatShaker won’t be easily shaken after you finish – Steven Allen

    Ratshaker

    Dark Product



    78



    $3.49


    RATSHAKER™ – The Ultimate Solution to All Your RAT Problems!
    Tired of pests taking over your space? Say goodbye to them for good with RATSHAKER™, the revolutionary new way to deal with unwanted pests! Just take and shake, and RATSHAKER™ does the rest. No traps, no mess, no unmarked disposal barrels!

    With RATSHAKER™, you take control! Feel the satisfaction of watching the meter rise as you shake that rat into submission. The more you shake, the closer you get to solving your problems for good. Fast-acting, easy to use, and highly effective, RATSHAKER™ ensures your space stays problem-free in no time.

    Developed by Void Interactive, Ready or Not is a co-op FPS that puts you in the boots of a SWAT officer called in when things go from bad to worse. Hostage rescues. Barricaded suspects. Active threats. The tension is relentless, but the game makes it thrilling, not overwhelming. You don’t need to memorize military jargon or master complex controls. Just grab your gear, trust your squad, and try not to flashbang yourself (again). So, it started with a simple plan: hop online, play a few rounds, and maybe not embarrass myself. I’d heard Ready or Not was intense, but I figured, how hard could it be? Then came the mission.

    A quiet suburban house. The briefing said, “hostage situation.” My brain said, “don’t mess this up.” We stacked up at the door, flashbangs ready, hearts pounding. Two floors cleared. One room left. The hallway was silent, too silent. Lights flickered. A suspect shouted from behind the locked door. My team waited for my signal. I nodded. Breach. Flash. Chaos. Victory. Fist-bump.

    Since then, I’ve spent countless evenings laughing, learning, and slowly mastering the art of clearing rooms without yelling “clear!” into empty hallways. It’s got the tension of Rainbow Six Siege, but with more breathing room and a slower, more deliberate pace. Ready or Not doesn’t ask if you’re prepared, it surrounds you with silence, pressure, and the kind of intensity that makes you lean in. And once you’re in, you won’t want to leave – Steven Allen

    Xbox Play Anywhere

    Ready or Not

    VOID Interactive



    526




    $49.99

    $39.99


    Become an elite SWAT commander and bring order to a city overwhelmed by chaos and corruption.

    Lead a team of highly-trained SWAT officers through harrowing, high-risk missions against violent, cruel and calculated criminals to stop the city from spiralling into disorder. Equip real-world weapons and gear to tackle missions inspired by current events against Los Sueňos’ ruthless criminal element.

    Every decision, from squad selection to tactical breach and engagement is the difference between life and death.

    Are you ready?

    FEATURES

    Take Command
    Ready or Not delivers an immersive SWAT experience. Equip your team with authentic weapons and gear, deploy into high-stakes, real-world inspired missions to secure locations concealing unknown criminal threats and potential civilians. Every mission demands tactical precision and situational awareness. Bullets from known and concealed threats react realistically with the environment, passing through walls, furniture and bodies. Cover your six, clear your corners, apprehend the threats and rescue the innocent.

    The Weight of the Badge
    Shoulder the weight of being a SWAT commander entrusted with confronting Los Sueňos’ criminal corruption and stopping it from overwhelming the city’s citizens. Every tactical decision matters, every outcome is yours to bear. Your choices in the field dictate mission success, the survival of your squad and the safety of hostages. Squadmate and hostage deaths take a profound psychological toll on surviving team members, affecting their performance or ending their careers altogether.

    True Tactical Gameplay
    Ready or Not is a true tactical shooter. Every mission is a high-stakes, life-or-death operation. Strategically forge your squad of elite SWAT officers, equip them with the right weapons and gear for the mission, position your team to tactically breach criminal strongholds and quickly identify and neutralize threats in tense, life threatening scenarios. Follow the rules of engagement, communicate with your team, and execute flawlessly – failure is for the unprepared.

    Your Mission is the Story
    Ready or Not confronts you with a raw, unflinching mirror of real-world crime, exposing the horrors of human trafficking, drug running, illegal arms dealing, militant extremism and terrorism through interwoven storylines that span multiple missions. Grapple with moral dilemmas as you’re forced to balance your duty to exercise constraint in the face of Los Sueňos’ most vile criminals.

    Cross-Comradery
    Team up with friends to stem the tide of crime infesting the city. Enhanced with crossplay, Ready or Not supports up to five players in a co-operative tactical experience on all platforms. Communicate effectively to increase your tactical precision, watch your squad’s back and successfully complete your mission.

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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  • The Outer Worlds 2 is Going to Give us Ample Opportunity to Mess Around in Its World – Xbox Wire

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    Mayhem seems to be the name of the game when it comes to The Outer Worlds 2. During Xbox Games Showcase, we got to see first-hand how open-ended its approach to missions can be, with its world designed to allow for multiple pathways to achieve your objective. Today at gamescom, we got an even fresher look at some of the shenanigans that can occur in a recent hands-off presentation of Obsidian’s upcoming sci-fi RPG, hosted by Game Director Brandon Adler, with Design Director Matt Singh behind the controls.

    Today’s demo was billed as an old-fashioned breaking and entering on the planet of Praetor at the Tomb of the Matriarch, the resting place of the founder of Arcadia and of the Protectorate. Our objective was to locate a secret passage to a high security facility hiding somewhere inside, but first we had to deal with some pesky Protectorate guards stationed outside. Thankfully we had some companions along for the ride: Niles and Tristan.

    Niles is an Earth Directorate agent, like our player character, and is an engineer, which makes him pretty good with a wrench. We’re told we can tweak his abilities to function as either a solid tank or heavy ranged damage dealer. Tristan, however, is part of the Protectorate. He judges people and then he decides how he wants to deal with them, potentially executing or imprisoning them. He’s there to give you deeper insight into Protectorate culture and can also function as a solid tank, but more melee focused. For our demo, he was equipped with a large hammer that deals some heavy damage.

    As for our character, this build was focused on stealth and firearms with a bit of hacking and engineering on the side (and Observation skills to help uncover secret passages; very convenient). They were also equipped with a Scrutinizer’s Eyepiece for their headwear, designed to scale with Observation skills and modded to increase our number of grenade slots.

    On the weapon front, we had a heavy revolver (modified to include a silencer, which is great for stealth), a compact assault rifle with a Reflex Sight mod (increases critical chance), and an antimatter plasma sniper rifle (heavy damage at range). Rounding that out were a handful of plasma grenades. All of this gives great insight into just how customizable our experience can be in The Outer Worlds 2, from party makeup to weapons. It’s all very exciting.

    Speaking of our party composition, they seemed uniquely equipped to handle any encounter for our presentation, giving us a preview of how much we can tweak our group of adventurers. It makes me think back to Obsidian’s other recent RPG, Avowed, and how that companion system allowed for a lot of variety in how I wanted my party composition to complement my character. This has been dialed up a bit for The Outer Worlds 2 as it will feature six companions to choose from.

    As we approach the tomb, we find some tall grass to duck into, allowing us to survey our approach (the grass can allow us to perform a Stealth Attack). It wasn’t long until the first sniper shot rang out from our side, and our companions jumped into the fray by attacking these guards with plasma grenades hurled at incoming reinforcements. Of note, I liked seeing destructible cover in action once again, as the compact assault rifle tore through some metal barricades, forcing the enemies to retreat to another location. After the chaos of battle died down, it was time to venture inside.

    As we enter, we’re immediately drawn to the large display of an exquisite outfit display of something called the Golden Shroud — an important piece for the Protectorate, an item originally worn by the first sovereign. And yes, we can nab it if we can find the “Golden Shroud Display Key” to open the display.

    As we continued to navigate through the tomb/museum, we could see through a large glass window at the tombs below in an adjacent room with a docent and a sentinel looking over them. Looting a tomb isn’t necessarily what we came here for, but why not take the opportunity to screw around with its caretakers?

    By pulling up a Scanner, we’re able to trace the power output of a panel that controls the tomb’s laser grid security system. If we could manage to hack this panel, we could potentially mess up the docent’s day. But our hacking skill isn’t quite up to the task (yet) – unless we can uncover a “Good Subjects Guide to Electrical Systems” to help hack the panel, we’re told.

    Once again, this feeds into the strength of The Outer Worlds 2’s varied and open-ended approach to mission design. Essentially what this means is that almost everything in the world that you’re able to touch, interact with, or see, there’s an intention behind it. There’s usually a tool or something helpful nearby that can help you “try your way” through the game. In this case, it wasn’t long until we really did find a book to assist with the hacking of the panel. In doing so we turned one of the docents into a pile of ash as soon as the laser defense grid suddenly activated.

    Moving further through the museum in search of this secret passage, we come across a series of exhibits explaining the history of the Protectorate and the Matriarch, resembling something akin to an art nouveau theme park with animatronic narrators. But what catches our eye is a four-legged robot off to the side known as an automechanical. Searching for a nearby panel, we’re able to use our Engineering ability to disengage the constraints for it to serve as a possible distraction, allowing us to sneak further through the museum. Sure enough, it goes on its way and serves up a great diversion that only Obsidian can deliver… by having it argue with other types of mechanicals guarding the exhibit.

    This is yet another great demonstration of how you can be rewarded by exploring all your opportunities that are laid out for you. It really does start to feel like The Outer Worlds 2 is going to give us so many options to mess around with its world — it’s starting to boggle my mind a bit. Taking our previous hands-on time into account, everything we’ve seen and played has had a tremendous amount of open-endedness to it. I’m really looking forward to seeing how far we can push it. If what we’ve seen so far is any indication, we’re going to have a lot of fun following all the breadcrumbs Obsidian has littered about for us to uncover.

    And yes, we eventually did find the “Golden Shroud Display Key” on the docent’s body. And while we were there, we decided to loot the tomb and grab the remains of the matriarch – looks like it sells for a high price… but who would buy such a thing? Given the nature of this universe and of its masterful game and quest designers, I’m certain we can find somebody who would buy this off us.

    Heading back to the entrance we pick up the Golden Shroud and find that it’s got a unique property on it, where not only do you get a 30% damage resistance that scales with your speech skill, but you can lose half the damage total in bits (currency). Quite the expensive tradeoff by being able to talk your way through Arcadia.

    Oh, right. The mission. Well, we did find the secret entrance by investigating the museum further with our observation skill – but that’s when our demo came to an end. An adventure we’ll have to wait for and try another day. Our demo was a perfect example of The Outer Worlds 2’s quest design that sometimes it’s not the destination, but the adventures we had along the way – and in a short span of about 20 minutes, we had plenty to talk about. From storming a museum, electrocuting a docent, hacking an automechanical, checking out an exhibit, and stealing a cool-looking cape. What other adventures are out there for us?

    We’ll find out soon once The Outer Worlds 2 launches October 29 for Xbox Series X|S, Xbox on PC, PlayStation 5, Battle.net, and Steam — and day one with Game Pass Ultimate. Pre-order The Outer Worlds 2 Premium Edition now to get up to 5 days early access and the Commander Zane’s Anti-Monopolistic Battle Pack.


    The Outer Worlds 2 Premium Edition

    Xbox Game Studios



    20



    $99.99


    Pre-order The Outer Worlds 2 Premium Edition now to get up to 5 days early access and the Commander Zane’s Anti-Monopolistic Battle Pack.

    The Outer Worlds 2 Premium Edition includes:
    – The Outer Worlds 2 base game
    – Up to 5 days early access
    – DLC Pass for 2 future story expansions*
    – Moon Man’s Corporate Appreciation Premium Prize Pack
    – Access to The Outer Worlds 2 Digital Artbook & Original Soundtrack

    * Story expansions available as released

    The Outer Worlds 2 is the eagerly-awaited sequel to the award-winning first-person sci-fi RPG from Obsidian Entertainment (just look at the exciting number of dashes in this sentence!). Time to clear your calendar – get ready for an action-packed adventure with a new crew, new weapons, and new enemies in a new colony! So much newness!

    As a daring and most likely good-looking Earth Directorate agent, you must uncover the source of devastating rifts threatening to destroy all of humanity. Your investigation leads to Arcadia, home of skip drive technology, where the fate of the colony, and ultimately the entire galaxy, rests on your decisions – your strengths, your flaws, your crew, and the factions you choose to trust.

    Explore a New Frontier
    The Arcadia colony is engulfed in a factional war, as the Protectorate’s so-called benevolent rule is challenged by the rebellion of their religious order and a corporate invasion. As destructive rifts spread across the colony, each faction fights to control or close them for their own ends. Navigate diverse zones, uncover hidden lore, and shape the fate of a system on the brink!

    Your Commander, Your Way
    Build your character with the abilities and choices that reflect your playstyle. The colony reacts to your every move, crafting a narrative that’s yours to own -whether you’re a disciple of diplomacy, an astute strategist, a crusader for chaos, or something different altogether. And yes, you can dumb!

    Enlist Your Companions
    Recruit companions with unique traits, backgrounds and goals. Whether you choose to help them achieve their ambitions or steer them toward your own objectives, your influence shapes their growth (or death), making them an integral part of the immersive story you create together.


    The Outer Worlds 2 Standard Preorder Edition

    Xbox Game Studios



    20



    $69.99


    Pre-order The Outer Worlds 2 now to receive the Commander Zane’s Anti-Monopolistic Battle Pack at launch.

    The Outer Worlds 2 is the eagerly-awaited sequel to the award-winning first-person sci-fi RPG from Obsidian Entertainment (just look at the exciting number of dashes in this sentence!). Time to clear your calendar – get ready for an action-packed adventure with a new crew, new weapons, and new enemies in a new colony! So much newness!

    As a daring and most likely good-looking Earth Directorate agent, you must uncover the source of devastating rifts threatening to destroy all of humanity. Your investigation leads to Arcadia, home of skip drive technology, where the fate of the colony, and ultimately the entire galaxy, rests on your decisions – your strengths, your flaws, your crew, and the factions you choose to trust.

    Explore a New Frontier
    The Arcadia colony is engulfed in a factional war, as the Protectorate’s so-called benevolent rule is challenged by the rebellion of their religious order and a corporate invasion. As destructive rifts spread across the colony, each faction fights to control or close them for their own ends. Navigate diverse zones, uncover hidden lore, and shape the fate of a system on the brink!

    Your Commander, Your Way
    Build your character with the abilities and choices that reflect your playstyle. The colony reacts to your every move, crafting a narrative that’s yours to own -whether you’re a disciple of diplomacy, an astute strategist, a crusader for chaos, or something different altogether. And yes, you can dumb!

    Enlist Your Companions
    Recruit companions with unique traits, backgrounds and goals. Whether you choose to help them achieve their ambitions or steer them toward your own objectives, your influence shapes their growth (or death), making them an integral part of the immersive story you create together.


    [ad_2]

    Mike Nelson, Xbox Wire Editor

    Source link

  • 5 Things You Might’ve Missed in the Wildekin Reveal Trailer – Xbox Wire

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    You’ve tumbled from the sky and crash-landed into Wildekin, an upcoming 3D pixel art adventure unveiled during a World Premiere in the Xbox @ gamescom 2025 broadcast today.

    Coming to Xbox Series X|S and Xbox One the near future, our debut trailer is jam-packed with creative and chaotic co-op mayhem, here are five details you might have missed.

    1. Play as a Wildekin With the Character Creator

    Create your own weird little guy with Wildekin’s character creator. You can be a hefty rhinoceros, barreling into battle or a sturdy pink tortoise directing all the construction in town or why not become every Wildekin’s best friend as a cute pooch? Every player can fully customize their Wildekin with a variety of head, ear, tails and color combos to choose from. The only limitation is your own imagination when becoming one of the many unique Wildekin falling from the sky.

    1. Head Out to Sea on a Perilous Search For Others Like You

    There’s a big, bold world out there, brimming with adventures. Speak to Captain C.L., a weathered captain of the seas, and chart a course to new islands. Each island hosts dangerous enemies, hazardous puzzles, mighty bosses to defeat, and, of course, loot! Taking to the seas can be a perilous undertaking, and though your gear may be inadequate, arming yourself with a can-do attitude and total disregard for your own safety will (maybe). You’ll be rewarded with precious treasures, friendly Wildekin to take home and sea charts to progressively more dangerous shores.

    1. Build and Decorate A New Home For the Wildekin

    After all that adventuring, you’ll be ready to kick your hooves up and relax in your little corner of the world… once you’ve built a house… and crafted some furniture. Not only are you this town’s very own knight in wooden armor; you’re the town planner too! Construct, decorate and redecorate again. Plonk down your neighbor’s home. Don’t like where you’ve put it? Pick it up again and move it to the other side of town, hopefully they’re not inside! Wish someone else would pull their weight in this town? Assign resident Wildekin with jobs at the local shops (which you also built, by the way) and they’ll help you craft new furniture at the workshop, or new gizmos and gadgets to aid you on your adventures.

    1. Become Friends With Your Rescued Wildekin Neighbours

    This town might be full of weirdos, but they’re your weirdos! Befriend your neighbors by intruding on their morning stroll for some oversharing, or bribe your way into the locals’ hearts with gifts and loot. Hey, why not head over to their house, uninvited, and let yourself in to judge how they’ve decorated the place? Every Wildekin has their very own unique personality (some stranger than others) for you to discover and wonder why you ever let these little fluffballs into your town. The Wildekin in your town contribute, in their own way, to build a thriving community. They’ll organize seasonal festivals, friendly competitions and even gift you items to help you on your adventures… if you get to know them well enough.

    1. Build and Explore together With up to 4 Player Co-op Online Multiplayer

    But what’s all this fun and adventuring without your IRL friends? Gather three of your pals and go venture into the chaotic, perilous adventures of your dreams. Inhabit the same world, you can all share a home together, or fill up the town with your own houses and decorate with your own, obnoxious flair. Quest, world and crafting progress is shared. If one brave soul goes to face a mighty boss, your friends will be right behind you. If one of you unlocks a neat crafting recipe, your friends can use it too. Relationships with the residents of the town though? Those are personal.


    Wildekin will be arriving on Xbox consoles with a good mix of wholesome, creative and chaotic adventures to be had with your NPC neighbors, or bring some friends along for co-op town-building and island-hopping. Wish List today on the Microsoft Store for Xbox, and if you’d like to hear the latest news from the developers, you can join the Chucklefish official Discord to be a part of the conversation.

    Wildekin

    Chucklefish




    Wildekin is a 3D pixel-art adventure where up to 4 friends can build, explore, survive and thrive—or at least try to before some creature tries to turn you into a light snack!

    ⚔️ Explore Together – Up to 4 players can team up online to fight monsters, rescue lost Wildekin, and survive in the perilous Wilderness
    🏠 Build Your Town – Construct stores and homes, assign jobs, craft gear, and decorate your weird little corner of the world
    🐾 Live the Good Life – Celebrate seasonal festivals, take part in contests, fulfill requests, and befriend Wildekin each with oddly specific personalities and quirks

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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  • Onimusha: Way of the Sword Is a Modern, Graceful Action Classic-in-Waiting – Xbox Wire

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    It’s such a simple decision – in Onimusha: Way of the Sword, pressing the block button lets you deflect or parry attacks from any direction. Your character, Musashi Miyamoto, will seamlessly pull his katana into just the right position, sometimes readjusting for multiple strikes on the fly. It’s a single gameplay choice that says so much about this game, and offers so much to the player – built to dominate more than struggle. Plus, performing a no-look block just feels superb.

    The long-awaited follow-up to Capcom’s grimdark feudal fantasy series sees you play as a master swordsman, who gains the abilities of the Oni gauntlet that’s attached itself to each of the series’ main characters, and is charged with taking down invading demons by any means necessary.

    At first blush, you might expect this to be another entry in the burgeoning soulslike genre but, in a first hands-on, I discovered a game that, while not without challenge, was far more interested in making you feel good than making you get good. This is a consummate action game – one that constantly rewards you for experimenting with its systems, and feels almost incapable of looking bad, even in a non-expert player’s hands.

    Much of this is down to animation. Every strike, dodge and, yes, no-look block, feels as though it’s reacting to the situation you’ve found yourself in, always looking natural. Fighting regular enemies rarely has the start-stop rhythm you might have come to expect – instead, you glide through these fights, dispatching demons, deflecting arrows (particularly delightful when you realise you can parry them back into the enemies around you), and finishing skirmishes with the series’ signature, instant-kill Issen attacks.

    In these regular fights, offence is often the best defence – overwhelming smaller enemies with blows will deplete their stamina, opening up opportunities to unleash an Issen (with an appropriately over-the-top animation). Stronger enemies will force you to dodge a little more often (which can trigger a Bayonetta-like slow-mo), or parry more effectively, complete with gorgeous visual effects and generous stun windows.

    The message is clear – you’re not playing as a character learning the ropes. This is already a master of their craft, and they act like it. For Musashi, these fights should feel simple – difficulty is more down to how you manage a crowd, than how you deal with the individual fighters in it.

    But when the game pits me against a fellow Samurai, Sasaki Ganryu, it’s a swordfight worthy of the classic movies the developers have drawn from (even the main character’s likeness is based on legendary Japanese actor Toshiro Mifune). You might expect the game to suddenly embrace that soulslike comparison here, but it resists – it’s not easy, but you get the impression that Capcom would prefer you to be able to choreograph your own film-like encounter, resisting the impulse to truly stop you in your tracks with a fight that needs to be learned, repeated, and mastered.

    Healing items are limited by your inventory space, but relatively plentiful, ensuring you can top up in tricky spots. Pulling off an Issen against Ganryu gives you an in-built gamble – do massive damage, or earn more Souls (used as currency and more). And the game prioritizes speed over precision – both you and Ganryu will buzz around the arena, dodging, lunging, and clashing in showers of sparks. It’s absolutely thrilling, featuring some of the smoothest, best-looking combat I’ve seen from an action game this generation.

    As a taster of what’s to come, it’s absolutely piqued my interest. This feels like a classic action game waiting to emerge.

    Onimusha: Way of the Sword arrives for Xbox Series X|S in 2026.

    Onimusha: Way of the Sword

    CAPCOM CO., LTD.




    Fight through bloodstained battlefields of intense swordplay action. Explore the historic Japanese capital of Edo-era Kyoto, twisted by malevolent clouds of Malice.
    With every stage cloaked in mystery, danger and intrigue. Battle against monstrosities from the underworld known as Genma in a tale of dark fantasy.
    Follow the tale of a samurai who wields the Oni Gauntlet, a mystical artifact that grants its bearer the power to slay Genma.
    Through gritty, blood-soaked brawls, he searches for his reason to fight. What fate awaits at the end of his path?

    Note: this content has not yet been age-rated. Age ratings information will be published at a later date.

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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  • There Are No Ghosts at the Grand Is Exactly as Unusual as You’d Hoped – Xbox Wire

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    The first-ever public demo of There Are No Ghosts at the Grand takes me just under half an hour to finish. And yet, in that short time, this game morphs from a comedy hotel renovation sim, into boat repair, then an interactive musical, then a small-scale survival game, then a narrative horror and, finally, (checks notes) a first-person shooter that involves firing furniture at haunted armchairs with spider legs.

    If you, like me, watched the Xbox Games Showcase reveal and wondered “can it possibly include this much stuff?”, I’m happy to tell you: a) Yes it can, and b) This is going to be a real treat.

    For such an unexpected execution, this game starts from a remarkably grounded place. You play Chris David, an American who inherits The Grand, a dilapidated seaside English hotel – and subsequently upsets the entire town by deciding to renovate it (and, hopefully, hunt down its spectral secrets along the way).

    Lest you think this a po-faced take on gentrification, however, just a few moments with the demo will show you quite how wild developer Friday Sundae are going to get with that basic idea. Your main interaction with the world comes through a set of sci-fi tinged power tools – a blaster for breaking down useless items, a vacuum to clear them up (and eject them when you have a new use for them), a furniture placer that can move or create household items, and a paint sprayer. Oh, and they’re equipped with an… overenthusiastic Scottish AI.

    When the demo begins, they’re put to deeply satisfying use in the hotel – first, blast the paint off of the walls, repaint them in a colour of your choice, destroy broken furniture, adorn the room with new items, and vacuum up the debris, leaving a fresh new lounge behind you. It walks a line between letting you know exactly what you need to do, but with enough freedom to let you feel as though the decoration is your choice. Painting walls, for example isn’t a case of meticulously covering every surface – once you’ve filled enough space, it auto-completes the rest – but the paint you choose, and its accompanying vibe, is up to you.

    I genuinely could have spent my half-hour just doing this – but as soon as you get a handle on it, the demo switches gears. A less-than-friendly local, Maddie Green, shows up to introduce you to a wider mystery – unidentifiable slime has been washing up on the local beach, and she’s got a theory that it’s originating from a nearby island. Cue a (fully controllable) moped ride through the beautifully rendered town to the beach, a spot of boat maintenance (using the same tools to do so), a quick puzzle to enter the right coordinates to get to the island, and then a boat ride there.

    It becomes very clear, very quickly that this is a much bigger game than it first appears. And that’s before Maddie starts articulating her feelings about David through song. Yes, this is also a musical – and a musical you can take part in. Halfway through the song, you’re given dialogue options, both of which cause David to sing a different verse of his own. It’s a joyous moment of surprise.

    After an unfortunate crash onto the island, you’re then asked to use your tools for another purpose – scouring the area for materials with which you can patch the boat back up… before Maddie “accidentally” floats away, abandoning you on the island for the night. Suddenly, you’re in a whole new, freely explorable space – you search the island for a way into its abandoned World War 2 bunker, and use your tools to renovate one of its rooms… before the noises start, and a whole other piece of this game reveals itself.

    In the dead of night, you begin to find “memory bubbles” in the bunker – and puzzle sequences ask you to replace furniture that was part of these memories in order to learn more. At this point, you realize this is now a gentle horror game – with jump scares thrown in (not to mention that Bones, a cat that’s been accompanying you throughout, can talk, and is unaccountably Australian).

    After all of this, you emerge from a hidden passage back onto the beach – which is now covered in armchairs, a truly surreal moment that only gets odder once they sprout hideous legs and begin chasing you. Your power tools offer the option to “change mode” – and suddenly it’s a first-person shooter for a hot minute, as you fire vacuumed furniture at the monsters chasing you across the island.

    If all of this sounds bizarre – well, it is. But the real achievement here is that it holds together – Friday Sundae has managed to use the same set of tools to pull together all these disparate ideas, and built a game that feels cohesive, not scattered. It begs a happy question – if all of this is in a single demo, how much farther will the full game go?

    There Are No Ghosts at the Grand arrives in 2026 for Xbox Series X|S and Xbox on PC. It will be available day one with Game Pass, and is an Xbox Play Anywhere title.

    Xbox Play Anywhere

    There Are No Ghosts at the Grand

    Friday Sundae Studio Ltd




    When Chris David unexpectedly inherits a dilapidated English hotel, he has exactly 30 days and 30 nights to restore the crumbling edifice before it…or something else…claims him.

    Nothing is as it seems in the hotel – lurking beneath the veneer of paper and paint he applies by day, something horrible shivers and slithers in the night. Don’t believe them when they tell you that there are no ghosts at the Grand.

    Decorator by Day, Ghost Hunter by Night
    While the daylight lasts, restore the hotel’s faded grandeur by wielding friendly, talking power tools – a sand blaster, paint sprayer, furniture cannon, and daisy-chain gun. When night falls, those same tools transform into weapons against the supernatural. Unleash the vacuum on vengeful spirits, expose invisible assailants with the paint sprayer, or subdue slithering spooks with a well-aimed bookcase to the face using the furniture cannon.

    Restore the Hotel and the Surrounding Village
    Restoring the hotel by day demands sharp aim and some occasional lateral thinking. You’ll shoot paint and paper on the walls, blow out broken windows, and smash old furniture. At other times, you’ll need to slow down to consider light environmental puzzles, using the hotel’s dark past to unravel cryptic clues.

    An Eerie, Intriguing, Supernatural Mystery
    At the heart of the game lies a rich, supernatural mystery – one that winds through the Grand Hotel’s storied history, its former owners, and the player’s own buried past. The hotel and its surrounding village hold more than meets the eye, with every townsfolk guarding secrets of their own. Yet beneath the surface, even Chris harbors truths yet to be revealed…even to himself.

    A Ghost Story in Song
    There are No Ghosts at the Grand is many things, including a musical. Each mysterious character you meet or choose to help has their own story and song waiting to be uncovered. From spooky ska to wartime jazz to skater punk, each song is uniquely theirs and sometimes surprisingly so. Duet with them to reveal their deeper truths.

    A Village Worth Exploring
    The faded English seaside village is full of activities. Explore the streets on your scooter, play mini-golf, comb the beach with a metal detector, or snap photos on the old pier. Take the fishing boat out to explore hidden coves and dredge up sunken treasures. Just be sure to be home by nightfall, because around here, things change when the sun goes down.

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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  • Keeper’s First Extended Gameplay Shows Us an Ever-Changing Adventure – Xbox Wire

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    There’s a primal human pleasure in simply finding out what something does. It’s the reason you’d still want to push a button that says “do not touch”, or wonder what’s behind a locked door. Keeper thrives on that idea, building out a game of discoveries and experiments around it.

    Seeing extended gameplay for the first time at gamescom, Keeper’s key trick – of telling its story in a never-before-seen world, all without words – means that almost everything you do is less about completing an objective you’re told to follow, and more about finding out what the objective is.

    Shine Your Light

    First revealed at Xbox Games Showcase earlier this year, Keeper is a dreamy, otherworldly adventure that puts you in the misshapen body of a suddenly sentient walking lighthouse – but there’s no narrator, nor talking sidekick to explain where you are, what’s going on, and what you should be doing. Working these things out is the game.

    “A key tenet of this game is the unexpected,” Creative Director Lee Petty tells me. “We wanted players to be able to relax a bit, chill out a bit, and embrace the unexpected. So to that end, there’s some experimentation, but there’s nothing the player can do to die in this game. They can’t mess up the experience. We sort of get the player on board early so that, when something unexpected is thrown at them, it’s not a moment of panic that they don’t know how to get through.”

    In three portions taken from early sections, I see how Keeper slowly introduces new ideas in subtle ways. With only the ability to walk, shine a beacon, and the help of a bird companion called Twig, the player needs to work out what they should be doing through context clues.

    “The lighthouse beam has two main modes,” explains Petty. “It has an unfocused and a focused mode. The unfocused mode is for exploring – as you shine it around, you might see little subtle shimmers or reactions in the world. Bigger transformations occur when the player focuses that bigger, brighter beam on things, and that’s often used to solve puzzles as well.

    “Twig rides along on the lighthouse and can do things that the lighthouse can’t. The lighthouse doesn’t have arms, only legs. Twig however, can directly manipulate things in the world. So what the player can do, for example, to solve a puzzle is use a combination of that light ability and Twig’s ability to pick up and collect things.”

    I see this early on, as the lighthouse comes across a lumpen… thing blocking its path. Under the unfocused beam, the creature bristles slightly, enough to show you that it’s reacting – and, focusing the beam, it puts a claw in front of its eyes. This produces a shimmer, which attracts Twig, who flies to grab the claw, and an option to “tug” appears on the screen. Twig pulls at the creature, who flops to one side, revealing a seed that Twig stows away for a future puzzle.

    It’s a sequence of purely organic discovery – the game doesn’t tell you what you need to be doing, and the weirdness of it all means you don’t come in with a preconceived idea of what you should be doing, other than trying things out. And this is repeated throughout. I see the lighthouse effectively organising a dance of creatures attracted to its light to smash through a sheet of ice, a gorgeous discovery that touching a certain spore-like plant will allow the lighthouse to subvert gravity itself, and even a wild sequence in which it becomes apparent that the beam can control the flow of time on objects it touches in a certain area.

    The real ace in the hole here is that Keeper’s world is unlike any other – its bucolic landscapes inhabited by scuttling, alien-like creatures, trees with faces, and flora with unusual effects. It means that, even once you do work out where to go, or what to look at, the effects of your interaction remain a surprise. Crucially, Double Fine never want that feeling to go away:

    “We wanted the entire game to have this sort of organic, almost handmade, bespoke feel,” Petty adds. “It’s not a game of repeating actions as much as a game of wandering among unique areas and set pieces that change.”

    In just 15 minutes of gameplay, I see – by my count – 11 different puzzles (not to mention smaller interactions as you prod and poke at the world around you). It’s clear that the aim here is to keep surprising the player with what they realize they’re being asked to do. Not all of this is ‘mission-critical’, either – the more you explore, the more you’ll find:

    “There’s a lot of stuff for the player to discover along the experience,” adds Petty. “Some of those come in the form of environmental storytelling, some of those things are in the form of hidden interactions with the various creatures, and a lot of it is also just about the players’ interpretation of the games events, and finding meaning in the experience.”

    Crucially, though, this is all done with the same small pool of button presses. It might have been complex for the developers to find so many ways to play with these toys, but they didn’t want the player to be bogged down by an unwieldy control scheme:

    “We wanted Keeper to be an experience that wasn’t especially difficult to play,” says Petty. “It’s not a game about control, mastery or incredibly hard challenges, because we wanted this sort of unique, weird-but-chill experience for players to go on. We don’t have a need for all those buttons on the controller.

    “And we also just have a really big set of accessibility features where people can map the controls to what they want. If they prefer to play with keyboard and mouse, or they play on a controller, we support both of them.”

    For a game this overtly strange, it’s a way of easing you in – in all ways, Keeper has been designed as a welcoming experience, not an alienating one. You’re discovering this world, not being repelled by it – and it seems there’s a great deal to discover. What I’ve seen is from its earliest stages, and a literal cliffhanger at the end of the demo – in which the lighthouse tumbles into an abyss caused by a bridge, well, ceasing to exist under its feet – promises that there are far more surprises to come.

    Keeper arrives for Xbox Series X|S, Xbox on PC, Xbox Cloud, and Steam on October 17, priced at $29.99 USD. It will be an Xbox Play Anywhere title, and available day one with Game Pass.

    Xbox Play Anywhere

    Keeper

    Xbox Game Studios




    From Lee Petty and Double Fine Productions, Keeper is a beautiful and surreal otherworldly adventure, and a story told without words.

    On an island in a long-lost sea, a forgotten lighthouse stands dormant in the shadow of a distant mountain peak. As withering tendrils spread and coalesce, it awakens. Taken with a mysterious sense of purpose and joined by a spirited seabird, it embarks upon a heartening tale of unlikely companionship, an odyssey of mystifying metamorphosis, and an unexpected journey towards the center of the island, into realms beyond understanding.

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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  • Helldivers 2 x Halo: ODST – The Crossover You’ve Been Waiting for Arrives August 26 – Xbox Wire

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    Helldivers 2 arrives on Xbox Series X|S next week, August 26 – and it’s dropping in with a magnificently Xbox-themed surprise. Introducing the Helldivers 2 x Halo: ODST Legendary Warbond, a collection of equipment you might just recognize.

    In the world of Helldivers, ODST stands for “Obedient Democracy Support Troopers.” As every good soldier knows, nothing is more important than complete and total obedience in support of Democracy. This set of gear is inspired by storied heroes, and will allow you to join the ranks of the best-of-the-best. Of the best.

    Comprising four weapons, two armor sets, and more, this Warbond will let you outfit yourself like those heroes. Let’s dive into what’s included:

    Helldivers 2 x Halo: ODST Weapons

    • MA5C Assault Rifle – An iconic rifle; the definition of reliable and having taken down countless aliens bent on wiping out humanity, it is time to turn its sights on enemies of Managed Democracy. It comes equipped with the convenient ammo counter and a built-in compass – let it guide you to victory.
    • M7S SMG – Silent and deadly, with caseless ammo and a non-removable suppressor; this weapon is ready to spread Freedom to every corner of the galaxy.
    • M90A Shotgun – This powerful shotgun carries a kick and has a handy flashlight mounted on it so you can see the fear in your enemies’ eyes before you teach them a valuable lesson about Liberty.
    • M6C/SOCOM Pistol – They say keep your friends close and your sidearm closer. Well, we say that. The standard-issue ODST sidearm is your silent ally in the field – equipped with a built-in laser sight, flashlight, and, for the first time in Helldivers 2, a suppressor to support stealth gameplay. Because sometimes the best way to enforce Peace is quietly…

    Helldivers 2 x Halo: ODST Armor

    • A-9 Helljumper – Debuted during the New Mombasa Armor Show, this sleek ensemble is sure to turn heads and blow minds.
    • A-35 Recon – Made famous by the Ministry of Intelligence’s hide-and-seek-and-destroy champion of ’52, this armor has been improved by removing excess shoulder protection.
    • Feet First Armor Passive – Applied to both the above armor sets, this passive allows your Helldiver Helljumper to make less noise when moving, become immune to leg injuries, and increases the range of discovering points of interest by 30%.

    Helldivers 2 x Halo: ODST Capes and More

    • Honored Heirloom Cape – Should the wearer of this cape perish at the hands of Freedom’s enemies, it is customary to pass the cape on to their bravest child during the funeral, inspiring the next generation to take up arms.
    • Eye of the Clandestine Cape  – Those who serve Liberty from the shadows often elect to stay anonymous, moving like traceless spectres through the night. May they watch over us always.
    • More! – The Warbond will also include ODST-themed player cards, a new player title, “Rookie”, and new vehicle pattern in a very familiar color known as Mean Green.

    Legendary Warbonds

    For those who haven’t played Helldivers 2 before, Warbonds are optional collections of rewards that can be purchased through the in-game Acquisitions Center. The content inside is unlocked gradually by playing, but you never need to worry about missing your chance – Warbonds don’t expire, meaning you can take as long as you need to get all the goodies inside.

    Legendary Warbonds are a brand new tier for the game. The Helldivers 2 x Halo: ODST Legendary Warbond can be unlocked for 1,500 Super Credits (which can be found in-game, or purchased separately). Be aware, Legendary Warbonds can’t be unlocked with the new Premium Warbond Tokens, also launching on August 26.

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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  • The Plucky Squire Review – A Joyous Leap off the Pages

    The Plucky Squire Review – A Joyous Leap off the Pages

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    The Plucky Squire on PC

    There is a kind of magic when reading a good book, where you find yourself transported into the worlds created by the author and wishing that the characters, setting, and the narrative could come alive right in front of your very eyes. That is precisely what you’ll get from The Plucky Squire. However, this irresistibly charming action adventure casts the storybook characters in the limelight instead of playing out from a reader’s perspective, and thus begins the page-turning journey of Jot and friends, one that proves quite hard to put down.

    Image Source: Devolver Digital via Twinfinite

    Like most fairytales, the story of Jot, the titular Plucky Squire himself, always ends with him on the winning side, saving the day by defeating the evil sorcerer Humgrump. But after discovering that there was an entire world outside of the storybook, the villain casts out our hero in a bid to rewrite his ending, and it will be up to players to right that wrong to ensure a happy ending.

    Even before the action begins, the art direction and lovely design of The Plucky Squire instantly jump out at you, putting forth a vibrant world that is full of life and made better with the hand-drawn style. And when the action comes off the pages and into the actual world, I couldn’t help but smile at seeing everything in place. Everyday objects took on a whimsical sheen, becoming larger-than-life and yet being perfectly in place as they should be, and making any trek outside of the book enjoyable and exciting.

    It doesn’t hurt that the colorful cast of characters is full of personality as well. While we have to make do with just the narrator’s masterful delivery, the likes of Jot, the mountain troll Thrash, trainee witch Violet and everyone else exude delightful magic at every turn with the writing and character design. There is clearly much love put into creating these characters as well as the various regions they reside in, and it makes your time spent there all the more pleasant. A shout-out to Moonbeard for his enchanting takes on breaking the fourth wall.

    The Plucky Squire Review - Real World
    Image Source: Devolver Digital via Twinfinite

    Of course, an action-adventure like The Plucky Squire has to have gameplay that matches up to the high visual bar, and thankfully, developer All Possible Futures is more than up to the task. Throughout Jot’s perilous trek to defeat Humgrump, players will be presented with plenty of platforming, combat, and puzzle-solving opportunities, elements that are familiar to the genre.

    Yet, it doesn’t feel anything close to being textbook, thanks to unique tweaks that constantly amaze and change how you approach the challenges ahead. Standard sword swings soon evolve to powerful spinning attacks and a boomerang-like sword throw, side-scrolling sections can tip over to become vertical platforming sequences, and not to mention the environmental puzzles that make full use of the realm-changing formula of The Plucky Squire. They are all excellent ways to shake things up.

    From switching out keywords on the prose to transform the world literally to jumping out to use objects and powers to manipulate the book and affect the things on a page, it is such an inventive use of the storybook concept that it is hard to fathom that no one else has done it before. Venturing into the real world also gives players a chance to live out their Toy Story fantasies, and to appreciate the out-of-the-box thinking from the creators when creating platforming sequences out of actual objects, with the verticality involved a pleasant surprise too.

    The Plucky Squire Review - Mini-game
    Image Source: Devolver Digital via Twinfinite

    Furthermore, there are special mini-games thrown in for good measure in each distinct region. Think along the lines of a boxing fight, a turn-based roleplaying experience, or even a rhythm challenge—they all tie into the current predicament the crew find themselves in, helping to enrich the adventure rather than feel like they were forced additions. Therein lies the only issue with this astonishing action adventure. These magical interludes only last for that short while, and although the game has many of such gifts in place, it always left me wanting more throughout the 10-odd hours I spent in The Plucky Squire.

    Hooking me right from the start and eliciting pure joy all the way to the end, The Plucky Squire has gone the extra mile in rewriting what should be expected out of an action-adventure such as this. By drawing from classic inspirations and adding its own spin on things, this is a game that leverages its creativity in all the good ways and ultimately writes a happy ending not just for Jot and his friends, but hopefully, also for the future of its creators.

    The Plucky Squire

    Hooking me right from the start and eliciting pure joy all the way to the end, The Plucky Squire has gone the extra mile in rewriting what should be expected out of an action-adventure such as this. By drawing from classic inspirations and adding its own spin on things, this is a game that leverages its creativity in all the good ways, and ultimately writes a happy ending not just for Jot and his friends, but hopefully, also for the future of its creators.

    Pros

    • Excellent art direction and design
    • Charming characters and storytelling
    • Brilliant use of realm-swapping mechanics in level and puzzle design
    • Smart mini-games to spice things up

    Cons

    • Unique mechanics are only used once
    • Adventure over too soon

    A copy of this game was provided by the publisher for review. Reviewed on PC.


    Twinfinite is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy

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    Jake Su

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  • NBA 2K25 Review – A Championship Run

    NBA 2K25 Review – A Championship Run

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    NBA 2K25 on PlayStation 5

    Annualized sports games are always facing an uphill battle when convincing players to put down the cash for what many see as a roster update with minimal improvements. And often, that is the case, but with NBA 2K25, Visual Concepts and 2K Games have surpassed the subpar efforts of NBA 2K24, and once again becomes championship contenders in the world of video game basketball.

    Image Source: 2K Games

    This year’s most significant improvements come on the court, powered by ProPLAY, the technology that translates authentic movements from captured footage into actual, immersive gameplay. This means even more dribbling animations, signature shots, and off-ball movement that will make any coach happy. Needless to say, NBA 2K25 delivers the most true-to-life basketball experience you can have without lacing up your shoes.

    It isn’t just the drives and the signature shots that catch the eye, the developers have also heeded feedback from the community regarding shooting the ball. The result is the ability to change up the shot timing profile to your liking, ranging from difficulty-based impact on user-timed shots to high-risk, high-reward mechanics, emphasizing the need for perfect timing to truly reflect the challenge in the sport. Similarly, you can adjust the timing for layups and free throws, too, as well as implement custom visual cues to suit your play style.

    And if the already extensive shooting control methods weren’t enough, the new Pro Stick Rhythm Shooting option should be added to your consideration. Mimicking the movement of shooting, players using this method can pull down the shot stick to start a shot, and follow through to match the timing and speed of the push motion, making it almost feel like you are the one attempting to sink the basket. It certainly takes some getting used to, but mastering this new way is something the studio says will always beat the traditional method, so there’s food for thought for all the court generals out there.

    NBA 2K25 Review - MyGM
    Image Source: 2K Games

    While offense is always something players will look forward to, there is also more meat for defensive players to sink their teeth into as well. A brand-new defensive cutoff system empowers those with good anticipation to be able to control their opponent, making dynamic shifts in directions to prevent an attack from gaining too much momentum. It is always a thrill to shut down the opposition this way, leading to easier steals and stupendous blocks that amp up the atmosphere.

    Even contesting shots will feel different in NBA 2K25, with a new dynamic weighting system that tries to reflect the true impact of defense on a shot attempt. Strong defensive performances will now feel more rewarding than ever before, preventing shooters from raining hell on you if you manage to get your coverage right.

    As the most obvious calling card, the graphical prowess and visual fidelity on show in NBA 2K25 is second to none, bringing its presentation to yet another level, approaching the authentic product fans can watch with every game. Player models are more detailed than ever before, and the fluid animations made possible by ProPLAY allow the game to ebb and flow naturally. Add to that arenas and courts put together with plenty of attention to detail, and to even the keenest of eyes, a game in action can look like the real deal.

    Image Source: 2K Games

    All of these can be experienced in a great selection of game modes that may be already familiar, but are nonetheless enjoyable to jump into. MyPLAYER and MyCAREER remain excellent ways of making your journey to the top of the NBA a fun-filled journey, with new bells and whistles to give players the ability to tweak their course and build a dynasty for the ages with or without their created player at the heart of things.

    There’s also love for the WNBA in the form of The W, with the game’s rising stars of the likes of Caitlin Clark, Angel Reese, and more being a part of the competition to become the GOAT. The Pursuit of Greatness story mode is undoubtedly one to invest your time in, reflecting the growing status of the women’s game.

    If you would rather head things up in the front office, then there are MyGM and MyNBA to look forward to. The former leans much more firmly into the roleplaying aspects, making it possible for a GM to grow in more distinct ways and impact their team accordingly. Become an offensive powerhouse with great offensive coaching, or use your charisma to negotiate better deals and maintain team morale, the choice is yours as you look to grow your organization and unlock even more perks as you level up. It is also nice to have more dynamic and impactful conversations with people who matter, and being able to do so in an actual free-roaming space is a nice touch but not entirely necessary, in my opinion.

    NBA 2K25 Review - Caitlin Clark
    Image Source: 2K Games

    As for the latter, The Steph Era of the 2017 Golden State Warriors have been added into the mix, giving you the opportunity to either stop them or join them in a period of true NBA superstars leading their teams. Furthermore, flexible league expansion and contraction, the addition of the NBA Cup, and more streamlined MySTAFF management make it easier to play how you want as you shape the league.

    Then there are the MyTEAM and The City, modes where you can play solo, but are best enjoyed online with other players. The idea of building a super team is still a sound one, and Visual Concepts continues to iterate on the formula with the return of the Auction House and four new game modes for MyTEAM. Whether that will shift the needle for those not particularly keen on the card-collecting mode remains to be seen, but fans will have more to enjoy regardless.

    As for The City, it has been revamped to bring players closer to the game and the community, with more interactive spaces and more ways to show off your skills. The best part of it is the impending return of all four MyPARKS as events in the mode, adding that layer of nostalgia that is hard to match. The sun-drenched Sunset Beach park, the industrial Rivet City, the urban setting of the Old Town, and the upgraded Old Town MyPARK on the aircraft carrier are all being remastered, and it will be a delight to ball on them again.

    While the plethora of modes can be overwhelming, NBA 2K25 is also constantly giving players the avenue to improve their understanding of the game and its mechanics. The robust Learn 2K mode covers everything from the basics to the most advanced of moves, and it is a godsend for those who are new to the franchise or just trying to get their hands warmed up again. There are also similar tutorial modes available in MyTEAM and The City too, so make sure you are all caught up first before taking on others.

    NBA 2K25 Review - Lebron James
    Image Source: 2K Games

    With so much basketball goodness awaiting players, there are still the dreaded microtransactions in NBA 2K25 to be discussed. Naturally, if you are playing offline, there is really little incentive to invest in any of the microtransactions. However, there is a stark difference when competing against other players online; those willing to stump up the cash will have a distinct advantage, not just for their cosmetic looks but also when it comes to players and their ratings. Similar to the likes of EA Sports FC, there appears to be no stopping the profitable momentum of microtransactions for the franchise, so be wary whenever online play is concerned; sometimes, even the best skills don’t guarantee you’ll win.

    As an entire basketball package, there is no denying that NBA 2K25 is something to be savored by fans of the sport. With its great selection of game modes and the various improvements made in all areas, this makes it more of an obvious choice compared to last year’s offering, and when Visual Concepts and 2K Games finally cut the cord with the previous generation, there will surely be even more amazing things to look forward to for a championship-calibre franchise.

    NBA 2K25

    As an entire basketball package, there is no denying that NBA 2K25 is something to be savored by fans of the sport. With its great selection of game modes and the various improvements made in all areas, this makes it more of an obvious choice compared to last year’s offering, and when Visual Concepts and 2K Games finally cut the cord with the previous generation, there will surely be even more amazing things to look forward to for a championship-caliber franchise.

    Pros

    • Visuals and audio presentation is top-notch.
    • Great customization options.
    • Plenty of game modes for every fan.
    • New ProPLAY technology a true revolution.

    Cons

    • Microtransactions are here to stay.
    • Online play balance remain a question.

    A copy of this game was provided by the publisher for review. Reviewed on PlayStation 5.


    Twinfinite is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy

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    Jake Su

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  • Looking Back at Palworld’s Original Trailer, the Game Sure Turned Out Differently (For the Better?)

    Looking Back at Palworld’s Original Trailer, the Game Sure Turned Out Differently (For the Better?)

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    Palworld first announced itself to the world two years ago with a reveal trailer that definitely caught people everywhere off-guard. It wasn’t just your run-of-the-mill survival crafting game, it featured the ability to find a wide variety of adorable creatures known simply as Pals and capture them inside, well, ‘Pal Spheres’.

    It vigorously rang a bell inside many of our heads alongside echoes of a certain Pokemon jingle, and then blindsided us yet again with both humans and Pals wielding what looked to be actual guns. This cutely animated world with collectible creatures and destructive explosions prompted two questions: What in the world were we witnessing, and how long would it be before Nintendo brought down the gavel to legally erase this eccentric concept from existence?

    The so-called “Pokemon with guns” game known as Palworld showed off what looked like an incredibly colorful and fun experience in a world full of giant castles, rolling green hills, crystal blue lakes, and most importantly Pals of every make and color. From the small Lamball to the gigantic Jormuntide, they weren’t just there to look cute and cool, they could be used for all manner of tasks and adventures.

    Clips in the initial trailer featured Direhowls pulling wagons of supplies, Mozzarinas harvesting wheat, Pengullets stacked atop each other to haul up lumber for a house, Teafant and Kelpsea watering crops, all of them helping the player’s character build a sanctuary and survive in this mysterious land.

    Image Source: Pocketpair

    Of course, a factor of that survival comes in the form of…surprisingly realistic artillery. Handguns, rocket launchers, miniguns, you name it. This was perhaps what helped Palworld differ itself just enough from its Pocket Monster cousin, because you certainly never found adolescent-age trainers brandishing a glock in one hand and a Pokeball in the other.

    Palworld was the new kid on the block to put a bold new spin on the ‘creature capture’ genre that has long been dominated by, well, one very famous entity. Despite the universal presumption that this new game would get legally shot down before even releasing, people were still genuinely curious about it and seemed to want to try it.

    Two years passed with nothing but crickets from Nintendo’s corner, and thus that curiosity from the player community grew dramatically leading up to Palworld’s anticipated release in mid-January. The game leaped up into the top five most wishlisted games on Steam, and that wouldn’t even turn out to be remotely the most impressive statistic.

    On January 19th, Palworld rolled out the Early Access welcome mat for everyone for a very modest price of $30 USD, and what transpired would end up rattling the entire industry to its core.

    Palworld how did the game's release turn out
    Image Source: Pocketpair

    Palworld’s servers, which were well-prepared for a decent enough crowd, instead became absolutely overwhelmed in a matter of minutes by not just thousands, but hundreds of thousands of players. While those going on solo adventures faired better in terms of server stability, those who wanted to embark on one with friends faced bigger challenges.

    Multiplayer instances crashed repeatedly, leaving a number of players barely able to play the game at all. Thus began the true test for the team at Pocketpair, who themselves likely underestimated how wild and ambitious Palworld would truly become.

    As the hours passed, the player count went higher and higher, with many in Palworld’s blossoming community surprisingly patient and assured that the gameplay experience would smooth out. That faith would pay off in spades, as Pocketpair worked resolutely around the clock to stabilize the server infrastructure and polish several bug issues, providing consistent updates on such via their official Discord.

    Not only that, they also marked some truly incredible milestones, first announcing that the game had sold over one million copies in just 8 hours. Palworld’s concurrent player count on Steam peaked at a staggering all-time high of 2.1 million players, surpassing every other game on the platform for a time including the likes of Counter-Strike 2 and Baldur’s Gate 3.

    By the end of the month, in just under two weeks, Palworld achieved over 19 million players who have wholeheartedly embraced this astonishingly fun new addition to the creature-capture niche.

    Palworld how successful did the game become at release
    Image Source: Pocketpair

    With the game now about to be a month old (definitely feels longer than that by now), some players have been taking the time to reflect on the roller coaster experience they’ve had with Palworld thus far. One person going by the name of ‘Unhappy_Panic_1875’ took to Reddit to put a spotlight on how surprisingly different the game turned out to be, at least by comparison to the very first trailer that appeared in 2022.

    In fact, all of the screenshots we’ve shared so far are from that trailer. The Early Access version of Palworld we’ve gotten deviated substantially from the original aesthetic, changed the look of some Pals while others we haven’t even seen (yet?), and either did away with certain Pal mechanics entirely or changed/refined them.

    Palworld what mechanics are no longer in the game
    Image Source: Pockepair via Twinfinite

    For instance, the game’s overall environment changed from a sort of alternate medieval setting with castles and villages everywhere to a diverse island archipelago known as Palpagos, filled with mysterious ruins and very simplistic villages built with wood and metal instead of stonework. Palworld also migrated from Unity to Unreal Engine 4 during development, which opened up new doors for the team to make a more immersive, engaging, and modern experience.

    It likely made traversing the entire world map without loading screens (save for dungeons) possible. Pals like Teafant and Mozzarina saw their designs changed (better, honestly), and various crafting mechanics like farming saw impressive upgrades.

    Meanwhile, other things noticeably dropped off the development conveyor belt, such as Direhowls pulling carriage carts (seen above), Lamballs being shaved for wool instead of shaking it off in a Ranch pen, flying Pals transporting cages full of smaller Pals, lassoing Pals to capture them, space rocket building (for what??), more advanced syndicate hideouts, fishing with Pals as bait, ship travel, gigantic base locales, and more.

    The concept of Pals wielding and manufacturing weapons even got uplifted from its initial, red-hued dystopian vibe to a more lively, action-packed one, with Pals eager to fight alongside you rather than looking more apathetic than Depresso.

    Palworld
    Image Source: Pocketpair

    It goes without saying that the Palworld we have now is very different than the prototype we saw two years ago, but that obviously didn’t shake anyone’s opinion in the game’s rock-solid community one bit. It soared astronomically past all expectations, broke Steam records left and right, had famous streamers far and wide broadcasting their experiences, and above all, it excelled beyond the scrutiny of its aforementioned moniker as “Pokemon with guns”.

    The long-winded discourse of its undeniable similarities to the Pocket Monster universe has since gradually deflated. People know, but frankly, they honestly don’t care. If anything, the game has become a proverbial soap box to give Nintendo a very loud wake-up call about what players actually want.

    The next big question is whether some of these differences and changes to the game will emerge in future updates. On top of doubling the current Pal count, we know for certain that Pocketpair wants to integrate more interactive content such as PvP, a Pal battle arena (which was featured in the original trailer), expand Pal trading between players, more new island areas, bosses, and more. They’re also putting serious amounts of money into their server infrastructure, to ensure that no more crash-laden catastrophes happen.

    They’re definitely in it for the long haul, and we can’t help but wonder if perhaps other things we saw two years ago will make a comeback. Some things like bizarrely building rocket ships and hauling distressed Pals in cages were definitely left behind with good reason, and with the ability to mount Pals and fast travel to various locales, having Direhowls haul carriages seems pointless. The ability to give them belly rubs however would be an adorable touch.

    Palworld can we bring back Direhowl belly rubs
    Image Source: Pocketpair

    At this point, Palworld’s future is exceptionally bright, and millions of players are anxiously waiting to continue their adventures with more new content. Whether Nintendo will follow up with any sort of tangible response to its first-ever true competitor remains to be seen, but regardless of what happens, Palworld has made its rousing mark on the gaming world.

    It’s outstandingly achieved what other, far larger companies have seldom done, all without battle passes, microtransactions, or bait-and-switch gimmicks. Pocketpair has given us so much for a price that’s frankly too low, but nevertheless, it speaks volumes when a team creates something genuine, with all the heart and soul you could ever ask for.

    About the author

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    Stephanie Watel

    Stephanie Watel is a freelance writer for Twinfinite. Stephanie has been with the site for a few months, and in the games media industry for about a year. Stephanie typically covers the latest news and a variety of gaming guides for the site, and loves gardening and being the bird lady of the neighborhood. She has a BA in Writing from Pace University in NY.

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