Over the span of 7 years, the Xbox brand has been transformed into an entity almost unrecognizable from its 2013 self. The massive undertaking of accruing lost MindShare and rejuvenating the gaming division was not a simple task, but was one that Phil Spencer and the wholly dedicated team at Microsoft’s Xbox division were more than up to.
The official GamePass account on Twitter announced today that the titular Baseball franchise, MLB: The Show would be launching Day and Date on GamePass for the Xbox. This includes both the Xbox One and Series X version of the game. Coming off the excitement of recently launched Outriders being in GamePass as well, we have a very important precedent that is being set not only for the service, but the Xbox Ecosystem as a whole.
Xbox has been cementing itself as ‘the’ place to play for console play-no-for gamers in general, at an incredibly staggering rate. Cross-platform saves for games available on PC and console, heavy support for Cross-play, an impressive Backwards Compatible structure that sees 4 generations of games given new life, legacy support for existing accessories, and a very solid mobile gaming solution are just some of the highlights one will experience being in the Xbox ecosystem. However, there is one very important piece that completes the puzzle. That piece is GamePass.
Being available on PC, Console, and Mobile means that you are able to access a huge library of games, old and new, virtually anywhere and in anyway that is most preferable to you. For less than the cost of a Premium Netflix subscription (Currently $17.99, whereas GP Ultimate is $14.99.) you have unlimited access to every game available in the service, can collect Perks and Rewards for other services and games, and will receive discounts on games and add-ons among other things.
This isn’t even mentioning the acquisition of Bethesda and Zenimax that has now put hit titles like Doom: Eternal, the Wolfenstein series, and even underappreciated gems like Prey back into the service with the benefit of the Series X|S’s FPS boost and performance enhancements. I know this all reads like some kind of ad for GamePass, and maybe it ultimately is, but that’s because the service and what Microsoft is doing with it is just that good.
https://youtu.be/oWLQUse0oYg
Seeing what GP has become from its ‘very’ humble beginnings of only a handful of games and a mission is remarkable. What’s more is that there’s no reason to be concerned with whether the platform is sustainable and beneficial for developers since time and time again, studios have come forth and praised the service. Case in point: If video games are the entertainment equivalent of your favorite foods, then GamePass is the buffet made up of all your favorite dishes plus a bevvy of treats that may have never thought to try before. Don’t just take my word for it. Try it out for a month. Go in with no expectations, start playing games, and see what happens.
Last night was a treat for fighting game enthusiasts. Particularly those of us fond of a little old game called Killer Instinct. Fans were treated to one of the most exciting fighting game tournaments thanks to a collaboration between streaming platform Twitch’s Twitch Rivals division, super popular content creator, streamer, and longtime advocate of the FGC (Fighting Game Community), Maximillian Dood, and numerous other supporters.
The premise was simple: Get 32 of some of the best Killer Instinct players and host an online tournament to not only generate some excitement, but also remind people of how good of a game the 2013 Killer Instinct is (and also give the Winners and Top Placers a nice little cash prize.). What we got was a rather professional tourney complete with energetic commentary, documentary snippets, and interviews that highlighted the production process and what actually went on behind the scenes of the game’s development process. This was the icing on the cake as we were treated to some of the highest level of play you’ve ever witnessed in a fighting game.
Longtime players like @WheelsFGC, @NickyFGC, @CharbokFGC, @XiBassiX, @Hologrammmxx1, and so many others brought nothing less than their best to put on a show like no other. It’s always a personal treat for me to see and interact with longtime players and community members during these events. When it comes to Killer Instinct, participating in a tournament feels more like gathering friends and family together for a Super Bowl party than watching your typical online event.
Ever since the reboot debuted all the way back in 2013 (Has it really been 8 years already?!) a very passionate and dedicated community was formed around KI. From its humble beginnings with a 6 man roster in Season 1 which eventually evolved into its insanely diverse and eccentric cast of 29, Killer Instinct was always supported by a seemingly ravenous community that remained hungry for more content. Of the 29 available fighters, we saw 18 of them on display last night; more than half of the roster. This speaks to how well designed the entire cast is, as there is quite literally someone for every type of player here.
The most important takeaways from last night’s festivities is that Killer Instinct is very much alive and still has a lot to offer newcomers and veterans alike. Not only this, but as over 43K viewers tuned in on an unassumingly ordinary Monday evening, it shows Microsoft that the IP still has a magnetic draw.
With the exception of the recent update that improved the game’s performance for the Series X/S consoles in Oct. 2020, Killer Instinct had largely remained untouched since 2018. KI is easily one of the most content complete fighting games on the market with its huge roster, single player offerings, bevy of multiplayer modes, and some of the best Tutorials and on boarding you’ll ever come across. Not only this, but there is a smorgasbord of community created content to help new and longtime players learn and improve. Of particular note is @Infilament’s insanely detailed guide that breaks down nearly every single nuanced element of the game. You can view that right HERE.
Ever since I walked into my local PowerZone arcade and heard Chris Sutherland (original announcer) screaming at the top of his lungs and being entranced by the crazy 1994 cabinet design all those years ago, I’ve held Killer Instinct close to my heart. This IP is special, and absolutely deserves to be nurtured further. The Xbox brand is in the perfect position to really elevate the franchise and bring it to as many people as possible. It would be absolutely criminal to let it languish as long as it did before its 2013 reboot all over again.
In the meantime, we can still enjoy this absurdly entertaining gem via Crossplay on Xbox consoles, Windows 10 (also available on GamePass!), or on Steam (Note that progress from other platforms does not transfer over to the Steam version).
The Medium’s Universe takes many of the ideologies and understanding of the Human psyche and presents us with questions that lead us to test that very understanding. Trauma, in all its forms, can have lasting and detrimental effects on a person. So much so that the traumatized may very well become the same monsters that preyed upon them. The Medium’s narrative takes root in this idea, and uses it to branch out the intricacies of its underlying plot.
Players take on the role of Marianne, a clairvoyant capable of not only communing with the spirits of the dead, but also allowing them to properly ‘pass on’. After receiving a call from a stranger going only by Thomas whom promises her insight into questions about her own past and the recent visions/nightmares she’s been having, Marianne makes the journey out to the Niwa Resort. Nary a few moments after her revival, Marianne learns that there is much-more going on at the resort than meets the eye.
One of The Medium’s primary gameplay elements stems from its Dual Reality system, wherein Marianne is able to traverse two separate planes of existence at the same time; The Living World and the Spiritual Realm. The former is as you would expect with realistic and detailed environments that we understand to be ‘normal’. The mood in the real world is cold, quiet, and unassuming. The woods surrounding the Niwa Resort are densely packed with towering trees, damp paths, mounds of Autumn leaves, and a bluish tint that almost seems devoid of life. The resort itself features some wonderfully detailed interiors packed with details and chilling lighting effects. In stark contrast, the spirit world (inspired by renowned artist, Zdzisław Beksiński’s Dystopian paintings.) features warm colors of orange, brown, reds, and greens with environments that literally pulsate with life and are slick with unsettling viscosity. The disparity is excellently achieved by how effortlessly traversing both worlds feels as you explore.
The spirit world is not just a discolored reflection of the real one, however. In fact, you could say it’s more of a concept of it; A blueprint that was altered along the way to the final construct. A normal staircase that exists in the real world may be completely dilapidated in the other, while an object that is invisible to the naked eye among the living is as tangible as the keyboard I’m typing on in the spirit realm. This disparity applies to Marianne as well. In the spirit world her skin is pale, her hair bright white and void of color, while flecks of energy flutter away from her spectral form as she moves about.
Beyond the Veil
It is by navigating these contrasting worlds that the bulk of The Medium’s gameplay takes place. As the game progresses, each environment starts to become its own self-contained puzzle that requires good observation and an understanding of your abilities and how they affect the world. The idea is that anything you interact with in one world, will affect the other in some way. Puzzles can range from simply finding the right path to navigate, replacing a lost item to its original place so that its spiritual energy resonates within the other world, to having to jump back and forth between both realms in order to successfully remove objects blocking your path. Not only this, but there are threats that exist on one side that are not visible to the other, such as swarms of spirit eating moths that must be dealt with before Marianne’s physical body can proceed.
Marianne herself has a few techniques up her sleeve to help along the way. Her corporeal form is capable of harnessing residual energy either left behind my moments of intense emotion in the real world, or recreated by unearthing moments in time that carried such energy with them. Not only this, but she is capable of creating a spirit shield to keep her safe from harm as well as honing the same energy and releasing it all at once to bring life back to old conduits and other objects.
Witnessing the game running both these worlds simultaneously is truly a treat, and its only when you experience the effect first hand you begin to understand why the engine would have a tough time functioning properly on older hardware. Eventually, the Dual Reality gameplay goes a step further an introduces an ‘Out of Body’ mechanic wherein Marianne is able to leave her physical body behind so that she may explore previously inaccessible areas in the spirit realm. There are consequences to be wary of when doing so however, as her spirit form gradually deteriorates the longer she is separated from her body. With the press of a button Marianne can return to her physical form in a flash of light that hides a moment of near instantaneous loading.
I found myself spirit walking nearly every chance I had just to make sure I didn’t miss anything and to simply explore as much of the environment as possible. While I never found myself completely stumped by a particular puzzle, they all proved satisfying to solve and gradually ramped up in difficulty the further you progressed. It’s a testament to Bloober Team’s attention to details and seamlessly blending objectives with environmental cues that I always felt that pang of excitement every time I a completed a puzzle, eagerly moving onto the next challenge.
You’re not just going to be uncovering narrative bits and solving puzzles the whole time. Oh, no. You’ll wish that’s all there was to this adventure. There are moments where Marianne must resort to stealth and agility to escape the game’s primary antagonist. The Maw. Expertly voiced by Troy Baker, The Maw is a towering entity that makes it very clear just how depraved and corrupt it is the moment it makes its debut. “Let me wear you…!” it hums, its words dripping with insatiable desire as it hunts Marianne down every chance it gets. These are the moments where The Medium feels more like a traditional horror experience and adds that extra bit of variety to the gameplay loop and make it feel like a full package.
The tension and anxiety created in these moments is palpable. As you have Marianne sneak around and hide from her pursuer, the control vibrates rhythmically as it stomps closer and closer to your position. Lights flicker anxiously in The Maw’s presence and Marianne must also hold her breath if its nearby, lest she be discovered and forced to make a quick getaway. The Maw’s lingering threat works well throughout, as it’s just when you’ve spent time solving puzzles and suddenly realize that it’s been a little too quiet for a little too long. Suddenly you hear it. That gurgled and raspy vocalization that is accompanied by the thudding of its footsteps. You heart sinks and now your nerves are on fire.
Troy Baker deserves every bit of praise for his work here. His performance as The Maw has helped created an entity that is extremely disturbing. You can’t help but feel a churning in the pit of your stomach as it gleefully describes how it wants to wear your skin, that its previous victims didn’t ‘last’, or that Marianne is being selfish by not letting it have its way with her.
If you happen to end up in The Maw’s clutches, it is not immediately Game Over. If you have any spirit energy saved up, you can unleash some of it in the hopes of being able to make a quick getaway. Spirit energy is finite however, and depicted by glowing bits of fabric on Marianne’s sleeve. This further exacerbates moments where you hear The Maw and realize you haven’t recharged Marianne recently.
The decision to use dynamic and predetermined camera angles only lends to the cinematic and uneasy feeling attributed to navigating the environment. Inspired by classics of the genre like Silent Hill, Alone in the Dark, and Resident Evil, The Medium takes an aesthetic not truly present since the 90s and breathes new life into it for a new generation. In some areas the camera will pull back, showcasing just how large an area is and just powerless you are in the grand scheme of things. Purposely positioned angles that loom over Marianne from the corner of room create a sensation of unease as you have just enough visibility to know where you’re going, but not enough to know if something else is there as well.
I couldn’t help but smile as certain sweeping shots and angles immediately reminded me of the original Silent Hill (One of my favorite games of all time.) with the expert positioning and timing of the frame.
The Medium’s story beats are fed to you by way of clues, bits of lore you find throughout the environment, intense scripted sequences, and sizable cutscenes that help push the narrative along. The former can come in the way of notes, documents, drawings, and ‘echoes’ that discover along the way. Echoes in particular are intriguing as Marianne is able to interact with objects that harbor residual energy left behind during a traumatic or emotional event, and listen to these events by focusing on the item. Cutscenes are also quite unique as many of them incorporate the Dual Reality system to further showcase just how each realm reflects the other.
Some scenes with Sadness, one of the game’s main characters, utilize the effect very well. In the real world, the camera may focus on an object that Sadness is interacting with, while on the spirit side we see exactly how she is interacting with it and Marianne. It’s also in these moments that Marianne’s voice actress (Kelly Burke) really flexes her talent and brings out the raw emotion that Marianne is feeling in each situation. It can be a jarring effect for some initially, but is easily acclimated to.
The Medium’s sound design is also excellent in nearly every regard. From the echoed taps of Marianne’s shoes on cold, barren floors, to the “disturbingly satisfying” sound of a blade running through a wall of faux skin, and the haunting growls of The Maw as it stalks you, The Medium is an audio treat that demands quality headphones or a well calibrated sound system. Music wise, all the ambient noises and soundtrack have been composed by Bloober Team’s own Arkadiusz Reikowski and none other than famed Silent Hill composer, Akira Yamaoka. Droning hums and metallic synths that create a never-ending sense of dread are juxtaposed by clean and melancholic piano keys that dare to dangle a glimmer of ease and hope just before your next descent into the nightmare. Each track is crafted to not only match what is happening on screen, but also to inform and suggest the emotional state of the game’s characters as the narrative progresses.
I will say though, that while I actually appreciated most of Marianne’s monologues during the adventure, there were times where her commentary was simply not needed as the game had already provided enough visual and audio cues to inform the player of the current situation. Alternatively, I found myself surprised when she ‘didn’t’ react to something that would surely have garnered one. This comes into play too when solving puzzles as Marianne tends to overshare her thoughts and gives excessive commentary on puzzles and what her emotional state is like during/after different situations. Perhaps this was a way for the team to ensure that all players are able to progress regardless of skill level. It’s understandable, but could have stood to be implemented in a less abrasive manner.
Like an Open Book
For the most part, The Medium’s story is told quite well and has an almost rhythmic flow to each revelation without letting the player in on too much too early. It was a little disappointing when it started peeling back the veil too far and laying out its underlying plot points and twists too blatantly. It’s not a huge negative though, as there were still surprises all the way up to its conclusion. In fact, as I think back on how the story unfolded from beginning to end I can confidently say that it is very much a worthwhile narrative to experience regardless of its few stumbles. Much of this can also be attributed to the smaller stories that you uncover in the Niwa Resort. These tales often tie into the game’s puzzles and serve as an introspective into the game’s overarching theme of trauma and its after effects.
These stories present you with the chance to uncover who these people were, what made them ‘them’, and to understand the depths of their trauma. For its when you do so, you can identify just how their experiences shaped who they became and truly empathize with them. This ideology is at the core of some of The Medium’s best sequences where you are tasked with plumbing the depths of a character’s psyche to figure out what drove them. In these instances you are essentially breaking down mental barriers that were erected to protect one’s mind from the anguish of their trauma, but at once are invoking these same effects in order to better understand the person you are dealing with.
The Medium will challenge the way we normally perceive people, asking you to consider digging beyond the surfaces of their outward personality and be willing to understand what shapes and molds someone’s personality. Sometimes, violence may be committed with the intention of protection and preservation. Misdeeds can be the result of a misguided attempt to make amends. Someone can end up committing the same atrocities that were afflicted upon them as a way to bury their own shame and guilt. It’s left to you as the player to decide for yourself what is truly evil or good.
The Medium is very much a Horror game, but is also one that asks you to identify and take a good hard look at the after effects of horror as well. It’s one thing to be afraid of a monster, but an entirely different matter to know and understand how and/or why a monster was created, let alone to even begin sympathizing with it.
Real Horror
The Medium begins with the simple task of uncovering the truth, but quickly becomes a thought provoking tale that even weaves events from Polish History into its narrative to drive home the idea that all of our actions-good or bad-can affect our world in many unseen ways. This is a tale that will linger in your mind long after the credits roll and may even inspire you to retread its chapters to delve further into the constructs of its story. After months of open-world action adventure and shoot em’ up titles, The Medium serves as a welcome palate cleanser that ultimately shows just how much Bloober Team has grown from their humble beginnings.
Verdict
Highly Recommended
Pros:
A true homage to classic Horror titles that brings storytelling back to the forefront and accompanies it with unsettling, atmospheric designs.
Puzzles are never too abstract and are satisfying to solve while also being integral components of the overall narrative.
Well conceived sense of tension and dread that permeates throughout the entire experience. The Maw is a genuinely terrifying antagonist that has earned a place among some of the iconic greats.
Immaculate sound design that really brings the atmosphere together along with an impactful and memorable score.
Cons:
Marianne provides just a little too much commentary even for the most mundane situation.
Human animations can be a bit stiff and awkward looking.
Occasional frame-hitching, most often when quickly jumping from gameplay to cutscenes.
The Medium is merely a week away and to be frank, my anticipation is palpable. You see, while there is certainly a wealth of Horror and Horror inspired titles in existence, none have truly captured the same sense of atmosphere and unnerving attention to narrative details that the original Silent Hill and Resident Evil franchises have. I consider the original Silent Hill and RE: Remake to be modern classics in my eyes. The anxiety, the tension, the pure fear you felt when the camera angle changed and droning music suddenly picked up while an indiscernible monstrosity loomed in from the shadows; These are but a sprinkling of the qualities that elevate a Horror game from good to great.
Now, what does all this mean for The Medium? Bloober Team have been hard at work mastering their craft over the years. They’ve been making games since 2010, but it’s when they released the 1st entry in the titular Layers of Fear franchise that people really started to take notice of their talent. With a mix of gradually intensifying atmosphere, puzzle solving, and narrative driven sequences the team has created some unnerving and reflective experiences for the masses. The Medium is set to be the team’s 1st true attempt at a project much larger than their previous works with more aggressive commercial backing.
Lead designer Wojciech Piejko and the team have proudly stated that Silent Hill and other Horror titles of the time were clear inspirations for The Medium. Even famed composer Akira Yamaoka was more than happy enough to sign on and co-compose the game’s soundtrack. Huge news for fans of his work. That’s just the tip of the iceberg, however. Bloober Team have incorporated long lost Horror stylizations such as dynamic camera angles to further bolster the eerie atmosphere they are already apt at creating. What really sets The Medium apart is its dynamic dual world mechanic. Marianne (The actual Medium you play as) has the ability to interact with the spiritual plane that sits on the very thin veil between life and death, while traversing the real world at the same time.
The screen will literally split in two as you control Marianne in both worlds at the same time. The game is, in effect, running twice which leads to Bloober’s decision to develop the game solely for PC and Series X. The mechanic simply would not work properly on last gen’s hardware. This is where I really became enamored with the game, as you get to really absorb and observe all the little details and variances between both realms. The real world features a cold, bluish filter that makes it seem lifeless and lonely (despite the great detail in the environments), while the spiritual realm is portrayed by deceptively warmer colors and textures that give a sense that this plane of existence is more alive than we’d presume.
While we can’t say for certainty how the rest of the game will play out, based on the early demos and hotel scenario that we’ve been privy to it seems like gameplay won’t be combat heavy (at least in the traditional sense). Rather, the more intense scenarios will see Marianne using her psychic abilities in the spiritual realm to fend off dangers, interact with objects that can affect others in the real world, and solve environmental puzzles. This doesn’t mean there is no inherent danger. In fact, one of the most recent sequences we were treated to is right after Marianne escapes a close encounter in the spiritual realm.
After returning to the real world, she breathes a sigh of relief thinking that the worst is behind her, only to realize that she’s been followed from the other side. What follows is a fairly terrifying game of cat and mouse as your mostly invisible pursuer taunts and stalks Marianne while trying to escape. It can’t see her, but it can hear her. As you scuttle about the environment, navigating your escape, you must periodically remain still and hold your breath to prevent detection. Just watching the sequence is unnerving, let alone having to be the one in control!
The Medium is scheduled for release on the 28th of this month and will be available on PC and the Series X. Better yet, it’s also coming to GamePass Day one. This leaves very little reason to not give the game a shot and see if Bloober Team are able to deliver what may be one of the most unique and original Horror experiences we’ve had in a long-long time.
We’re finally here. Both the XBOX Series X and S are out in the wild, being delivered to those lucky enough to pre-order and being crammed into eager consumer’s digital carts. It’s been when helluva’ year, but let’s bask in this moment of happiness for as long as we can (This is a BIG week for gaming!). To really kick things off, Microsoft is holding a launch day event that will be streamed live.
There will be announcements, guest speakers, a wealth of gameplay footage, and maybe even some surprises! Here are a few words from Phil Spencer:
“Think of our livestream celebration as a companion to your gaming plans for the day. We’ll host “Let’s Play” segments with the creators, showcase special launch highlights from around the globe and harness the power of gaming to raise vital funds for great causes. This will be a moment of play, not press releases, as next generation consoles begin to land in the hands of players around the world. Instead of big announcements, we will mark the beginning of a new era by gaming alongside one another. We will take this moment to have some fun and look forward to having you join us.”
The show will be streaming TODAY starting at 11:00 am PST/2:00 pm EST.
It’s an awesome time to be invested in the gaming industry and you’d be kidding yourself if you think the massive strides that were made to recover from 2013 haven’t impacted the Xbox brand AND the industry as a whole. That’s neither here nor there now. It’s time to enjoy the present and be excited for the future!
It’s almost unbelievable to think that it’s only been a year since the infamous stealth reveal of the Series X at last year’s Game Awards. This has truly been one of the most unique and tension filled lead ups to a Next Generation launch, but here we are. The XBOX Series X|S both launch globally tomorrow and the excitement could not be more palpable. Most people that were lucky enough to secure their hardware during the initial pre-orders are likely set with their choice of games, peripherals, etc., but for those hoping to secure a stray unit or two tomorrow I have a bit of a checklist that will hopefully ease you through the process. Let’s go:
HOW/WHERE to SECURE a CONSOLE
With retailers no longer offering units to walk-ins, potential buyers must face the online trenches once again. Here are the major retailers confirmed to be selling units online tomorrow and when they will start selling them:
Whether you need a few extra controllers for your friends and/or siblings, want a fancy new media remote, or just really need a charging stand; Here are some of the best picks for launch day:
*Do keep in mind that Microsoft has confirmed legacy support for the full suite of Xbox One accessories with the exception of the Kinect. All your existing peripherals will come with you into the Next Generation!
GAMES
This is why you’re even getting a shiny new console, right? You want to experience not only new games but all the ones you might have missed with the best fidelity and performance features possible. Here are some standout titles that pique your interest on D-Day (Click the Box for the direct link!):
Now here’s a table of more 1st & third party titles that are coming and will be available and Enhanced:
Game Title
Resolution
Framerate
Cross-Generation Play
Xbox Series X Upgrade
Apex Legends
2K
60fps
Yes*
Yes
Assassin’s Creed Valhalla
4K
60fps
Yes*
Yes*
Borderlands 3
4K
60fps
Yes*
Yes*
Bright Memory 1.0
TBA
TBA
Yes
Yes
Cuisine Royale
TBA
TBA
Yes*
Yes*
Dead by Daylight
4K
60fps
Yes*
Yes*
Devil May Cry 5: Special Edition
4K (with options for Ray Tracing on/off)
up to 120fps (Ray Tracing disabled), 30fps (Ray Tracing enabled)
No
Post Launch
Destiny 2: Beyond Light
4K
60fps
Yes*
Yes*
DiRT 5
4K (in Fidelity mode)
up to 120fps (in Performance mode)
Yes*
Yes*
Enlisted
4K
60fps
TBA
TBA
Evergate
4K
60fps
TBA
TBA
Fortnite
TBA
TBA
Yes, cross-play and cross-generation play with cross-progression
Yes
Forza Horizon 4
4K
60fps
Yes*
Yes*
Gears 5
4K
60fps
Yes*
Yes*
Gears Tactics
4K
60fps
Yes*
Yes*
Grounded
4K
60fps
Yes*
Yes*
Just Dance 2021
TBA
TBA
TBA
TBA
King Oddball
4K
60-120fps
Yes*
Yes*
Maneater
4K
60fps
Yes*
Yes*
Manifold Garden
4K
60fps
Yes*
Yes*
Mortal Kombat 11 Ultimate
4K (Dynamic)
TBA
Yes*, for specific modes
Yes*
NBA 2K21
TBA
TBA
No
Yes, for owners of the Mamba Forever Edition
No Man’s Sky
4K
60fps
Yes
Yes
Observer: System Redux
4K
TBA
TBA
N/A
Ori and the Will of the Wisps
4K
60-120fps
Yes*
Yes*
Planet Coaster: Console Edition
4K
TBA
Yes*
Yes*
Rogue Company
4K
120fps
Yes*
Yes*
Sea of Thieves
TBA
TBA
Yes*
Yes*
Tetris Effect: Connected
4K
60fps
Yes*
Yes*
The Touryst
4K
60fps
Yes*
Yes*
The Falconeer
4K
120fps
Yes*
Yes*
The Sims 4
N/A
N/A
Yes
Yes
Star Wars: Squadrons
4K
120fps
Yes*
Yes*
War Thunder
TBA
TBA
Yes*
Yes*
Warhammer: Chaosbane Slayer Edition
4K
60fps
N/A
No
Watch Dogs Legion
4K
30fps
Yes*
Yes*
WRC 9 FIA World Rally Championship
TBA
TBA
Yes*
Yes*
Yakuza: Like a Dragon
1440p native, 4K in Resolution mode
60fps native, 30fps in Resolution mode
Yes*
Yes*
Yes, Your Grace
TBA
TBA
Yes*
Yes*
This is just a small smattering of high profile pickups, but it’s time to address the real Elephant in the Room:
GAMEPASS
I have experienced first hand the exponential growth and value that Microsoft’s titular service has become in less than half the time of the competition. Dollar for dollar, GamePass is an exceptional value for gamers of all kinds. Whether you are playing primarily on console, PC, or a mix of both, GamePass has an extremely solid collection for you to browse and experience whenever, and now, wherever you are. Here are the key points of value that GamePass will offer you:
Includes Xbox Live Gold
Exclusive Member Discounts
Day 1 Access for all 1st Party Titles
Includes EA Play starting Nov. 10th, Launch Day
Play on PC, Console, and/or Android Mobile via xCloud (iOS service provided via Remote Play)
Free Perks ranging from in-game content, premium access to services such as Spotify (Disney + 30 day access was recently added. Just in time for the new season of The Mandalorian!)
What’s more, the service isn’t that much more expensive than traditional Xbox Live Gold services. In fact, for the amount of full games you have access to at any given time you will save far more than you will pay for the entirety of your time subscribing to the service. Peep the payment plans below (Click for the official page):
ALL ACCESS
I don’t Microsoft and the Media have spoken about this super consumer friendly service enough. This is especially true considering the very real nature of our Economic climate. At 0% APR and NO upfront cost, you can have a Series X, S, or even Xbox One S delivered to your home with a VERY reasonable monthly payment plan.
Console launches are always fun and exciting. The Series X & S are no different. It feels like the lead up to this moment has been even more grueling and strenuous due to the peculiarities and challenges brought upon by the current state of the world. I can’t wait to receive my own Series X and ring in this brand new generation of gaming in style! Good luck and have fun!
Ubisoft and Xbox have given us one final gameplay deep-dive for Assassin’s Creed: Valhalla; this time, with footage 100% captured on the Xbox Series X. Right out of the gate you will notice the consistency and smoothness of the game running in 4K at 60fps. Be it while sailing over vast lakes with the dawning Sun beaming in the horizon, in mid-combat with multiple foes, galloping through dense fields, or dodging ethereal bolts of lightning during a boss fight, Valhalla looks to be performing extremely well.
The visual fidelity is rather impressive. Now, keep in mind that this is still a cross-gen game that will be available on existing consoles. However, the amount of detail in the foliage, clothing textures, armor & weapons, and overall aesthetic of the presentation is quite nice.
The video dives into Valhalla’s standout features and mechanics such as Settlements, Raids, Combat, Gear, Exploration, and Questing. We even get a nice snippet of Asgard. Yes, we get to cross the rainbow bridge and it looks glorious!
I-like many others-had exhausted my interest in the AC franchise early on, but dipped my toes back in when I snagged Origins and Odyssey in a cheap bundle. Some have expressed their dismay at the direction those games have taken the IP in, but I for one am absolutely looking forward to what Ubisoft has cooked up with Valhalla.
After much back and forth between Social Media warriors and little to no confirmation coming from Sony, we finally have something to go on. Ok, it’s still a leak, but a decidedly credible one. So let’s take this information with the usual grain of salt. While the PS5 does ship with an 825GB SSD, according to a screenshot and videos shared by user Okami13, we are only going to see roughly 650GB of that space.
In case you needed any more confirmation – the #PS5 review kits have 667 GB of storage.
This puts the PS5’s storage space at an estimated 152GB below the Series X’s available 802GB. That’s a whole Call of Duty install (pre-update!) right there. It’s not necessarily a deal breaker or ‘game changing’ revelation, but it’s another notch in the belt of specific details that Sony has remained mum on, especially so close to launch. The upside is that Sony is giving its customers the option to use off-the-shelf NVMe SSDs to expand PS5 storage. These SSDs will need to be approved by Sony beforehand, and-as expected-there is still no official list of compatible drives.
This is in stark contrast to Microsoft’s partnership with Seagate to produce their plug n’ play, 1TB portable SSD. Both companies have taken very different approaches to their storage solutions and it will be interesting to see how it plays out in the long term. It is worth noting that Microsoft has confirmed that we will see more 3rd-party solutions for external storage in the future. The Series X|S are only 5 DAYS away from launch with the PS5 tagging along soon after in 7. Whichever you plan to go with first, it’s going to be an interesting and exciting New Generation!
We are merely 8 days away from the highly anticipated launch of the Xbox Series X|S and just 10 for the titular Playstation 5. New consoles also mean new games and there is a mountain’s worth of new content coming to sink your teeth into. Let’s start breaking down some of the standout games (-and even electronics!) coming in November:
There are even MORE games than this coming, but these are the standouts and what are sure to be the big hitters. How about you? Anything you’re super excited for that isn’t on the list? Let me know in the comments!
AMD’s Radeon RX 6000 Series of RDNA 2 GPUs have been revealed today, and following the presentation, Microsoft released an statement of their own. Simply put, the Xbox Series X/S will be the only next-generation consoles “with full hardware support for all the RDNA 2 capabilities AMD showcased today.” This flies directly into the face of those that have been disputing the implementation for months now, and puts the narrative to bed.
The following are some excerpts from the announcement that go into further detail regarding the technology:
“AMD’s latest RDNA 2 architecture delivers a significant increase in performance and efficiency over previous architectures, as well as adding new hardware acceleration capabilities including hardware accelerated DirectX Raytracing, Mesh Shaders, Sampler Feedback and Variable Rate Shading. Hardware accelerated DirectX Raytracing, showcased at launch by titles such as Ubisoft’s Watch Dogs: Legion, enables developers to deliver a new level of visual fidelity and immersion through techniques such as realistic lighting, shadows, reflections and acoustics.
Mesh Shaders can manipulate geometry in real time to provide a high level of fidelity and flexibility that developers have never had before. Sampler Feedback greatly improves memory efficiency by allowing games to load into memory, with fine granularity, only the portions of textures that the GPU needs for a scene, as it needs it, providing an effective 2.5x memory and bandwidth multiplier beyond the raw hardware capabilities. Sampler Feedback also enables efficient creation and shading of textures on-demand.
Finally, Variable Rate Shading (VRS) delivers much finer grain control on how developers can leverage the full power of the Xbox Series X|S by enabling developers to focus their GPU resources on the areas of a frame that most benefit without reducing the overall image quality.
By leveraging techniques like VRS, games such as Gears 5 can see performance increases up to 15% and beyond resulting in higher, more consistent frame rates and resolution at the exact same image quality. All of these next-generation capabilities are available via hardware in both the Xbox Series X and Series S and we are excited for them to also come to PC, providing a common set of features that developers can rely on when developing their games across console and PC.”