Xbox One
Auto Added by WPeMatico
Auto Added by WPeMatico
In 2011, a product developer named Fred Davison read an article about inventor Ken Yankelevitz and his QuadControl video game controller for quadriplegics. At the time, Yankelevitz was on the verge of retirement. Davison wasn’t a gamer, but he said his mother, who had the progressive neurodegenerative disease ALS, inspired him to pick up where Yankelevitz was about to leave off.
Launched in 2014, Davison’s QuadStick represents the latest iteration of the Yankelevitz controller — one that has garnered interest across a broad range of industries.
“The QuadStick’s been the most rewarding thing I’ve ever been involved in,” Davison told TechCrunch. “And I get a lot of feedback as to what it means for [disabled gamers] to be able to be involved in these games.”
Erin Muston-Firsch, an occupational therapist at Craig Hospital in Denver, says adaptive gaming tools like the QuadStick have revolutionized the hospital’s therapy team.
Six years ago, she devised a rehabilitation solution for a college student who came in with a spinal cord injury. She says he liked playing video games, but as a result of his injury could no longer use his hands. So the rehab regimen incorporated Davison’s invention, which enabled the patient to play World of Warcraft and Destiny.
QuadStick
Jackson “Pitbull” Reece is a successful Facebook streamer who uses his mouth to operate the QuadStick, as well as the XAC, (the Xbox Adaptive Controller), a controller designed by Microsoft for use by people with disabilities to make user input for video games more accessible.
Reece lost the use of his legs in a motorcycle accident in 2007 and later, due to an infection, his hands and legs were amputated. He says he remembers able-bodied life as one filled with mostly sports video games. He says being a part of the gaming community is an important part of his mental health.
Fortunately there is an atmosphere of collaboration, not competition, around the creation of hardware for gamers within the assistive technology community.
But while not every major tech company has been proactive about accessibility, after-market devices are available to create customized gaming experiences for disabled gamers.
At its Hackathon in 2015, Microsoft’s Inclusive Lead Bryce Johnson met with disabled veterans’ advocacy group Warfighter Engaged.
“We were at the same time developing our views on inclusive design,” Johnson said. Indeed, eight generations of gaming consoles created barriers for disabled gamers.
“Controllers have been optimized around a primary use case that made assumptions,” Johnson said. Indeed, the buttons and triggers of a traditional controller are for able-bodied people with the endurance to operate them.
Besides Warfighter Engaged, Microsoft worked with AbleGamers (the most recognized charity for gamers with disabilities), Craig Hospital, the Cerebral Palsy Foundation and Special Effect, a U.K.-based charity for disabled young gamers.
Xbox Adaptive Controller
The finished XAC, released in 2018, is intended for a gamer with limited mobility to seamlessly play with other gamers. One of the details gamers commented on was that the XAC looks like a consumer device, not a medical device.
“We knew that we couldn’t design this product for this community,” Johnson told TechCrunch. “We had to design this product with this community. We believe in ‘nothing about us without us.’ Our principles of inclusive design urge us to include communities from the very beginning.”
There were others getting involved. Like many inventions, the creation of the Freedom Wing was a bit of serendipity.
At his booth at an assistive technology (AT) conference, ATMakers‘ Bill Binko showcased a doll named “Ella” using the ATMakers Joystick, a power-chair device. Also in attendance was Steven Spohn, who is part of the brain trust behind AbleGamers.
Spohn saw the Joystick and told Binko he wanted a similar device to work with the XAC. The Freedom Wing was ready within six weeks. It was a matter of manipulating the sensors to control a game controller instead of a chair. This device didn’t require months of R&D and testing because it had already been road tested as a power-chair device.
ATMakers Freedom Wing 2
Binko said mom-and-pop companies are leading the way in changing the face of accessible gaming technology. Companies like Microsoft and Logitech have only recently found their footing.
ATMakers, QuadStick and other smaller creators, meanwhile, have been busy disrupting the industry.
“Everybody gets [gaming] and it opens up the ability for people to engage with their community,” Binko said. “Gaming is something that people can wrap their heads around and they can join in.”
As the technology evolves, so do the obstacles to accessibility. These challenges include lack of support teams, security, licensing and VR.
Binko said managing support teams for these devices with the increase in demand is a new hurdle. More people with the technological skills are needed to join the AT industry to assist with the creation, installation and maintenance of devices.
Security and licensing is out of the hands of small creators like Davison because of financial and other resources needed to work with different hardware companies. For example, Sony’s licensing enforcement technology has become increasingly complex with each new console generation.
With Davison’s background in tech, he understands the restrictions to protect proprietary information. “They spend huge amounts of money developing a product and they want to control every aspect of it,” Davison said. “Just makes it tough for the little guy to work with.”
And while PlayStation led the way in button mapping, according to Davison, the security process is stringent. He doesn’t understand how it benefits the console company to prevent people from using whichever controller they want.
“The cryptography for the PS5 and DualSense controller is uncrackable so far, so adapter devices like the ConsoleTuner Titan Two have to find other weaknesses, like the informal ‘man in the middle’ attack,” Davison said.
The technique allows devices to utilize older-gen PlayStation controllers as a go-between from the QuadStick to the latest-gen console, so disabled gamers can play the PS5. TechCrunch reached out to Sony’s accessibility division, whose representative said there are no immediate plans for an adaptable PlayStation or controller. However, they stated their department works with advocates and gaming devs to consider accessibility from day one.
In contrast, Microsoft’s licensing system is more forgiving, especially with the XAC and the ability to use older-generation controllers with newer systems.
“Compare the PC industry to the Mac,” Davison said. “You can put together a PC system from a dozen different manufacturers, but not for the Mac. One is an open standard and the other is closed.”
In November, Japanese controller company HORI released an officially licensed accessibility controller for the Nintendo Switch. It’s not available for sale in the United States currently, but there are no region restrictions to purchase one online. This latest development points toward a more accessibility-friendly Nintendo, though the company has yet to fully embrace the technology.
Nintendo’s accessibility department declined a full interview but sent a statement to TechCrunch. “Nintendo endeavors to provide products and services that can be enjoyed by everyone. Our products offer a range of accessibility features, such as button-mapping, motion controls, a zoom feature, grayscale and inverted colors, haptic and audio feedback, and other innovative gameplay options. In addition, Nintendo’s software and hardware developers continue to evaluate different technologies to expand this accessibility in current and future products.”
The push for more accessible hardware for disabled gamers hasn’t been smooth. Many of these devices were created by small business owners with little capital. In a few cases corporations with a determination for inclusivity at the earliest stages of development became involved.
Slowly but surely, however, assistive technology is moving forward in ways that can make the experience much more accessible for gamers with disabilities.
Powered by WPeMatico
Practically speaking, it’s nearly impossible to offer a real review of “Cyberpunk 2077,” the long-awaited follow-up to “The Witcher 3” from developer CD Projekt Red. In the first place, it’s so big that the few days I’ve had with it aren’t enough to realistically evaluate the game; second, it’s so buggy and janky now that it feels wrong to review it before it becomes the game I know it will be; and finally, everyone’s going to buy it anyway.
The Witcher 3 is among the most universally lauded games of the last decade, up there with “Breath of the Wild,” “The Last of Us” and “Dark Souls.” Though it had its flaws — lackluster combat, a limited scope — it did the open world thing better than anyone before or since, largely through improved writing, interesting characters and consequences to player choices.
It was during what you might call that game’s honeymoon period that “Cyberpunk 2077” was announced, and in the years since then the game has approached untenable levels of hype: It could never live up to what people expected, but it could very feasibly be a good game in its own right.
Recent controversies, however, have cast a pall over the launch: A seemingly hypocritical condemnation of pre-release crunch from the developer, some indefensible choices regarding diversity in the game (racialized gangs and a questionable approach to gender and trans representation) and delays suggested this may not be the magnum opus people hoped for.
In the first place I can confirm that the game probably should have been given a few more months of polish, at least on PC, the platform on which I played it. From the very start I encountered obvious bugs like characters failing to animate, objects floating in mid-air and the admittedly expected physics silliness one finds in every open-world game with simulated objects interacting. A day-one patch may fix some of them, but it’s clear that a game this big is nearly impossible to smooth out entirely. (I should say that I’m only partway through the 40-odd-hour campaign, though like its predecessor that will be padded out considerably with side quests.)
That’s a shame, because the world CD Projekt Red has created — or rather adapted from the tabletop RPG on which it is based — is undeniably rich and lovingly fashioned. The easiest way to describe it is simply to say that it’s exactly what you imagine when you think of “cyberpunk,” no more, but surely no less.
The look of overcrowded streets filled with weirdo future people, shuffling between food carts offering vat-grown meat, beneath floating neon advertisements for cybernetic limbs and hacking tools, all watched over by enormous corporations of dubious intention… it’s right out of Blade Runner, Johnny Mnemonic, Strange Days, Ghost in the Shell, Neuromancer and dozens of other genre pieces that informed both the original RPG and the general ideas that constitute “cyberpunk” in the zeitgeist.
It’s a familiar world you’ll be entering in some ways, with few real surprises if you’re at all conversant in the genre. That is a good thing in many ways, as it feels like a lived-in place: a crystallization and expansion of ideas that, while you have seen them elsewhere, have never been at your fingertips so readily, save perhaps in the original “Deus Ex,” which had its own limitations.
Yet at the same time there is very much the feel of a lack of imagination and willingness to update those ideas in ways that seem obvious. The gangs based on racial identities seem like such a poor fit for both this era and for a future in which such distinctions have no doubt declined in relevance, especially in a vast melting pot like Night City. The stereotypical “Mexican tough guy” dialogue of your otherwise likeable companion Jackie grates, for instance, as do for example the stilted, supposedly Japanese mannerisms of staff at an Arasaka corporate hotel.
Gender is also a mixed bag. Reviews by queer-identifying reviewers at Polygon and Kotaku have much more relevance here than anything I can say, but I can only concur that the freedom the player has in selecting their presentation is an important step toward better representation of queerness in games — but also has a “do as I say, not as I do” feeling. Elsewhere in the game sex and gender are handled regressively or inconsistently with the clear implication that, with body modification something anyone one can do on a street corner for a few eurobucks, race and gender are fluid and unimportant in this world.
This future feels like it was extrapolated exclusively from the forward-thinking but still limited minds of a bunch of smart white guys from the ’90s. Perhaps that’s why I feel so comfortable in it. But as “Ready Player One” demonstrated, there’s a limit to how much can be accomplished by those methods.
At the same time I want to call out the care that was obviously taken in some ways to have a future filled with people of different shapes, sizes, colors, inclinations and everything else — it’s clear there is genuine good intention here, even if it stumbles with unfortunate regularity.
“What about the game itself, you babbler,” you ask, after 800 words, “is it any good?”
Yes, it’s good, but difficult to categorize. On one hand, you have a paralysis-inducing freedom in shaping the capabilities with which your character approaches the various situations he or she will encounter. Brute force, stealth, hacking, gunplay — all are quite viable, but don’t expect to get far relying on only one. A “pure hacking” approach, for instance, will be far more tedious than it’s worth, while a “pure gunplay” one will likewise miss the point.
In navigating an enemy base, taking down some rando street gang, or getting through one of the game’s highly involved criminal operations, there are many options for any given situation, but none is reliable enough (certainly not early on, anyway) to get you through without resorting to the others.
One inconveniently placed guard may be susceptible to having his eyes hacked, while another may be easily distracted by one of the numerous items you can make fizzle out and attract their attention. But when you eventually slip up and the bullets start to fly, you’re not going to hack your way out of it. That’s okay, though: You’re not a scalpel, you’re a Swiss Army knife. Act like it!
The open world in which you’ll be undertaking all these missions is a rich one… perhaps too rich. Open the map and you’re presented with a sea of icons, though they’re not quite the Ubisoft-style to-do list so much as letting you know that this is a big, dense city where you’ll never lack for gun shops, criminal activities to engage in or disrupt and interesting locations to explore. If you think of the map as more “where’s a ripper around here? Let me check my phone” than generic “video game map” it makes more sense, though it’s obviously the latter, as well.
You’ll be driving around a lot as well, a process that is about as smooth as it was in “Grand Theft Auto 3.” Using the totally inadequate keyboard controls for my car, I’ve caused panics and accidents, mowed people down and obstructed traffic constantly, while attempting to follow every law and attract as little attention as possible. This part of the game feels hilariously last-generation, like how in “Assassin’s Creed: Odyssey,” your all-terrain horse vehicle was an object of terror and lethality to any peasant stupid enough to walk on one of that game’s many mountain trails.
The helpful GPS directions once took me through a pedestrian-occupied area with a gate that was just narrow enough to completely trap the car, though it extricated itself offscreen when I called it. Another time I summoned the car to my location and instantly heard a distant explosion and screams. The car arrived 30 seconds later completely trashed, missing the doors on one side. Fortunately it seems to repair itself by mysterious means when you’re not looking.
But when you’re doing what you’re supposed to be doing — you know, cyberpunk stuff — things are smoother, if not what I’d call completely modern. I had this feeling the whole time like I was playing a game whose bones were built eight years ago and then wrapped in layer after layer of stuff, creating systems and environments that feel incredibly cool in some ways and, like the car, huge throwbacks in others. The gunplay isn’t as good as any shooter today, the melee is about at “Skyrim” quality, the hacking is perhaps “Deus Ex” levels and stealth is nowhere near “Metal Gear” — but none of those games actually offered the breadth or richness of systems and environments as “Cyberpunk 2077.”
In the final — for the purpose of this article, which is to say incredibly limited and initial — analysis, it’s both accurate to say that this game is “GTA: Night City 2077” and totally inadequate. It’s both unique and totally derivative, futuristic and regressive, wide-open and painfully restrictive. Like many AAA games these days, “Cyberpunk 2077” contains multitudes, and short of being a total faceplant, which it undeniably isn’t, it has a huge draw and value for the millions of players who want to hoon around a cyberpunk dystopia, hacking and shooting and scheming and getting better armblades, eyeball replacements and future-guns.
I suppose the simplest summary of my review would be that I look forward to playing “Cyberpunk” when it’s finished. “The Witcher 3” came out to acclaim but also criticism of many of its systems, and over time it has evolved into the genre-leading game it is. “Cyberpunk” has that potential, but it undeniably also has real issues that I would like to let them address before I play it. If you have any patience, I’d give it a few months at least so you don’t have the best of the game spoiled by the worst. At some point in the future I think “Cyberpunk” will be a pivotal title in gaming, but not yet — let’s just hope it gets there before 2077.
Powered by WPeMatico
Welcome to TechCrunch’s 2020 Holiday Gift Guide! Need help with gift ideas? We’re here to help! We’ll be rolling out gift guides from now through the end of December. You can find our other guides right here.
It’s a great time to be a gamer — I mean, what else is there to do? And with the prospect of a long winter and lonely holiday season ahead of us, here’s a list of games on all the major platforms that you can really sink your teeth — and a few dozen hours — into.
Buying for a gamer and have no idea what’s worthwhile? Once you’ve figured out which gaming system is their platform of choice, any of these should be guaranteed wins.
This article contains links to affiliate partners where available. When you buy through these links, TechCrunch may earn an affiliate commission.
I genuinely enjoyed AC: Odyssey’s gorgeous landscapes and main characters, but the game systems felt disconnected and arbitrary. That’s much less the case with AC: Valhalla, which tells a similarly sprawling tale of Vikings in England but works a little harder to put it together into a cohesive whole. It’s still very much “Ubisoft Game, but with Vikings” but that’s not necessarily a bad thing.
Price: $50 from Amazon
I thought this game was a bit limited when it first came out, but since then it has gotten several new areas and cross-platform multiplayer. Between that and its simplified systems and PG-level violence, Minecraft Dungeons is a great option for families that want to fight monsters together.
Price: $20-30 (depending on platform) from Mojang
Reviewers agree: The new CODBLOPS is definitely more CODBLOPS. The latest in the gritty military series is the one everyone will be playing for the next year, so it’s definitely a must-have for quite a few people.
Price: $50-60 (depending on platform) from Amazon
Cyberpunk 2077, the futuristic RPG from the creators of the Witcher, isn’t out yet, but it’s one of the most anticipated titles in recent years and your special someone might like the idea that they’re getting it day one. Of course if it’s anything like The Witcher 3, they’re probably going to want to wait a few months for the bugs to get ironed out. But hey, it’s an option.
Price: $50 from Amazon
This semi-sequel to the much-lauded 2018 Spider-Man is smaller in scale but plays even better. Plus it has a wonderfully inclusive cast and tone and feels authentic, where the original, for all its strengths, had a pretty flat take on New York. Bonus: If you buy the PS5 version of Miles Morales, you get the remastered 2018 game for free. I’d argue you’re simply not going to find a better bang for your buck right now with any other new game.
Price: $50 on Amazon
The only “true” next-generation game out there right now is a remake of a PlayStation 3 game, and in many ways it feels like it. But in other ways, it’s the most amazing game on the market right now. If your loved one has enjoyed Dark Souls, Bloodborne, Sekiro and other incredibly hard games, this is the one to get.
Price: $70 on Amazon

Between Nioh 2, Sekiro and Ghost of Tsushima, there’s a real bumper crop of samurai and ninja action to be had. But Ghost is the broadest and most beautiful of them all — if not necessarily the deepest.
What it lacks in challenge… first of all, is more than made up by the difficulty of those other two games I mentioned, give me a break. But Ghost’s draw is in the unity and beauty of its game world and systems. For example, instead of a quest marker or arrow pointing toward your objective, the wind is just always blowing in that direction. Amazing, right? The single player campaign is remarkably well acted, and a free update has brought a surprisingly extensive multiplayer co-op mode as well. This is truly a game you can lose yourself in. Just don’t start trying to collect everything or you’ll never leave the first area.
Price: $40 on Amazon
This totally unique game came out of left field and obsessed me for two solid weeks. A combination of adventure game, visual novel and tactical action game, 13 Sentinels puts you in charge of a bunch of high school kids piloting giant robots to save the world from alien invaders. (In case you can’t tell, it’s a Japanese production.)
Sound familiar? That’s the idea — and then it starts pulling rugs out from under you and doesn’t stop until the last few minutes. The labyrinthine story, which progresses simultaneously through 13 interwoven narratives, is the very best kind of sci-fi mind-boggler and a pleasure to unravel from start to finish. The combat is also compelling and satisfying, if not particularly deep or challenging. There’s simply nothing else like this out there.
Price: Currently $30 from GameStop
If your loved one is a Halo fan, they’re likely very sad since Halo: Infinite, once a launch title for the new console, won’t be coming out until next year. But it can’t hurt to have the original games all updated and beautified to play through as an appetizer. Plus there’s the famous Halo multiplayer to get everyone through the winter.
Price: $30 from Amazon
The latest in the long-running and beloved Yakuza series of character-driven adventures of Japanese gangsters set in a fictional Tokyo neighborhood, this one changes up the style with a turn-based combat system and new protagonist — but some are calling it the best yet.
Price: $35 from Amazon
No one really expected that the Gears of War series would lend itself to a tactics game in the style of XCOM — let alone that it would leapfrog others in the genre and become one of the best you can get, period. Naturally it isn’t quite the urgent, visceral experience that Gears normally is, but this is a surprisingly deep and engrossing game.
Price: $38 from Amazon
The sequel to the lauded “metroidvania” Ori and the Blind Forest is technically on several platforms, but the Series X seems to be the absolute best one on which to play it. With beautifully updated art and a silky-smooth framerate, this will look better on that new 4K HDR TV than many “real” next-generation games. But don’t let the beautiful yet cute art style make you think this will be a cakewalk. Like the first in the series, you’ll need some serious dexterity to complete this platformer.
Price: $30 from Moon Studios
No one is quite sure whether the first Halo of the next generation is going to be as good as everyone hopes, and a delay to early next year didn’t allay anyone’s fears. That said, many a gamer will cherish the idea of playing the latest in this venerable series day one, so pre-ordering a copy is a possibility if none of the other games really ring their bell.
Price: $60 from Amazon
Technically this is also a “toy,” because it’s real-life RC carts zooming around your home on an augmented-reality racetrack. We thought it was tons of fun, and it’s a great way to take video games off the TV and into real life… kind of. Just be aware that every player needs their own cart and their own Switch.
Price: $99 from Best Buy
Don’t go into this game expecting a full-on new Zelda title and you’ll do just fine. This is definitely an action game, and a big, rather mindless one at that. But it’s hard to resist the concept of playing as Link, Zelda or any of the champions from Breath of the Wild and dispatching enemies by the hundreds.
Price: $50 on Amazon
Okay, I gave Nintendo some guff over the perfunctory nature of this collection of amazing games. I’ve wanted to replay Mario 64 for years and was waiting for Nintendo to touch it up just a bit — but it, and Super Mario Sunshine, and Super Mario Galaxy, are virtually unchanged in this retro package. Really, you couldn’t make it widescreen? But for most, the chance to play these games again (or for the first time) on the Switch is worth the price of admission, period.
Price: $60 from Amazon
The “roguelite” genre, with its randomly generated levels and complex interlocking systems, has grown in popularity and sophistication for years — and here we have two fine examples that take the genre in different directions.
Spelunky 2 is the most traditional, in a way. Sequel to one of the best games out there, this one adds more variety, more weirdness and more challenge to the unforgiving platforming of the original. Like before, every death (and there will be a lot) is avoidable and while some runs may last only seconds, it’s hard to be deterred when you know that if you just paid a little more attention, or saved your bombs, or went over that other way… just one more game. (Pro tip: Buy a couple copies for friends and indulge in jolly cooperation.)
Hades combines the procedurally generated levels with an incredibly beautiful art style and an ingenious story and progression system. Escaping from the ever-shifting landscape of Hades, you’re going to die over and over, but as a young god, that’s more inconvenience than obstacle. Meanwhile every death and every inch of progress moves you closer to the mystery of your birth in a clever modern take on Greek mythology. It’s honestly hard to imagine how Hades could be improved in almost any way.
Price: $20 for Spelunky 2 on Steam | $25 for Hades on Steam
This long-awaited strategy title puts you in the throne room of a European medieval dynasty, where you can do… pretty much anything to get ahead. Assassinations, proxy wars, brutal taxes, religious cannibalism, strategic marriages… it’s all on the table. This is a story-telling engine that’s remarkably robust and, once you get past the initial learning curve, very fun. It’s also very, very nerdy, and proud of it.
Price: $50 on Steam
This little gadget has the original Super Mario Bros., its sequel (not the weird one — what we knew as “The Lost Levels”) and a remade LCD game all built in. It’s a charming device and the games play well, plus you can turn it off and resume progress later, making it that much easier to get through the whole game.
Price: $50 (but finding one in stock can be challenging.)
Image Credits: Backbone
Got a friend who prefers to game on their phone? The Backbone is built for them. This snap-on controller brings buttons and analog triggers (and good ones, at that!) into the iOS gaming world, along with a surprisingly solid companion app that can do things like record your gameplay and help you edit and post your highlight reels. It only works with select iOS titles, but the library is growing. TechCrunch Editor-In-Chief Matthew Panzarino reviewed it in October and gave it his stamp of approval with very little reservation.
Price: $99 from Backbone
Powered by WPeMatico
Arriving seven years after the Xbox One first launched, the new Microsoft Xbox Series X console lands in a different world and a very different Xbox ecosystem. Microsoft is embracing subscription bundling with its Game Pass service and cloud-streaming with xCloud; nevertheless, they are still committed to building huge metal boxes with tremendous power designed to carry new boundary-pushing gaming titles into consumers’ homes.
Right off the bat, I will say that the $499 Series X and $299 Series S were tough systems to review. Launch lineups for brand-spanking-new consoles always leave a little to be desired, but this generation has been particularly prone to launch title delays, and a handful of the launch-day Series X titles weren’t even available to reviewers ahead of launch. The former can be pinned on COVID-19-related delays impacting already aggressive timelines, but the latter seemed to be a bit of an unnecessary limit placed on reviewers.
Nevertheless, I’ll look to update this review next week when more of these titles are able to be played.
Image Credits: Lucas Matney
This thing has a lot of specs behind it. It’s got lots of cores and lots of teraflops. There aren’t any futuristic/gimmicky features that Microsoft is pushing; there’s no bundled Kinect, there’s no VR headset. The Series X is just a giant black box that plays games better than any Xbox before it.
Quickly, here are the high-level differences between the Series X and Series S (this review mostly focuses on the Series X):
This previous generation of hardware really shook up the idea of what a console generation actually was. In the past, mid-generation updates to hardware were largely cosmetic — slimmed-down packages with the same power — but with the Xbox One S and One X, Xbox delivered mid-generation console upgrades that improved performance, breaking the rules in an aim to steal users away from PlayStation with the promise that they could make the most of their brand new 4K televisions.
A result of that is that this doesn’t immediately feel like a mind-bending upgrade over Microsoft’s previous release, the One X. It’s twice as fast teraflops-wise, but there isn’t a title that really showcases those internals. It feels ahead of its time, and I think consumers that buy the device on day one will have to wait quite a while before they can harness its full capabilities.
While I’m not convinced that users are going to be staring mouth agape at a launch title that blows their mind graphics-wise, I think that all of this power will eventually go a long way to eliminating some huge annoyances that have been accepted as commonplace in the world of console gaming.
Image Credits: Lucas Matney
The load-time reductions that are largely thanks to the new SSD storage are very substantial and are probably the biggest thing you’ll notice off the bat. Another advantage of barely meeting its potential out-of-the-box is that I barely heard a peep from the Series X when I got into the thick of a game as the console’s fans were whisper quiet. Another big quality-of-life improvement is Quick Resume, which allows users to quickly hop back into a game they were playing a while ago without reloading the entire game and wandering through start menus. This feature is killer, and is one that PlayStation 5 users are missing, at least for the time being.
With all of this in mind, I’d say that the reality is — and this is on paper — there also isn’t a ton separating the Series X and Sony’s PS5 consoles in terms of playability. Both are getting much better internals, SSDs that will drastically reduce loading times, better UIs and newer controllers.
They definitely look different. The Series X itself is quite large (though not quite as hulking as the PS5) and will require plenty of prospective owners to bust out the measuring tape and check if it can even fit it horizontally in their media cabinet. It feels more like a well-designed gaming PC than a console. The chassis is very solid and dense — it’s one of the least-fragile designs I’ve seen on a console. On the note of hardware, I will also say that while the Series X/S controllers are very similar to the previous generation, I think that the subtle improvements, especially in regards to the feel and texturing of it, are going to be popular with users.
Most of the people reading this, I’m sure, already have a pretty solid idea whether or not they’re going to buy the Series X, and many of those people will buy it simply because it is new and they know that regardless of whether they currently need the power or are able to harness it with their other gear, they are getting access to new titles and future-proofing themselves. That’s certainly not a bad reason.
Image Credits: Lucas Matney
Others might be on the fence about getting a Series X/S or a PlayStation 5. Much like American politics, I’m not so convinced there are quite as many undecideds here as is believed. People have a good idea of which franchises are PlayStation exclusives and which titles are only going to ship on Xbox. There have been decades to drill down the flavors that both Sony and Microsoft are pushing, though Microsoft has been getting more aggressive about studio acquisitions over the past couple years, so that list of exclusives is likely going to start getting longer more quickly as they seek to build up a huge library of titles for their Game Pass subscription service.
But, yeah, most of the people on the fence end up going for the system that is going to have the games on it that they really, really want to play. But it’s a little harder to tell that right now because chances are there isn’t a launch title for the PS5 or Series X that you’re dying to play, or at least one that couldn’t also be played on a previous-gen console, albeit in less optimized fashion. The promised Series X holiday showstopper Halo Infinite was delayed until 2021, and the reality is a game that really shows off this hardware probably won’t be coming around until late next year.
Really most people won’t be able to take full advantage of the Series X until next year anyway. There’s an overwhelming chance that your TV or AV receiver are not positioned to maximize what the Series X can offer, namely 8K gaming or high frame rate (120fps) 4K gaming. Hitting the high end requires a technology called HDMI 2.1 which only a select few newer TVs have adopted. It’s likely to be more standard across the board come next year, but for the time being there aren’t many of these TVs or AV receivers that are actually in people’s homes. With HDMI 2.0, which your 4K TV does support, you can play Series X titles at 4K resolution at up to 60fps, closer to what the previous-generation Xbox One X was capable of.
Being super early to a technology as a consumer often leads to trade-offs, and that’s definitely the case with the Series X/S. While operating at the cutting edge of video standards will benefit the console’s longevity, it does mean that consumers might be in a less optimal spot for a bit if they don’t have the latest AV hardware. What will be more frustrating to day-one buyers is the generally light library of new content. There are some multi-platform hits that will be landing, but it doesn’t seem like there will be a must-play title that makes the most of its power. For consumers that are buying a system so focused on performance, that’s disappointing, but over time, I have few doubts that the Series X/S library will grow robust. The questions for consumers is whether all of the quality-of-life improvements are enough for them to take the plunge in 2020.
Powered by WPeMatico
The flagship Xbox Series X is arriving on November 10, and will carry a retail price tag of $499, Microsoft confirmed on Wednesday. The console will also be available for pre-orders beginning on September 22. Alongside the Xbox Series X console, Microsoft is also going to be selling a less powerful, but still next-gen, Xbox Series S console, which will have a $299 price tag, and also release on November 10 with pre-orders on September 22.
The Xbox Series X is Microsoft’s higher-end successor to the Xbox One, and it includes a range of very impressive hardware specs, including an 8-core custom CPU, 16 GB of RAM, a GPU with 12 teraflops of processing power, a 1 TB NVMe SSD for super-fast load and transfer speeds and support for up to 4K resolution at both 60 and 120 FPS. The Series S is its lower-powered sibling, taking out the physical disc drive and offering lower specs, including support for only up to 1440p resolution at 60fps, along with a smaller 512GB NVMe SSD. The Series S will use the same CPU as the Series X, however. Microsoft is clearly hoping to appeal to both budget and premium gamers with its new generation of consoles.
Earlier this week, the official teaser image and trailer for the Xbox Series S leaked, along with pricing information. Microsoft subsequently confirmed those details and released a launch trailer for the less powerful, and very compact, console, but we didn’t know for sure whether the Xbox Series X would share the same launch day until today’s confirmation. Also, the $499 price tag of the more premium hardware was revealed for the first time today.
Image Credits: Microsoft
The Xbox Series X will also be available through Microsoft’s Xbox All Access subscription, at a price of $34.99 per month, over a two-year period. The Series S will also be available on an installment payment basis, at $24.99 per month per the same 24-month span. Those subscriptions also include Xbox Game Pass Ultimate, providing access to Microsoft’s library of subscription games during the term of your hardware payments.
Powered by WPeMatico
After a series of closed alpha tests, Microsoft’s Xbox Game Studios and Asobo Studio today announced that the next-gen Microsoft Flight Simulator 2020 will launch on August 18. Pre-orders are now live and FS 2020 will come in three editions, standard ($59.99), deluxe ($89.99) and premium deluxe ($119.99), with the more expensive versions featuring more planes and handcrafted international airports.
The last part may come as a bit of a surprise, given that Microsoft and Asobo are using assets from Bing Maps and some AI magic on Azure to essentially recreate the Earth — and all of its airports — in Flight Simulator 2020. Still, the team must have spent some extra time on making some of these larger airports especially realistic and today, if you were to buy even one of these larger airports as an add-on for Flight Simulator X or X-Plane, you’d easily be spending $30 or more.
The default edition features 20 planes and 30 hand-modeled airports, while the deluxe edition bumps that up to 25 planes and 35 airports and the high-end version comes with 30 planes and 40 airports.
Among those airports not modeled in all their glorious detail in the default edition (they are still available there, by the way — just without some of the extra detail) are the likes of Amsterdam Schiphol, Chicago O’Hare, Denver, Frankfurt, Heathrow and San Francisco.
The same holds true for planes, with the 787 only available in the deluxe package, for example. Still, based on what Asobo has shown in its regular updates so far, even the 20 planes in the standard edition have been modeled in far more detail than in previous versions, and maybe even beyond what some add-ons provide today.
Because a lot of what Microsoft and Adobo are doing here involves using cloud technology to, for example, stream some of the more detailed scenery to your computer on demand, chances are we’ll see regular content updates for these various editions as well, though the details here aren’t yet clear.
“Your fleet of planes and detailed airports from whatever edition you choose are all available on launch day as well as access to the ongoing content updates that will continually evolve and expand the flight simulation platform,” is what Microsoft has to say about this for the time being.
Chances are we will get more details in the coming weeks, as Flight Simulator 2020 is about to enter its closed beta phase.
Powered by WPeMatico
After eight years of Unreal Engine 4, Epic Games is finally ready to talk about Unreal Engine 5, which they’re announcing will launch in preview early next year with a wider launch by the year’s end.
Unreal Engine 5 is all about harnessing the performance of next-generation consoles like the PlayStation 5 and Xbox Series X. The consoles support wild resolutions and frame rates, but Epic Games CEO Tim Sweeney was most excited about how the new hardware handles data storage, something he says will lead to “state of the art performance” better than any gaming PC.
For Unreal Engine 5, the big evolution appears to be dynamic rendering, allowing developers to drop massively complex objects with millions of polygons into their games and lean on the engine to determine how intricately the object can be rendered onscreen. In the case of the PlayStation 5, that’s pretty damn intricate. Epic Games showcased the new engine running on the PS5 in a truly stunning demo.
“We’re turning scalability from a developer’s problem into our problem,” Sweeney says.
Sweeney says the demo is the representation of what happens when the polygons being rendered shrink to the size of individual pixels. “This is all the detail that you can get until you get a higher-resolution monitor, or until 8K or 16K come along,” he says.
Unreal Engine 5’s major advances are centered around a pair of new products called Nanite and Lumen. Nanite deals with said dynamic rendering product allowing for massively detailed scenery, while Lumen is a new pipeline for dynamic scene illumination, allowing for more life-like lighting of digital assets.
The new update will also push connectivity further, bringing Epic Online Services into the fold with toolsets that can help developers make their online gameplay leverage multiple platforms, connecting mobile, console and PC, just as Fortnite has.
Alongside news of the big update’s release, Epic Games has shared that Fortnite, which will unsurprisingly be leveraging Unreal Engine 5, will be a launch title on the PlayStation 5 and Xbox Series X. While the game’s cartoonish art style won’t be pushing boundaries quite as much as hyperrealistic titles like the one above, adding the next-gen consoles means more platforms on which to reign supreme.
Powered by WPeMatico
Saar Gur is adept at identifying the next big consumer trends earlier than most: The San Francisco-based general partner at CRV has led investments into leading consumer internet companies like Niantic, DoorDash, Bird, Dropbox, Patreon, Kapwing and ClassPass.
His own experience stuck at home during the COVID-19 pandemic spurred his interest in three new investment themes focused on the next generation of games: those built for VR, those built on top of Twitch and those built for video chat environments as a socializing tool.
TechCrunch: We’ve been in a “VR winter,” as it’s been called in the industry, following the 2014-2017 wave of VC funding into VR drying up as the market failed to gain massive consumer adoption. You think VR could soon be hot again. Why?
Saar Gur: If you track revenues of third-party games on Oculus, the numbers are getting interesting. And we think the Quest is not quite the Xbox moment for Facebook, but the device and market response to the Quest have been great. So we are more engaged in looking at VR gaming startups than ever before.
What do you mean by “the Xbox moment,” and what will that look like for VR? Facebook hasn’t been able to keep up with demand for Oculus Quest headsets, and most VR headsets seem to have sold out during this pandemic as people seek entertainment at home. This seems like progress. When will we cross the threshold?
Powered by WPeMatico
2020 and 2021 will be one of the periodic transitional eras in gaming as Sony and Microsoft debut their shiny new consoles, the PlayStation 5 and Xbox Series X. To ease the process (and spur adoption of the next generation), EA may make its upcoming titles free to “upgrade” to your chosen console.
On an earnings call last night, EA COO Blake Jorgensen at the end of his remarks noted a possible effect on revenue “from the games we are launching for the current generation of consoles that can also be upgraded free for the next generation.”
EA declined to comment on the comment, but the meaning seems obvious enough. It likely refers to “cross-gen” games that will appear on both existing consoles and those set to debut later in the year. If you buy the next, say, “Battlefield” game on PlayStation 4, you will have the option to transfer it somehow to the PlayStation 5.
Exactly how this would work is not clear — there will almost certainly be some rigmarole involving deactivating the license on your old copy — but the effect is a positive and consumer-friendly one. People can buy a game, from EA anyway, safe in the knowledge that they can continue to play it even if they buy a new console. That hasn’t been the case, in general, before.
In fact, the whole transition is looking to be a relatively easy one: The new consoles will be backward-compatible with many games from the previous generation; services like online access and monthly free games will cross over; some hardware and accessories will be shared; built-in streaming options mean improved portability.
EA’s apparent commitment to cross-gen upgrades is among the first, though some publishers and developers have floated the idea or declared support for it, pending approval from the console makers themselves. The confirmation could trigger an avalanche of announcements as others hurry to assure gamers that they, too, will provide this option.
Sony and Microsoft are the ones left holding the bag here: While a sale is a sale for EA or Ubisoft, the console makers are under tremendous pressure to show their console launches are successful. (Nintendo, as usual, is pursuing its own agenda independent from the cadence of its rivals.)
Part of that strategy is high-profile next-gen exclusives that people save up to buy alongside the new consoles, providing revenue spikes and platform lock-ins. When a large amount of those sales occur earlier in the year, and technically for the previous consoles, it’s not a good look.
These policies have a way of evolving right up to and beyond the moment of release. Sony clowned so devastatingly on Microsoft’s confusing and limited game transfer policies at E3 2013, the outset of this console generation, that it affected the whole zeitgeist, boosting PS4 sales and forcing Microsoft to reconsider. (You can see me in the video of it; I’ve rarely heard a crowd so excited about something.)
It’s better to err on the side of liberality, it turns out. EA, which has routinely erred in the other direction over the last few years, hopes perhaps to curry favor in advance of a gaming market opening up in new directions. We’ll see if other companies follow suit.
Powered by WPeMatico
Microsoft’s original Xbox Elite controller was a major step up for gamers, with customizable buttons, changeable physical controls and adjustable sensitivity for serious personalization. The new Xbox Elite Controller Series 2 has just landed, and it offers similar features, but with new and improved features that add even more customization options, along with key hardware improvements that take what was one of the best gaming controllers available and make it that much better.
This might seem like a weird place to start, but the fact that the new Xbox Elite 2 comes with USB-C for charging and wired connections is actually a big deal, especially given that just about every other gadget in our lives has moved on to adapting this standard. Micro USB is looking decidedly long in the tooth, and if you’re like me, one of the only reasons you still have those cables around at all is to charge your game controllers.
In the box, you get a braided USB-A to USB-C charging cable, which at nine feet is plenty long enough to reach from your console to your couch. Of course, you also can use your phone, tablet, MacBook or any other USB-C charger and cable combo to power up the Elite 2, which is why it’s such a nice upgrade.
This is big for one other key reason: Apple recently added Xbox controller compatibility to its iPad lineup, which also charges via USB-C. That’s what makes this the perfect controller for anyone looking to turn their tablets into a portable gaming powerhouse, as it reduces the amount of kit you need to pack when you want to grab the controller and have a good option for digging into some iPad gaming.
Probably the main reason to own the Elite 2 is that it offers amazing customization options. New to this generation, you can even adjust the resistance of the thumbsticks, which is immensely useful if you’re a frequent player of first-person shooter (FPS) games, for instance. This lets you tune the sensitivity of the sticks to help ensure you’re able to find the right balance of sensitivity versus resistance for accurate aiming, and it should help pros and enthusiasts make the most of their own individual play style.
The shoulder triggers also now have even shorter hair-trigger locks, which means you can fire quicker with shorter squeezes in-game. And in the case, you’ll find other thumbsticks that you can swap out for the ones that are pre-installed, as well as a D-pad you can use to replace the multi-directional pad.
On top of the hardware customization, you also can tweak everything about the controller in software on Windows 10 and Xbox One, using Microsoft’s Accessories app. You can even assign a button to act as a “Shift” key to provide even more custom options, so that you can set up key combos to run even more inputs. Once you find a configuration you like, you can save it as a profile to the controller and switch quickly between them using a physical button on the controller’s front face.
Even if you’re not a hardcore multiplayer competitive gamer, these customization options can come in handy. I often use profiles that assign thumbstick clicks to the rear paddle buttons, for instance, which makes playing a lot of single-player games much more comfortable, especially during long sessions.
The Xbox Elite 2 includes a travel case, just like the first generation, but this iteration is improved, too. It has a removable charging dock, which is a quality accessory in its own right. The dock offers pass-through charging even while the controller is inside the case, too, thanks to a USB-C cut-through that you can seal with a rubberized flap when it’s not in use.
In addition to housing the charger and controller, the case can hold the additional sticks and D-pad, as well as the paddles when those aren’t in use. It’s got a mesh pocket for holding charging cables and other small accessories, and the exterior is a molded hard plastic wrapped in fabric that feels super durable, and yet doesn’t take up much more room than the controller itself when packed in a bag.
The case is actually a huge help in justifying that $179.99 price tag, as all of this would be a significant premium as an after-market add-on accessory for a standard controller.
Microsoft took its time with a successor to the original Xbox Elite Wireless Controller, and while at first glance you might think that not much has changed, there are actually a lot of significant improvements here. The controller’s look and feel also feel better, with more satisfying button, pad and the stick response, and a better grip thanks to the new semi-textured finish on the front of the controller.
USB-C and more customization options might be good enough reason even for existing Elite Controller owners to upgrade, but anyone on the fence about getting an Elite to begin with should definitely find this a very worthwhile upgrade over a standard Xbox One controller.
Powered by WPeMatico