Start Your Engines: EA Sports F1 25 is now on EA Play
Juliet Niczewicz, Senior Director, Corporate Communications, EA
Members get unlimited access to the base game, plus dozens more titles in The Play List, and a monthly 5,000 XP Boost.
Take on the world of racing in EA Sports F1 25, now available for EA Play members to access whenever they want.
EA Sports F1 25 is now on The Play List. Play with EA Play, available on Xbox Play Anywhere, Xbox PC Game Pass, or Ultimate.
Members can also grab this month’s 5,000 XP Boost, available until March 31.
Strap into the driver’s seat today before the 2026 season starts.
Write your own legendary racing story, lead your team, and explore new modes in the official video game of the 2025 FIA Formula One World Championship.
Take on the third chapter of Braking Point, where the legacy of Konnersport hangs in the balance as you and your team race for a spot in the World Championship.
Design your own liveries with customizable driver numbers and logos. Then show them off in newly updated, laser-scanned Grand Prix circuits.
March Member Rewards
Apex Legends
Pick up the Gold Copilot Weapon Charm, available until March 30
EA Sports F1 25
Get a 5,000 XP Boost, good for unlocking tiers of the Podium Pass, available until March 31
EA Sports FC 26
Play Clubs mode by March 12 to grab a special membership reward that’ll help you compete in style
Compete for rewards with a Football Ultimate Team Draft Token, available in Ultimate Team from March 12 – April 23
EA Sports Madden NFL 26
Keep building your dream team with a Madden Ultimate Team EA Play March Pack available until March 31
EA Sports NHL 26
Score 2 Season Pass Multiplier Tokens & 3,000 CHEL Coins by March 12
Show out on the ice with Season 4 WOC Battle Pass XP Modifier & CHEL Coins available from March 12 – May 7
Battlefield 6
Equip yourself with the Season 2 EA Play Pack, available until May 11
Deck out your soldiers before the fight when you claim your EA Play Deployment Pack
To learn more about EA Play, check out X and Instagram, or visit here. For more details on all the EA Play member benefits this month, visit the EA Play Member Benefits site. Conditions, limitations and exclusions apply. See EA Play Terms for details. Members can experience the world of EA with unlimited access to a collection of top titles, trials of select new games, in-game member rewards, 10% on EA digital purchases and more.
Indie Selects for March 2025: Fresh Contrasts for a New Season
Amy Connors, Oscar Polanco, Raymond Estrada, Keith Muelas, Deron Mann – ID@Xbox Spring Cleaning Crew
Every Wednesday, dive into the Indie Select Hub — your gateway to a fresh, curated indie collection plus four themed spotlights that rotate weekly! You can always find this collection hub in the Xbox Store and on Xbox.com/IndieSelects.
As we step into spring, this lineup is all about fresh contrasts—bright blooms and deep shadows, cozy comfort and adrenaline spikes. Dive into an ultra-violent sci‑fi third-person action adventure, then slow the pace with an action RPG that’s equally at home in a warm, cozy sim loop. Take a detour into darkly funny criminal commerce with a money-laundering sim where you literally wash cash, then brace for an FMV psychological-horror interactive movie steeped in centuries-old Black Forest tales of vengeful spirits. From there, plunge into a gripping first-person horror/action journey through a nightmarish reimagining of Spain, and finally reset your senses with a first-person puzzle experience built around painting, color-mixing, and seeing the world in a whole new light. Here’s what we’ve got for you this month (in no particular order):
Goichi Suda, known by his alias Suda51, returns with Romeo is a Dead Man, a bold new entry in an already impressive catalog that includes No More Heroes, Lollipop Chainsaw, Killer7, and many other cult classics. From the opening moments, you immediately recognize his signature style: the mad-genius energy, the fever-dream surrealism, and the genre-blending chaos that makes you question your own sanity while remaining completely captivated.
The game wastes no time. You are thrown straight into the action as Romeo Stargazer, a sheriff’s deputy responding to a routine call. Romeo is attacked by a mysterious creature, left for dead, then resurrected and recruited into the FBI’s Temporal Task Force by his multiverse-traveling grandfather. It is absurd, dramatic, and perfectly on brand.
Combat is fast, aggressive, and built around spectacle. Fluid combos chain together seamlessly, finishing moves are satisfyingly over-the-top, and boss encounters that stand out as some of the game’s strongest moments. These set pieces prioritize theatrical excess over strategy, leaning fully into style and momentum.
This is a niche game by design. It is unapologetically strange and will resonate most with players who value creativity, boldness, and sharp stylistic shifts. Romeo is a Dead Man is unmistakably a Suda51 creation, and as your time-traveling, multiverse-hopping grandpa wisely puts it: don’t think too hard, just feel the vibes.
This is the game I never knew I always wanted. I missed the Rune Factory and Harvest Moon series (please don’t take my gamer card), but I’ve always loved life sims and consider myself a die‑hard action‑RPG fan. As I get older, I’ve come to appreciate the calm joy of farming while still craving the rush of slick, skill‑based combat. Rune Factory: Guardians of Azuma nails that balance. It blends both genres with charm, voiced characters, a strong story, and a fantastic soundtrack. As a spin‑off of the Rune Factory series and by extension Story of Seasons, it’s also a perfect entry point for newcomers.
You play as an Earth Dancer tasked with restoring Azuma, a land devastated by a cataclysm and the creeping Blight. You’ll rebuild villages, construct buildings, and attract new residents, all wrapped in gorgeous Japanese‑inspired visuals and music. Instead of one farm, you juggle four seasonal villages — Spring, Summer, Autumn, and Winter — each permanent and distinct. Thankfully, intuitive farming and building systems keep everything fun rather than overwhelming.
Strong character relationships (and romances) tie into combat, letting allies fight alongside you. And that combat? Smooth, responsive, and full of satisfying dodges, specials, and weapon‑tools called sacred treasures that double as farming gear. This game has so many core loops that interlock beautifully. There’s so much to boast about and I haven’t even touched on the progressive skill trees or various sky islands.
Dozens of hours in, I can already see how easily this could grow into a 100‑hour adventure. With its dense mechanics and constant variety, it reminds me of the first time I played Yakuza: Like a Dragon as it’s absolutely packed with content and proficient in everything it does. If you want a rich, varied experience that rewards long‑term play, this one’s an easy must‑have.
Simulator games keep widening their delightfully absurd horizons, and I’m endlessly drawn to them like a moth to a neon sign. Give me a bizarre premise fueled by peak‑efficiency goals, and I’m in. Cash Cleaner Simulator plunges you into piles of dirty money, turning what would be a seedy, monotonous job into something sillier, more whimsical, and wonderfully literal. Like any good sim, completing task after task pulls you into a zen‑like rhythm until you suddenly wonder, “Wait… how long have I been playing?”
Each delivery, dropped unceremoniously from a chute in the ceiling, brings something new. Sometimes it’s supplies, but usually it’s cash in bags, boxes, or old mattresses. Your job: collect it, spot issues like dirt, blood, or counterfeits, and get it sorted. Jobs come through an in‑game app outlining how clean the money must be, how to repackage it, and any strict requirements. Some contracts are so precise that tiny errors can sink the whole task. As you progress, new challenges like multiple currencies, marked bills, dye packs, and gold bars push you to buy better tools and scale up.
Early earnings are slow, especially if you’re trying to pay off the million‑dollar debt hanging over you, but the game’s quirky, lighthearted tone helps smooth that grind. At its core, Cash Cleaner Simulator is a casual, almost cozy experience that lets you clean cash for criminals at your own pace. It’s weirdly funny, repetitive in a good way, and unexpectedly relaxing. Perfect for anyone wanting a laid‑back game with a delightfully absurd twist.
Scenario: You’re on your couch, watching a horror movie, and the desire to tell one of the main characters what to do is overwhelming. You know how this feels. Heart of the Forest takes this situation, but right as the crucial deciding moments occur, you’re in control!
Heart of the Forest is a full-motion video (FMV) game that inserts you right into the middle of a horror movie, making decisions on behalf of a group of students who have set off on a hike through the Black Forest. From the get-go you witness eerie events happening in the surrounding areas, while knowing that things are only going to get worse for the unsuspecting crew. This is a game where you need to make choices with the priority of keeping people safe as events cause this hike to go downhill… and not in a good way.
Your choices directly affect the story and literally change the movie you are interacting with. With this being a beautifully filmed game, the story is a little over 2.5 hours, but the desire to go back and change the course of events by making alternate decisions will be immense. Experience this psychological horror through the lens of 4 students, horrified at what is happening to each of them, while having a direct influence on their actions.
If you’ve never played an FMV game, but enjoyed “Black Mirror: Bandersnatch,” you’ll be right at home with this narrative-based game built around needing to survive in a horror setting.
Crisol: Theater of Idols is a first-person survival horror game set in Hispania, a unique and frankly, unsettling fictional take on Spain. Players wash ashore in Tormentosa as Gabriel, a soldier sent on a divine mission from the Sun God. Armed with blood-fueled weaponry, you navigate varied environments, fight puppet-like statues, and solve puzzles while unraveling the mysteries of the island, the Sun God, and how Gabriel became so deeply entangled in all of it.
Using blood for ammo is such a wild idea — but man, does it work. Traditional survival horror relies on ammo scarcity to create tension and helplessness. In Crisol, that concept is amplified. Health and ammunition become one shared resource. It’s not just about conserving bullets — it’s about deciding whether you can afford to shoot at all. The game offers quick healing kits called Plasmarine, along with the ability to absorb blood from animal corpses (gross!). Combat revolves around this system, but it also serves as a clever world-design tool, tying progression, narrative beats, and puzzle-solving directly into the core mechanic.
As you explore, you’ll find a beautifully crafted, Spanish-inspired world that looks fantastic in 4K. I’ve always loved old-world Spanish architecture, and the game showcases a strong variety of distinct areas for players to sink their teeth into. The presentation is sharp, the gameplay is immersive, and progression through weapons, abilities and passive upgrades feel meaningful. And then there’s Dolores. I’ll leave that for you to experience firsthand, but I’m confident the 11-year-old version of me wouldn’t have slept after seeing her — or practically any of the enemies in this game. If you enjoy modern survival horror that leans heavily into tension, atmosphere, and storytelling, Crisol: Theater of Idols is absolutely worth a shot.
Indie puzzle games have spent two decades riffing on the Portal formula, with many finding real success. One standout was ChromaGun, a first‑person puzzle‑shooter built on paint mechanics and clever color‑mixing. Its strong reception has now paved the way for a sequel, ChromaGun 2: Dye Hard, which picks up immediately after the original in comedic fashion. Once again, you find yourself tricked and trapped inside the testing facility, roped into yet another round of “scientific” experimentation.
What really sets ChromaGun 2 apart is, unsurprisingly, the ChromaGun itself. You begin with yellow paint and unlock the other primary colors as you go, letting you mix and manipulate your way through each room. Paint two objects the same color and they magnetize, allowing you to move objects onto switches, pop vents off walls, and create inventive solutions. You can mix paints into secondary colors or even black when the puzzle calls for it. And despite the potential mess, mistakes are never permanent as you can always clean things up and try again. The puzzles range from quick wins to sly brain‑teasers, with simpler setups often requiring the most thought. Since nothing is timed, you’re free to experiment and tackle each challenge at your own pace. The developers also created a standout accessibility feature in their colorblind mode, which adds distinct shapes to all primary and mixed colors so players can easily tell everything apart.
If this feels a little too close to Portal, you’re not wrong. From the test‑chamber aesthetic to the ever‑present disembodied voice, the inspiration is obvious. And then there’s the moment the plot starts involving literal portals, which was hilarious and feels like the game is having a playful laugh at its own expense. Still, ChromaGun 2 is so well‑crafted, and its puzzles so genuinely satisfying, that it’s hard not to recommend it to anyone who loves this style of game.
Control Resonant: Getting to Grips With Remedy’s First-Ever Melee Action Game
Summary
Control Resonant evolves the original Control’s 3rd-person shooting combat into an intense melee action-RPG.
Creative Director Mikael Kasurinin and Lead Gameplay Designer Sergey Mohov gave an overview of the sequel’s elaborate combat and customization systems, encouraging build experimentation and multiple playthroughs.
Control Resonant arrives on Xbox Series X|S later this year.
The Oldest House leaking into New York is all I needed to hear to be excited about Control Resonant, Remedy Entertainment’s long-anticipated follow-up to their excellent 2019 paranormal action-adventure, Control. As they recently showed us with Alan Wake 2, the folks at Remedy are not afraid to take big swings with sequels, and Control Resonant looks no less surprising and delightful than its studio and series pedigree would suggest.
Last week, we got to see virtual presentation from Creative Director Mikael Kasurinin (also the Creative Director of the franchise and Co-Creative Director of Remedy Entertainment) and Lead Gameplay Designer Sergey Mohov, giving live commentary over pre-recorded gameplay video segments. They focused on combat and customization, which is clearly a big point of evolution from Control to Control Resonant.
Only in New York
In Control Resonant you play as Dylan Faden, brother of the original Control’s protagonist, Jesse, and a powerful parautilitarian (think “somewhat spooky superhero”) like his sister. In order to curb speculation, Kasurinin and Mohov were clear that Jesse will not be playable in Resonant, though she will be present as a major character.
Seven years after the events of the first game, cosmic horror the Hiss has escaped the Oldest House, base of operations for the Federal Bureau of Control (think “The X-Files” if Mulder had funding), and taken over Manhattan, flooding it with monsters and psychedelically warping space and gravity to create a broken, dreamlike world reminiscent of “Inception.” While not a full, seamless open world, the city is divided into major zones that spoke off from a central area where the FBC’s field office is set up, which will serve as your evolving hub throughout the game.
The cosmic forces terrorizing the city have affected each zone very differently, allowing them to have distinct vibes and challenges. Control’s Oldest House was an impeccably surreal brutalist nightmare, but ultimately it was a lot of gray concrete over the run of the whole game. Kasurinin was clear that one of their goals for Resonant was to have much greater visual variety, of which the discrete zones are an obvious manifestation (although we didn’t really get a look at any yet beyond the particularly Incepted area from the reveal and gameplay trailers).
Devil May Control
The biggest difference between Resonant and the first Control is the move from 3rd-person shooter to melee action-RPG. Where Jesse had the Service Weapon, which could morph between various gun forms, Dylan has attuned to the Aberrant, a shape-shifting close-quarters weapon. It’s unclear how many forms there will be in total, but examples we’ve seen include an enormous hammer, short blades, a scythe, and a whip.
The action is fast and furious, reminiscent of the Devil May Cry franchise, or the work of PlatinumGames, air-juggling, combo meter, and all. Like the first game, it’s a system designed to encourage aggression – but it feels even more geared towards getting you into the thick of combat. Melee attacks give Dylan the resource he needs to use his special abilities, which will frequently stun enemies and allow for executions, in turn giving a temporary percentage buff to melee damage, letting you push to higher and higher levels of destruction with skillful play. Also like the first Control, a lot of your attention has to go towards not just attacking and dodging individual enemies, but managing crowds of different threats. Jesse’s ability to do this all at range with guns and telekinesis made it easier to keep the action squarely in front of you, but Dylan is fighting up close and personal, which means threats come in from all angles.
We also got a more extended look at Dylan’s fight against one of the eponymous Resonants, who serve as major story bosses for the game and reward Dylan with powerful abilities. The deft, masked, dual-mallet-wielding figure shown at the end of recently revealed gameplay footage is tentatively named the Dancer (though the developers noted that name is subject to change). Regardless, it’s in good company with memorable bosses like the Cogwork Dancers (Hollow Knight: Silksong) and Dancer of the Boreal Valley (Dark Souls III), where learning to match their graceful rhythms can be an exhilarating duet to master.
As with any action game, how good it will be is all about moment-to-moment game feel in a way that no video can communicate, but Control Resonant’s combat looks far more intense and mechanically crunchy than anything Remedy has done before, and I’m excited to get hands on it.
Theorycrafter’s Delight
Besides the intensity of the combat, another huge and exciting differentiator between Control Resonant and its predecessor is the build variety available. Remedy showed us the same fight against mobs of enemies both with a standard, up-close melee-focused build, and then with a build that focused on using skills to summon various minions and turrets to do crowd control while Dylan swooped around to make targeted executions. It became immediately clear how malleable this system will be, and how much your choices will make a meaningful difference to how you play.
The skill trees in Control allowed you to buff up various parts of Jesse’s kit to your taste, but it didn’t really feel like you were making creative build choices. I loved my time with it, but I was thorough and haven’t felt compelled to go back, in part because by the end it felt like I had seen pretty much everything the combat had to offer.
Control Resonant aims to encourage replays with far more in-depth combat systems that allow for radical build variety. When defeating Resonants, they can offer up to three choices for what power to take, which is permanent and exclusive, meaning you won’t be able to see everything in a single playthrough. One example we saw offered a choice between a shield that can also be used offensively to ram into enemies, a turret that can also be thrown as a bomb, or a third option we didn’t get a look at. In action, we also saw Dylan do things like force-push and cause remote explosions—standard cool telepath stuff.
In addition to selecting from a variety of offensive, defensive, and tactical supernatural abilities, Dylan can also customize his weapon, the Aberrant. Rather than committing to a single weapon form’s moves, you set one primary form for basic attacks, a secondary form for special and charged attacks, and a combo ender for special finisher moves after attack chains. Within that, each weapon form offers upgrade trees that unlock alternate, specialized forms and modifier effects for the weapons, allowing further customization.
Then on top of that, there are talent trees for Dylan that unlock a variety of passive modifiers, which also involve exclusive choices that again limit what you can see in a single playthrough. These are built around synergies like various status effects that can be applied to enemies.
All of these systems run through The Gap, a diegetic mind palace menu space that Dylan can enter at any time out of combat. Here you find not reasonably priced bootcut jeans and sweatshirts, but ominous plinths on which Dylan can manage his various talent and specialization trees and systems.
It’s all a little overwhelming when breathlessly laid out, but it’s no doubt exciting. It seems like Control Resonant’s customization might really scratch that action-RPG itch for richly expressive and open combat systems in which you can really get your hands dirty exploring all sorts of different builds and playstyles – but decoupled from the Skinner box loot grind associated with the kinds of games we’d usually expect this from.
What’s perhaps most impressive is how much it feels like Remedy is getting right on their first try – the team has never made an all-out melee action game before, but it bears all the hallmarks of the greats in the genre. Given that Control spin-off FBC: Firebreak was also Remedy’s first ever multiplayer game, we asked Kasurinen if there’s something about the Control franchise that lets Remedy stretch their development wings. He agreed, saying that “Control is, first and foremost, a world, where a lot of different protagonists can exist within it, and they each have their own way of dealing with things.”
It’s something to be thankful for – Remedy have been one of the most reliable studios in the action space for a very long time, but seeing them apply all that experience to something new for them is a particular treat. I can’t wait to go back and spend more time in Control’s world with Resonant after this tantalizing little taste. While I wholly expected a Control sequel to paint Remedy’s eerie and imaginative vision across a grander scale, which did not disappoint, I did not expect the action-RPG buildcrafting sicko part of my brain to be activated as well.
After years in confinement at the hands of the Federal Bureau of Control (FBC), Dylan Faden’s former captors are deploying him at the peak of a supernatural crisis.
Charged with combating a mysterious cosmic entity as it alters fundamental aspects of our reality, Dylan must harness his new-found powers to take the fight to the myriad threats overwhelming Manhattan.
Join Dylan in this sequel to the multi-award-winning CONTROL to explore the expansive zones of a city overrun by the corrupting influences of the chaotic Hiss and invasive micro-organism, the Mold, and other twisted paranatural threats.
On the path to unlocking the full potential of his supernatural abilities Dylan will also seek out his sister, FBC Director Jesse Faden, as he bids to comprehend and contain the dangers that have spilled beyond the confines of the Oldest House to tear our world apart.
Ninja Gaiden 4: The Two Masters DLC Arrives Today – We Spoke to the Game’s Director About Every Addition
Sebastian YamaguchiXbox Wire Japan Editor
After a fierce climactic battle with the Dark Dragon, Yakumo gazes upon the scenery he has reclaimed. Yet even now, the shadow of a new—and terrifying—archfiend creeps ever closer. Though the skies have cleared, the presence of deeper evil never fades. The battle of the Master Ninja is far from over.
Following the events of the main Ninja Gaiden 4 storyline, the long-awaited The Two Masters DLC sheds more light on the stories of both Ryu Hayabusa and Yakumo, who now stand together as Master Ninjas.
This DLC expands beyond the main game’s ending with new narrative content, and also introduces new weapons for both characters, adds an 100-battle gauntlet mode aptly named “Abyssal Road,” and incorporates wide-ranging quality-of-life improvements.
To access the new chapters that continue the story, as well as the new Abyssal Road challenge mode, players must complete the original campaign on any difficulty level (including the new-player friendly “Hero” mode). However, the new weapons added to Yakumo and Ryu’s arsenal will be available at any point after the tutorial for players who have not yet defeated the Dark Dragon.
I recently had the opportunity to play the DLC in advance, and spoke to PlatinumGames’ Yuji Nakao, the game’s producer and director. Here’s what you need to know before taking on the latest challenges Ninja Gaiden 4 has to offer.
The Story Continues
In the newly added DLC storyline, set after the events of the main game, Yakumo and Ryu Hayabusa spring into action to bring an end to the schemes of a new enemy, the Archfiend Seele. It also depicts Yakumo, who became a Master Ninja during the main story, reconsidering his own purpose in existence as he strives to catch up to Ryu Hayabusa.
“This time, we were finally able to set things under clear skies! So, we prepared locations where that brightness really shines,” says Nakao, with a grin on his face. “Yakumo’s stages were created with an urban, modern setting befitting the new Ninja Gaiden, while Ryu Hayabusa’s reflect the classic Ninja Gaiden image. We aimed for visuals that differ from [the main game], and stage design that fully embraces the essence of the Ninja Gaiden series.”
True to Nakao’s remark about clear skies, many battlefields in the DLC storyline are sunlit, marking a major shift from the atmosphere of base game’s main storyline. The Dark Dragon that once loomed over Tokyo’s sky is already gone, and likewise the Raven clan has been freed from its fate. Having fulfilled his clan’s long-held wish, Yakumo now must confront a new threat while grappling with inner conflict, all the while keeping up with Ryu Hayabusa.
An Addition to the Arsenal
As part of the DLC, Yakumo and Ryu Hayabusa each receive one new weapon. Yakumo gains Solitaire, a double-bladed war scythe named for the French word, symbolizing his spiritual solitude and solitary nature. Ryu, meanwhile, receives Jakotsumon, a freely extending chain weapon that fires from serpent-themed gauntlets.
Solitaire
“When you think of a scythe, you think of the Grim Reaper, right? Yakumo, the solitary ninja who mercilessly cuts down enemies one after another, is nothing less of a grim reaper himself, and that was the image behind bringing Solitaire into the game. I’m not sure where he found it, though,” laughs Nakao. “Because it’s a scythe, we aimed for light, playful handling in each of Solitaire’s forms. The great scythe looks heavy, but you can wield it quickly and smoothly, offering more responsive action than Yakumo’s previous Bloodraven moves.”
Solitaire allows even more agile movement and is characterized by having relatively low risk when holding down the attack button for charged attacks. Its sustained attack can repel enemy projectiles, demonstrating excellent breakthrough power, even in chaotic battles against large enemy waves.
Jakotsumon
“Until now, Ryu’s weapons haven’t really had a long reach, so this time we challenged that,” says Nakao regarding Jakotsumon’s development. “Jakotsumon not only extends for attacks but can pull enemies in or pull Ryu toward them; it’s a weapon highly specialized for mobility and positioning. It also has techniques that strike many foes at once, so in terms of usability you could say it’s quite versatile.”
In Ninja Gaiden 4, Ryu Hayabusa wielding the Dragon Sword already makes him one of the most capable versions of the character in the series. With Jakotsumon’s addition, the game adds an all-round weapon that enables even more aggressive close-quarters combat while ensuring enemies don’t slip away.
As players grow accustomed to it, they’ll be able to enjoy a technical playstyle, where they will opt to use Jakotsumon’s versatility to compensate for actions difficult with just the Dragon Sword.
A Gaze into the Abyss
The Abyssal Road, a fresh addition in The Two Masters DLC, is a mode for Master Ninjas seeking simple yet endless combat. Difficulty is set by tiers; starting from Normal and increasing as players descend deeper, until around the 100th floor where you must continuously fight at Master Ninja difficulty.
“As you advance deeper, enemy placement is strengthened. It truly becomes an abyss,” warns Nakao. “Players must overcome the 100-floor ordeal with limited items. Key features of the Abyssal Road include specially colored blood orbs and enemies in a Frenzied state. Differently colored blood orbs behave differently, from raising score multipliers or filling the Berserk Gauge.
“Frenzied enemies, when defeated, spread their state to nearby foes. Defeating the Frenzied enemies guarantee the spawn of a special blood orb, so you must carefully judge when to finish them off. But the Frenzied state also enhances enemy aggressiveness and strength, so whether you spare them or kill them, neither path is easy.”
While it may seem overwhelmingly difficult at first glance, the Abyssal Road imposes no special restrictions like the ones in the Challenge Missions. For those who simply want to enjoy pure, relentless combat, it is an ideal new mode, where you may spend countless hours in blissful focus.
Offering the Best Possible Experience
Several months have passed since the release of Ninja Gaiden 4, and the game continues to evolve based on player feedback. The quality-of-life improvements introduced alongside The Two Masters include enhanced combat responsiveness, added options for weapon set customization, and fixes across multiple chapters.
One improvement I noticed immediately, and particularly appreciated, was the significant reduction in retry time. Previously, when Yakumo or Ryu fell, a few-second curtain-call sequence would play. Now, it can be skipped with a button inputs. Players no longer need to watch the screen in frustration thinking “I was so close!” while waiting for the retry prompt.
The Two Masters DLC arrives today, and with it Nakao wants to present a heartfelt message of gratitude to the series’ fans:
“Thank you for your patience since we announced the DLC. During the time you’ve been waiting, we packed in as much replayable content as possible, including new weapons, stages, and challenges.
“We also prepared a completely new weapon for Ryu, the Jakotsumon, and I hope you’ll enjoy trying out his first new weapon in quite some time.
“Even players who have already cleared the game will find more scenarios to enjoy and new enemies awaiting them. We hope you’ll take this opportunity to play Ninja Gaiden 4 and The Two Masters DLC!”
The Two Masters is included as a free update for those who purchased the Ninja Gaiden 4: Deluxe Edition ($89.99 USD) or the Deluxe Upgrade ($20 USD). It is also available as a standalone offer for $14.99 USD.
The definitive ninja hack & slash franchise returns with NINJA GAIDEN 4! Embark on a cutting-edge adventure where legacy meets innovation in this high-octane blend of style and no-holds-barred combat.
Return of the Legend
Experience a return to the intense, high-speed combat that established NINJA GAIDEN as a premier action game series. Prepare for a legacy reborn with captivating style for a new generation of players.
Epic Hack and Slash Combat, Evolved
NINJA GAIDEN 4 fuses Team NINJA’s tempered combat philosophy with the stylish, dynamic action gameplay of PlatinumGames. Engage in visually stunning combat that rewards precision and strategy. Use Bloodbind Ninjutsu to transform your weapons and unleash devastation upon your enemies, alongside legacy techniques like the Izuna Drop and Flying Swallow. The legendary Ryu Hayabusa also returns with a revamped yet familiar set of tools to master. With a customizable player experience, NINJA GAIDEN 4 will push action game veterans to their limits while allowing newcomers to enjoy a heart-pounding adventure full of twists and turns.
An Ancient Enemy Returns
An endless rain of miasma hangs over a near-future Tokyo in the wake of an ancient enemy’s resurrection. The fate of the city lies in the hands of young ninja prodigy, Yakumo. Fighting his way through cybernetic ninja soldiers and otherworldly creatures, Yakumo must reconcile a destiny he shares with the legendary Ryu Hayabusa himself and free Tokyo from the ancient curse that brought the city to its knees.
Experience a return to the intense, high-octane action of NINJA GAIDEN with the Deluxe Edition.
Includes:
• Base Game
• Future Gameplay Content*
• Traditional Dark Blue and Legendary Black Falcon Ryu Skins
• Blade of the Archfiend Ryu Weapon Skin
• Divine Chimera and Raven Master Yakumo Skins
• Divine Chimera Yakumo Weapon Set
• 50,000 Bonus NinjaCoin
• Additional In-Game Items
The definitive ninja hack & slash franchise returns with NINJA GAIDEN 4! Embark on a cutting-edge adventure where legacy meets innovation in this high-octane blend of style and no-holds-barred combat.
Return of the Legend
Experience a return to the intense, high-speed combat that established NINJA GAIDEN as a premier action game series. Prepare for a legacy reborn with captivating style for a new generation of players.
Epic Hack and Slash Combat, Evolved
NINJA GAIDEN 4 fuses Team NINJA’s tempered combat philosophy with the stylish, dynamic action gameplay of PlatinumGames. Engage in visually stunning combat that rewards precision and strategy. Use Bloodbind Ninjutsu to transform your weapons and unleash devastation upon your enemies, alongside legacy techniques like the Izuna Drop and Flying Swallow. The legendary Ryu Hayabusa also returns with a revamped yet familiar set of tools to master. With a customizable player experience, NINJA GAIDEN 4 will push action game veterans to their limits while allowing newcomers to enjoy a heart-pounding adventure full of twists and turns.
An Ancient Enemy Returns
An endless rain of miasma hangs over a near-future Tokyo in the wake of an ancient enemy’s resurrection. The fate of the city lies in the hands of young ninja prodigy, Yakumo. Fighting his way through cybernetic ninja soldiers and otherworldly creatures, Yakumo must reconcile a destiny he shares with the legendary Ryu Hayabusa himself and free Tokyo from the ancient curse that brought the city to its knees.
From Sketch to Puzzle: Crafting Planet of Lana II’s Clever Challenges
Dan Faxe, Lead Game Designer and Christian Enfors, Senior Game Designer
Summary
Planet of Lana II’s designers set out to expand on the first game’s beautiful world with new ways to interact with it and more interesting puzzles.
By way of example, learn the process of how they designed one particular puzzle from initial sketch through playtesting and refinement.
Planet of Lana II: Children of the Leaf launches March 5 on Xbox Series S|X, Xbox on PC, and Xbox One, with Xbox Play Anywhere and available day one on Game Pass Ultimate.
Warning: This article contains spoilers for one puzzle from the game!
When we began the game design process for this sequel, we had a clear goal in mind: Create deeper and more elaborate mechanics and puzzles, while at the same time maintaining the flow and accessibility of the first game.
To achieve this goal, we knew we wanted to give the player more control, and expand on Mui’s special hypnotize ability from the first game.
Using the environment as part of the challenge
In the first game, animals were controlled indirectly, by essentially constraining their position to Mui’s. In this sequel, we wanted the player to instead become the animal, controlling it freely in the world independent of Mui, and let the player experiment with its different movements and abilities.
This unleashed a whole new level of creativity and variation in the gameplay, where we could build puzzles around these new and fun animals that were lurking around in the world of Novo. One example is the tiny ink fish. Its fast and snappy movement lets it quickly navigate through the water, go through narrow tunnels, and it can even jump out of the water to reach new areas! Its special ability is that it can create an ink cloud, in which both the ink fish itself as well as Lana can hide from lurking dangers underwater.
Speaking of being under water, this is another aspect that we are introducing in this sequel. Lana can now dive down under the surface, which unlocks a whole new dimension of verticality to the puzzle design, as well as tension, because of the need to breathe.
Mui still has her fear of water, as in the first game, but now there’s a special kind of bubble plant that grows underwater in some places on Novo that Lana can fetch and tie to herself. Mui can then get inside of the bubble and together they can dive down and solve underwater puzzles!
When creating a puzzle, we always start with one or more overview sketches that we present to the rest of the team. We walk through it in stages, imagining how it would be to play and asking questions. Is the goal for the player clear enough? If failing, will the player get the feedback they need in order to not get stuck? Do we present the elements of the puzzle in the right order?
Balancing between challenge and flow
Here you can see a sketch of a puzzle where Lana has found one of the bubble plants mentioned earlier, and needs to find a way to open the underwater hypno door with Mui, without being seen by the shark monsters.
At this stage, we collect valuable feedback based on the sketches, make adjustments and present it again. We repeat this process until we are certain that we are on the right track.
Then the Level Designers make a first pass building it in the engine, making sure everything can be built with the art assets we have available. Also, adjustments are made here to ensure that distances and scale feel good while moving through it in-engine.
As soon as possible, we then try to playtest it on players who have not seen the puzzle sketches. It’s important that this happens in context with the rest of the game, since sometimes a puzzle builds on elements introduced earlier, so testing it in isolation could lead to it being much more difficult than intended if too many totally new puzzle elements are introduced at the same time.
When analyzing the playtests, we look extra carefully for player confusion and frustration, to make sure we don’t break the flow of the game. Having the player not immediately progressing is not always a problem, as long as the player is having fun and is coming up with new ideas of how to solve a puzzle. It can sometimes be a fine line between a fun challenge and a frustrating experience!
As can be seen from this overview from the final game, this particular puzzle mainly kept its shape from the sketch, apart from some tweaks in proportions and distances.
Another small difference is the extra tunnels added around the second shark monster, which were added because it made it feel more natural for players where they were supposed to place an ink cloud (at the tunnel intersection).
Once we see that a puzzle tests well, the Level Artists continue filling out the world with more visual details and lighting, making it more and more beautiful with each pass of polish, as can be seen in this screenshot from the same area of the game.
Thank you for the opportunity to give you a glimpse of what goes into making a puzzle. We really look forward to seeing players explore these new and exciting parts of Novo!
Planet of Lana II: Children of the Leaf will be released on March 5 and will be available with Xbox Game Pass Ultimate from day one! Wishlist now and go play Lana and Mui’s first adventure in the wait up to their epic continued journey, and follow @PlanetOfLana on social media to stay up to date.
A World After the Machines Came
On Lana and Mui’s home planet, new technology brings progress but also stirs greed and imbalance. As different tribes adopt it in their own ways, tensions grow and the world’s harmony begins to shift. When those seeking power push too far, Lana and her little companion are pulled into a journey that reveals long-buried truths about their planet and about themselves.
A World That Tells Its Story
Journey across frozen peaks, deep oceans, and forgotten ruins in a hand-painted world where nature meets technology. With no spoken dialogue, characters express themselves through an alien language, letting the world, music, and your choices carry the story and inviting you to find its meaning for yourself.
A Bond at the Center of the Journey
Planet of Lana II is a cinematic puzzle-adventure built around companionship and trust. Guide an older, more agile Lana and her loyal companion Mui as their bond becomes the key to moving forward in a world where beauty and danger live side by side.
Thoughtful Puzzles & Fluid Movement
Puzzles are woven naturally into the world, rewarding awareness, timing, and cooperation instead of complex logic. Turn Lana’s expanded agility, from wall jumps to smooth movement and momentum, into your path through danger.
An Emotional, Carefully Paced Adventure
As Lana and Mui travel, new discoveries unravel the history of their planet and the truth behind Mui’s origins. Their journey grows into an intimate tale of coexistence, responsibility, and the cost of progress, carried forward by a moving orchestral score that gives weight to quiet moments, bold discoveries, and every emotional turn across its 6 to 8 hour adventure.
A Standalone Experience
Planet of Lana II welcomes new players while offering a deeper journey for those returning, an intimate story about connection, resilience, and protecting what still matters in a changing world.
Key Features
A Cinematic Puzzle-Platformer Adventure
A story-driven experience blending exploration, environmental puzzles and cinematic atmosphere.
A Companion-Driven Journey
A heartfelt adventure built around the bond between Lana and her loyal companion, Mui.
A Hand-Painted World in Transition
Explore a beautifully crafted planet where nature and technology collide, and different tribes respond to progress in their own ways.
Fluid Exploration & Movement
Guide an older, more agile Lana with wall jumps, smooth traversal, and dynamic movement across diverse environments.
Thoughtful & Varied Puzzles
Puzzles are woven naturally into the world, focusing on observation, timing, and cooperation rather than complex logic.
Storytelling Without Words
No spoken dialogue. Meaning emerges through visuals, music, and your interactions with the world.
An Emotional, Carefully Paced Sci-Fi Tale
Uncover new truths about the planet and Mui’s past in a 6-8 hour cinematic journey, accompanied by a moving orchestral score.
Coming to Xbox Game Pass: Cyberpunk 2077, Planet of Lana II, and More
Megan Spurr, Senior Community Lead, Xbox Game Pass
Wake up samurai, we have games to play. Whether you want to check out haunted kingdoms, Night City, or the track, we have something for you. Let’s get to the games!
Available Today
Final Fantasy III (Cloud, Xbox Series X|S, and PC) Game Pass Ultimate, Game Pass Premium, PC Game Pass
With the power of light nearly eclipsed by the power of darkness, only the crystals’ four chosen adventurers can save the world.
Kingdom Come: Deliverance II (Cloud, Xbox Series X|S, and PC) Game Pass Ultimate, Game Pass Premium, PC Game Pass
Kingdom Come: Deliverance II is a thrilling Action RPG, set amid the chaos of a civil war in 15th Century Bohemia. You are Henry of Skalitz – an ordinary man doing extraordinary things – caught in a gripping tale of revenge, betrayal and discovery as he embarks on an epic journey.
Coming Soon
to a T (Cloud, Xbox Series X|S, and PC) – March 4 Now with Game Pass Premium; joining Game Pass Ultimate and PC Game Pass
A charming, colorful adventure game from the creator of Katamari Damacy and the uvula team about a teen navigating life in a small town with their cute dog companion. While their body is stuck in a T-pose, they do their best to make the most of it.
EA Sports F1 25(Cloud, Xbox Series X|S, and PC) – March 4 Game Pass Ultimate, PC Game Pass
Write your own legendary racing story, lead your team, and explore new modes in the official video game of the 2025 FIA Formula One World Championship. Game Pass Ultimate subscribers can play now with EA Play and grab this month’s 5,000 XP Boost, available until March 31.
Planet of Lana II: Children of the Leaf (Cloud, Xbox Series X|S, Handheld, and PC) – March 5 Game Pass Ultimate, PC Game Pass
Available day one with Xbox Game Pass! Can a friendship change the world? Embark on an unforgettable sci-fi adventure with Lana and her loyal companion Mui. Solve clever puzzles, uncover hidden secrets, and confront the dangers reshaping their home. This breathtaking cinematic platformer is sure to challenge your mind, stir your heart, and dazzle your eyes and ears.
Construction Simulator (Cloud, Console, and PC) – March 10 Game Pass Ultimate, Game Pass Premium, PC Game Pass
Construction Simulator has returned – larger and more impressive than ever! Fulfil your ambition to become a successful construction entrepreneur by establishing your business from scratch, assisted by your mentor, Hape.
Cyberpunk 2077 (Cloud and Console) – March 10 Game Pass Ultimate, Game Pass Premium
Become V, a cyberpunk-for-hire, and do what it takes to make a name for yourself in the dark future of Night City. But when a once-in-a-lifetime heist to steal an experimental prototype goes wrong, the trajectory of your life changes forever.
Hollow Knight: Silksong (Cloud, Console, Handheld, and PC) – March 12 Now with Game Pass Premium; joining Game Pass Ultimate and PC Game Pass
Ascend to the peak of a vast, haunted kingdom in Hollow Knight: Silksong! The sequel to the award-winning action-adventure, Hollow Knight. Explore, fight and survive as Hornet, princess-protector of Hallownest, as she discovers a land ruled by silk and song.
DreamWorks Gabby’s Dollhouse: Ready to Party (Cloud, Xbox Series X|S, and PC) – March 17 Game Pass Ultimate, Game Pass Premium, PC Game Pass
DreamWorks Gabby’s Dollhouse: Ready to Party invites players into a colorful, music-filled adventure with Gabby and her friends. Explore iconic rooms, enjoy playful mini-games, and celebrate creativity and teamwork in a family-friendly party experience.
In Case You Missed It
Diablo II: Resurrected (Cloud, Console, and PC) – February 11 Game Pass Ultimate, Game Pass Premium, PC Game Pass
Now available with cloud gaming. See the latest updates with Diablo II: Resurrected here! Play the definitive Diablo II experience now with Xbox Game Pass, featuring remastered versions of Diablo II, the Lord of Destruction expansion, and more.
Game Updates
Call of Duty: Warzone Black Ops Royale (Cloud, Console, and PC) – March 13
Drop into Black Ops Royale, a new free mode inspired by Blackout and reimagined for today’s Call of Duty: Warzone. Set on the Avalon map, every match begins on an equal playing field — no loadouts, no buy stations, just pistols and instinct. Scavenge for upgrades, armor, and perks to power up. Take smart risks, outplay your opponents, and be the last squad standing.
In-Game Benefits
Call of Duty: Warzone (Console, PC)
Game Pass Pack 5: Game Pass members get a FREE in-game bundle for Call of Duty: Black Ops 7 and Call of Duty: Warzone.
This pack includes:
Operator Skin
4x Weapon Blueprints
2x Weapon Charms
Finishing Move
Emblem
2x Weapon Sticker
Spray
2XP Token (1 hour)
Leaving March 15
The following games are leaving the Game Pass library soon. Jump back in to tie up any loose ends or save up to 20% off your purchase to keep the fun going!
Bratz Rhythm & Style (Cloud, Console, and PC)
Enter the Gungeon (Cloud, Console, and PC)
F1 23 (Cloud, Console, and PC)
He is Coming (PC)
Lightyear Frontier (Cloud, Console, and PC)
Mythwrecked: Ambrosia Island (Cloud, Console, and PC)
We’re just getting started this month. As always keep your eye here or on Xbox Game Pass and Xbox for the latest news updates for what’s coming to your “to be played” list, and we’ll talk soon!
Note: Games with a ‘Handheld’ designation represent those that are optimized for handheld play.
The Shore: Enhanced Edition Celebrates Five Years with a 2026 Xbox Series X|S Launch
Theofanis Gavriilidis, CMO at Iphigames
Summary
Coming to Xbox Series X|S this year,
Dragonis Games’fully optimized Enhanced Edition.
Five-year milestone since the acclaimed Lovecraftian horror adventure launched 2021.
Five years ago, The Shore introduced PC players to a nightmare realm of cosmic horror and existential dread. Now, as the game celebrates its anniversary, that same haunting experience is coming to Xbox Series X|S in 2026 with The Shore: Enhanced Edition.
I still remember the first time I encountered one of The Shore‘s massive eldritch entities towering over the island’s abandoned ruins. That oppressive atmosphere, those twisted landscapes shaped by ancient gods – now console players will experience that same terror firsthand, reimagined and optimized for modern platforms.
Originally released on PC in February 2021, The Shore quickly gained recognition for its atmospheric Lovecraftian horror and deeply personal narrative. Dragonis Games’ debut title resonated with horror fans worldwide, establishing the studio’s reputation for creating immersive, story-driven experiences rooted in cosmic dread.
Now, through a publishing partnership with Iphigames, The Shore: Enhanced Edition brings this celebrated indie horror experience to a new generation of players on Xbox Series X|S. The Enhanced Edition has been fully adapted for modern console platforms, delivering refined visuals and an immersive experience that takes full advantage of the hardware.
You take on the role of Andrew, a father searching for his missing daughter on a remote island abandoned by humanity. As you explore decaying ruins and twisted landscapes, reality begins to fracture around you. The island hides secrets older than time itself, and every step forward pulls you deeper into a nightmare shaped by fear, loss and obsession.
Ancient gods lie hidden beneath the island, slowly changing the world above. Armed with strange artifacts and fragments of forbidden power, you must survive encounters with eldritch beings while uncovering the truth behind both the island and your daughter’s fate. Knowledge comes at a terrible cost.
The Shore blends exploration and environmental puzzles in a world shaped by forbidden knowledge. Dark visuals, huge creatures, and unsettling locations create a constant feeling of dread as you navigate villages, ruins and strange landscapes inspired by Lovecraftian horror.
You’ll solve environmental puzzles using logic, observation and strange objects found throughout your journey. The game’s immersive sound design uses whispers and silence to build tension and pull you deeper into this nightmarish world.
The five-year journey from PC launch to console debut represents an important milestone for Dragonis Games. Founded by Ares Dragonis, the independent studio has continued to focus on creating atmospheric, story-driven experiences inspired by cosmic and psychological horror, with previous titles including Eresys and Necrophosis.
The console version comes through a publishing partnership with Iphigames, a game development studio based in Athens, Greece, that supports distinctive and ambitious projects and helps developers bring their creative visions to console and global audiences.
The Shore: Enhanced Edition is scheduled to launch on Xbox Series X|S in 2026. As the game enters its sixth year, this console release marks a new chapter for the beloved horror adventure.
Coming Home – World of Warcraft: Midnight’s New Housing Feature Adds a Cozy Paradise Within Azeroth
Summary
Housing allows you to take a break from your many adventures in Azeroth and decorate a place you can call home, be it in Razorwind Shores or Founder’s Point.
Tokens from your many adventures can be put on display in your home, giving your House a very distinct and unique experience for all.
World of Warcraft: Midnight, the newest expansion for World of Warcraft, is now available for PC on Battle.net.
Over the years, World of Warcraft has started to feel like a big plate of comfort food to me, with big servings of quests piled up high, a generous scoop of lore on the side, with a nice, refreshing new expansion every so often to wash it down. It’s familiar. It’s cozy. It’s home.
Having been a casual WoW player for about 20 years now, which is a bonkers thing to type out, I’ve always enjoyed going at my own pace while exploring Azeroth. That’s to say I still don’t consider myself good at the game — sometimes all I want to do is collect a couple of boar pelts and call it a night, y’know? Now with the release of World of Warcraft: Midnight, the stakes continue to mount for the future of our heroes, and Azeroth itself, as we’re all being asked to take up arms… to move furniture.
Housing is one of the biggest features included in the newest expansion — maybe even one of the biggest new features in years — making World of Warcraft truly feel like a home. After a hard day of adventure, what’s better than taking a nice stroll through the neighborhood, hitting up a fishing spot, repairing a neighbor’s fence, and becoming envious of some of those larger houses down the street, to help round out your day in Azeroth?
For the last few weeks, I’ve been dabbling with the new Housing feature as part of the early access period of Midnight. While I may not be the most creative designer, I’ve found that the more time I’ve spent with the tools, the more adventurous I’ve felt in coming up with new layout ideas to stake my little corner of this fantastical world that I can call my own.
Selecting My Plot
Things started off briskly when I first arrived in Razorwind Shores, the Housing island zone for Horde players (my main is a forsaken warrior) – Alliance players have Founder’s Point. The initial tutorial of finding a spot to live was a lot of fun, as Toncho Cloudhide — think of him as a Tauren realter — guided me through the various biomes that I could choose to live in.
From the lush forests of the Cragthorn Highlands, the impressive rocks along The Bluffs, and the seaside retreat along Saltfang Shoals, there’s sure to be a spot for anyone to call home. Selecting an available plot is as easy as clicking on the signpost and paying a small fee. But if there’s a particular patch you really have your heart set on, you can cycle through various servers to see if that spot has been claimed.
I didn’t have trouble finding an area that suited what I was looking for. In fact, I’ve already moved my house once! I initially set up shop in the more densely wooded area near the Highlands (one of the more popular biomes based on availability). Now I’m more central in Runetotem’s Bounty, which is a tropical mix of elegant flora and palm trees, complimented by fishing streams, beautiful waterfalls, and friendly creatures. It’s also a much closer walk to The Common, which works as a central hub full of vendors and neighborhood quest givers.
Going Shopping
Having amassed quite a treasury over the years during my adventures, my gold stockpile is pretty healthy. As such, buying up a variety of furnishings in town from Decor Vendors isn’t hurting my bank account at all – and I don’t imagine it will hurt yours either. Most items like frames, chairs, desks, and light fixtures are priced at just a few gold coins, with the larger structures like tents and water fountains costing a bit more.
You can find most of the vendors located in The Common, with some others hiding just outside of town, down by the shore. What I would suggest, however, is finding a particular style that suits you before you start buying up everything on offer from these vendors. It is all about finding one who appeals to your design sense, like the wooden Bel’ameth style or the lavish Silvermoon interior to name a couple sold by Jehzar Stafall. For me, my go-to vendors are Shon’ja and Gronthul – I love that rugged Orgrimmar style for my home.
The large number of customizable home goods is another area I am incredibly impressed by – the sheer number of unique items you can purchase is a little mind-boggling. It’s clearly understood by the crafters of this world that not all sizes fit all, especially in a massive game like World of Warcraft, as these designs are intended to serve every type of player in Azeroth.
A Token of Adventure
As I’ve mentioned, I’ve never considered myself a very creative person when it comes to designing a virtual living space in video games. Even in time with life sims like The Sims and Animal Crossing, I’ve usually erred on the basic placements of living room furniture: a bed, a table, a desk, and some chairs. Maybe a fun wallpaper. But something about the Housing feature for World of Warcraft has hit different.
I think a big part of it is that it finally feels like I can give my hero, whom I’ve spent years with, a place to live. I’ve gone on hundreds of quests over the years but, really, all I’ve been able to show for it has been a nice set of armor, a fancy mount, and a cool-looking sword. Which are all great — who doesn’t love a new piece of loot? But now these contributions in the world can be more noticeable and memorable. Housing gives me something more tangible to connect to within this world I’ve enjoyed participating in. There’s now a mark on the ground that I was here. And that really resonates with me.
Another nice feature is how my legacy has found a way to be included amongst the variety of decor I can add to my home. Alongside the variety of chairs and rugs, my collection includes mementos from adventures long ago (and some pre-order tie-in bonuses). It’s modest, but it’s my collection.
As such, I have the Head of the Broodmother sitting above my fireplace, the Nesingwary Elk Head adorned on a wall in my living room, and the Prime Evil chest from Diablo sitting in the corner. I also found a great place to put a miniature replica of The Dark Portal that I’ll share in a minute, which is a limited-time log-in bonus that players can grab right now.
Making a Home
When I started out, placement of my furniture was basic. A chair by the fireplace. A writing desk in the corner. A rug in the middle of the room. Then I started to play with the scaling and height of these objects. I put a few pictures up, windows, and then some candle lighting. Soon I found myself becoming more critical of where I’m positioning tables and bookshelves, leaning coffin lids up against walls, and creating a staircase to the second floor. Where a few weeks ago I wasn’t sure how to properly place a chair, now I’m meticulously placing cobwebs in my hallways… and building secret bookcases that lead to Dark Portals…
That’s to say the more time I’ve put into the creative tools, the more ideas have started to flow on how else to decorate my home. It’s a very cool and different approach to playing within World of Warcraft – I’m not trying to min/max anything. Instead, I’m fretting over what to do about that dark corner underneath my staircase. I’m no longer worried that I’m not carrying weight during a raid; now I need to find things to put on my bookshelf. I like it. It gives Azeroth a more “lived in” feel than anything that has been here before.
The Next Adventure
Over the years, the grand adventure of World of Warcraft has felt centered around fighting alongside iconic heroes, saving the world from numerous cataclysmic events, and charging into battle alongside names like Sylvannas and Thrall. But that was always in knowing that everyone gets to experience these same adventures too. Sometimes together, other times alone. Warcraft has always wanted you to feel like you’re contributing to this massive world. Now with the addition of Housing, that feeling is coming through stronger than anything Blizzard has done before.
A lot of care and attention has been spent to make sure every player has what they need to make their own home within Azeroth, be it in Razorwind Shores or Founder’s Point. It has really started to feel like I am here in Azeroth. This is my little slice of comfort. Now as I continue the next grand adventure with the launch of World of Warcraft: Midnight, I can’t wait to bring home some new tokens of adventure to adorn my little corner of this magnificent world.
Dear Bus Drivers, it’s time to get back behind the wheel of officially licensed buses from globally renowned manufacturers, soak up the sun along your route and rebuild trust in public transportation. With Bus Simulator 27, we are delivering the most ambitious entry in the series to date. Together with developer Simteract, we are raising the bar in scope, authenticity and immersion. Bus Simulator 27 is coming later this year to Xbox Series X|S with Play Anywhere support.
For years, the Bus Simulator franchise has been all about putting you in the driver’s seat of the world’s most iconic and cutting-edge buses. Now, we are taking that promise even further. We are excited to confirm one of the most requested additions from our long-standing community: Solaris is joining the fleet. It arrives in style with the Solaris Urbino 18 hydrogen – winner of the prestigious Bus of the Year 2025 award. In total, you will be able to operate more than 45 officially licensed buses from 13 globally recognized brands, including Mercedes-Benz, MAN, Iveco Bus, Blue Bird, Scania, Volvo, and many more.
In addition to classic rigid, articulated, double-decker, and electric buses, you will be able to drive coach buses for the first time in the series’ history. Enjoy long-distance journeys, for instance, with the Mercedes-Benz Tourismo
Discover the beautiful fictional Southern European region of Felicia Bay, inspired by Spain and Portugal. Its lively twin cities Mequina and Alcaztelar welcome you to establish public transportation and serve both the residents and tourists. Around 20 distinct districts – ranging from residential to industrial and business – along with a host of exciting landmarks, make your shifts both pleasant and adventurous. You can collect iconic landmarks by passing them on your route or exploring the city on foot.
Bus Simulator 27 features dynamic weather and a full day and night cycle. The streets of Mequina and Alcaztelar are crowded, challenging you to keep to a tight schedule. Be prepared as accidents or roadworks can occur which force you to look for alternative ways to reach your next bus stop. A host of traffic and in-bus events will constantly keep you engaged and entertained.
You can play Bus Simulator 27 in three different ways: Story, Career and Sandbox. In Story Mode, you’ll meet several characters who guide you through building your bus company, offering new contracts and challenges. The Career Mode on the other hand is powered by the economic and managerial systems of the game, allowing you to build your bus empire to your liking and create your very own routes to serve. Last but not least, the Sandbox Mode is the perfect playground to try things out without paying attention to money or rules: just driving around with your favorite bus or exploring Felicia Bay on foot in search of hidden collectibles.
However, driving isn’t all Bus Simulator 27 has to offer. Besides walking around the vibrant streets, you can also enjoy a ride as a passenger or an inspector and check tickets. But the biggest responsibility surely comes with the management part of your enterprise. Create routes considering peak times and passenger volume, purchase buses to expand your fleet and match different urban and interurban requirements, customize your buses by designing unique liveries or applying advertisements for additional income, and manage your staff by hiring bus drivers and assigning routes.
And you can do all this in multiplayer with up to three friends as well. Coordinate routes and collaborate to transport passengers safely and on time to their destinations, and grow your company together. In addition, Bus Simulator 27 features crossplay between Xbox Series X|S and the Xbox App on Windows, including Xbox Play Anywhere – buy the game on Xbox Series X|S and get the PC version at no additional cost.
Of course, Bus Simulator 27 supports popular steering wheels on Xbox Series X|S ensuring a smooth journey every time you start your shift in Felicia Bay.
We can’t wait to reveal more brands, features and surprises, as we move closer to the game’s launch. Stay tuned as Bus Simulator 27 is well on its way to becoming the most comprehensive and immersive entry in the series’ history.
Look forward to the most comprehensive and advanced bus fleet in the history of the series so far. More than 45 officially licensed buses from 13 world-famous manufacturers, such as Solaris, Mercedes-Benz, MAN, IVECO BUS, Scania, and Volvo, are waiting for you to drive. Whether you are interested in classic rigid, articulated, and double-decker buses or in new electric buses – Bus Simulator 27 has got you covered. And for the first time ever in the series, you can get behind the wheel of impressive coach buses and enjoy long-distance journeys!
Felicia Bay is the perfect place to work where others go on vacation – a sunny fictive region in Southern Europe inspired by Spain and Portugal. Explore the vibrant twin cities of Alcaztelar and Mequina, featuring 20 unique districts packed with exciting landmarks – all brought to life by dynamic weather, a full day and night cycle, and bustling, crowded streets powered by Unreal® Engine 5. Create and serve routes, manage timetables, hire bus drivers, assign lines, customize buses with wraps and advertisements, and restore faith in public transportation in the local residents and visiting tourists.
Discover three different game modes and play the way you prefer: Story, Career, and Sandbox. Enjoy your time on the bus interacting with passengers. Watch out for in-bus and traffic events that may occur during your journey. And if you need a bit of variety, play as an inspector or take a ride as a passenger. You can also just exit the bus and explore Felicia Bay on foot to search for stunning points of interest and hidden collectibles.
Play solo or with your friends across all platforms in 4-player cooperative multiplayer crossplay mode. Coordinate routes and manage your bus fleet together and grow your company. Bus Simulator 27 supports a host of popular steering wheels and gamepads to make your ride as enjoyable as possible.