Super Meat Boy 3D Adds Multiple New Dimensions to a Classic Platformer  

Super Meat Boy 3D Adds Multiple New Dimensions to a Classic Platformer  

I am the proud of owner of an achievement for the Xbox 360 release of Super Meat Boy where the aim is to complete an entire chapter without dying. It’s something that I bring up whenever possible, as a testament to my skill and commitment to mastering one of the most frustrating (and satisfying) modern platformers of a generation.  

So when the opportunity to hop into a demo of Super Meat Boy 3D arose at this year’s gamescom, I had to do it. Would this be a glorious return to form for me, or a devastating fall from grace? Does this utterly absurd, high-speed, high-stakes game work as well in a three-dimensional setting?  

The demo would have me believe that the answer is a resounding yes. Meat Boy’s plight is familiar – he’s on a mission to save Bandage Girl from the clutches of Dr Fetus, and each level adds a slight uptick in difficulty as Meat Boy’s girlfriend is swept away each time.  

Taking control of Meat Boy again, even in his new, squidgy, 3D form, ignited the muscle memory of riding a bike – he moves in a very similar way to the original game and within a few levels I was hopping, sprinting, wall-running and of course, perishing like a pro. If these controls are lodged deep inside a part of your mind, it’s going to feel wonderfully nostalgic, but don’t fret if they’re not – everything still feels intuitive and responsive, another trick the original pulled off. 

However, unlike the original, the 3D element adds new layers of depth to each level – as well as moving up, down, left and right, Meat Boy now moves forwards, backwards, diagonally – having to consider depth perception at warp speed almost makes Super Meat Boy 3D feel like an entirely different game. Precision is utterly key in these moments, but there’s a forgiving element – a circle underneath Meat Boy will mark where he is about to land on a surface, making those extra risky leaps a little easier to calculate.  

Each level is an obstacle course, and your goal is to get from the start to the end. Simple in theory, but there’s a brutal buffet of disruptive, violent barriers between you and your lost girlfriend. It’s not just tricky jumps and avoiding falls – just the opening levels had me dodging chainsaw-wielding robots, giant, toxic cubes of slime full of eyeballs, and Meat Boy’s famous moving wall saws, to name a few. While some hurdles felt visible enough to prepare for, others took me by total, annoying surprise (and killed me instantly). Getting your butt kicked and learning for next time is what made Super Meat Boy so rewarding to conquer – and that masterclass is brought back for you to retake here. 

And while some of this is new, it wouldn’t remotely feel out of place if it were squashed down into 2D form and placed inside the original game, which feels like a testament to how developer Sluggerfly is preserving the authenticity of Super Meat Boy. 

Super Meat Boy 3D also looks great, these surroundings – from dreamy green platforms to harsh industrial caverns – feel familiar in how they’re designed, but with a stylish, modern flair. This new art style gives opportunity for fun new animation that really brings the characters and environments to life – squirrels running around with guns, lava spewing down walls, and of course, many more visceral ways in which Meat Boy can meet a swift end.  

All the swagger and attitude of the original Super Meat Boy is present here – and it feels as though Super Meat Boy 3D is built to iterate on its predecessor, not outperform it. That said, if you’ve never played the original, that doesn’t matter here – the premise is clear, and these opening levels are designed to welcome newcomers into Meat Boy’s weird, unforgiving world, but the initiation won’t be easy. The demo is respectfully saying “welcome back to Meat Boy”, but there’s enough new ideas here to make it truly feel like a successor worth playing, if you can handle the frustration.  

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Invincible VS: Going Hands-on with Three New Characters (Including Omni-Man)

Invincible VS Hero Image

Invincible VS: Going Hands-on with Three New Characters (Including Omni-Man)

Summary

  • We tap back in with some more hands-on time for the upcoming Invincible VS. from Quarter Up, a Skybound studio.
  • Omni-Man, Rex Splode, and Battle Beast showcase their brutal moves at gamescom 2025.
  • Invincible VS is set for release in 2026 for Xbox Series X|S, Xbox PC, and Xbox Cloud as an Xbox Play Anywhere title, available for wish listing today on the Xbox Store.

If you’ve watched or read the excellent “Invincible,” you’re probably aware of just how brutal the fights between these superheroes can be – I’m still not over watching Omni-Man wipe the floor with the Guardians of the Globe and it has been years since I saw that first episode. That episode is also a good barometer of how bloody you can expect the fights to be in Invincible VS, an upcoming 3v3 tag fighting game from Skybound’s first in-house game development studio, Quarter Up, comprised of members behind the excellent Killer Instinct (2013).

We last got a good look at Invincible VS following its world reveal during Xbox Games Showcase, where we went in-depth on some of its mechanics, like the 3v3 tag battle system, and the bonus round face-off that occurs once time expires. Coming back to it again with a slightly larger roster, now including Omni-Man (voiced by J.K. Simmons), Rex Splode, and Battle Beast, it still feels like a fighter that is going to hit that sweet spot of a compelling and deep fighting game experience, with some satisfying pick-up-and-play elements for less seasoned players.

What I was working to discern during my hands-on time with the game is how different all the fighters feel to play, especially with the three fighters I’m trying out for the first time. For example, Omni-Man is classified as a Balance/Power fighter, meaning he’s well rounded and excels at dealing raw damage, where Battle Beast is classified as a Striker/Pressure fighter, meaning he’s focused more on landing attacks (rather than grappling/throws) and is built to keep players on the defensive. Rex Splode, meanwhile, is your Ranged/Mobility attacker, designed to strike from a distance with flame attacks and remain mobile enough to evade incoming punches.

Omni-Man had some great attacks I kept coming back to, like his Heavy Attack uppercut that would send opponents flying into the air, chasing them up to follow with a series of air juggles to keep the pain coming. Rex Splode feels like one for more experienced players, with some powerful flame attacks and was definitely agile enough to remain at a safe(ish) distance during fights.

As I continued to play, I found Battle Beast to be one of my favorites. Even though he felt slower to move than the other characters, being able to press my attacks (remaining close) against any of the opponents was highly effective, especially by pressing Forward and stringing together a series of Light Attack (X button) combos, which kicked off an auto combo that showcased a brutal series of attacks, culminating in a Ground Bounce that, sometimes, would just shatter my opponents apart in a pile of bloody goop.

He wasn’t alone in pulling off auto combos. Omni-Man also had an effective one where he sends the opponent into the air, and Rex Splode would shove flaming sticks into the face of an unwilling opponent. Every character I played could seemingly combo easily with some rapid pressing of the X (Light Attack). Stringing even just five of these hits together can unleash a powerful combo attack, giving you a satisfying look as your fighters continue to dish damage.

I also appreciate how reactive the voice dialogue is between characters. Omni-Man dissing on an unkempt moustache from his doppelganger, or how Invincible would complain about Rex Splode’s various quips are great table-setters before a battle kicks off. Context with the show and comics are helpful, but not necessary, and all seem designed to tap into a player’s curiosity to watch the show or read the comics to better understand where these characters are coming from (and why they may have a particular beef with each other).

As the battles go on, the brutality really starts to shine through as the fights continue into the later stages with your characters having ragged clothing, severe bruising, and becoming drenched in blood (lots of blood) that gives Mortal Kombat a run for its money. Not to mention, when you’re able to string those combos together it can result in detached limbs laying in a puddle of remains. It’s a great touch that’s all very reminiscent of the television show, especially when I could build up my Special Meter to kick off a powerful cinematic attack.

One of the most intense finishers I was able to pull off was Omni-Man’s, where he would grab the face of my opponent, fly them up in the air, crush them through dozens of buildings, and then drop a mountain of rocks on top of them. I was grinning from ear to ear at just how ridiculously awesome it all was.

And that touches on what makes this such a fun and effective pick-up and play experience. You can unleash so many awesome attacks by only needing to focus around four buttons — Light Attack (X), Medium Attack (Y), Heavy Attack (B), and Special (A) — instead of the usual six for most fighters. This starts to bring the game more in line with the likes of a Marvel vs Capcom or Smash Bros. fighting experience. That’s not to suggest there isn’t a lot of depth here – one look at all the moves you can pull off in the menu illustrates this. It’s that you’re all but guaranteed a good time after just a few minutes of dedication. That’s rare to see in any type of fighting game.

It’s unclear how many more fighters will be available with Invincible VS (Robert Kirkman has been teasing a pretty large roster) when it launches next year – I’d love to see the inclusion of other notable characters like Monster Girl, Black Samson, or Robot — but the roster that’s already in place is bringing a tremendous mix of styles and flare that makes this 3v3 tag fighter a tremendous amount of fun to play already, and I can’t wait to see how it progresses.

Look for Invincible VS to launch in 2026 for Xbox Series X|S, Xbox PC, and Xbox Cloud as an Xbox Play Anywhere title.

Xbox Play Anywhere

Invincible VS

Skybound Games

Invincible VS is a brutal superhero 3v3 tag fighting game set in the Invincible universe, where you can battle to the death as a team of fan-favorite characters in iconic locations. Unleash bone-breaking combos through fast combat and smart defensive tactics to leave a trail of blood and destruction. Land vicious Super moves and Ultimates to leave your opponents in a mess of blood.

Invincible VS features a variety of game modes including a captivating cinematic story mode with an original narrative from a writer of the animated series. Jump into Arcade and battle with your team, hone your combos in Training mode, and test your skills against the world in competitive and casual multiplayer. Show, comic fans, and fighting game lovers will experience unparalleled heroic brutality, where every earth-shattering blow will leave you feeling… Invincible.

This is the debut title from the newly formed Quarter Up™—the first in-house studio at Skybound—led by former members of the core Killer Instinct (2013) dev team.

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Dragon Age: The Veilguard Comes to EA Play August 28

Dragon Age: The Veilguard Comes to EA Play August 28

EA Play August Rewards

Summary

  • Immersive single-player RPG Dragon Age: The Veilguard comes to EA Play on August 28.
  • Select from different races and combat classes, customize your appearance, choose your character’s backstory, and begin your journey as Rook, Dragon Age’s newest hero.
  • Face larger-than-life foes as you traverse diverse environments in this dramatic campaign.

Enter the world of Thedas, a vibrant land of rugged wilderness, treacherous labyrinths, and glittering cities – steeped in conflict and secret magics. Now, a pair of corrupt ancient gods have broken free from centuries of darkness and are hellbent on destroying the world.

Thedas needs someone they can count on. Rise as Rook, Dragon Age’s newest hero. Be who you want to be and play how you want to play as you fight to stop the gods from blighting the world. But you can’t do this alone – the odds are stacked against you. Lead a team of seven companions, each with their own rich story to discover and shape, and together you will become The Veilguard.

Play Dragon Age: The Veilguard on The Play List. EA Play makes your games more rewarding, with access to great player benefits including a library of top titles, monthly member rewards, a 10% discount on purchases of EA digital content, and more.

August Rewards

EA Play is bringing great membership rewards across some of EA’s hottest titles. From Welcome Packs, XP boosts, to Weapon Charms, it’s the ultimate touchdown for fans.

EA Play August Rewards
  • Apex Legends Let it rip with the Apex Legends Gold Barrelman Buddy Weapon Charm
    • Available now through Sep 1
  • Battlefield 2042 Put boots on the ground with these Battlefield 2042 skins
    • LCAA Hovercraft Skin: Rising Wave available now through Aug 24
    • BSV-M Weapon Skin: Blue Flash available Aug 25 – Sep 29
  • EA Sports College Football 26 Lead your program to glory with the Loyalist Ultimate Team Pack
    • Available now through Aug 31
  • EA Sports F1 25 Take off through Podium Pass tiers with 5,000 XP
    • Available now through Aug 31
  • EA Sports Madden NFL 26 Get your team ready for big gameday moments with the EA Play Welcome Pack
    • Available now through Sep 11
  • EA Sports Madden NFL 26 Build your lineup in Madden NFL 25 Ultimate Team with this month’s Pack
    • Available now through Aug 31
  • EA Sports FC 25 Tackle the season in style with the Festival of Football Purple Sunglasses and Clubs Coins
    • Available now through Sep 18
  • EA Sports FC 25 Invest in your club’s future with this month’s Token
    • Available now through Sep 14
  • EA Sports NHL 25 Show out on the ice with WOC Battle Pass XP Modifier & CHEL Coins
    • Available now through Sep 11

Membership to EA Play is included with Game Pass Ultimate and PC Game Pass subscriptions at no extra cost. Experience unlimited access to a collection of top EA titles, trials of select new games, member rewards, and a 10% discount on EA digital purchases.

Stay up to date with the latest news and member benefits at the EA Play page or follow on X (Twitter) and Instagram @eaplay.

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Keeper’s First Extended Gameplay Shows Us an Ever-Changing Adventure

Keeper’s First Extended Gameplay Shows Us an Ever-Changing Adventure

Keeper Hero Image

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

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

Shine Your Light

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Xbox Play Anywhere

Keeper

Xbox Game Studios

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

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

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ROG Xbox Ally Handhelds Launch October 16: Get Ready to Play!

ROG Xbox Ally Handhelds Launch October 16: Get Ready to Play!

Hero image

Summary

  • The ROG Xbox Ally and ROG Xbox Ally X launch October 16, with expanded day-one availability. 
  • We’re also announcing new handheld experiences today, including the Handheld Compatibility Program. 
  • With next-level performance and purpose-built features, these handhelds give players more ways to play anytime, anywhere. 

Together with ASUS, we are launching the ROG Xbox Ally and ROG Xbox Ally X on October 16. Since unveiling the ROG Xbox Ally handhelds, the community’s excitement and anticipation have been nothing short of inspiring, and we’re excited to bring you a whole new way to experience the joy of gaming—with the people you want, anywhere you want. 

These devices deliver an era of handheld gaming that makes it easier than ever to access your favorite games from Xbox, Battle.net, and other leading PC storefronts wherever you go. Whether you’re experiencing the crisp, colorful skateparks of Tony Hawk’s Pro Skater 3 + 4 or diving into the dynamic, immersive action of Gears of War: Reloaded, the Xbox Ally and Xbox Ally X are built to give you the freedom to play your way, anytime, anywhere. 

On October 16, the Xbox Ally handhelds will be available in Australia, Belgium, Canada, Czech Republic, China (Xbox Ally X only), Denmark, Finland, France, Germany, Hong Kong, Italy, Ireland, Japan, Malaysia, Mexico, the Netherlands, New Zealand, Norway, Philippines, Poland, Portugal, Romania, Saudi Arabia, Singapore, South Korea, Spain, Sweden, Switzerland, Taiwan, Turkey, United Arab Emirates, United Kingdom, United States and Vietnam. Availability will follow for other markets where ROG Ally series products are sold today, including Brazil, India, Indonesia and Thailand. In China, the Xbox Ally will launch early next year. 

Built to Play Anywhere 

Whether you’re hopping between games in your library or streaming from the cloud (where available), the Xbox Ally lineup makes it easy to jump in and stay connected while you play on the go.  

As we shared in June, both devices offer standout features, such as: 

  • The Xbox full screen experience, a dedicated experience purpose-built for gaming, powered by Windows 11, and inspired by the console user experience. With new modifications that minimize background activity and defer non-essential tasks, more system resources are dedicated specifically to gameplay. 
  • A dedicated Xbox button opens an enhanced Game Bar overlay for Windows 11, making it easy to return home, browse your library, launch or quit games, chat with friends, access ROG’s innovative Armoury Crate SE, and more. 
  • An aggregated gaming library gives you quick access to games from Xbox, Game Pass (where available), and installed games from Battle.net and other leading PC storefronts. 
  • Ability to play natively, via the cloud (where available), or via Remote Play from your Xbox console anywhere in your home. 
  • AMD processors that deliver premium gaming performance—the AMD Ryzen Z2 A processor in the Xbox Ally balances performance and power consumption to maximize battery life without sacrificing gameplay quality, while the AMD Ryzen AI Z2 Extreme processor in the Xbox Ally X provides the best level of performance and visual settings. 
  • Through our investment in Xbox Play Anywhere, with support for over 1,000 games, a single purchase means you can play with Xbox, including your progress and achievements, across Xbox console, PC, Xbox Ally (where available), and other Windows handhelds—at no additional cost.   
  • Gaming Copilot (Beta) via Game Bar, a personalized AI gaming companion that helps you get to your favorite games faster, improve your skills, and offers context-aware support based on what you’re playing. 

The Xbox Ally handhelds deliver a feature-rich experience from day one—and they’re built to get even better over time. Today, we are announcing even more features that will be available on the Xbox Ally handhelds, including our Handheld Compatibility Program and new AI features that enhance your gaming experience. 

Introducing the Handheld Compatibility Program 

Today, we’re excited to introduce the Handheld Compatibility Program—a new Xbox initiative designed to make more games ready to play on your supported handheld. We have worked with game studios to test, optimize, and verify thousands of games for handheld compatibility, allowing you to jump into the game without having to tweak settings, or requiring only minor adjustments.  

At launch, you will be able to see handheld compatibility directly in your game library —look for the “Handheld Optimized” or “Mostly Compatible” badges, or use a filter to quickly find titles that are ready to play:  

  • Handheld Optimized: This indicates games that are ready to go—with default controller inputs, an intuitive text input method, accurate iconography, clear text legibility, and appropriate resolution in full-screen mode—so you can spend less time adjusting settings, and more time defeating that next big boss.  
  • Mostly Compatible: This indicates games that may require minor in-game setting changes for an optimal experience on handheld. 

Games will also feature a Windows Performance Fit indicator to reflect expected performance on your supported device. When a game is both “Handheld Optimized” and carries a Windows Performance Fit “Should play great” or “Should play well” badge, it signals compatibility and performance fit—giving you added assurance before you play. 

But our work doesn’t stop there. We’re continuing to partner with developers to submit new and existing PC titles for handheld compatibility testing, so you can continue to grow your library of handheld compatible games over time.   

Enhanced Play with Xbox Ally X and More AI Features Coming Soon  

Designed for those in search of the most advanced handheld experience, the Xbox Ally X delivers 1TB of storage, 24GB of high-speed RAM, 80Wh of battery, and impulse triggers for more immersive play. Whether you’re gaming on the go or pushing performance at home, Xbox Ally X is built to handle today’s top titles—and tomorrow’s innovations. 

The Xbox Ally X is the first handheld to leverage the top-of-stack AMD Ryzen AI Z2 Extreme, paired with a powerful neural processing unit (NPU) to unlock upcoming AI powered features starting early next year—with more to come: 

  • Automatic Super Resolution (Auto SR): A system-level feature that uses the power of the NPU to upscale games running at lower resolutions—delivering high-resolution visuals and smooth framerates across a wide range of games, with no additional changes required from game developers.    
  • Highlight reels: AI captures your standout gameplay moments—like epic boss battles or victories—and generates short replay clips for you to share with friends or on social channels.   

More AI-powered features will roll out over time as both Xbox and developers continue exploring what’s possible with the Ryzen AI Z2 Extreme.    

And… More is Still Coming  

The Xbox Ally and Xbox Ally X were built to evolve with the future of tech. As we look ahead, we’re continuing to build new features and options for players on handheld. Expect regular updates that unlock new capabilities, boost performance, and elevate your handheld experience. Here’s a sneak peek at what we’re working on:  

  • Advanced shader delivery, a new feature that preloads game shaders during download, so select games launch up to 10x faster, run smoother, and use less battery on first play. More games will support this feature over time.  
  • A wide range of compatible accessories, including the newly announced ROG Raikiri II Xbox Wireless Controller—created by our partners at ASUS through the Designed for Xbox program—featuring a 1000Hz polling rate on PC mode, anti-drift TMR joysticks, and dual-mode triggers. The ROG Raikiri II Xbox Wireless Controller will ship out worldwide this holiday. More details will be shared soon. 
  • And even more in the coming months, including enhancements to the docking experience for the Xbox Ally and Xbox Ally X as we work to enable a seamless, high-performance setup that supports big-screen gaming, Auto SR, intuitive controller pairing, optimized display output, and more! 

Whether you’re a seasoned player, new to gaming, or simply want more flexibility, the Xbox Ally and Xbox Ally X are built to move with you. With next-level performance and purpose-built features, these handhelds mark the next step in how and where you play. Stay tuned for more details about pricing and pre-orders in the coming weeks. We can’t wait for players around the world to experience this new way to play with Xbox. 

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High On Life 2: How a Skateboard, a Famous Actor, and Bible Adventures Make Up One of the Wildest Demos Ever

High On Life 2: How a Skateboard, a Famous Actor, and Bible Adventures Make Up One of the Wildest Demos Ever

Summary

  • We go hands-on with the upcoming High On Life 2 at gamesco 2025.
  • Ralph Ineson joins the cast of High On Life 2 alongside the returning actors Betsy Sodaro, J.B. Smoove, and Richard Kind.
  • High On Life 2 launches for Xbox Series X|S on February 13, 2026, and will be available on day one with Game Pass Ultimate. 

How do you follow one of the most hilarious first-person shooters ever created? Turns out: give us a skateboard and tell us to get nuts. During a recent hands-on opportunity with an early build of High On Life 2, I could instantly recognize many returning hallmarks from the original, most notably the return of the talking weaponry, Gatlians, but also the ability to use Knifey’s grapple to pull me onto ledges, and tons of sharply written dialog that blend this wild universe together. But it was skateboarding that really caught my attention.

Picking up some time after the end of High On Life, the hands-on preview kicked off with me skydiving into the world of ConCon (Convention Convention), which is a planet full of floating platforms housing (you guessed it) conventions. A bounty has led us here, targeting senator Muppy Doo, a politician who is in league with the evil executives at Rhea Pharmaceuticals who are intent on turning humankind into… prescription pills.

My mission? Make my way through multiple conventions to find him. First up is ParkingCon, a collection of crashed cars piled on top of each other with dozens of aliens fighting over the few remaining parking spaces – one space was even being “held” by a plastic chair – and we need to free one up to give returning character Gene’s flying Winnebago a chance to park by any means necessary (e.g. shooting aliens).  At first, I came to this with the approach of a standard first-person shooter, focusing on enemy groups one at a time, trying to clear these parking spaces, and cycling between my two available Gatlians: Sweezy (laser pistol) and Gus (shotgun). Then I hopped on the skateboard and everything changed.

High On Life Pro Skater Edition

The skateboard effectively replaces your sprint button, but it’s the speed and agility that comes with it that makes it such a game changer. The more I moved around the level on the board, the more objects I found to grind on by pressing the LB button, like handrails and concrete dividers. I even found some sections that resembled quarter pipes and noticed that certain cars were positioned just right to give the impression they were ramps to jump off. That’s when it dawned on me that this entire level was basically a skatepark! This is going to be great.

The speed of battle really picked up the more I became comfortable finding areas to grind, while cutting down enemies left and right with Sweezy and Gus. I could even “throw” my skateboard at enemies for a one-hit kill and found it hugely helpful that the same button tied to grinding was also Knifey’s head-latching ability, which would smartly pull me to rails or grindable objects if I was going to be coming up short. It means you can get into a real flow, even in a game where you wouldn’t expect it.

If you recall from the first game, traversal with Knifey’s grapple was a big component, unlocking a variety of environmental and platform puzzles. Now with the inclusion of the skateboard, the platforming aspects are all amplified and it wasn’t long until the demo started showcasing what else I could do.

Continuing to the next floating zone involved grinding on floating buses, bouncing on giant inflatable balloons, and then wall riding to safely cross a chasm of clouds, where I reached PoliCon (a politics convention). The skatepark motif continued here as well, with plenty of handrails and other objects to grind swiftly across this new zone, moving through to my next objective. And that’s when our personal assistant Suit-O stepped in.

High on Life 2 Screenshot

So, What Else Can You Do?

For our demo, Suit-O was ever vigilant in popping up at the bottom of the screen and making sure we stayed on schedule for our 30-minute preview – intentionally fast-forwarding us through highlights of the demo, and “accidentally” leading us to the conclusion of a boss battle with one of the game’s new characters, Sheath, voiced by the amazing Ralph Ineson. What followed was a hilarious (and bloody) dissection of his alien bounty hunter character – whose head is then transformed into a new Gatlian. Yep, a boss voiced by a famous actor is also a gun in this game.

Sheath complimented Sweezy and Gus nicely with the feel of a battle rifle – Halo fans might find the familiar “punch” here — and his alt-attack is an Impaling Spike that can be used to string together subsequent targets and to create Spike ziplines, which I later use to cross over to the next convention, MurderCon (it’s exactly what you might think it is). I love that these Metroidvania-like components are still present from the previous game, opening areas formerly unreachable once you have acquired the specific tool to do the job.

Shoot, Shoot, Shoot!

Once we’ve stepped through the gates into MurderCon, the demo’s narrative shifted slightly to focus on Knifey who, as returning players may recall, loves to get bloody. He was predictably overjoyed to attend a convention that’s all about one of his favorite subject matters. Before I knew it, we were neck deep in a battle royale, surrounded by a laser tag arena aesthetic with lots of neon strewn about. And, yes, tons of enemies to shoot at. The speedy traversal elements took a backseat here, as the demo showcased more of a traditional multiplayer-like shooter layout, allowing us to lean more into our Gatlians and their abilities.

Sheath feels great with that perfect battle rifle punch, and using his Impaling Spike to tie groups of enemies together was incredibly fun. Sweezy is still a solid laser pistol with an alt-attack that creates a slowdown bubble that surrounds a group of enemies. And Gus’ shotgun and disc shot abilities are great at clearing crowds of enemies. All this fighting culminated in a boss battle with a large, ogre-like character named Brutus, who had a giant pyramid-like helmet fused to his head. It wasn’t long after that me and my Gatlians made short work of him and were crowned winners of MurderCon.

Finally, I was whisked forward once again by Suit-O to face off with Muppy Doo. At first, the encounter was your standard fare of dodging incoming attacks and unleashing some hurt with my Gatlians. But it was the next phase of the battle that I wasn’t quite ready for – and was unlike anything I’ve played. The final boss battle took place… in the menu screen.

See, Muppy Doo has a shrinking ability and was able to get so small that he snuck into my suit’s mainframe and tied up Suit-O. After freeing Suit-O by “clicking” on him, he became my mouse cursor as I clicked through my menu screen, trying to uncover the mini Muppy Doo who was trashing my sub systems.

Muppy would pop his head out from behind an icon, or start destroying menu items, and we’d punch him, forcing him to duck into another sub-menu. After a bit of this click-tag, it became worse for my character, forcing a full system reboot and deleting my save game… which rebooted into an entirely different game – Bible Adventures. No, really. Eventually, things continued to escalate to the point where the only solution was to have Knifey stab me to death – which he was more than willing to oblige. And thus, we wrapped up our time with High On Life 2.

A few games under their belt now, I like that Squanch Games is really starting to settle into a mindset of, “Wouldn’t it be funny if…” and find ways to go through with it, while making it incredible fun (and incredibly funny) in the process. Finding that balance is not an easy thing to do – kind of like trying to ride a skateboard while blasting aliens in the face. Of which we’re very excited to try more of once High On Life 2 launches for Xbox Series X|S on February 13, 2026, available on day one with Game Pass Ultimate.

Xbox Play Anywhere

High On Life 2

Squanch Games, Inc.

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

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

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

The post High On Life 2: How a Skateboard, a Famous Actor, and Bible Adventures Make Up One of the Wildest Demos Ever appeared first on Xbox Wire.

Hollow Knight: Silksong – Yes, We’ve Finally Played It 

Hollow Knight Silksong Hero Image

Hollow Knight: Silksong – Yes, We’ve Finally Played It 

The sheer weight of anticipation, expectation and, yes, a lot of memes, gives Hollow Knight: Silksong a pretty unique challenge to overcome as it makes a first impression. Six years since its announcement, and eight years since the original game arrived, it needs to demonstrate two things: that it’s familiar and that it’s different. Not the easiest thing to balance. 

As paradoxical as it sounds, I’m delighted to say that having played a new public hands-on demo at Gamescom 2025, Team Cherry has managed just that. If you, like me, have been part of the baying millions waiting to see what a Hollow Knight successor could possibly be, I’m pretty confident you’re going to be pleased. 

The trick is in how the developers have chosen to introduce this new game – as I turn on the demo for the first time, I’m given a choice of two locations to enter: Moss Grotto and Deep Docks. The first shows how returning players are getting more of what they want, but the second shows we’re getting the new ideas a sequel needs. 

Moss Grotto 

Beginning with a cutscene showing a captured Hornet (the NPC/boss from the first game, who is now our playable character) escaping into the mysterious new world of Pharloom, the verdant Moss Grotto is an immediate reminder of the key pleasures of the original Hollow Knight

Even with this much distance from the first game, the first minutes of Silksong feel blissfully familiar – and reveal how right Team Cherry got things the first time around. This is still an immaculately drawn and animated world – its weaponized insects shudder gorgeously through lush environments, always darkened and inviting at the corners.

It still offers a maze of tunnels, beckoning you to explore in new directions, few of them truly signposted. And, crucially, it still feels unerringly good at reacting to exactly what you want to do – every button press rewarded with snappy, precisely judged reactions, from platforming to combat.  

But, having returned to the original game to prepare for this demo, Moss Grotto also gives us a hint of what Hornet offers as a main character that the first game’s silent protagonist did not – namely, speed. Hornet attacks more precisely, can mantle obstacles, and even uses a new Bind ability to instantly regain health. But don’t take this as a notoriously difficult game getting easier for its second outing – Deep Docks disavowed me of that notion very quickly. 

Deep Docks 

Set further into the game, this second area is clearly designed to challenge you. More labyrinthine, and often very dark, this warren of an area immediately pits me against flying enemies able to pelt me with magma, enemies who block, and a boss who mercilessly takes me down, time and time again (more on her later). 

It serves as a reminder of quite how challenging Hollow Knight could be, but also an introduction to the ways this game will enliven that. Yes, Hornet is a swifter fighter than the original protagonist – so Team Cherry has simply applied to the same logic to her enemies. The result is a combat system that feels less like a slugfest and more like a swordfight – you’ll need to evade, attack, and parry with more purpose. And when you get into the flow, it feels superb. 

Also introduced in the Deep Docks are your Tools – perhaps the biggest change to how Silksong works compared to Hollow Knight. As part of a new crafting system, Hornet can equip Tools to add abilities to her repertoire. I’m able to use the Straight Pin – a ranged attack that functions like a throwing knife – and Silkspear, a much more powerful attack that only recharges through combat, forcing me into the fray in order to activate it. Even with a limited number on offer, it’s clear how much my choice of Tools will affect how I play through the full game. 

And that’s clearest when I meet Lace, the boss guarding the end of the demo. Another swordfighter, she’s as fast – perhaps faster – than Hornet, able to parry, and with shifting attack patterns that feel as though they’re responding to how I’m choosing to fight. It’s here that I realise quite how far Team Cherry is pushing speed as a defining factor in Silksong after many, many failed attempts, it’s only by using my own maneuvrability (and some well-thrown Tools) that I’m able to take her down. I’m not simply learning attack patterns, or spamming moves, I’m reacting. It might look like Hollow Knight, but it feels like I’m playing on some hidden Turbo Mode at times. 

And Beyond… 

There’s much still to be discovered, only hinted at in the demo. I’m able to collect both currency (called Rosaries) and crafting materials (called Shell Shards) in the demo, but I’m unable to spend either. Entire fundamental abilities – like wall grabbing – aren’t shown as part of my playthrough, either. And, beyond a brief chat with Lace, I don’t see much of Hornet’s own character – lest we forget, she can speak, unlike our original hero – meaning the story is still fairly unknown. Like any good demo, it leaves me excited to see more, rather than a feeling of knowing everything there is to know. 

But what is on show here is a clear message – the core of this game is about fast, muscular, precise platforming and combat, taking what Hollow Knight achieved, but augmented with years more experience, years more thought, and years more confidence for Team Cherry as developers. I feel pretty good about saying, yes, this is the game you’ve hoped for during all those years.  

Hollow Knight: Silksong

Team Cherry

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.

The post Hollow Knight: Silksong – Yes, We’ve Finally Played It  appeared first on Xbox Wire.

Distinctive New Sci-Fi Horror Game Routine Launches Later This Year on Xbox

Distinctive New Sci-Fi Horror Game Routine Launches Later This Year on Xbox

Imagine another version of our world, where people have begun to work and even live on the moon. You’re sent there on a job to repair a fault in a lunar base’s automated security network, but when you arrive, the station is empty.

This once thriving tourist attraction is now abandoned and uncomfortably still. As you begin to search for answers, you discover that something else got here before you – and it sees you as a threat. 

A Distinctive Horror Experience

Launching later this year on Xbox platforms, Routine is a sci-fi horror game played in first-person with its own original take on space horror. It brings the player into an alternative future, set on an abandoned Lunar base with a design inspired by the cultural vision of the future that was established during the 1980s.

Analogue technology can be found everywhere. Terminal screens flicker and distort imagery in a way that’s instantly recognisable to anyone that’s owned a CRT television; while the halls, corridors and facilities of the base all contain details that feel like they have some kind of purpose, or function.

Routine screenshot

Investigating the Unknown

Your arrival on the lunar base places you into immediate uncertainty and danger. It’s not clear what’s happened, but it’s obvious something has gone terribly wrong.

By exploring, overcoming obstacles both physical and mental, and accessing critical terminals and locations, you can progress through the various areas of the lunar base and uncover crucial information that may help you piece things together. Or perhaps your discoveries will only lead to further, deeper mysteries.

Routine screenshot

Introducing the Cosmonaut Assistance Tool (C.A.T.)

Your investigation is aided by a sci-fi take on the swiss-army knife – the Cosmonaut Assistance Tool (C.A.T.). This handy bit of tech acts as an essential maintenance tool for the engineers working on the lunar base, allowing them to access terminals, diagnose system problems and navigate its diverse environments. It can also come in handy when exploring dark corridors or staying out of sight.

Routine screenshot

The Rules of Survival

As a game primarily focused on exploration, immersion and problem-solving, Routine does not feature direct combat as an ideal method of defence. It’s usually safer to run or hide within enclosed spaces, as a way to outmanoeuvre threats or avoid detection entirely.

However, in emergency scenarios, the C.A.T. can be used as a last resort to defend yourself. Just make sure to keep it charged with batteries to use this functionality.

Routine screenshot

Immerse Yourself Into This World

Routine has been designed to fully immerse players into its world, in order to create a strong atmosphere and firmly establish its specific horror tone. There is minimal UI, deadzone aiming and it’s possible to view your entire body by looking down.

Great attention has also been paid to audio in the game. Influenced by the lo-fi, tangible sounds of 80s technology, the diegetic audio of Routine is all encompassing and firmly grounded in reality, so that players will feel almost as if they are right there on the lunar base.

Made by a Passionate Development Team

Lunar Software is a small team of three based in the UK, driven by a strong passion for horror, science fiction, and atmosphere, which they have poured into Routine. It’s taken some time to bring this vision to life but today they’re very happy to share the news that development on the game has almost finished, and Routine will release later this year on Xbox Series X/S, Xbox One and Windows 10. Routine will also be available to play via Xbox Game Pass from launch day.

ROUTINE

Raw Fury

$19.99

ROUTINE is a First Person Sci-Fi Horror title set on an abandoned lunar base designed around an 80s vision of the future.

Curious exploration turns into a need for survival when a lunar base goes completely quiet. Searching for answers puts you face to face with an enemy who is certain the main threat is you. Discoveries lead to deeper unknowns and the only way to go is forward.

EXPLORE: Roam through contrasting sectors of the lunar base, from abandoned malls to deteriorating Living Quarters.

OBSERVE: Investigate your surroundings and uncover crucial information to progress and piece together the events that unfolded before your arrival.

IMMERSE: Full body awareness, diegetic audio, and a minimal UI help create a gripping and atmospheric experience.

OPERATE: Your Cosmonaut Assistance Tool (C.A.T.) is vital. Use it to access critical terminals, navigate the environment and identify clues.

SURVIVE: Run, hide, or attempt to defend yourself against unknown threats using the C.A.T. as a last resort.

The post Distinctive New Sci-Fi Horror Game Routine Launches Later This Year on Xbox appeared first on Xbox Wire.

gamescom Opening Night Live 2025: Everything Xbox Revealed, Including a Fallout TV Show Teaser 

gamescom Opening Night Live 2025: Everything Xbox Revealed, Including a Fallout TV Show Teaser 

Gamescom 2025 Hero Image

As always, gamescom 2025 kicked off with an Opening Night Live showcase, giving fans a fresh look at the amazing titles in store from Xbox for the rest of this year.  

Opening the show, viewers got a huge first look at Call of Duty: Black Ops 7, showing off the game’s co-op Campaign, and teasing what’s ahead for Multiplayer and Zombies. That came alongside new gameplay for The Outer Worlds 2, Ninja Gaiden 4 and Indiana Jones and the Great Circle’s The Order of Giants DLC. Plus, we showed off more of Double Fine’s otherworldly Keeper, revealed a new expansion and a PS5 release for Age of Empires IV: Anniversary Edition, and offered up the cinematic trailer for the World of Warcraft: Midnight expansion

And to cap it all off, we also introduced a teaser for Season 2 of the award-winning Fallout TV show

And this is just the beginning, with gamescom now officially underway, Xbox will soon be opening the doors to our showfloor booth, and showing off everything from the ROG Xbox Ally handhelds, to a first public hands-on for Ninja Gaiden 4, to Hollow Knight: Silksong, to an exclusive theater presentation of even more gameplay from The Outer Worlds 2 – and much, much more besides. 

If you can’t attend the show, fear not. Xbox Wire will be publishing stories all week, covering games from our booth, while the Xbox @ gamescom Broadcast will bring you even more first-look gameplay, new trailers, announcements and deep-dive interviews live from the show floor across August 20 and 21. There’s so much more to tell you about. 

But for now, catch up on all of today’s news and reveals from Xbox below: 

Age of Empires IV: Anniversary Edition – New DLC and PS5 Release Coming Later This Year 

Xbox Series X|S, Xbox on PC, Xbox Cloud, Xbox Play Anywhere, Game Pass – also available on Steam and PlayStation 5 

Age of Empires IV Key Art

World’s Edge announced the Age of Empires franchise will once again be landing new frontiers with the launch of Age of Empires IV: Anniversary Edition onto PlayStation 5 later this year. In its ongoing quest to bring the joy of the Age franchise to even more platforms, the PS5 launch will also arrive alongside brand new DLC: Dynasties of the East, available for players on all platforms at the same time. Pre-orders for Dynasties of the East, as well as Age of Empires IV on PS5 are open now. 

Call of Duty: Black Ops 7 Opens the Show With First-Ever Gameplay 

Xbox Series X|S, Xbox One, Xbox on PC, Xbox Cloud, Xbox Play Anywhere, or play it day one on Game Pass – also available on Battle.net, Steam, PlayStation 5, PlayStation 4 

Opening Night Live kicked off with the worldwide reveal of Call of Duty: Black Ops 7, introducing viewers to a 2035 world on the brink of chaos. Fan-favorite David Mason returns, leading an elite Black Ops squad on a covert mission to the sprawling Mediterranean city of Avalon. Players can squad up or play solo in a mind-bending Co-Op Campaign that spans neon-lit rooftops in Japan, coastal strongholds, and even the deepest corners of the human psyche. 

Call of Duty: Black Ops 7 Key Art

Treyarch’s Miles Leslie (Associate Creative Director) and Raven Software’s Natalie Pohorski (Lead Producer) joined Geoff Keighley onstage to share more about the Co-Op Campaign’s narrative, mission variety, and Endgame —an epic PvE experience where you’ll reach new levels of power to survive overwhelming odds. Footage premiering at the show offered a look at the Co-Op Campaign, Multiplayer, and Zombies, setting the stage for the launch of Call of Duty: Black Ops 7 on November 14. 

Fallout – Season 2 

Surprise teaser trailer for Season 2 of the award-winning Fallout TV show! 

Indiana Jones and the Great Circle: The Order of Giants DLC Shows Off New Gameplay 

Xbox Series X|S, Xbox on PC, Xbox Cloud, Xbox Play Anywhere – also available on Steam, PlayStation 5 

Indiana Jones and the Order of Giants Key Art

Indiana Jones and the Great Circle, the award-winning cinematic adventure from MachineGames, in collaboration with Lucasfilm Games, released the all-new gameplay trailer for Indiana Jones and the Great Circle: The Order of Giants. In this story DLC launching on September 4, 2025, players will dive beneath the bustling city of Rome as Indiana Jones to uncover the dark secrets of the Nephilim Order. 

The content will be accessible to those who own the Premium Edition, Collector’s Edition, or Collector’s Bundle on September 4, or it can be purchased separately (base game required). 

Keeper: Learn More About Double Fine’s Otherworldly Experience 

Xbox Series X|S, Xbox on PC, Xbox Cloud, Xbox Play Anywhere, or play it day one with Game Pass – also available on Steam 

Keeper Creative Director Lee Petty appeared in an interview to discuss the otherworldly experience coming from Double Fine, on October 17. Showing off new gameplay from early in the game, Petty explained more about this truly unique adventure, from its inspirations (including ’80s classic ‘The Dark Crystal’) to how it offers an emotional heart through its unlikely duo of heroes. 

Playing as a walking, wordless lighthouse, players will be able interact with the world through shining its light. By using its bird companion, known as Twig, they’ll be able to work together with the mysterious creatures of the island they’re exploring, uncovering its mysteries as they go. 

“We can’t wait for people to get in there and experience our strange, beautiful world for themselves,” concluded Petty. 

Ninja Gaiden 4 Unsheathes a Story Trailer Featuring New Brand-New Gameplay 

Xbox Series X|S, Xbox on PC, Xbox Cloud, Xbox Play Anywhere, or play it day one with Game Pass – also available on Steam, PlayStation 5 

Ninja Gaiden 4 Key Art

Revealed during Opening Night Live, the Ninja Gaiden 4 story trailer tells us more about the central characters that surround the Raven Clan’s young ninja prodigy, Yakumo, and his quest to slay the Dark Dragon. In addition to showcasing high-octane action, the trailer introduced a new weapon in Yakumo’s deadly arsenal, the Assassin’s Tools. New characters, new environments, and challenging new enemies were also revealed, that will collectively push players’ skills to the limit. 

Ninja Gaiden 4 launches on October 21, pre-order now to receive the Dark Dragon Descendent Yakumo skin. 

The Outer Worlds 2 Shows Off Its Cast of Companions 

Xbox Series X|S, Xbox on PC, Xbox Cloud, Xbox Play Anywhere, or play it day one with Game Pass – also available on Battle.net, Steam, PlayStation 5 

The Outer Worlds 2 Key Art

We got a fresh look at the upcoming sci-fi RPG when Obsidian Head of Sequels, Mark returned after his starring role in The Outer Worlds 2 Direct earlier this summer. In a trailer featuring new gameplay and a focus on six of the game’s Companion characters, we met: Earth Directorate Agent, Niles; drone healer, V.A.L.E.R.I.E.; bloodthirsty cultist, Aza; field medic Inez; the pistol-toting Marisol; and the Warhammer-wielding Tristan. As the trailer put it – they’ve got guts, they’ve got gear, they’ve got sidequests. 

The Outer Worlds 2 launches October 29, 2025 – and if you can’t wait to see more, the gamescom Xbox booth will include a theater presentation with all-new gameplay. Can’t be there yourself? Check back on Xbox Wire this week for a full rundown of what’s shown. 

World of Warcraft: Midnight – Blizzard Entertainment Unveils the Next Chapter

PC via Battle.net 

World of Warcraft Midnight Key Art

World of Warcraft executive producer Holly Longdale took to the stage to unveil World of Warcraft: Midnight, the next chapter in the Worldsoul Saga.  

Check out the premiere of Midnight’s beautiful opening cinematic and step into a story where the Void threatens to consume the Light… and maybe start planning your dream home while you’re at it, as the new Housing feature is coming in this expansion!  

Pre-purchase for World of Warcraft: Midnight is available now on PC via Battle.net. 

The post gamescom Opening Night Live 2025: Everything Xbox Revealed, Including a Fallout TV Show Teaser  appeared first on Xbox Wire.

Coming to Game Pass: Gears of War: Reloaded, Dragon Age: The Veilguard, Void/Breaker, and More

Coming to Game Pass: Gears of War: Reloaded, Dragon Age: The Veilguard, Void/Breaker, and More

Game Pass Update for August 19 Hero Image

Hope to see you in chat for Opening Night Live tonight, and don’t forget to tune into the two days of Xbox Broadcast at gamescom starting tomorrow – we’ll have updates for you on all sorts of games including announcements, gameplay, interviews, and more (full details here on Xbox Wire)! Let’s kick off this round of announcements with the games coming soon.

Available Today

Blacksmith Master (Game Preview) (PC)
Game Pass Ultimate, PC Game Pass

Manage your own medieval smithy in Blacksmith Master and supervise the entire process from mining ores and gems to designing and selling finished products. Forge everything from weapons and armor to tools and cooking utensils to fund your craft and become the Blacksmith Master.

Void/Breaker (PC)
Game Pass Ultimate, PC Game Pass

Trapped in endless loops by a ruthless AI, you’re forced to fight, die, and repeat in this adrenaline-fueled roguelite FPS. Master lightning-fast gunplay, agile movement, and a revolutionary weapon modding system. Create devastating synergies, harnessing environmental destruction.

Coming Soon

Goat Simulator Remastered (Xbox Series X|S) – August 20
Now with Game Pass Standard

Lick, flip, and headbutt your way across a chaotic sandbox world where you make the rules. Enjoy wacky physics, upgraded graphics, and DLC classics in one neat package. It’s time to grab life by the horns and set out on an adventure!

Persona 4 Golden (Cloud, Console, and PC) – August 20
Game Pass Ultimate, PC Game Pass, Game Pass Standard

Experience a coming-of-age story that sets the protagonist and his friends on a journey kickstarted by a chain of serial murders. The world-renowned Persona 4 Golden promises unforgettable adventures, meaningful bonds, and heartwarming experiences shared together with friends.

Herdling  (Cloud, PC, and Xbox Series X|S) – August 21
Game Pass Ultimate, PC Game Pass

Available on day one with Game Pass! Head out on a grand alpine expedition with a herd of loveable beasts, as you ascend a mountain path, encounter eerie dangers and surprising obstacles, and forge your way to the mystery at the summit.

Gears of War: Reloaded (Cloud, PC, and Xbox Series X|S) – August 26
Game Pass Ultimate, PC Game Pass

Available on day one with Game Pass! Powered by Unreal Engine, Gears of War: Reloaded is a remaster of the blockbuster first Gears of War, now fully optimized for the latest generation of gaming platforms. Gears of War: Reloaded delivers all post-launch content for the original title, including a bonus campaign act, multiplayer maps, plus characters and cosmetics.

Dragon Age: The Veilguard (Cloud, PC, and Xbox Series X|S) – August 28
Game Pass Ultimate, PC Game Pass

Dragon Age: The Veilguard is coming soon to The Play List. Unite the Veilguard and defy the gods in an immersive single-player RPG. Members can save a battered world with Game Pass Ultimate, PC Game Pass, and EA Play.

In Case You Missed It

Heretic + Hexen (Cloud, Console, and PC) – Available now
Game Pass Ultimate, PC Game Pass

Step into the definitive re-release of two dark spell-casting shooters that shaped the genre. This enhanced restoration makes Heretic + Hexen available to new audiences and long-time fans with expanded accessibility across more platforms and languages than ever before.

Xbox Game Pass Ultimate Perks

Delta Force: Immortal Supplies Bundle – Available Now
Get a head start with the Immortal Supplies bundle and dominate the battlefield in style! This Perk content requires Delta Force to use.

Phantasy Star Online 2 New Genesis: August Member Monthly Bonus – Available Now
Game Pass Ultimate members receive a monthly bonus of useful in-game items exclusively for Phantasy Star Online 2 New Genesis. Get 3 N-Half Scape Dolls, 3 N-Rare Drop Rate +100% and 6 N-EXP Earned +75%. This Perk content requires Phantasy Star Online 2 New Genesis to use.

Leaving August 31

The following games will be leaving the Game Pass library soon, so don’t forget to jump back in before they go! Remember to use your membership discount to save up to 20% off your purchase to keep them in your library!

  • Ben 10 Power Trip (Cloud, Console, and PC)
  • Borderlands 3 (Cloud, Console, and PC)
  • Paw Patrol Mighty Pups Save Adventure Bay (Cloud, Console, and PC)
  • Sea of Stars (Cloud, Console, and PC)
  • This War of Mine: Final Cut (Cloud, Console, and PC)

Don’t forget that we’re continuing to add more games over time to the stream your own game collection for Xbox Game Pass Ultimate members. Keep and eye on Xbox.com/Play for the current list of available cloud playable games to stream on supported devices if you own them.

We’ll have more news as the week goes on at Gamescom, so stay tuned here and on social at Xbox, PC Game Pass, and Xbox Game Pass as the announcements come. Talk soon!

The post Coming to Game Pass: Gears of War: Reloaded, Dragon Age: The Veilguard, Void/Breaker, and More appeared first on Xbox Wire.