gaming

valve-compares-its-loot-boxes-to-labubus-in-lawsuit-defense

Valve compares its loot boxes to Labubus in lawsuit defense

Valve said point-blank that transferability of in-game items “is a right we believe should not be taken away, and we refuse to do that” despite the NYAG’s request. Valve also said it has worries about an NYAG proposal that would require Valve to collect “additional information” from players “on the off-chance someone in New York was anonymizing their location to appear outside of New York, such as by using a VPN.” Such processes, and others to further establish that children were not reselling items, would be an “invasive” violation for every Steam user, Valve wrote.

Valve said it has been “working to educate” the NYAG’s office on loot boxes since they first reached out on the matter in 2023. And while Valve said it would respect any state law that explicitly outlawed randomized loot boxes in games, the NYAG’s lawsuit “went far beyond what existing New York law requires and even beyond New York itself.” Thus, even though it might be easier for Valve to just settle the case, such an outcome “would have been bad for users and other game developers, and impacted our ability to innovate in game design.”

Outside of the New York case, law firm Hagens Berman is preparing a proposed class-action lawsuit in Washington state accusing Valve of “extract[ing] money from consumers, including children, through deceptive, casino-style psychological tactics.” That lawsuit’s arguments focus heavily on Valve’s alleged use of “psychological triggers” like “unpredictable reward schedules, sensory design, near-miss illusions, chasing losses and around-the-clock availability” to form an addictive gambling loop.

Valve compares its loot boxes to Labubus in lawsuit defense Read More »

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Google Play Games for PC is getting more premium titles and cross-buy with Android

Buy once (or more) to play anywhere

While Google announced last year it was opening the door to all Android games on Windows, things haven’t exactly worked out like that. It should have been easy, though. None of these “Windows” games is actually built for Windows—Play Games uses virtualization to run a lightweight Android OS in a container for the games. Hypothetically, all Android games should work, but there are still some big gaps.

For example, Play Games for Windows has thus far not supported paid games outside of those on Play Pass, and even some Play Pass content has been absent. In the latter case, that may be because developers have opted out. Google now says developers can choose to have Play Pass content available on both platforms. Regardless, the selection of free-to-play microtransaction factories in Play Games for PC hasn’t exactly screamed “premium experience.”

We should start seeing more paid games for Windows pop up, but Google’s going about it in an odd way. While these are still Android games at their core, Google is treating Windows as a separate platform. Thus, it has announced, “Buy once, play anywhere.” The idea is that developers can offer premium games in Google Play that include both Android and Windows access.

On mobile devices, anything you buy is always available on all other Android phones and tablets, but it’s apparently not the same for Windows. Developers have to join this program to offer cross-buy functionality, and it does not work for games you’ve previously purchased on Android. In addition, premium upgrades purchased on Android don’t necessarily carry over. Google says that depend son developer support and is unrelated to the new cross-buy program.

Google is making strides as it builds its desktop gaming catalog, but it still has a long way to go before it can attract any new players. In the distant past, Google might have just mirrored all mobile games on PC and called it a day, but Play Games on PC isn’t shaping up to be a Wild West. Google today is more deliberative and interested in controlling how apps are distributed. This is just another example of that mentality.

Updated 3/11 at 9PM ET with additional comment from Google. 

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Windows 11’s Steam Deck-ish, streamlined Xbox gaming UI comes to all PCs in April

When Asus and Microsoft launched the ROG Xbox Ally X last summer, it came with a bespoke controller-driven full-screen interface running on top of Windows 11. The handheld was still running Windows under the hood, and you could bring up the typical Windows desktop any time, but it defaulted to the full-screen gaming UI.

Then called either the “Xbox Experience for Handheld” or the “Xbox Full-Screen Experience (FSE)” depending on who you asked and when, Microsoft said it would be available on all Windows PCs at some point in 2026. That point has apparently arrived: Microsoft announced this week at the Game Developers Conference that other Windows 11 PCs “in select markets” would be getting what’s now being called “Xbox mode” starting in April.

Under the hood, a PC running in Xbox mode is still running regular-old Windows, with the same capabilities as any other PC. But there are system services and UI elements (like the standard Start menu and taskbar) that don’t launch when the system is in Xbox mode, something Microsoft claims can save a gigabyte or two of RAM while also allowing systems to use less energy. Users can return to Windows’ traditional desktop mode whenever they want, though.

Our experience with Xbox mode on the ROG Xbox Ally X was mixed; a Windows PC in Xbox mode is still a Windows PC, with both the broad game/app compatibility and the messiness that entails.

The seams between the controller-friendly interface and the mouse-and-keyboard version of Windows were the most visible when trying to download and launch games from third-party game stores like Steam and the Epic Games Store, which generally required you to use those store apps to buy and download games before they could be launched from the comfort of Xbox mode. We’ll have to test the update on other PCs after it rolls out to see whether Microsoft has made substantial improvements.

Windows 11’s Steam Deck-ish, streamlined Xbox gaming UI comes to all PCs in April Read More »

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Don’t worry, Valve still plans to launch the Steam Machine “this year”

Valve quickly reconfirmed that it plans to ship the Steam Machine and other recently announced hardware products “this year,” after an official blog post late last week set off some worried speculation about possible delays.

While Steam’s 2025 Year in Review mainly focused on new Steam tools and features released last year, the introductory section focused on the company’s previously announced upcoming hardware plans. However, when that Year in Review post was first published Friday afternoon, it included a surprisingly vague line saying “we hope to ship in 2026, but as we shared recently, memory and storage shortages have created challenges for us.” (Emphasis added.)

As stray chatter about that stray line started to filter through message boards and comment threads, Valve quickly issued a clarification. By late Friday, the blog post had been updated to note that, despite the global supply chain challenges, “we will be shipping all three products this year. More updates will be shared as we finalize our plans.” (Emphasis added.)

Careful readers might notice that even the updated text leaves out the qualifiers that narrowed Valve’s “this year” launch window in the recent past. Valve announced an “early 2026” target in November and later said that “our goal of shipping all three products in the first half of the year has not changed” in a February update (emphasis added). While we’d caution readers not to necessarily read too much into that change (or the initial “hope” messaging), we will note that Valve said in February that it still has “work to do to land on concrete pricing and launch dates we can confidently announce, being mindful of how quickly the circumstances around both of these things can change.”

Don’t worry, Valve still plans to launch the Steam Machine “this year” Read More »

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MS exec: Microsoft’s next console will play “Xbox and PC games”

Last summer, we here at Ars made the argument that the company’s next Xbox console should give up the walled garden approach and just run Windows already. Now, newly named Microsoft Executive Vice President for Gaming Asha Sharma has strongly hinted that this is indeed the direction Microsoft is going, saying its next-generation console will “play your Xbox and PC games.”

In a social media post Thursday afternoon, Sharma said that “our commitment to the return of Xbox” would include a new console codenamed Project Helix that “will lead in performance and play your Xbox and PC games.” Sharma said she would be discussing that commitment and that console itself with developers and partners at her first Game Developers Conference next week.

Sharma’s statement leaves a little wiggle room for Project Helix to be something other than a full-fledged Windows-based living room gaming box. The coming console’s access to PC games could be limited to Microsoft’s existing streaming solution via PC Game Pass, for instance, or to games designed for Microsoft’s own Xbox-branded PC SDK and the PC Xbox app.

Still, a plain reading of Sharma’s statement suggests that Microsoft is getting ready to open up its next console to a complete Windows installation, with the ability to play tens of thousands of existing PC games. That doesn’t come as a complete shock, considering that Microsoft already used the Xbox name for last year’s Windows-based ROG Xbox Ally (and its somewhat console-esque full-screen “Xbox Experience”). Microsoft has also been slowly reducing the number of games that are fully exclusive to Xbox consoles, lowering the value of a walled-off console platform (Sony, meanwhile, pulled back this week from its recent trend of releasing first-party titles on PC as well). Meanwhile, Valve’s coming Steam Machine is threatening to bring Windows-free PC gaming to living rooms everywhere in the near future.

MS exec: Microsoft’s next console will play “Xbox and PC games” Read More »

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After a rocky six years, Sony cancels future single-player PC game releases

Finally, Bloomberg’s sources cautioned that Sony’s strategy for single-player releases could change again at some point in the future.

Historically, Sony did not release its first-party games on PCs. That began to change in 2020, and the company has put out titles like Horizon Zero Dawn, Helldivers 2, and Ghost of Tsushima on PCs, among others. Sony’s PC launch experiments haven’t been without confusion or drama, however.

The company was inconsistent about which titles reached the platform and about the timelines for those releases. Single-player titles hit Steam months or even years after their console releases, long after the gaming community buzz around them had died down.

Further, some titles required players sign in to a PlayStation account to access core features, which wasn’t a popular choice with everyone, and the back-and-forth on that policy felt chaotic to many players.

Sony has been less decisive about its PC strategy compared to the other two major console manufacturers. Nintendo simply does not release its games on PC at all, while Microsoft has released all of its first-party Xbox titles on PC.

Bloomberg also notes that some recent releases have not sold as well on PC as hoped, suggesting that Sony’s test-the-waters approach has found said water lukewarm.

After a rocky six years, Sony cancels future single-player PC game releases Read More »

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How strong is New York’s “illegal gambling” case against Valve’s loot boxes?

“Calling it gambling because a user could, through several indirect steps, convert an item into cash risks stretching gambling law beyond its traditional limits,” Loiterman said. “If New York’s theory wins, it raises uncomfortable questions about things like Pokémon cards or promotional games (e.g. McDonald’s Monopoly). Courts will be cautious about going that far.”

New York also argues that Valve tacitly endorses third-party services that allow players to easily “cash out” their Steam inventories for real money. Whether Valve is culpable for the existence of those services is still an unsettled question in the law, Methenitis said, as it has been at least since he wrote about the legal implications of World of Warcraft‘s third-party gold resellers nearly two decades ago.

“I think companies have a pretty strong [legal] argument if they make some attempts to police [third-party resellers]—they obviously can’t fully control what people do outside their platform,” Methenitis said. “But if they turn a blind eye to it and allow it, I think they could be found liable.” Loiterman agreed that Valve “providing the tools that enable those [third-party] markets and tolerating them creates some degree of responsibility.”

“Judges tend to be cautious…”

In the end, the lawyers Ars spoke to were generally skeptical that courts would determine that Valve’s loot box system constitutes illegal gambling. Cases making similar arguments about other loot box systems have failed in other jurisdictions, “in part because gambling laws were drafted with casinos and lotteries in mind,” Loiterman said. “Judges tend to be cautious about breaking from an emerging consensus.”

Hoeg agreed that “the entire question [in this case] is novel, and… the courts are (small-‘c’) conservative institutions, not generally wanting to adopt novel arguments without direction from the legislative branches.” Even if Valve’s loot box system “may start to smell a bit like gambling,” Hoeg said he would “honestly be surprised if the courts went along with the characterization without a new law aimed at it.”

“I view it as a weak case offered primarily for political grandstanding/coverage over real legal effect,” Hoeg concluded. “We shall see, though.”

How strong is New York’s “illegal gambling” case against Valve’s loot boxes? Read More »

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New York sues Valve for enabling “illegal gambling” with loot boxes

Opening a valuable skin like this in a loot box is akin to winning a lottery, New York alleges in a new lawsuit.

Opening a valuable skin like this in a loot box is akin to winning a lottery, New York alleges in a new lawsuit. Credit: Twitter / Luksusbums

The lawsuit also takes Valve to task for allowing third-party sites that facilitate the resale of in-game skins for cash. While the suit notes that Valve has “sporadically enforced” rules against so-called skin gambling sites—which use Steam inventories as virtual chips for gambling games—it alleges that Valve “has not acted against sites that permit the sale of Valve’s virtual items.” The suit cites “internal communications” from numerous Valve employees suggesting that the company was OK with such “cash-out services” for Steam items as long as off-platform gambling wasn’t explicitly involved.

We’ll see you in court

In a press release announcing the suit, state Attorney General Letitia James said the gambling Valve’s system enables can “lead to serious addiction problems, especially for our young people. … These features are addictive, harmful, and illegal, and my office is suing to stop Valve’s illegal conduct and protect New Yorkers.”

In 2016, Valve faced a pair of civil lawsuits from parents concerned about Valve’s connection to skin gambling sites—those suits were eventually dismissed. Around the same time, Valve received a letter from Washington state threatening “civil or criminal action” if Valve didn’t crack down on skin gambling, but the state stopped short of filing a lawsuit in that matter.

In addition to asking Valve to modify or eliminate its loot box system, the New York suit asks for Valve to make “full restitution to consumers” for the disgorgement of “all monies” received from its gambling system, and for fines of “three times the amount of its gain.” Ars Technica has reached out to Valve for comment.

New York sues Valve for enabling “illegal gambling” with loot boxes Read More »

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Inside the quixotic team trying to build an entire world in a 20-year-old game


Stories and lesson learned from an impossibly large community modding project.

The city of Anvil, rendered in The Elder Scrolls III: Morrowind. Credit: Daniel Larlham Jr.

Despite being regarded as one of the greatest role-playing games of all time, The Elder Scrolls III: Morrowind disappointed some fans upon its release in 2002 because it didn’t match the colossal scope of its predecessor, The Elder Scrolls II: Daggerfall. Almost immediately, fans began modding the remaining parts of the series’ fictional continent, Tamriel, into the game.

Over 20 years later, thousands of volunteers have collaborated on the mod projects Tamriel Rebuilt and Project Tamriel, building a space comparable in size to a small country. Such projects often sputter out, but these have endured, thanks in part to a steady stream of small, manageable updates instead of larger, less frequent ones.

A tale of (at least two) mods

It’s true that Daggerfall included an entire continent’s worth of content, but it was mostly composed of procedurally generated liminal space. By contrast, Morrowind contained just a single island—not even the entire province after which the game was named. The difference was that it was handcrafted.

Still, a player called “Ender,” stewing in disappointment over Morrowind’s perceived scope, took to an Elder Scrolls forum to propose a collaborative effort to mod the rest of Tamriel into the game. Tamriel Rebuilt was born.

After realizing that re-creating the entire continent was too lofty a goal, the group decided to instead focus on the rest of the Morrowind province alone—but that didn’t last long.

There had been others working toward similar goals. The makers of the fan project “Skyrim: Home of The Nords” were working on putting the province of Skyrim into Morrowind well before that location was officially made the setting of the 2011 sequel The Elder Scrolls V: Skyrim.

A Khajiit attacks inside a fort in Skyrim

A screenshot from Skyrim: Home of the Nords.

Credit: Daniel Larlham Jr.

A screenshot from Skyrim: Home of the Nords. Credit: Daniel Larlham Jr.

Other modders were working on “Project Cyrodilll,” an attempt to put The Elder Scrolls IV: Oblivion’s province into Morrowind. In 2015, those two projects combined to form Project Tamriel, reigniting the goal of adding the remaining provinces of Tamriel.

Tamriel Rebuilt and Project Tamriel first became connected when the modders decided to combine their asset repositories into Tamriel_Data, but they have since grown closer through their shared developers, training protocols, and tools.

“The entirety of Tamriel is, in our scale, roughly the size of the real-life country of Malta, which is small in real life, but quite big from a human perspective,” said Tiny Plesiosaur, a senior developer who has done mapping and planning for both projects but who spends most of her time on Project Tamriel these days.

Both projects aim to create a cohesive, lore-accurate representation of these realms as they would have looked during the fictional historical period in which Morrowind takes place. So far, they’ve made substantial progress.

One thing in their favor, said Mort, a 13-year veteran quest-designer of Tamriel Rebuilt, is that Morrowind design makes it especially amenable to large-scale modding.

“I’d say the thing that makes Morrowind most conducive to these kinds of projects is no voiced dialogue,” Mort said. “The reason that you see so many quest mods for Morrowind as opposed to Oblivion and Skyrim and even Fallout is that the barrier to make a quest is essentially nothing.”

Frequent, contained public releases also work to their advantage. “I know for a lot of projects, they want to [do a] ‘we’ll release it when it’s done’ kind of thing,” said Mort. “We’ve found that releasing content builds hype, it gives players what they want, and perhaps most importantly, it serves as a proof of life and a fantastic recruitment tool.”

Every time Tamriel Rebuilt pushes a release, he said, the team picks up at least a dozen devs almost immediately. So far, Tamriel Rebuilt has seen nine releases; the most recent is titled “Grasping Fortune.” The next release, “Poison Song,” is expected sometime in 2026 and will include a never-before-seen faction. The most optimistic estimate for when the project will be fully finished is 2035.

A map of the province of Morrowind for the Tamriel Rebuilt project. Note that the original game includes only the large island in the bay in the top half of the image.

Credit: Tamriel Rebuilt

A map of the province of Morrowind for the Tamriel Rebuilt project. Note that the original game includes only the large island in the bay in the top half of the image. Credit: Tamriel Rebuilt

Project Tamriel has made most of its progress in Skyrim and Cyrodiil. The release of “Abecean Shores,” the coastal section of Cyrodiil, came in late 2024. Together, the projects have added hundreds of hours of hand-crafted quests, dungeons, and landscapes to a game that was already robust.

Lus said the current timeline for Project Tamriel is a new release for Skyrim and then Cyrodill, followed by either High Rock—a comparatively smaller, peninsula province west of Skyrim—or the desert province of Hammerfell.

For many developers, the point isn’t to see these massive projects in a finished state but to complete the next task and hopefully bring the team closer to the next release.

A brief history of Tamriel Rebuilt

Sultan of Rum, a kind of historian for Tamriel Rebuilt, joked that the project was aptly named because of how many times it has been rebuilt—partly because the tools the modders use to build the project have gotten better over time, rendering work done before those advances obsolete.

But even then, Tamriel Rebuilt was more of a Wild West in its infancy: a ragtag bunch of video game enthusiasts working mostly independently and without very much oversight. As the project has become more unified, it has meant a lot of turnover and a fair share of setbacks.

“If you took a satellite picture of the game world in 2005, you’d have essentially a complete province already,” Sultan of Rum said. “But the trouble was that the quality wasn’t good; there was no coherence. The 5 percent of the work to just create a landmass was done, but the management wasn’t there.”

Much of the project’s history has been lost to time as Internet forums disappeared, but Sultan of Rum has been able to piece together some of the growing pains Tamriel Rebuilt has endured. A struggle between the need to centralize and the desire of some modders to remain independent is a recurring theme.

One period is considered a dark age for Tamriel Rebuilt. In the first couple of years, a significant group of modders had been working on a piece of content for the project called “Silgrad Tower,” while the project simultaneously began consolidating to build continuity.

Concept art for the project. ThomasRuz

There was debate among the modders about where Silgrid Tower should be located and which faction would have controlled it. This eventually led to an acrimonious split between the two groups. “The Silgrid Tower team was eventually put to the choice of either having to delete their work and restart it or, you know, leave the project. So they left the project,” said Sultan of Rum.

He said that much of the conflict has since been scrubbed from the forum archives, and the ordeal led to the deletion of the Tamriel Rebuilt forums, which were hosted by the Silgrid Tower team. This was probably the most drama the project has seen, he said.

There was also a period when the project moved to The Elder Scrolls IV: Oblivion’s construction set. “Maybe even a majority of the project jumped onto the [Oblivion] engine to start building out Hammerfell,” said Sultan of Rum. “So for a long time—four years—the sort of focus point of Tamriel Rebuilt was on Oblivion and on the province of Hammerfell, not on the Morrowind part, which of course was the successful one.”

Another event is solemnly referred to as “The Great Self-Decapitation.” Sultan of Rum explained that around 2015, some of the older guard—developers and administrators alike—left the project all at once. The exodus was due to the second scrapping of a large city in development.

“People were hoping that by 2013 it would come out. Literally thousands of hours of human labor were spent creating it in the construction set,” recalled Sultan of Rum. “It just turned out that it was non-viable as a playable space. It wasn’t thought out well enough, it didn’t coalesce into a compelling, playable world. The modders were faced with the prospect of having to throw out just a huge chunk of work.”

That decision sapped a lot of energy from the project, and others on the team began to move away from it as their personal lives became busier. Sultan of Rum said all this has made the project better in the long run. Project leaders soon instituted better planning and management systems that centralized information and preserved institutional knowledge in case longtime developers decide to leave.

Over the years, they’ve also refined their training practices, which has ultimately led to more developers joining both projects.

“If your goal is to get development done, providing as much detail and tutorializing and onboarding processes, making that as simple as possible is going to get you your best results,” said Mort. “Because, again, if you aren’t gaining devs, you’re losing devs.”

The parameters for onboarding new developers are now clearly defined, with a low barrier to entry focused on competence with the tools. These tests are called showcases.

Once the showcase is accepted, developers can begin working on both Tamriel Rebuilt and Project Tamriel, where much of the overlap between the two lies.

Mort added that the gap between a potential developer expressing interest and actively contributing can be as little as a week. This also allows movement between roles—for example, an interior designer training in exterior designing or someone starting in quest design moving elsewhere if it’s not a good fit.

Even more importantly, newer tech has improved the development process. The open source 3D modeling and animation tool Blender has become much friendlier to Morrowind modders, enabling teams to create custom assets more easily.

While this has required retouching some areas of Tamriel Rebuilt, it has also meant quicker turnaround times for custom assets. For Project Tamriel developers, the impact has been greater, as they can now reliably and routinely create assets to better represent Tamriel’s diverse cultures.

The old informs the new

The developers are well aware that both projects may still be unfinished 10 years from now, but most are just working toward the next release.

Discussing the project with just a few of the developers, it’s immediately clear how current work will inform future efforts.

For example, LogansGun is an exterior developer who did much of the work on the promotional videos for Tamriel Rebuilt’s last few releases. He joined the project because he wanted to leave his mark on this historical effort and ended up staying much longer than he thought he would.

Between work and raising a family, LogansGun often found himself working on Tamriel Rebuilt instead of playing video games, partly because of a childhood love for Morrowind and a desire to make the game more than it was.

“I remember playing it a lot, and it really stuck with me,” LogansGun said. “And it might have been like 5th or 6th grade that I had a friend and we all sat in like a four-student pod, and he would bring the map inside the plastic Xbox disc case. When we had some free time in class, he’d lay it out, and we’d all be looking all over the map of Vvardenfell and all the things that we had explored or wanted to explore.”

A city spire against the sky

Another environment from the game, Old Ebonheart.

Credit: Daniel Larlham Jr.

Another environment from the game, Old Ebonheart. Credit: Daniel Larlham Jr.

Meadhainnigh, a college-aged chemical engineering student, first learned about Tamriel Rebuilt through the promotional video for Grasping Fortune, the project’s most recent update. The roughly three-minute video showcases some of the landscapes, cityscapes, and interiors, the culmination of thousands of hours of work. LogansGun is credited as the creator of that video, which has been used to inspire the next wave of contributors.

“I was thinking, well, this seems like a really cool project, and I just wanted to contribute and feel part of something bigger, and the rest is history, really,” said Meadhainnigh, who is now an asset dev for Project Tamriel. “But I joined the Discord server. I kind of learned the process of the project, and once I felt like I knew what I was going on, I tossed my hat in the ring.”

Meadhainnigh knew very little about development before he joined the project, and he said it’s the first online community he has been a part of. What keeps him going is that community—and to see his and others’ work become a part of a whole.

“We have some really wonderful people who are the old guard that feel like they are the comfortable welders, and they’re all very wise,” he said. “But even in the newest editions, we’re not here because we think that it’s all going to be done within our lifetimes. We like to joke about 2090 and about raising our children to work on the project. We just like to look at the next release, and that tends to be exciting enough to get us going.”

Inside the quixotic team trying to build an entire world in a 20-year-old game Read More »

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New Microsoft gaming chief has “no tolerance for bad AI”

A gaming education

Unlike Spencer, who spent years at Microsoft Game Studios before heading Microsoft’s gaming division, Sharma has no professional experience in the video game industry. And her personal experience with Xbox also seems somewhat limited; after sharing her Gamertag on social media over the weekend, curious gamers found that her Xbox play history dates back roughly one month. That’s also in stark contrast to Spencer, who has amassed a score of over 121,000 across decades of play.

In her interview with Variety, Sharma cited 2016’s Firewatch as an example of the kinds of games with “deep emotional resonance” and “a distinct point of view” that she’s looking for from Microsoft. And on social media, Sharma shared her list of the three greatest games ever: “Halo, Valheim, Goldeneye,” for what it’s worth. Sharma also seems to be taking recommendations for games to catch up on; after saying on social media that she would try Borderlands 2, the game appeared in her recently played games over the weekend.

A look at some of Sharma’s recently played Xbox games, as of this writing.

A look at some of Sharma’s recently played Xbox games, as of this writing. Credit: Xbox.com

Being a personal fan of video games isn’t necessarily required to succeed in running a gaming company. Nintendo President Hiroshi Yamauchi famously didn’t care for video games even as he launched the Famicom and Nintendo Entertainment System to worldwide success in the 1980s. Still, the lack of direct experience with the gaming world marks a sharp change after Spencer’s long tenure at a time when Microsoft is struggling to redefine the Xbox brand amid cratering hardware sales, a pivot away from software exclusives, and a move to extend the Xbox brand to many different devices.

Xbox President and COO Sarah Bond, who by all accounts was being set up to succeed Spencer, also announced her departure from Microsoft on Friday, ending a nearly nine-year stint as a public face for the company’s gaming efforts. The Verge reports that Bond caused a lot of friction within the Xbox team when she championed the “Xbox Everywhere” strategy and “This is an Xbox” marketing campaign, which focused on streaming Xbox games to hardware like mobile phones and tablets, according to anonymous sources. Shortly before the launch of that campaign in 2024, Microsoft lost marketing executives Jerrett West and Kareem Choudry, leading to significant internal reorganization.

Longtime Xbox Game Studios executive Matt Booty, whose history in the game industry dates back to working for Williams Electronics in the ’90s, has been promoted to executive vice president and chief content officer for Xbox and “will continue working closely with [Sharma] to ensure a smooth transition,” Microsoft said in its announcement Friday.

New Microsoft gaming chief has “no tolerance for bad AI” Read More »

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Nintendo brings GBA-era Pokémon to the Switch, but not Switch Online subscribers

While the multiplayer Switch Online Game Boy Advance games all support wireless multiplayer in place of physical Game Link Cables, it’s particularly important for these games because they were the first Pokémon titles to support any kind of wireless multiplayer, even before the Nintendo DS made built-in Wi-Fi connectivity a standard console feature.

FireRed and LeafGreen were two of just a few dozen GBA games to support the Game Boy Advance Wireless Adapter, a bulky, standalone accessory that latched to the top of the system and plugged in to its Link Cable port. The initial releases of the games actually included the wireless adapter as a pack-in accessory, which had to be supported by the game you were playing and couldn’t just work as a stand-in for a physical Link Cable in older games.

With the wireless adapter plugged in, up to 30 players could congregate in the game’s “Union Room” to do battles and trades—but given that Nintendo also recommended players stand within 10 feet of each other for the best experience, a 30-person Union Room would have gotten pretty crowded in real life.

FireRed and LeafGreen are adaptations of the original 1996 Pokémon games for the old black-and-white Game Boy. The names reference the original Japanese releases, Red and Green. A third version of the game with updated graphics and other changes, called Pokémon Blue, was released in Japan in late 1996, and this was the version that was localized and released in the US as Pokémon Red and Blue in 1998.

A final version of the base game, Pokémon Yellow, was released in Japan in 1998 and in the US in 1999, with some changes that tracked the plotline of the Pokémon anime (most prominently, mandating that players select an un-evolve-able Pikachu as their starter Pokémon). Most of the changes specific to this version of the game weren’t included in the FireRed and LeafGreen remakes.

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Microsoft gaming chief Phil Spencer steps down after 38 years with company

Microsoft Executive Vice President for Gaming Phil Spencer announced he will retire after 38 years at Microsoft and 12 years leading the company’s video game efforts. Asha Sharma, an executive currently in charge of Microsoft’s CoreAI division, will take his place.

Xbox President Sarah Bond, who many assumed was being groomed as Spencer’s eventual replacement, is also resigning from the company. Current Xbox Studios Head Matt Booty, meanwhile, is being promoted to Executive Vice President and Chief Content Officer and will work closely with Sharma.

In his departure note, Spencer said he told Microsoft CEO Satya Nadella last fall that he was “thinking about stepping back and starting the next chapter of my life.” Spencer will remain at Microsoft “in an advisory role” through the summer to help Sharma during the transition, he wrote.

Spencer, who got his start at Microsoft as an intern in 1988, served as a manager and executive at Microsoft Game Studios in 2003. In 2014, he took over as Head of Xbox, guiding the company through the aftermath of the troubled, Kinect-bundled launch of the Xbox One. More recently, he helped shepherd the company’s 2020 purchase of Bethesda Softworks and its $68.7 billion merger with Activision Blizzard, including the many regulatory battles that followed that latter announcement.

Meet the new boss

Sharma, who joined Microsoft just two years ago after stints at Meta and Instacart, promised in an introductory message to preside over “the return of Xbox,” and a “recommit[ment] to our core fans and players.” That commitment would “start with console which has shaped who we are,” but expand “across PC, mobile, and cloud,” Sharma wrote.

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