Archives for category: Microsoft


Phantom Dust is now available on Xbox One and Windows 10. The game made it onto both stores late last night, after some unexpected teething problems. I decided to jump right in and play the first half-hour or so.
 
Phantom Dust kicks off with an intro cutscene that I can only describe as ‘very Futatsugi’, reminiscent as it is of the director’s more well-known Panzer Dragoon. A voice over tells us that no one knows when or why the world changed, after the surface was poisoned by a mysterious dust that brought aggressive apparitions and erased the memories of the human population. Driven underground to survive, people abandoned their cities. But some people were affected differently. To them, the dust gifted psychic powers, and these Espers now roam the surface looking for relics of the past, and clues to the world that was lost. We see two mysterious new Espers discovered in strange stone sarcophagi, and I have to admit, my mind immediately jumped back to Azel’s discovery in Panzer Dragoon Saga.
 
After that, you’re into the game proper, and cast as one of these two new amnesiacs. After choosing a name – because no one can remember theirs, of course – you set out to help the inhabitants of the world beneath the surface, working for an organisation called Vision. I played up to the end of chapter 1, where you have a short showdown with a character that is obviously going to become very important, and so far I’m having a lot of fun. It certainly seems like there’s a lot to learn, though. For the uninitiated, Phantom Dust is a third-person arena combat game where you use a variety of skills that periodically appear near your starting position. These will later be drawn from your player-defined arsenal, taking inspiration from collectible card games, though in the early stages you’re given some beginner skills just to get your head around the various mechanics in play.

There’s a fair bit to remember with these skills – it’s not just about what they do, but how they do it. For instance, range has an effect here, with certain skills being more effective at certain distances, which is denoted by your reticle colour (red for close range, yellow for mid and green for long range). As an example, Bullet of Fire will throw a flaming attack in a straight line to your enemy, but will likely miss if you aren’t at medium distance, while laser is a long-range attack that fires out in a curve, often hitting scenery if you aren’t paying enough attention to your surroundings (and dishing out some pleasing environmental destruction as something of a consolation). You quickly start to take mental notes for each skill, but so far there’s been maybe a dozen in play, and apparently the game contains over three hundred!

Hmm. I wonder what they drink in a post-apocalyptic world covered in crazy dust.

Of course, it’s not all about offense, you’ll need to try to upset your opponents attacks too. You’ll get some defense skills for this, which, if timed well, can really save your bacon. An early favourite is About Face, which captures your enemy’s attack and sends it right back at them. Firing off your own attack immediately afterwards seems like a useful early-game combo to get used to. I mentioned earlier that skills will periodically appear at your spawn location, and this is important because you can only hold a small handful of these abilities at once, with some being single-use. You can overwrite these with new skills whenever they’re available to mix up your strategy.

I really am still at the very beginning of the learning stage in Phantom Dust – Chapter 1 is basically an extended tutorial – but I can’t wait to get back to it and try out more skills and strategies. As a lifelong Panzer Dragoon fan, it feels great to finally play what was effectively a lost Yukio Futatsugi game, and for free, too! Phantom Dust may be 13 years old now, but it’s still a very striking game; the textures clean up very well indeed, giving the image a very clean presentation despite its age, and the art direction and sense of atmosphere is excellent. The music is also very distinct, taking some recognisable classical pieces and messing with them a bit so that they’re just wrong enough to make you feel a touch uneasy, and the very first sound you hear on the title screen is so Twin Peaks it immediately gets under my skin. I’m intrigued by the story – Futatsugi has always been good with the whole lost civilization/ancient knowledge thing – and I can’t wait to see where it goes.

As I said the other day when the final release was announced, it’s a fantastic idea to give this away for free and get it into people’s hands, especially as it had such a limited release in the past. Hopefully, with more people able to try it out, it’ll strengthen calls for a new entry and get Microsoft to really think about trying again. And if they do, I really hope they get Futatsugi involved.

Keep an eye on A Game with Chums, where we’ll be playing the game in the coming weeks!

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Less than two weeks ago, we saw our first footage of the HD re-release of Yukio Futatsugi’s cult Xbox classic, Phantom Dust. At the time, I wondered how Microsoft might go about making the game available to players, as Creative Director Adam Isgreen hinted that fans would be very happy about the price. ‘Perhaps we might see it launch on Games with Gold in June,’ I thought.

Well, now we know, thanks to Xbox marketing head Aaron Greenberg, who dropped this little nugget of news on Twitter just minutes ago.

Well that came out of nowhere, huh!? It’s great that Microsoft is getting it out into everyone’s hands, and a good month before E3 too, so that it doesn’t get drowned out by all the news from the Expo. As this will be the first time the game will be released in Europe, I’m excited to finally get to play it, and I really hope it catches on and gives Microsoft a good reason to get the reboot back into production.

One of the Xbox 360’s most beloved titles has finally made its way to the current generation, as Mistwalker’s Lost Odyssey launches today for Xbox One’s backward compatibility programme.

Directed by ex-Squaresoft legend Hironobu Sakaguchi – the father of Final Fantasy – with music by fellow Final Fantasy icon Nobuo Uematsu, Lost Odyssey is something of a rare breed: a jRPG exclusive to a Microsoft platform. It stars the immortal warrior Kaim Argonar, who has wandered the world for a thousand years, yet remembers little of it thanks to a bout of jRPG amnesia. It’s an incredibly traditional example of the genre, complete with a turn-based battle system – albeit with a dynamic touch thanks to a timed ring-matching system – that many fans hold up as being truer to Final Fantasy‘s legacy than the last decade of titles in the series that effectively spawned it. Also of note are the ‘Thousand Years of Dreams’, lost memories of Kaim’s that you can find throughout the adventure which contain some of the best writing you’ll find in the genre.

LIRUM ;____;

Lirum!!! ;____;

Lost Odyssey has been one of the most wanted games for Microsoft’s backward compatibility programme since it was announced back at last year’s E3 conference, though the lack of support for multi-disc games (Lost Odyssey comes on four of them) held up its availability. Deus Ex: Human Revolution Director’s Cut was the first multi-disc game to launch for the programme earlier this year, so it had been assumed that it was simply a matter of time until Mistwalker’s game saw release.

Lost Odyssey will remain a strictly physical release, as a Games on Demand version does not exist on the Xbox storefront, so you’ll need a copy of the game if you wish to play it on your Xbox One. Inserting disc 1 will prompt a 22GB file to download and, according to a post on NeoGAF, the game is only playable with that first disc in the drive; discs 2, 3 or 4 simply will not work. While this sounds a bit odd, it also means you will no longer need to switch discs while playing, which can only be a good thing.

LO-Battle

Also announced for backward compatibility today are Disney’s Toy Story 3 and Guwange, a Muromachi Period-set vertical shoot ’em up from genre legends Cave. They come hot on the heels of the addition of Call of Duty 3, World at War and Sega’s Virtua Figher 5: Final Showdown and it’s excellent to see continued support with more big name, much-loved titles making the generational jump. There are now more than 250 Xbox 360 titles available to play on Microsoft’s current machine, and apart from the benefit to end users, it’s a great way to ensure some degree of preservation for games otherwise locked on old systems.

Not content with creating just one new class of enemies, Gears of War 4 developer The Coalition has this week unveiled a second all-new faction. This time, they’re robots.

The unveil comes in a new campaign video, courtesy of IGN, which features grumpy old man Marcus Fenix leading the new generation through his burning home, while fussing about his tomatoes – a fixation he has apparently inherited from his old buddy Dom. The eight minute clip gives us our first look at the ‘DeeBees’, robotic shock troops that come in at least four flavours. First up is a small, rolling drone that seeks the player out before exploding, much like Gears 2‘s ticker, and just like the tickers you can swiftly boot them clear. Next up are two humanoid units, one a fairly normal-sized adversary, the other a much larger, sturdier variant called a ‘heavy’, which comes equipped with a short dash to help it evade fire, close distance or even hurdle straight over cover. Lastly, and most interestingly, there’s the Guardian, a shielded airborne unit somewhat reminiscent of Halo 2‘s Enforcer sentinels.

Of course, this new class also brings fresh weaponry to the fight, and all four new guns look like a treat to use. The Enforcer immediately calls to mind Halo 5‘s SMG, though perhaps a little rangier, while the chunky, rectangular Overkill looks like some kind of super-shotgun, absolutely shredding enemies at close range. Then there’s the Embar, a railgun-type rifle that charges up to deliver enormous damage at more of a distance. Lastly, we have a successor to the Mulcher, a triple-barrelled monster called the Tri-Shot that seems like an amalgamation of the aforementioned chaingun and Gears 3‘s utterly ridiculous One-Shot.

One thing that comes to mind watching this new footage is quite how powerful these new weapons look, and it makes me wonder if that means we’ll see these new enemies used fairly sparingly throughout the campaign. Of course, there’s the question of where these ‘DeeBees’ come from, and I wonder if that name is itself a hint, with their creator perhaps being the original trilogy’s resident smart-arse Damon Baird. He’s portrayed throughout the series as a man who can make anything with two sticks and a piece of old gum, so it stands to reason he’d be building things for the new government in a post-war world. They’re clearly out to get JD, Del and Kait – the former two having deserted – and I wonder if they serve as a means to make the Coalition of Ordered Governments something of an antagonist without the developers having to resort to human-on-human combat, something fans didn’t take to very well with 2013’s Judgement.

Do not mess with this man's tomatoes

Do not mess with this man’s tomatoes

While the DeeBees are something new thematically, they do mostly fall back on established archetypes, and along with the Swarm drones’ familiarity to the dearly-departed Locust, fans may be feeling that The Coalition are playing it a little too safe. Though as Rod Ferguson, head of The Coalition, has previously said, the team need to do it right before they can do it differently – with their first game, they need to prove they understand the fundamentals of Gears before they go too crazy with it. Happily, everything we’ve seen of Gears of War 4 so far suggests that the Vancouver team know exactly what they’re doing, with their game looking like a proper Gears campaign, but with the addition of some shiny new toys – and some seriously inclement weather – to play with.

Xbox Scorpio
If last year was all about the games, 2016’s focus was the platform. Bookended by a couple of hardware announcements, which we’ll get into later, and with a focus on new features and functionality for the Xbox One and Windows 10 platform, Microsoft showed off a range of games both announced and new. First though, Rod Fergusson appeared on-stage, ostensibly to demo his studio’s Gears of War 4, and began by announcing Xbox Play Anywhere. Effectively a long-overdue cross-buy initiative from Microsoft, Xbox Play Anywhere allows your digital purchases and save progress to follow you between Xbox One and Windows 10, likely as a result of the recent merging of their respective digital stores. It was a positive start to the show, and many of the following games bore the Play Anywhere logo. It’s obviously a big focus for the company from here on in.

Sticking with the platform theme, Mike Ybarra was in attendance to announce some new features for the console and Xbox Live. Later this summer we’ll see new additions like background music and Cortana, and new social features called Clubs and Looking for Group. Clubs seem to be Microsoft’s analogue to the PlayStation 4’s Communities, while Looking for Group is pretty self-explanatory; Ybarra himself called it “a wanted ad for multiplayer.” It should be a very helpful feature for team-based games in particular, such as the recently-released Overwatch. Also announced was Arena on Xbox Live, a new tournament platform that allows you to sign up for tournaments for both first- and third-party games. One publisher already on-board is EA, who will be bringing Arena tournaments to FIFA.

So let’s talk about the games. It was certainly a solid showing for Microsoft, with plenty of great games on the horizon, and we had the chance to get closer looks at some of the upcoming games for Xbox One and Windows 10 – admittedly, games that were announced last year like Halo Wars 2 and Sea of Thieves, or in the case of Scalebound, even longer ago. Still, the games looked great, with Hideki Kamiya once again taking the stage to show off an enormous co-op boss battle in Platinum’s upcoming exclusive. If you’ll pardon the pun, the scale was suitably impressive as a group of players and their dragons took on a truly gigantic enemy crab, hitting its weak points for massive damage.

GIANT ENEMY CRAB

GIANT ENEMY CRAB

Halo Wars 2, now landing in February, had a rather short showing, with a CGI trailer that rekindled memories of Halo 3‘s sublime ‘Believe’ diorama, before Dan Ayoub from 343 studios came out on stage to announce a multiplayer beta, available right there and then for Xbox One. It runs until June 20th, so make sure to jump in now if you want to check it out. Perhaps the most intriguing exclusive title on Microsoft’s upcoming slate was Recore, which we’ve previously only seen a CGI trailer for. Here we got a decent look at how the Comcept/Armature collaboration will play, with a stylish trailer that aimed to introduce us to heroine Joule and her various robot pals that we’ll be using to fight, explore and traverse the game’s sandy world. Fans had been wondering what kind of game Recore would be since its reveal, and we now know it’ll be a mix of third-person combat, exploration, platforming and mild puzzling. It may not be the most visually striking game you’ll see at this E3, but it certainly looks both fun, and something a little different.

Gears of War 4 continues to look great, and this time we got an extended co-op demo as studio head at The Coalition Rod Fergusson brought Laura Bailey, the voice of Kait, out on stage to help demo the game, with our three heroes braving new enemy the Swarm and some seriously inclement weather as they search for Kait’s mother, abducted earlier in the story. It’s good to finally get a look at how the windflares will affect the playspace, with Kait using the new Dropshot weapon to dislodge a wrecked car, the wind sending it barrelling across the battlefield to take out a group of enemies. Later, we see lightning strikes hit the ground, creating new threats for friend and foe alike. It looked excellent, but still very recognisably Gears, a point underlined by the appearance of an older, gruffer Marcus Fenix at the demo’s end, who appears to have been sitting in the dark, waiting for his son to come home.

A real highlight of the previously announced games was Rare’s Sea of Thieves. The Twycross developer recently invited a group of competition winners to their studios to demo the game, and we got to see the results on the big screen. Split into three groups and given no tutorials, the players were sent out into the world to work together, form three crews and take to the high seas. It was an excellent way to demo the game, showing the players getting to grips with things like raising the anchor, dropping the sails and even drinkin’ grog. Later, we saw the crews come together and battle ship-to-ship, frantically manning the cannons and futilely attempting to effect repairs on their splintered hulls, before one crew ended up sunk and sent to the bottom of the briny sea. It looked absolutely brilliant, and I can’t wait to gather a group of mateys and set out to parts unknown.

There was also some Minecraft news, with the game now becoming cross-play across Windows 10, iOS and Android, as two members of the Minecraft team came out on-stage to demo it, with one on a Surface and the other on an iPad. Oculus’ John Carmack appeared at one point to wheel about with a box on his head, representing the Android pillar of the announcement as he played via Gear VR. Remember when John Carmack used to make games? I do!

But what of new announcements? Well, there were a few, of course, though sadly they were either expected (Forza Horizon 3, State of Decay 2) or leaked hours prior to the conference (Dead Rising 4). Still, they all looked good, or better in the case of Forza. Playground Games’ Ralph Fulton (sadly not of recovery system fame) took the stage to demo his team’s gorgeous new game, coming to both Xbox One and Windows 10 this September, as a group of developers bombed around Australia to show off the new 4-player co-op feature – some playing on PC, others on console. Fulton described it as “the largest, most diverse, most beautiful and most fun open world we’ve ever built,” and it’s hard to argue with that. Dead Rising 4, meanwhile, sees the return of Frank West and is set during Christmas, a detail emphasised in the auditorium itself, as fake snow began to fall. The game will be out “Holiday 2016”, and looked a fair bit like Dead Rising 3, so if you liked that, you’ll probably like this one too. Then there was State of Decay 2, Undead Labs zombie survival sequel which now features 4-player co-op in a persistent shared world, surely pleasing fans of the first game back on Xbox 360 who have been calling for co-op ever since.

There was also, of course, a large third-party presence at Microsoft’s conference, and it was something of a surprise to see Square Enix’s Hajime Tabata and Mat Kishimoto take to the stage to demo Final Fantasy XV on Xbox One for the first time, showcasing the Trial of Titan, where you presumably have to win the enormous summon’s respect before you can call down Gaia’s Wrath in battle. We already know the summons are going to be absolutely crazy in this game, and the demo reminded us of the sheer scale we’ll be seeing when the game hits in just three (!) months. Following on from that was a trailer for The Division‘s Underground Expansion, which will be available first on Xbox One later this month, before Patrick Bach from DICE arrived to announce that Battlefield 1 will be available to trial for EA Access members eight days early, on October 13th. Later, Heihachi and Akuma appeared on the big screen to duke it out and show off Tekken 7 for the Xbox One, before Kaz Harada stepped out to announce that Tekken Tag Tournament 2 is currently free for Live Gold members, playable on Xbox One via the console’s backward compatibility program.

"Have you taken your Joy?" (SOURCE: www.ign.com)

“Have you taken your Joy?”

Of course, you can’t have an E3 conference without a lengthy indie montage, and after a short look at Inside, the new game from the makers of Limbo that will finally hit Xbox One in two weeks, Chris Charla, ID@Xbox Director, hit the stage to show off glimpses of highly anticipated games like Yooka-Laylee, Cuphead and Below, along with new titles like the intriguing Deliver us the Moon and the beautiful Figment. The absolute highlight however was a stage demo of We Happy Few, the new project from Compulsion Games, the team that brought us Contrast. Coming across like BioShock shot through with Huxley’s Brave New World, it’s coming to Xbox Game Preview on July 29th, and it looks utterly brilliant. Rounding out the segment was CD Projekt Red’s Damien Monnier, taking the stage to announce Gwent, a standalone version of The Witcher 3‘s card-battling game that will be entering closed beta in September.

So it was a pretty solid games lineup that Microsoft unveiled on Monday night, but it’s the two big hardware announcements that bookended the briefing that have been grabbing all the headlines post-E3. Let’s start with the first one, the one that Microsoft chose to open the show: the Xbox One S. A slimmer, 40% smaller iteration of the current hardware, The ‘robot white’ Xbox One S nevertheless comes with a few nice extras over the box launched back in 2013. First up is support for High Dynamic Range output for games and video content that support the feature, allowing greater levels of contrast and luminosity, provided you have a compatible screen. Secondly, there’s support for 4K video for apps and video streaming services, as well as a new bluray drive for UHD discs. Games can now also be upscaled to 4K, and the power brick has been done away with in favour of an internal power supply.

Despite these upgrades, The Xbox One S does not offer any additional power to developers; it will play the same games in the same way as the current system, support for HDR excepted, and all games and accessories will of course work with the new machine. If you want a beefier Xbox though, Microsoft’s got you covered. Well, sort of. At the end of their conference, Phil Spencer returned to the stage to confirm the existence of Project Scorpio, a 6 teraflop monster of a console that will be hitting the market late next year.

“The next step-change for gamers and developers must deliver true 4K gaming and high-fidelity VR,” said Spencer. Scorpio is being targeted as “the we-heard-you console,” the console that developers asked Microsoft to build, and it’s already being billed as “the most powerful console ever” despite being a year and a half away. Still, it’s a claim that seems to hold water, given the expected 4.3TFs of the PS4 Neo, and thankfully Phil Spencer went to great pains to declare that no one gets left behind. “We believe in hardware innovation without sacrificing compatibility,” he said, describing Scorpio as the next addition to the Xbox One family, and “ultimately the next step in delivering our vision for the future of gaming beyond generations.” I’ve talked briefly before about a future without hard resets between generations of hardware, where instead of a new machine starting from zero you get to bring forward all your games, accessories, saves and everything else, and it’s something I’m quite excited to see. So while it seems incredibly early to announce Scorpio, it did excite me.

So why did Microsoft announce their new machine a year and a half out? And why announce the S, when there’s the promise of the new shiny to get excited about? Last week, Sony’s Andrew House confirmed the existence of the PS4 Neo in an interview with the Financial Times, but cautioned fans not to expect it at E3. Prior to this, I thought Microsoft might announce the Scorpio early to keep themselves in the conversation, but with Neo a no-show, it feels like there was a window of opportunity that Microsoft couldn’t afford to miss, a chance to grab the ‘beyond generations’ headlines all for themselves. We of course know that Neo is coming, but we also now know that Scorpio is likely to be a fair bit more powerful – Spencer will surely be hoping the promise of more computing power will give consumers pause for thought once Neo is announced. It almost feels like a reflection of the wait for PS2 when Dreamcast hit the market.

This year, with Microsoft focussing mostly on already-announced games and new platform features, it feels like they’re almost in something of a holding pattern, which perhaps explains the existence of the Xbox One S – here’s this years’ stuff, and here’s a smaller console with a few bells and whistles to tide you over while we work on the next big thing. With Scorpio on the horizon, expect next year to be something of a grand re-launch for the Xbox brand. For now, with games appearing on both Xbox One and Windows 10, with cross-buy linking the two together and a beast of a new console on the way, it feels like they’re in a pretty good place to reach that target.

Remedy Entertainment, creators of Max Payne, Alan Wake and Quantum Break, have expanded into two teams and begun work on their next projects, so says Head of Communications Thomas Puha in a ‘State of the Studio’ post over on the Finnish developer’s website.

Unfortunately, neither of these two teams are creating a sequel to cult favourite Alan Wake, which launched six years ago on the Xbox 360, before coming to PC back in 2012. “[W]e feel that it’s important to set the expectations right and let you, the fans, know that neither of the two projects currently in development is an Alan Wake game,” Puha wrote. “We’re working on something else, but at the same time we’re exploring opportunities in other mediums to tell more Alan Wake stories.

It’s a smart move to set expectations like that, as fans have been clamouring for a sequel for years and would immediately make the assumption that Alan Wake 2 is coming – certainly after all the easter eggs in Quantum Break that seemed to be dropping hints for Wake‘s Return. But that statement makes it sound like there’s little chance of a return to that franchise in video game form, which would be incredibly disappointing. At this point I’d take anything, even a webseries; Bright Falls, the pre-release tie-in, was actually pretty good, after all. Expand on the idea a bit and bring in Ilkka Villi to play the parts of Wake and Mr Scratch, and it could be pretty decent. Ah, who am I kidding, please make Alan Wake 2, Remedy.

Looks like Alan isn't going to Wake up for a while (I am so sorry).

Looks like Alan isn’t going to Wake up for a while (I am so sorry).

So what do we know about Remedy’s two new projects? Well, not a lot. In the post, Puha notes that Remedy have in the past announced games too early, and that they’re looking to learn from this experience. To that end, they won’t be taking the stage at E3 next week or Gamescom in August; “we should have the patience to announce games when they’re ready enough,” says Puha. Fans are of course used to waiting for Remedy to drop the goods, but we usually know what we’re looking forward to.

We do get a few little hints dropped throughout the post, however. It would seem both projects are intended to be AAA games, suggesting the studio will be expanding a fair bit (a supposition backed up by a wealth of job vacancies currently listed on their site for programmers, engineers and artists), while one of the titles has apparently been in development “[f]or a while now, already”. Most interesting is the mention of a new partner for this game, as Remedy have been partnering with Microsoft for their big games for the last decade, leading to speculation that either party is no longer happy with the arrangement. Of course, we’ll likely never know, and it may well just be down to Remedy wanting to hit more platforms.

Discussion immediately erupted around the subject of who this new publisher might be. No information is given on this, though in all likelihood it’s a third party looking to publish the game to multiple platforms. I’ve seen some mention Sony, saying it’d be quite a move for the platform holder to ‘poach’ Remedy’s next game out from under Microsoft’s nose, and while I agree it’d generate some headlines on gaming sites and forums, I don’t know if I can see Sony fronting the cash for a Remedy project; the Finnish studio make story-driven, cinematic third person shooters, and that’s an area of the Playstation 4’s portfolio that’s already pretty well covered – by the time Remedy’s new project is unveiled, we’ll probably have seen what Naughty Dog are working on, for instance, while third party efforts, like the forthcoming Rise of the Tomb Raider, will also help to fill that genre out. There’s no real need for Sony to invest there.

Beth was so awesome. Can we have some more Beth, please?

Beth was so awesome. Can we have some more Beth, please?

We know even less about the other project, which is currently just an early concept. It’s unlikely to be a sequel to this year’s Quantum Break – Microsoft own that IP, after all, so would almost certainly be publishing anything else set within that universe. Interestingly, Puha does note that the studio will continue to “support” the game, but quite what ongoing support is needed for a single player-only, story-driven game is unknown – at least for the console version. It’s mentioned that an update is on the way for the game, but what that entails isn’t detailed, and while I’d love a sequel, I’d happily take some Beth DLC in lieu of that, focussing around her during a certain part of the story, and maybe with a Fight ’til Dawn-style arcade mode to make the most of the combat engine and time powers. Sadly, it feels like all we’ll get going forward are some housekeeping updates. At least for now, anyway; Puha states that the team are extremely proud of the game and mention that it’s the “biggest-selling new Microsoft Studios published IP this generation”, so hopefully they’re able to return to it one day. You know, much like they’ll hopefully return to Alan Wake one day…

So while we wait to see what Remedy’s cooking up, and who it is they’re working with, at least we now know not to expect an Alan Wake or Quantum Break sequel on Monday. While that does mean I can now manage my expectations a bit better, it of course leaves me somewhat disappointed too. Still, Remedy always bring the goods, so when they do decide to come out and unveil their new project I, along with all the fans of their work, will be there.

With Sony’s upgraded Playstation 4 ‘Neo’ all but announced, talk has since turned to what Microsoft plan to do to combat an even more powerful rival console. After all, Phil Spencer was the first to bring up the potential of upgrading gaming hardware in the middle of a generation when, speaking at a Microsoft press event in March, he said, “You’ll actually see us come out with new hardware capability during a generation allowing the same games to run backward and forward compatible…”

As such, it was something of a surprise when rumours of PS4 Neo broke and there was not a murmur of anything similar coming from Microsoft. Well, now we have much more than murmurings, with multiple independent publications reporting that their sources have informed them of a couple of new hardware developments from the Xbox team. There’s of course news of a slim Xbox One, but far more interesting are the rumours of an upgraded console, codenamed Scorpio.

According to Polygon, Scorpio is planned to be a 6 teraflop beast of a machine, more than four times the performance of the current Xbox One (which is held to be around 1.3TF), and a decent chunk more powerful than the rumoured Neo, which apparently clocks in at a bit over 4TF. Kotaku note that they’ve also heard the machine would be in the 5-6TF region, so it seems like Scorpio will be a very capable machine. Like Neo, Scorpio is expected to be both backward- and forward-compatible, with all existing Xbox One games capable of running on the new hardware, and while it is now expected to be announced very soon – E3 is just around the corner, after all – it’s not expected to hit store shelves until later next year.

Polygon state that power is a primary concern for Microsoft this time out, as they look to end the ‘weaker console’ narrative, while Kotaku has heard that the company are looking into a deeper partnership with Oculus; the Facebook-owned HMD currently comes supplied with an Xbox One controller in the box and allows console owners to play their Xbox One games in a virtual theatre setting, but with the additional power available to Scorpio, could Microsoft be about to bring Oculus Rift to console? With Sony looking to push PlayStation VR this year, they’ll certainly need something to combat that.

While it may seem an odd decision to announce a new machine a year or more before it becomes available, with Neo apparently on track to launch this year Microsoft will likely feel they need something to combat the impression that the Xbox is slipping even further behind – Polygon reports that they were blindsided with the more recent reports of a 2016 release for Neo, as they had expected to be going head-to-head with Sony’s new machine next year. Of course, an early announcement has the potential to completely stall sales of their current console, but Microsoft may see this as a risk worth taking if it keeps them in the conversation – they aren’t likely to be happy with Sony walking away with all the headlines while they just keep on trucking with a far weaker console.

On the flipside, Microsoft may find it worthwhile to let Sony go first. Iterative consoles could prove to be a risky venture, after all, as console owners are used to buying a box that will serve them for five or six years without any further investment needed. While there is excitement around Neo at the moment, there’s also a touch of confusion and annoyance; if players don’t see a good reason to upgrade, or feel they’ve been left in the dust just three or so years into the generation, the whole endeavour could backfire. For their part, Sony have apparently told developers that games must be structurally the same on both PS4 and Neo, leaving things like resolution and framerate as the only beneficiaries of upgraded hardware – you likely won’t see Neo-exclusive gameplay features on your shiny new box, and while this is the right thing to do for those 40 million existing owners, it also leaves little incentive to upgrade for a great many people. Letting Sony go first allows Microsoft to watch the landscape and see how consumers take to it, at the risk of slipping even further behind and looking down the barrel of supporting the standard Xbox One for a year against a far more powerful rival. Either way, it’ll certainly be a difficult balancing act.

When the Neo rumours broke, I wondered if the idea was driven almost entirely by VR, and the power needed to drive it. With the rumours of Scorpio being Oculus-compatible, perhaps backed up by a new rumour from Ars Technica, there’s a good chance that it’s a strong reason behind the push for more powerful hardware. Of course, there’s also the question of what happens when the next generation comes? Let’s assume Sony wants to launch PS5 in 2019 – three years after the Neo and six after the base PS4 – will Microsoft be a year behind again? Surely they wouldn’t want to release a new gen console a mere two years after Scorpio, yet surely they also wouldn’t want to be a year behind to the new gen party?

I think what’s more likely – if Neo and Scorpio are successful at least – is that, rather than a hard reset between ‘generations’, we’ll simply see Microsoft and Sony putting out new, more powerful hardware every few years, raising the power profile but keeping compatibility for all existing games. In my recent piece about Xbox One’s backward compatibility program, I posited that it could be the first step in such a plan for Microsoft. If it all shakes out, it could mark the end of a hard separation between console generations, and the dawn of the console as an evolving platform. I could get behind that.

It seems the console landscape is on the verge of a significant step change, and it’ll be interesting to see where everything falls over the next year or so. One thing’s for sure, though – this year’s E3 is going to be absolutely bonkers.

First published on Vexoid on 31/05/16