Vous tapez dans votre terminal ssh late.sh et c'est tout. Votre clé SSH fait alors office de carte de membre et vous voilà dans un salon peuplé de gens qui tapent sur leur clavier depuis un peu partout sur la planète. C'est ce qu'a imaginé Mateusz Piórowski, un dev polonais, qui a passé ces derniers mois à ressusciter le BBS.
Vous atterrissez dans THE LATE BAR, un vrai décor en ASCII où vous marchez en utilisant les flèches du clavier ou les touches hjkl. Vous vous asseyez avec s, vous faites coucou avec w, et la touche i ouvre la ligne de saisie pour parler. Y'a un barman, un jukebox, un salon à côté, des habitués affalés aux tables et une porte mystérieuse marquée DOORS...
THE LATE BAR, vu depuis la démo web en lecture seule de late.sh
Le reste du club tient dans le même terminal avec une radio qui tourne en fond, un tableau ASCII collaboratif dont chaque case garde le nom de qui l'a peinte, des profils pour dire sur quoi vous bossez, un fil de news et une arcade avec 2048, sudoku, nonogrammes et solitaire. Il y a même un bonsaï qui pousse pendant que vous codez.
Mais je reviens un peu sur cette porte mystérieuse dont je vous parlais juste avant… Derrière se cachent ce qu'on appelle les door games. Pour les moins de 40 ans, dans les années 90, un "door" c'était le jeu externe qu'un BBS lançait pour vous, le temps de votre session. C'était le cœur social de ces machines, et si vous voulez goûter un peu à l'ambiance de l'époque,
l'opération Sundevil
vous en donnera un bon aperçu. Le bien inspiré Piórowski les a donc remis en ligne ! Et ce sont les vrais, hein, pas des remakes.
On y trouve par exemple NetHack, Dope Wars, Dungeon Crawl Stone Soup ou encore Usurper. Chaque jeu a sa crate Rust dédiée qui lance le vrai binaire Unix sur un PTY et vous le proxifie dans votre session SSH.
Vous pouvez également faire tout tourner chez vous en clonant le dépôt puis en faisant un make start, puis vous connecter en ssh localhost -p 2222. Un CLI compagnon gèrera alors la lecture audio en local avec un visualiseur synchronisé.
Côté vie privée, sachez que le serveur garde l'empreinte de votre clé, et pas la clé publique entière, et vos scores comme vos messages n'y sont rattachés que par cette empreinte. Il n'y a aucun log d'IP ni d'analytics mais si vous restez méfiant vous pouvez générer une clé jetable et vous connecter avec :
Après c'est pas l'open, source, puisque le code est publié sous licence FSL-1.1-MIT. Vous pouvez donc lire, auditer, modifier, forker et contribuer, mais pas monter un service public concurrent. Quoi qu'il en soit, chaque version bascule ensuite sous licence MIT, 2 ans après sa sortie. Piórowski assume ça très bien et le documente dans son dépôt.
L'autre limite, c'est la taille car toute l'infra tourne sur un seul nœud Kubernetes plafonné à 1000 connexions simultanées, donc autant dire que le service va rapidement être victime de son succès
GinjFo a mis à l’épreuve un PC Gaming PCSpecialist équipé d’un Ryzen 7 9800X3D et d’une Radeon RX 9070 GRE. Est-il armé pour du 1440p sans concession ?
Xbox Game Pass dropped a healthy selection of day-one releases this past week, some of which have been getting plenty of praise. But the one folks have been playing the most, well, it's none of those.
It's PBA Pro Bowling 2026. A game that first launched eight months ago but has only just joined Game Pass.
It comes by way of TrueAchievements charting the most played games on Xbox for the week ending July 12. There are no surprises at the top, but when you drill down and specifically look at the newest Game Pass additions, only two even made the top 40, with PBA Pro Bowling 2026 by far the highest-ranked.
I'll admit, I haven't played it, and I'm not much of a bowler, but I'm installing it right now. Of the games it dropped with, Denshattack! with its mad Jet Set Radio-like styling was the one I was planning to play first. I hadn't even given PBA Pro Bowling 2026 a second thought.
As it turns out, it seems to be a pretty good game, though. It's rated well on Steam, and personally, I think it's actually the sort of game that's a great fit for Game Pass.
As much fun as playing brand-new releases may be, or the latest AAA blockbuster out of one of Microsoft's many studios, I actually think that casual games make the most sense to bulk up the Game Pass library.
There's been plenty of discussion about Game Pass as a platform recently, but I know I'd be lost without it. So would my son. Between us, we've enjoyed so many games that otherwise wouldn't have been given a second glance if they'd had to have been bought.
While I use it to play big new first-party titles like Forza Horizon 6, the rest of my time on Game Pass is spent trying out a real variety of games. Some casual, some less so. But because I don't need to make a purchase decision, it's easy. And I've found plenty of real gems.
I can't be alone there, either. I really do think that could be an element of what's been seen here with PBA Pro Bowling 2026. Unless you're a hardcore bowler, it was probably never high on your list. But it's a casual game with a recognizable theme that's easy to pick up and play without having to sweat your eyeballs off or devote the next month of your life.
Xbox Game Pass should be like Netflix. Always something new and fun to discover beyond the big hitters we hear about every day. It doesn't need to be filled with day-one releases. Games like this prove that.
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Here's something that I've been investigating for years at this point: Xbox's support services.
One of my personal nightmares as a heavy Microsoft ecosystem user is the prospect of somehow losing my account. I have decades of memories stored in OneDrive, important and crucial documents from everything relating to taxes to medical services. I have thousands of dollars invested in Xbox digital games, movies, and TV shows, and an archive of projects and art work I've built up since I was literally a child — all stored for a hefty annual Microsoft 365 fee.
The problem is, as we're increasingly being reminded, if it's in Microsoft's cloud, you quite literally don't own it. Microsoft can for any reason strip you of access to your account, per their terms of services. What's worse is, Microsoft's own policies seem to suggest that it won't help you either, if you're hacked through no fault of your own. Regulators and national laws have nowhere near caught up on this stuff, and it's becoming a huge problem.
This past week it came to a head somewhat, as a major content creator fell afoul of Microsoft's abysmal support services. He was only able to regain access to his account after luckily going viral. Many hundreds (thousands?) of others aren't so lucky.
You shouldn't need to go viral to save your Microsoft account
Microsoft DELETED my account AND OneDrive!!?? After ACKNOWLEDGING that I’m the owner of the account and that it was compromised??? 25 fucking years of data, thousands of euros spended on games?? My son’s baby pictures? GONE!All because MICROSOFT couldn’t bring back a… pic.twitter.com/sItv5eQFAQJuly 14, 2026
Over the past year or more I've been collecting experiences from affected users, banned for dubious reasons, or hacked and then denied support. I've learned all about the Kafka-esque rabbit holes Microsoft's AI-powered support systems send users on, taking them through mazes of dead links and abandoned phone lines. It's simply not good enough, and absolutely needs to change.
One user @ijpex on X told me "it was honestly horrifying" when he began seeing his Microsoft and Xbox account access slip away.
"I remember I tried logging into Minecraft and when I opened the launcher I noticed it had a different email saved. I thought it was weird and tried logging in with my correct email. It said my account didn't exist. Which led to another problem because Microsoft forced Minecraft accounts to be merged. My Microsoft account was shared with my family and we used OneDrive for storage. It also had sensitive information like bank details, passwords, etc. That was when panic really set in to be honest."
@ijpex explained that getting in touch with Microsoft represented a "huge convoluted pain," saving several chats with various support agents, filling in various forms to prove ownership — with questions that required some form of insane eidetic memory for accounts that are particularly old. For some reason, Microsoft didn't seek proof via billing.
He fell afoul of what many many users have fallen afoul of. Microsoft acknowledged that a hack had taken place, but said they couldn't (or wouldn't) do anything about it. Instead, they advised ijpex to start a new account.
Microsoft can tell you that you've been hacked, but they'll do nothing to help you regain access unless you're a content creator, apparently. (Image credit: @JoshuaKhane on X)
As of writing, I've received dozens of accounts similar to the above. I spoke to content creator Joshua Khane who really ended up giving Microsoft a strong kick up the backside about these issues. It was only after going viral that Microsoft seems to have begun giving this a serious look.
Similar to @ijpex above, Khane seems to have been impacted by malware being spread via Minecraft PC mods, via services like CurseForge which are often unverified by Microsoft.
"At that moment, I realized I had lost access to nearly 20 years of digital purchases, achievements, save files, and my OneDrive. That was probably the hardest part. My OneDrive contains irreplaceable family photos of my children, old music projects from the beginning of my career, and videos from performances and studio sessions that simply can’t be replaced."
As you might've expected, Microsoft support basically told him "sorry lol" after admitting that a hack had taken place. They advised Khane to make a new account and buy Minecraft again, taking no responsibility for the decades of lost pictures and documents.
It was only after going viral did Khane get the support he needs.
So, what's Microsoft doing about this?
Everyone we responded to should have a DM from us with next steps, just reply there and we'll continue from where we left off. If you're also dealing with this account recovery issue, our DMs are open, reach out and we'll help as quickly as possible. We're here. 💚July 18, 2026
Microsoft has been grossly underfunding its support services for years now. Speaking to what few people remain at Microsoft's customer services, I've discovered that Microsoft under CEO Satya Nadella joined a variety of other major tech firms outsourcing real support to under-trained and under-funded agencies in developing nations, where language and translation issues prevent real help from materializing.
Microsoft has unsurprisingly also been (poorly) leveraging AI and automated responses, leading users in circles. We've seen this across the entire stack at Microsoft, whether it's Microsoft 365, Activision Blizzard games, Xbox itself, Surface, Windows, and beyond. Microsoft is by no means alone here, of course, a major PlayStation content creator Colin Moriarty recently had a similar issue, and was only able to regain access to his account due to his public status. Sony has cast a big spotlight on digital ownership recently, after pledging to ditch physical discs by 2028.
I spoke to a variety of users who have also been banned from all of Microsoft's services for vague "terms of service violations" despite not providing affected users any additional context. Users suggested to me that Microsoft's AI might be flagging legally-stored digital versions of movies and music as piracy, or even innocent childhood family OneDrive pictures as abuse material for example, which is horrifying to think about. And of course, there's no mechanism in place to force Microsoft to put human eyeballs on cases that are potentially more complex.
I feel as though users affected in this way wouldn't have come forward to me for help had they knowingly violated laws. I also feel that if Microsoft itself knew that laws had genuinely been violated, those affected users would be (and potentially should be) getting visits from law enforcement. None of those I spoke to had received visits from law enforcement.
As more and more of our data goes up to cloud services like this, it becomes increasingly critical that regulators and legal bodies re-examine what rights we have to our digital content in my view. AI is also boosting the cadence by which hostile actors can potentially gain unauthorized access to accounts. You'd have to hope Microsoft is cognizant of this, as a one of the companies pushing this tech on society. I've written to EU regulators and the UK CMA to learn what, if anything, they plan to do about it. I'll update if they respond.
Xbox sources tell me that Microsoft is reviewing how it handles its support flow for situations like the above, although it could be some time before new systems materialize. "If you invested your time and money in a library with us, we want to honor that trust and keep you connected to what you built," I was told by sources familiar with Xbox's plans here.
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The first half of July 2026's new additions brought Gears of War: Reloaded, so Microsoft decided to follow up by showing that Xbox's other iconic flagship franchise, Halo, will lead the second batch of Xbox Game Pass games with the much-anticipated Halo: Campaign Evolved.
Other notable titles in this line-up include Beast of Reincarnation, an upcoming action-RPG by Game Freak of Pokémon fame, Heretic + Hexen, a classic first-person shooter bundle created by id Software, and Shift at Midnight, a viral indie PC horror game that's coming to Xbox consoles soon.
Here is the full list of Xbox Game Pass titles from July's second batch as stated on Xbox Wire:
Game
Date Available
Available on (Game Pass versions)
The Planet Crafter
July 21, 2026
Cloud, Xbox Series X|S, and PC (Ultimate, Premium, PC Game Pass)
Shift at Midnight
July 22, 2026
Cloud, Xbox Series X|S, and PC (Ultimate, PC Game Pass)
Hell is Us
July 23, 2026
Cloud, Xbox Series X|S, and PC (Premium, Ultimate and PC Game Pass)
Halo: Campaign Evolved
July 28, 2026
Cloud, Console, Handheld, and PC(Ultimate and PC Game Pass)
Mistfall Hunter
July 30, 2026
Cloud, Xbox Series X|S, and PC (Ultimate and PC Game Pass)
Corsair Cove
July 31, 2026
PC (Ultimate and PC Game Pass)
Heretic + Hexen
August 4, 2026
Cloud, Console, Handheld, and PC (Premium, Ultimate and PC Game Pass)
Beast of Reincarnation
August 4, 2026
Cloud, Xbox Series X|S, Handheld and PC (Ultimate and PC Game Pass)
Games leaving Xbox Game Pass (July 31)
Back to the Dawn (Cloud, Console, and PC)
Celeste (Cloud, Console, and PC)
Crusader Kings 3 (Cloud, Console, and PC)
Mount & Blade 2: Bannerlord (Cloud, Console, and PC)
My Friendly Neighborhood (Cloud, Console, and PC)
Rain World (Cloud, Console, and PC)
Sniper Elite Resistance (Cloud, Console, and PC)
Whiskerwood (PC)
Windows Central's take
The star of the show here is Halo: Campaign Evolved, an upcoming remake of the original Halo's iconic campaign mode that's set to release on July 28, 2026, for Xbox Series X|S, PlayStation 5, and PC.
It will feature updated next-gen graphics, a new mission for the campaign, new levels, new gameplay mechanics and weapons to bring it more in line with newer Halo games, while remaking the original game's cinematics and audio and bringing the original game's voice cast to re-record dialogue.
While Halo: Campaign Evolved will not feature the original Halo's PVP multiplayer modes, it will support four-player online co-op and two-player split-screen local co-op (which is my preferred way to play Halo) with cross-platform play for all platforms and cross-progression for the campaign for all platforms during online co-op.
Halo: Campaign Evolved has been shaping up to be a long-awaited return to form for the series as it goes back to basics while also wowing new players with its exciting combat and next-gen visuals,
Will Halo: Campaign Evolved be the ultimate comeback for the Halo franchise? Only time will tell when the game drops on July 28, 2026.
What do you think of Xbox Game Pass' second batch of games for July 2026? Which titles are you most looking forward to from this list?
If you have any thoughts on the matter, please let us know in the comments, on Reddit, or in the poll.
Relive the epic campaign of Halo: Combat Evolved with updated visuals, new missions, and more with your friends in 2-player local or 4-player online co-op in Halo: Campaign Evolved.
Fans of the legendary action-RPG, The Witcher 3: Wild Hunt, won't have to wonder when they can expect to see gameplay footage of its upcoming Songs of the Past expansion anymore, as CD Projekt Red has confirmed that it will show off the DLC for the first time during Gamescom 2026's Opening Night Live ceremony.
This ceremony will take place on August 25, 2026, 11:00 am PT / 2:00 pm ET / 8:00 pm CEST.
Our Path to #gamescom 2026 starts with #OpeningNightLive. On August 25, catch a glimpse of The Witcher 3: Wild Hunt - Songs of the Past during the show!🗓️ Mark your calendars: watch ONL on August 25 at 11am PT / 2pm ET / 8pm CEST pic.twitter.com/6nCKo9ETbkJuly 21, 2026
The Witcher 3: Wild Hunt - Songs of the Past DLC is expected to release sometime in 2027, for Xbox Series X|S, PlayStation 5, and PC.
Windows Central's take
The Witcher 3: Wild Hunt is widely regarded as one of the best games released in the last generation of consoles, which people still play to this day, as it reached a milestone of selling over 60 million copies last year.
We even gave it a glowing review back in 2018 for providing hundreds of hours' worth of exciting storytelling, character writing, and rewarding open-world exploration and combat...and that was just for the base game alone.
Each DLC expansion that followed added tons more content and gripping stories on top of what was already a solid game to begin with. In fact, the Blood and Wine expansion was so well-done and packed with so much content that it won the award for Best RPG at the 2016 Game Awards, beating out fully priced standalone games like Dark Souls 3 and Deus Ex: Mankind Divided.
So I can't imagine how CD Projekt Red plans to top Blood and Wine's success with the upcoming Songs of the Past expansion.
Either way, I can't wait to replay this classic again soon when the next DLC drops and see what The Witcher 3: Wild Hunt - Songs of the Past has in store for players (and if its story will set the events for the upcoming Witcher 4) when it makes its debut at Gamescom 2026 on August 25, 2026.
But what do you think? Are you excited to see The Witcher 3: Wild Hunt - Songs of the Past DLC? Do you still play The Witcher 3 even over a decade since it first released in 2015?
If you have any thoughts, please let us know through the poll, the comments section, or our Reddit page.
Join us on Reddit at r/WindowsCentral to share your insights and discuss our latest news, reviews, and more.
[Deal du jour] Le Samsung Odyssey OLED G9 est un écran aussi impressionnant qu’excessif, jusque dans son prix. Une importante remise le rend toutefois beaucoup plus tentant aujourd’hui.
Cliff Bleszinski is a legendary name among Xbox fans, as this man was the lead designer behind the original Gears of War trilogy that helped put the Xbox 360 become a dominant force during the mid-to-late 2000s.
Yet, you don't hear from him these days, as he left the video games industry after his game studio, Boss Key Productions, closed down in 2018 due to the company's games Lawbreakers and Radical Heights failing to make enough profit.
However, in a recent interview with 80.Lv, Cliff Bleszinski has said that he wants to work on video games in a full-time capacity.
For our exclusive interview, @therealcliffyb arrived with a typed list: every mistake that killed Boss Key. The publishing deal that was too favorable. The wrong console. The co-founder he turned down. In his first in-depth interview in years, he reads it to us — and reveals… pic.twitter.com/PktR533xu0July 17, 2026
It's a lengthy interview that provided interesting insights into Cliff Bleszinski's life.
These include his early days shipping shareware games as a teenager before spending the next two decades working at Epic Games, reflecting on Boss Key Productions' rise and fall, and his long-standing alcoholism that spiraled out of control after Boss Key Productions shut down.
In fact, the issue got so bad it caused Cliff Bleszinski to suffer a seizure and land him in the hospital this year in March. After such a traumatic event, Cliff Bleszinski hasn't drunk alcohol since, and during this now four-month sobriety recovery journey, he eventually rediscovered his love for video games.
"At the end of the day, I want to create characters and worlds. I want to make stuff that people will cosplay as and get tattooed on their bodies."
Cliff Bleszinski, 80.LV Interview
Cliff Bleszinski has already slowly gotten back into the video game industry in a part-time capacity, working as a consultant for an upcoming asymmetric horror game called Soul Walker, but he wishes to get into the business full-time eventually and "not get pushed into the pool", as he puts it.
Now, Cliff didn't mention what kind of game he's planning to make, but he makes it clear it won't be a PVP game again, as he states, “I'm more of a fan of PvE these days. Horde mode saved Gears 2, and I believe that space is evergreen because players just want to hop online with friends and shoot some stuff, no frills, no questions asked."
He ends the talk with "I’m nowhere near sharing anything specific (about a new game), beyond that, I can’t walk into a Home Depot without seeing a full arsenal at every turn. There’s so much more than just chainsaws.”
Windows Central's take
In some ways, I owe some of my happiest Xbox memories to Cliff Bleszinski, as I still remember gleefully charging into battle against the locust horde with my friends and family in the original Gears of War trilogy that he and his team created.
An experience which, by the way, I hope will be recaptured in the upcoming Gears of War: E-Day, as Gears 4 and 5 didn't hit it for me. Although I admit I was blinded by jaded nostalgia for the older games and characters when Gears 4 and 5 came out, so I didn't give them a proper chance (which I'll need to fix at some point).
While I wouldn't mind if Cliff came back to spearhead a spiritual successor to the original Gears of War trilogy, it's ultimately up to him what he wants to make at the end of the day, particularly for the betterment of his own health.
Speaking of which, I'm happy to hear he beat his addiction, as, regardless of your opinions of the man, alcoholism is a slippery slope that can be nearly impossible to come back from if gone too far, and no one should suffer from it.
So I hope that the rest of his sobriety recovery journey goes well and wish him luck on his comeback to video game development.
But what do you think? Do you think Cliff Bleszinski will actually make a full-time comeback into game development? If he does, what do you think his game will be?
If you have any thoughts, please let us know through the poll, the comments section, or our Reddit page.
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We're inching ever closer to the official release date for Call of Duty: Modern Warfare 4, and that means it's almost time for fans of the first-person shooter franchise to get their hands on the multiplayer beta for themselves. If you're wondering when and how you can play multiplayer from Call of Duty: Modern Warfare 4, we've got you covered.
Modern Warfare 4's multiplayer beta will span across two separate weekends. Early Access for players who have preordered drops on August 21, immediately following the live broadcast of this year's Call of Duty: NEXT. Early access ends August 25. The Open Beta, which is free and available to all players across all platforms, kicks off the following weekend, on August 28, and lasts until September 1.
Players have barely got a taste of what Call of Duty: Modern Warfare 4 has to offer, and the game is already breaking records. Preorder now to experience a brand-new, thrilling campaign, reworked multiplayer, and a new DMZ experience this October. Digital preorders unlock early access to the MW4 Campaign starting on October 16.View Deal
Call of Duty: Modern Warfare 4 Early Access Beta
Preorder Modern Warfare 4 for Early Access to the beta starting August 21 following the Call of Duty: NEXT broadcast. (Image credit: Activision)
The Early Access beta period for Modern Warfare 4, lasting from August 21 to August 25, is only available to users who preorder any edition of the game. However, some early access beta codes have been awarded to players for tuning in to Call of Duty live stream events like the recent Fanatics Fest showcase.
A strict start time for the beta has not yet been revealed, though the official Call of Duty blog does confirm it will be immediately following this year's Call of Duty: NEXT broadcast for the first time ever.
The early access weekend event is only for preorders on Xbox Series X|S, PlayStation 5, and PC editions of the game on Steam, Battle.Net, and Xbox on PC.
Open betas for previous Call of Duty titles, including Black Ops 6 and Black Ops 7, were included in the official Call of Duty HQ launcher as updates. The beta for Modern Warfare 4 will most likely be accessed in a similar fashion.
Call of Duty: Modern Warfare 4 Open Beta
Grab your squad and try Modern Warfare 4 for yourself during the Open Beta on all platforms. (Image credit: Activision)
If you're hesitant to preorder Call of Duty: Modern Warfare 4 and you aren't able to get your hands on an early access beta code, the open beta is for you. Everybody on all platforms — including the Nintendo Switch 2 for the very first time — will be able to squad up and experience Modern Warfare 4's multiplayer beta starting August 28 until September 1.
No preorders or special codes are required; simply install Call of Duty HQ for access during the open beta window.
Multiplayer Beta access expectations
Nintendo Switch 2 players will join the fight for the first time during the Open Beta starting August 28, no preorder necessary. (Image credit: Activision)
Call of Duty beta access windows typically provide us with the first public hands-on for multiplayer maps, modes, and weapons. It's a chance for players to experience the game's gunplay and movement mechanics before the full launch while also providing valuable feedback to the dev team for pre-launch fine-tuning. Treyarch famously reconsidered door placement for Black Ops 6 following feedback from the beta.
However, we shouldn't expect every Modern Warfare 4 multiplayer map and mode that will be available at launch to be playable during the early access or open beta periods. It is normal for these access periods to offer pared-down playlists, limited only to core modes. Those of us who like the hardcore playlists will have to wait until launch for some sweet one-shot action, but it is still worth checking out the beta to get a handle on gunplay and a feel for Modern Warfare 4's changes to movement.
I previously went hands-on with Modern Warfare 4 in its alpha state, and I found the gameplay to be a bit slower than what we've seen during Black Ops 6 and 7's tandem eras while still keeping encounters exciting. Significant changes to weapon sights have alleviated many of the past Modern Warfare titles' gunplay frustrations, and the new Kill Block map is an exciting innovation on small map mayhem.
Call of Duty: Modern Warfare 4, developed by Infinity Ward and published by Activision, launches on October 23 on Xbox Series X|S, PlayStation 5, Nintendo Switch 2, and PC via Steam, Battle.Net, and Xbox on PC.
Preorders for the standard edition or the Vault edition unlock early access to the beta from August 21-25 on all platforms except the Nintendo Switch 2. Preordering also unlocks early access to the Modern Warfare 4 campaign starting October 16. The open beta goes live August 28-September 1 for all platforms.
The Vault Edition for Call of Duty: Modern Warfare 4 includes the base game — complete with the campaign, multiplayer, and access to DMZ — as well as additional content that includes the Hostile Alliance Operator Pack, Special Forces Operator Pack, Signature Weapon Collection, 1 Season of BlackCell, and a DMZ Deployment Bonus. Preordering also unlocks early access to the Open Beta ahead of the game's launch, and 1 week of early access to the Campaign.View Deal
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It also has a feature that I've not really considered for myself at this stage: A connector for external rudder pedals. Xbox and PC pilots are fairly well covered with hardware to take their virtual flying further. But it seems folks on PS5 aren't so lucky.
I wasn't actually aware of this – after all, we're not really in the weeds of the PS5 ecosystem here, are we? – but PlayStation pilots really don't have much to choose from. They certainly don't seem to have external rudder pedals.
A review of the Microsoft Flight Simulator 2024-branded Thrustmaster T.Flight Hotas 5 for PS5 from the folks at Simulation Daily highlighted this fact. In the process, they also highlighted that this affordable piece of hardware is potentially more important on PS5 than it is on Xbox and PC.
We're not reviewing the T.Flight Hotas 5 ourselves. Partly because it's essentially the exact same hardware as the T.Flight Hotas One, and partly because we don't have a PS5 handy right now. But the Xbox version has the same connector for rudder pedals.
But I hadn't considered the lack of choice out there for PS5 players. On one hand, they have PlayStation VR2 support, something impossible on Xbox Series X|S, but on the other, not much hardware to choose from if they want to take it a little further.
The predecessor to the Hotas 5 on the PS4/PS5 apparently has the same connector for rudder pedals, but it's ancient at this point, and the newer one is far better.
But it's also a great example that you don't always have to spend big to get the most. Sure the choice might be limited, but at least there is a way to go a little further on PS5 until the market catches up. It's not a bad flight stick, either!
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Microsoft's big 'reset' of Xbox has left major scars on the brand, laying off 3,200 people across many Xbox gaming studios, like id Software, Arkane, and ZeniMax, and causing a few developers to leave Xbox and go independent, like Double Fine Productions and Compulsion Games.
Now, we have recently discovered another studio affected by the layoffs called Alpha Dog Games, which has announced via the studio founder's LinkedIn profile page that it has broken away from Microsoft and regained independence with a simple message saying "Independently owned, again".
Alpha Dog Games is independent again pic.twitter.com/AIqqfD9GeoJuly 20, 2026
For those unaware, Alpha Dog Games was a mobile game developer that made the action-RPG Wraithborne and action-strategy game MonstroCity: Rampage before being acquired by Bethesda Softworks in 2019.
Alpha Dog Games quickly revived itself in 2025 after its founders regained control of the company. Following this most recent announcement, Alpha Dog Games is now an independent studio, free to make whatever games it wants without Microsoft's oversight.
Windows Central's take
After two weeks of non-stop depressing news of studios being gutted left and right (with Bethesda being hit the hardest, along with ZeniMax Online), it's nice to hear one studio escaping the wrath of the Xbox 'reset' and regaining its independence in the process.
With this news, perhaps this is a sign that other Xbox Game Studios might be able to escape job cuts (or worse yet, closure) if they play their cards during negotiations.
I know I want Arkane Studios to hopefully survive this reset, despite its future looking uncertain, as I enjoyed their Dishonored and Prey games (despite me being terrible at stealth games), and I would hate to see the studio closed by Microsoft, especially before Arkane finishes making its upcoming Blade game.
What do you think? Do you think Alpha Dog Games' independent departure from Microsoft, along with Double Fine Productions and Compulsion Games, will inspire other studios to follow suit? What do you think of the idea of bigger studios like Bethesda or Obsidian leaving Xbox Game Studios so they can be independently owned again?
If you have any thoughts, please let us know through the poll, the comments section, or our Reddit page.
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[Deal du jour] Avis aux amateurs de piraterie et d’aventures en monde ouvert : Assassin’s Creed Black Flag Resynced profite déjà d’une belle réduction, et passe carrément sous les 40 €.
NVIDIA a débranché GameStream, son système maison pour envoyer les jeux de votre PC vers une Shield ou un laptop. Sauf que le protocole, lui, n'est pas mort :
Moonlight
, le client open source qui le réimplémente, tourne toujours sur Windows, macOS, Linux, Steam Link, Raspberry Pi 4, Apple TV et Xbox, et même sur des Switch et des Vita en homebrew.
Et surtout, Hans Gaiser bricole depuis début 2024 une pièce qui manquait côté serveur,
Moonshine
, qui commence à être sérieusement utilisable.
Moonlight n'étant qu'un client, il affiche l'image et renvoie votre clavier, votre souris et votre manette. Derrière, il faut donc forcément une machine qui capture le jeu et qui encode la vidéo en temps réel.
Bref, comme je vous le disais, depuis que NVIDIA a rangé GameStream au placard début 2023, ce rôle revient à des serveurs communautaires. Le seul que la FAQ Moonlight recommande, c'est
Sunshine
, du collectif LizardByte. C'est codé en C++ sous licence GPL-3 et ça tourne sous Windows, Linux, macOS et FreeBSD. Sauf que Sunshine capture une session de bureau existante ce qui veut dire que sur une machine sans écran, il faut composer avec ça, et c'est de là que vient toute la littérature sur les dongles HDMI factices et autres écrans virtuels...
Alors que Moonshine, lui, est codé en Rust et prend un autre chemin. En fait, chaque session de streaming tourne dans son propre environnement isolé, qui est totalement séparé de votre bureau. Du coup, vous n'avez plus besoin de session active du tout... Une simple tour sans écran fera parfaitement le boulot.
Voilà, si vous avez une machine Linux qui dort dans votre placard avec un GPU dedans, ça peut vous permettre de lancer Moonlight depuis votre canapé à distance, et c'est le serveur qui gérera la session rien que pour vous.
Après, c'est du Linux uniquement, testé sur Arch même si ça remonte que ça tourne aussi sur d'autres distribs, avec systemd obligatoire pour lancer et gérer tout ce qui est processus. Et du côté du GPU, il vous faudra de l'encodage vidéo Vulkan, donc, vous l'aurez compris, une Nvidia RTX ou une AMD RDNA2 ou plus récente, voire une Intel Arc pour les plus motivés.
Voilà, toutes vos vieilles GTX resteront sur le banc de touches... Sans oublier que vous aurez besoin du client Moonlight en version 6.0.0 minimum et que la compatibilité avec les portages non officiels n'est pas garantie.
Les codecs supportés, c'est du H.264, H.265 et AV1, avec du HDR en 10 bits. L'AV1 est marqué expérimental et Hans Gaiser prévient lui-même qu'il fait gonfler la taille des images au fil du temps sur les cartes NVIDIA. Sauf que c'est réglé depuis : NVIDIA a sorti le correctif dans son pilote Vulkan beta 595.44.3.0 et Hans Gaiser a confirmé début avril, mesures à l'appui, que la qualité était revenue à la normale. Son README, lui, n'a pas suivi et vous conseille encore de rester en H.264 ou H.265. Donc si l'AV1 vous tente, prévoyez le pilote Vulkan beta, pas celui de votre distrib.
Notez aussi que Moonshine n'est pas conçu pour être utilisé sur des réseaux publics puisque le protocole GameStream sous-jacent a des limites qui font que le trafic n'est pas entièrement chiffré au niveau applicatif. Donc, si vous vous y mettez, n'exposez jamais les ports de Moonshine directement sur internet. Préférez passer par
Tailscale
ou un WireGuard par exemple.
Bref, Moonlight, Sunshine, Moonshine... si comme moi, vous vous emmêlez dans les noms, c'est parfaitement normal. N'empêche que c'est un super truc, encore en dev, certes, mais ça promet pour le futur...
What's Xbox's strategy for exclusive games? Microsoft itself doesn't really seem sure.
In a new interview with our friends at GamesRadar+, two Xbox C-suite figures offered some mixed messaging on exactly what Xbox fans should expect out of their exclusive games play.
Here's what Xbox execs had to say on the topic, although I'm more confused now than I was previously.
Xbox will get exclusive games. Some. Randomly, apparently?
It's a new era for Xbox. It'll take a long time to see if the strategy will pan out. (Image credit: Microsoft)
Chief Strategy Officer Matthew Ball emphasized strongly that there will be more exclusives for Xbox players beyond Gears of War: E-Day and Clockwork Revolution. He noted that, indeed, you can't really grow a platform without exclusive stuff — which is something I feel literally anyone on Earth should've known.
"This specific decision was made very early. Asha believes that to build a platform, you must have exclusive services and software — in this case, games. And so to return our platform to consistent growth, we need a reliable pipeline of exclusive games."
"I can assure you, Gears of War: E-Day and Clockwork Revolution are not the only titles we're planning. To grow a platform like ours, you have to have exclusive games and services. These are not going to be the only two titles."
People are speculating about exactly what that might mean.
Only franchises like Fallout or The Elder Scrolls will move the needle for Xbox's platform. Is Microsoft willing to invest the lost sales in a bet on Xbox as a platform? (Image credit: Bethesda Softworks)
There has been some suggestion that Xbox might follow PlayStation's stated model, of single-player games being exclusive, while multiplayer games remain multi-platform. After this past week and Bethesda's announcements, many are wondering if that might mean Fallout and The Elder Scrolls VI.
"I wouldn't overly fixate on single-player," Booty said. I think that's a good rule of thumb, but it certainly isn't something that's carved in stone."
"We are the stewards of over 20 game franchises that have made a billion dollars in their lifetime. There are a lot of different games in our portfolio, and we have to think about how different games serve different purposes within it."
Ball then chimed in, "We have a framework for these selections, including how we evaluate them. I recognize that this approach is not obvious to all of our players, and we are committed to making this clearer."
... "Not obvious" indeed.
Exclusives are about setting expectations, if Xbox can't do that then why even bother?
Gears of War: E-Day is reportedly "never" coming to PlayStation. (Image credit: Microsoft)
Gears of War: E-Day and Clockwork Revolution both look amazing, and I'm confident they will be amazing. But Gears of War has almost always been exclusive to Xbox, and Clockwork Revolution is an unknown quantity with the wider audience. I would bet money Microsoft doesn't put up the marketing budget necessary to help Clockwork Revolution cut through the noise either.
I really feel like only heavy-hitters like The Elder Scrolls, DOOM, Wolfenstein, Halo, and Fallout are going to move the needle in any direction here. The massive audiences, the TV show mainstream reach ... the decades of fandom and embedded history. These are the only types of games that could come close to delivering new users to the Xbox ecosystem. It's not about gatekeeping either — this is about whether or not Xbox actually wants to have platform "growth," as Matthew Ball says.
The problem in the near term is that there's a memory crisis going on, and that it's not a hot look on a spreadsheet to be selling consoles at all right now. Each Xbox Series X|S sold incurs a loss even after the price hike. If those users only pick up the console for a single game, or a couple of games, or maybe even three games ... you potentially don't even break even. Furthermore, it's not something the studios would likely want either. No access to PlayStation's massive install base would harm their bottom lines too.
Halo going to PlayStation has been the biggest self-defeating "you don't need an Xbox" message in history. (Image credit: 343 Industries)
When you can't sell consoles and break even, and your cost of user acquisition is higher than ever ... the road to better margins is selling games everywhere you can, be it Xbox, PlayStation, or beyond. But ... Xbox will keep bleeding users in that universe, maybe even irrevocably. It would end up ceding even more control to potentially hostile rival tech companies. It's self-defeating over time, and it might be impossible to fix now.
The economics are very difficult in the short term, but I feel like if Microsoft doesn't absorb the short-term pain, it'll end up with a far bigger and potentially far less workable problem. The memory crisis won't be forever, and this piecemeal approach to exclusivity doesn't set expectations particularly well for future potential customers.
To convert a non-Xbox user to a full-time Xbox user, you need more than new IP and franchises that have historically been exclusive already. You need a coherent, visible strategy that sets expectations for the platform for non-users. You need visible, known franchises that market themselves by virtue of simply existing. Otherwise, I'm not sure what the point is.
It'll be interesting to see how Xbox actually approaches this in the future, but Matthew Ball and Matt Booty's vague comments aren't helpful.
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It's been a while since I last reviewed a GameSir controller. Despite the brand being indisputably my first choice for a budget-friendly option, I often felt like I was repeating myself regarding what I liked and disliked. Great controllers, packing in the latest TMR stick technology, yet would always fall at the final hurdle: missing wireless on Xbox.
Well, recently the GameSir T7 Pro Sugar Whirl caught my eye, not just because of its gorgeous pastel cotton candy colors, but because it states wireless for Xbox on the box. In my experience, wireless GameSir controllers have typically required a cable to the console, but I was over the moon to find out this one simply needed a dongle to work wirelessly.
Could this finally be my perfect GameSir controller? Well, spoiler: nearly! But let me elaborate.
Gamesir T7 Pro Sugar Whirl: Price, availability and specs
The box has the "Designed for Xbox" logo that's caught me out many a time, but it actually does mean wireless for once.Jennifer Young - Windows CentralIn the box, you get a charging dock, a USB-C cable, and a dongle.Jennifer Young - Windows Central
The GameSir T7 Pro Sugar Whirl comes in at a respectable $89.99 MSRP, which isn't as cheap as many others within the brand's range, but it's also pretty damn cheap for a controller with TMR sticks. At the time of writing, it was out of stock on GameSir's official website, and for some reason, was listed at $135.00.
Now, I haven't been told of any price increases, so I can only include that as a placeholder until the controller comes back into stock. It's also available on Amazon, though it moves in and out of stock sporadically. It seems that, despite the controller having what I would say is a "love or hate it" design, it's actually very popular.
The controller comes with a charging dock, and for specs, I'll break down what you get for your ~$90:
Tri-mode connectivity (so it works on Xbox, PC, and Android, combining Bluetooth, a 2.4 GHz dongle, and a USB-C cable if you need it
GameSir's magnetic TMR sticks, so there's no worry of stick drift
Hall-Effect analog triggers and dual-stage trigger stops
Two rear remappable buttons
Membrane ABXY and D-pad
4 integrated rumble motors
6-axis gyroscope for PC
1,050 mAh battery
RGB lighting!
Gamesir T7 Pro Sugar Whirl: What's good
Sitting pretty on it's charging dock, this packs a lot of value for $89.99. (Image credit: Jennifer Young - Windows Central)
Whether a design is "good" or "bad" comes down to personal taste. I love some pastel colors, and this design is really eye-catching — certainly better than anything I could put together in the Xbox Design Lab for twice the cost, so I am down with the "Sugar Whirl" aesthetic. On to using the controller, it's remarkably lightweight for a wireless joypad, but not so light it feels cheap. It's a real pleasure to use, and feels ergonomically sound in the hand.
The sticks, being TMR, are smooth as butter to use. If you don't know what TMR is, it's the very scientific-sounding "tunneling magnetoresistance", which, in short, is the most recent version of the Hall-Effect.
The longer explanation is that, instead of relying on physical contact to judge movement, they use magnetic fields and electrical resistance. Much more precise for shooting and racing games, hence the "pro" tag on this controller. Do I need TMR sticks to play PalWorld and Diablo 4? Absolutely not, but it feels good, and because of the tech, I don't need to worry about stick drift six months down the line.
The rear of the controller looks almost transparent, but more of a frosted finish. Jennifer Young - Windows CentralI absolutely love the pastel colors.Jennifer Young - Windows CentralThe controller does light up, though I prefer to stick to the white lighting with this already striking pattern.Jennifer Young - Windows Central
While I do prefer having trigger stops with 3 settings, having 2 isn't a deal breaker, and they are pretty effective. The rear buttons, like with all GameSir controllers I've tried, also sit in the perfect position for my middle fingers, and the textured plastic on the handles keeps the controller secure in my hands.
Not that I play many sweaty shooter sessions — but I've endured heatwave after heatwave here in the United Kingdom.
The charging dock is simply lovely, and the controller snaps into place for charging when I'm not using it (though it could be more magnetic and firm like Razer if I had to nitpick; but at this price, I can't complain).
The controller snaps right into the dock, though I'd like a more magnetic connectionJennifer Young - Windows CentralHaving a compartment for these dongles is life changing, as I'm doomed to lose it otherwise. Jennifer Young - Windows Central
I don't have to worry about messing with play-and-charge kits or changing batteries. It also has a hidden compartment to house the USB dongle, which saves me from losing it amongst the myriad other dongles in my house.
Speaking of USB dongles, yes, this does require that to be wireless with Xbox, but I can say that it still powers on your Xbox from the controller. Besides, being able to store the dongle away when not using it, in a place that actually makes sense, means I can't be mad at it not being Microsoft's proprietary tech — which they keep under lock and key.
I'm just over the moon to finally have a GameSir controller I can both use and recommend that works wirelessly and seamlessly with my Xbox.
Gamesir T7 Pro Sugar Whirl: What's bad
I do wish the dongle was also pink or teal, but I guess it matches my Xbox Series S! (Image credit: Jennifer Young - Windows Central)
Unfortunately, in true GameSir fashion, they can never give me absolutely everything I love about their controllers in ONE controller. They give wireless in one hand, but take away the micro-switch buttons I love from the Kaleid range.
So the ABXY and D-pad buttons are fine, but I know they can do SO much better because membrane just feels lacking after using the clicky loveliness of microswitch. Additionally, controllers like the GameSir G7 Pro have a rubberized finish on the grips, which just feels that bit more premium, like the Elite controllers, and this controller relies simply on a textured back.
If these two things were changed, this controller would have gone from a 4.5 to a 5 for me, but at a 4.5 it's still a bloody great controller, and I'm using it as my daily driver right now despite those two nitpicks.
Gamesir T7 Pro Sugar Whirl: The competition
At $89.99, the T7 Pro Sugar Whirl sits in a very specific, fiercely competitive sweet spot. It is no longer a bare-bones budget option, but it undercuts the heavy hitters like the Xbox Elite Series 2 by a mile. If you love the dock and the true wireless freedom but aren't entirely sold on the pastel aesthetics or the membrane buttons, here are two of its biggest rivals to consider:
(Image credit: 8BitDo)
The 8BitDo Ultimate 3-Mode Xbox Controller (Hall-Effect Edition) is priced at $69.99 and is what I would consider the most direct competitor to this on the market (for which I also have a review coming up soon).
Like the Sugar Whirl, the 8BitDo Ultimate offers true wireless Xbox play via a 2.4GHz dongle and comes bundled with its own seamless charging dock.
While it features standard Hall-Effect sticks instead of the slightly newer TMR tech, you would be hard-pressed to notice the difference in daily gameplay.
Where it beats the GameSir is the price, coming in around $20 cheaper, and its body features a slightly more traditional, textured matte finish. However, its back buttons are a bit smaller and more recessed, meaning the GameSir still wins out on rear-button ergonomics.
(Image credit: Flydigi)
I've no experience with the Flydigi range, but I'd be remiss not to mention the Flydigi Vader 4 Pro, which comes up in pretty much any controller enthusiast conversation.
If you aren't really bothered about the Xbox connection, and simply want reasonably priced, and crucially, mechanical microswitch buttons, you can grab this for $79.99.
It has a mouse-click tactile response, as well as adjustable sticks that let you adjust the resistance to your taste. It doesn't come with a charging dock out of the box, but it's a solid choice around this price range.
Gamesir T7 Pro Sugar Whirl: Should you buy it?
Do you need TMR for Palworld? No, but do I love it? Yes. (Image credit: Jennifer Young - Windows Central)
You should buy this if ...
✅ You've been waiting for a wireless Xbox controller from GameSir
You can finally ditch the long USB-C cable across the living room floor; the included 2.4GHz dongle gives you seamless, couch-friendly wireless play.
✅ You want a premium charging setup on a budget
The included charging dock with its hidden dongle storage is so convenient for keeping your setup tidy and ensuring you never pick up a dead controller.
✅ You are tired of stick drift
The cutting-edge TMR magnetic sticks mean you get top-tier precision for shooting or racing games without worrying about the sticks wearing down six months down the line.
You should not buy this if ...
❌ You absolutely love clicky, mechanical face buttons
If you've been spoiled by the micro-switches on GameSir's Kaleid range, the traditional membrane ABXY buttons and D-pad on this model might feel a bit too mushy for your taste.
❌ The pastel aesthetic isn't your vibe
The 'Sugar Whirl' design is a "love it or hate it" look. If you prefer a stealthy, understated controller on your desk, this bright palette will stick out like a sore thumb.
Ultimately, the GameSir T7 Pro Sugar Whirl has officially stolen the crown as my new daily driver, and it’s going to take something pretty special to dethrone it.
While it still represents that classic GameSir dilemma, giving me wireless freedom in one hand while snatching away my beloved micro-switch buttons with the other, it gets closer to perfection than any budget controller has the right to.
I remain endlessly hopeful that one day the team at GameSir will finally combine all my favorite features into a single, flawless pad, but until that day comes, this is a pretty damn close second.
It’s genuinely brilliant to see them constantly showing up Microsoft by packing this much high-tier tech into a sub-$90 bundle, and long may it continue.
GameSir
T7 Pro Sugar Whirl Wireless Controller for Xbox
The GameSir T7 Pro Sugar Whirl is a 4.5 out of 5 for me. Not quite the flawless combo, but pretty damn close.
Maik Klotz, un développeur allemand, a sorti une app menu bar qui repeint votre Mac aux couleurs de Snow Leopard, System 6, Windows 98 ou encore BeOS. Elle s'appelle
RetroMac
et elle ne touche pas une ligne de votre système, donc pas de risques de tout casser.
Le catalogue des thèmes couvre à peu près tout ce qui nous a fait vieillir : le System 6 de 1988 en noir et blanc 1 bit avec ses barres de titre à rayures et sa police Chicago, Mac OS 9 et son Control Strip, l'Aqua bleu bonbon de 2001, le Snow Leopard de 2009, Windows 98, Windows XP et même BeOS. Chaque thème embarque son dock d'époque, ses curseurs, ses icônes et son écran de démarrage animé.
Les économiseurs d'écran sont de la partie aussi, un par thème avec 3D Pipes, FlowerBox, Flying Toasters, Flurry. Si vous ne voyez pas de quoi je parle, c'est que vous êtes trop jeune. Vous en avez de la chance !!
Par-dessus, y'a une trentaine de shaders qui simulent les vieilles dalles : CRT Royal, Sony Trinity, NTSC Composite, VHS, VCR, Game Boy. Vous pouvez les balancer en plein écran, sur un seul moniteur si vous en avez plusieurs, ou sur une seule fenêtre.
Le shader CRT Royal, scanlines et bombement d'écran compris
Le truc auquel je ne m'attendais pas, c'est la caméra virtuelle. RetroMac s'expose également comme une webcam système donc vous débarquez en réunion Zoom, Meet ou Teams avec une tête de VHS mal rembobinée. Effet garanti !! lol.
Et comme RetroMac se contente de peindre un shader par-dessus ce qui est déjà à l'écran, vos apps, vos fichiers et vos réglages système restent totalement intacts, donc c'est sans risques.
Après les thèmes, eux, modifient bel et bien des réglages du dock, de la barre de menus, des icônes du bureau et du fond d'écran, mais c'est rien d'irréversible. Et surtout RetroMac embarque un Health check et un bouton de restauration qui remet tout en place en un clic
Et le rythme de dev est assez dingue puisque le dépôt date du 22 mai et il en est déjà à sa dix-neuvième version. La 2.2, sortie il y a deux jours, ajoute Warcraft I et II qui tournent nativement sur le moteur open source
Stratagus
, avec le shader CRT qui se pose par-dessus le jeu.
Après le reste, c'est carré de chez Carré, il y a un binaire universel Intel et Apple Silicon. Et côté tarifs, tous les thèmes, tous les curseurs et une vingtaine de shaders sont gratuits. Après il y a un mode pro qui coûtera 8,88 euros une fois pour toutes et ajoutera le shader webcam et le fond d'écran animé.
Autrement, il n'y a pas d'abonnement. Et les sources sont sous
GitHub
sous licence GPL 3.0 avec même les fonctions payantes dedans. Donc c'est plutôt très ouvert mais pas encore complètement libre.
J'avais déjà parlé de
ShaderBeam
pour retrouver la netteté du CRT sur un écran moderne, d'
Infinite Mac
pour glisser un vieux Mac dans une page web, et du
Virtual OS Museum
et ses 1700 systèmes mais RetroMac la joue autrement, puisqu'il ne vous colle pas un vieil OS dans une fenêtre, mais déguise celui dont vous vous servez ;).
Voilà, si l'idée de faire booter votre M4 comme un Mac de 2001 vous amuse, c'est
par ici
. Et le jour où ça vous saoule, un clic et tout revient en place.
Today, Bethesda offered a big update on how the studio is mapping its future.
Xbox's massive cuts have left many of its subsidiaries reeling, with fans worried that Microsoft may have cut the legs off many of the industry's most beloved franchises. id Software sought to reassure fans on the topic this week, and now Bethesda is also doing its bit on top.
Bethesda just confirmed in a big note that Elder Scrolls VI is coming along nicely and hitting milestones, Starfield will continue to get new content, and finally, Fallout is getting a ton of new projects. Fallout 5 is in pre-production, Obsidian is returning with its own Fallout spin-off, and Fallout 3 and New Vegas are getting remakes, confirming our previous reporting.
One piece of news that might go under the radar here a bit is on Creation Engine 3, which Bethesda is developing specifically for Elder Scrolls VI and Fallout 5. I recently caught up with Todd Howard to learn a bit more about how the studio is positioning Creation Engine 3, Creation Club, and how it's becoming an increasingly critical part of Bethesda's future.
"I can't say enough about our tech team. It's just incredible."
Starfield's Creation Engine 2 upgrades really boosted environmental visuals for Bethesda's games. (Image credit: Xbox Game Studios)
Creation Engine has been a bit controversial in some corners, with some gamers feeling it lacks the fidelity of engines like Unreal or the cinematic qualities of in-house engines like RE Engine.
Creation Engine has always been more of a sandbox play in my view, designed for extensibility first and foremost and rapid iteration on huge-scale worlds. It's also designed for modding at its core, with Creation Club members earning over $10 million in revenue since the platform's inception.
I caught up with Todd Howard recently to talk about a variety of topics, including how Creation Engine 3 is being leveraged in Fallout 5 and Elder Scrolls VI, and how he's thinking about the platform given the rise of Roblox and Minecraft's own platform-extensible features.
"When we build these worlds, it starts with the tech. A lot of people think engine, they think rendering, but there's so much more that goes into it from a tool side and a system side," Todd explains.
"For the kind of worlds that we want to build and also knowing that we were going to be doing Fallout 5, and just how do we do those simultaneously in a way where it's not start and stop. And we're really happy. I can't say enough about our tech team. It's just incredible. Our designers ask for so much crazy stuff, and our tech team finds a way to do it. And I think that's really defined our games where you feel like anything is possible."
To update Oblivion's fidelity, Virtuous put Unreal Engine visuals on top of the classic Gamebryo underbelly. (Image credit: Windows Central)
I mentioned the stat Bethesda brought up: $10 million has been paid out to creators in the Creation Club program across games like Fallout 4 and Starfield. Given the rise of Roblox as a user-generated content juggernaut, I asked if these industry shifts have informed how Creation Engine 3 will show up.
"If you go back, something we've been super passionate about since we sort of started this run with Morrowind, I was adamant that I wanted the Elder Scrolls Construction Set to come with the game, like as a separate disc. And we've been doing it for decades. We have a creator group that have been doing it for decades, it's what's kept games like Skyrim alive after fifteen years.
It harkens back to when you played D&D and you can make your own adventures. That spirit of creation. It takes a lot of different flavors, so it's really about supporting all those different flavors. I think we're in an awesome spot with Creations, with verified creators, and they're getting that revenue. It has risen all boats, free modding too, with those things being more popular. You see people who maybe they were a hobbyist on the side now becoming a professional. The the content in there blows us away. They just do an incredible job. And for some, now this is their career, and that makes us ecstatic."
Could Creation Club and Creation Engine be another answer to Xbox's Roblox problem?
Creation Club has been a huge driver of content for Starfield and other Bethesda hits, like Fallout 4. (Image credit: Bethesda | Starfield)
On the Xbox layoffs, Todd Howard lamented for friends who will no longer remain at the studio with visible hurt, but noted that the game industry more broadly is undergoing a massive shift. He called back to 2016, just before the Xbox acquisition, on Bethesda's sprint towards mobile and multiplayer as gamers seemed to be shifting away from single-player titles en masse.
That similar change now revolves around user-generated content in a lot of ways. Roblox is now bigger than Steam and PlayStation combined, as creators build out entire games and worlds and build entire businesses inside Roblox itself. Bethesda's Creation Club was a pioneer in that space to some degree, alongside Minecraft, giving the modding community ways to turn their hobbies and passions into careers that pay the bills.
It'll be interesting to see how Creation Engine 3 shows up in Fallout 5 and The Elder Scrolls VI, but we're probably going to be waiting a while to see how it all shakes out.
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Marvel's Wolverine has recently unleashed a new cinematic trailer, featuring an epic montage of the superhero Wolverine being awesome, killing bad guys while briefly getting into a tussle with his longtime nemesis, Sabretooth.
Most of the comments are your typical outrage posts demanding that Sony reverse its decision to cancel game discs. However, a grand majority of them mock Sony for its actions using jokes like "Wolverine was really getting PHYSICAL in this trailer; he has such a DISCtinct presence".
The most hilarious of these comments is "Wolverine's treasured photograph shows the significance of physical media". This is a reference to a scene from the trailer showing a photo of Wolverine and someone they're close to burning to ashes.
This causes our hero to go nuts at the bad guys for destroying it, and fans took it as an unintentional piece of commentary on the dire state of physical media in the gaming industry and used it to clown on Sony relentlessly.
Xbox could and should figure out a way to offer an alternative
Is this burnt photo symbolic of the imminent death of physical media in gaming, movies and entertainment in general? (Image credit: Sony Interactive Entertainment)
Now granted, it's very likely Xbox Helix will drop physical discs as well. However, Microsoft is working on a special disc-to-digital program called 'Positron' and there's a chance it might figure out a way to preserve disc-based games without forcing consumers to resort to piracy.
What's more, this turbulent backlash Sony is facing may give Xbox the first opportunity in probably decades to give PlayStation a one-up, providing gamers with a consumer-friendly alternative to Sony's dark future for digital media on PlayStation, if it plays its cards right.
Only time will tell what the future holds for Microsoft and Sony. Still, in the meantime, I'll be praying for Marvel's Wolverine to land on PC and perhaps Xbox someday (even though the odds of both are very unlikely) because it looks too awesome to be contained on a single platform.
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